Func physbox multiplayer: Difference between revisions
Jump to navigation
Jump to search
Note:All
(stub, confirm) |
No edit summary |
||
Line 2: | Line 2: | ||
{{CD|CPhysBoxMultiplayer|file1=props.cpp}} | {{CD|CPhysBoxMultiplayer|file1=props.cpp}} | ||
{{this is a|brush entity|name=func_physbox_multiplayer}} It is identical to {{ent|func_physbox}}, except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. | {{this is a|brush entity|name=func_physbox_multiplayer}} It is identical to {{ent|func_physbox}}, except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. | ||
Latest revision as of 13:45, 30 July 2024

![]() |
---|
CPhysBoxMultiplayer |
![]() |
func_physbox_multiplayer
is a brush entity available in all Source games. It is identical to func_physbox, except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.

Keyvalues / Inputs / Outputs
are same as func_physbox.FGD Code
@SolidClass base(func_physbox) = func_physbox_multiplayer: "This entity is identical to func_physbox, " + "except the runtime collisions use a more bouncy method that avoids " + "the prediction errors normal physics objects get." [ ]