CBreakable: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Add CBreakable redirect to func_breakable (this makes class hierarchy links work))
Tag: New redirect
 
(Removed redirect to Func breakable)
Tag: Removed redirect
Line 1: Line 1:
#REDIRECT [[func_breakable]]
{{CD|CBreakable|file1=1}}
{{Linked entities|func_breakable}}
 
== Fields ==
 
{{DEFINE_FIELD|m_Material|FIELD_INTEGER}}
{{DEFINE_FIELD|m_hBreaker|FIELD_EHANDLE}}
{{DEFINE_FIELD|m_angle|FIELD_FLOAT}}
{{DEFINE_FIELD|m_iszGibModel|FIELD_STRING}}
{{DEFINE_FIELD|m_iszSpawnObject|FIELD_STRING}}
{{DEFINE_FIELD|m_bTookPhysicsDamage|FIELD_BOOLEAN}}
{{DEFINE_FIELD|m_iszPropData|FIELD_STRING}}
{{DEFINE_FIELD|m_flDmgModBullet|FIELD_FLOAT}}
{{DEFINE_FIELD|m_flDmgModClub|FIELD_FLOAT}}
{{DEFINE_FIELD|m_flDmgModExplosive|FIELD_FLOAT}}
{{DEFINE_FIELD|m_iszPhysicsDamageTableName|FIELD_STRING}}
{{DEFINE_FIELD|m_iszBreakableModel|FIELD_STRING}}
{{DEFINE_FIELD|m_iBreakableSkin|FIELD_INTEGER}}
{{DEFINE_FIELD|m_iBreakableCount|FIELD_INTEGER}}
{{DEFINE_FIELD|m_iMaxBreakableSize|FIELD_INTEGER}}
{{DEFINE_FIELD|m_iszBasePropData|FIELD_STRING}}
{{DEFINE_FIELD|m_iInteractions|FIELD_INTEGER}}
{{DEFINE_FIELD|m_explodeRadius|FIELD_FLOAT}}
{{DEFINE_FIELD|m_iszModelName|FIELD_STRING}}
{{DEFINE_FIELD|m_hPhysicsAttacker|FIELD_EHANDLE}}
{{DEFINE_FIELD|m_flLastPhysicsInfluenceTime|FIELD_TIME}}
 
=== Keyfields ===
{{DEFINE_KEYFIELD|m_ExplosionMagnitude|FIELD_INTEGER|explodemagnitude}}
{{DEFINE_KEYFIELD|m_flPressureDelay|FIELD_FLOAT|PressureDelay}}
{{DEFINE_KEYFIELD|m_iMinHealthDmg|FIELD_INTEGER|minhealthdmg}}
{{DEFINE_KEYFIELD|m_Explosion|FIELD_INTEGER|explosion}}
{{DEFINE_KEYFIELD|m_GibDir|FIELD_VECTOR|gibdir}}
{{DEFINE_KEYFIELD|m_PerformanceMode|FIELD_INTEGER|PerformanceMode}}
 
=== Inputs ===
{{DEFINE_INPUT|m_impactEnergyScale|FIELD_FLOAT|physdamagescale}}
 
=== Input functions ===
{{DEFINE_INPUTFUNC|FIELD_VOID|Break|InputBreak}}
{{DEFINE_INPUTFUNC|FIELD_INTEGER|SetHealth|InputSetHealth}}
{{DEFINE_INPUTFUNC|FIELD_INTEGER|AddHealth|InputAddHealth}}
{{DEFINE_INPUTFUNC|FIELD_INTEGER|RemoveHealth|InputRemoveHealth}}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|SetMass|InputSetMass}}
 
=== Touch think function ===
{{DEFINE_FIELD|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/func_break.cpp#L570 BreakTouch]|FIELD_VOID|3=
Has checks for 'Break on Touch', 'Break on Pressure' flags}} <!-- DEFINE_ENTITYFUNC -->
 
=== Think function ===
{{DEFINE_FIELD|Die|FIELD_VOID|Used as think function for delaying breaking of breakable by <code>PressureDelay</code> after it was stood on}} <!-- DEFINE_THINKFUNC -->
 
=== Outputs ===
{{O|m_OnBreak|OnBreak}} <!-- DEFINE_OUTPUT -->
{{O|m_OnHealthChanged|OnHealthChanged}}

Revision as of 04:03, 20 September 2024

C++ Class hierarchy
CBreakable
CBaseEntity
C++ func_break.cpp

Entities linked to this class

Fields

m_Material <FIELD_INTEGER>

m_hBreaker <FIELD_EHANDLE>

m_angle <FIELD_FLOAT>

m_iszGibModel <FIELD_STRING>

m_iszSpawnObject <FIELD_STRING>

m_bTookPhysicsDamage <FIELD_BOOLEAN>

m_iszPropData <FIELD_STRING>

m_flDmgModBullet <FIELD_FLOAT>

m_flDmgModClub <FIELD_FLOAT>

m_flDmgModExplosive <FIELD_FLOAT>

m_iszPhysicsDamageTableName <FIELD_STRING>

m_iszBreakableModel <FIELD_STRING>

m_iBreakableSkin <FIELD_INTEGER>

m_iBreakableCount <FIELD_INTEGER>

m_iMaxBreakableSize <FIELD_INTEGER>

m_iszBasePropData <FIELD_STRING>

m_iInteractions <FIELD_INTEGER>

m_explodeRadius <FIELD_FLOAT>

m_iszModelName <FIELD_STRING>

m_hPhysicsAttacker <FIELD_EHANDLE>

m_flLastPhysicsInfluenceTime <FIELD_TIME>


Keyfields

m_ExplosionMagnitude <FIELD_INTEGER> (explodemagnitude)

m_flPressureDelay <FIELD_FLOAT> (PressureDelay)

m_iMinHealthDmg <FIELD_INTEGER> (minhealthdmg)

m_Explosion <FIELD_INTEGER> (explosion)

m_GibDir <FIELD_VECTOR> (gibdir)

m_PerformanceMode <FIELD_INTEGER> (PerformanceMode)


Inputs

m_impactEnergyScale <FIELD_FLOAT> (physdamagescale)


Input functions

Break <FIELD_VOID> linked function: InputBreak

description todo

SetHealth <FIELD_INTEGER> linked function: InputSetHealth

description todo

AddHealth <FIELD_INTEGER> linked function: InputAddHealth

description todo

RemoveHealth <FIELD_INTEGER> linked function: InputRemoveHealth

description todo

SetMass <FIELD_FLOAT> linked function: InputSetMass

description todo

Touch think function

BreakTouch <FIELD_VOID>

Has checks for 'Break on Touch', 'Break on Pressure' flags

Think function

Die <FIELD_VOID>

Used as think function for delaying breaking of breakable by PressureDelay after it was stood on

Outputs

m_OnBreak
OnBreak
m_OnHealthChanged
OnHealthChanged