Func wall: Difference between revisions
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Bug:This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated instances, it will not be rotated correctly! (tested in:
,SDK13 source code)
Bug:
clientside ragdolls pass through this entity while they correctly collide with func_brush (tested in: l4d2)
Important:This is a preserved entity in 






.
If the game has round restart mechanics this entity may not behave as expected:
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
SirYodaJedi (talk | contribs) m (This is a bug with VBSP not collapsing instances correctly) |
(Most likely not an issue with VBSP. This entity's Spawn function is setting the angles to 0 0 0) Tag: Reverted |
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{{CD|CFuncWall|file1=bmodels.cpp}} | {{CD|CFuncWall|file1=bmodels.cpp}} | ||
{{this is a|brush entity|name=func_wall}} {{base brush legacy|func_brush}} This is obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been deprecated by the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''. | {{this is a|brush entity|name=func_wall}} {{base brush legacy|func_brush}} This is obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been deprecated by the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''. | ||
{{bug|tested={{tf2}}|This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated [[instance]]s, it will not be rotated correctly!}} | {{bug|tested={{tf2}},SDK13 source code|This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated [[instance]]s, it will not be rotated correctly!}} | ||
{{bug|{{l4ds}} clientside ragdolls pass through this entity while they correctly collide with [[func_brush]]|tested=l4d2}} | {{bug|{{l4ds}} clientside ragdolls pass through this entity while they correctly collide with [[func_brush]]|tested=l4d2}} | ||
{{PreservedEnt|func_wall}} | {{PreservedEnt|func_wall}} | ||
Line 12: | Line 12: | ||
== Inputs == | == Inputs == | ||
{{ | {{I|Use|param=void|deprecated=1|Nonfunctional; leftover from {{quake|2}} and {{goldsrc|2}}, where using or targeting a func_wall would toggle between +0 to +9 and +A to +J texture sets. Use {{ent|env_texturetoggle}} or {{ent|material_modify_control}} instead.}} | ||
== See Also == | == See Also == |
Revision as of 15:41, 13 December 2024

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CFuncWall |
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func_wall
is a brush entity available in all Source games. Legacy support only. Use func_brush instead. This is obsolete entity from Half-Life provided for backwards compatibility. Has been deprecated by the func_brush entity with its Solidity property set to Always Solid.














If the game has round restart mechanics this entity may not behave as expected:
|
Keyvalues

- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
Use <void>- Deprecated.
Nonfunctional; leftover fromQuake and
GoldSrc, where using or targeting a func_wall would toggle between +0 to +9 and +A to +J texture sets. Use env_texturetoggle or material_modify_control instead.