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Func proprrespawnzone: Difference between revisions

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(actually works)
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{{CDA|CBaseEntity|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/a62efecf624923d3bacc67b8ee4b7f8a9855abfd/src/game/server/props.cpp#L6161 props.cpp]}}
{{CDA|CBaseEntity|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/a62efecf624923d3bacc67b8ee4b7f8a9855abfd/src/game/server/props.cpp#L6161 props.cpp]}}
{{this is a|brush entity|name=func_proprrespawnzone}} Zone that handles respawning and distribution of clientside physics props.
{{this is a|brush entity|name=func_proprrespawnzone}} Zone that handles respawning and distribution of clientside physics props.
{{AABBwarning}}
{{todo|Works in {{hl2dm}}. Test other games}}
{{todo|Works in {{hl2dm}}. Test other games}}



Revision as of 15:06, 13 March 2025

Icon-NotInFGD.png
This entity is not in the FGD by default, except in Team Fortress 2.
See below for instructions on making it available.
C++ Class hierarchy
CBaseEntity defined in C++ props.cpp

func_proprrespawnzone is a brush entity available in all Source Source games. Zone that handles respawning and distribution of clientside physics props.

Warning.pngWarning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
Todo: Works in Half-Life 2: Deathmatch. Test other games

Convars

Cvar/Command Parameters or default value Descriptor Effect
cl_phys_props_respawndist 1500 units Minimum distance from the player that a clientside prop must be before it's allowed to respawn.
cl_phys_props_respawnrate 60 seconds Time, in seconds, between clientside prop respawns.

FGD code

@SolidClass base(Targetname) = func_proprrespawnzone :
	"Zone that handles respawning and distribution of clientside physics props." []

See also