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Func proprrespawnzone: Difference between revisions

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{{AABBwarning}}
{{AABBwarning}}
{{todo|Works in {{hl2dm}}. Test other games}}
{{todo|Works in {{hl2dm}}. Test other games}}
{{elaborate|How does it handle respawning and distribution?}}


== Convars ==
== Convars ==

Revision as of 01:25, 14 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
Elaborate?: How does it handle respawning and distribution?

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