Gib: Difference between revisions
		
		
		
		
		
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|  (-added class hierarchy) | m (Classifying as model entity) | ||
| Line 2: | Line 2: | ||
| {{ent not in fgd}} | {{ent not in fgd}} | ||
| {{CD|CGib|file1=1}} | {{CD|CGib|file1=1}} | ||
| {{this is a| | {{this is a|model entity|name=gib}} This an entity that is produced when another entity is killed or destroyed. Common examples are [[npc_cscanner]] and [[npc_clawscanner]] from {{hl2|4}} which produce {{ent|gib}} entities when they are broken, each gib resembling part of them. Gibs can be picked up and thrown just like {{ent|prop_physics}} | ||
| ==Entities which produce {{ent|gib}} entities upon death== | ==Entities which produce {{ent|gib}} entities upon death== | ||
| ===={{hl2|4}}==== | ===={{hl2|4}}==== | ||
Latest revision as of 04:31, 19 May 2025
|  Class hierarchy | 
|---|
| CGib | 
|  gib.cpp | 
gib  is a   model entity  available in all  Source games. This an entity that is produced when another entity is killed or destroyed. Common examples are npc_cscanner and npc_clawscanner from
 Source games. This an entity that is produced when another entity is killed or destroyed. Common examples are npc_cscanner and npc_clawscanner from  Half-Life 2 which produce gib entities when they are broken, each gib resembling part of them. Gibs can be picked up and thrown just like prop_physics
 Half-Life 2 which produce gib entities when they are broken, each gib resembling part of them. Gibs can be picked up and thrown just like prop_physics
Entities which produce gib entities upon death
 Half-Life 2
 Half-Life 2
- npc_cscanner
- npc_clawscanner
- npc_helicopter (random number of gibs along with 3 helicopter_chunk)
- npc_barnacle
- prop_vehicle_apc (random number of gibs along with 5 prop_physics)
 
Todo: Complete this list.

