This article's documentation is for anything that uses the Source engine. Click here for more information.

Func pushable (Source): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 5: Line 5:
{{CD|CPushable|base=CBreakable|file1=func_break.cpp}}
{{CD|CPushable|base=CBreakable|file1=func_break.cpp}}
{{this is a|brush entity|name=func_pushable}} A pushable brush object with very primitive physics. It can be thought of as the predecessor to {{ent|func_physbox}}. It is used in {{hls|4}}.  
{{this is a|brush entity|name=func_pushable}} A pushable brush object with very primitive physics. It can be thought of as the predecessor to {{ent|func_physbox}}. It is used in {{hls|4}}.  
{{note|This entity can be pushed with {{code|[[+use]]}} and this entity can't be rotated at runtime. {{only|{{hls}}{{hldms}}}}}}
{{note|{{only|{{hls}}{{hldms}}}} This entity can be pushed with {{code|[[+use]]}} and this entity can't be rotated at runtime.}}


{{Brush rendering note}}
{{Brush rendering note}}

Revision as of 01:20, 8 December 2025

English (en)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
C++ Class hierarchy
CPushable
CBreakable
CBaseEntity
C++ func_break.cpp

func_pushable is a brush entity available in all Source Source games. A pushable brush object with very primitive physics. It can be thought of as the predecessor to func_physbox. It is used in Half-Life: Source Half-Life: Source.

Note.pngNote:(only in Half-Life: SourceHalf-Life Deathmatch: Source) This entity can be pushed with +use and this entity can't be rotated at runtime.
Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note.pngNote:All Keyvalues / Inputs / Outputs are same as func_breakable.
Confirm:Buoyancy KV which is in GoldSrc doesn't seem to be present here.
Size KV is also absent, but is unnecessary, due to Source using Quake II-style brushsides for collision instead of Quake I-style clipnodes.

Flags

Is breakable : [128]
Prevent +use push : [256]
(only in Half-Life: Source Half-Life Deathmatch: Source)

See Also