prop_sphere

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Revision as of 01:00, 20 March 2024 by Nescius (talk | contribs) (-added class hierarchy, cleanup)
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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CPhysSphere
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_sphere is an e0 available in all Template:2 games.Template:2 topicon

Warning.pngWarning:
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{2}} template.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It is essentially a prop_physics with a perfectly spherical VPhysics collision model of 12 units radius. If you want to create a spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!

Tip.pngTip:The only spherical model in Half-Life 2 is models\combine_helicopter\helicopter_bomb01.mdl.
Icon-Bug.pngBug:The collision mesh will not be visible with the vcollide_wireframe 1 command.  [todo tested in ?]

Keyvalues

Radius (radius) <float> (only in Portal 2: Community Edition)
The radius for the sphere.

FGD Code

If you don't intend to make any changes to the entity's C++ code, use this:

@PointClass base(BasePropPhysics, RenderFields) studioprop() = prop_sphere : "Creates a perfect sphere."
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See also