Prop sphere
		
		
		
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Template:Point ent It is not in any of Valve's FGDs, however.
It is essentially a prop_physics with a perfectly spherical VPhysics collision model. If you want to create an spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!
 Tip:The only spherical model in Half-Life 2 is
Tip:The only spherical model in Half-Life 2 is models\combine_helicopter\helicopter_bomb01.mdl. Unfortunately, unless you are using Ep2 it is made of wood!Stock FGD
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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Extending prop_sphere
The following simple addition to CPhysSphere:
- Allows level designers to configure the collision model's radius
- Fully applies the prop_data and $surfaceprop of the chosen model.
C++
Open \server\props.cpp and replace the existing CPhysSphere with this:
class CPhysSphere : public CPhysicsProp
{
	DECLARE_CLASS( CPhysSphere, CPhysicsProp );
	DECLARE_DATADESC();
public:
	float m_fRadius;
	bool CreateVPhysics()
	{
		SetSolid( SOLID_BBOX );
		SetCollisionBounds( -Vector(m_fRadius), Vector(m_fRadius) );
		objectparams_t params = g_PhysDefaultObjectParams;
		params.pGameData = static_cast<void *>(this);
		IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( m_fRadius, GetModelPtr()->GetRenderHdr()->textureindex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
		if ( pPhysicsObject )
		{
			VPhysicsSetObject( pPhysicsObject );
			SetMoveType( MOVETYPE_VPHYSICS );
			pPhysicsObject->Wake();
		}
	
		return true;
	}
};
LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere );
BEGIN_DATADESC( CPhysSphere )
	DEFINE_KEYFIELD( m_fRadius, FIELD_FLOAT, "radius"),
END_DATADESC()
Extended FGD
@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(radius) = prop_sphere : "Creates a perfect sphere."
[
	radius(float) : "Radius" : 12 : ""
]
Stock Keyvalues
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physicsRenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
- Render Modes 
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Stock Flags
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physicsStock Inputs
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physicsRenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermodeset to a number other than0.
- Color <color255>
- Sets an RGB color for the entity.
Stock Outputs
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
