CBreakable

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Class hierarchy
CBreakable
CBaseEntity
func_break.cpp

Entities linked to this class

Fields

m_Material <FIELD_INTEGER>

m_hBreaker <FIELD_EHANDLE>

m_angle <FIELD_FLOAT>

m_iszGibModel <FIELD_STRING>

m_iszSpawnObject <FIELD_STRING>

m_bTookPhysicsDamage <FIELD_BOOLEAN>

m_iszPropData <FIELD_STRING>

m_flDmgModBullet <FIELD_FLOAT>

m_flDmgModClub <FIELD_FLOAT>

m_flDmgModExplosive <FIELD_FLOAT>

m_iszPhysicsDamageTableName <FIELD_STRING>

m_iszBreakableModel <FIELD_STRING>

m_iBreakableSkin <FIELD_INTEGER>

m_iBreakableCount <FIELD_INTEGER>

m_iMaxBreakableSize <FIELD_INTEGER>

m_iszBasePropData <FIELD_STRING>

m_iInteractions <FIELD_INTEGER>

m_explodeRadius <FIELD_FLOAT>

m_iszModelName <FIELD_STRING>

m_hPhysicsAttacker <FIELD_EHANDLE>

m_flLastPhysicsInfluenceTime <FIELD_TIME>


Keyfields

m_ExplosionMagnitude <FIELD_INTEGER> attached key: explodemagnitude

m_flPressureDelay <FIELD_FLOAT> attached key: PressureDelay

m_iMinHealthDmg <FIELD_INTEGER> attached key: minhealthdmg

m_Explosion <FIELD_INTEGER> attached key: explosion

m_GibDir <FIELD_VECTOR> attached key: gibdir

m_PerformanceMode <FIELD_INTEGER> attached key: PerformanceMode


Left 4 Dead series Left 4 Dead series

m_breakableType <FIELD_INTEGER> attached key: BreakableType


Keyvalues

Note.pngNote:Those defined in CBreakable::KeyValue function that may have custom behavior set instead of just setting a single field, ent_dump won't show these
Note.pngNote:Descriptions based on Source 2013 Multiplayer Source 2013 Multiplayer
material <integer>
Sets m_Material to values 0 up 3 (0:glass, 1:metal, 2:flesh, 3:wood), if value outside this range is used it will be set to 0
deadmodel
Does nothing
shards
Does nothing
lip
Does nothing
gibmodel <string>
Sets m_iszGibModel
spawnobject <integer>
Takes index to array of strings pSpawnObjects and sets m_iszSpawnObject to the chosen element
propdata <integer>
Takes index to array of strings pFGDPropData and sets m_iszPropData to the chosen element. Gives Warning("func_breakable with invalid propdata %d.\n", pdata ); if value out of range given

Inputs

Note.pngNote:Usable as both keyvalue or input. ent_fire doesn't autocomplete these

m_impactEnergyScale <FIELD_FLOAT> attached input: physdamagescale


Input functions

Break <FIELD_VOID> attached function: InputBreak

description todo

SetHealth <FIELD_INTEGER> attached function: InputSetHealth

description todo

AddHealth <FIELD_INTEGER> attached function: InputAddHealth

description todo

RemoveHealth <FIELD_INTEGER> attached function: InputRemoveHealth

description todo

SetMass <FIELD_FLOAT> attached function: InputSetMass

description todo

Touch think function

BreakTouch <FIELD_VOID>

Has checks for 'Break on Touch', 'Break on Pressure' flags

Think function

Die <FIELD_VOID>

Used as think function for delaying breaking of breakable after PressureDelay seconds after it was stood on

Outputs

m_OnBreak
OnBreak
m_OnHealthChanged
OnHealthChanged

See Also