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func_breakable

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func_breakable is a brush entity available in all Source Source games. This entity can take damage and break apart, optionally producing gibs.

class hierarchy
CBreakable defined in func_break.cpp
CBaseEntity

Flags

Breakable (brush):

  •  [1] : Only Break on Trigger
  •  [2] : Break on Touch
  •  [4] : Break on Pressure
  •  [512] : Break immediately on Physics
  •  [1024] : Don't take physics damage
  •  [2048] : Don't allow bullet penetration

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Breakable (brush):

Prop Data (propdata) <choices>
Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
Note.pngNote:Some settings can make the brush unbreakable.
  • 0: None
  • 1: Wooden.Tiny
  • 2: Wooden.Small
  • 3: Wooden.Medium
  • 4: Wooden.Large
  • 5: Wooden.Huge
  • 6: Metal.Small
  • 7: Metal.Medium
  • 8: Metal.Large
  • 9: Cardboard.Small
  • 10: Cardboard.Medium
  • 11: Cardboard.Large
  • 12: Stone.Small
  • 13: Stone.Medium
  • 14: Stone.Large
  • 15: Stone.Huge
  • 16: Glass.Small
  • 17: Plastic.Small
  • 18: Plastic.Medium
  • 19: Plastic.Large
  • 20: Pottery.Small
  • 21: Pottery.Medium
  • 22: Pottery.Large
  • 23: Pottery.Huge
  • 24: Glass.Window
Strength/Health (health) <integer>
The damage to take before breaking. The brush will not break from damage if this is 0.
Material Type (material) <choices>
Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
  • 0: Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
  • 1: Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain brushes.
  • 2: Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
  • 3: Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
  • 4: CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
  • 5: Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
  • 6: Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
  • 7: Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
  • 8: Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
  • 9: Web !FGD - Only functional in Half Life Source.
  • 10: None
Gibs Direction (explosion) <choices>
Used to decide which direction to throw gibs when broken.
  • 0: Random
  • 1: Relative to Attack
  • 2: Use Precise Gib Dir (see below)
Precise Gib Direction (gibdir) <angle>
An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
Damaging it Doesn't Push It (nodamageforces) <boolean>
When enabled the brush will move in response to damage.
Gib Model (gibmodel) <string>
Used by HL1Port to specify a custom gib model to break into, overriding the Material Type.
Spawn On Break (spawnobject) <choices>
When broken, an entity of the selected type will be created.
Note.pngNote:Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
  1. item_battery
  2. item_healthkit
  3. item_ammo_pistol
  4. item_ammo_pistol_large
  5. item_ammo_smg1
  6. item_ammo_smg1_large
  7. item_ammo_ar2
  8. item_ammo_ar2_large
  9. item_box_buckshot
  10. item_flare_round
  11. item_box_flare_rounds
  12. item_ml_grenade
  13. item_smg1_grenade (unusable!)
  14. item_box_sniper_rounds
  15. Unused
  16. weapon_stunstick
  17. weapon_ar1 (unusable!)
  18. weapon_ar2
  19. Unused
  20. weapon_ml
  21. weapon_smg1
  22. weapon_smg2 (unusable!)
  23. weapon_slam (unusable!)[Why?]
  24. weapon_shotgun
  25. weapon_molotov (unusable!)
  26. item_dynamic_resupply


Explode Magnitude (explodemagnitude) <integer>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Confirm:Damage radius is proportional to magnitude.
Dead model (deadmodel) <model path> !FGD Obsolete
Deprecated. Purpose unknown. Does absolutely nothing inside code.
Shards (shards)  !FGD Obsolete
Deprecated. Purpose unknown. Does absolutely nothing inside code.
Lip (lip)  !FGD Obsolete
Deprecated. Purpose unknown. Does absolutely nothing inside code.

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
Pressure Delay (pressuredelay) <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer>
How close to breaking the object is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Breakable By (BreakableType) <choices> (only in Left 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks

Internal keyvalues used by VRAD:
Minimum Light Level (_minlight) <float>
Multiplier of minimum amount of light to hit this brush.
Shadows (vrad_brush_cast_shadows) <choices>
Determines if this entity will cast lightmap shadows.
  • 0: No shadows
  • 1: Cast shadows

VisibleBrush:
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <choices>
Various somewhat legacy alpha effects.
Render Effects
Icon-Bug.pngBug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive Counter-Strike: Global Offensive
  • 0: None
  • 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
  • 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
  • 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
  • 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
  • 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since Left 4 Dead) Fades out over 4 s)
  • 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since Left 4 Dead) Fades out over 1 s)
  • 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since Left 4 Dead) Fades in over 4 s)
  • 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since Left 4 Dead) Fades in over 1 s)
  • 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
  • 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
  • 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
  • 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
  • 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
  • 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in Counter-Strike: Global Offensive)
  • 15: Distort (causes unnatural flickering and position shifting)/(in all games since Left 4 Dead) Fade Out (instant; not very useful outside of code)
  • 16: Hologram (Distort + "distance fade")/(in all games since Left 4 Dead) Fade In (instant; not very useful outside of code)
  • 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in Source 2013)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since Left 4 Dead)
    Confirm:which branches/games is it available in, and where does it do what?
  • 18: Glow Shell (purpose unclear) (in all games since Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:what does this do? and which games is it in?
  • 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in Counter-Strike: Global Offensive)
  • 20: Environmental Rain ("for environmental rendermode, make rain") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 21: Environmental Snow ("for environmental rendermode, make snow") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 22: Spotlight FX ("TEST CODE for experimental spotlight") (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional?
  • 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 25: kRenderFXMax/Fade Near (removed since Left 4 Dead) (not in Counter-Strike: Global Offensive)
Blank image.pngTodo: what does this do? may be nonfunctional
Render FX / Transparency (0–255) (renderamt) <integer 0–255>
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.
Texture Frame (texframeindex) <integer> !FGD
The frame number for any animated textures on this entity.

Shadow:
Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

SystemLevelChoice:

Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.[Note.pngKey names are related to cpu_level cvar used by Effect Details.]
Choices
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.[Note.pngKey names are related to gpu_level cvar used by Shader Details.]
Choices
  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High

DXLevelChoice:

Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.

Inputs

BreakableBrush:

Break
Breaks the breakable.
SetHealth <integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integer>
Adds health to the breakable.
RemoveHealth <integer>
Removes health from the breakable.
SetMass <float>
Damaging the entity applies physics forces to it.

Visible Brush:
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 Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different from rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Outputs

BreakableBrush:

OnBreak
Fired when this object breaks. !activator is whatever breaks the object.
OnHealthChanged <float>
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.

See Also