func_brush
CFuncBrush defined in modelentities.cpp
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func_brush is a brush entity available in all
Source games. It's a generic brush entity with various features.
It combines the functions of func_wall, func_illusionary and func_wall_toggle from
Quake and
GoldSrc, as well as the deprecated trigger_brush. The older entities can still be used, for an insignificant amount of memory saved.
- On a new round, its properties including its position will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
Contents
Keyvalues
Targetname:
- Name
(targetname)<string> - The targetname that other entities refer to this entity by.
- Solidity
(Solidity)<choices> - Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
Bug:npc_combine_scan walk through no matter what type of solidity is set by usingscripted_sequence
- Solid BSP
(solidbsp)<boolean> - Set this to BSP if the player seems to rotate oddly relative to the surface.
- NPC class excluded from collisions
(excludednpc)<classname> - If an NPC classname (i.e.
npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion
(invert_exclusion)<boolean> - If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
EnableDisable:
- Start Disabled
(StartDisabled)<boolean> - Stay dormant until activated (with the
Enableinput).
Tip:If Solidity is Toggle, disabling will also make the entity non-solid.
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)<normal> - Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
- Shadows
(vrad_brush_cast_shadows)<boolean> (in all games since
) - Determines if this entity will cast lightmap shadows.
VisibleBrush:
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)<choices> - Various somewhat legacy alpha effects.
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- 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_controlentity. - Disable ShadowDepth
(disableshadowdepth)<boolean> (in all games since
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)<boolean> (in all games since
) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)<choices> (in all games since
) - 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.
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SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)<choices> (in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[
Key names are related to cpu_levelcvar used by Effect Details.]
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)<choices> (in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[
Key names are related to gpu_levelcvar used by Shader Details.]
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DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)<choices> (removed since
) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
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BaseFadeProp:
- End Fade Dist
(fademaxdist)<float> !FGD - Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)<float> !FGD - If you specify so in
worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
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Base:
Values:
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Flags
- [
2] : Ignore player +USE - Entity will ignore allUseinputs, including ones from the player.
Inputs
SetExcluded- Change the NPC class that does not collide with the brush.
SetInvert- Whether to reverse the NPC class exclusion rule.
Toggle!FGD- Toggles the enabled state of the entity
EnableDisable:
Enable
Disable- Enable/disable this entity from performing its task. It might also disappear from view.
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
)- Removes
EF_NODRAWfrom the entity.
DisableDraw(in all games since
)- Applies
EF_NODRAWto the entity. Note that this is different fromrendermode 10.
EnableReceivingFlashlight(in all games since
)- Makes it so that the entity is lit by
env_projectedtextures.
DisableReceivingFlashlight(in all games since
)- Prevents the entity from being lit by
env_projectedtextures. The shadow made by the texture will still cast.
Reflection:
DisableDrawInFastReflection(in all games since
)- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
EnableDrawInFastReflection(in all games since
)- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentitiesin 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
)- This object will not receive light or shadows from projected textures.