func_wall
![Obsolete-notext.png](/w/images/thumb/a/aa/Obsolete-notext.png/40px-Obsolete-notext.png)
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
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CFuncWall defined in ![]() bmodels.cpp
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func_wall
is a brush entity available in all Source games. Legacy support only. Use func_brush instead. This is obsolete entity from Half-Life provided for backwards compatibility. Has been replaced by the func_detail entity and the func_brush entity with its Solidity property set to Always Solid.
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- On a new round entities with this classname 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.
Keyvalues
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_control
entity. - 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_level
cvar 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_level
cvar 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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