prop_ragdoll
$collisionjoints
.
Class hierarchy |
---|
CRagdollProp |
physics_prop_ragdoll.cpp
|
prop_ragdoll
is a point entity available in all Source games. It is a VPhysics ragdoll. Ragdolls are collections of physics objects constrained together to simulate a jointed object like a dead body. They are very expensive to simulate.
physics_prop_ragdoll
.
Note:Original entity version is available as
prop_ragdoll_original . The difference is: prop_ragdoll_original can't be gibbed with explosions, crowbar can hit prop_ragdoll_original if [4] Debris spawnflag is unchecked (crowbar's raycast skips prop_ragdoll for some reason), prop_ragdoll_original doesn't bleed or have decals on it, prop_ragdoll_original can't be picked up, prop_ragdoll_original have realistic bullet push.Bug:
|
Death Ragdolls/Ragdoll Transformation
When a NPC/player dies or an entity receives the BecomeRagdoll
input, it normally creates a client-side ragdoll and copies most of its animation and visual data to it. Unlike server-side prop_ragdolls, these client-side ragdolls are handled completely on a per-client basis and are much cheaper and simpler than their server-side counterparts, at the expense of being virtually nonexistent on the server, being inconsistent across client perspectives, and only colliding with entities that have physics objects on the client (e.g. worldspawn
).
However, a NPC will become a server-side ragdoll while it's under any of the following conditions:
- The NPC is inside the volume of a
trigger_serverragdoll
- The NPC is killed by a vehicle in singleplayer
- The gravity gun is supercharged
- The NPC dies on fire while in Alyx darkness mode
- The NPC is a vital ally (e.g.,
npc_alyx
)
These server-side death ragdolls will collide with physics objects and beyond, like any prop_ragdoll, but they are marked as debris and do not collide with each other. They do not collide with themselves either, unlike client-side ragdolls (fixed in Entropy : Zero 2 and Black Mesa). This is believed to be intentional behavior to reduce performance/networking costs.
- Code:This can be modified at
CBaseAnimating::CopyAnimationDataFrom()
inbaseanimating.cpp
for server-side ragdolls andC_BaseAnimating::CreateRagdollCopy()
inc_baseanimating.cpp
for client-side ragdolls.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Override Animation
(angleOverride)
<string> - List of joint rotations in the format
index,x y z,...
. Filled in by the engine via hammer_update_entity or after simulating ragdolls in Hammer++ physics simulation.
GMODSandbox:
|
Flags
- Debris : [
4
]
Don't collide with the player or other debris - Use 'Least Recently Used' Retirement : [
4096
] !FGD
LRU in this case it's referring to Source's ragdoll cleanup system, which automatically removes ragdolls which haven't been used. Serverside ragdolls spawned by NPCs are automatically added to this system, while prop_ragdolls spawned by the map are not - Allow Dissolve : [
8192
] - Motion Disabled : [
16384
] - Allow stretch : [
32768
] - Start asleep : [
65536
]
Inputs
StartRagdollBoogie
- Begins ragdoll boogie effect for 5 seconds.Bug:This input is actually supposed to use a parameter for how long the ragdoll should boogie, but it uses the wrong field type in the data description.Fix:In
CRagdollProp
's data description, findDEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie )
and replaceFIELD_VOID
withFIELD_FLOAT
.
EnableMotion / DisableMotion
- Enable / disable physics simulation.
FadeAndRemove
(in all games since )- Fade out then remove (kill) self. Parameter override = duration of fade.
AllowBloodPool
(only in ) !FGD- Сorpse once will create pool of blood (particle effect) if it is placed on brush. Note:Not available for
prop_ragdoll_original
andprop_ragdoll_attached
.