Nuclide
Software Development Kit for id Technology
prop_physics Class Reference

About this class

Server-Entity: Physics Prop Model.

QUAKED prop_physics (1 0 0) (-16 -16 -16) (16 16 16) ASLEEP NOPHYSDMG DEBRIS NOMOTION x x PHYSDEVICE NOROTOR USEOUT

OVERVIEW

Physics model

KEYS

  • "targetname" : Name

SPAWNFLAGS

  • ASLEEP (1) : Prop starts without physics and stays until it is impacted.
  • NOPHYSDMG (2) : Will not take physics damage.
  • DEBRIS (4) : Will not collide with players, or other types of debris
  • NOMOTION (8) : Disable motion
  • PHYSDEVICE (64) : Enable motion when grabbed with a physics device.
  • NOROTOR (128) : Unaffected by rotor contraptions.
  • USEOUT (256) : Generate output on +use.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for prop_physics:
NSPhysicsEntity

Public Member Functions

void prop_physics (void)
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void OnPlayerUse (void)
 

Constructor & Destructor Documentation

◆ prop_physics()

void prop_physics::prop_physics ( void  )

Member Function Documentation

◆ OnPlayerUse()

void prop_physics::OnPlayerUse ( void  )
virtual

◆ Respawn()

void prop_physics::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPhysicsEntity.

◆ SpawnKey()

void prop_physics::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPhysicsEntity.


The documentation for this class was generated from the following file: