Difference between revisions of "CBreakable (CS)"
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− | [[Category:CS | + | [[Category:CS Class List]] |
− | *[[CBaseEntity | + | == Basic Information == |
− | ** [[CBaseDelay | + | |
+ | * '''Classname''': CBreakable. <br /> | ||
+ | * '''Inheriting Instances''': func_breakable.<br /> | ||
+ | * '''Description''': The ''func_breakable'' entity allows you to create a breakable brush. <br /> | ||
+ | |||
+ | |||
+ | == Class Hierarchy == | ||
+ | |||
+ | *[[CBaseEntity (CS)|CBaseEntity]] | ||
+ | ** [[CBaseDelay (CS)|CBaseDelay]] | ||
*** '''CBreakable''' ''(func_breakable)'' | *** '''CBreakable''' ''(func_breakable)'' | ||
− | **** [[CPushable | + | **** [[CPushable (CS)|CPushable ''(func_pushable)'']] |
+ | == Entity Data == | ||
− | <tt> | + | <tt>W = Windows |</tt><tt> L = Linux</tt> |
{| cellpadding="4" | {| cellpadding="4" | ||
|- class="t2th" | |- class="t2th" | ||
Line 20: | Line 30: | ||
| style="text-align:center" | Materials | | style="text-align:center" | Materials | ||
| None. | | None. | ||
+ | <pawn> | ||
+ | enum Materials { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } | ||
+ | </pawn> | ||
|- class="t2td" | |- class="t2td" | ||
| m_Explosion | | m_Explosion | ||
Line 27: | Line 40: | ||
| style="text-align:center" | Explosions | | style="text-align:center" | Explosions | ||
| None. | | None. | ||
+ | <pawn> | ||
+ | #define NUM_SHARDS 6 // this many shards spawned when breakable objects break; | ||
+ | enum Explosions { expRandom, expDirected }; | ||
+ | </pawn> | ||
|- class="t2td" | |- class="t2td" | ||
| m_idShard | | m_idShard | ||
Line 57: | Line 74: | ||
|} | |} | ||
− | == | + | |
+ | == Entity Attributes == | ||
+ | |||
+ | * '''Name''' (''targetname'') - Property used to identify entities. | ||
+ | * '''Material Type''' (''material'') - The type of material that a func_breakable or func_pushable should act as. Options are: | ||
+ | : 0 = Glass | ||
+ | : 1 = Wood | ||
+ | : 2 = Metal | ||
+ | : 3 = Flesh | ||
+ | : 4 = Cinder Block | ||
+ | : 5 = Ceiling Tile | ||
+ | : 6 = Computer | ||
+ | : 7 = Unbreakable Glass | ||
+ | : 8 = Rocks | ||
+ | * '''Spawn on Break''' (''spawnobject'') - Used by func_breakable and func_pushable. Determines what item is spawned when the entity is broken. Options are: | ||
+ | : 0 = Nothing | ||
+ | : 1 = Battery | ||
+ | : 2 = Health Kit | ||
+ | // HL only | ||
+ | : 3 = 9mm Handgun | ||
+ | : 4 = 9mm Clip | ||
+ | : 5 = Machine Gun | ||
+ | : 6 = Machine Gun Clip | ||
+ | : 7 = Machine Gun Grenades | ||
+ | : 8 = Shotgun | ||
+ | : 9 = Shotgun Shells | ||
+ | : 10 = Crossbow | ||
+ | : 11 = Crossbow Bolts | ||
+ | : 12 = 357 | ||
+ | : 13 = 357 Clip | ||
+ | : 14 = RPG | ||
+ | : 15 = RPG Clip | ||
+ | : 16 = Gauss Clip | ||
+ | : 17 = Hand Grenade | ||
+ | : 18 = Tripmine | ||
+ | : 19 = Satchel Charge | ||
+ | : 20 = Snark | ||
+ | : 21 = Hornet Gun | ||
+ | * '''Render FX''' (''renderfx'') - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows: | ||
+ | : 0 = Normal | ||
+ | : 1 = Slow Pulse | ||
+ | : 2 = Fast Pulse | ||
+ | : 3 = Slow Wide Pulse | ||
+ | : 4 = Fast Wide Pulse | ||
+ | : 5 = Slow Fade Away | ||
+ | : 6 = Fast Fade Away | ||
+ | : 7 = Slow Become Solid | ||
+ | : 8 = Fast Become Solid | ||
+ | : 9 = Slow Strobe | ||
+ | : 10 = Fast Strobe | ||
+ | : 11 = Faster Strobe | ||
+ | : 12 = Slow Flicker | ||
+ | : 13 = Fast Flicker | ||
+ | : 14 = Constant Glow | ||
+ | : 15 = Distort | ||
+ | : 16 = Hologram (Distort and Fade) | ||
+ | * '''Render Mode''' (''rendermode'') - Controls the type of rendering that is used for an object. Options are: | ||
+ | : 0 = Normal | ||
+ | : 1 = Color | ||
+ | : 2 = Texture | ||
+ | : 3 = Glow | ||
+ | : 4 = Solid | ||
+ | : 5 = Additive | ||
+ | * '''Global Entity Name''' (''globalname'') | ||
+ | * '''Target on Break''' (''target'') - When the func_breakable is activated (i.e. broken), it will activate this entity. | ||
+ | * '''Strength''' (''health'') - The amount of damage the entity will take before breaking. | ||
+ | * '''Gibs Direction''' (''explosion'') - Direction the gibs will go on break (0 = Random, 1 = Relative to Attack) | ||
+ | * '''Delay before fire''' (''delay'') | ||
+ | * '''Gib Model''' (''gibmodel'') - Model to use for gibs (overrides default specified by Material Type). | ||
+ | * '''Expolde Magnitude''' (''explodemagnitude'') - This will determine the size of the explosion that occurs when the brush breaks. 0 = None. | ||
+ | * '''FX Amount''' (''renderamt'') | ||
+ | * '''FX Color''' (''rendercolor'') | ||
+ | * '''ZHLT Lightflags''' (''zhlt_lightflags'') | ||
+ | * '''Light Origin Target''' (''light_origin'') | ||
+ | * '''Minimum light level''' (''_minlight'') | ||
+ | |||
+ | |||
+ | == Entity Flags == | ||
<pawn> | <pawn> | ||
− | + | // Spawn flags. | |
− | + | #define SF_BREAK_TRIGGER_ONLY 1 // Only Trigger - Entity can only be activated (broken) by being triggered. | |
+ | #define SF_BREAK_TOUCH 2 // Touch - Brush will break on touch. | ||
+ | #define SF_BREAK_PRESSURE 4 // Pressure - Brush will break when pressured (e.g. player walking on it). | ||
+ | #define SF_BREAK_CROWBAR 256 // Instant crowbar - Whack it with a crowbar and it will break instantly (regardless of strength). | ||
+ | </pawn> | ||
+ | |||
+ | |||
+ | == Notes == | ||
+ | |||
+ | None. | ||
+ | |||
+ | |||
+ | == HLSDK Reference == | ||
+ | |||
+ | * [http://svn.tcwonline.org/viewvc.cgi/hlsdk/dlls/func_break.h?view=markup&root=amxmodx func_break.h] | ||
+ | * [http://svn.tcwonline.org/viewvc.cgi/hlsdk/dlls/func_break.cpp?view=markup&root=amxmodx func_break.cpp] | ||
+ | |||
+ | |||
+ | == Related Links == | ||
− | + | * [http://twhl.co.za/wiki.php?id=164 TWHL] | |
− |
Revision as of 08:35, 29 August 2009
Contents
Basic Information
- Classname: CBreakable.
- Inheriting Instances: func_breakable.
- Description: The func_breakable entity allows you to create a breakable brush.
Class Hierarchy
- CBaseEntity
- CBaseDelay
- CBreakable (func_breakable)
- CBaseDelay
Entity Data
W = Windows | L = Linux
Name | W. Offset | L. Offset | L. Diff | Type | Description |
---|---|---|---|---|---|
m_Material | 36 | 40 | +4 | Materials | None.
enum Materials { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } |
m_Explosion | 37 | 41 | +4 | Explosions | None.
#define NUM_SHARDS 6 // this many shards spawned when breakable objects break; enum Explosions { expRandom, expDirected }; |
m_idShard | 38 | 42 | +4 | int | None. |
m_angle | 39 | 43 | +4 | float | None. |
m_iszGibModel | 40 | 44 | +4 | int | None. |
m_iszSpawnObject | 41 | 45 | +4 | int | None. |
Entity Attributes
- Name (targetname) - Property used to identify entities.
- Material Type (material) - The type of material that a func_breakable or func_pushable should act as. Options are:
- 0 = Glass
- 1 = Wood
- 2 = Metal
- 3 = Flesh
- 4 = Cinder Block
- 5 = Ceiling Tile
- 6 = Computer
- 7 = Unbreakable Glass
- 8 = Rocks
- Spawn on Break (spawnobject) - Used by func_breakable and func_pushable. Determines what item is spawned when the entity is broken. Options are:
- 0 = Nothing
- 1 = Battery
- 2 = Health Kit
// HL only
- 3 = 9mm Handgun
- 4 = 9mm Clip
- 5 = Machine Gun
- 6 = Machine Gun Clip
- 7 = Machine Gun Grenades
- 8 = Shotgun
- 9 = Shotgun Shells
- 10 = Crossbow
- 11 = Crossbow Bolts
- 12 = 357
- 13 = 357 Clip
- 14 = RPG
- 15 = RPG Clip
- 16 = Gauss Clip
- 17 = Hand Grenade
- 18 = Tripmine
- 19 = Satchel Charge
- 20 = Snark
- 21 = Hornet Gun
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- Global Entity Name (globalname)
- Target on Break (target) - When the func_breakable is activated (i.e. broken), it will activate this entity.
- Strength (health) - The amount of damage the entity will take before breaking.
- Gibs Direction (explosion) - Direction the gibs will go on break (0 = Random, 1 = Relative to Attack)
- Delay before fire (delay)
- Gib Model (gibmodel) - Model to use for gibs (overrides default specified by Material Type).
- Expolde Magnitude (explodemagnitude) - This will determine the size of the explosion that occurs when the brush breaks. 0 = None.
- FX Amount (renderamt)
- FX Color (rendercolor)
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Minimum light level (_minlight)
Entity Flags
// Spawn flags. #define SF_BREAK_TRIGGER_ONLY 1 // Only Trigger - Entity can only be activated (broken) by being triggered. #define SF_BREAK_TOUCH 2 // Touch - Brush will break on touch. #define SF_BREAK_PRESSURE 4 // Pressure - Brush will break when pressured (e.g. player walking on it). #define SF_BREAK_CROWBAR 256 // Instant crowbar - Whack it with a crowbar and it will break instantly (regardless of strength).
Notes
None.
HLSDK Reference