Difference between revisions of "CBreakable (CS)"

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* '''Classname''': CBreakable. <br />
 
* '''Classname''': CBreakable. <br />
* '''Inheriting Instances''': func_breakable.<br />
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* '''Inheriting Instance''': func_breakable.<br />
 
* '''Description''': The ''func_breakable'' entity allows you to create a breakable brush. <br />
 
* '''Description''': The ''func_breakable'' entity allows you to create a breakable brush. <br />
  

Latest revision as of 08:35, 29 August 2009


Basic Information

  • Classname: CBreakable.
  • Inheriting Instance: func_breakable.
  • Description: The func_breakable entity allows you to create a breakable brush.


Class Hierarchy


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


Related Links