CBreakable (CS)
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