CBreakableProp: Difference between revisions

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== Overview ==
A base class for breakable props entities.


'''Source location : [https://github.com/sreechar/TF2-Source-Code/blob/master/tf2_src/game/server/props.h /game/server/props.h]'''
==[[Classes|Class Structure]]==
*'''[[CBaseEntity]]'''
**'''[[CBaseAnimating]]'''
***'''[[CBaseProp]]'''
****'''CBreakableProp'''
== Entity DataMaps ==
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;
|+CBreakableProp
! style="width: 50%; background-color: #303030; color: white" |Name
! style="width: 15%; background-color: #303030; color: white" |Type
! style="width: 35%; background-color: #303030; color: white" |Description
|-
| style="width: 50%;" |'''CBreakablePropAnimateThink'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''CBreakablePropBreakThink'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''CBreakablePropBreakablePropTouch'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''CBreakablePropRampToDefaultFadeScale'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputAddHealth'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputBreak'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputDisablePhyscannonPickup'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputDisablePuntSound'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputEnablePhyscannonPickup'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputEnablePuntSound'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputRemoveHealth'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetHealth'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnBreak'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnHealthChanged'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysCannonAnimatePostStarted'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysCannonAnimatePreStarted'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysCannonAnimatePullStarted'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysCannonDetach'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysCannonPullAnimFinished'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnTakeDamage'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_PerformanceMode'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bBlockLOSSetByPropData'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bIsWalkableSetByPropData'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bOriginalBlockLOS'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bUsePuntSound'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_createTick'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_explodeDamage'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_explodeRadius'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flDefaultFadeScale'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flDmgModBullet'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flDmgModClub'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flDmgModExplosive'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flLastPhysicsInfluenceTime'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flPressureDelay'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_hBreaker'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_hFlareEnt'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_hLastAttacker'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_hPhysicsAttacker'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iBreakableCount'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iBreakableSkin'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iInteractions'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iMaxBreakableSize'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iMinHealthDmg'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iNumBreakableChunks'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_impactEnergyScale'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iszBasePropData'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iszBreakModelMessage'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iszBreakableModel'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iszPhysicsDamageTableName'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iszPuntSound'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_nPhysgunState'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_preferredCarryAngles'''
| style="width: 15%;" |
| style="width: 35%;" |
|}

Latest revision as of 22:57, 10 August 2022

Overview[edit | edit source]

A base class for breakable props entities.

Source location : /game/server/props.h

Class Structure[edit | edit source]

Entity DataMaps[edit | edit source]

CBreakableProp
Name Type Description
CBreakablePropAnimateThink
CBreakablePropBreakThink
CBreakablePropBreakablePropTouch
CBreakablePropRampToDefaultFadeScale
InputAddHealth
InputBreak
InputDisablePhyscannonPickup
InputDisablePuntSound
InputEnablePhyscannonPickup
InputEnablePuntSound
InputRemoveHealth
InputSetHealth
m_OnBreak
m_OnHealthChanged
m_OnPhysCannonAnimatePostStarted
m_OnPhysCannonAnimatePreStarted
m_OnPhysCannonAnimatePullStarted
m_OnPhysCannonDetach
m_OnPhysCannonPullAnimFinished
m_OnTakeDamage
m_PerformanceMode
m_bBlockLOSSetByPropData
m_bIsWalkableSetByPropData
m_bOriginalBlockLOS
m_bUsePuntSound
m_createTick
m_explodeDamage
m_explodeRadius
m_flDefaultFadeScale
m_flDmgModBullet
m_flDmgModClub
m_flDmgModExplosive
m_flLastPhysicsInfluenceTime
m_flPressureDelay
m_hBreaker
m_hFlareEnt
m_hLastAttacker
m_hPhysicsAttacker
m_iBreakableCount
m_iBreakableSkin
m_iInteractions
m_iMaxBreakableSize
m_iMinHealthDmg
m_iNumBreakableChunks
m_impactEnergyScale
m_iszBasePropData
m_iszBreakModelMessage
m_iszBreakableModel
m_iszPhysicsDamageTableName
m_iszPuntSound
m_nPhysgunState
m_preferredCarryAngles