CPhysBox: Difference between revisions

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'''Source location : ...'''
'''Source location : [https://github.com/sreechar/TF2-Source-Code/tree/master/tf2_src/game/server/physobj.h /game/server/physobj.h]'''


'''Linked entity : ...'''
'''Linked Entity : [https://developer.valvesoftware.com/wiki/func_physbox func_physbox]'''


==[[SendProps|Class Structure]]==
==[[Classes|Class Structure]]==
*'''[[CBaseEntity]]'''
*'''[[CBaseEntity]]'''
**'''[[CBaseAnimating]]'''
**'''[[CBreakable]]'''
***'''[[CBaseAnimatingOverlay]]'''
***'''CPhysBox'''
****'''[[CBaseFlex]]'''
*****'''[[CBaseCombatCharacter]]'''
******'''[[CBasePlayer]]'''
*******'''CTFPlayer'''


== SendProps ==
== Entity DataMaps ==
{| class="wikitable sortable" style="margin: 0 auto; width: 100%; padding: 0;"
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;
|+CPhysBox  
|+CPhysBox  
! style="width: 50%; background-color: #303030; color: white" |Name  
! style="width: 50%; background-color: #303030; color: white" |Name  
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! style="width: 35%; background-color: #303030; color: white" |Description
! style="width: 35%; background-color: #303030; color: white" |Description
|-
|-
| style="width: 50%;" |'''m_iPhysicsMode'''
| style="width: 50%;" |'''CPhysBoxBreakTouch'''
| style="width: 15%;" |Boolean
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_fMass'''
| style="width: 50%;" |'''InputDisableFloating'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputDisableMotion'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputEnableMotion'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputForceDrop'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSleep'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputWake'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnAwakened'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnDamaged'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnMotionEnabled'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysGunDrop'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysGunOnlyPickup'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysGunPickup'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPhysGunPunt'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnPlayerUse'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_angPreferredCarryAngles'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bNotSolidToWorld'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_damageToEnableMotion'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_damageType'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flForceToEnableMotion'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_hCarryingPlayer'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iszOverrideScript'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_massScale'''
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|}
|}

Latest revision as of 19:59, 24 March 2022

Overview[edit | edit source]

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Source location : /game/server/physobj.h

Linked Entity : func_physbox

Class Structure[edit | edit source]

Entity DataMaps[edit | edit source]

CPhysBox
Name Type Description
CPhysBoxBreakTouch
InputDisableFloating
InputDisableMotion
InputEnableMotion
InputForceDrop
InputSleep
InputWake
m_OnAwakened
m_OnDamaged
m_OnMotionEnabled
m_OnPhysGunDrop
m_OnPhysGunOnlyPickup
m_OnPhysGunPickup
m_OnPhysGunPunt
m_OnPlayerUse
m_angPreferredCarryAngles
m_bNotSolidToWorld
m_damageToEnableMotion
m_damageType
m_flForceToEnableMotion
m_hCarryingPlayer
m_iszOverrideScript
m_massScale