CPhysMagnet: Difference between revisions

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== Overview ==
== Overview ==
...
Acts like a magnet, attaching metallic objects when they collide.


'''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/phys_magnet phys_magnet]'''


==[[SendProps|Class Structure]]==
==[[Classes|Class Structure]]==
*'''[[CBaseEntity]]'''
*'''[[CBaseEntity]]'''
**'''[[CBaseAnimating]]'''
**'''[[CBaseAnimating]]'''
***'''[[CBaseAnimatingOverlay]]'''
***'''CPhysMagnet'''
****'''[[CBaseFlex]]'''
 
*****'''[[CBaseCombatCharacter]]'''
== Entity DataMaps ==
******'''[[CBasePlayer]]'''
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;
*******'''CTFPlayer'''
|+CPhysMagnet
! 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%;" |'''InputToggle'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputTurnOff'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputTurnOn'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_MagnettedEntities'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnMagnetAttach'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_OnMagnetDetach'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bActive'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bHasHitSomething'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flNextSuckTime'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flRadius'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flTotalMass'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_forceLimit'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_iMaxObjectsAttached'''
| 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: 50%;" |'''m_pConstraintGroup'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_torqueLimit'''
| style="width: 15%;" |
| style="width: 35%;" |
|}

Latest revision as of 20:13, 10 July 2022

Overview[edit | edit source]

Acts like a magnet, attaching metallic objects when they collide.

Source location : /game/server/physobj.h

Linked Entity : phys_magnet

Class Structure[edit | edit source]

Entity DataMaps[edit | edit source]

CPhysMagnet
Name Type Description
InputToggle
InputTurnOff
InputTurnOn
m_MagnettedEntities
m_OnMagnetAttach
m_OnMagnetDetach
m_bActive
m_bHasHitSomething
m_flNextSuckTime
m_flRadius
m_flTotalMass
m_forceLimit
m_iMaxObjectsAttached
m_iszOverrideScript
m_massScale
m_pConstraintGroup
m_torqueLimit