- Deadlock
- server
- CEntitySubclassVDataBase
- CCitadel_BreakablePropVData
- Inherits
- CEntitySubclassVDataBase
- Also in
- client
Fields
NameTypeOffset
bool
MPropertyDescription: "Should this breakable break if a player rolls or dodges into it?"
MPropertyFriendlyName: "Break On Dodge?"
MPropertyStartGroup: "Behavior"
bool
MPropertyDescription: "If checked, this breakble will stay after destroyed, rather than stop rendering. (useful for animating breakables that might want to stay in a final pose."
MPropertyFriendlyName: "Render while dead?"
bool
MPropertyDescription: "If checked, this breakble will stay solid after death. (useful for animating breakables that might want to stay in a final pose."
MPropertyFriendlyName: "Solid while dead?"
bool = true
MPropertyDescription: "If checked, this breakable will immediately die upon prop break."
MPropertyFriendlyName: "Die on Break?"
MPropertyDescription: "Optional one-off animation played when this takes damage without breaking. Ignored if the model has no sequence with this name, so it is safe to set on a shared base."
MPropertyFriendlyName: "Hit Sequence"
bool
MPropertyDescription: "If checked, this breakble will take damage from Bullets."
MPropertyFriendlyName: "Damaged by Bullets?"
bool
MPropertyDescription: "If checked, this breakble will take damage from Melee."
MPropertyFriendlyName: "Damaged by Melee?"
bool
MPropertyDescription: "If checked, this breakble will take damage from Abilities."
MPropertyFriendlyName: "Damaged by Abilities?"
bool
MPropertyDescription: "If checked, this breakble will take damage from Abilities."
MPropertyFriendlyName: "Damaged by Slide?"
bool
MPropertyDescription: "If checked, only player pawns can damage this. Use for props that exist purely to be interacted with, so NPCs and world damage can never consume them."
MPropertyFriendlyName: "Damaged by Players Only?"
int32
MPropertyDescription: "Health. Used by bullet and ability damage. Melee uses Melee Hits To Break instead, when that is set."
int32
MPropertyDescription: "If > 0, melee ignores health and damage entirely and this breaks after this many melee hits, so melee damage scaling can never change how many hits it takes. Only deliberate melee attacks count, never dashes or slides."
MPropertyFriendlyName: "Melee Hits To Break"
MPropertySuppressExpr: "m_bDamagedByMelee == false"
int32 = 2
MPropertyDescription: "How many hits a heavy melee counts as. 2 means one heavy opens a two-hit prop."
MPropertyFriendlyName: "Heavy Melee Hit Count"
MPropertySuppressExpr: "m_nMeleeHitsToBreak <= 0"
bool
MPropertyDescription: "If checked, a single melee swing can only hit one of these. When several are in the swing, only the nearest is hit, so they cannot be cleaved together."
MPropertyFriendlyName: "No Melee Cleave"
MPropertySuppressExpr: "m_bDamagedByMelee == false"
float32 = 30
MPropertyDescription: "Speed (units/sec) of break debris thrown away from the attacker. 0 leaves debris where it broke. Model BreakCommands still apply on top."
MPropertyFriendlyName: "Break Debris Speed"
float32 = 0.25
MPropertyDescription: "Fraction of the breaker's velocity added to break debris, only when the breaker is in contact (e.g. dashing through). Stacks with Break Debris Speed."
MPropertyFriendlyName: "Inherit Breaker Velocity Fraction"
bool
MPropertyDescription: "Also require being visible on the minimap"
MPropertySuppressExpr: "m_flOutlineRadius <= 0"
MPropertyDescription: "What color to glow"
MPropertySuppressExpr: "m_flOutlineRadius <= 0"
MPropertyDescription: "Model"
MPropertyProvidesEditContextString: "ToolEditContext_ID_VMDL"
MPropertyStartGroup: "Visuals"
MPropertyDescription: "3D Sound of the prop breaking"
MPropertyStartGroup: "Audio"
MPropertyDescription: "3D Sound of the prop taking damage"
MPropertyDescription: "3D Sound of a hit this prop refuses to take damage from. Deliberately melee-only, bullets fire too fast to give each rejected shot a sound"
MPropertyDescription: "3D ambient sound that plays while the prop is alive"
float32 = 1
MPropertyDescription: "In test maps, use this as our initial spawn time"
float32 = 10
MPropertyDescription: "In test maps, use this as our respawn time"
MPropertyDescription: "CSS class to apply to this breakable's minimap icon while alive"
MPropertyStartGroup: "UI"
MPropertyDescription: "CSS class to apply to this breakable's minimap icon while dead"
float32
MPropertyDescription: "If > 0, this breakable will not appear on the minimap until a player gets this close"
MPropertyCustomFGDType: "panorama_layout"
MPropertyStartGroup: "In-World Panel Settings"
MPropertyDescription: "CSS class to apply to in-world panel"
MPropertySuppressExpr: "m_strLayoutFile == """
float32
MPropertyDescription: "Chance for this to drop a primary reward, 0 - 100%, this rolls first"
MPropertyStartGroup: "Powerup Settings"
ECitadelRandomRollTypes = "ECitadelRandomRoll_BreakableGoldPickup"
MPropertyDescription: "Category for the random roller"
CUtlOrderedMap< CSubclassName< 0>, float32> = {}
MPropertyDescription: "What this prop can drop."
MPropertyFriendlyName: "Rewards"
MPropertySuppressExpr: "m_eRollType == ECitadelRandomRoll_BreakablePowerupPickup"