Entity:PhysicsInitStatic
Description
Initializes a static physics object of the entity using its current model. If successful, the previous physics object is removed.
This is what used by entities such as func_breakable
, prop_dynamic
, item_suitcharger
, prop_thumper
and npc_rollermine
while it is in its "buried" state in the Half-Life 2 Campaign.
If the entity's current model has no physics mesh associated to it, no physics object will be created.
This function will automatically call Entity:SetSolid(
solidType
).Clientside physics objects are broken and do not move properly in some cases. Physics objects should only created on the server or you will experience incorrect physgun beam position, prediction issues, and other unexpected behavior.
A workaround is available on the Entity:PhysicsInitConvex page.
Issue Tracker: 5060
Arguments
1 number solidType
The solid type of the physics object to create, see SOLID enum. Should be
SOLID_VPHYSICS
in most cases.Returns
1 boolean
Returns
true
on success, false
otherwise. This will fail if the entity's current model has no associated physics mesh.