func_pushable Last edited 2 days ago2025-01-04 14:54:14 UTC

func_pushable - Brush Entity

The only type of brush entity that can be pushed, pulled, lifted (not by the player) and fall, most commonly used with crates. It can also optionally be breakable.

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5 Comments

Commented 14 years ago2010-02-28 12:16:47 UTC Comment #101135
Well, what's the point of Hull Size? I find it doesn't affect the bounding box of the object.
Commented 10 years ago2014-11-23 14:54:48 UTC Comment #101136
@^: The Hull Size setting determines the pev->size value, which I'm not sure what it's used for.
Commented 9 months ago2024-03-12 10:22:08 UTC Comment #106062
Just to answer that age-old question that has been left unanswered for so long here:

The Hull Size (size) determines which of the three cliphulls to test its own collisions against.
This is why a big pushable using HULL1 or HULL3 might be clipping into world geometry when pushed around.
("Am I colliding with the world?" from the pushable's perspective).

This isn't the same sort of collisions as when a player is touching/climbing the pushable, in which case it's the player testing collisions against the pushable's own cliphulls, which are similar to its shape regardless of size.
("Am I colliding with the pushable?" from the player's perspective).
Commented 2 days ago2025-01-04 02:16:09 UTC Comment #106597
Based on testing, pushable collision with the world seems to be fixed to 32x32 OR 64x64 regardless of hull choices.
If the entity is smaller than 32x32 it will act like it's 32x32.
If the entity is larger than 32x32 it will act like it's 64x64.
In both cases the effective size is aligned to the bottom left corner of the entity.

Yes, it's all counter to what we read in code. I have no explanation why.
Commented 14 hours ago2025-01-06 10:33:37 UTC Comment #106603
@kimilil I had created a thread exactly about this some months ago, maybe you'll find it useful:

https://twhl.info/thread/view/20806

Could never get the engine to use the pointhull for entity-world collisions. Will try to implement it myself someday when I get some free time.

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