Causes the entity to break into its current models gibs, if it has any.
If called on server, the gibs will be spawned on the currently connected clients and will not be synchronized. Otherwise the gibs will be spawned only for the client the function is called on.
Note, that this function will not remove or hide the entity it is called on.
A console command that breaks the prop the player is aiming at when they runt he command.
concommand.Add( "break", function( ply ) local tr = ply:GetEyeTrace() local ent = tr.Entity if ( !IsValid( ent ) ) then return end -- playing not looking at any entity, bail ent:PrecacheGibs() ent:GibBreakClient( tr.HitNormal * 100 ) -- Break in some direction end )