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Props

The prop and collision tables CS2's physics configuration registers: the damage and health classes a breakable prop model can be assigned, the collision groups with what each is solid to and what it explicitly excludes, and the debris models a breaking prop spawns.

CS2 build 25218825 · Steam date 2026-09-09 · platform windows-x86_64 · schema format 2.2

Prop classes

A prop class names a material family and size (Wooden.Large, Glass.Window) and carries the damage multipliers, health and physics mode a model of that class breaks with. A base property inherits the rest from another class.

ClassProperties
Cardboard.Basedmg.bullets=0.5; dmg.club=1.25; dmg.explosive=1.5
Cardboard.Indestructablebase=Cardboard.Base
Cardboard.Largebase=Cardboard.Base; health=40; physicsmode=1
Cardboard.Mediumbase=Cardboard.Base; health=20
Cardboard.Smallbase=Cardboard.Base; health=10
Cardboard.breakbase=Cardboard.Base; health=10; physicsmode=1
Cardboard.breakclientbase=Cardboard.Base; health=10; physicsmode=3
Cardboard.physicsbase=Cardboard.Base; health=15
Cloth.Basedmg.bullets=0.5; dmg.club=0.75; dmg.explosive=1.5
Cloth.Largebase=Cloth.Base; health=100; physicsmode=1
Cloth.Mediumbase=Cloth.Base; health=50
Cloth.Objectbase=Cloth.Base; physicsmode=3
Cloth.Smallbase=Cloth.Base; health=30
Door.Standarddmg.bullets=1.0; dmg.club=1.25; dmg.explosive=1.5; health=1000
Flesh.Basedmg.bullets=1.25; dmg.club=1.0; dmg.explosive=1.5
Flesh.Smallbase=Flesh.Base; health=10
Flesh.Tinybase=Flesh.Base; health=3
Glass.Basedmg.bullets=1.0; dmg.club=1.0; dmg.explosive=0.1
Glass.CSWindowbase=Glass.Window; health=1
Glass.CSWindow2base=Glass.Window; health=1; physicsmode=1
Glass.Smallbase=Glass.Base; damage_table=glass; health=5; physicsmode=3
Glass.Windowbase=Glass.Base; damage_table=glass; dmg.bullets=0.5; dmg.explosive=1.0; health=1; physicsmode=1
Glass.WindowStrongbase=Glass.Base; damage_table=glass; dmg.bullets=0.5; dmg.explosive=1.0; health=100; physicsmode=3
Glass.picturebase=Glass.Base; physicsmode=1
Item.Basedmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0; health=0
Item.Largebase=Item.Base; physicsmode=1
Item.Mediumbase=Item.Base
Item.Smallbase=Item.Base
Metal.Basedmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0; health=0
Metal.Largebase=Metal.Base; physicsmode=1
Metal.Mediumbase=Metal.Base; physicsmode=1
Metal.MediumClientbase=Metal.Base; physicsmode=3
Metal.Smallbase=Metal.Base
Metal.breakbase=Metal.Base; health=10; physicsmode=1
Metal.break2base=Metal.Base; health=100; physicsmode=1
Plastic.Basedmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0; health=0
Plastic.Largebase=Plastic.Base; physicsmode=1
Plastic.Mediumbase=Plastic.Base
Plastic.Smallbase=Plastic.Base
Plastic.Small2base=Plastic.Base; physicsmode=1
Plastic.SmallClientbase=Plastic.Base; physicsmode=3
Plastic.breakbase=Plastic.Base; health=10; physicsmode=1
PlasticSmall.NoBreakbase=Plastic.Base; physicsmode=3
PlasticSmall.breakbase=Plastic.Base; health=10; physicsmode=3
Pottery.Basedmg.bullets=1.0; dmg.club=1.25; dmg.explosive=1.5
Pottery.Hugebase=Pottery.Base; health=100; physicsmode=1
Pottery.Largebase=Pottery.Base; health=70; physicsmode=1
Pottery.Mediumbase=Pottery.Base; health=40
Pottery.Plantbase=Pottery.Base; physicsmode=3
Pottery.PlantBreakbase=Pottery.Base; health=20; physicsmode=3
Pottery.Smallbase=Pottery.Base; damage_table=glass; health=5
Pottery.breakbase=Pottery.Base; health=20; physicsmode=3
Pottery.break2base=Pottery.Base; health=20; physicsmode=1
Stone.Basedmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0
Stone.Giganticbase=Stone.Base; health=600; physicsmode=1
Stone.Hugebase=Stone.Base; health=400; physicsmode=1
Stone.Largebase=Stone.Base; health=200; physicsmode=1
Stone.Mediumbase=Stone.Base; health=100
Stone.Smallbase=Stone.Base; health=50; physicsmode=3
Wooden.Barrelbase=Wooden.Base; breakable_count=0; health=50; physicsmode=1
Wooden.Barrel2base=Wooden.Base; breakable_count=0; health=201; physicsmode=1
Wooden.Basebreakable_model=WoodChunks; breakable_skin=0; dmg.bullets=0.75; dmg.club=2.0; dmg.explosive=1.5
Wooden.Hugebase=Wooden.Base; breakable_count=10; health=130; physicsmode=1
Wooden.Largebase=Wooden.Base; breakable_count=6; health=50; physicsmode=1
Wooden.Mediumbase=Wooden.Base; breakable_count=4; health=30
Wooden.MediumNobreakbase=Wooden.Base; physicsmode=3
Wooden.Smallbase=Wooden.Base; breakable_count=2; health=20
Wooden.Small2base=Wooden.Base; breakable_count=2; health=1; physicsmode=1
Wooden.Tinybase=Wooden.Base; breakable_count=0; health=6; physicsmode=3
Wooden.chairbase=Wooden.Base; breakable_count=4; health=25
Wooden.sticksbase=Wooden.Base; breakable_count=0; physicsmode=1

Collision groups

NameTypeDescriptionInteracts asInteracts withExcludes
clipConditionallySolidSolid to only players and npcs, has the same functionality as clip brushplayerclip, npcclip--
csgo_droneclipConditionallySolidSolid to drones onlycsgo_droneclip--
csgo_grenadeclipConditionallySolidSolid to grenades onlycsgo_grenadeclip--
csgo_railingConditionallySolidSolid but exclude bullets & grenades.passbullets-csgo_thrown_grenade
csgo_railing_no_playersConditionallySolidSolid but exclude bullets, grenades, and players. csgo_railings_no_players usually have a separate clip brush for player collisions.passbullets-csgo_thrown_grenade, player
defaultdefaultDefault collision---
default_block_soundConditionallySolidDefault collision, but occlude sound, block soundscape selection, etcblocksound, CONTENTS_SOLID--
default_grenade_throw_excludedefaultDefault collision but passes thrown grenades--csgo_thrown_grenade
default_player_movement_and_thrown_grenade_excludedefaultDefault collision but passes player movement and thrown grenades--player, csgo_thrown_grenade
default_player_movement_excludedefaultDefault collision, except ignored by player movement--player
foliage_no_collision_pass_bulletsConditionallySolidnot solid to players or npc and passes bullets-player, npc
gratingConditionallySolidSolid to everything but bulletspassbullets--
no_collision_block_soundConditionallySolidDoes not collide with anything, but blocks soundblocksound--
solid_no_block_losConditionallySolidDefault collision, but do not block line of sightCONTENTS_SOLID_NO_BLOCK_LOS--
windowConditionallySolidSolid but does not block light or LOSwindow--

Breakable gib groups

A prop class's breakable_model property names one of these groups; the models are the debris chunks spawned when a prop of that class breaks.

GroupModelsModel paths
ConcreteChunks5models/props_debris/concrete_chunk02a.vmdl
models/props_debris/concrete_chunk03a.vmdl
models/props_debris/concrete_chunk07a.vmdl
models/props_debris/concrete_chunk08a.vmdl
models/props_debris/concrete_chunk09a.vmdl
GlassChunks6models/Gibs/Glass_shard01.vmdl
models/Gibs/Glass_shard02.vmdl
models/Gibs/Glass_shard03.vmdl
models/Gibs/Glass_shard04.vmdl
models/Gibs/Glass_shard05.vmdl
models/Gibs/Glass_shard06.vmdl
MetalChunks5models/Gibs/metal_gib1.vmdl
models/Gibs/metal_gib2.vmdl
models/Gibs/metal_gib3.vmdl
models/Gibs/metal_gib4.vmdl
models/Gibs/metal_gib5.vmdl
WoodChunks5models/Gibs/wood_gib01a.vmdl
models/Gibs/wood_gib01b.vmdl
models/Gibs/wood_gib01c.vmdl
models/Gibs/wood_gib01d.vmdl
models/Gibs/wood_gib01e.vmdl