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.
| Class | Properties |
|---|---|
Cardboard.Base | dmg.bullets=0.5; dmg.club=1.25; dmg.explosive=1.5 |
Cardboard.Indestructable | base=Cardboard.Base |
Cardboard.Large | base=Cardboard.Base; health=40; physicsmode=1 |
Cardboard.Medium | base=Cardboard.Base; health=20 |
Cardboard.Small | base=Cardboard.Base; health=10 |
Cardboard.break | base=Cardboard.Base; health=10; physicsmode=1 |
Cardboard.breakclient | base=Cardboard.Base; health=10; physicsmode=3 |
Cardboard.physics | base=Cardboard.Base; health=15 |
Cloth.Base | dmg.bullets=0.5; dmg.club=0.75; dmg.explosive=1.5 |
Cloth.Large | base=Cloth.Base; health=100; physicsmode=1 |
Cloth.Medium | base=Cloth.Base; health=50 |
Cloth.Object | base=Cloth.Base; physicsmode=3 |
Cloth.Small | base=Cloth.Base; health=30 |
Door.Standard | dmg.bullets=1.0; dmg.club=1.25; dmg.explosive=1.5; health=1000 |
Flesh.Base | dmg.bullets=1.25; dmg.club=1.0; dmg.explosive=1.5 |
Flesh.Small | base=Flesh.Base; health=10 |
Flesh.Tiny | base=Flesh.Base; health=3 |
Glass.Base | dmg.bullets=1.0; dmg.club=1.0; dmg.explosive=0.1 |
Glass.CSWindow | base=Glass.Window; health=1 |
Glass.CSWindow2 | base=Glass.Window; health=1; physicsmode=1 |
Glass.Small | base=Glass.Base; damage_table=glass; health=5; physicsmode=3 |
Glass.Window | base=Glass.Base; damage_table=glass; dmg.bullets=0.5; dmg.explosive=1.0; health=1; physicsmode=1 |
Glass.WindowStrong | base=Glass.Base; damage_table=glass; dmg.bullets=0.5; dmg.explosive=1.0; health=100; physicsmode=3 |
Glass.picture | base=Glass.Base; physicsmode=1 |
Item.Base | dmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0; health=0 |
Item.Large | base=Item.Base; physicsmode=1 |
Item.Medium | base=Item.Base |
Item.Small | base=Item.Base |
Metal.Base | dmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0; health=0 |
Metal.Large | base=Metal.Base; physicsmode=1 |
Metal.Medium | base=Metal.Base; physicsmode=1 |
Metal.MediumClient | base=Metal.Base; physicsmode=3 |
Metal.Small | base=Metal.Base |
Metal.break | base=Metal.Base; health=10; physicsmode=1 |
Metal.break2 | base=Metal.Base; health=100; physicsmode=1 |
Plastic.Base | dmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0; health=0 |
Plastic.Large | base=Plastic.Base; physicsmode=1 |
Plastic.Medium | base=Plastic.Base |
Plastic.Small | base=Plastic.Base |
Plastic.Small2 | base=Plastic.Base; physicsmode=1 |
Plastic.SmallClient | base=Plastic.Base; physicsmode=3 |
Plastic.break | base=Plastic.Base; health=10; physicsmode=1 |
PlasticSmall.NoBreak | base=Plastic.Base; physicsmode=3 |
PlasticSmall.break | base=Plastic.Base; health=10; physicsmode=3 |
Pottery.Base | dmg.bullets=1.0; dmg.club=1.25; dmg.explosive=1.5 |
Pottery.Huge | base=Pottery.Base; health=100; physicsmode=1 |
Pottery.Large | base=Pottery.Base; health=70; physicsmode=1 |
Pottery.Medium | base=Pottery.Base; health=40 |
Pottery.Plant | base=Pottery.Base; physicsmode=3 |
Pottery.PlantBreak | base=Pottery.Base; health=20; physicsmode=3 |
Pottery.Small | base=Pottery.Base; damage_table=glass; health=5 |
Pottery.break | base=Pottery.Base; health=20; physicsmode=3 |
Pottery.break2 | base=Pottery.Base; health=20; physicsmode=1 |
Stone.Base | dmg.bullets=1.0; dmg.club=1.0; dmg.explosive=1.0 |
Stone.Gigantic | base=Stone.Base; health=600; physicsmode=1 |
Stone.Huge | base=Stone.Base; health=400; physicsmode=1 |
Stone.Large | base=Stone.Base; health=200; physicsmode=1 |
Stone.Medium | base=Stone.Base; health=100 |
Stone.Small | base=Stone.Base; health=50; physicsmode=3 |
Wooden.Barrel | base=Wooden.Base; breakable_count=0; health=50; physicsmode=1 |
Wooden.Barrel2 | base=Wooden.Base; breakable_count=0; health=201; physicsmode=1 |
Wooden.Base | breakable_model=WoodChunks; breakable_skin=0; dmg.bullets=0.75; dmg.club=2.0; dmg.explosive=1.5 |
Wooden.Huge | base=Wooden.Base; breakable_count=10; health=130; physicsmode=1 |
Wooden.Large | base=Wooden.Base; breakable_count=6; health=50; physicsmode=1 |
Wooden.Medium | base=Wooden.Base; breakable_count=4; health=30 |
Wooden.MediumNobreak | base=Wooden.Base; physicsmode=3 |
Wooden.Small | base=Wooden.Base; breakable_count=2; health=20 |
Wooden.Small2 | base=Wooden.Base; breakable_count=2; health=1; physicsmode=1 |
Wooden.Tiny | base=Wooden.Base; breakable_count=0; health=6; physicsmode=3 |
Wooden.chair | base=Wooden.Base; breakable_count=4; health=25 |
Wooden.sticks | base=Wooden.Base; breakable_count=0; physicsmode=1 |
Collision groups
| Name | Type | Description | Interacts as | Interacts with | Excludes |
|---|---|---|---|---|---|
clip | ConditionallySolid | Solid to only players and npcs, has the same functionality as clip brush | playerclip, npcclip | - | - |
csgo_droneclip | ConditionallySolid | Solid to drones only | csgo_droneclip | - | - |
csgo_grenadeclip | ConditionallySolid | Solid to grenades only | csgo_grenadeclip | - | - |
csgo_railing | ConditionallySolid | Solid but exclude bullets & grenades. | passbullets | - | csgo_thrown_grenade |
csgo_railing_no_players | ConditionallySolid | Solid but exclude bullets, grenades, and players. csgo_railings_no_players usually have a separate clip brush for player collisions. | passbullets | - | csgo_thrown_grenade, player |
default | default | Default collision | - | - | - |
default_block_sound | ConditionallySolid | Default collision, but occlude sound, block soundscape selection, etc | blocksound, CONTENTS_SOLID | - | - |
default_grenade_throw_exclude | default | Default collision but passes thrown grenades | - | - | csgo_thrown_grenade |
default_player_movement_and_thrown_grenade_exclude | default | Default collision but passes player movement and thrown grenades | - | - | player, csgo_thrown_grenade |
default_player_movement_exclude | default | Default collision, except ignored by player movement | - | - | player |
foliage_no_collision_pass_bullets | ConditionallySolid | not solid to players or npc and passes bullets | - | player, npc | |
grating | ConditionallySolid | Solid to everything but bullets | passbullets | - | - |
no_collision_block_sound | ConditionallySolid | Does not collide with anything, but blocks sound | blocksound | - | - |
solid_no_block_los | ConditionallySolid | Default collision, but do not block line of sight | CONTENTS_SOLID_NO_BLOCK_LOS | - | - |
window | ConditionallySolid | Solid but does not block light or LOS | window | - | - |
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.
| Group | Models | Model paths |
|---|---|---|
ConcreteChunks | 5 | models/props_debris/concrete_chunk02a.vmdlmodels/props_debris/concrete_chunk03a.vmdlmodels/props_debris/concrete_chunk07a.vmdlmodels/props_debris/concrete_chunk08a.vmdlmodels/props_debris/concrete_chunk09a.vmdl |
GlassChunks | 6 | models/Gibs/Glass_shard01.vmdlmodels/Gibs/Glass_shard02.vmdlmodels/Gibs/Glass_shard03.vmdlmodels/Gibs/Glass_shard04.vmdlmodels/Gibs/Glass_shard05.vmdlmodels/Gibs/Glass_shard06.vmdl |
MetalChunks | 5 | models/Gibs/metal_gib1.vmdlmodels/Gibs/metal_gib2.vmdlmodels/Gibs/metal_gib3.vmdlmodels/Gibs/metal_gib4.vmdlmodels/Gibs/metal_gib5.vmdl |
WoodChunks | 5 | models/Gibs/wood_gib01a.vmdlmodels/Gibs/wood_gib01b.vmdlmodels/Gibs/wood_gib01c.vmdlmodels/Gibs/wood_gib01d.vmdlmodels/Gibs/wood_gib01e.vmdl |