# Sandbox.Prop

A prop is defined by its model. The model can define its health and what happens when it breaks.
This component is designed to be easy to use - since you only need to define the model. Although you can 
access the procedural (hidden) components, they aren't saved, so it's a waste of time.

- Kind: class
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.Component](/api/Sandbox.Component)

## Constructors

- [`Prop`](/api/Sandbox.Prop/.ctor)

## Properties

- [`BodyGroups`](/api/Sandbox.Prop/BodyGroups)
- [`Health`](/api/Sandbox.Prop/Health)
- [`IsExplosive`](/api/Sandbox.Prop/IsExplosive): True if this prop will explode when destroyed.
- [`IsFlammable`](/api/Sandbox.Prop/IsFlammable): True if this prop can be set on fire.
- [`IsOnFire`](/api/Sandbox.Prop/IsOnFire)
- [`IsStatic`](/api/Sandbox.Prop/IsStatic): If the prop is static - it won't have dynamic physics. This is usually used for things that you want to be breakable but don't move. Like fences and stuff.
- [`LastAttacker`](/api/Sandbox.Prop/LastAttacker)
- [`MaterialGroup`](/api/Sandbox.Prop/MaterialGroup)
- [`Model`](/api/Sandbox.Prop/Model)
- [`OnGibsCreated`](/api/Sandbox.Prop/OnGibsCreated)
- [`OnPropBreak`](/api/Sandbox.Prop/OnPropBreak)
- [`OnPropTakeDamage`](/api/Sandbox.Prop/OnPropTakeDamage)
- [`StartAsleep`](/api/Sandbox.Prop/StartAsleep): Physics will be asleep until it's woken up.
- [`Tint`](/api/Sandbox.Prop/Tint)

## Methods

- [`Break`](/api/Sandbox.Prop/Break): Delete this component and split into the procedural components that this prop created.
- [`CreateExplosion`](/api/Sandbox.Prop/CreateExplosion)
- [`CreateGibs`](/api/Sandbox.Prop/CreateGibs): Create the gibs and return them.
- [`Ignite`](/api/Sandbox.Prop/Ignite)
- [`Kill`](/api/Sandbox.Prop/Kill)
- [`NetworkCreateGibs`](/api/Sandbox.Prop/NetworkCreateGibs): Create the gibs for this prop breaking, over the network. This causes clients to spawn the gibs too.
- [`OnDamage`](/api/Sandbox.Prop/OnDamage)
