CBaseEntity.m nRenderFX: Difference between revisions

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== Overview ==
The class from which all entity types derive from. The only exceptions to this are [https://wiki.alliedmods.net/TempEnts_(SourceMod_SDKTools) TempEnts], which are temporary entities that are too simple to warrant the overhead of inheriting from CBaseEntity.
'''Source location :  [https://github.com/sreechar/TF2-Source-Code/blob/master/tf2_src/game/server/baseentity.h /game/server/baseentity.h]'''
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== SendProps ==
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
|+CBaseEntity
! style="width: 50%; background-color: #303030; color: white" |Name
! style="width: 15%; background-color: #303030; color: white" |Type
! style="width: 35%; background-color: #303030; color: white" |Description
|-
| colspan="3" style="padding: 0; margin: 0;" |
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
! colspan="3" |AnimTimeMustBeFirst
|-
| style="width: 50%;" |'''m_flAnimTime'''
| style="width: 15%;" |Integer
| style="width: 35%;" |TBD
|}
|-
|'''m_flSimulationTime'''
|Integer
|
|}
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
! colspan="1" |Values
! colspan="1" |Values

Revision as of 17:42, 16 September 2023

Overview

The class from which all entity types derive from. The only exceptions to this are TempEnts, which are temporary entities that are too simple to warrant the overhead of inheriting from CBaseEntity.

Source location : /game/server/baseentity.h

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SendProps

CBaseEntity
Name Type Description
AnimTimeMustBeFirst
m_flAnimTime Integer TBD
m_flSimulationTime Integer
Values

/public/const.h#L367

  • 0 - None
  • 1 - Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
  • 2 - Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
  • 3 - Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
  • 4 - Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
  • 5 - Slow Fade Away (decreases alpha by -1 per frame, fades out over 4 s)
  • 6 - Fast Fade Away (decreases alpha by -4 per frame, fades out over 1 s)
  • 7 - Slow Become Solid (increases alpha by +1 per frame, fades in over 4 s)
  • 8 - Fast Become Solid (increases alpha by +4 per frame, fades in over 1 s)
  • 9 - Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
  • 10 - Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
  • 11 - Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
  • 12 - Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
  • 13 - Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
  • 14 - Constant Glow ("NoDissipation;" purpose uncertain—for sprites?)
  • 15 - Distort (causes unnatural flickering and position shifting), Fade Out (instant; not very useful outside of code)
  • 16 - Hologram (Distort + "distance fade"), Fade In (instant; not very useful outside of code)
  • 17 - Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts), Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s)
  • 18 - Glow Shell (purpose unclear)
  • 19 - Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)")
  • 20 - Environmental Rain ("for environmental rendermode, make rain")
  • 21 - Environmental Snow ("for environmental rendermode, make snow")
  • 22 - Spotlight FX ("TEST CODE for experimental spotlight")
  • 23 - Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it)
  • 24 - Fade Wider Pulse (varies alpha by ±255 over a period of 0.26 s)