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| | style="width: 50%;" |'''m_iName''' | | | style="width: 50%;" |'''m_iName''' |
| | style="width: 15%;" |String | | | style="width: 15%;" |String |
| | style="width: 35%;" |The targetname of this entity. | | | style="width: 35%;" | |
| |- | | |- |
| | style="width: 50%;" |'''m_iParent''' | | | style="width: 50%;" |'''m_iParent''' |
| | style="width: 15%;" |String | | | style="width: 15%;" |String |
| | style="width: 35%;" |The targetname of the parent of this entity. | | | style="width: 35%;" | |
| |- | | |- |
| | style="width: 50%;" |'''m_iParentAttachment''' | | | style="width: 50%;" |'''m_iParentAttachment''' |
| | style="width: 15%;" |Char | | | style="width: 15%;" |Char |
| | style="width: 35%;" |The attachment point on the parent entity which this entity is held to. | | | style="width: 35%;" | |
| |- | | |- |
| | style="width: 50%;" |'''m_iTeamNum''' | | | style="width: 50%;" |'''m_iTeamNum''' |
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| | style="width: 50%;" |'''m_iszDamageFilterName''' | | | style="width: 50%;" |'''m_iszDamageFilterName''' |
| | style="width: 15%;" |String | | | style="width: 15%;" |String |
| | style="width: 35%;" |The targetname of the damage filter for this entity. | | | style="width: 35%;" |The name of the damage filter for this entity. |
| |- | | |- |
| | style="width: 50%;" |'''m_iszResponseContext''' | | | style="width: 50%;" |'''m_iszResponseContext''' |
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| | style="width: 50%;" |'''m_lifeState''' | | | style="width: 50%;" |'''m_lifeState''' |
| | style="width: 15%;" |Char | | | style="width: 15%;" |Char |
| | style="width: 35%;" |Am I alive? | | | style="width: 35%;" | |
| {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
| |
| ! colspan="1" |Values
| |
| |-
| |
| |
| |
| [https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/public/const.h#L273 /public/const.h#L273]
| |
| * <span style="color: #66b1fa">0</span> - Alive
| |
| * <span style="color: #66b1fa">1</span> - Playing death animation or still falling off of a ledge waiting to hit ground. (Does not apply to players.)
| |
| * <span style="color: #66b1fa">2</span> - Dead, lying still. (Players will instantly have this set upon dying.)
| |
| * <span style="color: #66b1fa">3</span> - LIFE_RESPAWNABLE
| |
| * <span style="color: #66b1fa">4</span> - LIFE_DISCARDBODY
| |
| |}
| |
| |- | | |- |
| | style="width: 50%;" |'''m_nLastThinkTick''' | | | style="width: 50%;" |'''m_nLastThinkTick''' |
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| | style="width: 50%;" |'''m_nRenderFX''' | | | style="width: 50%;" |'''m_nRenderFX''' |
| | style="width: 15%;" |Char | | | style="width: 15%;" |Char |
| | style="width: 35%;" |Alpha render effects enum. | | | style="width: 35%;" | |
| {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
| |
| ! colspan="1" |Values
| |
| |-
| |
| |
| |
| [https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/public/const.h#L367 /public/const.h#L367]
| |
| * <span style="color: #66b1fa">0</span> - None
| |
| * <span style="color: #66b1fa">1</span> - Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
| |
| * <span style="color: #66b1fa">2</span> - Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
| |
| * <span style="color: #66b1fa">3</span> - Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
| |
| * <span style="color: #66b1fa">4</span> - Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
| |
| * <span style="color: #66b1fa">5</span> - Slow Fade Away (decreases alpha by -1 per frame, fades out over 4 s)
| |
| * <span style="color: #66b1fa">6</span> - Fast Fade Away (decreases alpha by -4 per frame, fades out over 1 s)
| |
| * <span style="color: #66b1fa">7</span> - Slow Become Solid (increases alpha by +1 per frame, fades in over 4 s)
| |
| * <span style="color: #66b1fa">8</span> - Fast Become Solid (increases alpha by +4 per frame, fades in over 1 s)
| |
| * <span style="color: #66b1fa">9</span> - Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
| |
| * <span style="color: #66b1fa">10</span> - Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
| |
| * <span style="color: #66b1fa">11</span> - Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
| |
| * <span style="color: #66b1fa">12</span> - Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
| |
| * <span style="color: #66b1fa">13</span> - Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
| |
| * <span style="color: #66b1fa">14</span> - Constant Glow ("NoDissipation;" purpose uncertain—for sprites?)
| |
| * <span style="color: #66b1fa">15</span> - Distort (causes unnatural flickering and position shifting), Fade Out (instant; not very useful outside of code)
| |
| * <span style="color: #66b1fa">16</span> - Hologram (Distort + "distance fade"), Fade In (instant; not very useful outside of code)
| |
| * <span style="color: #66b1fa">17</span> - 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)
| |
| * <span style="color: #66b1fa">18</span> - Glow Shell (purpose unclear)
| |
| * <span style="color: #66b1fa">19</span> - Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)")
| |
| * <span style="color: #66b1fa">20</span> - Environmental Rain ("for environmental rendermode, make rain")
| |
| * <span style="color: #66b1fa">21</span> - Environmental Snow ("for environmental rendermode, make snow")
| |
| * <span style="color: #66b1fa">22</span> - Spotlight FX ("TEST CODE for experimental spotlight")
| |
| * <span style="color: #66b1fa">23</span> - Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it)
| |
| * <span style="color: #66b1fa">24</span> - Fade Wider Pulse (varies alpha by ±255 over a period of 0.26 s)
| |
| |}
| |
| |- | | |- |
| | style="width: 50%;" |'''m_nRenderMode''' | | | style="width: 50%;" |'''m_nRenderMode''' |