CEnvProjectedTexture: Difference between revisions

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== Overview ==
Projects a texture as a dynamic light onto other objects in the world.


'''Source location : [https://github.com/sreechar/TF2-Source-Code/tree/master/tf2_src/game/server/env_projectedtexture.cpp /game/server/env_projectedtexture.cpp]'''
'''Linked Entity : [https://developer.valvesoftware.com/wiki/env_projectedtexture env_projectedtexture]'''
==[[Classes|Class Structure]]==
*'''[[CBaseEntity]]'''
**'''[[CPointEntity]]'''
***'''CEnvProjectedTexture'''
== SendProps ==
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
|+CEnvProjectedTexture
! 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
|-
| style="width: 50%;" |'''m_hTargetEntity'''
| style="width: 15%;" |Integer
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bState'''
| style="width: 15%;" |Boolean
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flLightFOV'''
| style="width: 15%;" |Float
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bEnableShadows'''
| style="width: 15%;" |Boolean
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bLightOnlyTarget'''
| style="width: 15%;" |Boolean
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bLightWorld'''
| style="width: 15%;" |Boolean
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bCameraSpace'''
| style="width: 15%;" |Boolean
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_LinearFloatLightColor'''
| style="width: 15%;" |Vector
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flAmbient'''
| style="width: 15%;" |Float
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_SpotlightTextureName'''
| style="width: 15%;" |String
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_nSpotlightTextureFrame'''
| style="width: 15%;" |Integer
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flNearZ'''
| style="width: 15%;" |Float
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flFarZ'''
| style="width: 15%;" |Float
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_nShadowQuality'''
| style="width: 15%;" |Boolean
| style="width: 35%;" |
|}
== Entity DataMaps ==
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;
|+CEnvProjectedTexture
! 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
|-
| style="width: 50%;" |'''CEnvProjectedTextureInitialThink'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetAmbient'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetCameraSpace'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetEnableShadows'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetFOV'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetLightOnlyTarget'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetLightWorld'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetSpotlightTexture'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputSetTarget'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputTurnOff'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''InputTurnOn'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_LinearFloatLightColor'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_SpotlightTextureName'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bCameraSpace'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bEnableShadows'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bLightOnlyTarget'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bLightWorld'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_bState'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flAmbient'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flFarZ'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flLightFOV'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_flNearZ'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_hTargetEntity'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_nShadowQuality'''
| style="width: 15%;" |
| style="width: 35%;" |
|-
| style="width: 50%;" |'''m_nSpotlightTextureFrame'''
| style="width: 15%;" |
| style="width: 35%;" |
|}

Latest revision as of 15:04, 9 March 2023

Overview[edit | edit source]

Projects a texture as a dynamic light onto other objects in the world.

Source location : /game/server/env_projectedtexture.cpp

Linked Entity : env_projectedtexture

Class Structure[edit | edit source]

SendProps[edit | edit source]

CEnvProjectedTexture
Name Type Description
m_hTargetEntity Integer
m_bState Boolean
m_flLightFOV Float
m_bEnableShadows Boolean
m_bLightOnlyTarget Boolean
m_bLightWorld Boolean
m_bCameraSpace Boolean
m_LinearFloatLightColor Vector
m_flAmbient Float
m_SpotlightTextureName String
m_nSpotlightTextureFrame Integer
m_flNearZ Float
m_flFarZ Float
m_nShadowQuality Boolean

Entity DataMaps[edit | edit source]

CEnvProjectedTexture
Name Type Description
CEnvProjectedTextureInitialThink
InputSetAmbient
InputSetCameraSpace
InputSetEnableShadows
InputSetFOV
InputSetLightOnlyTarget
InputSetLightWorld
InputSetSpotlightTexture
InputSetTarget
InputTurnOff
InputTurnOn
m_LinearFloatLightColor
m_SpotlightTextureName
m_bCameraSpace
m_bEnableShadows
m_bLightOnlyTarget
m_bLightWorld
m_bState
m_flAmbient
m_flFarZ
m_flLightFOV
m_flNearZ
m_hTargetEntity
m_nShadowQuality
m_nSpotlightTextureFrame