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Env detail controller: Difference between revisions

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(code class)
(position in the world irrelevant so it's logical entity)
 
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{{lang|Env detail controller}}
{{Ent not in fgd|none|except={{css}}{{csgo}}{{l4ds}}}}
{{base point|env_detail_controller}} It overrides the fade distances for all [[Prop Types Overview#prop_detail|details sprites]] in the map.
{{CD|CEnvDetailController|file1=env_detail_controller.cpp}}
{{This is a|logical entity|name=env_detail_controller}} It overrides the fade distances for all [[Prop Types Overview#prop_detail|details sprites]] in the map.
{{note|This entity is broken in {{csgo}}. Changing the fade distance does nothing.}}


{{code class|CEnvDetailController|env_detail_controller.cpp}}
== Keyvalues ==
{{KV|Start Fade Dist/Pixels|intn=fademindist|integer|The distance at which the detail props will start fading away.}}
{{KV|End Fade Dist/Pixels|intn=fademaxdist|integer|The distance at which the detail props will stop fading and stop drawing entirely.}}
:{{warning|Changing these keyvalues in-game via [[AddOutput]] doesn't seem to have any effect, only the initial values affect the detail fading (tested in {{l4d2}})}}


==Keyvalues==
== FGD Code ==
{{KV|Start Fade Dist/Pixels (fademindist)|integer|The distance at which the detail props will start fading away.}}
<source lang=cpp>
{{KV|End Fade Dist/Pixels (fademaxdist)|integer|The distance at which the detail props will stop fading and stop drawing entirely.}}
@PointClass base(Angles) = env_detail_controller : "An entity that lets you control the fade distances for detail props."
{{KV BaseEntity|css=1}}
[
fademindist(float) : "Start Fade Dist/Pixels" : 400 : "Distance at which the prop starts to fade."
fademaxdist(float) : "End Fade Dist/Pixels" : 1200 : "Maximum distance at which the prop is visible."
]
</source>


==Inputs==
== See also ==
{{I BaseEntity|prel4d=1}}
* {{ent|func_detail_blocker}}
 
==Outputs==
{{O BaseEntity|l4d=1}}

Latest revision as of 04:21, 29 April 2025

Icon-NotInFGD.png
This entity is not in the FGD by default, except in Counter-Strike: SourceCounter-Strike: Global OffensiveLeft 4 Dead seriesLeft 4 Dead series.
See below for instructions on making it available.
C++ Class hierarchy
CEnvDetailController
CBaseEntity
C++ env_detail_controller.cpp

env_detail_controller is a logical entity available in all Source Source games. It overrides the fade distances for all details sprites in the map.

Note.pngNote:This entity is broken in Counter-Strike: Global Offensive. Changing the fade distance does nothing.

Keyvalues

Start Fade Dist/Pixels (fademindist) <integer>
The distance at which the detail props will start fading away.
End Fade Dist/Pixels (fademaxdist) <integer>
The distance at which the detail props will stop fading and stop drawing entirely.
Warning.pngWarning:Changing these keyvalues in-game via AddOutput doesn't seem to have any effect, only the initial values affect the detail fading (tested in Left 4 Dead 2)

FGD Code

@PointClass base(Angles) = env_detail_controller : "An entity that lets you control the fade distances for detail props."
[
	fademindist(float) : "Start Fade Dist/Pixels" : 400 : "Distance at which the prop starts to fade."
	fademaxdist(float) : "End Fade Dist/Pixels" : 1200 : "Maximum distance at which the prop is visible."
]

See also