Template:KV BaseEntity/doc/Uncovered Keyvalues: Difference between revisions

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{{back| Template:KV_BaseEntity}}
Keys here are technically members of the{{ent|CBaseEntity}} [[File:Cpp.png|link=Wikipedia:C++|alt=C++]] class, but are currently thought to be not relevant enough (far too less use cases, not actually of any meaningful use) to be shown, for now.
Keys here are technically members of the{{ent|CBaseEntity}} [[File:Cpp.png|link=Wikipedia:C++|alt=C++]] class, but are currently thought to be not relevant enough (far too less use cases, not actually of any meaningful use) to be shown, for now.


== Covered on BaseAnimating ==
== Covered on BaseAnimating ==
*<code>renderfx</code>
*<code>renderamt</code>  
*<code>renderamt</code>  
*<code>rendermode</code>
*<code>rendercolor</code>
*<code>modelindex</code>
*<code>solid</code>  
*<code>solid</code>  
*<code>shadowcastdist</code>  
*<code>shadowcastdist</code>  
*<code>texframeindex</code>
*<code>fademindist</code>  
*<code>fademindist</code>  
*<code>fademaxdist</code>  
*<code>fademaxdist</code>  
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*<code>MoveType</code>  
*<code>MoveType</code>  
*<code>CollisionGroup</code>  
*<code>CollisionGroup</code>  
*<code>model</code>
== Covered on AI_BaseNPC ==
*<code>max_health</code> (m_iMaxHealth) (relevancy to edgecase entities are covered individually.)
*<code>health</code> (m_iHealth) (relevancy to edgecase entities are covered individually.)
*<code>target</code> (m_target) (relevancy to edgecase entities are covered individually.)
*<code>basevelocity</code> (m_vecBaseVelocity) (relevancy to edgecase entities are covered individually.)
*<code>avelocity</code> (m_vecAngVelocity) (relevancy to edgecase entities are covered individually.)
*<code>waterlevel</code> (also used by {{ent|player}}. nothing else uses this probably?)
*<code>velocity</code> (m_vecVelocity) (relevancy to edgecase entities are covered individually will be individual.)


== Miscellanous ==
== Miscellanous ==
*<code>speed</code> (m_flSpeed) (used on entities such as func_door. this will be documented individually, per-entity's use of it.)
*<code>damagefilter</code> (was covered on BaseAnimating, but none right now so far. Should probably be moved to be covered on "AI_BaseNPC", and also other necessary entities individually [prop_physics] )
*<code>TeamNum</code> (m_iInitialTeamNum) (will be covered individually by entities which use it.)
*<code>teamnumber</code> (m_iTeamNum) (spotted in Alien Swarm datamap. will be covered individually by entities which use it.)
*<code>teamnumber</code> (m_iTeamNum) (spotted in Alien Swarm datamap. will be covered individually by entities which use it.)
*<code>gravity</code> (only used by {{ent|player}}.)
*<code>friction</code> (non-functional leftover from GoldSource. will ''not'' be noted.)
*{{todo}}<code>view_ofs</code> (used only on {{ent|player}}s, ''maybe'' NPCs as well, but unsure if it'll have any effects. Needs to be tested on games with NPCs.)
*{{todo}}<code>pendingteamnumber</code> (spotted in Counter Strike Global Offensive datamap. decision on where to put it not made. probably only used on {{ent|player}}s?)
*{{todo}}<code>pendingteamnumber</code> (spotted in Counter Strike Global Offensive datamap. decision on where to put it not made. probably only used on {{ent|player}}s?)

Latest revision as of 12:20, 26 September 2024

Keys here are technically members of theCBaseEntity C++ class, but are currently thought to be not relevant enough (far too less use cases, not actually of any meaningful use) to be shown, for now.

Covered on BaseAnimating

  • renderamt
  • solid
  • shadowcastdist
  • fademindist
  • fademaxdist
  • fadescale
  • addon
  • MoveType
  • CollisionGroup

Miscellanous

  • teamnumber (m_iTeamNum) (spotted in Alien Swarm datamap. will be covered individually by entities which use it.)
  • [Todo]pendingteamnumber (spotted in Counter Strike Global Offensive datamap. decision on where to put it not made. probably only used on players?)