EF DIMLIGHT: Difference between revisions
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{{tabsBar|main=gs|base=EF_DIMLIGHT}} | {{tabsBar|main=gs|base=EF_DIMLIGHT}} | ||
{{back|Effect flags}} | {{back|Effect flags}} | ||
'''EF_DIMLIGHT''' is defined as 0x004, or 4. | '''EF_DIMLIGHT''' is defined as <code>0x004</code>, or <code>4</code>. | ||
This effect creates a dynamic light with an RGB value of <code>100 100 100</code> and a random radius of 200 to 231 at the origin. | This effect creates a dynamic light with an RGB value of <code>100 100 100</code> and a random radius of 200 to 231 at the origin. | ||
It was used by the player's flashlight (like {{goldsrc|1}}) during {{hl2|1}}'s development, prior to being replaced with <code>CFlashlightEffect</code>. | |||
{{effect|4|}} | {{effect|4|}} | ||
[[Category:Constants]] | [[Category:Constants]] | ||
[[Category:Effect flags]] | [[Category:Effect flags]] | ||
Latest revision as of 23:42, 23 September 2025
EF_DIMLIGHT is defined as 0x004, or 4.
This effect creates a dynamic light with an RGB value of 100 100 100 and a random radius of 200 to 231 at the origin.
It was used by the player's flashlight (like GoldSrc) during Half-Life 2's development, prior to being replaced with CFlashlightEffect.
Usage
In code
Inside of the codebase, effects are defined as a bit-based enum and are stored in m_fEffects. This effect can be manipulated with AddEffects( EF_DIMLIGHT ), RemoveEffects( EF_DIMLIGHT ), and SetEffects( EF_DIMLIGHT ). This effect can be obtained with GetEffects() & EF_DIMLIGHT or IsEffectActive( EF_DIMLIGHT ).
In scripting
The functions mentioned above are supported in VScript starting with Dota 2. They can also be found in Garry's Mod.
In a map
To use this effect in a map, turn off SmartEdit mode and add the following keyvalue pair to the entity: effects 4.
You can set the effects keyvalue during runtime using AddOutput with the input value effects x (x being any summation of effects flags to enable).
AddOutput to change an entity's effects may interfere with an entity's simulation functionality.