Firesmoke: Difference between revisions
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{{lang|Firesmoke}} | |||
[[File:Env fire.jpg|thumb|right|300px]] | [[File:Env fire.jpg|thumb|right|300px]] | ||
{{ent not in fgd}} | {{ent not in fgd}} | ||
{{base point|_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does | {{base point|_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly for a small amount of memory saved. <code>env_fire</code> does however allow much more control over the flame. | ||
{{code class|CFireSmoke|fire_smoke.cpp}} | {{code class|CFireSmoke|fire_smoke.cpp}} | ||
==FGD Code== | |||
Paste into base.fgd. (If anything is wrong, tell [[User talk:Pinsplash|Pinsplash]].) | |||
{{User:Pinsplash/BaseEntity}} | |||
_firesmoke point class. This MUST be ''below'' the first code block: | |||
{{ExpandBox| | |||
<pre> | |||
@PointClass base(CBaseEntity) = _firesmoke : "A purely visual flame effect." | |||
[ | |||
] | |||
</pre> | |||
}} | |||
==Keyvalues== | |||
{{KV BaseEntity|css=1}} | |||
==Inputs== | |||
{{I BaseEntity|prel4d=1}} | |||
==Outputs== | |||
{{O BaseEntity|l4d=1}} |
Revision as of 10:30, 16 September 2018


Template:Base point This is the group of particle effects created by an env_fire, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly for a small amount of memory saved. env_fire
does however allow much more control over the flame.
FGD Code
Paste into base.fgd. (If anything is wrong, tell Pinsplash.)
Basic functions for all entities. Recommended to paste at the top of base.fgd.
@BaseClass base(Targetname, Parentname, Angles, Origin, Global) = CBaseEntity
[ ResponseContext(string) : "Response Contexts" : : "Pre-defined response system contexts for this entity. Format is key:value,key:value,..." effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, simply type in the sum of the effect numbers, e.g., '72' for 64+8." = [ 0: "0 - None" 1: "1 - EF_BONEMERGE: Bonemerge always (very expensive!)" 2: "2 - EF_BRIGHTLIGHT: Bright, dynamic light at entity origin" 4: "4 - EF_DIMLIGHT: Dim, dynamic light at entity origin" 8: "8 - EF_NOINTERP: No movement interpolation" 16: "16 - EF_NOSHADOW: Don't cast shadows" 32: "32 - EF_NODRAW: Don't draw entity (entity is fully ignored by clients, NOT server; can cause collision problems)" 64: "64 - EF_NORECEIVESHADOW: Don't receive dynamic shadows" 128: "128 - EF_BONEMERGE_FASTCULL: Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge." 256: "256 - EF_ITEM_BLINK: Unsubtle blink" 512: "512 - EF_PARENT_ANIMATES: Flag parent as always animating and realign each frame" ] ltime(float) : "Local Time" : : "The local time of the entity, independent of the global clock. Used mainly for physics calculations." nextthink(float) : "Next Think" : : "Amount of time before the entity thinks again." hammerid(integer) : "Hammer ID" : : "The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned. Entities spawned at run-time are not assigned any Hammer ID." mincpulevel(integer) : "Minimum CPU Level (Since L4D)" : : "Minimum CPU Level allowed for this entity. 0 means all levels allowed." maxcpulevel(integer) : "Maximum CPU Level (Since L4D)" : : "Maximum CPU Level allowed for this entity. 0 means all levels allowed." mingpulevel(integer) : "Minimum GPU Level (Since L4D)" : : "Minimum GPU Level allowed for this entity. 0 means all levels allowed." maxgpulevel(integer) : "Maximum GPU Level (Since L4D)" : : "Maximum GPU Level allowed for this entity. 0 means all levels allowed." LagCompensate(choices) : "Lag Compensation (Since L4D2)" : 0 : "Set to Yes to lag compensate this entity. Should be used very sparingly!" = [ 0: "No" 1: "Yes" ] is_autoaim_target(choices) : "Is Automatic-Aim Target (Since CSGO)" : 0 : "If yes, automatic-aim assistance will target this entity." = [ 0: "No" 1: "Yes" ] ///////////////////////inputs input Use(void) : "Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input." input DispatchEffect(string) : "Dispatches a special effect from the entity's origin. Replaced by particles since Left 4 Dead." input DispatchResponse(string) : "Dispatches a response to the entity." input AddContext(string) : "Adds to the entity's list of response contexts. Format is <key>:<value>." input RemoveContext(string) : "Remove a context from this entity's list. The name should match the key of an existing context." input ClearContext(string) : "Removes all contexts from this entity's list." input CallScriptFunction(string) : "Since L4D2. Execute a VScript function in the scope of the receiving entity." input SetLocalOrigin(string) : "Since p2. Set this entity's origin in the map. (dubious)" input SetLocalAngles(string) : "Since p2. Set this entity's angles in the map. (dubious)"]
_firesmoke point class. This MUST be below the first code block:
@PointClass base(CBaseEntity) = _firesmoke : "A purely visual flame effect." [ ]