Talk:Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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m (Ficool2 moved page Template talk:KV CBaseEntity to Template talk:KV BaseEntity over redirect: No longer following code) |
(noted some keyvalues by names in code) |
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==progress quirks and oversights== | ==progress quirks and oversights== | ||
BaseEntity keyvalues not covered here: | BaseEntity keyvalues not covered here: | ||
*<code>speed</code> (used on entities such as func_door. this will be documented individually, per-entity's use of it.) | *<code>speed</code> (m_flSpeed) (used on entities such as func_door. this will be documented individually, per-entity's use of it.) | ||
*<code>renderfx</code> (covered on BaseAnimating) | *<code>renderfx</code> (covered on BaseAnimating) | ||
*<code>renderamt</code> (covered on BaseAnimating) | *<code>renderamt</code> (covered on BaseAnimating) | ||
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*<code>rendercolor</code> (covered on BaseAnimating) | *<code>rendercolor</code> (covered on BaseAnimating) | ||
*<code>modelindex</code> (covered on BaseAnimating) | *<code>modelindex</code> (covered on BaseAnimating) | ||
*<code>max_health</code> (covered on AI_BaseNPC. other entities that use it will probably do so individually.) | *<code>max_health</code> (m_iMaxHealth) (covered on AI_BaseNPC. other entities that use it will probably do so individually.) | ||
*<code>health</code> (covered on AI_BaseNPC. other entities that use it will probably do so individually.) | *<code>health</code> (m_iHealth) (covered on AI_BaseNPC. other entities that use it will probably do so individually.) | ||
*<code>target</code> (covered on AI_BaseNPC) | *<code>target</code> (m_target) (covered on AI_BaseNPC. remainders individual.) | ||
*<code>damagefilter</code> (covered on BaseAnimating.) | *<code>damagefilter</code> (covered on BaseAnimating.) | ||
*<code>solid</code> (covered on BaseAnimating) | *<code>solid</code> (covered on BaseAnimating) | ||
*<code>shadowcastdist</code> (covered on BaseAnimating) | *<code>shadowcastdist</code> (covered on BaseAnimating) | ||
*<code>TeamNum</code> (will be covered individually by entities which use it.) | *<code>TeamNum</code> (m_iInitialTeamNum) (will be covered individually by entities which use it.) | ||
*<code>teamnumber</code> (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>model</code> (covered on BaseAnimating) | *<code>model</code> (covered on BaseAnimating) | ||
*<code>basevelocity</code> (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.) | *<code>basevelocity</code> (m_vecBaseVelocity) (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.) | ||
*<code>avelocity</code> (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.) | *<code>avelocity</code> (m_vecAngVelocity) (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.) | ||
*<code>waterlevel</code> (covered on AI_BaseNPC. also used by {{ent|player}}. nothing else uses this probably?) | *<code>waterlevel</code> (covered on AI_BaseNPC. also used by {{ent|player}}. nothing else uses this probably?) | ||
*<code>gravity</code> (only used by {{ent|player}}.) | *<code>gravity</code> (only used by {{ent|player}}.) | ||
*<code>friction</code> (non-functional leftover from GoldSource. will ''not'' be noted.) | *<code>friction</code> (non-functional leftover from GoldSource. will ''not'' be noted.) | ||
*<code>velocity</code> (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.) | *<code>velocity</code> (m_vecVelocity) (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.) | ||
*{{todo}}<code>texframeindex</code> (probably will go on a special brush version of BaseAnimating) | *{{todo}}<code>texframeindex</code> (probably will go on a special brush version of BaseAnimating) | ||
*{{todo}}<code>view_ofs</code> (used only on {{ent|player}}s, ''maybe'' NPCs as well. needs more testing.) | *{{todo}}<code>view_ofs</code> (used only on {{ent|player}}s, ''maybe'' NPCs as well. needs more testing.) |
Revision as of 23:21, 10 September 2018
progress quirks and oversights
BaseEntity keyvalues not covered here:
speed
(m_flSpeed) (used on entities such as func_door. this will be documented individually, per-entity's use of it.)renderfx
(covered on BaseAnimating)renderamt
(covered on BaseAnimating)rendermode
(covered on BaseAnimating)rendercolor
(covered on BaseAnimating)modelindex
(covered on BaseAnimating)max_health
(m_iMaxHealth) (covered on AI_BaseNPC. other entities that use it will probably do so individually.)health
(m_iHealth) (covered on AI_BaseNPC. other entities that use it will probably do so individually.)target
(m_target) (covered on AI_BaseNPC. remainders individual.)damagefilter
(covered on BaseAnimating.)solid
(covered on BaseAnimating)shadowcastdist
(covered on BaseAnimating)TeamNum
(m_iInitialTeamNum) (will be covered individually by entities which use it.)teamnumber
(m_iTeamNum) (spotted in Alien Swarm datamap. will be covered individually by entities which use it.)model
(covered on BaseAnimating)basevelocity
(m_vecBaseVelocity) (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)avelocity
(m_vecAngVelocity) (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)waterlevel
(covered on AI_BaseNPC. also used by player. nothing else uses this probably?)gravity
(only used by player.)friction
(non-functional leftover from GoldSource. will not be noted.)velocity
(m_vecVelocity) (covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)- [Todo]
texframeindex
(probably will go on a special brush version of BaseAnimating) - [Todo]
view_ofs
(used only on players, maybe NPCs as well. needs more testing.) fademindist
(covered on BaseAnimating)fademaxdist
(covered on BaseAnimating)fadescale
(covered on BaseAnimating)addon
(covered on BaseAnimating)MoveType
(covered on BaseAnimating)CollisionGroup
(covered on BaseAnimating)- [Todo]
pendingteamnumber
(spotted in Counter Strike Global Offensive datamap. decision on where to put it not made. probably only used on players?)
all datamaps have been checked. Pinsplash (talk) 04:03, 3 August 2018 (UTC)