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

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(Sorta a port of "Template_talk:KV_BaseEntity", but also not)
 
m (nvm, that back template isn't necessary)
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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.



Revision as of 19:20, 25 May 2021

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

  • renderfx
  • renderamt
  • rendermode
  • rendercolor
  • modelindex
  • solid
  • shadowcastdist
  • texframeindex
  • fademindist
  • fademaxdist
  • fadescale
  • addon
  • MoveType
  • CollisionGroup
  • model

Covered on AI_BaseNPC

  • max_health (m_iMaxHealth) (relevancy to edgecase entities are covered individually.)
  • health (m_iHealth) (relevancy to edgecase entities are covered individually.)
  • target (m_target) (relevancy to edgecase entities are covered individually.)
  • basevelocity (m_vecBaseVelocity) (relevancy to edgecase entities are covered individually.)
  • avelocity (m_vecAngVelocity) (relevancy to edgecase entities are covered individually.)
  • waterlevel (also used by player. nothing else uses this probably?)
  • velocity (m_vecVelocity) (relevancy to edgecase entities are covered individually will be individual.)

Miscellanous

  • speed (m_flSpeed) (used on entities such as func_door. this will be documented individually, per-entity's use of it.)
  • damagefilter (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] )
  • 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.)
  • gravity (only used by player.)
  • friction (non-functional leftover from GoldSource. will not be noted.)
  • [Todo]view_ofs (used only on players, maybe NPCs as well, but unsure if it'll have any effects. Needs to be tested on games with NPCs.)
  • [Todo]pendingteamnumber (spotted in Counter Strike Global Offensive datamap. decision on where to put it not made. probably only used on players?)