Point deathfall camera: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(-added class hierarchy)
(-entity template)
Line 1: Line 1:
{{CD|CDeathFallCamera}}
{{CD|CDeathFallCamera}}
{{l4d series point|point_deathfall_camera}} It is a camera entity that players falling to their deaths look through.
{{entity|type=e0|series=Left 4 Dead|point_deathfall_camera}} It is a camera entity that players falling to their deaths look through.


== Keyvalues ==
== Keyvalues ==

Revision as of 11:21, 3 August 2023

C++ Class hierarchy
CDeathFallCamera
CBaseEntity

Template:Entity It is a camera entity that players falling to their deaths look through.

Keyvalues

Field of view (fov) <float>
Player FOV
Seconds to reach FOV target (fov_rate) <float>
Amount of time it should take to reach the specified FOV
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

See also