Env screeneffect: Difference between revisions

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(-added class hierarchy, cleanup)
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{{lang|Env screeneffect}}
{{lang|Env screeneffect}}
{{CD|CEnvScreenEffect|env_screenoverlay.cpp}}
{{CD|CEnvScreenEffect|file1=env_screenoverlay.cpp}}
{{entity|type=e0|env_screeneffect}} It allows screenspace effects to be played on the player's view.
{{entity|type=e0|env_screeneffect}} It allows screenspace effects to be played on the player's view.



Revision as of 04:23, 17 August 2023

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C++ Class hierarchy
CEnvScreenEffect
CPointEntity
CBaseEntity
C++ env_screenoverlay.cpp

Template:Entity It allows screenspace effects to be played on the player's view.

Icon-Bug.pngBug:Does not function in Team Fortress 2Portal 2.  [todo tested in ?]
Icon-Bug.pngBug:Causes a memory leak in Left 4 Dead 2 by spamming garbage data to the console, do not use this entity for that game!  [todo tested in ?]

Keyvalues

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

Effect Type (type) <choices>
Which effect to use.
  • 0: Advisor Stun
  • 1: Intro Blur
  • 2: Groggy Vision

Inputs

StartEffect <floatRedirectInput/float>
Start the effect with the duration in seconds as the passed parameter.
StopEffect <floatRedirectInput/float>
Fade out the effect over the duration in seconds as the passed parameter.