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CBeam: Difference between revisions

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== See Also ==
== See Also ==
* {{l4d2}}[[Left_4_Dead_2/Script_Functions#CNetPropManager]]
* {{l4d2}} [https://steamcommunity.com/sharedfiles/filedetails/?id=2433786424&searchtext=borderlands Example vscript addon utilizing this entity]
* {{tf2}}[[Team_Fortress_2/Scripting/Script_Functions#CNetPropManager]]
* {{l4d2}} [[Left_4_Dead_2/Script_Functions#CNetPropManager]]
* {{tf2}} [[Team_Fortress_2/Scripting/Script_Functions#CNetPropManager]]
* {{ent|env_beam}}
* {{ent|env_beam}}

Revision as of 05:01, 9 August 2024

English (en)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because env_beam is available but this entity might be of intereset for vscript use.
his hand creates four beams.
C++ Class hierarchy
CBeam
CBaseEntity
C++ beam_shared.cpp

beam is a point entity available in all Source Source games. It is a base entity used by other entities to make beams or other effects|such as bubbles. The entities which use this one offer greater control over the effect.

Fields

m_nHaloIndex <FIELD_MODELINDEX>

m_nBeamType <FIELD_INTEGER>

m_nBeamFlags <FIELD_INTEGER>

m_nNumBeamEnts <FIELD_INTEGER>

m_nMinDXLevel <FIELD_INTEGER>


m_fWidth <FIELD_FLOAT>

m_fEndWidth <FIELD_FLOAT>

m_fFadeLength <FIELD_FLOAT>

m_fHaloScale <FIELD_FLOAT>

m_fAmplitude <FIELD_FLOAT>

m_fStartFrame <FIELD_FLOAT>

m_fSpeed <FIELD_FLOAT>


m_flFrameRate <FIELD_FLOAT>

m_flFrame <FIELD_FLOAT>


m_flFireTime <FIELD_TIME>


m_vecEndPos <FIELD_POSITION_VECTOR>

m_hEndEntity <FIELD_EHANDLE>


  1. ifdef PORTAL

m_bDrawInMainRender <FIELD_BOOLEAN>

m_bDrawInPortalRender <FIELD_BOOLEAN>

  1. endif


Arrays

m_hAttachEntity[10] <FIELD_EHANDLE>

m_nAttachIndex[10] <FIELD_INTEGER>


KeyFields

m_flHDRColorScale <FIELD_FLOAT> ("HDRColorScale")

m_flDamage <FIELD_FLOAT> ("damage")

m_nDissolveType <FIELD_INTEGER> ("dissolvetype")


Inputs

m_fSpeed <FIELD_FLOAT> (ScrollSpeed)


Input Functions

"Width" <FIELD_FLOAT> linked function: InputWidth

description todo

"Noise" <FIELD_FLOAT> linked function: InputNoise

description todo

"ColorRedValue" <FIELD_FLOAT> linked function: InputColorRedValue

description todo

"ColorGreenValue" <FIELD_FLOAT> linked function: InputColorGreenValue

description todo

"ColorBlueValue" <FIELD_FLOAT> linked function: InputColorBlueValue

description todo


Flags

.

Additional information in ent_text overlay

  • start: <origin>
  • end: <m_vecEndPos>


exact format:

start: (%.2f,%.2f,%.2f)", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z
end  : (%.2f,%.2f,%.2f)", m_vecEndPos.GetX(), m_vecEndPos.GetY(), m_vecEndPos.GetZ()

See Also