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CBeam: Difference between revisions

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== Input Functions ==
== Input Functions ==
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"Width"|src=sdkmp13|game/shared/beam_shared.cpp#L833 InputWidth|Sets m_fWidth and m_fEndWidth to be between MIN_BEAM_WIDTH and MAX_BEAM_WIDTH }}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"Width"|src=sdkmp13|game/shared/beam_shared.cpp#L833 InputWidth|Sets [[#fields|m_fWidth ↑]] and [[#fields|m_fEndWidth ↑]] to be between MIN_BEAM_WIDTH and MAX_BEAM_WIDTH }}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"Noise"|src=sdkmp13|game/shared/beam_shared.cpp#L857 InputNoise|Sets m_fAmplitude}}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"Noise"|src=sdkmp13|game/shared/beam_shared.cpp#L857 InputNoise|Sets [[#fields|m_fAmplitude ↑]}}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"ColorRedValue"|src=sdkmp13|game/shared/beam_shared.cpp#L839 InputColorRedValue|Sets r portion of m_clrRender to value clamped between 0, 255}}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"ColorRedValue"|src=sdkmp13|game/shared/beam_shared.cpp#L839 InputColorRedValue|Sets r portion of m_clrRender to value clamped between 0, 255}}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"ColorGreenValue"|src=sdkmp13|game/shared/beam_shared.cpp#L845 InputColorGreenValue|Sets g portion of m_clrRender to value clamped between 0, 255}}
{{DEFINE_INPUTFUNC|FIELD_FLOAT|"ColorGreenValue"|src=sdkmp13|game/shared/beam_shared.cpp#L845 InputColorGreenValue|Sets g portion of m_clrRender to value clamped between 0, 255}}

Revision as of 09:59, 9 August 2024

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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

Sets m_fWidth ↑ and m_fEndWidth ↑ to be between MIN_BEAM_WIDTH and MAX_BEAM_WIDTH

{{DEFINE_INPUTFUNC|FIELD_FLOAT|"Noise"|src=sdkmp13|game/shared/beam_shared.cpp#L857 InputNoise|Sets [[#fields|m_fAmplitude ↑]}} "ColorRedValue" <FIELD_FLOAT> linked function: InputColorRedValue

Sets r portion of m_clrRender to value clamped between 0, 255

"ColorGreenValue" <FIELD_FLOAT> linked function: InputColorGreenValue

Sets g portion of m_clrRender to value clamped between 0, 255

"ColorBlueValue" <FIELD_FLOAT> linked function: InputColorBlueValue

Sets b portion of m_clrRender to value clamped between 0, 255

Constants

  • MAX_BEAM_WIDTH = 102.3f
  • MAX_BEAM_SCROLLSPEED = 100.0f
  • MAX_BEAM_NOISEAMPLITUDE = 64

Flags

SF_BEAM_STARTON : [1]
SF_BEAM_TOGGLE : [2]
SF_BEAM_RANDOM : [4]
SF_BEAM_RING : [8]
SF_BEAM_SPARKSTART : [16]
SF_BEAM_SPARKEND : [32]
SF_BEAM_DECALS : [64]
SF_BEAM_SHADEIN : [128]
SF_BEAM_SHADEOUT : [256]
SF_BEAM_TAPEROUT : [512]
SF_BEAM_TEMPORARY : [32768]

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