Category:Semi-internal entities: Difference between revisions
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== Semi-internal entities == | == Semi-internal entities == | ||
* {{ent|light}}, {{ent|light_environment}}, {{ent|light_spot}}, {{ent|light_directional}} - their functionality is mostly taken care of by VRAD and they immediately despawn if not named | * {{ent|light}}, {{ent|light_environment}}, {{ent|light_spot}}, {{ent|light_directional}} - their functionality is mostly taken care of by VRAD and they immediately despawn if not named | ||
* {{ent|func_detail_blocker}} - detail sprites are not placed within | * {{ent|func_detail_blocker}} - detail sprites are not placed within this entity's volume during compile. This entity still exists in-game but does not do anything at that point | ||
* {{ent|func_areaportal}} - big chunk of functionality is taken care of by VBSP[https://github.com/ValveSoftware/source-sdk-2013/blob/0565403b153dfcde602f6f58d8f4d13483696a13/src/utils/vbsp/map.cpp#L1681], and the entity remains in-game without a brush (the brush is moved to world) | * {{ent|func_areaportal}}, {{ent|func_areaportalwindow}} - big chunk of functionality is taken care of by VBSP[https://github.com/ValveSoftware/source-sdk-2013/blob/0565403b153dfcde602f6f58d8f4d13483696a13/src/utils/vbsp/map.cpp#L1681], and the entity remains in-game without a brush (the brush is moved to world) | ||
* {{ent|func_water|engine=source}} - VBSP[https://github.com/ValveSoftware/source-sdk-2013/blob/0565403b153dfcde602f6f58d8f4d13483696a13/src/utils/common/map_shared.cpp#L36] adds [[BSP flags (Source)#CONTENTS_WATER|CONTENTS_WATER]] to its brush | * {{ent|func_water|engine=source}} - VBSP[https://github.com/ValveSoftware/source-sdk-2013/blob/0565403b153dfcde602f6f58d8f4d13483696a13/src/utils/common/map_shared.cpp#L36] adds [[BSP flags (Source)#CONTENTS_WATER|CONTENTS_WATER]] to its brush | ||
* {{ent|func_instance_io_proxy}} - VBSP takes care of this in special way (better description {{todo}}) | * {{ent|func_instance_io_proxy}} - VBSP takes care of this in special way (better description {{todo}}) | ||
* {{ent|func_occluder}} - | * {{ent|func_occluder}} - Assigned a unique index by VBSP {{todo}} | ||
* {{ent|sky_camera}} - | * {{ent|sky_camera}} - Room containing 3D sky doesn't have vis calculated for it by default {{todo}} [https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/utils/vbsp/vbsp.cpp#L786] | ||
== See also == | == See also == |
Revision as of 18:44, 23 May 2025
It's a type of entity that is processed by compiler (VBSP or VRAD for example) in the similar way an internal entity would be but is also added to entity lump and exists as non-internal entity in-game.
Semi-internal entities
- light, light_environment, light_spot, light_directional - their functionality is mostly taken care of by VRAD and they immediately despawn if not named
- func_detail_blocker - detail sprites are not placed within this entity's volume during compile. This entity still exists in-game but does not do anything at that point
- func_areaportal, func_areaportalwindow - big chunk of functionality is taken care of by VBSP[1], and the entity remains in-game without a brush (the brush is moved to world)
- func_water - VBSP[2] adds CONTENTS_WATER to its brush
- func_instance_io_proxy - VBSP takes care of this in special way (better description [Todo])
- func_occluder - Assigned a unique index by VBSP [Todo]
- sky_camera - Room containing 3D sky doesn't have vis calculated for it by default [Todo] [3]
See also
Subcategories
This category has only the following subcategory.