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Env sprite oriented: Difference between revisions

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m (Replacing {{point ent}} or {{base point}} with {{this is a}}. This operation was performed by a bot.)
(-added class hierarchy, cleanup, not preserved entity)
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{{lang|Env sprite oriented}}
{{lang|Env sprite oriented}}
{{CD2|CSpriteOriented|Sprite.cpp}}
{{this is a|point entity|name=env_sprite_oriented}} It works like {{ent|env_sprite}} but is forced to stay in one direction instead of always turning to face the player. The [[sprite]] material needs to use {{ent|$spriteorientation}}.
{{this is a|point entity|name=env_sprite_oriented}} It works like {{ent|env_sprite}} but is forced to stay in one direction instead of always turning to face the player. The [[sprite]] material needs to use {{ent|$spriteorientation}}.
{{PreservedEnt}}


{{note|The only [[render modes]] that render sprite transparency are ''Glow'', ''Additive'', ''Additive Fractional Frame'', ''World Space Glow'' and ''Alpha Add'' {{not in FGD}}.}}
{{note|The only [[render modes]] that render sprite transparency are ''Glow'', ''Additive'', ''Additive Fractional Frame'', ''World Space Glow'' and ''Alpha Add'' {{not in FGD}}.}}
{{code class|CSpriteOriented|Sprite.cpp}}


==Flags==
==Flags==
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==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Sprite}}
{{KV Sprite}}
{{KV RenderFields}}
{{KV RenderFields}}
{{KV BaseEntity}}


==Inputs==
==Inputs==
{{I Sprite}}
{{I Sprite}}
{{I RenderFields}}
{{I RenderFields}}
{{I BaseEntity}}
==Outputs==
{{O BaseEntity|l4d=1}}


==See also==
==See also==
*{{ent|env_lightglow}}
*{{ent|env_lightglow}}
*{{ent|env_lensflare}}
*{{ent|env_lensflare}}

Revision as of 19:51, 8 February 2024

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C++ class hierarchy
CSpriteOriented
CSprite
CBaseEntity

env_sprite_oriented is a point entity available in all Source Source games. It works like env_sprite but is forced to stay in one direction instead of always turning to face the player. The sprite material needs to use $spriteorientation.

Note.pngNote:The only render modes that render sprite transparency are Glow, Additive, Additive Fractional Frame, World Space Glow and Alpha Add !FGD.

Flags

Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

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

Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.

Inputs

Note.pngNote:Archived page history. Content moved to env_sprite
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

See also