CBeam: Difference between revisions
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{{ent not in fgd|nolink=1|because=[[env_beam]] is available but this entity might be of intereset for vscript use}} | {{ent not in fgd|nolink=1|because=[[env_beam]] is available but this entity might be of intereset for vscript use}} | ||
[[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects|his hand creates four <code>beam</code>s.]] | [[File:Dog hand beams.png|300px|thumb|right|When Dog holds objects|his hand creates four <code>beam</code>s.]] | ||
{{CD|CBeam|file1=1}} | {{CD|CBeam|base=CBaseEntity|file1=1}} | ||
{{this is a|point entity|name=beam}} | {{this is a|point entity|name=beam}} | ||
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. | 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. | ||
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== Flags == | == Flags == | ||
{{todo}} | |||
== Additional information in [[ent_text]] overlay == | == Additional information in [[ent_text]] overlay == |
Revision as of 05:03, 9 August 2024



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CBeam |
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beam
is a point entity available in all 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>
- ifdef PORTAL
m_bDrawInMainRender <FIELD_BOOLEAN>
m_bDrawInPortalRender <FIELD_BOOLEAN>
- 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
[Todo]
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()