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Firesmoke: Difference between revisions

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{{CD|CFireSmoke|file1=fire_smoke.cpp}}
{{CD|CFireSmoke|file1=fire_smoke.cpp}}
{{this is a|point entity|name=_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an [[edict]]. <code>env_fire</code> does however allow much more control over the flame.
{{this is a|point entity|name=_firesmoke}} This is the group of particle effects created by an {{ent|env_fire}}, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an [[edict]]. <code>env_fire</code> does however allow much more control over the flame.
{{important|This entity does not precache the fire assets on its own, so it won't be visible unless at least one env_fire exists elsewhere in the map.}}
{{important|Since {{src07}}, this entity does not precache the fire assets on its own, so it won't be visible unless at least one env_fire exists elsewhere in the map. The fire sprites ''are'' properly precached in {{src04}} and {{src06}}. }}


== Keyvalues ==
== Keyvalues ==
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==FGD Code==
==FGD Code==
_firesmoke point class.
_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) fire.
{{ExpandBox|
{{ExpandBox|
<pre>
<pre>

Revision as of 09:42, 30 November 2024

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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Env fire.jpg
C++ Class hierarchy
CFireSmoke
CBaseFire
CBaseEntity
C++ fire_smoke.cpp

_firesmoke is a point entity available in all Source Source games. This is the group of particle effects created by an env_fire, including the flames. It does no damage. If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an edict. env_fire does however allow much more control over the flame.

Icon-Important.pngImportant:Since Source 2007, this entity does not precache the fire assets on its own, so it won't be visible unless at least one env_fire exists elsewhere in the map. The fire sprites are properly precached in Source 2004 and Source 2006.

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

FGD Code

_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) fire.


@PointClass sprite("sprites/fire1.vmt") base(Targetname, Parentname) = _firesmoke : "A purely visual flame effect." []