Category:Semi-internal entities: Difference between revisions
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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. | 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 == | == 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 their volume during compile and they still exist in-game but not do anything at that point | * [[func_detail_blocker]] - detail sprites are not placed within their volume during compile and they still exist in-game but not do anything at that point | ||
* [[func_areaportal]] - big chunk of functionality 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) | * [[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) | ||
* [[func_areaportalwindow]] - very similar case to func_areaportal | * [[func_areaportalwindow]] - very similar case to func_areaportal | ||
Revision as of 02:12, 21 April 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 their volume during compile and they still exist in-game but not do anything at that point
- func_areaportal - 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_areaportalwindow - very similar case to func_areaportal
See also
Subcategories
This category has only the following subcategory.