_firesmoke
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_firesmoke is a point entity available in all
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 for a small amount of memory saved. env_fire does however allow much more control over the flame.
| CFireSmoke |
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
FGD Code
Paste into base.fgd.
@BaseClass base(Targetname, Parentname, Angles, Origin, Global) = CBaseEntity
[
ResponseContext(string) : "Response Contexts" : : "Pre-defined response system contexts for this entity. Format is key:value,key:value,..."
effects(integer) : "Effects" : : "Combination of effect flags to use."
ltime(float) : "Local Time" : : "The local time of the entity, independent of the global clock. Used mainly for physics calculations."
nextthink(float) : "Next Think" : : "Amount of time before the entity thinks again."
hammerid(integer) : "Hammer ID" : : "The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned. Entities spawned at run-time are not assigned any Hammer ID."
mincpulevel(integer) : "Minimum CPU Level (Since L4D)" : : "Minimum CPU Level allowed for this entity. 0 means all levels allowed."
maxcpulevel(integer) : "Maximum CPU Level (Since L4D)" : : "Maximum CPU Level allowed for this entity. 0 means all levels allowed."
mingpulevel(integer) : "Minimum GPU Level (Since L4D)" : : "Minimum GPU Level allowed for this entity. 0 means all levels allowed."
maxgpulevel(integer) : "Maximum GPU Level (Since L4D)" : : "Maximum GPU Level allowed for this entity. 0 means all levels allowed."
LagCompensate(choices) : "Lag Compensation (Since L4D2)" : 0 : "Set to Yes to lag compensate this entity. Should be used very sparingly!" =
[
0: "No"
1: "Yes"
]
is_autoaim_target(choices) : "Is Automatic-Aim Target (Since CSGO)" : 0 : "If yes, automatic-aim assistance will target this entity." =
[
0: "No"
1: "Yes"
]
///////////////////////inputs
input Use(void) : "Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input."
input DispatchEffect(string) : "Dispatches a special effect from the entity's origin. Replaced by particles since Left 4 Dead."
input DispatchResponse(string) : "Dispatches a response to the entity."
input AddContext(string) : "Adds to the entity's list of response contexts. Format is <key>:<value>."
input RemoveContext(string) : "Remove a context from this entity's list. The name should match the key of an existing context."
input ClearContext(string) : "Removes all contexts from this entity's list."
input CallScriptFunction(string) : "Since L4D2. Execute a VScript function in the scope of the receiving entity."
input SetLocalOrigin(string) : "Since p2. Set this entity's origin in the map. (dubious)"
input SetLocalAngles(string) : "Since p2. Set this entity's angles in the map. (dubious)"
]
_firesmoke point class. This MUST be below the first code block:
@PointClass base(CBaseEntity) = _firesmoke : "A purely visual flame effect." [ ]