_firesmoke
...
_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.
class hierarchy |
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CFireSmoke defined in fire_smoke.cpp
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Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
FGD Code
Paste into base.fgd.
Basic functions for all entities. Recommended to paste at the top of 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." [ ]