Category:Semi-internal Source base entities
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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.
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 this entity's volume during compile. This entity still exists in-game but does not do anything at that point
- func_areaportal, func_areaportalwindow - 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_water - VBSP[2] adds CONTENTS_WATER to its brush
- func_instance_io_proxy - VBSP takes care of this in special way (better description [Todo])
- func_occluder - Assigned a unique index by VBSP [Todo]
- sky_camera - Determines which part of the map is the 3D sky. All visleaves in the 3D sky always see each other, unless -forceskyvis is used. World bounds (world_mins / world_maxs keyvalues on worldspawn) will also not consider sky areas when calculated. [3]
- worldspawn - for example its detailvbsp keyvalue is read by VBSP to place specified detail props (better description [Todo])
See also
Pages in category "Semi-internal Source base entities"
The following 12 pages are in this category, out of 12 total.