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env_glow

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C++ Class hierarchy
CGlow
CPointEntity
CBaseEntity
C++ effects.cpp

env_glow is a point entity available in all GoldSrc GoldSrc games. The env_glow entity is much like the env_sprite in that it places a sprite within the map. The only differences seem to be that the env_glow does not animate its sprite, it cannot be triggered, and that it lacks some of the options that the env_sprite has.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
Colormap (colormap) <integer>
Works like the deathmatch recolor system, wherein this KV equals (bottomcolor * 256) + topcolor. This value can be calculated using Half-Life Asset Manager.
Tip.pngTip:In Sven Co-op Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
Scale (scale) <float>
Scale multiplier of the sprite (SPR only).
Sequence (sequence) <integer>
Animation to play (MDL only).
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)