From Valve Developer Community
env_tonemap_controller_ghostis a point entity available in the Left 4 Dead series.
An entity that controls the HDR tonemapping for ghost player. Think of it as a method of controlling the exposure of the player's eyes.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- Master (Has priority if multiple env_tonemap_controller_ghost(s) exist)
- Removes this entity from the world.
- Removes this entity and its children from the world. Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open.
- BlendTonemapScale <string>
- Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open.
- Revert to using the default tonemap auto exposure.
- SetAutoExposureMin <float>
- Set a custom tonemap auto exposure minimum.
- SetAutoExposureMax <float>
- Set a custom tonemap auto exposure maximum.
- SetBloomScale <float>
- Set a custom bloom scale.
- SetTonemapRate <float>
- Set the rate for autoexposure adjustment.
- SetBloomExponent <float>
- Set a custom bloom exponent.
- SetBloomSaturation <float>
- Set a custom bloom saturation.
- SetTonemapPercentBrightPixels <float>
- Set a target for percentage of pixels above a certain brightness. (default: 1)
- SetTonemapPercentTarget <float>
- Set a custom brightness target for SetTonemapPercentBrightPixels. (default: 45)
- SetTonemapMinAvgLum <float>
- Sets custom tonemapping param (ask Alex for details; default: 3).
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.