_firesmoke
Class hierarchy |
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CFireSmoke |
fire_smoke.cpp |
_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. The entity is not intended to be used directly, so it lacks the keyvalues from env_fire
used to configure the flame, as these parameters are normally set through code. It is otherwise functional on its own, though.
If a fire shouldn't damage things, or is unable to, this entity could be used directly to save an edict (as normally this plus the source env_fire
would be 2). That being said, an info_particle_system set to display the corresponding env_fire
particles may be a better alternative to this, as it allows choosing the size of the fire and toggling it, although this will not respect the classic effects setting in Half-Life 2.
The classic sprite-based fire effects, used prior to Source 2007 and in modern HL2 if the "classic effects" setting is enabled.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
FGD Code
_firesmoke point class. In-editor sprite is based upon "classic" (pre-Orange Box) flame effect.
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) sprite("sprites/fire1.vmt") = _firesmoke : "A purely visual flame effect." []