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HLX #5 - FSR3 / AI Lods / Fans / Movable NAV

Mar 1st, 2025 (edited)
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  1. Found and organized by GabeFollower
  2.  
  3. https://github.com/SteamDatabase/GameTracking-Deadlock/commit/4e1ddc369c6014d66e47ffc453c165aba7cc0a55
  4. https://github.com/SteamDatabase/GameTracking-Dota2/commit/a6b4d4a062da88e3a0bafb8239026947a348cd62
  5.  
  6.  
  7. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  8. HLX Mentions
  9. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  10.  
  11. r_hlx_fsr3_min_reactiveness
  12.  
  13. mod != dota && mod != hlx
  14.  
  15. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  16. AI / NPC Lods (Optimization)
  17. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  18.  
  19. scripts/ai_lod.vdata
  20.  
  21. ai_lod
  22. ai_lod_auto_enabled
  23. ai_lod_debug_display
  24.  
  25. Set AILOD
  26.  
  27. Set the LOD of this NPC. Accepted values are 'eLow', 'eMedium', 'eHigh'
  28.  
  29. ai_lod(choices) : "AI LOD" : "0" : "Determines what AI features are enabled/disabled for performance reasons" =
  30. [
  31. "-1": "Auto"
  32. "0" : "High"
  33. "1" : "Medium"
  34. "2" : "Low"
  35. "3" : "Very Low"
  36. ]
  37.  
  38. enum class AILOD_t : std::uint32_t
  39. {
  40. eAuto = 0xffffffff, // MPropertySuppressEnumerator
  41. eHigh = 0x0, // "High - All features turned on for highest fidelity"
  42. eMedium = 0x1, // "Medium - Some features turned off"
  43. eLow = 0x2, // "Low - Lots of features turned off"
  44. eVeryLow = 0x3, // "Very Low - No decision making, thinks at very low rate"
  45. eNumLODs = 0x4, // MPropertySuppressEnumerator
  46. };
  47.  
  48.  
  49. struct NPCAILODDesc_t
  50. {
  51. public:
  52. int32_t m_nMaxNPCs;
  53. float m_flMinRange;
  54. bool m_bSensing;
  55. bool m_bSensingUseExactEyePosition;
  56. bool m_bDecisionMaking;
  57. bool m_bUseLocalNavigator;
  58. bool m_bUseAdvancedLocomotion;
  59. bool m_bEnableFootSweeps;
  60. bool m_bDetailedLookTargets;
  61. bool m_bShouldPlayFootstepSounds;
  62. bool m_bRagdollEnabled;
  63. bool m_bEnableFlinching;
  64. bool m_bEnableWarnNPCsOfIncomingFire;
  65. bool m_bEnableBlinking;
  66. };
  67.  
  68. m_aiLOD
  69. m_bDynamicAILOD
  70.  
  71. CAILODManifest_global_server
  72.  
  73. // API Inputs
  74. input SetAILOD(cpp)
  75.  
  76. ai_task
  77.  
  78. ai_think_interval_lod_low 0.5 game Time interval between NPC thinks when set to AI LOD low.
  79. ai_think_interval_lod_med 0.25 game Time interval between NPC thinks when set to AI LOD medium.
  80. ai_think_interval_lod_very_low 1 game Time interval between NPC thinks when set to AI LOD very low.
  81.  
  82. debug_ai_heat_sensing
  83.  
  84. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  85. NPC Other
  86. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  87.  
  88. AI_BaseNPCAPI
  89. AI_BaseNPC::PerformGatherConditions
  90.  
  91. eNPCLocomotion
  92.  
  93. Template NPC Spawner "%s" doesn't have any valid spawn destinations!\n
  94. Template NPC Spawner "%s" encountered invalid spawn destination "%s" at %.3f %.3f %.3f\n
  95. Template NPC Spawner "%s" has only %d valid spawn destinations out of %d.\n
  96.  
  97. ai_motor_debug_hop
  98. ai_motor_debug_idle_turn
  99. ai_motor_debug_move_heading_bad_zones
  100. ai_motor_debug_show_current_state
  101. ai_motor_debug_state_deadlocks
  102. ai_motor_debug_stop
  103.  
  104. AI_FacingServices
  105.  
  106. C:\buildworker\citadel_rel_win64\build\src\game\server\ai_base\ai_facingservices.cpp
  107.  
  108. ai_facingservices_debug_reasonablefacing
  109. ai_facingservices_debug_spew
  110. ai_facingservices_draw_entity_facing
  111. ai_facingservices_generated_target_min_duration
  112.  
  113. Adds spew to the facing target for the selected NPC
  114.  
  115. AI_FacingRequestClearBehavior_t
  116. AI_FacingTargetRequestSource_t
  117. AI_ForceFacingOwner_t
  118.  
  119. AI_Strafing_t
  120. AI_StrafingRequestSource_t
  121.  
  122. If true, the NPC will request strafing if it is supported by the animgraph. Can still be overriden by schedules.
  123.  
  124. m_bEnableWarnNPCsOfIncomingFire
  125.  
  126. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  127. New NPC States (found in client.dll of Deadlock)
  128. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  129.  
  130. NPC_STATE_INIT
  131. NPC_STATE_INERT
  132. NPC_STATE_SYNCHRONIZED_SECONDARY
  133.  
  134. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  135. New Damage Types (found in client.dll of Deadlock)
  136. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  137.  
  138. AGE_DMG_BURN
  139. AGE_DMG_SONIC_SECONDARY
  140. AGE_DMG_SONIC_PRIMARY
  141. AGE_DMG_NEWTON
  142.  
  143. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  144. Deformable Props
  145. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  146.  
  147. deformable
  148. prop_deformable
  149. DeformableHelper
  150.  
  151. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  152. Hair & Shading
  153. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  154.  
  155. r_hair_ao true
  156. r_hair_indirect_transmittance true
  157. r_hair_meshshader 0
  158. r_hair_shadowcatcher true
  159. r_hair_shadowtile true
  160. r_hair_voxel_divisor 2
  161. r_hair_wind_global_scale 0.3
  162. r_hair_wind_min_noise_speed 20
  163. r_hair_wind_motion_scale 0.07
  164. r_hair_wind_noise 0.2
  165. r_hair_wind_noise_occlusion 1
  166. r_hair_wind_noise_size 10
  167. r_hair_wind_occlusion 2
  168.  
  169. D_CUT_HAIR
  170. D_MESH_SHADER
  171.  
  172. Hair CSM Shadow Catcher
  173.  
  174. HairAoTexture
  175. HairAoVolumeTexDim
  176.  
  177. HairLengthMask
  178. HairStrandDivisor
  179.  
  180. HairAndHeadDensityTexture
  181.  
  182. HairTangentTexture
  183.  
  184. HairVolumeCount
  185. HairVolumeTexDim
  186. HairVolumeInfoBuffer
  187. HairVolumeInfoBufferCount
  188. HairVolumeInfoBufferInitialized
  189.  
  190. CheckForHairMeshFilePreview()
  191.  
  192. %s_hair_albedo
  193. %s_hair_combined_density
  194. %s_hair_tangents
  195. %s_hairsim_density
  196.  
  197. SampleHairDensityTexture
  198.  
  199. ResolvedHairCombinedDensityTexture
  200. ResolvedHairCombinedDensityTextureMip1
  201. ResolvedHairCombinedDensityTextureMip2
  202. ResolvedHairCombinedDensityTextureMip3
  203. ResolvedHairCombinedDensityTextureMip4
  204. ResolvedHairDensityTexture
  205. ResolvedHairDensityTextureMip1
  206. ResolvedHairDensityTextureMip2
  207. ResolvedHairDensityTextureMip3
  208. ResolvedHairDensityTextureMip4
  209. ResolvedHairTangentTexture
  210.  
  211. shadowtile_hairvolumeinfo
  212.  
  213. hairtangentaccumvolume
  214.  
  215. %s_group%d_groom_albedo
  216. %s_group%d_groom_combined_density
  217. %s_group%d_groom_tangents
  218.  
  219. StrandThicknessTexture
  220.  
  221.  
  222. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  223. NAV General, Movable & Oriented (altered gravity?)
  224. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  225.  
  226. enable_navmesh
  227. enable_map_generated_navmesh
  228.  
  229. C:\buildworker\citadel_rel_win64\build\src\navlib\nav_mesh.cpp
  230. C:\buildworker\citadel_rel_win64\build\src\navlib\nav_pathfind.cpp
  231.  
  232. C:\buildworker\citadel_rel_win64\build\src\public\navlib\nav_marker.h
  233.  
  234. C:\buildworker\citadel_rel_win64\build\src\game\server\ai_base\ai_navgoaltype.h
  235.  
  236. point_nav_movable_mesh
  237.  
  238. >>NAVGEN MOVABLE: point_nav_movable_mesh must point to exactly one reference entity. %d reference entities found. Skipping.\n
  239. >>NAVGEN MOVABLE: point_nav_movable_mesh's reference entity does not have any children. Skipping.\n
  240.  
  241. Movable Mesh Id [%u]
  242. Movable Navmesh Ops
  243.  
  244. func_mover_async_movable_navmesh_updates
  245.  
  246. UpdateLastKnownNav
  247. UpdateMovableMeshTransforms
  248.  
  249. CNavGeometryManager::UpdateMovableMeshTransform
  250.  
  251. info_nav_oriented_mesh_debug_gen_clip
  252. info_nav_oriented_mesh_debug_render_clip
  253.  
  254. AI_NavUpdateGoalFlags_t
  255.  
  256. ai_path_draw_cached_values
  257.  
  258. nav_draw_boundary_areas
  259.  
  260. NavLinkManager
  261. NavObstacleAvoidMgr
  262. NavObstacleTileMgr
  263. NavTacticalSearchAnnotationMgr
  264.  
  265. TASK_WAIT_FOR_NAVSPACE_BUILD
  266.  
  267. NAV_AREA_BOUNDARY
  268. NAV_AREA_CONNECTED_TO_NAV_LINK_IN
  269. NAV_AREA_CONNECTED_TO_NAV_LINK_OUT
  270. NAV_AREA_HAS_TACTICAL_SEARCH_ANNOTATIONS
  271. NAV_AREA_NAV_LINK_TERMINUS
  272.  
  273. m_NavAreas.Count() < CNavMarkerData::MAX_ELEMENTS
  274.  
  275. Failed to find nearest nav area. Calling GetClosestBlock
  276.  
  277. 32 : "Spawn Upright - Remove any pitch / roll from the initial transform" : 0
  278.  
  279.  
  280. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  281. Destructible NPCs, Ragdolls, Body Parts
  282. More found here - https://pastebin.com/t0thRvRD
  283. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  284.  
  285. AE_DESTRUCTIBLE_PART_DESTROY
  286.  
  287. DESTRUCTIBLE_MAIN
  288.  
  289. debug_destructible_parts
  290. debug_destructible_parts_enabled
  291. debug_destructible_parts_ttl
  292.  
  293. destructible_parts_destroy_parts_when_gibbing
  294.  
  295. Toggle enabling/disabling the destructible parts system for debug.
  296.  
  297. Draw debug information for destructible parts.
  298.  
  299. ModelAnimEvent = AE_DESTRUCTIBLE_PART_DESTROY
  300. [
  301. hit_group(string) : "Hit Group Name"
  302. part_index(int) : "Part to destroy up to" : "0"
  303. force(float) : "Force to apply if part breaks" : 0
  304. force_radius(float) : "Force radius to use for broken parts" : 24
  305. ]
  306.  
  307.  
  308. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  309. Surface Properties
  310. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  311.  
  312. "surfaceattribute.resonant" "Resonant"
  313. "surfaceattribute.occlusionFactor" "Occlusion Factor"
  314.  
  315. "surfaceattribute.flamestyle" "Flame Style"
  316. "surfaceattribute.flamestyle:help" "What sort of visuals should this fire use."
  317. "surfaceattribute.firesound" "Burning Sound"
  318. "surfaceattribute.firesound:help" "What sound this makes when it's burning."
  319.  
  320. heat_delay
  321.  
  322.  
  323. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  324. Visuals, Fog & Bloom
  325. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  326.  
  327. Fog Scattering %d
  328.  
  329. FogScatteringLayer
  330.  
  331. m_fogScatteringParams
  332. m_bHasFogScatteringParams
  333.  
  334. PostProcessingFogScatteringParameters_t
  335.  
  336. D_ENABLE_CUBEMAP_FOG
  337.  
  338. LAYER_TYPE_FOG_SCATTERING
  339.  
  340. EnvVolumetricFogVolume
  341.  
  342. CubeFogParams
  343. CubeFogParams2
  344. CubeFogParams3
  345. CubeFogTransform
  346.  
  347. Height of volume fog texture
  348. Scale global volume fog density
  349.  
  350. m_flComputeBloomLensDirtBlackLevel
  351. m_flComputeBloomLensDirtStrength
  352. m_flComputeBloomStrength
  353. m_flComputeBloomThreshold
  354.  
  355.  
  356. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  357. Wind
  358. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  359.  
  360. WindNoiseCenterWs
  361. WindNoiseOcclusionScale
  362. WindNoiseStrength
  363. WindNoiseVolumeSizeWs
  364. WindOcclusionScale
  365. WindStrength
  366.  
  367. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  368. Some kind of Fans that generate wind and interact with NPCs?
  369. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  370.  
  371. trigger_fan
  372. trigger_fan_debug
  373. trigger_fan_player_windblock_debug
  374.  
  375. fan_info_fan
  376. fan_push_towards_info_fan
  377.  
  378. fan_npc_force
  379. fan_player_windblock
  380.  
  381. fan_force
  382. fan_force_curve
  383. fan_force_max_radius
  384. fan_force_min_radius
  385.  
  386. fan_origin
  387. fan_origin_offset
  388.  
  389. fan_noise_speed
  390. fan_noise_direction_degrees
  391.  
  392. fan_ramp_ratio
  393.  
  394. fan_end
  395. fan_falloff
  396.  
  397. fan_particle_force_scale
  398.  
  399. GAME_PARTICLE_MANAGER_EVENT_ADD_FAN = 36;
  400.  
  401. message AddFan {
  402. optional bool active = 1;
  403. optional .CMsgVector bounds_mins = 2;
  404. optional .CMsgVector bounds_maxs = 3;
  405. optional .CMsgVector fan_origin = 4;
  406. optional .CMsgVector fan_origin_offset = 5;
  407. optional .CMsgVector fan_direction = 6;
  408. optional float force = 7;
  409. optional string fan_force_curve = 8;
  410. optional bool falloff = 9;
  411. optional bool pull_towards_point = 10;
  412. optional float curve_min_dist = 11;
  413. optional float curve_max_dist = 12;
  414. }
  415.  
  416. GAME_PARTICLE_MANAGER_EVENT_UPDATE_FAN = 37;
  417.  
  418. message UpdateFan {
  419. optional bool active = 1;
  420. optional .CMsgVector fan_origin = 2;
  421. optional .CMsgVector fan_origin_offset = 3;
  422. optional .CMsgVector fan_direction = 4;
  423. optional float fan_ramp_ratio = 7;
  424. optional .CMsgVector bounds_mins = 5;
  425. optional .CMsgVector bounds_maxs = 6;
  426. }
  427.  
  428. optional .CUserMsg_ParticleManager.AddFan add_fan = 39;
  429. optional .CUserMsg_ParticleManager.UpdateFan update_fan = 40;
  430. optional .CUserMsg_ParticleManager.SetParticleClusterGrowth set_particle_cluster_growth = 41;
  431.  
  432.  
  433. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  434. Bruh
  435. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  436.  
  437. Experimental optimization. If you are reading this in 2026, please delete this convar.
  438.  
  439.  
  440. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  441. Other
  442. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  443.  
  444. mapbuilder.lightingdummy
  445.  
  446. { m_Name = "EntityPlatformTypes_t" m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
  447. { m_Name = "BloodType" m_VarType = "NET_DATA_TYPE_INT64" }, // int with -1 for None
  448. { m_Name = "WeaponGameplayAnimState" m_VarType = "NET_DATA_TYPE_INT64" }, // int16
  449. { m_Name = "WeaponAttackType_t" m_VarType = "NET_DATA_TYPE_INT64" }, // int with -1 for None
  450. { m_Name = "loadout_slot_t" m_VarType = "NET_DATA_TYPE_INT64" }, // int with -2, -1, etc
  451. { m_Name = "ObserverMode_t" m_VarType = "NET_DATA_TYPE_UINT64" }, // min is zero
  452.  
  453. World friction.
  454. World gravity.
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