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HLX DRAFT (NOT FULLY SORTED) - cs2 animgraph2 update

Jul 29th, 2025 (edited)
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  1. Found and organized by GabeFollower
  2.  
  3. THIS IS THE FIRST DRAFT OF SORTING ALL THE FINDINGS IN THE LATEST CS2 UPDATE
  4. THIS PASTEBIN WILL BE UPDATED LATER, STAY TUNED
  5.  
  6. https://github.com/SteamDatabase/GameTracking-CS2/commit/d0e613931734a53f826500edafdc35c142d087d5
  7.  
  8. ================================================================
  9. HLX Mentions
  10. ================================================================
  11.  
  12. +hlx_configurable_lightweight_body_collection
  13. +hlx_configurable_lightweight_body_entity
  14.  
  15. +@PointClass base(Targetname, Parentname) tags( AI ) sphere(volume) iconsprite("editor/ai_sound.vmat") = ai_volumetric_event :
  16. "Event Types" +
  17. "- Thumper (HLX): causes antlions to run away briefly"
  18.  
  19. ================================================================
  20. Fans
  21. ================================================================
  22.  
  23. message AddFan {
  24. + optional bool active = 1;
  25. + optional .CMsgVector bounds_mins = 2;
  26. + optional .CMsgVector bounds_maxs = 3;
  27. + optional .CMsgVector fan_origin = 4;
  28. + optional .CMsgVector fan_origin_offset = 5;
  29. + optional .CMsgVector fan_direction = 6;
  30. + optional float force = 7;
  31. + optional string fan_force_curve = 8;
  32. + optional bool falloff = 9;
  33. + optional bool pull_towards_point = 10;
  34. + optional float curve_min_dist = 11;
  35. + optional float curve_max_dist = 12;
  36. + message UpdateFan {
  37. + optional .CMsgVector fan_origin = 2;
  38. + optional .CMsgVector fan_origin_offset = 3;
  39. + optional .CMsgVector fan_direction = 4;
  40. + optional float fan_ramp_ratio = 7;
  41. + optional .CMsgVector bounds_mins = 5;
  42. + optional .CMsgVector bounds_maxs = 6;
  43. + message SetParticleClusterGrowth {
  44. + optional float duration = 1;
  45. + optional .CMsgVector origin = 2;
  46. optional .CUserMsg_ParticleManager.AddFan add_fan = 39;
  47. + optional .CUserMsg_ParticleManager.UpdateFan update_fan = 40;
  48. + optional .CUserMsg_ParticleManager.SetParticleClusterGrowth set_particle_cluster_growth = 41;
  49.  
  50.  
  51. +CHandle< CInfoFan>
  52.  
  53. +CInfoFan
  54. +CTriggerFan
  55.  
  56. +trigger_fan
  57. +trigger_fan_debug
  58. +trigger_fan_player_windblock_debug
  59.  
  60. +fan_info_fan
  61. +fan_noise_direction_degrees
  62. +fan_noise_speed
  63. +fan_npc_force
  64.  
  65. +fan_particle_force_scale
  66. +fan_player_windblock
  67.  
  68.  
  69. ================================================================
  70. Gravity, Water
  71. ================================================================
  72. +gravity force
  73. +gravity scale
  74.  
  75.  
  76. +m_bSampleGravity
  77. +m_bSampleWater
  78.  
  79. +m_vGravity
  80.  
  81. +NavGravity_t
  82.  
  83. +m_vecGravityForce
  84.  
  85. +!m_bSampleGravity
  86. +!m_bSampleWater
  87. +!m_bSampleWater || m_bSampleGravity
  88. +!m_bSetMagnitude
  89. +!m_bSetOrientation
  90.  
  91. +IS_EFFECTS_WATER_LAYER
  92.  
  93. +Weight for the 2nd most active material around a probe.
  94. +Weight for the most active material around a probe.
  95.  
  96. +A weight determining the frequency at which this model is placed relative to other models within the detail type. The weights of all models are summed and the probability of selecting this model is its weight divided by the sum weight.
  97.  
  98. +Activity %s has %d sequences with a total weight of %d!\n
  99.  
  100. +NAVGEN Gravity: Unsupported info_gravity_shift/info_nav_oriented type %d - ignoring this entity.\n
  101.  
  102. +water_tube
  103.  
  104. +CCSPlayer_WaterServices
  105.  
  106. +World friction.
  107. +World gravity.
  108.  
  109. +m_flWaterEntryTime
  110. +m_flWaterJumpTime
  111. +m_flWaterLevel
  112. +m_flWaterNextTraceTime
  113. +m_flWaterWorldZ
  114.  
  115. +m_nWaterSpeed
  116. +m_nWaterType
  117. +m_nWaterWakeMode
  118. +m_vecWaterJumpVel
  119.  
  120. ================================================================
  121. Mood System
  122. ================================================================
  123.  
  124. +MoodAnimationLayer_t
  125. +MoodAnimation_t
  126.  
  127. +m_nMoodType
  128.  
  129. ================================================================
  130. Revolving (rotatable) Door
  131. ================================================================
  132.  
  133. +DOOR_CLOSED
  134. +DOOR_CLOSING
  135. +DOOR_OPEN
  136. +DOOR_OPENING
  137. +DOOR_ROTATING_OPEN_BACKWARD
  138. +DOOR_ROTATING_OPEN_BOTH_WAYS
  139. +DOOR_ROTATING_OPEN_FORWARD
  140. +DOOR_SPAWN_AJAR
  141. +DOOR_SPAWN_CLOSED
  142. +DOOR_SPAWN_OPEN_BACK
  143. +DOOR_SPAWN_OPEN_FORWARD
  144.  
  145. ================================================================
  146. NPC Physics Hull
  147. ================================================================
  148.  
  149. +NPCPhysicsHullType_t
  150.  
  151. +.?AVCModelDocHelper_NPCPhysicsHull@@
  152.  
  153. +npcphysicshull
  154.  
  155. forcedynamichull(boolean) [ group="Physics Properties" ] : "Force Dynamic Hull" : 0 : "Force this NPC to use a dynamic hull even if its vdata doesn't request it"
  156.  
  157. +@ModelGameData
  158. +game_data_list( CNPCPhysicsHull )
  159. + node_name_key = "m_sName"
  160. += CNPCPhysicsHull [ ]
  161.  
  162. +CNPCPhysicsHull
  163.  
  164. npcphysicshull{}
  165.  
  166. ================================================================
  167. Orientation Warp
  168. ================================================================
  169.  
  170. +OrientationWarpMode_t
  171. +OrientationWarpNodeInstanceData_t
  172. +OrientationWarpRootMotionSource_t
  173. +OrientationWarpTargetOffsetMode_t
  174.  
  175. +If set, orientation warp pivots around the model center instead of abs origin.
  176.  
  177. +If the angle delta between the current face direction and the target face direction is more than this angle, no warping will occur.
  178.  
  179. +If the source animation has no rotation root motion and there is no tag present that specifies rotation warp section, rotation will be introduced only during linear root motion.
  180.  
  181. +Normally the orientation warp will take the shortest arc to align entity's forward vector with the target. With this option enabled it will rotate in the direction that includes passing through the preferred rotation direction parameter unless the resulting rotion is larger than the threshold specified.
  182.  
  183. +Only warp if there is a warp tag active. Otherwise this node will warp whenever it's active
  184.  
  185. +Orientation warp will never rotate angle larger than this even if it means not passing through the preferred rotation direction
  186.  
  187. +Warp orientation around center
  188. +Warp orientation during translation
  189.  
  190.  
  191. ================================================================
  192. Hair
  193. ================================================================
  194. +RenderHairStrandInfo_t
  195.  
  196. +m_hairPositionOffsets
  197. +m_hairs
  198.  
  199. +%s_group%d_groom_albedo
  200.  
  201. +%s_group%d_groom_combined_density
  202.  
  203. +%s_group%d_groom_tangents
  204.  
  205. +HairShader
  206.  
  207. +ApplyHairAoLayer
  208.  
  209. +Auto Hair Strand Culling
  210.  
  211. +Guide Hair Visualization
  212. +Guide Hair update
  213. +GuideHairDensityBuffer
  214.  
  215. +Hair Debug Settings
  216. +Hair Sim
  217.  
  218. +HairAndHeadDensityTexture
  219. +HairAoTexture
  220.  
  221. +HairDyeColor
  222. +HairFinalComposite
  223.  
  224. +HairTangentTexture
  225.  
  226. +HairVolumeInfoBuffer
  227. +HairVolumeInfoBufferCount
  228. +HairVolumeTexture
  229. +HairVoxelizationLayer
  230. +HairWorldTransform
  231.  
  232. +ResolvedHairCombinedDensityTexture
  233. +ResolvedHairCombinedDensityTextureMip1
  234. +ResolvedHairCombinedDensityTextureMip2
  235. +ResolvedHairCombinedDensityTextureMip3
  236. +ResolvedHairCombinedDensityTextureMip4
  237. +ResolvedHairDensityTexture
  238. +ResolvedHairDensityTextureMip1
  239. +ResolvedHairDensityTextureMip2
  240. +ResolvedHairDensityTextureMip3
  241. +ResolvedHairDensityTextureMip4
  242. +ResolvedHairTangentTexture
  243.  
  244. +SampleHairDensityTexture
  245.  
  246. +SceneSystem/Hair Debug UI
  247.  
  248. +WS hair verts
  249.  
  250. +hairsim_force_fixed_timestep
  251. +hairsim_reset
  252.  
  253. +hairtangentaccumvolume
  254.  
  255. +materials/dev/hair_composite.vmat
  256.  
  257. +r_force_thick_hair
  258.  
  259. +r_hair_ao
  260. +r_hair_debug_guides
  261. +r_hair_indirect_transmittance
  262. +r_hair_meshshader
  263. +r_hair_shadowtile
  264. +r_hair_voxels
  265. +r_hair_wind_global_scale
  266. +r_hair_wind_min_noise_speed
  267. +r_hair_wind_motion_scale
  268. +r_hair_wind_noise
  269. +r_hair_wind_noise_occlusion
  270. +r_hair_wind_noise_size
  271. +r_hair_wind_occlusion
  272. +r_haircull_percent
  273. +r_hairsort
  274.  
  275. +r_render_hair
  276.  
  277. +.?AVCModelDocGroomGroup@@
  278.  
  279. +CModelDocGroomGroup
  280. +CModelDocGroomMeshFile
  281.  
  282. +Can't find this node in the list of all groom group nodes.
  283.  
  284. +Groom root bone "%s" doesn't exist
  285. +GroomGroup
  286.  
  287. +tools/images/modeldoc_editor/outliner_icon_groomgroup.png
  288.  
  289. +Draw Hair
  290.  
  291. +ToggleHair
  292.  
  293. +renderHair
  294.  
  295. +Strand Count
  296. +Strand Segments
  297.  
  298. ================================================================
  299. Physical Properties
  300. ================================================================
  301.  
  302. +density
  303. +elasticity
  304.  
  305. +m_density
  306.  
  307. +m_elasticity
  308.  
  309. +m_flElasticity
  310.  
  311. +m_flPlasticity
  312.  
  313. +m_flDensityMax
  314. +m_flDensityMin
  315.  
  316. +m_nDensity
  317.  
  318. +Voxelize Density
  319.  
  320. +flow_speed
  321.  
  322. +m_flDensity
  323.  
  324. +.?AVCDeformablePropHelper@@
  325. +.?AVCPointDeformerHelper@@
  326.  
  327. +angular_drag
  328.  
  329. +angular_only
  330.  
  331. +deformable
  332. +deformable_cable_radius
  333.  
  334. +deformable_prop
  335.  
  336. +point_deformer
  337.  
  338.  
  339. +prop_deformable
  340.  
  341. +burn_forever
  342. +burn_time_max
  343.  
  344. +can_electrify
  345.  
  346. +deformer
  347.  
  348. ================================================================
  349. Surface Properties
  350. ================================================================
  351.  
  352. + "surfaceattribute.resonant" "Resonant"
  353. + "surfaceattribute.audioHardMinVelocity" "Hard Velocity Threshold"
  354. + "surfaceattribute.occlusionFactor" "Occlusion Factor"
  355.  
  356. +materials/dev/reflectivity_80_flammable.vmat_c CRC:00175e1d43 size:3229
  357.  
  358. + "surfaceattribute.wheelfrictionscale" "Wheel Friction Scale"
  359. + "surfaceattribute.wheelfrictionscale:help" "Additional friction scale applied for wheels driving over this surface (on top of the physics friction coefficient)"
  360.  
  361.  
  362. + "surfaceattribute.heatconductivity:help" "How quickly this material absorbs heat from nearby heat sources, 0-1, where <= 0 makes it impossible to heat."
  363. + "surfaceattribute.flashpoint" "Flashpoint"
  364. + "surfaceattribute.flashpoint:help" "How hot this material needs to be to light on fire, from 0-1, where <0 or >1 makes it not flammable."
  365. + "surfaceattribute.burnfuel" "Burn Fuel (in seconds)"
  366. + "surfaceattribute.burnfuel:help" "How long this surface could be ignited for before it runs out of fuel. Once the fuel is spent it can't be reignited. -1 indicates infinite fuel."
  367. + "surfaceattribute.heataura" "Heat Aura (in units) "
  368. + "surfaceattribute.heataura:help" "How close something has to be to this surface to be heated by it."
  369. + "surfaceattribute.burndamage" "Burn Damage (Multiplier)"
  370. + "surfaceattribute.burndamage:help" "How much this surface modifies how much damage the fire on it gives."
  371. + "surfaceattribute.immediateignition" "Should Ignite Entities Immediately"
  372. + "surfaceattribute.immediateignition:help" "Whether this should immediately ignite any entities that come into contact with it."
  373. + "surfaceattribute.flamestyle" "Flame Style"
  374. + "surfaceattribute.flamestyle:help" "What sort of visuals should this fire use."
  375. + "surfaceattribute.firesound" "Burning Sound"
  376. + "surfaceattribute.firesound:help" "What sound this makes when it's burning."
  377. + "surfaceattribute.soundstackmaterial" "Soundstack Material"
  378. + "surfaceattribute.soundstackmaterial:help" "A string that may be consumed in the soundsystem for purposes of switching materials. "
  379.  
  380.  
  381. ================================================================
  382. Wind
  383. ================================================================
  384. +m_flWindDrag
  385. +m_flWindage
  386.  
  387. +windController
  388.  
  389. +SceneSystem/WindController
  390.  
  391. +WindControllerConstantBuffer_t
  392. +WindControllerManifest
  393. +WindPrevFrame
  394.  
  395. +materials/dev/wind_noise_cs.vmat
  396. +materials/dev/wind_update_cs.vmat
  397.  
  398. +materials/dev/wind_controller_visualize.vmat_c CRC:009699f979 size:1512
  399. +materials/dev/wind_noise_cs.vmat_c CRC:0075090808 size:1156
  400. +materials/dev/wind_update_cs.vmat_c CRC:00dfe694fb size:1155
  401.  
  402. +wind volumes
  403. +wind_noise_0.vtex
  404. +wind_noise_1.vtex
  405. +wind_state_0.vtex
  406. +wind_state_1.vtex
  407. +wind_system_debug_volumes
  408. +wind_system_default_resolution_xy
  409. +wind_system_default_resolution_z
  410. +wind_system_default_sample_min_spacing
  411. +wind_system_temporal_smoothing
  412.  
  413. +WindDir
  414. +WindOffset
  415. +WindStrengthFreq
  416.  
  417. +r_world_wind_dir
  418. +r_world_wind_frequency_grass
  419. +r_world_wind_frequency_trees
  420. +r_world_wind_offset_speed
  421. +r_world_wind_smooth_time
  422. +r_world_wind_strength
  423.  
  424. +WindController
  425.  
  426. +.?AVCVisualizeWindSceneObject@@
  427. +.?AVCVisualizeWindSceneObjectDesc@@
  428.  
  429. +.?AVCWindControllerHelper@@
  430.  
  431. +C:\buildworker\csgo_rel_win64\build\src\mapdoclib\windcontrollerhelper.cpp
  432.  
  433. +VisualizeWindSceneObject
  434.  
  435. +WindDirection
  436. +WindSpeed
  437.  
  438. +env_wind_controller
  439. +env_wind_volume
  440.  
  441. +materials/dev/wind_controller_visualize.vmat
  442.  
  443. +maxgust
  444. +maxgustdelay
  445.  
  446. +maxwind
  447.  
  448. +mingust
  449. +mingustdelay
  450.  
  451. +minwind
  452.  
  453. +wind_controller
  454. +wind_direction_variation
  455.  
  456. +wind_speed_variation
  457. +wind_turbulence
  458.  
  459. + WindSpeed( float ) { group="Wind" min="-1.0" max="1.0" } : "Wind Speed" : "0.0"
  460. + WindDirection( vector ) { group="Wind" } : "Wind Direction" : "0.0 0.0 0.0"
  461.  
  462. +shaders/vfx/wind_controller_visualize.ini CRC:0000000000 size:0
  463. +shaders/vfx/wind_controller_visualize_pc_50_features.vcs CRC:00cfe9e8b1 size:5785
  464. +shaders/vfx/wind_controller_visualize_pc_50_ps.vcs CRC:00a1af3452 size:1274
  465. +shaders/vfx/wind_controller_visualize_pc_50_vs.vcs CRC:001ccdab07 size:12118
  466. +shaders/vfx/wind_noise_cs.ini CRC:0000000000 size:0
  467. +shaders/vfx/wind_noise_cs_pc_50_cs.vcs CRC:001f9ae66d size:4745
  468. +shaders/vfx/wind_noise_cs_pc_50_features.vcs CRC:0048ae27aa size:1325
  469. +shaders/vfx/wind_update_cs.ini CRC:0000000000 size:0
  470. +shaders/vfx/wind_update_cs_pc_50_cs.vcs CRC:0032418462 size:7163
  471. +shaders/vfx/wind_update_cs_pc_50_features.vcs CRC:0073522164 size:2798
  472.  
  473. +CEnvWind
  474. +CEnvWindController
  475. +CEnvWindShared
  476. +CEnvWindVolume
  477.  
  478. +C_EnvWind
  479. +C_EnvWindClientside
  480. +C_EnvWindController
  481. +C_EnvWindShared
  482. +C_EnvWindVolume
  483.  
  484. +EnvWindControllerSystem
  485.  
  486. +Wind Direction
  487. +Wind Speed
  488.  
  489. +WindThink
  490.  
  491. +m_fWindDirectionVariationMultiplier
  492. +m_fWindSpeed
  493. +m_fWindSpeedMultiplier
  494. +m_fWindSpeedVariationMultiplier
  495. +m_fWindTurbulenceMultiplier
  496.  
  497. +wind_speed_multiplier
  498. +wind_speed_variation_multiplier
  499. +wind_turbulence_multiplier
  500. +wind_turbulence_variation_multiplier
  501. +wind_volume_shape
  502. ================================================================
  503. Grass, Foliage, Debris
  504. ================================================================
  505.  
  506. +r_grass_allow_flattening
  507. +r_grass_alpha_test
  508. +r_grass_density_mode
  509. +r_grass_end_fade
  510. +r_grass_max_brightness_change
  511. +r_grass_quality
  512. +r_grass_start_fade
  513. +r_grass_vertex_lighting
  514.  
  515. +foliage
  516.  
  517. +m_bDebris
  518.  
  519. +Toggle grass / detail props
  520.  
  521. ================================================================
  522. Bloom
  523. ================================================================
  524.  
  525. +BLOOM_BLEND_ADD
  526. +BLOOM_BLEND_BLUR
  527. +BLOOM_BLEND_SCREEN
  528.  
  529. +BloomBlendMode_t
  530.  
  531. +m_flBloomStartValue
  532. +m_flBloomStrength
  533. +m_flBloomThreshold
  534. +m_flBloomThresholdWidth
  535. +m_flBlurBloomStrength
  536.  
  537. +mat_tonemap_bloom_scale
  538. +mat_tonemap_bloom_start_value
  539. +mat_tonemap_debug
  540. +mat_tonemap_force_accelerate_exposure_down
  541. +mat_tonemap_force_average_lum_min
  542. +mat_tonemap_force_log_lum_max
  543. +mat_tonemap_force_log_lum_min
  544. +mat_tonemap_force_max
  545. +mat_tonemap_force_min
  546. +mat_tonemap_force_percent_bright_pixels
  547. +mat_tonemap_force_percent_target
  548. +mat_tonemap_force_rate
  549. +mat_tonemap_force_scale
  550. +mat_tonemap_force_use_alpha
  551. +mat_tonemap_uncap_exposure
  552.  
  553. +Bloom Radius
  554.  
  555. +Bloom Threshold
  556.  
  557. +PostProcessingEditor/compute_bloom
  558.  
  559. +materials/dev/bloom_cs.vmat
  560.  
  561. ================================================================
  562. Vehicle
  563. ================================================================
  564.  
  565. +Vehicle Wake Radius
  566.  
  567. +m_wheelDrag
  568. +m_wheelFrictionScale
  569.  
  570. +wheeldrag
  571. +wheelfrictionscale
  572.  
  573. +vehicle
  574. +vehicleclip
  575.  
  576. +.?AVCQComboBoxNoWheelFocusStealing@@
  577.  
  578. "HITGROUP_DRIVER"
  579. "HITGROUP_DRIVER_SIDE_ENTRY"
  580. "HITGROUP_PASSENGER"
  581. "HITGROUP_PASSENGER_SIDE_ENTRY"
  582. "HITGROUP_REAR_ENTRY"
  583. "HITGROUP_FRONT_ENTRY"
  584. "HITGROUP_TOP_ENTRY"
  585.  
  586. +WaterWheelDrag_t
  587. +WaterWheelFrictionScale_t
  588.  
  589. +m_flWheelDrag
  590.  
  591. +m_vecWheelDrag
  592. +m_vecWheelFrictionScales
  593.  
  594. ================================================================
  595. Other
  596. ================================================================
  597. +mapbuilder.blocklight
  598. +mapbuilder.detail
  599.  
  600. +tools.light_volume_boundary
  601. +tools.reference_notrace
  602. +tools.toolsmaterial
  603. +tools_vb_block
  604.  
  605. +rtx_allow_blas_compact
  606. +rtx_allow_blas_create
  607.  
  608. +FuseFunctionIndex_t
  609. +FuseVariableAccess_t
  610. +FuseVariableIndex_t
  611. +FuseVariableType_t
  612.  
  613. ================================================================
  614. Meshlets
  615. ================================================================
  616.  
  617. +D_MESH_SHADER
  618.  
  619. +r_particle_cables_culling
  620. +r_particle_cables_render_meshlets
  621. +r_particle_cables_visualize_roundness
  622.  
  623. +SceneSystem/MeshletBufferEntryCount
  624.  
  625. +Visualize meshlet bounds and cone axis. Mesh shader only.
  626.  
  627. +meshletbuffer
  628.  
  629. +meshlet_count
  630.  
  631. ================================================================
  632. Volumetric, Dynamic Fog
  633. ================================================================
  634. +Volumetric Scale
  635.  
  636. +m_bFog
  637.  
  638. +Dynamic Fog No Shadows
  639. +Dynamic Fog with Shadows
  640.  
  641. +Fog Scale
  642.  
  643. +PARTICLE_FOG_DISABLED
  644.  
  645. +ParticleFogType_t
  646.  
  647. +m_flFogAmount
  648. +m_flFogContribution
  649. +m_flFogScale
  650.  
  651. +m_nFogLightingMode
  652.  
  653. +FogMaxEnd
  654. +FogMaxStart
  655. +FogMinEnd
  656. +FogMinStart
  657.  
  658. +Height of volume fog texture
  659.  
  660. +Scale global volume fog density
  661.  
  662. +SceneSystem/LightBinner/Enable Fog Mixed Shadows
  663.  
  664. +VolumetricFogVolumes
  665.  
  666. +fog_color
  667. +fog_hdrcolorscale
  668. +fog_override
  669.  
  670. +lb_enable_fog_mixed_shadows
  671.  
  672. +materials/dev/cs_volumetric_fog.vmat
  673.  
  674. +volume_fog_debug_volumes
  675. +volume_fog_density_scale
  676. +volume_fog_depth
  677. +volume_fog_depth_warp
  678. +volume_fog_depth_warp_debug
  679. +volume_fog_dither_scale
  680. +volume_fog_enable_jitter
  681. +volume_fog_height
  682. +volume_fog_intermediate_textures_hdr
  683. +volume_fog_shadow_penumbra_multiplier
  684. +volume_fog_temporal_filter
  685. +volume_fog_temporal_weight
  686. +volume_fog_width
  687.  
  688. +Fog Indirect Lighting %s
  689.  
  690. +env_volumetric_fog_volume
  691.  
  692. +func_combined_light_probe_volume
  693.  
  694. +.?AVCFogScatteringLayer@@
  695.  
  696. CFogScatteringLayer
  697.  
  698. +Fog Scattering %d
  699.  
  700. +LAYER_TYPE_FOG_SCATTERING
  701.  
  702. +Bake Fog Indirect Lighting
  703.  
  704. +BakeFogIndirect
  705.  
  706. +GradientFogParams
  707. +GradientFogParams2
  708. +GradientFogParams3
  709.  
  710. +Preview Fog Indirect... %i/%i
  711.  
  712. +SkyGradientFogParams
  713. +SkyGradientFogParams2
  714. +SkyGradientFogParams3
  715. +SkyGradientFogTexture
  716.  
  717. +fog_irradiance_volume
  718.  
  719. +.?AVCQFogScatteringWidget@@
  720.  
  721. +CQFogScatteringWidget
  722.  
  723. +Fog Scattering
  724.  
  725. +PostProcessingEditor/supports_fog_scattering
  726.  
  727. +game:tools/images/postprocessingeditor/layer-fog-scattering.png
  728.  
  729.  
  730. TintColor( color255 ) : "Tint Color" : "255 255 255" : "Tint color for fog."
  731.  
  732.  
  733. + OverrideTintColor(bool) : "Override Tint Color" : "0" : "Override the global tint color in this fog volume."
  734. + TintColor( color255 ) { enabled={variable="OverrideTintColor" value="1" } } : "Tint Color" : "255 255 255" : "Tint color for fog."
  735.  
  736. +CEnvVolumetricFogController
  737. +CEnvVolumetricFogVolume
  738.  
  739. +CFogController
  740.  
  741. +CGradientFog
  742.  
  743. +C_EnvVolumetricFogController
  744. +C_EnvVolumetricFogVolume
  745.  
  746. +Fog end for Free Camera.
  747. +Fog start for Free Camera.
  748. +FogController
  749. +FogIndirectStrength
  750. +FogNoiseStrength
  751. +FogStateChanged
  752. +FogStrength
  753. +FogSunLightStrength
  754. +FogVolume
  755.  
  756. +PlayerFogController
  757.  
  758. +SetFogColor
  759. +SetFogEndDistance
  760. +SetFogEndHeight
  761. +SetFogFalloffExponent
  762. +SetFogMaxOpacity
  763.  
  764. +SetFogStartDistance
  765. +SetFogStartHeight
  766. +SetFogStrength
  767. +SetFogVerticalExponent
  768.  
  769. +StartFogTransition
  770.  
  771.  
  772. +fogColor
  773.  
  774. +fog_colorskybox
  775. +fog_enableskybox
  776. +fog_end
  777. +fog_endskybox
  778.  
  779. +fog_hdrcolorscaleskybox
  780.  
  781. +fog_maxdensity
  782. +fog_maxdensityskybox
  783.  
  784. +fog_start
  785. +fog_startskybox
  786. +fog_type
  787.  
  788. +fogfalloffexponent
  789.  
  790. +fogmaxopacity
  791.  
  792. +fogparams_t
  793. +fogplayerparams_t
  794.  
  795. +fogshadowmode
  796.  
  797. +m_flFogContributionStength
  798. +m_flFogDistanceMultiplier
  799. +m_flFogEnd
  800. +m_flFogEndDistance
  801. +m_flFogEndHeight
  802. +m_flFogFalloffExponent
  803. +m_flFogHeightEnd
  804. +m_flFogHeightExponent
  805. +m_flFogHeightStart
  806. +m_flFogHeightWidth
  807. +m_flFogMaxDensity
  808. +m_flFogMaxDensityMultiplier
  809. +m_flFogMaxEnd
  810. +m_flFogMaxOpacity
  811. +m_flFogMaxStart
  812. +m_flFogMinEnd
  813. +m_flFogMinStart
  814. +m_flFogStart
  815. +m_flFogStartDistance
  816. +m_flFogStartHeight
  817. +m_flFogStrength
  818. +m_flFogVerticalExponent
  819.  
  820. +CFogTrigger
  821. +CFogVolume
  822.  
  823. +fog_volume
  824. +fog_volume_debug
  825.  
  826.  
  827. ================================================================
  828. Precipitation
  829. ================================================================
  830.  
  831. +Precipitation
  832.  
  833. +@SolidClass base(Trigger)
  834. + auto_apply_material = "materials/tools/toolsprecipitation.vmat"
  835. += func_precipitation :
  836. "A brush entity that creates precipitation inside its volume."
  837. [
  838. spawnflags(flags) =
  839. FOV2D(boolean) : "Use 2D Field Of View" : "0" : "In 2D mode the look angle FOV is only checked along the x and y axes, not the z."
  840. Timeout(float) : "Timeout" : "0" : "The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never. NOTE: When the timeout expires, the OnTrigger output does NOT fire!"
  841. test_occlusion(boolean) : "Test occlusion" : "0" : "If set, player must have clear LOS to the target (ignoring dynamic entities)."
  842. + test_visible_occlusion(boolean) : "Test All Visible Occlusion" : "0" : "If set, player must have clear LOS to the target (all visible collision)."
  843.  
  844. +CPrecipitation
  845. +CPrecipitationBlocker
  846. +CPrecipitationVData
  847. +CPrediction::NetUpdatePreStart
  848. +CPrediction::NetUpdateStart
  849.  
  850. +C_Precipitation
  851. +C_PrecipitationBlocker
  852.  
  853. +scripts/precipitation.vdata
  854.  
  855. ================================================================
  856. Modifiers
  857. ================================================================
  858.  
  859. add_modifier(string) : "Add Modifier" : "" : "Will add this modifier when the entity spawns."
  860.  
  861. + gamemass(integer) [ group = "Physics Properties" ] : "Mass Override" : 0 : "Override the mass of the object instead of calculating it based on the size / shape and material."
  862. + massScale(float) [ group = "Physics Properties" ] : "Mass Scale" : "0" : "A scale multiplier for the object's mass. 0 = use auto-calculated mass based on the object's size / shape and material"
  863. + masscenteroffset(vector) [ group = "Physics Properties" ] : "Center of Mass Offset" : "0 0 0" : "Offset in local space applied to the object's center of mass."
  864. + buoyancyscale(float) [ group = "Physics Properties" ] : "Buoyancy Scale" : "1" : "Scale on the buoyancy / fluid forces applied to this object"
  865.  
  866. + hoverposeflags(flags) =
  867. + 1: "Position" : 0
  868. + 2: "Angles" : 0
  869. + hoverposeposition(vector) : "Player-carry Hover Position" : "0 0 0" : "If the hoverposeflags Position flag is set, this position is the position which the object should move when the player picks it up, with the physgun or +USE."
  870. + hoverposeangles(vector) : "Player-carry Hover Angles" : "0 0 0" : "If the hoverposeflags Angles flag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE."
  871.  
  872.  
  873. + dynamiccontinuouscontactbehavior(choices) [ group="Physics Properties" ] : "Dynamic Continuous Contact Behavior" : 0 =
  874. + 0 : "Allow if requested by other body"
  875. + 1 : "Always (request continuous contact against other dynamic bodies)"
  876. + 2 : "Never (don't use continuous contact against other dynamic bodies even if another body requests it)"
  877.  
  878. + allowobstacleconvexhullmerging(boolean) [ group = "Physics Properties" ] : "Allow Obstacle Merging" : "1" : "If set, this obstacle will be merged with nearby obstacles to improve performance."
  879.  
  880.  
  881.  
  882.  
  883. ================================================================
  884. Destructible Parts, Breakable Pieces
  885. ================================================================
  886.  
  887. +CDestructiblePartsSystemData
  888. +CDestructiblePartsSystemData_HitGroupInfoAndDamageLevels
  889.  
  890. +Duplicate hit group (%s) specified in destructible parts system data. Please fix.
  891.  
  892. +m_sBreakablePieceName
  893.  
  894. destructible_part_initial_state_destructed_5(choices) [ group="Initially Destroyed Destructible Parts" ] : "Hit Group 5" : "-1" : "Parts assigned to this hit group will be initialized as destructed." =
  895. [
  896. + "28" : "HITGROUP_DRIVER"
  897. + "29" : "HITGROUP_DRIVER_SIDE_ENTRY"
  898. + "30" : "HITGROUP_PASSENGER"
  899. + "31" : "HITGROUP_PASSENGER_SIDE_ENTRY"
  900. + "32" : "HITGROUP_REAR_ENTRY"
  901. + "33" : "HITGROUP_FRONT_ENTRY"
  902. + "34" : "HITGROUP_TOP_ENTRY"
  903. + "35" : "HITGROUP_LEFT_LOWER_ARM"
  904. + "36" : "HITGROUP_LEFT_HAND"
  905. + "37" : "HITGROUP_RIGHT_LOWER_ARM"
  906. + "38" : "HITGROUP_RIGHT_HAND"
  907. + "39" : "HITGROUP_LEFT_LOWER_LEG"
  908. + "40" : "HITGROUP_RIGHT_LOWER_LEG"
  909. ]
  910.  
  911. +@ModelAnimEvent = AE_DESTRUCTIBLE_PART_DESTROY
  912. [
  913. + hit_group(string) : "Hit Group Name"
  914. + part_index(int) : "Part to destroy up to" : "0"
  915. + force(float) : "Force to apply if part breaks" : 0
  916. + force_radius(float) : "Force radius to use for broken parts" : 24
  917. ]
  918.  
  919. +AE_DESTRUCTIBLE_PART_DESTROY|
  920.  
  921.  
  922. +BreakCreateParticle
  923. +BreakPiece
  924.  
  925. +BreakableContentsType
  926. +BreakableContentsType_t
  927. +Breakables
  928.  
  929. +CBreakable
  930. +CBreakableProp
  931. +CBreakableStageHelper
  932.  
  933. +Damage Levels
  934.  
  935. +Damage is dumped to the closest alive part, and the remainder is scaled as in ScaleByExplosionRadius algorithm.
  936.  
  937. +Damage is scaled proportionally based on distance from the epicenter.
  938.  
  939. +Damages part and the NPC equally.
  940. +Damages part but not the NPC until destroyed. (i.e., limited armour)
  941. +Damages the NPC but not the part (health is ignored): part can only be destroyed by gibbing or procedurally.
  942.  
  943. +b_HITGROUP_CHEST_destroyed
  944. +b_HITGROUP_GEAR_destroyed
  945. +b_HITGROUP_GENERIC_destroyed
  946. +b_HITGROUP_HEAD_destroyed
  947. +b_HITGROUP_INVALID_destroyed
  948. +b_HITGROUP_LEFTARM_destroyed
  949. +b_HITGROUP_LEFTLEG_destroyed
  950. +b_HITGROUP_NECK_destroyed
  951. +b_HITGROUP_RIGHTARM_destroyed
  952. +b_HITGROUP_RIGHTLEG_destroyed
  953. +b_HITGROUP_SPECIAL_destroyed
  954. +b_HITGROUP_STOMACH_destroyed
  955. +b_HITGROUP_UNUSED_destroyed
  956.  
  957.  
  958. +break_damage_inherit_scale
  959.  
  960. +breakable_debug_spawn_transform_time
  961.  
  962. +debug_destructible_parts
  963. +debug_destructible_parts_enabled
  964. +debug_destructible_parts_ttl
  965.  
  966. +destructible_parts_destroy_parts_when_gibbing
  967.  
  968. +m_nDestructiblePartDestroyedPartIndex
  969. +m_nDestructionDeathBehavior
  970. +m_nDestructionDeathBehavior == eDoNotKill
  971.  
  972. +props_break_apply_radial_forces
  973. +props_break_max_pieces_perframe
  974. +props_break_radial_force_ratio
  975.  
  976. +Destructible hit group %s, part %d hit. Damage dealt: %d. Remaining health: %d. Was absorbed: %s
  977.  
  978.  
  979.  
  980. +breakable_force_break
  981. +breakable_multiplayer
  982.  
  983. +destructible_part_initial_state_destructed_1
  984. +destructible_part_initial_state_destructed_1_part_index
  985. +destructible_part_initial_state_destructed_2
  986. +destructible_part_initial_state_destructed_2_part_index
  987. +destructible_part_initial_state_destructed_3
  988. +destructible_part_initial_state_destructed_3_part_index
  989. +destructible_part_initial_state_destructed_4
  990. +destructible_part_initial_state_destructed_4_part_index
  991. +destructible_part_initial_state_destructed_5
  992. +destructible_part_initial_state_destructed_5_part_index
  993.  
  994. +m_nDestructiblePartInitialStateDestructed0
  995. +m_nDestructiblePartInitialStateDestructed0_PartIndex
  996. +m_nDestructiblePartInitialStateDestructed1
  997. +m_nDestructiblePartInitialStateDestructed1_PartIndex
  998. +m_nDestructiblePartInitialStateDestructed2
  999. +m_nDestructiblePartInitialStateDestructed2_PartIndex
  1000. +m_nDestructiblePartInitialStateDestructed3
  1001. +m_nDestructiblePartInitialStateDestructed3_PartIndex
  1002. +m_nDestructiblePartInitialStateDestructed4
  1003. +m_nDestructiblePartInitialStateDestructed4_PartIndex
  1004.  
  1005. +func_break_max_pieces
  1006. +func_break_reduction_factor
  1007.  
  1008. +func_breakdmg_bullet
  1009. +func_breakdmg_club
  1010. +func_breakdmg_explosive
  1011.  
  1012.  
  1013. ================================================================
  1014. NAV Gravity, Movable, Oriented
  1015. ================================================================
  1016.  
  1017. +info_nav_space_flight
  1018. +info_nav_space_water
  1019.  
  1020. +[PR#]info_nav_oriented_mesh_debug_gen_clip
  1021. +[PR#]info_nav_oriented_mesh_debug_render_clip
  1022.  
  1023. +info_nav_oriented_mesh_debug_gen_clip
  1024. +info_nav_oriented_mesh_debug_render_clip
  1025.  
  1026. +>>NAVGEN MOVABLE: point_nav_movable_mesh must point to exactly one reference entity. %d reference entities found. Skipping.\n
  1027. +>>NAVGEN MOVABLE: point_nav_movable_mesh's reference entity does not have any children and 'generate on reference entity' is disabled, so no movable nav will be generated. Skipping.\n
  1028.  
  1029. +point_nav_movable_mesh
  1030.  
  1031. +materials/editor/nav_space_flight.vmat_c CRC:0055aed88f size:2242
  1032. +materials/editor/nav_space_flight_tga_35406aa8.vtex_c CRC:0049ec7e5b size:23924
  1033.  
  1034. +materials/editor/nav_space_water.vmat_c CRC:00b6803611 size:2258
  1035. +materials/editor/nav_space_water_tga_f3f7bd69.vtex_c CRC:0004b3ceea size:23924
  1036.  
  1037. +>>NAVGEN MOVABLE: Skipping movable mesh... no polys present\n
  1038.  
  1039. +CNavLinkManager::OnMovableNavLinkAreasStartMoving, %d areas
  1040. +CNavLinkManager::OnMovableNavLinkAreasStopMoving, %d areas
  1041.  
  1042. +navspace_create_water_smooth_connections
  1043. +navspace_create_water_transition_connections
  1044.  
  1045. +func_mover_async_movable_navmesh_updates
  1046.  
  1047. ================================================================
  1048. Crawl, Crouch
  1049. ================================================================
  1050.  
  1051. +GetNearestNav: Area[%d] is CRAWL which is not allowed
  1052. +GetNearestNav: Area[%d] is CROUCH which is not allowed
  1053.  
  1054. +CRAWL_HEIGHT
  1055. +CROUCH_HEIGHT
  1056.  
  1057. +Enable Crawl Height
  1058. +Enable Crouch Height
  1059.  
  1060. +Crouch height
  1061. +Crouch height of navigating agent capsules if enabled.
  1062.  
  1063. ================================================================
  1064. Screen Effects
  1065. ================================================================
  1066.  
  1067. +Effects Scale
  1068.  
  1069. +Lens Dirt Mask Black Level
  1070. +Lens Dirt Strength
  1071.  
  1072.  
  1073. ================================================================
  1074. NPC, AI, Eventtypes Stuff
  1075. ================================================================
  1076.  
  1077.  
  1078. +PulseNPCCondition_t
  1079.  
  1080. show NPC's current conditions
  1081.  
  1082. +show npc body locations
  1083. +show npc combat related information (squads/slots/etc)
  1084. +show npc schedule task details
  1085. +show npc's enemies
  1086. +show npc's viewcone
  1087.  
  1088. +NPC Ability Ranges
  1089. +NPC Body Locations
  1090. +NPC Combat
  1091. +NPC Conditions
  1092. +NPC Enemies
  1093. +NPC Gather Conditions
  1094. +NPC Kill
  1095. +NPC Relationships
  1096. +NPC Route
  1097. +NPC Schedule Tasks
  1098. +NPC Scripted Commands
  1099. +NPC Selected
  1100. +NPC Steering
  1101. +NPC Task Console Text
  1102. +NPC View Cone
  1103.  
  1104. +Damage Scalar for NPC vs NPC cases
  1105.  
  1106. +Damage Dealt (in the case of NPC vs NPC damage, medium skill times the NPC damage scalar is used)
  1107.  
  1108. output OnStartDeath(void) : "Fired when this NPC has begun dying before other death-related callbacks."
  1109.  
  1110. output OnSpawnedNPCDied(void) : "Fired when any spawned child died"
  1111.  
  1112. input EnableInfiniteSpawns(void) : "Set this maker to keep spawning NPCs forever."
  1113. input DisableInfiniteSpawns(bool) : "Set this maker to no longer infinitely spawn, using MaxChildren instead. By default, MaxChildren will be reduced by the number of live children (pass in 1 to disable)."
  1114.  
  1115. input EmitAIVolumetricEvent(void) : "Start the AI event."
  1116. input StopAIVolumetricEvent(void) : "Stop this AI event if it is currently active."
  1117.  
  1118.  
  1119. + radius(float) : "Radius" : 120 : "How far away this event can be detected. This is a radius."
  1120. + duration(float) : "Duration" : "0.5" : "How long the event persists each time you start it."
  1121.  
  1122. eventtype(choices) : "Event Type" : "eCombat" : "The type of sound or smell will determine the reaction of NPCs that sense it." =
  1123.  
  1124. + "eCombat" : "Combat"
  1125. + "eDanger" : "Danger"
  1126. +// "ePlayer" : "Player" (don't use)
  1127. + "eBulletImpact" : "Bullet Impact"
  1128. + "ePhysicsDanger" : "Physics Danger"
  1129. + "eMoveAway" : "Move Away"
  1130. +// "ePlayerVehicle" : "Player Vehicle" (don't use)
  1131. + "eGlassBreak" : "Glass Break"
  1132. +// "ePhysicsObject" : "Physics Object"
  1133. + "eWarnFriends" : "Warn Friends"
  1134. + "eGunfire" : "Gunfire"
  1135. + "eExplosion" : "Explosion"
  1136. + "eThumper" : "Thumper"
  1137. + "eFood" : "Food"
  1138.  
  1139. + eventflags(flagchoices) : "Additional event context (optional)" : "" : "Optional settings specifying such things as who can or cannot detect the event." =
  1140. +// "eReactToSource" : "React to Source"
  1141. +// "eDangerApproach" : "Danger Approaching"
  1142. +// "eAlliesOnly" : "Allies only react"
  1143. + "ePanicNPCs" : "Cause npcs to blindly panic"
  1144. +// "eSquadOnly" : "Squad only reacts"
  1145. + "eCombineOnly" : "Only Combine react"
  1146. + "eExcludeCombine" : "Combine ignore"
  1147.  
  1148. +@PointClass base( BaseNPCMaker ) tags( Logic ) iconsprite("editor/npc_maker.vmat")
  1149.  
  1150. +@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmat") editormodel("models/editor/axis_helper_thick.vmdl") sphere(MaxRange) color(0 0 255) = ai_volumetric_event_sensor :
  1151. + "Detects AI events at a point, and outputs the sound level as a value between 0 and 1. It only detects events that match the specified event type."
  1152. + eventtypes(flagchoices) : "Event Types" : "" : "The type of event to listen for" =
  1153. + "ePlayer" : "Player"
  1154. + "ePlayerVehicle" : "Player Vehicle"
  1155. + "ePhysicsObject" : "Physics Object"
  1156. + "eGravityForce" : "Gravity Force"
  1157. + Sensitivity(float) : "Sensitivity" : 1 : "How much to scale event radii when doing sensing"
  1158. + MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Events beyond this range won't be detected, irrelevant of event radius."
  1159. + output OnEventStarted(cpp)
  1160. + output OnEventEnded(cpp)
  1161. + output OnAllEventsEnded(cpp)
  1162.  
  1163.  
  1164. input SetRagdollProfile(string) : "Sets the active ragdoll profile."
  1165.  
  1166. input DisableSenseHearing( void ) : "Disable the NPC's Hearing senses. They won't hear any AI sounds (NPC/Combat/Player/Weapon/etc)"
  1167. input EnableSenseHearing( void ) : "Enable the NPC's Hearing senses."
  1168. input DisableSenseSeeing( void ) : "Disable the NPC's ability to see. They won't hear determine visibility of any enemies / friends."
  1169. input EnableSenseSeeing( void ) : "Enable the NPC's ability to see."
  1170.  
  1171. +@BaseClass base(DefaultNPC)
  1172. + input_output_cpp = [ "ai_base_actor" ]
  1173. += TalkNPC
  1174. [
  1175. UseSentence(string) : "Use Sentence"
  1176. UnUseSentence(string) : "Un-Use Sentence"
  1177. 1 : "Yes (Don't use speech semaphore)"
  1178. ]
  1179. + input SpeakResponseConcept(cpp)
  1180.  
  1181.  
  1182. [OLD] GameEndAlly(boolean) : "Is this a vital ally?" : "No" : "If yes, this NPC will cause the game to end if killed."
  1183. [NEW] GameEndAlly(boolean) : "Is this a game-ending ally?" : "No" : "If yes, this NPC will cause the game to end if killed."
  1184.  
  1185. + input EnableStandoff(float) : "Enable the Standoff behavior. Can be given a radius that the NPC is allowed to move within."
  1186. + input DisableStandoff(float) : "Disable the Standoff behavior. If given a duration, it will automatically re-enable after the time has passed."
  1187.  
  1188.  
  1189. +@PointClass
  1190. + base(BaseScripted, DXLevelChoice)
  1191. + editormodel("models/editor/scripted_sequence.vmdl")
  1192. + tags( Choreo )
  1193. + sphere(m_flRadius)
  1194. + sequenceList( entity, "m_iszEntity" )
  1195. + = scripted_sequence:
  1196. "Grabs an NPC and makes them play a specified set of animations. The NPC can be told to move to the scripted sequence position or can "+
  1197. "be told to play the script wherever they currently are. "+
  1198. "Multiple scripted sequences of the same name (or sync group, if specified) will frame-synchronize in the action animation once all the actors have moved to position. "+
  1199. "eVeryFast" : "Forced Very Fast (Sprint)"
  1200. ]
  1201. npc_lock_delay(float) : "NPC Lock Delay" : "0" : "Optionnal per NPC override of the same parameter defined in the lock trigger."
  1202. + stop_radius(float) : "Stop Radius" : "0" : "Optional distance to goal at which to terminate the path. This distance is measured along the full valid path from the goal, not directly. This path will end at the first point, measured back from the goal, where the path exists within this given range. The resulting path will be the initial section of a fully valid path that reaches the goal."
  1203. + goal_arrival_tolerance(float) : "Goal Arrival Tolerance" : "0" : "Optional distance from the goal position within which the NPC is allowed to end the navigation."
  1204. ]
  1205.  
  1206.  
  1207. output OnStartDeath(void) : "Fired when this prop has begun dying (breaking) before other death-related callbacks."
  1208.  
  1209. @SolidClass base(Targetname, Parentname, EnableDisable) = func_clip_interaction_layer :
  1210. add_attribute(string) : "Add Attribute" : "" : "Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource')"
  1211.  
  1212. @PointClass base(Targetname, Parentname, RenderModeChoices) iconsprite("editor/env_explosion.vmat") = env_explosion :
  1213. "An entity that creates an explosion at its origin."
  1214. [
  1215. 64: "No Sound" : 0
  1216. 8192: "Damage above water surface only" : 0
  1217. 16384: "Generic damage" : 0
  1218. [NEW] 32768: "Use Orientation for Custom Explosion" : 0
  1219. ]
  1220.  
  1221. @PointClass base(BaseEnvWind) iconsprite("editor/env_wind.vmat") sphere(windradius) = env_wind :
  1222. [OLD] "An entity to control wind in the map. Partially functional."
  1223. [NEW] "An entity to control wind in the map."
  1224.  
  1225. autoactivate(boolean) : "Automatically activate and show streamed level" : 1 : "Automatically activates the spawn group once loaded."
  1226.  
  1227. + input Freeze(float) : "Tell the particle system to freeze, with optional transition time."
  1228. + input Thaw(float) : "Tell the frozen particle system to unfreeze, with optional transition time."
  1229.  
  1230. AllowMovableNavMeshDockingOnEntireEntity(boolean) : "Movable Nav Mesh, Allow Docking on Full Entity" : "0" : "If this entity creates a movable nav mesh, then allow docking test across the entire entity."
  1231. // Inputs
  1232. input Open(void) : "Move the brush to the end position (starting position + (move direction * move distance))."
  1233. input Close(void) : "Move the brush to the starting position."
  1234. 8: "Passable" : 0
  1235. 32: "Toggle" : 0
  1236. 256:"Use Opens" : 0
  1237. - 512: "NPCs Can't" : 0
  1238. + 512: "NPCs Can't Use" : 0
  1239. 1024: "Touch Opens" : 1
  1240. 2048: "Starts locked" : 0
  1241. 4096: "Door Silent" : 0
  1242. input Lock(void) : "Lock the door."
  1243. input Unlock(void) : "Unlock the door."
  1244. input SetSpeed(float) : "Set the door speed."
  1245. + input SetNoNPCs(boolean) : "Set whether NPCs can use this door or not."/
  1246.  
  1247.  
  1248.  
  1249. ================================================================
  1250. New Camera Entity
  1251. ================================================================
  1252.  
  1253. +// Camera entity
  1254. +@PointClass base(Parentname, Targetname, CanBeClientOnly) editormodel("models/editor/axis_helper_thick") = point_orient : "Orient Towards"
  1255. + orient_towards(target_destination) : "Orient Towards" : : "Which entity should I orient towards?"
  1256. + goal_direction_type(choices) : "Goal Direction Type" : "eAbsOrigin" : "How to determine what the goal forward direction is" =
  1257. + "eAbsOrigin" : "Point At Origin"
  1258. + "eCenter" : "Point At Center"
  1259. + "eHead" : "Point At Head"
  1260. + "eForward" : "Align To Forward Direction"
  1261. + "eEyesForward" : "Align To Look Direction"
  1262. + constraint_type(choices) : "Orientation Constraints" : "eNone" : "Should the orientation be constrained?" =
  1263. + "eNone" : "No constraints"
  1264. + "ePreserveUpAxis" : "Preserve Up Axis"
  1265. + max_turn_rate(float) : "Maximum Turn Rate" : 0 : "Max turn rate, 0 means instantaneously point toward the target"
  1266. + start_active(choices) : "Initial State" : 1 =
  1267. + 0 : "Inactive"
  1268. + 1 : "Active"
  1269. + input SetActive( bool ) : "Activates / deactivates orientation toward the target"
  1270. + input SetTarget( target_destination ) : "Sets the target to orient toward"
  1271.  
  1272.  
  1273.  
  1274. ===================================
  1275. OTHER
  1276. ===================================
  1277.  
  1278. "modeldocattr.MeshSimplify.visualizeEdges:name_ref" "(Debug) Visualize Simplification Edges"
  1279. + "modeldocattr.MeshSimplify.visualizeEdges:help" "Visualizes edges that have an impact on simplification.<br><br>
  1280. +<b>Red</b> lines & vertices are a LOCKED vertex/edge and not allowed to be removed. These will impact simplification the most.<br>
  1281. +<b>Green</b> lines are on border with an attribute seam (two seam edges).<br>
  1282. +<b>Blue</b> edges are on a border (two open edges) but do not have attribute seams.<br>
  1283. +<b>Magenta</b> are \"complex\".<br>
  1284. + "modeldocattr.ClothEffectWind.local_space:name_ref" "Local Space"
  1285. + "modeldocattr.ClothEffectWind.local_space:help" "Generally wind is computed from the entity motion plus effect wind . So even with wind = 0 there will still be wind if the hero is on a zipline or running.
  1286. +When you set Local Space to 1, the oncoming wind will be excluded (wind from animation will be included, e.g. when waving a flag in animation without moving a hero, the flag will still be affected by the oncoming wind from animtion)
  1287. +You can blend it, too, between 0 and 1"
  1288. + "modeldocattr.ClothEffectWind.vortex_count:name_ref" "Vortices"
  1289. + "modeldocattr.ClothEffectWind.vortex_count:help" "How many vortices/eddies/swirlies will be computed around cloth. Use low number (1-4) for efficiency"
  1290. + "modeldocattr.ClothEffectWind.time_multiplier:name_ref" "Time Multiplier"
  1291. + "modeldocattr.ClothEffectWind.time_multiplier:help" "When time slows down, so does simulation. If you aren't specifically going for time dilation effects, please don't set this to 0.001 but figure out the other parameters instead. "
  1292. + "modeldocattr.ClothEffectWind.underwater:name_ref" "Underwater"
  1293. + "modeldocattr.ClothEffectWind.underwater:help" "Changes computation to something resembling dense fluid rather than air. Useful for floaty effects. "
  1294. + "modeldocattr.ClothEffectWind.vortex_cell_size:name_ref" "Max Vortex Size, Inches"
  1295. + "modeldocattr.ClothEffectWind.vortex_cell_size:help" "The size of every vortex, in inches. Smaller size means it will reach into smaller region. Imagine real vortices, how small do you want them to be?"
  1296. + "modeldocattr.ClothEffectWind.vortex_choppiness:name_ref" "Variety, Hz"
  1297. + "modeldocattr.ClothEffectWind.vortex_choppiness:help" "How many times per second vortex will change"
  1298.  
  1299. + "Attribute.C_OP_PinParticleToCP.m_bRetainInitialVelocity:name_ref" "Retain Initial Velocity "
  1300. + "Attribute.C_OP_PinParticleToCP.m_bRetainInitialVelocity:help" "If we're the last/newest particle and pinned, when a new particle is created, restore the initial velocity we had previous to being pinned. This can be used to better lock a stream of particles to an emitter while not stomping on the initial velocities being created in initializers.
  1301. +NOTE : Must be placed after Movement Basic in the hierarchy or the velocity will have incorrect forces applied to it on the frame it is released."
  1302. + "Attribute.CParticleSystemDefinition.m_flAggregateRadius:name_ref" "aggregation radius"
  1303. + "Attribute.CParticleSystemDefinition.m_flAggregateRadius:help" "If set, and this particle system is created with PATTACH_WORLDORIGIN with no owner, it will attempt to aggregate the system with the closest system of the same type that falls within this radius. This will cause the system to be moved to the new position and restarted. The \"minimum free particles to aggregate\" field will be taken into account to help ensure that the selected system has enough free particles to allow for the new effect to be created.
  1304. +If no system fits the above rules, the system will be spawned as a new system, otherwise it will be lumped in with an existing system. <p>
  1305. +This decreases a bunch of overhead around spawning and initializing a new system and allows them to be opportunistically recycled. <p>
  1306. +Because it moves and restarts an existing system, it is crucial that this system not use any elements that require it to do operator (non-initializer) functions on CP data, as those values may change arbitrarily when the system receives a new aggregation request."
  1307. + "Attribute.CParticleSystemDefinition.m_bShouldBatch:name_ref" "batch particle systems (DO NOT USE)"
  1308. + "Attribute.CParticleSystemDefinition.m_bShouldBatch:help" "See Aggregation instead. <p>
  1309. +This will batch particles created with a PATTACH_CUSTOMORIGIN or PATTACH_INVALID attach type together. It does ZERO safety testing for anything else about the system, meaning you should not use it unless you know what you're doing is safe. It will happily batch systems across a map creating gigantic bounding boxes that are bad for perf. It also does a simple restart on the system so positions can be incorrect, will happily restart systems with no remaining particles available, etc. <p>
  1310. +Overall I'm not sure why this exists, and you should really consider using aggregation instead which does more checks for appropriateness, such as spatial checks, selecting the closest system, minimum particle counts to ensure a specified number of particles still exists, and restarts ensuring emitters and cp are properly reset. AFAICT, it does the same things this does, but with safety. <p>
  1311. +I will probably remove this at some point in the future if I can determine if it really has a reason to exist or not.<p>"
  1312.  
  1313. +materials/dev/water_flowing.vtex
  1314.  
  1315.  
  1316. +@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmat") editormodel("models/editor/axis_helper_thick.vmdl") sphere(MaxRange) color(0 0 255) = ai_volumetric_event_sensor :
  1317. + "Detects AI events at a point, and outputs the sound level as a value between 0 and 1. It only detects events that match the specified event type."
  1318. +[
  1319. + ListenFilter(filterclass) : "Listen Filter" : "" : "The name of an filter entity which specifies the only entities the microphone can hear. Sounds emitted by other entities will not be heard."
  1320. +
  1321. + eventtypes(flagchoices) : "Event Types" : "" : "The type of event to listen for" =
  1322. + [
  1323. + "eCombat" : "Combat"
  1324. + "eDanger" : "Danger"
  1325. + "ePlayer" : "Player"
  1326. + "eBulletImpact" : "Bullet Impact"
  1327. + "ePhysicsDanger" : "Physics Danger"
  1328. + "eMoveAway" : "Move Away"
  1329. + "ePlayerVehicle" : "Player Vehicle"
  1330. + "eGlassBreak" : "Glass Break"
  1331. + "ePhysicsObject" : "Physics Object"
  1332. + "eWarnFriends" : "Warn Friends"
  1333. + "eGunfire" : "Gunfire"
  1334. + "eExplosion" : "Explosion"
  1335. + "eThumper" : "Thumper"
  1336. + "eFood" : "Food"
  1337. + "eGravityForce" : "Gravity Force"
  1338. + ]
  1339. +
  1340. + Sensitivity(float) : "Sensitivity" : 1 : "How much to scale event radii when doing sensing"
  1341. + MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Events beyond this range won't be detected, irrelevant of event radius."
  1342. +
  1343. + // Outputs
  1344. + output OnEventStarted(cpp)
  1345. + output OnEventEnded(cpp)
  1346. + output OnAllEventsEnded(cpp)
  1347.  
  1348.  
  1349. + gamemass(integer) [ group = "Physics Properties" ] : "Mass Override" : 0 : "Override the mass of the object instead of calculating it based on the size / shape and material."
  1350. + massScale(float) [ group = "Physics Properties" ] : "Mass Scale" : "0" : "A scale multiplier for the object's mass. 0 = use auto-calculated mass based on the object's size / shape and material"
  1351. + masscenteroffset(vector) [ group = "Physics Properties" ] : "Center of Mass Offset" : "0 0 0" : "Offset in local space applied to the object's center of mass."
  1352. + buoyancyscale(float) [ group = "Physics Properties" ] : "Buoyancy Scale" : "1" : "Scale on the buoyancy / fluid forces applied to this object"
  1353. +
  1354.  
  1355. hoverposeflags(flags) =
  1356. + [
  1357. + 1: "Position" : 0
  1358. + 2: "Angles" : 0
  1359. + ]
  1360. + hoverposeposition(vector) : "Player-carry Hover Position" : "0 0 0" : "If the hoverposeflags Position flag is set, this position is the position which the object should move when the player picks it up, with the physgun or +USE."
  1361. + hoverposeangles(vector) : "Player-carry Hover Angles" : "0 0 0" : "If the hoverposeflags Angles flag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE."
  1362.  
  1363.  
  1364. bonename1(string) : "Entity 1 Bone Name" : "" : "If set, search for a physics body that corresponds with the given bone."
  1365. + bonename2(string) : "Entity 2 Bone Name" : "" : "If set, search for a physics body that corresponds with the given bone."
  1366.  
  1367.  
  1368. + enablelinearconstraint(boolean) : "Enable Lateral Constraint" : 1
  1369. + enableverticalconstraint(boolean) : "Enable Vertical Constraint" : 1
  1370. + enableangularconstraint(boolean) : "Enable Angular Constraint" : 1
  1371. + enablelimit(boolean) : "Enable Limit" : 0 : "Prevents the object from moving off the ends of the spline. Don't use on splines that are meant to loop."
  1372.  
  1373.  
  1374. + linearfrequency(float) : "Linear Frequency" : "0" : "Linear spring frequency (stiffness)."
  1375. + lineardampingratio(float) : "Linear Damping Ratio" : "0" : "Linear spring damping ratio."
  1376.  
  1377. + fireeventsonpath(bool) : "Fire Events On Path" : "0" : "Notify our path when the attached entity moves along it so it can fire passthrough events, etc."
  1378.  
  1379. + input SetSplineEntity(string) : "Set the spline to a new entity"
  1380. + input EnableLimit(void) : "Enable the limits at the ends of the spline"
  1381. + input DisableLimit(void) : "Disable the limits at the ends of the spline"
  1382.  
  1383.  
  1384. "modeldocattr.MeshSimplify.visualizeEdges:name_ref" "(Debug) Visualize Simplification Edges"
  1385. + "modeldocattr.MeshSimplify.visualizeEdges:help" "Visualizes edges that have an impact on simplification.<br><br>
  1386. +<b>Red</b> lines & vertices are a LOCKED vertex/edge and not allowed to be removed. These will impact simplification the most.<br>
  1387. +<b>Green</b> lines are on border with an attribute seam (two seam edges).<br>
  1388. +<b>Blue</b> edges are on a border (two open edges) but do not have attribute seams.<br>
  1389. +<b>Magenta</b> are \"complex\".<br>
  1390. +"
  1391. + "modeldocattr.ClothEffectWind.local_space:name_ref" "Local Space"
  1392. + "modeldocattr.ClothEffectWind.local_space:help" "Generally wind is computed from the entity motion plus effect wind . So even with wind = 0 there will still be wind if the hero is on a zipline or running.
  1393. +When you set Local Space to 1, the oncoming wind will be excluded (wind from animation will be included, e.g. when waving a flag in animation without moving a hero, the flag will still be affected by the oncoming wind from animtion)
  1394. +You can blend it, too, between 0 and 1"
  1395. + "modeldocattr.ClothEffectWind.vortex_count:name_ref" "Vortices"
  1396. + "modeldocattr.ClothEffectWind.vortex_count:help" "How many vortices/eddies/swirlies will be computed around cloth. Use low number (1-4) for efficiency"
  1397. + "modeldocattr.ClothEffectWind.time_multiplier:name_ref" "Time Multiplier"
  1398. + "modeldocattr.ClothEffectWind.time_multiplier:help" "When time slows down, so does simulation. If you aren't specifically going for time dilation effects, please don't set this to 0.001 but figure out the other parameters instead. "
  1399. + "modeldocattr.ClothEffectWind.underwater:name_ref" "Underwater"
  1400. + "modeldocattr.ClothEffectWind.underwater:help" "Changes computation to something resembling dense fluid rather than air. Useful for floaty effects. "
  1401. + "modeldocattr.ClothEffectWind.vortex_cell_size:name_ref" "Max Vortex Size, Inches"
  1402. + "modeldocattr.ClothEffectWind.vortex_cell_size:help" "The size of every vortex, in inches. Smaller size means it will reach into smaller region. Imagine real vortices, how small do you want them to be?"
  1403. + "modeldocattr.ClothEffectWind.vortex_choppiness:name_ref" "Variety, Hz"
  1404. + "modeldocattr.ClothEffectWind.vortex_choppiness:help" "How many times per second vortex will change"
  1405.  
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