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- CreateNavObstacle(boolean) : "Create Nav Obstacle" : "1" : "Create a navigation obstacle to assist NPC pathfinding"
- activity(string) : "Activity or Sequence"
- attachment(model_attachment) : "Attachment"
- input SetForceAim(integer) : "Force this NPC to aim or not aim. Parameter: 0 - Return to AI, 1 - Force Aiming, 2 - Force Not Aiming. Note that an NPC forced to Not Aim may be non-functional in combat."
- input SetForceWalkRun(integer) : "Force this NPC to walk or run. Parameter: 0 - Return to AI, 1 - Force Walk, 2 - Force Run."
- message CSGOUserCmdPB {
- name(resource:model) : "Model Name"
- npc_lock_delay(float) : "NPC Lock Delay" : "0" : "Optionnal per NPC override of the same parameter defined in the lock trigger."
- optional .CBaseUserCmdPB base = 1;
- optional .CMsgQAngle ang_camera_angles = 3;
- optional .CMsgQAngle view_angles = 2;
- optional .CMsgVector shoot_position = 3;
- optional .CMsgVector target_head_pos_check = 9;
- optional .CMsgVector target_pos_check = 10;
- optional bool in_shop = 5;
- optional float player_tick_fraction = 7;
- optional float render_tick_fraction = 5;
- optional float time = 1;
- optional int32 attack1_start_history_index = 6 [default = -1];
- optional int32 attack2_start_history_index = 7 [default = -1];
- optional int32 attack_start_history_index = 3 [default = -1];
- optional int32 execute_ability_indices = 4;
- optional int32 player_tick_count = 6;
- optional int32 render_tick_count = 4;
- optional int32 target_ent_index = 8;
- parent(bool) : "Parent When Created" : "1"
- repeated .CSGOInputHistoryEntryPB input_history = 2;
- stop_immediately(bool) [group="Sequence"] : "Sequence Change Stop Is Instant" : "0"
- tags(string) [group="Sequence"] : "Tags"
- use_layer_sequence(bool) [group="Sequence"] : "Use Layer Sequence" : "0"
- + optional float camera_roaming_speed = 6;
- +Base Properties
- +Collection Options
- @@ -53,18 +53,26 @@ message CCitadelUserCmdPB {
- @ModelAnimEvent = AE_CL_CREATE_ANIM_SCOPE_PROP
- A transform which was the parent of a mesh without explicit skinning defined in the source geometry file
- AUTH_PHYS_WHEEL_JOINT
- Aggregate has GPU culling disabled: map needs to be rebuilt
- Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields present in all network packets, in every snapshot. This allows the secondary cameraman (-interactivecaster that connects to a tv port) to override those fields some seconds later regardless of whether they changed originally or not.
- AngularMotorLambda
- Any meshes in the rendermesh file which have no skinning will skinned to their transform and that transform will be made into a bone. Has no effect unless the model has animation
- BaseVehicleCameraData_t
- BaseVehicleControlsData_t
- BaseVehiclePhysicsAeroData_t
- BaseVehiclePhysicsData_t
- BaseVehiclePhysicsDrivetrainData_t
- BaseVehiclePhysicsTireModelData_t
- BaseVehiclePhysicsWheelData_t
- Bot script ID to use for local games.
- BuoyancyFactor
- CINE_MOVETO_CUSTOM
- CINE_MOVETO_RUN
- CINE_MOVETO_TELEPORT
- CINE_MOVETO_WAIT
- CINE_MOVETO_WAIT_FACING
- CINE_MOVETO_WALK
- CPU Baked Lighting
- CPU Baked Lighting AO
- CPU Baked Lighting Albedo
- CPU Baked Lighting Direct
- CPU Baked Lighting Only
- CPU RT Baked Lighting
- CPU RT Baked Lighting AO
- CPU RT Baked Lighting Albedo
- CPU RT Baked Lighting Direct
- CPU RT Baked Lighting Indirect Only
- CPU RT Baked Lighting Only
- CPU RT Spherical Harmonics
- CRnRope
- CRnVehicle
- CRnVehicleAero
- CRnVehicleAero RnVehicleRefl_t::m_Aero
- CRnVehicleArtificalForces
- CRnVehicleArtificalForces RnVehicleRefl_t::m_ArtificialForces
- CRnVehicleBodies
- CRnVehicleDrivetrain
- CRnVehicleKeyframer
- CRnVehicleKeyframer::RnAngularMotor_t
- CRnVehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_PitchMotor
- CRnVehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_RollMotor
- CRnVehicleKeyframer::RnLinearConstraint1_t
- CRnVehicleKeyframer::RnLinearConstraint1_t RnVehicleKeyframerRefl_t::m_LinearConstraint
- CRnVehicleSuspension
- CRnVehicleTire
- CRnVehicleTires
- CRnWheelJoint
- CRtxSampledRenderer-m_hOutputImage
- CRtxSampledRenderer-m_hVarianceImage
- CWaterLevelChangeGameSystem
- Canadian_Aboriginal
- Chammer_gizmo_compute_matrix
- Converts upward contact force on the vehicle chassis (which reduces available tire grip) into an artificial thrust force to help the vehicle get unstuck when high-centered.
- D_AGGREGATE_INSTANCING
- D_SUN_SHADOW_CASCADE_SIZE
- D_SUN_SHADOW_DEPTH_COMPARES
- Disable global fade for the entity using this model, if the entity supports it.
- Disable in low quality mode
- Disk-shaped light
- Distance at which each part of the prop starts to fade. Only applies if Cull Distance > 0. Positive values are absolute values, while negative values are relative to the cull distance. For example Cull Distance = 100, Start Fade Distance = -30 means the object will start fading at 70 units away and will disappear when 100 units away.
- Do not render when using the lowest quality video settings. This object is a non-essential detail.
- DriveTorqueScaleAtLowSpinAngVel
- Drivetrain-limited top speed in kilometers per hour (not incorporating drag or other losses)
- Drivetrain-limited top speed in kilometers per hour when the car is in reverse (not incorporating drag or other losses)
- DrivetrainLimitedTopSpeed
- DrivetrainLimitedTopSpeedReverse
- Emissive Lighting
- Enable Steering Limit
- Enable Suspension Limit
- EnsureModsVisibleForAssets
- F_BLOOD_USE_UV2
- FeetSettings
- Foot "%s" doesn't have ankle bone "%s" set.
- Foot "%s" doesn't have auto level %s set.
- Foot "%s" doesn't have ball offset < %7.2f %7.2f %7.2f > set.
- Foot "%s" doesn't have heel offset < %7.2f %7.2f %7.2f > set.
- Foot "%s" doesn't have toe bone "%s" set.
- Foot "%s" doesn't have trace height %7.2f set.
- Foot "%s" doesn't have trace radius %7.2f set.
- Foot Length
- Fraction of top speed above which we use the limited steering range (between the low and high speed thresholds, we blend the range)
- Fraction of top speed above which we use the scaled steering rise/fall rates (between the low and high speed thresholds, we blend the rates)
- Fraction of top speed below which we use the base steering rise/fall rates (between the low and high speed thresholds, we blend the rates)
- Fraction of top speed below which we use the full steering range (between the low and high speed thresholds, we blend the range)
- Friction coefficient at full sliding
- Friction scale to use on a surface that exceeds the max drivable angle
- FrictionScale
- Front downforce scale from squared velocity along each axis (X: Longitudinal, Y: Lateral, Z: Vertical). Negative values generate lift.
- Gameplay Identifier
- Generates a turn layer from a 3 frame animation
- GrenadeLauncher.Fire_Sticky
- HEVSuit.PlugDetach
- HeightCorrection
- How far away from the center of mass are the downforce forces applied, as a fraction of the maximum extent in that direction?
- How far away from the center of mass is the linear drag applied, as a fraction of the maximum extent in the front (positive) or rear (negative) direction?
- If not using a fixed up direction, provides an inital up direction which will be used to determine the orientation of first element on the path, after that the elements will incrementally update to follow the path and may not match this direction. If Use Fixed Up direction is specified, then all elements will use this direction to deterime their up direction.
- If the desired camera pitch is more downward than the current pitch, we'll wait this long before we start to adjust the camera.
- If the desired camera pitch is more upward than the current pitch, we'll wait this long before we start to adjust the camera.
- If the desired camera pitch is within the deadzone, we'll wait this long before restoring the camera to 0 pitch.
- If the entity using this model derives from BaseAnimating will AddEffects( EF_SHADOW ) to the entity on spawn
- If the pitch is greater than this angle (i.e. the player is looking down) they will begin treading water when they walk down a slope and enter chest-height water. 0 = look at horizon, -90 is look straight up.
- If true this geometry is not important for precomputed lighting
- If true this geometry is used as an occluder for precomputed visibility
- If true this geometry will be baked into the world geometry of the map so that the model is not referenced at runtime.
- If true this will not be merged with other geometry during map compile (reduces rendering efficiency).
- If true, the parent element will be discarded there is no state with the specified name. If false, and there is no state with the specified name then no changes are made.
- If true, this geometry renders into baked cube maps
- If true, treat the specified up direction as fixed up direction to apply to all elements placed on the path. If false the up direction is just an initial direction.
- If we're below this speed and not pushing any controls, we'll automatically apply the brake
- If we're below this speed and we're holding down the brake button, we'll switch to reverse
- Initial slope of the linear portion of the slip curve (delta mu / delta slip)
- LV_HIGHEST_VERBOSITY
- LV_MORE_DETAILED
- LatEffectiveFrictionCoeff
- LatEffectiveMass
- LatImpulse
- LatNormalizingFactor
- LatSlip
- Lateral thickness of the tire
- LateralEffectiveFrictionCoeff
- LateralParams
- LateralSlip
- Linear drag scale along each axis (X: Longitudinal, Y: Lateral, Z: Vertical). Multiplied by squared velocity along that axis to get the drag force.
- LinkAngularVelocity
- LinkCapsule
- LinkCount
- LinkIndexInWorld
- LinkInertiaInv
- LinkLinearVelocity
- LinkLocalInertia
- LinkLocalInertiaInv
- LinkLocalMassCenter
- LinkMassCenter
- LinkMassInv
- LinkOrientation
- LinkPosition
- LoggingSystem_SetChannelIndent
- LongEffectiveFrictionCoeff
- LongEffectiveMass
- LongImpulse
- LongNormalizingFactor
- LongSlip
- LongitudinalEffectiveFrictionCoeff
- LongitudinalParams
- LongitudinalSlip
- MOVELINEAR_AUTHORED_AT_CLOSED_POSITION
- MOVELINEAR_AUTHORED_AT_OPEN_POSITION
- MOVELINEAR_AUTHORED_AT_START_POSITION
- Max angle (from horizontal) of a drivable surface that should use tire friction
- Max steering range at high speed, as a fraction of the full steering range
- MaxBrakeTorque
- MaxDriveTorque
- MaxDriveTorqueReverse
- Maximum brake torque delivered to this wheel
- Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is in reverse
- Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is moving forward
- Maximum updates per second that the server will allow
- Min Steering Angle
- Min Suspension Offset
- Minimum time between attempts to flip the vehicle
- Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable.
- Minimum updates per second that the server will allow
- ModelInstance
- Must run with -shaderstats to use mat_shading_complexity!
- NPC_Houndeye.Item_Attach
- Name of the physics body for this wheel
- New Sound Event Name, ideally some form of "Owner_Subowner.Descriptor_Action"
- NextBotGroundLocomotion
- PATTACH_ABSORIGIN
- PATTACH_ABSORIGIN_FOLLOW
- PATTACH_CENTER_FOLLOW
- PATTACH_CUSTOMORIGIN
- PATTACH_CUSTOMORIGIN_FOLLOW
- PATTACH_CUSTOM_GAME_STATE_1
- PATTACH_EYES_FOLLOW
- PATTACH_HEALTHBAR
- PATTACH_INVALID
- PATTACH_MAIN_VIEW
- PATTACH_OVERHEAD_FOLLOW
- PATTACH_POINT
- PATTACH_POINT_FOLLOW
- PATTACH_RENDERORIGIN_FOLLOW
- PATTACH_ROOTBONE_FOLLOW
- PATTACH_WATERWAKE
- PATTACH_WORLDORIGIN
- Physical Specular + Diffuse
- Physical Specular Only
- RESOURCE_TYPE_PANORAMA_TYPESCRIPT
- RNTOOLQUERY_ROPE
- RNTOOLQUERY_VEHICLE
- RN_DRAW_ROPES
- Rate at which the brake input decreases when the user is not pressing the brake button
- Rate at which the brake input increases when the user is pressing the brake button
- Rate at which the steering input decreases when the user is not pressing a steering button
- Rate at which the steering input increases when the user is pressing the left or right steering button
- Rate at which the throttle input decreases when the user is not pressing a throttle button
- Rate at which the throttle input increases when the user is pressing a throttle button
- Ray trace world build failed; skipping rendering
- Rear downforce scale from squared velocity along each axis (X: Longitudinal, Y: Lateral, Z: Vertical). Negative values generate lift.
- Red is the filter we shipped in HL:A (gaussian, with input erraneously squared), green is gaussian, blue bicubic, teal is tent, -4 to 4
- Restricts spectator modes for dead players
- RnVehicleBodiesRefl_t
- RnVehicleBodiesRefl_t RnVehicleRefl_t::m_Bodies
- RnVehicleDrivetrainRefl_t
- RnVehicleDrivetrainRefl_t RnVehicleRefl_t::m_Drivetrain
- RnVehicleDrivetrainWheelRefl_t
- RnVehicleDrivetrainWheel_t
- RnVehicleKeyframerRefl_t
- RnVehicleRefl_t
- RnVehicleSuspensionRefl_t
- RnVehicleSuspensionRefl_t RnVehicleRefl_t::m_Suspension
- RnVehicleSuspensionWheel_t
- RnVehicleTireContactPatchRefl_t
- RnVehicleTireContactPatch_t
- RnVehicleTireModelParams_t
- RnVehicleTireModelParams_t RnVehicleTireRefl_t::m_LateralParams
- RnVehicleTireModelParams_t RnVehicleTireRefl_t::m_LongitudinalParams
- RnVehicleTireRefl_t
- RnVehicleTiresRefl_t
- RnVehicleTiresRefl_t RnVehicleRefl_t::m_Tires
- RnVehicleWheelBodyRefl_t
- RnVehicleWheelBody_t
- RollDampingRatio
- RollFrequency
- RollMotor
- Rtx_Path_Tracing
- Rtx_Visualization
- STYLE_SELECTOR
- Scale on the gravity force applied to the vehicle's bodies
- Scale on the steering rise and fall rates at high speeds
- Scale on the torque at low wheelspeeds, to help the wheels get unstuck from obstacles
- SceneSystem/Aggregates/Draw Aggregates
- SceneSystem/Aggregates/Show GPU Culled Meshes
- SceneSystem/Aggregates/Show GPU Queries
- SceneSystem/LightCookieAllocGranularity
- SceneSystem/LightCookieMinAllocSize
- Should gameplay code manually control the vehicle's roll angle?
- Should our gravity scale affect the vehicle's keyframed lean angle? More physically correct, but means the lean will behave differently depending on the gravity scale.
- SinMaxDrivableAngle
- Specifies an offset to use when determing the Nth position to place an element at. For example if placing at every third position with an offset of 0, an element will appear at positions 1, 4, 7, and so on. But if an offset of 2 is set instead of 0, then an element will appear at positions 3, 6, and 9 and so on.
- Specifies the method to use to determine which positions this element should be placed at along the path.
- Specifies the name of the material group (skin) to use when displaying the specified model.
- Specifies the path positions at which this element may appear.
- Specifies the spacing between positions. For example, a value of 1 will place the element at very position, 2 every other position, 3 every third position
- Speed at which our tire friction calculations are fully blended in
- Speed at which we start blending between the standard friction constraints and our tire friction calculations
- SteeringInput
- SteeringLimitRange
- SteeringMotorFrequency
- SunLightShaderParamsCB
- SuspensionLimitRange
- SuspensionRestLoad
- TUBE
- TUBE_WITH_END_CAPS
- The Type of movement needed to traverse this navlink in a backwards direction.
- The Type of movement needed to traverse this navlink.
- The maximum angle (in degrees) we allow the player to steer
- There must be at least this much difference between the current and desired camera pitch angle before we start to adjust the camera.
- This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
- This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
- This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
- Time in which the camera tries to reach 63% of its target pitch angle
- ToolsStallMonitorInternal_BeginScope
- ToolsStallMonitorInternal_EndScope
- ToolsStallMonitor_IndicateActivity
- Tube light with end caps
- Tube light without end caps
- UNDER_WATER_NON_TRANSITION
- UNDER_WATER_TRANSITION
- ValveBiped.Bip01_Head
- VehiclePassengerInternalInfo_t
- Velocity delta to apply in the direction away from the player when flipping a vehicle
- WL_Count
- WL_FullyUnderwater
- Warn if lag compensated head hitbox position doesn't match that on client.
- Water: Level %0.3f
- WaterLevel_t
- WindStrengthFreq
- World.Acid_Geyser_Loop
- You can get type declarations on any of these scopes:
- ability.aoe
- ability.caster
- ability.caster.
- ability.caster.attach_attack1
- ability.target
- ability.target.attach_hitloc
- acknowledge_range
- animgraph_enable_dirty_netvar_optimization
- animgraph_force_full_network_updates
- bIsSpinMotorEnabled
- bIsSteered
- bIsSteeringLimitEnabled
- bIsSteeringMotoEnabled
- bIsSuspensionLimitEnabled
- can_player_pickup_piece
- enable_steering_limit
- enable_suspension_limit
- fan_push_player
- fire_extinguishes_under_water
- fl_override_timing_value
- gfx_graph_lightmap_filter_kernels
- gfx_make_gpu_scrambled_halton_code
- hammer_overlay_draw_projection_triangles
- hitbox shell thickness
- light_probe_atlas_x
- light_probe_atlas_y
- light_probe_atlas_z
- light_probe_size_x
- light_probe_size_y
- light_probe_size_z
- local_player_controller_team
- local_player_pawn_changed
- m_Drivetrain
- m_LateralTireParams
- m_LongitudinalTireParams
- m_PassengerEntered
- m_PassengerExited
- m_bApplyAirAbsorption
- m_bCanFreeze
- m_bGravityScaleAffectsLeanAngle
- m_bHasRevealedAnonymizedEnemyPlayerInfofs
- m_bStartingRoom
- m_fRegeneratedHealth
- m_flBrakeFallRate
- m_flBrakeRiseRate
- m_flDrivableSurfaceLateralCollisionScale
- m_flDrivableSurfaceLongitudinalCollisionScale
- m_flDriveTorqueScaleAtLowSpinAngVel
- m_flDrivetrainLimitedTopSpeedKPH
- m_flDrivetrainLimitedTopSpeedReverseKPH
- m_flEyePitchAngleToTreadWaterAtChestHeight
- m_flFlipFromSidewaysAngularVelocityDelta
- m_flFlipFromSidewaysVerticalVelocityDelta
- m_flFlipFromUpsideDownAngularVelocityDelta
- m_flFlipFromUpsideDownVerticalVelocityDelta
- m_flFlipPushVelocityDelta
- m_flFractionOfTopSpeedForHighSpeedFOV
- m_flFractionOfTopSpeedForStandardFOV
- m_flFullSlidingSlip
- m_flHighCenteredThrustScale
- m_flHighSpeedFOVScale
- m_flHighSpeedFractionForSteeringRangeScale
- m_flHighSpeedFractionForSteeringRateScale
- m_flLastChargeUseTime
- m_flLinearDragLeverAsFractionOfExtent
- m_flLowSpeedFractionForSteeringRangeScale
- m_flLowSpeedFractionForSteeringRateScale
- m_flLowSpinAngVelThreshold
- m_flMaxBrakeTorqueNm
- m_flMaxDrivableAngle
- m_flMaxDriveTorqueNm
- m_flMaxDriveTorqueReverseNm
- m_flNonDrivableSurfaceFrictionScale
- m_flNonDrivableSurfaceLateralCollisionScale
- m_flNonDrivableSurfaceLongitudinalCollisionScale
- m_flRoomRadius
- m_flThickness
- m_flThrottleFallRate
- m_flThrottleRiseRate
- m_flTimeBeforeResolvingDownwardPitchViolation
- m_flTimeBeforeResolvingUpwardPitchViolation
- m_flTimeBeforeRestoringCameraToZeroPitch
- m_flTireFrictionBlendMaxWheelSpinAngVel
- m_flTireFrictionBlendMinWheelSpinAngVel
- m_hDynamicPropSpawnGroupHandle
- m_nEndingRoomID
- m_nStartingRoomID
- m_unWeight
- m_vAngularDragParams
- m_vFrontDownforceParams
- m_vecRooms
- m_vecSmoothedVelocity
- m_vecWheels
- materials/default/default_tintmask.tga
- materials/dev/cull_aggregate_fragments.vmat
- materials/dev/downsample_bloomthreshold.vmat
- materials/dev/downsample_depth_cs.vmat
- materials/dev/generate_relaxed_cones.vmat
- materials/dev/nonmsaa_resolve.vmat
- materials/dev/rtx/debug_visualization.vmat
- materials/dev/rtx/pathtracer.vmat
- materials/dev/visualize_aggregate.vmat
- materials/dev/vrad3/lightmap_generate_small_chart_samples.vmat
- materials/skybox/light_test_sky_sunny_b.vmat
- materials/skybox/tests/src/lightingtest_sky_sunny_b_exr_f437e7bd.vtex
- max_bounces
- max_usable_charges
- message CSGOInputHistoryEntryPB {
- metal
- min_steering_angle
- min_suspension_offset
- nav_water_init
- navspace_create_flight_connections
- no_forced_fade
- nothing to repeat
- npc_ability_name
- num_chronod
- projectile.position
- r_character_decal_renderdoc_capture
- r_character_decal_resolution
- r_fallback_texture_orange
- rtx_force_default_hitgroup
- sc_aggregate_gpu_culling
- sc_aggregate_gpu_culling_show_culled
- sc_aggregate_gpu_culling_show_queries
- sc_aggregate_gpu_occlusion_culling
- scripts/navlinks.vdata
- scripts/npc_units.vdata
- side_movement
- spec_goto
- spec_player
- textures/dev/scrambled_halton.vdata
- tools/images/modeldoc_editor/outliner_icon_animgameplaytiming.png
- tools/images/modeldoc_editor/outliner_icon_animturn.png
- tools/images/modeldoc_editor/outliner_icon_ikchainjoint.png
- tools/images/modeldoc_editor/outliner_icon_mesh_parent_transform.png
- vecTires
- vecWheelBodies
- vecWheels
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