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Found and organized by GabeFollower https://github.com/SteamDatabase/GameTracking-Dota2/commit/7e011a5768a240cc2fe0815340edbbd524a003b5 https://github.com/SteamDatabase/GameTracking-Dota2/commit/bce1224064fe01a0e4e33384084798492a03036f https://github.com/SteamDatabase/GameTracking-Dota2/commit/ad8c7556a7f4ba76d66a973515ca61369104cf1f https://github.com/SteamDatabase/GameTracking-Dota2/commit/b90bdaac95b25f818b07362e06588525002ca20b https://github.com/SteamDatabase/GameTracking-Dota2/commit/a1b5ccaf2d39bb9c51f789833faa38db2d3eeab2 https://github.com/SteamDatabase/GameTracking-CS2/commit/b0ba564586c8dc422e193bc87669bb0cd2c1b6ca https://github.com/SteamDatabase/GameTracking-Artifact-Beta/commit/9644dc8892a8fe2ce6139d7bcd4c38a7d840bb2d https://github.com/SteamDatabase/GameTracking-CS2/commit/ff0ed77de9986f2e2fee6c4a65cd6c97c70544c9 https://github.com/SteamDatabase/GameTracking-Dota2/commit/890c921e2bf7aa36e5803725b21970af36a3e1e7 https://github.com/SteamDatabase/GameTracking-CS2/commit/6cf57b3e0edf2af5cdda52fd3463d1067f33a023 https://github.com/SteamDatabase/GameTracking-Dota2/commit/1aa90b207f7cf5670627ef619148d956a618c40f https://github.com/SteamDatabase/GameTracking-Dota2/commit/17ddd2dfc959b443ec465fba9749ddb9d77f1ac9 https://github.com/SteamDatabase/GameTracking-Dota2/commit/fdc15c99b7604ad1ed206d32ead7794bbef91e67 + strings from deadlock that I can't share right now ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ HLX Mention in Deadlock bugreporter Config Similar mention of CS2 appeared 3 years before announcement: https://github.com/SteamDatabase/GameTracking-Dota2/commit/3febfe0d8995f14bffa6d27227b5270021e3779e#diff-136dc0d1ec71c445793ac5ea2e8b379c49675a12eaf455a4a5b5be4bcc7e525a ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ "HLX" { "version" "2" "owner" "triage*" "severity" "high" "priority" "none" "category" "---" "product" "HLX" "component" "hlx" } ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ HLX Protobufs ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ cl_showusercmd Show user command encoding 13CHLXUserCmdPB message CHLXUserCmdPB { optional .CBaseUserCmdPB base = 1; } ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ H.E.V. Suit and Gravity Gun ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ +HEVSuit.PlugDetach (renamed to BurbankSuit.PlugDetach) New Sound Event Name, created from the selected VSound.\nFeel free to leave the name as is, otherwise please rename\nwith the following convention, ideally some form of:\n\n"Owner_Subowner.Descriptor_Action"\n\nExamples:\n\nWorld.Acid_Geyser_Loop\nNPC_Houndeye.Item_Attach\nHEVSuit.PlugDetach\nGrenadeLauncher.Fire_Sticky\n\n(gameinfo.gi convars will set the default sound stack per mod) New Sound Event Name, ideally some form of "Owner_Subowner.Descriptor_Action"\n\nExamples:\n\nWorld.Acid_Geyser_Loop\nNPC_Houndeye.Item_Attach\nHEVSuit.PlugDetach\nGrenadeLauncher.Fire_Sticky\n\n New Sound Event Name, created from the selected VSound.\nFeel free to leave the name as is, otherwise please rename\nwith the following convention, ideally some form of:\n\n"Owner_Subowner.Descriptor_Action"\n\nExamples:\n\nWorld.Acid_Geyser_Loop\nNPC_Monster.Item_Attach\nBurbankSuit.PlugDetach\nGrenadeLauncher.Fire_Sticky\n\n(gameinfo.gi convars will set the default sound stack per mod) New Sound Event Name, ideally some form of "Owner_Subowner.Descriptor_Action"\n\nExamples:\n\nWorld.Acid_Geyser_Loop\nNPC_Monster.Item_Attach\nBurbankSuit.PlugDetach\nGrenadeLauncher.Fire_Sticky\n\n physcannon_maxforce physcannon_minforce enablemotionongravitygrab enablemotionongravitygrab(boolean) : "Enable Motion On Grab" : 0 cannotgravitygrab cannotgravitygrab(boolean) : "Cannot Gravity Grab" : 0 cannotgravitypunt cannotgravitypunt(boolean) : "Cannot Gravity Punt" : 0 gravity_grab_priority gravitygrabignoremassandsize gravity_shift_priority gravity_type +orientation_shift_priority +orientation_type +orientation_update gravitygrabignoremassandsize(boolean) : "Grab Ignores Mass" : 0 : "Gravity Grab is possible regardless of whether the object is too heavy or large." ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Manipulating Gravity ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ m_GravityModifierTips NavGenNonZUpVolume NavGenNonZUpVolumeInfoGravityShift AddNonZUpVolumesToNavGenInput - info_gravity_shift entity '%s' is not of type 'This Entity Forward'. Skipping. NAVGEN Gravity: Unsupported info_gravity_shift type %d - returning zup NAVGEN Gravity: Unsupported info_gravity_shift/info_nav_oriented type %d - returning zup\n NAVGEN Oriented: Unable to determine radius of cylinder.\n NAVGEN Oriented: Unsupported info_gravity_shift/info_nav_oriented type %d - assuming it does not overlap point.\n ai_show_gravity NPC with AABB physics does not support arbitrary gravity. %s has an up vector that isn't pointing straight up in the world. This is unsupported for NPCs with AABB physics. Look for pitch or roll in its transform, and ensure it's not placed in a nonstandard gravity environment. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ XEN Creatures ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ game/core/tools/images/common/xen_asset.png https://github.com/Lifeismana/Deadlocked/blob/1eb79f05233cf3f2bb4555697877b2e0c47018e4/game/core/tools/images/common/xen_asset.png NPC_Houndeye.Item_Attach (renamed to NPC_Monster.Item_Attach) "Xen Animation Offset" { matDebugMode XEN_ANIMATION_OFFSET } Xen Ambient: Food Dig HINT_XENAMBIENT_FOOD_DIG Xen Gorilla: Retreat Spot HINT_XENGORILLA_RETREAT_SPOT particles/entity/ent_physics_gorilla_tentacle_placeholder.vsnap_c CRC:0003f19023 size:1211 Xen Jellyfish: Food HINT_XENJELLYFISH_FOOD Xen Jellyfish: Reach HINT_XENJELLYFISH_REACH Xen Swooper: Circling Center HINT_XENSWOOPER_CIRCLING_CENTER Xen Swooper: Food Xen Swooper: Landing Spot HINT_XENSWOOPER_FOOD Xen Swooper: Landing Spot HINT_XENSWOOPER_LANDING_SPOT HINT_HEADCRAB_BURROW_POINT HINT_HEADCRAB_EXIT_POD_POINT Antlion: Burrow Point HINT_ANTLION_BURROW_POINT Antlion: Thumper Flee Point HINT_ANTLION_THUMPER_FLEE_POINT EntityAntlion EntityBlob EntityBlobFrozen Blobulator EntityZombie ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Combines & Rebels (Some from Citadel) ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ hlx_combine_barrier_cell_spacing citadel_spawn_combine_only false citadel_spawn_combine_only true citadel_spawn_rebels_only false citadel_spawn_rebels_only true m_MinimapTeamCombineColor m_MinimapTeamRebelsColor m_hCurrentHeroDrafterCombine m_hCurrentHeroDrafterRebels m_flCombineZiplineSpeedMultiplier Combine: Fallback HINT_COMBINE_FALLBACK Combine: Shield position HINT_COMBINE_CHARGER_SHIELD Combine: Signal HINT_COMBINE_SIGNAL Combine: Sniping position HINT_COMBINE_SNIPING_POSITION *DEAD* *DEAD*(COMBINE) *DEAD*(REBEL) *DEAD*(TEAM) [Optional] Teams are 2(Rebel) and 3(Combine) otherwise both \n * Team 2 (Rebel) Bots *** \n * Team 2 (Rebel) Objectives *** \n * Team 3 (Combine) Bots *** \n * Team 3 (Combine) Objectives *** \n HINT_WORLD_INHIBIT_COMBINE_MINES SOUND_FLAG_ALLIES_ONLY SOUND_FLAG_COMBINE_ONLY SOUND_FLAG_DANGER_APPROACH SOUND_FLAG_EXCLUDE_COMBINE Someone killed a barrack boss that wasn't TEAM_COMBINE or TEAM_REBELS, that's not right. Trooper was killed by something that's neither on TEAM_REBELS or TEAM_COMBINE. Can't spawn an orb for the right team. Unexpected Barrack Boss team, should be COMBINE or REBELS. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Non-playable Characters ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ Damage Dealt (in the case of NPC vs NPC damage, medium skill times the NPC damage scalar is used) m_flNPCDamageScalarVsNPC Damage Scalar for NPC vs NPC cases NPC Scripted Commands OVERLAY_NPC_SCRIPTED_COMMANDS_BIT SOUND_FLAGS_NONE SOUND_FLAG_ALLIES_ONLY SOUND_FLAG_COMBINE_ONLY SOUND_FLAG_DANGER_APPROACH SOUND_FLAG_EXCLUDE_COMBINE SOUND_FLAG_EXPLOSION SOUND_FLAG_GUNFIRE SOUND_FLAG_PANIC_NPCS SOUND_FLAG_REACT_TO_SOURCE [%s] failed to find entity NPC [%s] invalid entity npc! can_override_npc_state Can Character See Entity Can Hear the Player Can See the Player cooldown(float) : "Cooldown" : 0 : "After use, how long does another NPC has to wait in order to use this hint (in seconds)." output OnStartTouchMaterial(void) : "Fired when NPC touches a surface material defined in the touch material modifier." output OnEndTouchMaterial(void) : "Fired when NPC leaves a surface material defined in the touch material modifier." / Tactical Search Spawn centered_entity(target_destination) [ group="Tactical Search Spawn" ]: "Centered Entity" : "" : "Entity to center the tactical search spawn test around. Filling in this field will enable this spawning path. Requiers AI_DefaultNPC currently." near_dist_min(float) [ group="Tactical Search Spawn" ]: "Distance Min" : "128" : "Minimum distance allowed from the origin of the centered entity." near_dist_max(float) [ group="Tactical Search Spawn" ]: "Distance Max" : "1024" : "Maximum distance allowed from the origin of the centered entity." vis_view_angle(float) [group="Tactical Search Spawn" ]: "View Angle" : "-1" : "View angle used, if other than -1, to create side planes of a view frustum." view_angle_optional(boolean) [group="Tactical Search Spawn" ]: "View Angle Optional" : "0" : "If enalbed, allow the search to fallback to outside the defined view angle in order to find a spawn position." nav_filter_tag(string) [ group="Tactical Search Spawn" ]: "Nav Filter Tag Name" : "" : "Nav tag filter constraint requirement." material_filter_name(string) [ group="Tactical Search Spawn" ]: "Material Filter Name" : "" : "Ground material contraint requirement. Defined in material's surface properties." spawn_randomization_radius(float) [ group="Tactical Search Spawn" ]: "Spawn Randomization Radius" : "0" : "Calculate a random spawn point within this radius centered around the center entity (WIP)." allow_non_z_nav(boolean) [ group="Tactical Search Spawn" ]: "Allow Non-Z Nav" : 0 : "Allow non-Z up nav meshes as part of the path search." input ChangeDestinationGroup(target_destination) : "Switch to a different set of Destination entities." input SetSpawnEntity(target_destination) : "Select (override) the entity to center the spawn destination around." @PointClass color(0 0 255) base(Targetname) tags( Choreo ) selected_line( 255 255 255, targetname, target1 ) selected_line( 255 255 255, targetname, target2 ) selected_line( 255 255 255, targetname, target3 ) selected_line( 255 255 255, targetname, target4 ) selected_line( 255 255 255, targetname, target5 ) selected_line( 255 255 255, targetname, target6 ) selected_line( 255 255 255, targetname, target7 ) selected_line( 255 255 255, targetname, target8 ) iconsprite("editor/choreo_scene.vmat") = logic_choreographed_scene : "Manages a choreographed scene of one or more actors." soundtype(choices) : "Sound Type" : 0 : "The type of sound or smell will determine the reaction of NPCs that sense it." = [ 0 : "Select one" 1 : "Combat" //2 : "Player (Don't use)" 3 : "Danger" 4 : "Bullet Impact" 5 : "Thumper" //6 : "Physics Danger" 7 : "Move Away - Most NPCs will clear the radius of this sound when heard." //8 : "Player Vehicle" 9 : "Glass Break" //10 : "Physics Object" ] soundcontext(choices) : "Additional sound context (optional)" : 0 : "Optional settings specifying such things as who can or cannot hear the sound." = [ 1 : "Gunfire" 2 : "Only Combine hear" //4 : "React to Source" 8 : "Explosion" 16 : "Combine cannot hear" //32 : "Danger Approaching" 64 : "Player Allies only hear" 128 : "Cause Hearers to blindly panic" ] output OnConditionAdded(string) : "A new condition was set on the NPC. Only a subset of conditions are sent through this to reduce the amount of entity IO happening." output OnConditionRemoved(string) : "A condition was removed from the NPC. Only a subset of conditions are sent through this to reduce the amount of entity IO happening." output OnAbilityUse(string) : "An ability has been performed." input SetMovementGaitOverride(string) : "Force this NPC to use a specified movement gait. Empty string cancels the override; otherwise use 'Slow,Medium,Fast,VeryFast' ." input SetHintGroup(string) : "Set the hint group you want the NPC to find hints for. This takes precedence over preferrred hint groups specified in vdata." input AddAvailableHintGroup(string) : "Adds a hint group that the NPC to find hints for. This takes precedence over preferrred hint groups specified in vdata." input RemoveAvailableHintGroup(string) : "Removes a hint group that the NPC to find hints for. This takes precedence over preferrred hint groups specified in vdata." input AddDisallowedAttribute(string) : "Adds a nav attribute by name that the NPC is not allowed to navigate on." input RemoveDisallowedAttribute(string) : "Removes a nav attribute by name that the NPC was not allowed to navigate on." invulnerable(boolean) : "Invulnerable" : 1 : "If enabled, this will have a ton of health and will not allow damage." m_fMoveTo(Choices) : "Move to Position" : "eMoveWithGait" = [ "eWait" : "No" "eMoveWithGait" : "Use Specified Gait" "eTeleport" : "Instantaneous" "eWaitFacing" : "No - Turn to Face" ] move_to_gait(choices) : "Move to Gait" : "eInvalid" : "Gait to use if Move to Position is set to 'Use Specified Gait'." = [ "eInvalid" : "Code-Driven" "eSlow" : "Slow (Walk)" "eMedium" : "Medium (Jog)" "eFast" : "Fast (Run)" "eVeryFast" : "Very Fast (Sprint)" ] repeatable(boolean) : "Is Repeatable" : 0 : "If yes, this scripted sequence can be started multiple times." should_leave_corpse(boolean) : "Leave Corpse (if not, fade)" : 0 : "If no, the NPC will fade out if it's in a dying state." start_on_spawn(boolean) : "Start On Spawn" : 0 : "" no_interrupts(boolean) : "No Interruptions" : 0 : "" can_override_npc_state(boolean) : "Override AI" : 0 : "We can start the sequence, no matter the NPC state." no_teleport_at_end(boolean) : "Don't Teleport NPC On End" : 0 : "Don't fixup end position with a teleport when the SS is finished." high_priority(boolean) : "Is Priority Script" : 0 : "If set, we don't allow other scripts to steal our spot in the queue." hide_debug_complaints(boolean) : "Hide Debug Complaints" : 0 : "" continue_on_death(boolean) : "Continue On Death" : 0 : "Allow other NPC actors to continue after this NPC actor's death" prevent_update_yaw_on_finish(boolean) : "Prevent Yaw Update on Finish" : 0 : "By default, when finishing the sequence, the NPC has its ideal yaw updated to maintain the current forward facing. This allows you to prevent that if you want to return to the facing prior to starting the sequence." ensure_on_navmesh_on_finish(boolean) : "Ensure on Nav Mesh on Finish" : 1 : "When finishing the sequence, if the NPC uses the navmesh, ensure the NPC is on a valid location on the navmesh." @BaseClass = AIScriptedBase [ m_iszNPC(target_destination) : "Target NPC(s)" : : "The name or classname of an NPC which will run the scripted command. If multiple NPCs are found, all of them will perform the command." m_iszTarget(target_destination) : "Target" : "" : "An optional entity that marks the target of the scripted command." priority(choices) : "Priority" : "SCP_HIGH" : "Used to decide when to start the scripted command. Low means only start when the NPC is about to idle. High means it should start as soon as possible, unless the NPC needs to perform a critical schedule (like being required to flinch in response to heavy damage)." = [ "SCP_LOW" : "Low" "SCP_HIGH" : "High" ] resilient(boolean) : "Reacquire after break" : 1 : "If set, once the NPC has nothing important to do, it'll return to idling, even if it previously broke out of the schedule due to the Interruptability choices." interruptability(choices) : "Interruptability" : "eGeneral" : "Sets what kind of events can interrupt an NPC that's performing this scripted command. Note that when set to 'Everything', NPCs can be easily interrupted by small things like physics impact sounds, or distant combat sounds." = [ "eGeneral" : "Everything that usually interrupts AI" "eCombat" : "Direct Combat (Seeing enemies, taking damage, etc)" "eDamageOrDeath" : "Only Taking Damage" "eDeath" : "Nothing" ] start_on_spawn(boolean) : "Start on Spawn?" : 0 : "If checked, when this entity is spawned, it will start the scripted command on all eligible NPC(s)." switchidletoalert(boolean) : "Switch To Alert State if Idle" : 0 : "If the commanded NPC(s) is in Idle state, switch them to Alert state." shouldsetenemy(boolean) : "Set Enemy To Target" : 0 : "If the script target is an NPC or player, setting this to 'Yes' will also give commanded NPCs memory of the target, and cause them to set their enemy to it. Note that if there's another NPC that's a better enemy, commanded NPCs will flip to the better enemy on their next think." input StartScript(void) : "Starts all target NPC(s) performing the scripted command." input CancelScript(void) : "Cancels the scripted command on all target NPCs that are performing it." output OnSucceeded(void) : "Fired when any target NPC finishes performing the scripted command." output OnFailedToPerform(void) : "Fired when we fail to command any target NPC(s) to perform the scripted command. This occurs if no target NPCs could be found, or if they were found but if they failed to be able to execute the action. Note that resilient actions will not trigger a failure ever; they will just try to restart the action again later if they fail." output OnCanceled(void) : "Fired when the scripted command is aborted, either because the AI needed to switch away, or because a different scripted action was started." @PointClass base(Targetname, AIScriptedBase) tags( Choreo ) color(255 0 255) iconsprite("editor/aiscripted_schedule") selected_line( 255 255 255, targetname, m_iszNPC ) selected_line( 255 255 255, targetname, m_iszTarget ) = ai_scripted_idle : "Forces an NPC to idle (optionally at a specified location), allowing you to control what will interrupt it." [ e_action_desired(string) : "Handshake Action to Perform" : : "The e_action_desired animgraph parameter will be set to this value during this idle. If it is a looping animation, the idle will not exit until explicitly canceled or interrupted by game code." ] @PointClass base(Targetname, AIScriptedBase) tags( Choreo ) selected_line( 255 255 255, targetname, m_iszTarget ) selected_line( 255 255 255, targetname, m_iszNPC ) color(255 0 255) iconsprite("editor/ai_scripted_moveto") = ai_scripted_moveto : "Forces an NPC to move to a specified destination entity." [ e_action_desired(string) : "Handshake Action to Perform" : : "The e_action_desired animgraph parameter will be set to this value during the move. The action will not complete until both the movement and the action are finished." forced_gait(choices) : "Force Gait" : "eInvalid" : "Force this NPC to use a specific movement gait. Will return to the AI's default value afterwards." = [ "eInvalid" : "Default (No Override)" "eSlow" : "Forced Slow (Walk)" "eMedium" : "Forced Medium (Jog)" "eFast" : "Forced Fast (Run)" "eVeryFast" : "Forced Very Fast (Sprint)" ] @PointClass base(Targetname, AIScriptedBase) tags( Choreo ) color(255 0 255) iconsprite("editor/aiscripted_schedule") = ai_scripted_abilityusage : "Forces an NPC to perform an ability at a specified target." [ move_while_using_target(target_destination) : "Move While Using Target" : "" : "An optional entity that marks where to move to while using the ability." ] animgraph_entry_action(string) : "Animgraph Entry Action" : "" : "Animgraph action that NPCs using this hint should use to initiate a handshake when they start using it." animgraph_exit_action(string) : "Animgraph Exit Action" : "" : "Animgraph action that NPCs using this hint should use to initiate a handshake when they want to stop using it." ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ For some reason they have mood system. Mood system is highly tied to animations and behaviour. Bots can hear and talk back to you. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ Mood Type MoodType_t m_nMoodType MoodAnimation_t MoodAnimationLayer_t Layers for this mood Type of mood eMoodType_Body eMoodType_Head @PointClass base(ChoreoEvent) = mood : "Mood Event" MoodName( string ) : "Mood" MoodParam( string ) : "Animgraph Parameter" Mood event on actor w/ no AnimGraph.. MoodVData SchemaUtlVectorManipulatorI10CUtlVectorI15MoodAnimation_t10CUtlMemoryIS1_iEES1_E SchemaUtlVectorManipulatorI10CUtlVectorI20MoodAnimationLayer_t10CUtlMemoryIS1_iEES1_E ------------------------------------------------------------------- Active When Listening m_bActiveListening Sets the mood's animation buckets to be active when the character is listening ------------------------------------------------------------------- Active When Talking m_bActiveTalking Sets the mood's animation buckets to be active when the character is talking ------------------------------------------------------------------- Time from the start of the mood before an animation can start Time from the end of the mood when an animation cannot play Time before the next animation can start List of animations to choose from Multiplier of the animation duration Name of the animation Name of the layer Weight of the animation, higher numbers get picked more Model to get the animation list from m_sModelName Intensity of the animation m_flIntensity Next Animation Start m_flNextStart m_layerAnimations m_animationLayers Fade In Time m_flFadeIn Fade in time of the animation Fade Out Time m_flFadeOut Fade out time of the animation Duration Scale m_flDurationScale Duration scale as ints m_bScaleWithInts ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ You can take bots under your control, they abilities, items that you can enable/disable or remove ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ subclass_name( vdata_choice:scripts/npc_units.vdata ) : "Unit Name" : "" : "Name of the NPC Unit." input GiveAbility(string) : "Gives the NPC an ability of the specified name (see npc_abilities.vdata)." input EnableAbility( string ) : "Enables an ability on the NPC" input DisableAbility( string ) : "Disables an ability on the NPC" input RemoveAbility( string ) : "Removes an ability to the NPC item_1( vdata_choice:scripts/misc.vdata&scripts/npc_abilities.vdata ) : "Item Or Ability Subclass 1" : "" : "Subclass of item or ability to attach in slot 1." item_2( vdata_choice:scripts/misc.vdata&scripts/npc_abilities.vdata ) : "Item Or Ability Subclass 2" : "" : "Subclass of item or ability to attach in slot 2." item_3( vdata_choice:scripts/misc.vdata&scripts/npc_abilities.vdata ) : "Item Or Ability Subclass 3" : "" : "Subclass of item or ability to attach in slot 3." item_4( vdata_choice:scripts/misc.vdata&scripts/npc_abilities.vdata ) : "Item Or Ability Subclass 4" : "" : "Subclass of item or ability to attach in slot 4." primary_linked_ability_1( vdata_choice:scripts/npc_abilities.vdata ) : "Primary Linked Ability 1" : "" : "(Optional) Subclass of primary ability to link to 1st ability to add." primary_linked_ability_2( vdata_choice:scripts/npc_abilities.vdata ) : "Primary Linked Ability 2" : "" : "(Optional) Subclass of primary ability to link to 2nd ability to add." primary_linked_ability_3( vdata_choice:scripts/npc_abilities.vdata ) : "Primary Linked Ability 3" : "" : "(Optional) Subclass of primary ability to link to 3rd ability to add." primary_linked_ability_4( vdata_choice:scripts/npc_abilities.vdata ) : "Primary Linked Ability 4" : "" : "(Optional) Subclass of primary ability to link to 4th ability to add." ability_remove_1( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 1" : "" : "Subclass of 1st ability to remove." ability_remove_2( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 2" : "" : "Subclass of 2nd ability to remove." ability_remove_3( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 3" : "" : "Subclass of 3rd ability to remove." ability_remove_4( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 4" : "" : "Subclass of 4th ability to remove." m_iszEntity( vdata_choice:scripts/npc_units.vdata ) : "Target NPC" m_iszAbilityName( vdata_choice:scripts/misc.vdata&scripts/npc_abilities.vdata ) : "Ability Subclass to Perform" : "" : "Subclass of the ability that target NPC(s) should perform against the Ability Target." output OnAbilityUse(string) : "An ability has started, but may not complete." output OnAbilityUseEnded(string) : "An ability has been finished." ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ NPC Interactions. A huge script responsible for how non-player characters can behave in various situations. Who they can attack, what abilities they can use, how to move during combat and much more. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ NPC_LogicType NPC_DrawLogicBeam<>() Damage Dealt (in the case of NPC vs NPC damage, medium skill is used) @BaseClass base(Targetname, Parentname) color(255 0 255) sphere(m_flRadius) = BaseScripted [ m_iszEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script." m_iszIdle(sequence) : "Pre Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play before the action animation if the NPC must wait for the script to be triggered. Use 'Start on Spawn' flag or MoveToPosition input to play this idle animation." m_iszEntry(sequence) : "Entry Animation" : "" : "The name of the sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play when the sequence starts, before transitioning to play the main action sequence." m_iszPlay(sequence) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play." m_iszPostIdle(sequence) : "Post Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play after the action animation." m_iszCustomMove(sequence) : "Custom Move Animation" : "" : "Used in conjunction with the 'Custom movement' setting for the 'Move to Position' property, specifies the sequence (such as 'crouch_run01') or activity (such as 'ACT_RUN') to use while moving to the scripted position." sync_group(string) : "Synchronization Group" : : "If set, identifier used to match other scripted sequences to synchronze with (alternative to name-based sync)" m_bLoopActionSequence(boolean) : "Loop Action Animation?" : 0 m_bSynchPostIdles(boolean) : "Synch Post Idles?" : 0 m_bAllowCustomInterruptConditions(boolean) : "Allow custom interrupt conditions to be set." : 0 conflict_response(choices) : "Script Conflict Response" : 0 : "What to do if this scripted sequence begins and the actor is already executing a scripted sequence." = [ 0 : "Enqueue" 1 : "Interrupt" ] m_nGroundIKPreference(choices) : "Ground IK Preference" : 0 : "If this NPC has ground IK; whether we disable it for the playthrough of the sequence or not." = [ 0 : "No change" 1 : "Disable for this sequence" ] m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere." m_flRepeat(integer) : "Repeat Rate ms" : 0 m_fMoveTo(Choices) : "Move to Position" : 1 = [ 0 : "No" 1 : "Walk" 2 : "Run" 3 : "Custom movement" 4 : "Instantaneous" 5 : "No - Turn to Face" ] m_iszNextScript(target_destination) : "Next Script" : : "The name of the script to run immediately after this script completes. The NPC will not return to AI between the two scripts." m_bIgnoreGravity(boolean) : "Ignore Gravity on NPC during script" : 0 : "If this is set to 'Yes', the NPC will not be subject to gravity while playing this script." m_bDisableNPCCollisions(boolean) : "Disable NPC collisions during script" : 0 : "Useful for when NPCs playing scripts must interpenetrate while riding on trains, elevators, etc. This only disables collisions between the NPCs in the script and must be enabled on BOTH scripted_sequences." m_bKeepAnimgraphLockedPost(boolean) : "Keep Animgraph Locked after script" : 0 : "If set, the animgraph will remain locked in the Direct Playback node after this sequence finishes. This is only useful if you have a 'Next Script' set, and you don't want the animgraph to return to Idle during the transition. Note that the 'Next Script' cannot require the NPC to animate/move to it, because the NPC will be unable to move while in the Direct Playback node. In that case, or if you have no 'Next Script' set, selecting this will simply cause the NPC to freeze after it finishes the sequence." // Inputs input BeginSequence(void) : "Summons an NPC to act out the scripted sequence." input MoveToPosition(void) : "Summons an NPC to the script location. They will play their scripted idle (or ACT_IDLE if none is specified) until BeginSequence is triggered." input CancelSequence(void) : "Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation." input SetActionSequence(string) : "Sets the name of the action sequence that will play when the action sequence plays. Can be used for branching sequences." // Outputs output OnBeginSequence(void) : "Fires when the scripted sequence begins playing." output OnActionStartOrLoop(void) : "Fires when the action animation begins playing and each time it loops." output OnEndSequence(void) : "Fires when the action animation completes." output OnCancelSequence(void) : "Fires when the sequence is cancelled." output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)." output OnScriptEvent01(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." output OnScriptEvent02(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." output OnScriptEvent03(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." output OnScriptEvent04(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." output OnScriptEvent05(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." output OnScriptEvent06(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." output OnScriptEvent07(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." output OnScriptEvent08(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script." ] @PointClass base(Targetname, Parentname) tags( AI ) iconsprite("editor/info_target.vmat") tags( Choreo ) = scripted_target : "Scripted Target" [ StartDisabled(boolean) : "Start Disabled" : 1 m_iszEntity(npcclass) : "Target NPC" m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere." MoveSpeed(integer) : "Move Speed" : 5 // How quickly should target move between scripted targets PauseDuration(integer) : "Pause Duration" : 0 // How long should target pause at scripted target EffectDuration(integer) : "Effect Duration" : 2 // How long should any associated effect last target(target_destination) : "Next Target" // Next scripted target // Inputs input Enable(void) : "Enable this entity" input Disable(void) : "Disable this entity" // Outputs output AtTarget(void) : "Fires when NPC reaches this target" output LeaveTarget(void) : "Fires when NPC leaves this target" ] @PointClass base(BaseScripted, DXLevelChoice) editormodel("models/editor/scripted_sequence.vmdl") tags( Choreo ) sphere(m_flRadius) sequenceList( entity, "m_iszEntity" ) = scripted_sequence : "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 "+ "be told to play the script wherever they currently are. "+ "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. "+ "This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:<br><br>"+ "1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2.<br>"+ "2) If forced to wait for another actor to move to position, play the pre-action idle animation, otherwise skip to step 3. If there is no pre-action idle specified, ACT_IDLE is used.<br>"+ "3) Fire the OnBeginSequence output.<br>"+ "4) Play the action animation. If no action animation is specified, skip to step 5.<br>"+ "5) Play the post-action idle animation. If none is specified, skip to step 6. If the 'Loop in Post Idle' spawnflag is set, keep playing the post-action idle until the script is cancelled. If no post-action idle animation is specified, ACT_IDLE is used.<br>"+ "6) Fire the OnEndSequence output.<br>"+ "7) If a next script to play is specified, hand the NPC to the next script and repeat this process for that script.<br><br>"+ "The MoveToPosition input runs steps 1 and 2, then waits while playing the pre-action idle animation until the BeginSequence input is received.<br><br>"+ "If the sequence has motion extraction in it, set the 'Don't Teleport NPC On End' spawnflag." [ spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse (if not, fade)" : 0 16 : "Start on Spawn" : 0 32: "No Interruptions" : 0 64: "Override AI" : 0 128: "Don't Teleport NPC On End" : 0 256: "Loop in Post Idle" : 0 512: "Priority Script" : 0 2048: "Hide Debug Complaints" : 0 4096: "Allow other NPC actors to continue after this NPC actor's death" : 0 ] onplayerdeath(choices) : "On player death" : 0 : "What this entity should do if the player dies." = [ 0 : "Do Nothing" 1 : "Cancel Script and return to AI" ] onnpcdeath(choices) : "On NPC actor death" : 0 : "What the NPC performing this script should do if it dies." = [ 0 : "LEGACY - Use old settings" 1 : "Ragdoll immediately" 2 : "Perform a death animation" ] prevent_update_yaw_on_finish(choices) : "Prevent Yaw Update on Finish" : 0 : "By default, when finishing the sequence, the NPC has its ideal yaw updated to maintain the current forward facing. This allows you to prevent that if you want to return to the facing prior to starting the sequence." = [ 0 : "No" 1 : "Yes" ] ensure_on_navmesh_on_finish(choices) : "Ensure on Nav Mesh on Finish" : 1 : "When finishing the sequence, if the NPC uses the navmesh, ensure the NPC is on a valid location on the navmesh." = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname) tags( Choreo ) color(255 0 255) iconsprite("editor/ai_scripted_moveto") = ai_scripted_moveto : "Forces an NPC to move to a specified destination entity." [ m_iszNPC(target_destination) : "Target NPC(s)" : : "The name or classname of an NPC to use. If multiple NPCs are found, all of them will be told to move to the Target Destination." m_iszTarget(target_destination) : "Target Destination" : "" : "The entity that marks the destination of this move-to." resilient(choices) : "Reacquire after break" : 1 : "If set , once the NPC returns to idling, it'll resume the move-to until reaching the destination, even if it previously broke out of the schedule due to the Interruptability choices." = [ 0 : "No" 1 : "Yes" ] shouldsetenemy(choices) : "Set Enemy To Target" : 0 : "If the target destination is an NPC or player, setting this to 'Yes' will also give commanded NPCs memory of the target, and cause them to set their enemy to it. Note that if there's another NPC that's a better enemy, commanded NPCs will flip to the better enemy on their next think." = [ 0 : "No" 1 : "Yes" ] switchidletoalert(choices) : "Switch To Alert State if Idle" : 0 : "If the commanded NPC(s) is in Idle state, switch them to Alert state." = [ 0 : "No" 1 : "Yes" ] interruptability(choices) : "Interruptability" : 0 : "Sets what kind of events can interrupt an NPC that's performing this move to. Note that when set to 'Everything', NPCs can be easily interrupted by small things like physics impact sounds, or distant combat sounds." = [ 0 : "Everything that usually interrupts AI" 3 : "Direct Combat (Seeing enemies, taking damage, etc)" 1 : "Only Taking Damage" 2 : "Nothing" ] // Inputs input StartMoveTo(void) : "Starts all target NPC(s) moving to the target destination." input StopMoveTo(void) : "Stops all target NPCs that are performing this move to." // Outputs output OnFailedToPerform(string) : "Fired when we fail to command any target NPC(s) to move to the destination. This occurs if no target NPCs could be found, or if they were found but were in a state that couldn't be broken out of to perform the movement." ] @PointClass base(Targetname) tags( Choreo ) color(255 0 255) iconsprite("editor/aiscripted_schedule") = ai_scripted_abilityusage : "Forces an NPC to perform an ability at a specified target." [ m_iszNPC(target_destination) : "Target NPC(s)" : "" : "The name or classname of an NPC to use. If multiple NPCs are found, all of them will be told to perform the ability at the Ability Target." m_iszAbilityName( vdata_choice:scripts/misc.vdata&scripts/npc_abilities.vdata ) : "Ability to Perform" : "" : "Name of the ability that target NPC(s) should perform against the Ability Target." m_iszTarget(target_destination) : "Ability Target" : "" : "The entity that marks the target of the ability." m_nAbilityTargetBodyLoc(choices) : "Target Body Location" : 3 : "The body location on the Ability Target entity that the ability should target." = [ 0 : "Eyes" 1 : "Muzzle" 2 : "Abs Origin" 3 : "Randomized around Body Center" 4 : "Head" ] m_nAbilityTargetOrigin(choices) : "Target Origin" : 0 : "The method by which we determine the origin of the entity that the Ability will target. The Target Body Location is then used as a local offset on top of this origin. Predicated Abs Origin uses the current velocity of the target to anticipate where they'll be 0.5s in the future. Last Known/Seen position only really applies to enemies that the performing NPC has lost sight of." = [ 0 : "Current Abs Origin" 1 : "Predicted Abs Origin" 2 : "Last Known Position" 3 : "Last Seen Position" ] resilient(choices) : "Force Completion" : 1 : "If set, if the NPC was unable to perform the ability when first asked, it'll attempt to run a schedule to resolve whatever issue prevented it. Once that's completed, it'll try again to perform the ability." = [ 0 : "No" 1 : "Yes" ] shouldsetenemy(choices) : "Set Enemy To Target" : 0 : "If the target destination is an NPC or player, setting this to 'Yes' will also give commanded NPCs memory of the target, and cause them to set their enemy to it. Note that if there's another NPC that's a better enemy, commanded NPCs will flip to the better enemy on their next think." = [ 0 : "No" 1 : "Yes" ] switchidletoalert(choices) : "Switch To Alert State if Idle" : 0 : "If the Target NPC(s) is in Idle state, switch them to Alert state." = [ 0 : "No" 1 : "Yes" ] // Inputs input PerformAbility(void) : "Tells all target NPC(s) to perform the ability." input AbortAbilityPerformance(void) : "Tells all target NPC(s) to abort performing the ability, if they're in the process of doing it." // Outputs output OnFailedToPerform(string) : "Fired when we fail to command any target NPC(s) to perform the ability. This occurs if no target NPCs could be found, or if they were found but were in a state that couldn't be broken out of to perform the ability." ] ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Bot Navigation / Navmesh System (not in CS2 or Deadlock) ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ +nav_draw_space_fly +nav_draw_space_swim +nav_show_area_water_info +navspace_create_water_smooth_connections +navspace_create_water_transition_connections ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Advanced Hair System & Groom Meshes ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ +C:\buildworker\csgo_rel_win64\build\src\scenesystem\utils\hairrenderer.cpp SceneSystem/HairShading HairShadingAtlas materials/dev/hair_processing_cs.vmat materials/dev/hair_render_volume.vmat materials/dev/hair_shading_cs.vmat materials/dev/hair_render_ao_volume.vmat materials/dev/hair_render_shadow_volume.vmat materials/dev/hair_sim_cs.vmat Could not create HairMetaData( %s ) node ERROR! Cannot load HairRendererManifest resource manifest! Pick the source hair file D_HAIR_COLOR D_FULL_HAIR_PIPELINE Hair Shadow HairColorCombo HairColorTexture HairCountToDensityScale HairLengthScale HairDensityTexture HairDensityVolumeTexture_%i HairRendererManifest HairShadowTexture HairStrandInfo HairVolumeTexture HalfVoxelSize hairdensityaccumvolume hairdensityvolume hairindexbuffer hairindirectargsbuffer hairlighting hairsegmentdepth hairsegmentindexbuffer hairshadingatlas hairquadindexbuffer hairsim_force_fixed_timestep hairsim_reset hairsimvelocityvolume hair_count guide_hair_count Target Hair Count Target Guide Hair Count r_hair_voxels r_haircull_percent r_hairsort r_force_thick_hair m_hairInfoBufferData m_hairs m_nHairCount m_hairPositionOffsets m_bHasHairPositionOffsets m_nGuideHairCount m_nGuideIdx m_nSegmentsPerHairStrand m_flSumOfAllHairLengths m_nGuideHairIndices_nSurfaceTriIndex ResolvedHairVolumeTexture ResolvedHairVolumeTextureMip1 ResolvedHairVolumeTextureMip2 SampleHairVolumeTexture GuideHairVertexCacheOffset RenderHairStrandInfo_t IsHairSimParamMaterial Decimated hair count: %2 Guide hair count: %3 %s_hair_ao %s_hair_density %s_hairsim_PosVelQuat +rtcNewBSplineHairGeometry is not supported +rtcNewBezierCurveGeometry is not supported +rtcNewBezierHairGeometry is not supported ------------------------------------------------------------------- StrandCount StrandIB StrandCullThreshold StrandDepth StrandVB StrandsPerTextureRow segments_per_strand SimStrandsPerGroup SimThreadsPerGroup SimThreadsPerStrand SegmentsPerStrand SegmentsPerHairStrand VertsPerStrand SegmentLength ShadingAtlas ShadingSamplesPerStrand ShadowAtlas ShadowAtlas%d.vtex ShadowDepth Strand Curve Subdivision ------------------------------------------------------------------- AssignClusters(), C:\buildworker\csgo_rel_win64\build\src\modeldoc_lib\modeldoc_groommeshfile.cpp:318 materials/dev/groom_default.vmat materials/dev/groom_physics_defaults.vmat groom CRenderGroom m_nGroomGroupID m_pGroomData Groom Stats GroomInfo GroomMeshFile GroomMetaData Reference to an alembic file with curves data, turns into a runtime groom mesh Stores metadata for groom meshes. _groommetadata tools/images/modeldoc_editor/outliner_icon_groom_mesh_file.png ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Procedural speech animations https://www.speech-graphics.com/ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ speech_graphics = { _class = "CSimpleAssetTypeInfo" m_FriendlyName = "Speech Graphics RTS" m_Ext = "rts" m_IconLg = "game:tools/images/assettypes/speech_graphics_lg.png" m_IconSm = "game:tools/images/assettypes/speech_graphics_sm.png" m_bHideTypeByDefault = true } game\core\tools\images\assettypes\speech_graphics_lg.png game\core\tools\images\assettypes\speech_graphics_sm.png ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Faceposer Update ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Look At Target Event In This Channel" @PointClass base(ChoreoEvent, PitchYaw) = face : "Face To Actor" [ ActorName( string ) : "Face Actor" HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Face To Event In This Channel" ] @PointClass base(ChoreoEvent) = lock_facing : "Lock Body Facing" HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Event In This Channel" HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Face To Event In This Channel" HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Mood Event In This Channel" HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Mood Body Event In This Channel" HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Ignore External Lookats In This Channel" ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Day & Night Cycle + Lighting improvements ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ +mod != hlx +mod != hlx || m_nLightingMode != PARTICLE_LIGHTING_PER_VERTEX m_fTimeOfDay +m_bIsDay +light_direction_day +light_direction_night +ambient_direction_day +ambient_direction_night +specular_direction_day +specular_direction_night +inspector_specular_direction_day +inspector_specular_direction_night ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Water and Water Levels Wasn't a thing in Source 2 before. Ability to change the direction of flow, density, depth, "pushing out" force, splash size, etc. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ water waterStart waterDepth flWaterDepth WaterEffectsDepth Water.PlayerEnter Water.PlayerExit Land_WaterVol.StepLeft D_CHEAP_WATER D_WATER_FADE D_WRITE_WATER_FOG_TO_DEST_ALPHA m_flFluidDensity Multiply water drag for buoyancy phys_buoyancy_drag_multiplier trigger_buoyancy CTriggerBuoyancy Water Splash Size m_nSplashSize NormalWaterLayer WaterBlendLayer renderWater bRenderWaterReflections previewWaterFlow water_flow_map_texture +m_flWaterLevel +m_flWaterRuneSpawnInterval +Water: Level %0.3f +WaterLevel_t +WL_Count +WL_FullyUnderwater +m_bSampleWater +sample water current +UNDER_WATER_DEEP +UNDER_WATER_NON_TRANSITION +UNDER_WATER_TRANSITION +m_flEyePitchAngleToTreadWaterAtChestHeight +Scale on the force of buoyancy and water drag ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Grass Rendering ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ GrassObject WorldRenderer/GrassDilateColors WorldRenderer/GrassNoHalfTexel WorldRenderer/GrassQuadSize ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Wind Can change the strength, direction, types, and dependence on time of day ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ +m_bSampleWind FeNodeWindBase_t m_DynNodeWindBases m_flWindDrag WindDir WindStrengthFreq CEnvWindShared C_EnvWindShared C_EnvWindShared::WindAveEvent_t C_EnvWindShared::WindVariationEvent_t max_wind min_wind wind_amount_day wind_amount_night wind_angle ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Dynamic Fog, Sun, Precipitation & Buoyancy (Rain and Weather)? ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ Dynamic Fog No Shadows Dynamic Fog with Shadows PARTICLE_FOG_DISABLED PARTICLE_FOG_ENABLED PARTICLE_FOG_GAME_DEFAULT PARTICLE_LIGHTNING_BRANCH_CURRENT_DIR PARTICLE_LIGHTNING_BRANCH_ENDPOINT_DIR PARTICLE_LIGHT_FOG_LIGHTING_MODE_DYNAMIC PARTICLE_LIGHT_FOG_LIGHTING_MODE_DYNAMIC_NOSHADOWS PARTICLE_LIGHT_FOG_LIGHTING_MODE_NONE ParticleFogType_t ParticleLightFogLightingMode_t ParticlesFoggedByDefault fog contribution fog lighting mode m_flFogContribution m_nFogLightingMode m_nFogType VolumeFog m_bFogParticles angular_fog_max_end angular_fog_max_start angular_fog_min_end angular_fog_min_start fogEnable fogEnd fogMaxDensity fogStart fog_color fog_colorskybox fog_enable fog_enableskybox fog_end_day fog_end_night fog_endskybox fog_flow_map_texture fog_hdrcolorscale fog_hdrcolorscaleskybox fog_height_day fog_height_night fog_hight_color_day fog_hight_color_night fog_lighting fog_maxdensity fog_maxdensityskybox fog_maxs fog_mins fog_override fog_start_day fog_start_night fog_startskybox fog_type fogblend fogcolor fogcolor2 particles/rain_fx/econ_weather_pestilence.vpcf particles/rain_fx/econ_weather_sirocco.vpcf particles/rain_fx/econ_weather_spring.vpcf particles/rain_fx/flying_embers.vpcf particles/rain_fx/ground_fog.vpcf particles/rain_fx/ground_fog_none.vpcf particles/rain_fx/precipitation_ash.vpcf particles/rain_fx/rain_outer.vpcf particles/rain_fx/smoke_precipitation.vpcf particles/rain_fx/smoke_precipitation_outer.vpcf particles/rain_fx/smoke_precipitation_screen.vpcf particles/rain_fx/xen_spore_precipitation.vpcf particles/rain_fx/xen_spore_precipitation_outer.vpcf particles/rain_storm_fx/rain_storm.vpcf particles/rain_storm_fx/rain_storm_outer.vpcf particles/rain_storm_fx/rain_storm_screen.vpcf Dynamic Weather Scale Finished Time: %f Dynamic Weather: %s Toggle dynamic weather on/off PrecipitationType_t CPrecipitationVData scripts/precipitation.vdata PointClass base(Targetname) color(255 255 255) editormodel( "models/editor/light_environment", lightModeTint, "124 255 157", "255 64 64" ) iconsprite { image = "materials/editor/env_sun.vmat" tintKey = "color" } helper_env_sun() = env_sun : "An entity to control & draw a sun effect in the sky." [ effect_name(particlesystem) [report] : "Particle Sun flare" : "particles/environment/env_sun_clear.vpcf" effect_namess(particlesystem) [report] : "Sceenspace effect (addition)" : "" : "particles/environment/env_sun_screenspace_flare.vpcf" full_luminositycolorvalue(boolean) : "Remap to Max Luminosity" : 1 : "Regardless of color Value set to max luminocity. This is mainly for additive things like the sun" colortint(color255) : "Sun Color (R G B)" : "100 80 80" scale(float) : "Size" : "16.0" : "Increased control on scaling the sun in the particle system. This read into control point 17 which should drive the system." rotation(float) : "Sprite Rotation" : "0.0" : "Rotate the sprite. passed to Particle through Control point 15" alphascale(float) : "Core Alpha" : "0.0" : "Rotate the sprite. passed to Particle through Control point 18 x" alphahdr(float) : "Hdr Alpha" : "0.0" : "Rotate the sprite. passed to Particle through Control point 18 y" alphahaze(float) : "Haze Alpha" : "0.0" : "Alpha sprite. passed to Particle through Control point 18 z" selfillumscale(float) : "HDR color scale" : "1.0" : "float value to multiply sprite color by when running in HDR mode. Cp 17 y." hazescale(float) : "Haze Scale" : "1.0" : "additional control for creating things like haze. Treat this like another float input on cp 17 z." mapfarz(integer) : "Map Farz" : "10000" : "The farz set in the map's env_fog_controller. this is to help preview for size in hammer only. Not used in game. " farzscale(float) : "FarZ Scale" : ".9" : "Default is .9, it will let you scale the distance of the sun to the player incase of fog fading out the sun. " ] +@SolidClass base(Trigger) = func_precipitation : "A brush entity that creates precipitation inside its volume." [ spawnflags(flags) = [ 1: "Clients" : 1 2: "NPCs" : 0 4: "Pushables": 0 8: "Physics Objects" : 0 16: "Only player ally NPCs" : 0 32: "Only clients in vehicles" : 0 64: "Everything (not including physics debris)" : 1 512: "Only clients *not* in vehicles" : 0 1024: "Physics debris" : 0 2048: "Only NPCs in vehicles (respects player ally flag)" : 0 4096: "Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...)" : 1 8192: "Ignore client's hands" : 0 ] subclass_name( subclass_choice:scripts/precipitation.vdata ) : "Precipitation Subclass" : "" : "The Type of Precipitation." renderamt(integer) : "Density (0-100%)" : 100 ] @SolidClass base(Targetname, Parentname) = func_precipitation_blocker : "A brush entity that prevents rain and snow inside its volume." [ input EnableShadow(void) : "Turn shadow on." input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates" input SetRenderAttribute(string) : "Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0" input ClearRenderAttribute(string) : "Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value." ] @SolidClass base(Trigger) = trigger_buoyancy : "A volumetric trigger that affects the motion of vphysics objects that touch it by applying buoyancy to them." [ SetFluidDensity(float) : "Fluid density, kg/liter" : "1.0" input SetFluidDensity(float) : "Fluid density, kg/liter" ] // An entity that𠏋 designed around this workflow if you鏆 like? Something like: env_cubemap_capture where its purpose is to write an exr/vtex whenever cubemap building is triggered (presumably in Hammer via preview lighting or in-engine via buildcubemaps). I can also imagine a future where this is dynamic or semi-static (i.e. triggered to refresh at key moments) at runtime. // And of course pointing the cubemap fog at it would do the smart thing, but you could also just have the two point at the same vtex? PointClass base( Targetname, Parentname ) tags( VisPreview ) iconsprite( "editor/env_cubemap.vmat" ) = env_cubemap_capture : "Renders a cubemap and stores the result somewhere." [ bake_path_buildcubemaps(string) { group="Bake Path" } : "Unimplemented!!! Bake Path (buildcubemaps)" : "" : "Where to write the cubemap when running the buildcubemaps command." bake_path_previewlighting(string) { group="Bake Path" } : "Bake Path (Preview Baked Lighting)" : "" : "Where to write the cubemap when doing preview bake." resolution(choices) { group="Render Settings" } : "Resolution" : "0" = [ "0" : "Default" "128" : "128x128" "256" : "256x256" "512" : "512x512" "1024" : "1024x1024" "2048" : "2048x2048" "4096" : "4096x4096" ] bakenearz(float) { group="Render Settings" } : "Render Near Z" : "2.0" : "Near clip plane used for the camera when rendering the cube map" bakefarz(float) { group="Render Settings" } : "Render Far Z" : "4096.0" : "Far clip plane used for the camera when rendering the cube map" ] ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Meshlets ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ +CMeshletDescriptor +m_meshlets +m_nFirstMeshlet +m_nNumMeshlets +, %s agg [%s fragments, %s meshlets] +CulledMeshletDrawArgs +Culling: %s objects pre-cull (%s tested), %s passing culling +Added aggregate with %i meshes, %i fragments +Added aggregate with %i meshes, %i fragments, %i meshlets, %i tris +MeshletData +ResourceCompiler/MeshCompiler/MeshletConeWeight +ResourceCompiler/WorldRendererBuilder/AggregateInstancingMeshlets +meshlet_index_count +MeshletIndexCopyLoops +CUtlMemory<class CMeshletDescriptor,int>::Grow ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Physics based Vehicles ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ Vehicles VEHICLE_LINKAGE VehicleEntityIO VehicleEntityIOVData BaseVehicle BaseClass base(Targetname, Global) = BaseVehicle subclass_name( subclass_choice:scripts/vehicles.vdata ) : "Vehicle Subclass" : "" : "Subclass of the Vehicle." vehicle_locked(boolean) : "Start locked" : 0 PointClass base(BaseVehicle) vdata_model{my_key = "subclass_name" vdata_key = "m_sModelName" use_class_when_blank = true} = vehicle_entityio : "Vehicle which does nothing but fire outputs based on IN_BUTTONS, typically used for prototyping." BaseVehicleVData BaseVehicleCameraData_t BaseVehicleControlsData_t BaseVehiclePhysicsAeroData_t BaseVehiclePhysicsData_t BaseVehiclePhysicsDrivetrainData_t BaseVehiclePhysicsTireModelData_t BaseVehiclePhysicsWheelData_t RN_DRAW_VEHICLES RNTOOLQUERY_VEHICLE +A particle effect that releases smoke when the wheels are slipping heavily Vehicle VehicleAero VehicleAero RnVehicleRefl_t::m_Aero VehicleArtificalForces VehicleArtificalForces RnVehicleRefl_t::m_ArtificialForces VehicleBodies VehicleDrivetrain VehicleKeyframer VehicleKeyframer::RnAngularMotor_t VehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_PitchMotor VehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_RollMotor VehicleKeyframer::RnLinearConstraint1_t VehicleKeyframer::RnLinearConstraint1_t RnVehicleKeyframerRefl_t::m_LinearConstraint VehicleSuspension VehicleTire VehicleTires CUtlVector< CRnVehicle* > CUtlVector< CRnVehicleTire > VehicleBodiesRefl_t VehicleBodiesRefl_t RnVehicleRefl_t::m_Bodies VehicleDrivetrainRefl_t VehicleDrivetrainRefl_t RnVehicleRefl_t::m_Drivetrain VehicleDrivetrainWheelRefl_t VehicleDrivetrainWheel_t VehicleKeyframerRefl_t VehicleRefl_t VehicleSuspensionRefl_t VehicleSuspensionRefl_t RnVehicleRefl_t::m_Suspension VehicleSuspensionWheel_t VehicleTireContactPatchRefl_t VehicleTireContactPatch_t VehicleTireModelParams_t VehicleTireModelParams_t RnVehicleTireRefl_t::m_LateralParams VehicleTireModelParams_t RnVehicleTireRefl_t::m_LongitudinalParams VehicleTireRefl_t VehicleTiresRefl_t VehicleTiresRefl_t RnVehicleRefl_t::m_Tires VehicleWheelBodyRefl_t VehicleWheelBody_t ResourceArray< RnVehicleDrivetrainWheelRefl_t > RnVehicleDrivetrainRefl_t::m_vecWheels ResourceArray< RnVehicleSuspensionWheel_t > RnVehicleSuspensionRefl_t::m_vecWheels ResourceArray< RnVehicleTireContactPatchRefl_t > RnVehicleTiresRefl_t::m_vecContactPatches ResourceArray< RnVehicleTireRefl_t > RnVehicleTiresRefl_t::m_vecTires ResourceArray< RnVehicleWheelBodyRefl_t > RnVehicleBodiesRefl_t::m_vecWheelBodies float RnVehicleDrivetrainRefl_t::m_flBrake float RnVehicleDrivetrainRefl_t::m_flDriveTorqueScaleAtLowSpinAngVel float RnVehicleDrivetrainRefl_t::m_flDrivetrainLimitedTopSpeed float RnVehicleDrivetrainRefl_t::m_flDrivetrainLimitedTopSpeedReverse float RnVehicleDrivetrainRefl_t::m_flLowSpinAngVelThreshold float RnVehicleDrivetrainRefl_t::m_flMaxSteeringAngle float RnVehicleDrivetrainRefl_t::m_flSteeringInput float RnVehicleDrivetrainRefl_t::m_flThrottle float RnVehicleKeyframerRefl_t::m_flKeyframedPitch float RnVehicleKeyframerRefl_t::m_flKeyframedRoll float RnVehicleKeyframerRefl_t::m_flPitchDampingRatio float RnVehicleKeyframerRefl_t::m_flPitchFrequency float RnVehicleKeyframerRefl_t::m_flRollDampingRatio float RnVehicleKeyframerRefl_t::m_flRollFrequency float RnVehicleKeyframerRefl_t::m_flStrengthScale float RnVehicleTireContactPatchRefl_t::m_flContactImpulse float RnVehicleTireContactPatchRefl_t::m_flLatEffectiveFrictionCoeff float RnVehicleTireContactPatchRefl_t::m_flLatEffectiveMass float RnVehicleTireContactPatchRefl_t::m_flLatImpulse float RnVehicleTireContactPatchRefl_t::m_flLatSlip float RnVehicleTireContactPatchRefl_t::m_flLongEffectiveFrictionCoeff float RnVehicleTireContactPatchRefl_t::m_flLongEffectiveMass float RnVehicleTireContactPatchRefl_t::m_flLongImpulse float RnVehicleTireContactPatchRefl_t::m_flLongSlip float RnVehicleTireContactPatchRefl_t::m_flTireFrictionBlend float RnVehicleTireContactPatchRefl_t::m_flWheelInvMass float RnVehicleTireContactPatchRefl_t::m_flWheelRadius float RnVehicleTireRefl_t::m_flLatNormalizingFactor float RnVehicleTireRefl_t::m_flLateralEffectiveFrictionCoeff float RnVehicleTireRefl_t::m_flLateralSlip float RnVehicleTireRefl_t::m_flLongNormalizingFactor float RnVehicleTireRefl_t::m_flLongitudinalEffectiveFrictionCoeff float RnVehicleTireRefl_t::m_flLongitudinalSlip float RnVehicleTireRefl_t::m_flRadius float RnVehicleTireRefl_t::m_flThickness float RnVehicleTireRefl_t::m_flTireFrictionBlend float RnVehicleTireRefl_t::m_flTotalContactImpulse float RnVehicleTiresRefl_t::m_flDrivableSurfaceLateralCollisionScale float RnVehicleTiresRefl_t::m_flDrivableSurfaceLongitudinalCollisionScale float RnVehicleTiresRefl_t::m_flNonDrivableSurfaceFrictionScale float RnVehicleTiresRefl_t::m_flNonDrivableSurfaceLateralCollisionScale float RnVehicleTiresRefl_t::m_flNonDrivableSurfaceLongitudinalCollisionScale float RnVehicleTiresRefl_t::m_flSinMaxDrivableAngle float RnVehicleTiresRefl_t::m_flTireFrictionBlendMaxWheelSpinAngVel float RnVehicleTiresRefl_t::m_flTireFrictionBlendMinWheelSpinAngVel float RnVehicleWheelBodyRefl_t::m_flRadius Vector RnVehicleTireContactPatchRefl_t::m_vCenter Vector RnVehicleTireContactPatchRefl_t::m_vInertiaInvScaledLever Vector RnVehicleTireContactPatchRefl_t::m_vLever Vector RnVehicleTireContactPatchRefl_t::m_vTangentForward Vector RnVehicleTireContactPatchRefl_t::m_vTangentLeft Vector RnVehicleTireContactPatchRefl_t::m_vUnmodifiedNormal Vector RnVehicleTireContactPatchRefl_t::m_vWheelLeft int RnVehicleKeyframerRefl_t::m_nChassisIslandBodyIndex int RnVehicleTireContactPatchRefl_t::m_nIslandBodyIndex int RnVehicleTireContactPatchRefl_t::m_nWheelIndex int RnVehicleTireRefl_t::m_nIslandBodyIndex m_flOverturnedAngle What angle from upright does this vehicle need to be to be considered overturned? (0 == never is overturned) vehicletires.cpp float RnVehicleTireContactPatchRefl_t::m_flNormalizedCombinedSlip float RnVehicleTireContactPatchRefl_t::m_vecOtherSurfaceFrictionCoeff[ 4 ] float RnVehicleTireRefl_t::m_flFrictionScale float RnVehicleTireRefl_t::m_flNormalizedCombinedSlip float RnVehicleTireRefl_t::m_flOtherSurfaceFrictionCoeff ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Passengers in Vehicles ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ m_hPassenger m_hPassengerPawn m_hPassengerWeapon m_nAllowedPassengerIndex m_vecPassengerInfo m_vecPassengerRoles m_vecAllowedPassengers m_bIsNonDriverPassenger VehiclePassengerState_t VehiclePassengerInternalInfo_t SUBCLASS_SCOPE_PLAYER The subclass of the allowed passenger SUBCLASS_SCOPE_VEHICLES The pawn subclass to create to control the vehicle (player passengers only) +m_flUseRangeScale +Scales the use range for players near this vehicle, so they can enter from farther away +m_flEntryTime +m_bExitForced Vehicle Entry Animgraph Finish Tag Vehicle Entry Animgraph Parameter Vehicle Exit Animgraph Finish Tag Vehicle Exit Animgraph Parameter m_bAllowBlockedExits m_bAllowMidairExits m_bIsEscapeExit m_bIsOverturnedExit m_flMaximumSpeedToEnterExit m_sAllowedSubclass m_sAnimgraphFinishTagEnter m_sAnimgraphFinishTagExit m_sAnimgraphParamEnter m_sAnimgraphParamExit m_sAnimgraphParamExitFallback PASSENGER_ENTERING_VEHICLE The animgraph parameter that is set on the vehicle to animate the passenger getting in. PASSENGER_EXITING_VEHICLE PASSENGER_IN_VEHICLE PASSENGER_NOT_THERE The animgraph status tag that will be set by the animgraph when it has finished performing the 'Entry Animgraph Parameter' step. The animgraph status tag that will be set by the animgraph when it has finished performing the 'Exit Animgraph Parameter' step. m_hExitBlocker Is this exit appropriate only if the vehicle is overturned? Escape exits have lower priority m_vecExitAnimations // Outputs output PassengerEntered(integer) : "Passenger entered the vehicle (argument is passenger index)" output PassengerExited(integer) : "Passenger exited the vehicle (argument is passenger index)" input Lock(void) : "Prevent passengers from entering or exiting the vehicle." input Unlock(void) : "Re-allow passengers to enter or exit the vehicle." =================================================================== // Outputs output OnButtonStart1(integer) : "Passenger started hitting button 1 (argument is passenger index)" output OnButtonEnd1(integer) : "Passenger stopped hitting button 1 (argument is passenger index)" output OnButtonStart2(integer) : "Passenger started hitting button 1 (argument is passenger index)" output OnButtonEnd2(integer) : "Passenger stopped hitting button 2 (argument is passenger index)" output OnButtonStart3(integer) : "Passenger started hitting button 3 (argument is passenger index)" output OnButtonEnd3(integer) : "Passenger stopped hitting button 3 (argument is passenger index)" output OnButtonStart4(integer) : "Passenger started hitting button 4 (argument is passenger index)" output OnButtonEnd4(integer) : "Passenger stopped hitting button 4 (argument is passenger index)" output OnButtonStart5(integer) : "Passenger started hitting button 5 (argument is passenger index)" output OnButtonEnd5(integer) : "Passenger stopped hitting button 5 (argument is passenger index)" output OnButtonStart6(integer) : "Passenger started hitting button 6 (argument is passenger index)" output OnButtonEnd6(integer) : "Passenger stopped hitting button 6 (argument is passenger index)" output OnButtonStart7(integer) : "Passenger started hitting button 7 (argument is passenger index)" output OnButtonEnd7(integer) : "Passenger stopped hitting button 7 (argument is passenger index)" output OnButtonStart8(integer) : "Passenger started hitting button 8 (argument is passenger index)" output OnButtonEnd8(integer) : "Passenger stopped hitting button 8 (argument is passenger index)" button1(choices) : "Button 1" : "" : "The button which fires the Button1-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] button2(choices) : "Button 2" : "" : "The button which fires the Button2-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] button3(choices) : "Button 3" : "" : "The button which fires the Button3-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] button4(choices) : "Button 4" : "" : "The button which fires the Button4-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] button5(choices) : "Button 5" : "" : "The button which fires the Button5-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] button6(choices) : "Button 6" : "" : "The button which fires the Button6-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] button7(choices) : "Button 7" : "" : "The button which fires the Button7-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] button8(choices) : "Button 8" : "" : "The button which fires the Button8-related outputs." = [ 1 : "IN_ATTACK" 2 : "IN_JUMP" 4 : "IN_DUCK" 8 : "IN_FORWARD" 16 : "IN_BACK" //32 : "IN_CANCEL" //64 : "IN_TURNLEFT" //128 : "IN_TURNRIGHT" 256 : "IN_MOVELEFT" 512 : "IN_MOVERIGHT" 1024 : "IN_ATTACK2" //2048 : "IN_RUN" 4096 : "IN_RELOAD" ] ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Wheels and Physic Attributes ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ m_vecWheels WheelIndex WheelInvMass WheelRadius WHEEL_JOINT Wheel Joint Wheel joint. WheelJoint PhysicsJointWheel AUTH_PHYS_WHEEL_JOINT +Name of the physics body for this wheel +wheel.m_pBody +wheelDesc.m_pBody +WheelbaseSigned +WheelCastDistAsFractionOfRadius WheeledPhysicsVehicle WheeledPhysicsVehicleVData +vecWheelIndices +vecWheelJoints +m_vecWheelNames +m_vecWheelContactPointEntitySpace +m_szWheelSmokeEffect +m_vecWheelSmokeEffectIndices +m_vecWheelSmokeIntensity m_flWheelSmokeIntensityRiseTimeConstant +Exponential moving average time constant used to smooth increases in the wheel smoke intensity -- i.e. time to reach 63% of target intensity +m_flWheelSmokeIntensityDecayTimeConstant +Exponential moving average time constant used to smooth decreases in the wheel smoke intensity -- i.e. time to reach 63% of target intensity +WheeledPhysicsVehicleAeroData_t +WheeledPhysicsVehicleAxleData_t +WheeledPhysicsVehicleCameraData_t +WheeledPhysicsVehicleChassisFrame_t +WheeledPhysicsVehicleControlsData_t +WheeledPhysicsVehiclePhysicsData_t +WheeledPhysicsVehicleTireModelData_t +WheeledPhysicsVehicleWheelData_t +WHEELED_VEHICLE_CHASSIS_FRAME_XFORWARD_YLEFT +WHEELED_VEHICLE_CHASSIS_FRAME_YBACKWARD_XLEFT +WHEELED_VEHICLE_CHASSIS_FRAME_ZFORWARD_XLEFT +"?wheelEvent@QAbstractSpinBox@@MEAAXPEAVQWheelEvent@@@Z +"?wheelEvent@QScrollBar@@MEAAXPEAVQWheelEvent@@@Z +"?wheelEvent@QTextEdit@@MEAAXPEAVQWheelEvent@@@Z +CUtlVector< CRnWheelJoint* > float RnWheelJointRefl_t::m_flAngularLambda1 float RnWheelJointRefl_t::m_flAngularMotorLambda float RnWheelJointRefl_t::m_flLinearLambda1 float RnWheelJointRefl_t::m_flLinearLambda2 float RnWheelJointRefl_t::m_flLinearLambda3 float RnWheelJointRefl_t::m_flLowerAngularLimitLambda float RnWheelJointRefl_t::m_flLowerLinearLimitLambda float RnWheelJointRefl_t::m_flSpinMotorLambda float RnWheelJointRefl_t::m_flSpinMotorMaxTorque float RnWheelJointRefl_t::m_flSpinMotorTargetVelocity float RnWheelJointRefl_t::m_flSteeringMotorDampingRatio float RnWheelJointRefl_t::m_flSteeringMotorFrequency float RnWheelJointRefl_t::m_flSteeringMotorTargetAngle float RnWheelJointRefl_t::m_flSuspensionDampingRatio float RnWheelJointRefl_t::m_flSuspensionFrequency float RnWheelJointRefl_t::m_flSuspensionRestLoad float RnWheelJointRefl_t::m_flUpperAngularLimitLambda float RnWheelJointRefl_t::m_flUpperLinearLimitLambda bool RnVehicleDrivetrainWheelRefl_t::m_bIsSteered bool RnWheelJointRefl_t::m_bIsSpinMotorEnabled bool RnWheelJointRefl_t::m_bIsSteeringLimitEnabled bool RnWheelJointRefl_t::m_bIsSteeringMotoEnabled bool RnWheelJointRefl_t::m_bIsSuspensionLimitEnabled Range_t RnWheelJointRefl_t::m_SteeringLimitRange Range_t RnWheelJointRefl_t::m_SuspensionLimitRange ModelDocPhysicsJoint_Wheel ModelDocAttr@MVCModelDocPhysicsJoint_Wheel ModelDocAttr@_NVCModelDocPhysicsJoint_Wheel ConcreteToolAttr@MVCModelDocPhysicsJoint_Wheel ConcreteToolAttr@_NVCModelDocPhysicsJoint_Wheel BaseConcreteToolAttr@MVCModelDocPhysicsJoint_Wheel ToolAttrGetSetAccess@MVCModelDocPhysicsJoint_Wheel BaseConcreteToolAttr@_NVCModelDocPhysicsJoint_Wheel ToolAttrGetSetAccess@_NVCModelDocPhysicsJoint_Wheel ValueAttributeWrapper@MVCModelDocPhysicsJoint_Wheel ValueAttributeWrapper@_NVCModelDocPhysicsJoint_Wheel m_bEnableSteeringLimit@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@ m_bEnableSuspensionLimit@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@ m_flMaxSteeringAngle@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@ m_flMaxSuspensionOffset@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@ m_flMinSteeringAngle@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@ m_flMinSuspensionOffset@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@ +ReflId_t RnVehicleSteeringWheelRefl_t::m_nWheelJointAddr +float RnVehicleSteeringWheelRefl_t::m_flLateralLever +float RnVehicleSteeringWheelRefl_t::m_flLongitudinalLever +float RnVehicleSteeringWheelRefl_t::m_flSteeringConstraintLambda =================================================================== bIsSpinMotorEnabled m_bEnableSpinMotor m_bEnableSteeringMotor m_flSteeringMotorDampingRatio m_flSteeringMotorFreqency m_flSteeringMotorTargetAngle m_bEnableSteeringLimit Enable Steering Limit enable_steering_limit SteeringInput SteeringLimitRange SteeringMotorFrequency Max Steering Angle max_steering_angle m_flMaxSteeringAngle Min Steering Angle min_steering_angle m_flMinSteeringAngle +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. bIsSteered +Is this wheel steered? bIsSteeringLimitEnabled bIsSteeringMotoEnabled m_flSteeringRiseRate m_flSteeringFallRate m_flSteeringRangeScaleAtHighSpeed m_flSteeringRateScaleAtHighSpeed Scale on the steering rise and fall rates at high speeds 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 Max steering range at high speed, as a fraction of the full steering range +bEnableSteeringConstraints +CRnVehicleSteering +SteeringConstraintCount +SteeringConstraintLambda +RnVehicleSteeringAxleRefl_t +RnVehicleSteeringAxle_t +RnVehicleSteeringRefl_t +RnVehicleSteeringRefl_t RnVehicleRefl_t::m_Steering +RnVehicleSteeringWheelRefl_t +RnVehicleSteeringWheel_t +CRnVehicleSteering +SteeringConstraintCount +SteeringConstraintLambda +RnVehicleSteeringAxleRefl_t +RnVehicleSteeringAxle_t +RnVehicleSteeringRefl_t +RnVehicleSteeringRefl_t RnVehicleRefl_t::m_Steering +RnVehicleSteeringWheelRefl_t +RnVehicleSteeringWheel_t +bool RnVehicleSteeringAxleRefl_t::m_bEnableSteeringConstraints +bool RnVehicleSteeringAxleRefl_t::m_bIsSteered +float RnVehicleSteeringAxleRefl_t::m_flWheelbaseSigned +float RnVehicleSteeringRefl_t::m_flMaxSteeringAngle +float RnVehicleSteeringRefl_t::m_flSteeringInput +m_flMaxSteeringInputForStraighteningYawDamping +Yaw damping applied to help straighten the vehicle out when steering straight +m_flSteeringDeadzone +Steering input at which the straightening yaw damping is fully faded out +The in-game steering input must reach this value before we start to steer. (Helps the user drive straight forward/backward on a gamepad) +vecAxles +m_vecAxles +Is this axle steered? =================================================================== Max Suspension Offset max_suspension_offset Enable Suspension Limit enable_suspension_limit Min Suspension Offset min_suspension_offset +RnVehicleSuspensionWheelRefl_t +ReflId_t RnVehicleSuspensionWheelRefl_t::m_nJointAddr +CResourceArray< RnVehicleSuspensionWheelRefl_t > RnVehicleSuspensionRefl_t::m_vecWheels +float RnVehicleSuspensionRefl_t::m_flWheelCastDistAsFractionOfRadius +float RnVehicleSuspensionWheelRefl_t::m_flLongitudinalLever +MaxTravel +float RnVehicleSuspensionWheelRefl_t::m_flMaxTravel +float RnVehicleSuspensionWheelRefl_t::m_flRestLoad +float RnVehicleSuspensionWheelRefl_t::m_flTravelMidpointInChassisSpace =================================================================== FrictionScale m_flNonDrivableSurfaceFrictionScale m_flNonDrivableSurfaceLateralCollisionScale m_flNonDrivableSurfaceLongitudinalCollisionScale 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 =================================================================== m_flBrakeRiseRate Rate at which the brake input increases when the user is pressing the brake button m_flBrakeFallRate Rate at which the brake input decreases when the user is not pressing the brake button +MaxHandbrakeTorque +m_flMaxHandbrakeTorqueNm +Maximum handbrake torque delivered to this axle float RnVehicleDrivetrainAxleRefl_t::m_flMaxHandbrakeTorque +float RnVehicleDrivetrainRefl_t::m_flHandbrake +m_flHandbrakeRiseRate +Rate at which the handbrake input increases when the user is pressing the brake button +m_flHandbrakeFallRate +Rate at which the handbrake input decreases when the user is not pressing the brake button =================================================================== m_flSpinMotorMaxTorque m_flSpinMotorTargetVelocity Spin angular velocity above which DriveTorqueScaleAtLowSpinAngVel is fully disabled m_flMaxBrakeTorqueNm Maximum brake torque delivered to this wheel m_flMaxDriveTorqueNm Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is moving forward m_flMaxDriveTorqueReverseNm Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is in reverse m_flDriveTorqueScaleAtLowSpinAngVel m_flLowSpinAngVelThreshold DriveTorqueScale DriveTorqueScaleAtLowSpinAngVel Scale on the torque at low wheelspeeds, to help the wheels get unstuck from obstacles float RnVehicleDrivetrainWheelRefl_t::m_flMaxBrakeTorque float RnVehicleDrivetrainWheelRefl_t::m_flMaxDriveTorque float RnVehicleDrivetrainWheelRefl_t::m_flMaxDriveTorqueReverse float RnVehicleDrivetrainAxleRefl_t::m_flMaxBrakeTorque float RnVehicleDrivetrainAxleRefl_t::m_flMaxDriveTorque float RnVehicleDrivetrainAxleRefl_t::m_flMaxDriveTorqueReverse +float RnVehicleDrivetrainRefl_t::m_flDriveTorqueScale =================================================================== SinMaxDrivableAngle m_flMaxDrivableAngle The maximum angle (in degrees) we allow the player to steer Max angle (from horizontal) of a drivable surface that should use tire friction Should gameplay code manually control the vehicle's roll angle? =================================================================== m_flThrottleFallRate m_flThrottleRiseRate =================================================================== m_flDrivableSurfaceLateralCollisionScale m_flDrivableSurfaceLongitudinalCollisionScale =================================================================== DrivetrainLimitedTopSpeed m_flDrivetrainLimitedTopSpeedKPH DrivetrainLimitedTopSpeedScale DrivetrainLimitedTopSpeedReverse m_flDrivetrainLimitedTopSpeedReverseKPH WheeledPhysicsVehicleDrivetrainData_t VehicleDrivetrainAxleRefl_t VehicleDrivetrainAxle_t ResourceArray< ReflId_t > RnVehicleDrivetrainRefl_t::m_vecWheelJoints ResourceArray< RnVehicleDrivetrainAxleRefl_t > RnVehicleDrivetrainRefl_t::m_vecAxles ResourceArray< int > RnVehicleDrivetrainAxleRefl_t::m_vecWheelIndices +float RnVehicleDrivetrainRefl_t::m_flDrivetrainLimitedTopSpeedScale =================================================================== PASSENGER_FLIPPING_VEHICLE m_flMaxTimeAfterFlipToAutoEnter Maximum delay from the time we start flipping the vehicle to the time we auto-enter (if we can't enter at this point, we cancel the auto-enter attempt) m_flMinTimeAfterFlipToAutoEnter Minimum delay from the time we start flipping the vehicle to the time we auto-enter m_bAutoEnterAfterFlip Should we automatically enter the vehicle after flipping it upright m_flFlipFromSidewaysAngularVelocityDelta m_flFlipFromSidewaysVerticalVelocityDelta Vertical (upward) velocity delta to apply when flipping a vehicle that's on its side m_flFlipFromUpsideDownAngularVelocityDelta m_flFlipFromUpsideDownVerticalVelocityDelta Vertical (upward) velocity delta to apply when flipping a vehicle that's upside down m_flFlipPushVelocityDelta Velocity delta to apply in the direction away from the player when flipping a vehicle m_flMinTimeBetweenFlipAttempts Minimum time between attempts to flip the vehicle +What angle from upright does this vehicle need to be to be considered overturned if it has a passenger? Determines when player is kicked out of an overturned vehicle. (0 == never is overturned) +What angle from upright does this vehicle need to be to be considered overturned if there are no passengers? Determines what happens when a player tries to enter an overturned vehicle. (0 == never is overturned) =================================================================== m_flFractionOfTopSpeedForHighSpeedFOV m_flFractionOfTopSpeedForStandardFOV m_flHighSpeedFractionForSteeringRangeScale m_flHighSpeedFractionForSteeringRateScale m_flLowSpeedFractionForSteeringRangeScale m_flLowSpeedFractionForSteeringRateScale m_flLinearDragLeverAsFractionOfExtent =================================================================== m_flHighSpeedFOVScale m_flHighCenteredThrustScale =================================================================== m_flMaxSpeedToAutoBrakeKPH m_flMaxSpeedToEnterReverseKPH =================================================================== +m_sAirborneSubclass +Subclass we switch to when the vehicle gets airborne +m_bIsAirborne +m_flAirborneModeSwitchAccumulator +m_flTimeOnGroundToExitAirborne +Time with wheels on the ground before we leave airborne mode +m_flTimeOffGroundToEnterAirborne +Time with wheels off the ground before we enter airborne mode =================================================================== Apply Transmission Apply Air Absorption Apply Directivity Apply Distance Attenuation Apply Occlusion Scale on the gravity force applied to the vehicle's bodies +float RnVehicleKeyframerRefl_t::m_flLinearLambda +float RnVehicleKeyframerRefl_t::m_flPitchLambda +float RnVehicleKeyframerRefl_t::m_flRollLambda
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