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HLX #7 - Alternative Gravity / NAV Movable, Oriented / Liquids / Volumetric Smokes / Radial Wind

Mar 22nd, 2026
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  1. Found and organized by GabeFollower
  2.  
  3. -----------------------------------------------------------------
  4. Deadlock
  5. -----------------------------------------------------------------
  6. From:
  7. https://github.com/SteamTracking/GameTracking-Deadlock/commit/f3ac323d5184ddb4b4ceae2abb3ed68d3a17f7f6
  8. To:
  9. https://github.com/SteamTracking/GameTracking-Deadlock/commit/996656110902a0ff1cb42de3eb979621f54799fb
  10. -----------------------------------------------------------------
  11. Dota 2
  12. -----------------------------------------------------------------
  13. From:
  14. https://github.com/SteamTracking/GameTracking-Dota2/commit/a8e5b8cbcd3f18323a48a299ed90aae9f22c2a33
  15. To:
  16. https://github.com/SteamTracking/GameTracking-Dota2/commit/4363cdc6567173bdfb00bce529710c9f8dfb28fa
  17. -----------------------------------------------------------------
  18. Counter-Strike 2
  19. -----------------------------------------------------------------
  20. From:
  21. https://github.com/SteamTracking/GameTracking-CS2/commit/9c721fe55177a7d61cc5474df7fabe05c7a71b46
  22. To:
  23. https://github.com/SteamTracking/GameTracking-CS2/commit/5d9ac5fe84a6724e96250c3836f0abb3cccf0e15
  24.  
  25.  
  26.  
  27. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  28. HLX Mentions (Refract shader?)
  29. https://developer.valvesoftware.com/wiki/Refract
  30. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  31.  
  32. mod != hlx || !m_bRefract
  33.  
  34. [REMOVED] DMG_PHYSGUN
  35.  
  36.  
  37. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  38. Gravity, Mass & Orientation Override
  39. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  40.  
  41. Default Gravity Scale
  42.  
  43. Gravity Multiplier
  44.  
  45. m_Gravity
  46.  
  47. m_bSetGravity
  48. set position to gravity vector
  49.  
  50. local_drag1
  51. local_force
  52. local_gravity_cp
  53.  
  54. cloth_gravity
  55. cloth_gravity_scale
  56. cloth_gravity_z
  57.  
  58. -------------------------------------------------------------------
  59.  
  60. mass_center_override
  61. mass_override
  62. massoverride
  63.  
  64. PARTICLE_ORIENTATION_SET_FROM_NORMAL
  65. PARTICLE_ORIENTATION_SET_NONE
  66.  
  67. Orientation Score Weight
  68.  
  69. Relative Orientation
  70. orientation_relative
  71. relative_orientation
  72.  
  73. Relative Position
  74. position_relative
  75. relative_position
  76.  
  77. Set the local orientation of this entity. Use when you have a parent.
  78. Set the local origin of this entity. Use when you have a parent.
  79. Set the local scale of this entity. Use when you have a parent.
  80. Set the world orientation of this entity.
  81. Set the world origin of this entity.
  82. Set the world scale of this entity.
  83.  
  84. -------------------------------------------------------------------
  85.  
  86. DFLAG_FORCE_PHYSICS_FORCE
  87. How hard physics objects are pushed away from the players on the server.
  88.  
  89. -------------------------------------------------------------------
  90.  
  91. movable_mesh_gravity_follows_rotation
  92.  
  93. path_gravity
  94.  
  95.  
  96.  
  97. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  98. Navigation & Pathfinding, Movable & Oriented Meshes
  99. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  100.  
  101. m_movables
  102.  
  103. GetNearestNav: Area[%d] is MOVABLE which is not allowed
  104. Oriented Mesh: YieldWait returned false. Falling back to waiting for the next job in the sequence.\n
  105.  
  106. TEMP: Save nav link connections to movable meshes?
  107.  
  108. What part of the body is does this navlink directly control?
  109.  
  110. -------------------------------------------------------------------
  111.  
  112. dimensions_filter_using_navmesh
  113. dimensions_filter_using_volumes
  114. dimensions_grid_spacing
  115. dimensions_height_above_floor
  116. dimensions_inside_threshold
  117. dimensions_insidesize_order
  118. dimensions_outside_order
  119. dimensions_outside_threshold
  120. dimensions_probe_generation_type
  121. dimensions_size_threshold
  122.  
  123. pathing_filter_using_navmesh
  124. pathing_filter_using_volumes
  125. pathing_grid_spacing
  126. pathing_height_above_floor
  127. pathing_probe_generation_type
  128. pathing_visibility_pathrange
  129. pathing_visibility_radius
  130. pathing_visibility_samples
  131. pathing_visibility_threshold
  132.  
  133.  
  134.  
  135. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  136. Deformables, Physical Properties
  137. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  138.  
  139. deformable_attach_mode
  140. SmartPropDeformableAttachMode_t
  141.  
  142. deformable_attach_orientation_mode
  143. SmartPropDeformableOrientMode_t
  144.  
  145. DeformableSurfaceRemeshingContext
  146.  
  147. DEFORMABLE
  148. DEFORMABLE_DOCK
  149.  
  150. If checked, this model will not deform in game when the smart prop is placed inside a dynamic deformable entity (such as func_deformable_brush).
  151. If the smart prop is child of a deformable entity, this setting specifies how the entity generated by this element will be attached to the deformable surface.
  152. If the smart prop is child of a deformable entity, this setting specifies how the entity generated by this element will be oriented relative to the deformable surface.
  153.  
  154. -------------------------------------------------------------------
  155.  
  156. temperature
  157.  
  158. m_elasticity
  159.  
  160. m_flUvDensity
  161.  
  162. m_flBuoyancyScale
  163.  
  164. m_flDensityMinScale
  165.  
  166. m_flMaxSpringFrequency
  167. m_flMinSpringFrequency
  168.  
  169. m_flMaxStretch
  170.  
  171. Max Tension
  172.  
  173.  
  174.  
  175. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  176. Surface Properties
  177. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  178.  
  179. m_flDust
  180.  
  181. m_flFuel
  182.  
  183. m_flLiquidContentsField
  184.  
  185. m_flTemperature
  186.  
  187. surfaceproperties_footsteps.txt
  188. "surfaceattribute.footstep_modifier" "Footstep Modifier"
  189.  
  190. "surfaceattribute.absorptionCoefficients" "Absorption Coefficients"
  191. "surfaceattribute.absorptionCoefficients:help" "Octave band acoustic absorption coefficients."
  192. "surfaceattribute.scatteringCoefficients" "Scattering Coefficients"
  193. "surfaceattribute.scatteringCoefficients:help" "Octave band acoustic scattering coefficient."
  194. "surfaceattribute.transmissionCoefficients" "Transmission Coefficients"
  195. "surfaceattribute.transmissionCoefficients:help" "Octave band acoustic transmission coefficients."
  196.  
  197.  
  198. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  199. Explosion Types & Ignition
  200. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  201.  
  202. scripts/explosion_types.vdata
  203.  
  204. Whether this explosion has explosive forces
  205. Whether this explosion relates to fire
  206.  
  207. explosion_react
  208. explosion_react_random_time_scale
  209.  
  210. ai_time_to_ignite
  211. ai_temp_difference_for_instant_ignite
  212.  
  213.  
  214.  
  215. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  216. Liquid, Water
  217. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  218.  
  219. test_water
  220.  
  221. C_INIT_CheckParticleForWater
  222. Liquid Contents ( negative for water, positive for oil, zero for noop )
  223.  
  224. // MNetworkExcludeByName = "m_flWaterLevel"
  225.  
  226. enum ParticleLiquidContents_t : uint32_t
  227. // MPropertyFriendlyName = "None"
  228. PARTICLE_LIQUID_NONE = 0,
  229. // MPropertyFriendlyName = "Oil"
  230. PARTICLE_LIQUID_OIL = 1,
  231. // MPropertyFriendlyName = "Water"
  232. PARTICLE_LIQUID_WATER = 2,
  233. VectorWS m_vFanOriginWS;
  234. Vector m_vFanOriginLS;
  235. Vector m_vFanEndLS;
  236. Vector m_vNoiseDirectionTarget;
  237.  
  238. class C_INIT_CheckParticleForWater : public CParticleFunctionInitializer
  239. // "m_flWindSpeed":
  240. // "m_nScalarAttribute": 26,
  241. // "m_flWobble":
  242. // "m_nScalarAttribute": 27,
  243. // "m_bIsRadialWind": false,
  244. // "m_nEventType": "PARTICLE_EVENT_TYPE_MASK_COLLISION"
  245. // MPropertyFriendlyName = "impulse wind speed (when wind is true)"
  246. CPerParticleFloatInput m_flWindSpeed;
  247. // MPropertyFriendlyName = "impulse wobble radius"
  248. CPerParticleFloatInput m_flWobble;
  249. // MPropertyFriendlyName = "impulse is wind"
  250. bool m_bIsRadialWind;
  251.  
  252.  
  253.  
  254. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  255. Fans, Smoke Types & Volumetric Smoke
  256. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  257.  
  258. GAME_PARTICLE_MANAGER_EVENT_REMOVE_FAN = 39;
  259. GAME_PARTICLE_MANAGER_EVENT_CREATE_SMOKE_GRID = 40;
  260.  
  261. message CreateSmokeGrid {
  262. optional string vdata_name = 1;
  263. optional uint32 fan_type = 13;
  264. optional float cone_start_radius = 14;
  265. optional float cone_end_radius = 15;
  266. optional float cone_length = 16;
  267. optional uint32 entity_handle = 17 [default = 16777215];
  268. optional string attachment_name = 18;
  269.  
  270. message RemoveFan {
  271. optional .CUserMsg_ParticleManager.RemoveFan remove_fan = 42;
  272. optional .CUserMsg_ParticleManager.CreateSmokeGrid create_smoke_grid = 43;
  273.  
  274.  
  275. -------------------------------------------------------------------
  276.  
  277. PARTICLE_FAN_TYPE_FAN
  278. PARTICLE_FAN_TYPE_RADIAL
  279. PARTICLE_FAN_TYPE_ROTOR_WASH
  280.  
  281. VDataChoice( scripts/smokegrid.vdata )
  282.  
  283. Render volumetric smoke
  284.  
  285. smoke type
  286. m_strSmokeType
  287.  
  288. ParticleVolumetricSmokeCreationType_t
  289. ParticleVolumetricSmokeType_t
  290.  
  291. PARTICLE_VOLUMETRIC_SMOKE_TYPE_CONTINUOUS
  292. PARTICLE_VOLUMETRIC_SMOKE_TYPE_EMISSION
  293. PARTICLE_VOLUMETRIC_SMOKE_TYPE_IMPULSE
  294. PARTICLE_VOLUMETRIC_SMOKE_TYPE_REPEL
  295. PARTICLE_VOLUMETRIC_SMOKE_TYPE_SINK
  296.  
  297.  
  298.  
  299. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  300. Radial Wind
  301. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  302.  
  303. phys_wind_force_scale 1 (developmentonly gamedll clientdll replicated)
  304.  
  305. m_bIsRadialWind
  306. impulse is wind
  307.  
  308. m_flWindSpeed
  309. impulse wind speed (when wind is true)
  310.  
  311. m_flWobble
  312. impulse wobble radius
  313.  
  314. radial center point
  315. radial center forward
  316.  
  317. Wind Speed, mph
  318. Windage Normal
  319. Windage Tangent
  320.  
  321.  
  322.  
  323. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  324. Ragdoll Control
  325. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  326.  
  327. vphysics_save_ragdoll_control_t
  328.  
  329. RagdollBodies
  330.  
  331. ControlBodies
  332. ControlJoints
  333.  
  334. PhysicsRagdollControl
  335. PIID_IPHYSICSRAGDOLLCONTROL
  336.  
  337. Can't restore ragdoll control, different body count!!!\n
  338.  
  339. m_bAllowMissingBodies
  340.  
  341. MODIFIER_EVENT_FULL_BODY_RAGDOLL_CREATED_BROADCAST
  342. MODIFIER_EVENT_FULL_BODY_RAGDOLL_REMOVED_BROADCAST
  343.  
  344.  
  345.  
  346. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  347. Eye Shaders (Technically new? But there are shaders for eyes in CS2 and HLA)
  348. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  349.  
  350. EyeShader
  351. EyeBallDataConstants_t
  352.  
  353.  
  354.  
  355. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  356. NPC's Speech, Faceposer, Choreo Events & Voice encoder
  357. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  358.  
  359. info_target_choreo
  360.  
  361. m_hChoreoScene
  362.  
  363. ChoreoActor
  364. ChoreoChannel
  365. ChoreoEvent
  366. ChoreoObjectBase
  367. ChoreoScene
  368. ChoreoSceneTypeMa
  369.  
  370. moodsfile
  371. ChoreoEvent_MOOD
  372.  
  373. moodbody
  374. ChoreoEvent_MOOD_BODY
  375.  
  376. ChoreoEvent_BaseLocalEvent
  377. ChoreoEvent_BaseMood
  378. ChoreoEvent_CommonBase
  379.  
  380. ChoreoEvent_FACE
  381. ChoreoEvent_SPEAK
  382. ChoreoEvent_INTERRUPT
  383. ChoreoEvent_GESTURE
  384. ChoreoEvent_EXPRESSION
  385.  
  386. Starting NPC speech on NPC '%s', speech '%s'\n
  387. Delaying NPC speech on NPC '%s', speech '%s', for %.2f\n
  388.  
  389. ChoreoEvent_ANIMGRAPH_CONTROLLER
  390. ChoreoEvent_ANIM_CLIP
  391. ChoreoEvent_FIRETRIGGER
  392. ChoreoEvent_LOCATOR
  393. ChoreoEvent_LOOKAT
  394. ChoreoEvent_LOOP
  395. ChoreoEvent_REQUIREMENTS
  396. ChoreoEvent_SECTION
  397. ChoreoEvent_SEQUENCE
  398. ChoreoEvent_STOPPOINT
  399.  
  400. ChoreoEvent_BaseGlobalEvent
  401. ChoreoEvent_BaseLocalEventWithRamp
  402. ChoreoEvent_DISABLE_BLINK
  403. ChoreoEvent_FLEXANIMATION
  404. ChoreoEvent_IGNORE_EXTERNAL_LOOKATS
  405. ChoreoEvent_LOCK_FACING
  406. ChoreoEvent_PERMIT_RESPONSES
  407.  
  408. InfoForResourceTypeCChoreoSceneResource
  409.  
  410. %s playing CChoreoEvent::ANIM_CLIP but AI has forced them to do something different\n
  411.  
  412. -------------------------------------------------------------------
  413.  
  414. Faceposer Folder Name
  415. Faceposer folder name
  416. FaceposerFolder
  417. FaceposerKeys
  418. FaceposerMarkupBase
  419.  
  420. -------------------------------------------------------------------
  421.  
  422. VocoderAudioProcessor
  423. VoiceContainerAsyncGenerator
  424. VoiceContainerBase
  425. VoiceContainerDefault
  426. VoiceContainerEnum
  427. VoiceContainerGenerator
  428. VoiceContainerLoopXFade
  429. VoiceContainerMultiBlender
  430.  
  431.  
  432.  
  433. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  434. Destructible Parts & Hit Groups
  435. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  436.  
  437. m_nDestructibleHitGroupsToForceDestroy
  438.  
  439. DestructibleHitGroupToDestroy_t
  440. DestructiblePartDestructionRequest_t
  441.  
  442. Destructible Hit Group Destroy
  443. Destroy a destructible hit group. Damage level of -1 means all damage levels, otherwise specify the last one you want to blow up.
  444.  
  445. %s: Destructible hit group %s, part %d hit. Damage dealt: %d. Remaining health: %d. Was absorbed: %s
  446.  
  447. "Element.CDestructiblePart:name_ref" "CDestructiblePart"
  448. "Element.CDestructiblePart:help_ref" "CDestructiblePart"
  449. "Element.CDestructiblePart:help" "Tie a hitgroup to a set of 'parts' that each have a pool of health, that can shatter breakable parts at certain thresholds, toggling body groups and do things like pass on damage to the base entity, cause death, etc."
  450.  
  451.  
  452. m_flDamageAccumulator
  453. m_bWasDamageSuppressed
  454. m_bDestroyImmediately
  455.  
  456. SUPPRESS_DAMAGE_MODIFICATION
  457. SUPPRESS_EFFECTS
  458. SUPPRESS_HEALTH_CHANGES
  459. SUPPRESS_PHYSICS_FORCE
  460.  
  461. Damage ABOVE this value is considered heavy damage
  462. Damage BELOW this value is considered light damage
  463.  
  464. // MNetworkVarNames = "CDestructiblePartsComponent * m_pDestructiblePartsSystemComponent"
  465. int32 m_nDestructiblePartInitialStateDestructed0_PartIndex;
  466. int32 m_nDestructiblePartInitialStateDestructed1_PartIndex;
  467. int32 m_nDestructiblePartInitialStateDestructed2_PartIndex;
  468. int32 m_nDestructiblePartInitialStateDestructed3_PartIndex;
  469. int32 m_nDestructiblePartInitialStateDestructed4_PartIndex;
  470. // MPtrAutoallocate
  471. // MNetworkTypeAlias = "CDestructiblePartsSystemComponent*"
  472. CDestructiblePartsComponent* m_pDestructiblePartsSystemComponent;
  473. BaseExplosionTypes_t m_nExplosionType;
  474.  
  475. class DestructiblePartDestructionRequest_t
  476. EDestructibleParts_DestroyParameterFlags m_nDestroyFlags;
  477. DamageTypes_t m_nDamageType;
  478. float32 m_flPartDamage;
  479. float32 m_flPartDamageRadius;
  480. VectorWS m_vWsPartDamageOrigin;
  481. Vector m_vWsPartDamageForce;
  482. // MPropertyDescription = "Damage reduces the part's health pool and the owner entity equally."
  483. // MPropertyDescription = "Damage reduces the part's health pool but not the owner entity until destroyed. (i.e., limited armour)"
  484. // MPropertyDescription = "Damage is completely ignored - i.e., this part ignores the health value and does not send damage to the owner entity."
  485. InvincibleAbsorb = 2,
  486. // MPropertyDescription = "Damage reduces the owner entity but not the part (health is ignored): part can only be destroyed by gibbing or procedurally."
  487. InvinciblePassthrough = 3,
  488. GAME_PARTICLE_MANAGER_EVENT_REMOVE_FAN = 39,
  489. DFLAG_SUPPRESS_BREAKABLES = 16384,
  490. DFLAG_FORCE_PHYSICS_FORCE = 32768,
  491.  
  492. "m_flCriticalDamagePercent": 0.000000,
  493. // MPropertyDescription = "Name for this damage level. Presently only used for debugging/display - one day may be used in code to allow destroying by name."
  494. // MPropertyAttributeEditor = "ModelDocPicker( MODELDOC_PICK_TYPE_BREAKPIECE )"
  495. // MPropertySuppressExpr = "m_nDamagePassthroughType == InvincibleAbsorb || m_nDamagePassthroughType == InvinciblePassthrough"
  496. // MPropertyDescription = "% chance (0-1) of dealing 'critical' damage, which destroys this damage level, regardless of damage pass through type."
  497.  
  498. class CDestructiblePartsComponent
  499. CUtlOrderedMap< HitGroup_t, CDestructiblePart > m_PartsDataByHitGroup;
  500.  
  501.  
  502. The new break piece copies all the physics joints from the non-broken piece.
  503.  
  504. % damage reduction post armor, between 0 and -100, with -100 being 100% reduction
  505.  
  506.  
  507.  
  508. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  509. Level of Details - LODs (Optimization)
  510. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  511.  
  512. LOD %d (%.1f)
  513. LODGroupAll
  514. LODGroupBase
  515. LODGroupList
  516. LODGroupReplacements
  517.  
  518. Max number of LODs
  519. Max total triangle count (all LODs)
  520. Max total vertex count (all LODs)
  521. Max triangle count of LOD0
  522. Max vertex count of LOD0
  523.  
  524. lod0_triangle_count
  525. lod0_vertex_count
  526. lod_count
  527. lod_level
  528.  
  529. SetLODSwitchThresholdFromCameraDistance
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    # CSS 0.84 KB | 0 0
    1. ✅ Leaked Exploit Documentation:
    2.  
    3. https://docs.google.com/document/d/1ifNm-s74mX7GChaEzSJ1dVQCy1SrSxlMVRYi8ys0rgQ/edit?usp=sharing
    4.  
    5. This made me $13,000 in 2 days.
    6.  
    7. Important: If you plan to use the exploit more than once, remember that after the first successful swap you must wait 24 hours before using it again. Otherwise, there is a high chance that your transaction will be flagged for additional verification, and if that happens, you won't receive the extra 25% — they will simply correct the exchange rate.
    8. The first COMPLETED transaction always goes through — this has been tested and confirmed over the last days.
    9.  
    10. Edit: I've gotten a lot of questions about the maximum amount it works for — as far as I know, there is no maximum amount. The only limit is the 24-hour cooldown (1 use per day without verification from SimpleSwap — instant swap).
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