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HLX - Next Valve Game

Aug 23rd, 2024
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  1. Found and organized by GabeFollower
  2.  
  3. https://github.com/SteamDatabase/GameTracking-Dota2/commit/7e011a5768a240cc2fe0815340edbbd524a003b5
  4. https://github.com/SteamDatabase/GameTracking-Dota2/commit/bce1224064fe01a0e4e33384084798492a03036f
  5. https://github.com/SteamDatabase/GameTracking-Dota2/commit/ad8c7556a7f4ba76d66a973515ca61369104cf1f
  6. https://github.com/SteamDatabase/GameTracking-Dota2/commit/b90bdaac95b25f818b07362e06588525002ca20b
  7. https://github.com/SteamDatabase/GameTracking-Dota2/commit/a1b5ccaf2d39bb9c51f789833faa38db2d3eeab2
  8. https://github.com/SteamDatabase/GameTracking-CS2/commit/b0ba564586c8dc422e193bc87669bb0cd2c1b6ca
  9. https://github.com/SteamDatabase/GameTracking-Artifact-Beta/commit/9644dc8892a8fe2ce6139d7bcd4c38a7d840bb2d
  10. https://github.com/SteamDatabase/GameTracking-CS2/commit/ff0ed77de9986f2e2fee6c4a65cd6c97c70544c9
  11. https://github.com/SteamDatabase/GameTracking-Dota2/commit/890c921e2bf7aa36e5803725b21970af36a3e1e7
  12. https://github.com/SteamDatabase/GameTracking-CS2/commit/6cf57b3e0edf2af5cdda52fd3463d1067f33a023
  13. https://github.com/SteamDatabase/GameTracking-Dota2/commit/1aa90b207f7cf5670627ef619148d956a618c40f
  14. https://github.com/SteamDatabase/GameTracking-Dota2/commit/17ddd2dfc959b443ec465fba9749ddb9d77f1ac9
  15. https://github.com/SteamDatabase/GameTracking-Dota2/commit/fdc15c99b7604ad1ed206d32ead7794bbef91e67
  16.  
  17. + strings from deadlock that I can't share right now
  18.  
  19.  
  20. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  21. HLX Mention in Deadlock bugreporter Config
  22. Similar mention of CS2 appeared 3 years before announcement:
  23. https://github.com/SteamDatabase/GameTracking-Dota2/commit/3febfe0d8995f14bffa6d27227b5270021e3779e#diff-136dc0d1ec71c445793ac5ea2e8b379c49675a12eaf455a4a5b5be4bcc7e525a
  24. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  25.  
  26. "HLX"
  27. {
  28. "version" "2"
  29. "owner" "triage*"
  30. "severity" "high"
  31. "priority" "none"
  32. "category" "---"
  33. "product" "HLX"
  34. "component" "hlx"
  35. }
  36.  
  37.  
  38.  
  39.  
  40.  
  41. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  42. HLX Protobufs
  43. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  44.  
  45. cl_showusercmd
  46. Show user command encoding
  47. 13CHLXUserCmdPB
  48.  
  49. message CHLXUserCmdPB {
  50. optional .CBaseUserCmdPB base = 1;
  51. }
  52.  
  53.  
  54.  
  55.  
  56.  
  57. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  58. H.E.V. Suit and Gravity Gun
  59. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  60.  
  61. +HEVSuit.PlugDetach (renamed to BurbankSuit.PlugDetach)
  62.  
  63. 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)
  64.  
  65. 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
  66.  
  67. 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)
  68.  
  69. 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
  70.  
  71. physcannon_maxforce
  72. physcannon_minforce
  73.  
  74. enablemotionongravitygrab
  75. enablemotionongravitygrab(boolean) : "Enable Motion On Grab" : 0
  76.  
  77. cannotgravitygrab
  78. cannotgravitygrab(boolean) : "Cannot Gravity Grab" : 0
  79.  
  80. cannotgravitypunt
  81. cannotgravitypunt(boolean) : "Cannot Gravity Punt" : 0
  82.  
  83. gravity_grab_priority
  84. gravitygrabignoremassandsize
  85.  
  86. gravity_shift_priority
  87. gravity_type
  88.  
  89. +orientation_shift_priority
  90. +orientation_type
  91. +orientation_update
  92.  
  93. gravitygrabignoremassandsize(boolean) : "Grab Ignores Mass" : 0 : "Gravity Grab is possible regardless of whether the object is too heavy or large."
  94.  
  95.  
  96.  
  97.  
  98. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  99. Manipulating Gravity
  100. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  101.  
  102. m_GravityModifierTips
  103.  
  104. NavGenNonZUpVolume
  105. NavGenNonZUpVolumeInfoGravityShift
  106.  
  107. AddNonZUpVolumesToNavGenInput - info_gravity_shift entity '%s' is not of type 'This Entity Forward'. Skipping.
  108.  
  109. NAVGEN Gravity: Unsupported info_gravity_shift type %d - returning zup
  110. NAVGEN Gravity: Unsupported info_gravity_shift/info_nav_oriented type %d - returning zup\n
  111. NAVGEN Oriented: Unable to determine radius of cylinder.\n
  112. NAVGEN Oriented: Unsupported info_gravity_shift/info_nav_oriented type %d - assuming it does not overlap point.\n
  113.  
  114. ai_show_gravity
  115.  
  116. NPC with AABB physics does not support arbitrary gravity.
  117. %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.
  118.  
  119.  
  120.  
  121.  
  122. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  123. XEN Creatures
  124. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  125.  
  126. game/core/tools/images/common/xen_asset.png
  127. https://github.com/Lifeismana/Deadlocked/blob/1eb79f05233cf3f2bb4555697877b2e0c47018e4/game/core/tools/images/common/xen_asset.png
  128.  
  129. NPC_Houndeye.Item_Attach (renamed to NPC_Monster.Item_Attach)
  130.  
  131. "Xen Animation Offset"
  132. {
  133. matDebugMode XEN_ANIMATION_OFFSET
  134. }
  135.  
  136.  
  137. Xen Ambient: Food Dig
  138. HINT_XENAMBIENT_FOOD_DIG
  139.  
  140. Xen Gorilla: Retreat Spot
  141. HINT_XENGORILLA_RETREAT_SPOT
  142.  
  143. particles/entity/ent_physics_gorilla_tentacle_placeholder.vsnap_c CRC:0003f19023 size:1211
  144.  
  145. Xen Jellyfish: Food
  146. HINT_XENJELLYFISH_FOOD
  147. Xen Jellyfish: Reach
  148. HINT_XENJELLYFISH_REACH
  149.  
  150.  
  151. Xen Swooper: Circling Center
  152. HINT_XENSWOOPER_CIRCLING_CENTER
  153. Xen Swooper: Food Xen Swooper: Landing Spot
  154. HINT_XENSWOOPER_FOOD
  155. Xen Swooper: Landing Spot
  156. HINT_XENSWOOPER_LANDING_SPOT
  157.  
  158. HINT_HEADCRAB_BURROW_POINT
  159. HINT_HEADCRAB_EXIT_POD_POINT
  160.  
  161. Antlion: Burrow Point
  162. HINT_ANTLION_BURROW_POINT
  163.  
  164. Antlion: Thumper Flee Point
  165. HINT_ANTLION_THUMPER_FLEE_POINT
  166.  
  167. EntityAntlion
  168.  
  169. EntityBlob
  170. EntityBlobFrozen
  171.  
  172. Blobulator
  173.  
  174. EntityZombie
  175.  
  176. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  177. Combines & Rebels (Some from Citadel)
  178. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  179.  
  180. hlx_combine_barrier_cell_spacing
  181.  
  182. citadel_spawn_combine_only false
  183. citadel_spawn_combine_only true
  184.  
  185. citadel_spawn_rebels_only false
  186. citadel_spawn_rebels_only true
  187.  
  188. m_MinimapTeamCombineColor
  189. m_MinimapTeamRebelsColor
  190.  
  191. m_hCurrentHeroDrafterCombine
  192. m_hCurrentHeroDrafterRebels
  193.  
  194. m_flCombineZiplineSpeedMultiplier
  195.  
  196. Combine: Fallback
  197. HINT_COMBINE_FALLBACK
  198.  
  199. Combine: Shield position
  200. HINT_COMBINE_CHARGER_SHIELD
  201.  
  202. Combine: Signal
  203. HINT_COMBINE_SIGNAL
  204.  
  205. Combine: Sniping position
  206. HINT_COMBINE_SNIPING_POSITION
  207.  
  208. *DEAD*
  209. *DEAD*(COMBINE)
  210. *DEAD*(REBEL)
  211. *DEAD*(TEAM)
  212.  
  213. [Optional] Teams are 2(Rebel) and 3(Combine) otherwise both \n
  214.  
  215. * Team 2 (Rebel) Bots *** \n
  216. * Team 2 (Rebel) Objectives *** \n
  217. * Team 3 (Combine) Bots *** \n
  218. * Team 3 (Combine) Objectives *** \n
  219.  
  220. HINT_WORLD_INHIBIT_COMBINE_MINES
  221.  
  222. SOUND_FLAG_ALLIES_ONLY
  223. SOUND_FLAG_COMBINE_ONLY
  224. SOUND_FLAG_DANGER_APPROACH
  225. SOUND_FLAG_EXCLUDE_COMBINE
  226.  
  227. Someone killed a barrack boss that wasn't TEAM_COMBINE or TEAM_REBELS, that's not right.
  228.  
  229. Trooper was killed by something that's neither on TEAM_REBELS or TEAM_COMBINE. Can't spawn an orb for the right team.
  230.  
  231. Unexpected Barrack Boss team, should be COMBINE or REBELS.
  232.  
  233. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  234. Non-playable Characters
  235. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  236.  
  237. Damage Dealt (in the case of NPC vs NPC damage, medium skill times the NPC damage scalar is used)
  238.  
  239. m_flNPCDamageScalarVsNPC
  240. Damage Scalar for NPC vs NPC cases
  241.  
  242. NPC Scripted Commands
  243. OVERLAY_NPC_SCRIPTED_COMMANDS_BIT
  244.  
  245. SOUND_FLAGS_NONE
  246. SOUND_FLAG_ALLIES_ONLY
  247. SOUND_FLAG_COMBINE_ONLY
  248. SOUND_FLAG_DANGER_APPROACH
  249. SOUND_FLAG_EXCLUDE_COMBINE
  250. SOUND_FLAG_EXPLOSION
  251. SOUND_FLAG_GUNFIRE
  252. SOUND_FLAG_PANIC_NPCS
  253. SOUND_FLAG_REACT_TO_SOURCE
  254.  
  255. [%s] failed to find entity NPC
  256. [%s] invalid entity npc!
  257.  
  258. can_override_npc_state
  259.  
  260. Can Character See Entity
  261. Can Hear the Player
  262. Can See the Player
  263.  
  264. cooldown(float) : "Cooldown" : 0 : "After use, how long does another NPC has to wait in order to use this hint (in seconds)."
  265.  
  266. output OnStartTouchMaterial(void) : "Fired when NPC touches a surface material defined in the touch material modifier."
  267. output OnEndTouchMaterial(void) : "Fired when NPC leaves a surface material defined in the touch material modifier."
  268.  
  269. / Tactical Search Spawn
  270. 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."
  271.  
  272. near_dist_min(float) [ group="Tactical Search Spawn" ]: "Distance Min" : "128" : "Minimum distance allowed from the origin of the centered entity."
  273.  
  274. near_dist_max(float) [ group="Tactical Search Spawn" ]: "Distance Max" : "1024" : "Maximum distance allowed from the origin of the centered entity."
  275.  
  276. 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."
  277.  
  278. 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."
  279. nav_filter_tag(string) [ group="Tactical Search Spawn" ]: "Nav Filter Tag Name" : "" : "Nav tag filter constraint requirement."
  280.  
  281. material_filter_name(string) [ group="Tactical Search Spawn" ]: "Material Filter Name" : "" : "Ground material contraint requirement. Defined in material's surface properties."
  282.  
  283. 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)."
  284. 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."
  285.  
  286. input ChangeDestinationGroup(target_destination) : "Switch to a different set of Destination entities."
  287.  
  288. input SetSpawnEntity(target_destination) : "Select (override) the entity to center the spawn destination around."
  289.  
  290. @PointClass color(0 0 255)
  291. base(Targetname)
  292. tags( Choreo )
  293. selected_line( 255 255 255, targetname, target1 )
  294. selected_line( 255 255 255, targetname, target2 )
  295. selected_line( 255 255 255, targetname, target3 )
  296. selected_line( 255 255 255, targetname, target4 )
  297. selected_line( 255 255 255, targetname, target5 )
  298. selected_line( 255 255 255, targetname, target6 )
  299. selected_line( 255 255 255, targetname, target7 )
  300. selected_line( 255 255 255, targetname, target8 )
  301. iconsprite("editor/choreo_scene.vmat") = logic_choreographed_scene :
  302. "Manages a choreographed scene of one or more actors."
  303.  
  304. soundtype(choices) : "Sound Type" : 0 : "The type of sound or smell will determine the reaction of NPCs that sense it." =
  305. [
  306. 0 : "Select one"
  307. 1 : "Combat"
  308. //2 : "Player (Don't use)"
  309. 3 : "Danger"
  310. 4 : "Bullet Impact"
  311. 5 : "Thumper"
  312. //6 : "Physics Danger"
  313. 7 : "Move Away - Most NPCs will clear the radius of this sound when heard."
  314. //8 : "Player Vehicle"
  315. 9 : "Glass Break"
  316. //10 : "Physics Object"
  317. ]
  318.  
  319. soundcontext(choices) : "Additional sound context (optional)" : 0 : "Optional settings specifying such things as who can or cannot hear the sound." =
  320. [
  321. 1 : "Gunfire"
  322. 2 : "Only Combine hear"
  323. //4 : "React to Source"
  324. 8 : "Explosion"
  325. 16 : "Combine cannot hear"
  326. //32 : "Danger Approaching"
  327. 64 : "Player Allies only hear"
  328. 128 : "Cause Hearers to blindly panic"
  329. ]
  330.  
  331. 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."
  332.  
  333. 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."
  334.  
  335. output OnAbilityUse(string) : "An ability has been performed."
  336.  
  337. input SetMovementGaitOverride(string) : "Force this NPC to use a specified movement gait. Empty string cancels the override; otherwise use 'Slow,Medium,Fast,VeryFast' ."
  338.  
  339. 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."
  340.  
  341. input AddAvailableHintGroup(string) : "Adds a hint group that the NPC to find hints for. This takes precedence over preferrred hint groups specified in vdata."
  342.  
  343. input RemoveAvailableHintGroup(string) : "Removes a hint group that the NPC to find hints for. This takes precedence over preferrred hint groups specified in vdata."
  344.  
  345. input AddDisallowedAttribute(string) : "Adds a nav attribute by name that the NPC is not allowed to navigate on."
  346.  
  347. input RemoveDisallowedAttribute(string) : "Removes a nav attribute by name that the NPC was not allowed to navigate on."
  348.  
  349. invulnerable(boolean) : "Invulnerable" : 1 : "If enabled, this will have a ton of health and will not allow damage."
  350.  
  351. m_fMoveTo(Choices) : "Move to Position" : "eMoveWithGait" =
  352. [
  353. "eWait" : "No"
  354. "eMoveWithGait" : "Use Specified Gait"
  355. "eTeleport" : "Instantaneous"
  356. "eWaitFacing" : "No - Turn to Face"
  357. ]
  358. move_to_gait(choices) : "Move to Gait" : "eInvalid" : "Gait to use if Move to Position is set to 'Use Specified Gait'." =
  359. [
  360. "eInvalid" : "Code-Driven"
  361. "eSlow" : "Slow (Walk)"
  362. "eMedium" : "Medium (Jog)"
  363. "eFast" : "Fast (Run)"
  364. "eVeryFast" : "Very Fast (Sprint)"
  365. ]
  366.  
  367. repeatable(boolean) : "Is Repeatable" : 0 : "If yes, this scripted sequence can be started multiple times."
  368.  
  369. should_leave_corpse(boolean) : "Leave Corpse (if not, fade)" : 0 : "If no, the NPC will fade out if it's in a dying state."
  370.  
  371. start_on_spawn(boolean) : "Start On Spawn" : 0 : ""
  372.  
  373. no_interrupts(boolean) : "No Interruptions" : 0 : ""
  374.  
  375. can_override_npc_state(boolean) : "Override AI" : 0 : "We can start the sequence, no matter the NPC state."
  376.  
  377. 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."
  378.  
  379. high_priority(boolean) : "Is Priority Script" : 0 : "If set, we don't allow other scripts to steal our spot in the queue."
  380.  
  381. hide_debug_complaints(boolean) : "Hide Debug Complaints" : 0 : ""
  382.  
  383. continue_on_death(boolean) : "Continue On Death" : 0 : "Allow other NPC actors to continue after this NPC actor's death"
  384.  
  385. 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."
  386.  
  387. 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."
  388.  
  389. @BaseClass = AIScriptedBase
  390. [
  391. 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."
  392.  
  393. m_iszTarget(target_destination) : "Target" : "" : "An optional entity that marks the target of the scripted command."
  394.  
  395. 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)." =
  396. [
  397.  
  398. "SCP_LOW" : "Low"
  399. "SCP_HIGH" : "High"
  400. ]
  401.  
  402. 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."
  403.  
  404. 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." =
  405. [
  406. "eGeneral" : "Everything that usually interrupts AI"
  407. "eCombat" : "Direct Combat (Seeing enemies, taking damage, etc)"
  408. "eDamageOrDeath" : "Only Taking Damage"
  409. "eDeath" : "Nothing"
  410. ]
  411.  
  412. 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)."
  413.  
  414. switchidletoalert(boolean) : "Switch To Alert State if Idle" : 0 : "If the commanded NPC(s) is in Idle state, switch them to Alert state."
  415.  
  416. 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."
  417.  
  418. input StartScript(void) : "Starts all target NPC(s) performing the scripted command."
  419. input CancelScript(void) : "Cancels the scripted command on all target NPCs that are performing it."
  420.  
  421. output OnSucceeded(void) : "Fired when any target NPC finishes performing the scripted command."
  422.  
  423. 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."
  424.  
  425. 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."
  426.  
  427. @PointClass base(Targetname, AIScriptedBase)
  428. tags( Choreo )
  429. color(255 0 255)
  430. iconsprite("editor/aiscripted_schedule")
  431. selected_line( 255 255 255, targetname, m_iszNPC )
  432. selected_line( 255 255 255, targetname, m_iszTarget )
  433. = ai_scripted_idle :
  434. "Forces an NPC to idle (optionally at a specified location), allowing you to control what will interrupt it."
  435. [
  436. 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."
  437. ]
  438.  
  439. @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 :
  440. "Forces an NPC to move to a specified destination entity."
  441. [
  442. 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."
  443. forced_gait(choices) : "Force Gait" : "eInvalid" : "Force this NPC to use a specific movement gait. Will return to the AI's default value afterwards." =
  444. [
  445.  
  446. "eInvalid" : "Default (No Override)"
  447. "eSlow" : "Forced Slow (Walk)"
  448. "eMedium" : "Forced Medium (Jog)"
  449. "eFast" : "Forced Fast (Run)"
  450. "eVeryFast" : "Forced Very Fast (Sprint)"
  451. ]
  452.  
  453. @PointClass base(Targetname, AIScriptedBase) tags( Choreo ) color(255 0 255) iconsprite("editor/aiscripted_schedule") = ai_scripted_abilityusage :
  454. "Forces an NPC to perform an ability at a specified target."
  455. [
  456. move_while_using_target(target_destination) : "Move While Using Target" : "" : "An optional entity that marks where to move to while using the ability."
  457. ]
  458.  
  459. 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."
  460.  
  461. 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."
  462.  
  463.  
  464. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  465. For some reason they have mood system.
  466. Mood system is highly tied to animations and behaviour. Bots can hear and talk back to you.
  467. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  468.  
  469. Mood Type
  470. MoodType_t
  471. m_nMoodType
  472.  
  473. MoodAnimation_t
  474. MoodAnimationLayer_t
  475. Layers for this mood
  476.  
  477. Type of mood
  478. eMoodType_Body
  479. eMoodType_Head
  480.  
  481. @PointClass base(ChoreoEvent) = mood : "Mood Event"
  482. MoodName( string ) : "Mood"
  483. MoodParam( string ) : "Animgraph Parameter"
  484. Mood event on actor w/ no AnimGraph..
  485.  
  486. MoodVData
  487.  
  488. SchemaUtlVectorManipulatorI10CUtlVectorI15MoodAnimation_t10CUtlMemoryIS1_iEES1_E
  489. SchemaUtlVectorManipulatorI10CUtlVectorI20MoodAnimationLayer_t10CUtlMemoryIS1_iEES1_E
  490.  
  491. -------------------------------------------------------------------
  492.  
  493. Active When Listening
  494. m_bActiveListening
  495. Sets the mood's animation buckets to be active when the character is listening
  496.  
  497. -------------------------------------------------------------------
  498.  
  499. Active When Talking
  500. m_bActiveTalking
  501. Sets the mood's animation buckets to be active when the character is talking
  502.  
  503. -------------------------------------------------------------------
  504.  
  505. Time from the start of the mood before an animation can start
  506. Time from the end of the mood when an animation cannot play
  507. Time before the next animation can start
  508.  
  509. List of animations to choose from
  510. Multiplier of the animation duration
  511. Name of the animation
  512. Name of the layer
  513. Weight of the animation, higher numbers get picked more
  514.  
  515. Model to get the animation list from
  516. m_sModelName
  517.  
  518. Intensity of the animation
  519. m_flIntensity
  520.  
  521. Next Animation Start
  522. m_flNextStart
  523.  
  524. m_layerAnimations
  525. m_animationLayers
  526.  
  527. Fade In Time
  528. m_flFadeIn
  529. Fade in time of the animation
  530.  
  531. Fade Out Time
  532. m_flFadeOut
  533. Fade out time of the animation
  534.  
  535. Duration Scale
  536. m_flDurationScale
  537.  
  538. Duration scale as ints
  539. m_bScaleWithInts
  540.  
  541.  
  542.  
  543.  
  544. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  545. You can take bots under your control, they abilities, items that you can enable/disable or remove
  546. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  547.  
  548. subclass_name( vdata_choice:scripts/npc_units.vdata ) : "Unit Name" : "" : "Name of the NPC Unit."
  549.  
  550. input GiveAbility(string) : "Gives the NPC an ability of the specified name (see npc_abilities.vdata)."
  551.  
  552. input EnableAbility( string ) : "Enables an ability on the NPC"
  553. input DisableAbility( string ) : "Disables an ability on the NPC"
  554. input RemoveAbility( string ) : "Removes an ability to the NPC
  555.  
  556. 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."
  557. 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."
  558. 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."
  559. 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."
  560.  
  561. 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."
  562. 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."
  563. 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."
  564. 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."
  565.  
  566. ability_remove_1( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 1" : "" : "Subclass of 1st ability to remove."
  567. ability_remove_2( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 2" : "" : "Subclass of 2nd ability to remove."
  568. ability_remove_3( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 3" : "" : "Subclass of 3rd ability to remove."
  569. ability_remove_4( vdata_choice:scripts/npc_abilities.vdata ) : "Ability Subclass To Remove 4" : "" : "Subclass of 4th ability to remove."
  570.  
  571. m_iszEntity( vdata_choice:scripts/npc_units.vdata ) : "Target NPC"
  572. 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."
  573.  
  574. output OnAbilityUse(string) : "An ability has started, but may not complete."
  575. output OnAbilityUseEnded(string) : "An ability has been finished."
  576.  
  577.  
  578.  
  579.  
  580.  
  581. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  582. NPC Interactions. A huge script responsible for how non-player characters can behave in various situations.
  583. Who they can attack, what abilities they can use, how to move during combat and much more.
  584. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  585.  
  586. NPC_LogicType
  587. NPC_DrawLogicBeam<>()
  588.  
  589. Damage Dealt (in the case of NPC vs NPC damage, medium skill is used)
  590.  
  591. @BaseClass base(Targetname, Parentname) color(255 0 255) sphere(m_flRadius) = BaseScripted
  592. [
  593. m_iszEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script."
  594. 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."
  595. 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."
  596. m_iszPlay(sequence) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play."
  597. 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."
  598. 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."
  599. sync_group(string) : "Synchronization Group" : : "If set, identifier used to match other scripted sequences to synchronze with (alternative to name-based sync)"
  600. m_bLoopActionSequence(boolean) : "Loop Action Animation?" : 0
  601. m_bSynchPostIdles(boolean) : "Synch Post Idles?" : 0
  602. m_bAllowCustomInterruptConditions(boolean) : "Allow custom interrupt conditions to be set." : 0
  603. conflict_response(choices) : "Script Conflict Response" : 0 : "What to do if this scripted sequence begins and the actor is already executing a scripted sequence." =
  604. [
  605. 0 : "Enqueue"
  606. 1 : "Interrupt"
  607. ]
  608. 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." =
  609. [
  610. 0 : "No change"
  611. 1 : "Disable for this sequence"
  612. ]
  613.  
  614. m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
  615. m_flRepeat(integer) : "Repeat Rate ms" : 0
  616. m_fMoveTo(Choices) : "Move to Position" : 1 =
  617. [
  618. 0 : "No"
  619. 1 : "Walk"
  620. 2 : "Run"
  621. 3 : "Custom movement"
  622. 4 : "Instantaneous"
  623. 5 : "No - Turn to Face"
  624. ]
  625. 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."
  626. 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."
  627.  
  628. 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."
  629. 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."
  630.  
  631. // Inputs
  632. input BeginSequence(void) : "Summons an NPC to act out the scripted sequence."
  633. 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."
  634. 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."
  635. input SetActionSequence(string) : "Sets the name of the action sequence that will play when the action sequence plays. Can be used for branching sequences."
  636.  
  637. // Outputs
  638. output OnBeginSequence(void) : "Fires when the scripted sequence begins playing."
  639. output OnActionStartOrLoop(void) : "Fires when the action animation begins playing and each time it loops."
  640. output OnEndSequence(void) : "Fires when the action animation completes."
  641. output OnCancelSequence(void) : "Fires when the sequence is cancelled."
  642. output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)."
  643. output OnScriptEvent01(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  644. output OnScriptEvent02(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  645. output OnScriptEvent03(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  646. output OnScriptEvent04(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  647. output OnScriptEvent05(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  648. output OnScriptEvent06(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  649. output OnScriptEvent07(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  650. output OnScriptEvent08(void) : "Fires when an AE_SCRIPT_EVENT_FIREEVENT anim event occurs while playing the script."
  651. ]
  652.  
  653. @PointClass base(Targetname, Parentname) tags( AI ) iconsprite("editor/info_target.vmat") tags( Choreo ) = scripted_target : "Scripted Target"
  654. [
  655. StartDisabled(boolean) : "Start Disabled" : 1
  656.  
  657. m_iszEntity(npcclass) : "Target NPC"
  658. m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
  659.  
  660. MoveSpeed(integer) : "Move Speed" : 5 // How quickly should target move between scripted targets
  661. PauseDuration(integer) : "Pause Duration" : 0 // How long should target pause at scripted target
  662. EffectDuration(integer) : "Effect Duration" : 2 // How long should any associated effect last
  663.  
  664. target(target_destination) : "Next Target" // Next scripted target
  665.  
  666. // Inputs
  667. input Enable(void) : "Enable this entity"
  668. input Disable(void) : "Disable this entity"
  669.  
  670. // Outputs
  671. output AtTarget(void) : "Fires when NPC reaches this target"
  672. output LeaveTarget(void) : "Fires when NPC leaves this target"
  673. ]
  674.  
  675. @PointClass base(BaseScripted, DXLevelChoice) editormodel("models/editor/scripted_sequence.vmdl") tags( Choreo ) sphere(m_flRadius) sequenceList( entity, "m_iszEntity" ) = scripted_sequence :
  676. "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 "+
  677. "be told to play the script wherever they currently are. "+
  678. "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. "+
  679. "This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:<br><br>"+
  680. "1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2.<br>"+
  681. "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>"+
  682. "3) Fire the OnBeginSequence output.<br>"+
  683. "4) Play the action animation. If no action animation is specified, skip to step 5.<br>"+
  684. "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>"+
  685. "6) Fire the OnEndSequence output.<br>"+
  686. "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>"+
  687. "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>"+
  688. "If the sequence has motion extraction in it, set the 'Don't Teleport NPC On End' spawnflag."
  689. [
  690. spawnflags(Flags) =
  691. [
  692. 4 : "Repeatable" : 0
  693. 8 : "Leave Corpse (if not, fade)" : 0
  694. 16 : "Start on Spawn" : 0
  695. 32: "No Interruptions" : 0
  696. 64: "Override AI" : 0
  697. 128: "Don't Teleport NPC On End" : 0
  698. 256: "Loop in Post Idle" : 0
  699. 512: "Priority Script" : 0
  700. 2048: "Hide Debug Complaints" : 0
  701. 4096: "Allow other NPC actors to continue after this NPC actor's death" : 0
  702. ]
  703.  
  704. onplayerdeath(choices) : "On player death" : 0 : "What this entity should do if the player dies." =
  705. [
  706. 0 : "Do Nothing"
  707. 1 : "Cancel Script and return to AI"
  708. ]
  709.  
  710. onnpcdeath(choices) : "On NPC actor death" : 0 : "What the NPC performing this script should do if it dies." =
  711. [
  712. 0 : "LEGACY - Use old settings"
  713. 1 : "Ragdoll immediately"
  714. 2 : "Perform a death animation"
  715. ]
  716.  
  717. 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." =
  718. [
  719. 0 : "No"
  720. 1 : "Yes"
  721. ]
  722.  
  723. 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." =
  724. [
  725. 0 : "No"
  726. 1 : "Yes"
  727. ]
  728. ]
  729.  
  730.  
  731. @PointClass base(Targetname) tags( Choreo ) color(255 0 255) iconsprite("editor/ai_scripted_moveto") = ai_scripted_moveto :
  732. "Forces an NPC to move to a specified destination entity."
  733. [
  734. 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."
  735. m_iszTarget(target_destination) : "Target Destination" : "" : "The entity that marks the destination of this move-to."
  736.  
  737. 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." =
  738. [
  739. 0 : "No"
  740. 1 : "Yes"
  741. ]
  742.  
  743. 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." =
  744. [
  745. 0 : "No"
  746. 1 : "Yes"
  747. ]
  748.  
  749. switchidletoalert(choices) : "Switch To Alert State if Idle" : 0 : "If the commanded NPC(s) is in Idle state, switch them to Alert state." =
  750. [
  751. 0 : "No"
  752. 1 : "Yes"
  753. ]
  754.  
  755. 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." =
  756. [
  757. 0 : "Everything that usually interrupts AI"
  758. 3 : "Direct Combat (Seeing enemies, taking damage, etc)"
  759. 1 : "Only Taking Damage"
  760. 2 : "Nothing"
  761. ]
  762.  
  763. // Inputs
  764. input StartMoveTo(void) : "Starts all target NPC(s) moving to the target destination."
  765. input StopMoveTo(void) : "Stops all target NPCs that are performing this move to."
  766.  
  767. // Outputs
  768. 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."
  769. ]
  770.  
  771.  
  772. @PointClass base(Targetname) tags( Choreo ) color(255 0 255) iconsprite("editor/aiscripted_schedule") = ai_scripted_abilityusage :
  773. "Forces an NPC to perform an ability at a specified target."
  774. [
  775. 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."
  776. 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."
  777. m_iszTarget(target_destination) : "Ability Target" : "" : "The entity that marks the target of the ability."
  778. m_nAbilityTargetBodyLoc(choices) : "Target Body Location" : 3 : "The body location on the Ability Target entity that the ability should target." =
  779. [
  780. 0 : "Eyes"
  781. 1 : "Muzzle"
  782. 2 : "Abs Origin"
  783. 3 : "Randomized around Body Center"
  784. 4 : "Head"
  785. ]
  786. 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." =
  787. [
  788. 0 : "Current Abs Origin"
  789. 1 : "Predicted Abs Origin"
  790. 2 : "Last Known Position"
  791. 3 : "Last Seen Position"
  792. ]
  793.  
  794. 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." =
  795. [
  796. 0 : "No"
  797. 1 : "Yes"
  798. ]
  799.  
  800. 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." =
  801. [
  802. 0 : "No"
  803. 1 : "Yes"
  804. ]
  805.  
  806. switchidletoalert(choices) : "Switch To Alert State if Idle" : 0 : "If the Target NPC(s) is in Idle state, switch them to Alert state." =
  807. [
  808. 0 : "No"
  809. 1 : "Yes"
  810. ]
  811.  
  812. // Inputs
  813. input PerformAbility(void) : "Tells all target NPC(s) to perform the ability."
  814. input AbortAbilityPerformance(void) : "Tells all target NPC(s) to abort performing the ability, if they're in the process of doing it."
  815.  
  816. // Outputs
  817. 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."
  818. ]
  819.  
  820.  
  821.  
  822.  
  823.  
  824. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  825. Bot Navigation / Navmesh System (not in CS2 or Deadlock)
  826. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  827.  
  828. +nav_draw_space_fly
  829. +nav_draw_space_swim
  830.  
  831. +nav_show_area_water_info
  832. +navspace_create_water_smooth_connections
  833. +navspace_create_water_transition_connections
  834.  
  835.  
  836. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  837. Advanced Hair System & Groom Meshes
  838. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  839.  
  840. +C:\buildworker\csgo_rel_win64\build\src\scenesystem\utils\hairrenderer.cpp
  841.  
  842. SceneSystem/HairShading
  843. HairShadingAtlas
  844.  
  845. materials/dev/hair_processing_cs.vmat
  846. materials/dev/hair_render_volume.vmat
  847. materials/dev/hair_shading_cs.vmat
  848. materials/dev/hair_render_ao_volume.vmat
  849. materials/dev/hair_render_shadow_volume.vmat
  850. materials/dev/hair_sim_cs.vmat
  851.  
  852. Could not create HairMetaData( %s ) node
  853. ERROR! Cannot load HairRendererManifest resource manifest!
  854.  
  855. Pick the source hair file
  856.  
  857. D_HAIR_COLOR
  858. D_FULL_HAIR_PIPELINE
  859.  
  860. Hair Shadow
  861. HairColorCombo
  862. HairColorTexture
  863. HairCountToDensityScale
  864. HairLengthScale
  865. HairDensityTexture
  866. HairDensityVolumeTexture_%i
  867. HairRendererManifest
  868. HairShadowTexture
  869. HairStrandInfo
  870. HairVolumeTexture
  871. HalfVoxelSize
  872.  
  873. hairdensityaccumvolume
  874. hairdensityvolume
  875. hairindexbuffer
  876. hairindirectargsbuffer
  877. hairlighting
  878. hairsegmentdepth
  879. hairsegmentindexbuffer
  880. hairshadingatlas
  881. hairquadindexbuffer
  882.  
  883. hairsim_force_fixed_timestep
  884. hairsim_reset
  885. hairsimvelocityvolume
  886.  
  887. hair_count
  888. guide_hair_count
  889.  
  890. Target Hair Count
  891. Target Guide Hair Count
  892.  
  893. r_hair_voxels
  894. r_haircull_percent
  895. r_hairsort
  896. r_force_thick_hair
  897.  
  898. m_hairInfoBufferData
  899. m_hairs
  900. m_nHairCount
  901. m_hairPositionOffsets
  902. m_bHasHairPositionOffsets
  903. m_nGuideHairCount
  904. m_nGuideIdx
  905. m_nSegmentsPerHairStrand
  906. m_flSumOfAllHairLengths
  907. m_nGuideHairIndices_nSurfaceTriIndex
  908.  
  909. ResolvedHairVolumeTexture
  910. ResolvedHairVolumeTextureMip1
  911. ResolvedHairVolumeTextureMip2
  912.  
  913. SampleHairVolumeTexture
  914.  
  915. GuideHairVertexCacheOffset
  916.  
  917. RenderHairStrandInfo_t
  918.  
  919. IsHairSimParamMaterial
  920.  
  921. Decimated hair count: %2
  922. Guide hair count: %3
  923.  
  924.  
  925. %s_hair_ao
  926. %s_hair_density
  927. %s_hairsim_PosVelQuat
  928.  
  929. +rtcNewBSplineHairGeometry is not supported
  930. +rtcNewBezierCurveGeometry is not supported
  931. +rtcNewBezierHairGeometry is not supported
  932.  
  933. -------------------------------------------------------------------
  934.  
  935. StrandCount
  936. StrandIB
  937. StrandCullThreshold
  938. StrandDepth
  939. StrandVB
  940. StrandsPerTextureRow
  941.  
  942. segments_per_strand
  943.  
  944. SimStrandsPerGroup
  945. SimThreadsPerGroup
  946. SimThreadsPerStrand
  947.  
  948. SegmentsPerStrand
  949. SegmentsPerHairStrand
  950.  
  951. VertsPerStrand
  952.  
  953. SegmentLength
  954.  
  955. ShadingAtlas
  956. ShadingSamplesPerStrand
  957. ShadowAtlas
  958. ShadowAtlas%d.vtex
  959. ShadowDepth
  960.  
  961. Strand Curve Subdivision
  962.  
  963. -------------------------------------------------------------------
  964.  
  965. AssignClusters(), C:\buildworker\csgo_rel_win64\build\src\modeldoc_lib\modeldoc_groommeshfile.cpp:318
  966.  
  967. materials/dev/groom_default.vmat
  968. materials/dev/groom_physics_defaults.vmat
  969.  
  970. groom
  971.  
  972. CRenderGroom
  973. m_nGroomGroupID
  974. m_pGroomData
  975.  
  976. Groom Stats
  977.  
  978. GroomInfo
  979. GroomMeshFile
  980. GroomMetaData
  981.  
  982. Reference to an alembic file with curves data, turns into a runtime groom mesh
  983.  
  984. Stores metadata for groom meshes.
  985.  
  986. _groommetadata
  987.  
  988. tools/images/modeldoc_editor/outliner_icon_groom_mesh_file.png
  989.  
  990.  
  991.  
  992.  
  993.  
  994.  
  995.  
  996.  
  997.  
  998. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  999. Procedural speech animations
  1000. https://www.speech-graphics.com/
  1001. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1002.  
  1003. speech_graphics =
  1004. {
  1005. _class = "CSimpleAssetTypeInfo"
  1006. m_FriendlyName = "Speech Graphics RTS"
  1007. m_Ext = "rts"
  1008. m_IconLg = "game:tools/images/assettypes/speech_graphics_lg.png"
  1009. m_IconSm = "game:tools/images/assettypes/speech_graphics_sm.png"
  1010. m_bHideTypeByDefault = true
  1011. }
  1012.  
  1013. game\core\tools\images\assettypes\speech_graphics_lg.png
  1014. game\core\tools\images\assettypes\speech_graphics_sm.png
  1015.  
  1016. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1017. Faceposer Update
  1018. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1019.  
  1020. HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Look At Target Event In This Channel"
  1021.  
  1022. @PointClass base(ChoreoEvent, PitchYaw) = face : "Face To Actor"
  1023. [
  1024. ActorName( string ) : "Face Actor"
  1025. HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Face To Event In This Channel"
  1026. ]
  1027.  
  1028. @PointClass base(ChoreoEvent) = lock_facing : "Lock Body Facing"
  1029.  
  1030. HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Event In This Channel"
  1031.  
  1032. HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Face To Event In This Channel"
  1033.  
  1034. HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Mood Event In This Channel"
  1035.  
  1036. HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Mood Body Event In This Channel"
  1037.  
  1038. HoldEvent( bool ) : "Hold Event" : 0 : "Extend Event To Next Ignore External Lookats In This Channel"
  1039.  
  1040.  
  1041. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1042. Day & Night Cycle + Lighting improvements
  1043. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1044.  
  1045. +mod != hlx
  1046. +mod != hlx || m_nLightingMode != PARTICLE_LIGHTING_PER_VERTEX
  1047.  
  1048. m_fTimeOfDay
  1049.  
  1050. +m_bIsDay
  1051.  
  1052. +light_direction_day
  1053. +light_direction_night
  1054.  
  1055. +ambient_direction_day
  1056. +ambient_direction_night
  1057.  
  1058. +specular_direction_day
  1059. +specular_direction_night
  1060.  
  1061. +inspector_specular_direction_day
  1062. +inspector_specular_direction_night
  1063.  
  1064.  
  1065.  
  1066. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1067. Water and Water Levels
  1068. Wasn't a thing in Source 2 before. Ability to change the direction of flow, density, depth, "pushing out" force, splash size, etc.
  1069. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1070.  
  1071. water
  1072. waterStart
  1073.  
  1074. waterDepth
  1075. flWaterDepth
  1076.  
  1077.  
  1078. WaterEffectsDepth
  1079.  
  1080. Water.PlayerEnter
  1081.  
  1082. Water.PlayerExit
  1083.  
  1084. Land_WaterVol.StepLeft
  1085.  
  1086. D_CHEAP_WATER
  1087. D_WATER_FADE
  1088.  
  1089. D_WRITE_WATER_FOG_TO_DEST_ALPHA
  1090.  
  1091. m_flFluidDensity
  1092. Multiply water drag for buoyancy
  1093. phys_buoyancy_drag_multiplier
  1094. trigger_buoyancy
  1095. CTriggerBuoyancy
  1096.  
  1097. Water Splash Size
  1098. m_nSplashSize
  1099.  
  1100. NormalWaterLayer
  1101. WaterBlendLayer
  1102.  
  1103. renderWater
  1104. bRenderWaterReflections
  1105.  
  1106. previewWaterFlow
  1107. water_flow_map_texture
  1108.  
  1109. +m_flWaterLevel
  1110.  
  1111. +m_flWaterRuneSpawnInterval
  1112.  
  1113. +Water: Level %0.3f
  1114. +WaterLevel_t
  1115.  
  1116. +WL_Count
  1117.  
  1118. +WL_FullyUnderwater
  1119.  
  1120. +m_bSampleWater
  1121. +sample water current
  1122.  
  1123. +UNDER_WATER_DEEP
  1124. +UNDER_WATER_NON_TRANSITION
  1125. +UNDER_WATER_TRANSITION
  1126.  
  1127. +m_flEyePitchAngleToTreadWaterAtChestHeight
  1128.  
  1129. +Scale on the force of buoyancy and water drag
  1130.  
  1131.  
  1132.  
  1133.  
  1134.  
  1135. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1136. Grass Rendering
  1137. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1138.  
  1139. GrassObject
  1140. WorldRenderer/GrassDilateColors
  1141. WorldRenderer/GrassNoHalfTexel
  1142. WorldRenderer/GrassQuadSize
  1143.  
  1144.  
  1145.  
  1146.  
  1147.  
  1148. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1149. Wind
  1150. Can change the strength, direction, types, and dependence on time of day
  1151. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1152.  
  1153. +m_bSampleWind
  1154.  
  1155. FeNodeWindBase_t
  1156.  
  1157. m_DynNodeWindBases
  1158.  
  1159. m_flWindDrag
  1160.  
  1161. WindDir
  1162.  
  1163. WindStrengthFreq
  1164.  
  1165. CEnvWindShared
  1166.  
  1167. C_EnvWindShared
  1168. C_EnvWindShared::WindAveEvent_t
  1169. C_EnvWindShared::WindVariationEvent_t
  1170.  
  1171. max_wind
  1172. min_wind
  1173.  
  1174. wind_amount_day
  1175. wind_amount_night
  1176.  
  1177. wind_angle
  1178.  
  1179.  
  1180. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1181. Dynamic Fog, Sun, Precipitation & Buoyancy (Rain and Weather)?
  1182. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1183.  
  1184. Dynamic Fog No Shadows
  1185. Dynamic Fog with Shadows
  1186.  
  1187. PARTICLE_FOG_DISABLED
  1188. PARTICLE_FOG_ENABLED
  1189. PARTICLE_FOG_GAME_DEFAULT
  1190.  
  1191. PARTICLE_LIGHTNING_BRANCH_CURRENT_DIR
  1192. PARTICLE_LIGHTNING_BRANCH_ENDPOINT_DIR
  1193. PARTICLE_LIGHT_FOG_LIGHTING_MODE_DYNAMIC
  1194. PARTICLE_LIGHT_FOG_LIGHTING_MODE_DYNAMIC_NOSHADOWS
  1195. PARTICLE_LIGHT_FOG_LIGHTING_MODE_NONE
  1196.  
  1197. ParticleFogType_t
  1198.  
  1199. ParticleLightFogLightingMode_t
  1200.  
  1201. ParticlesFoggedByDefault
  1202.  
  1203. fog contribution
  1204. fog lighting mode
  1205.  
  1206. m_flFogContribution
  1207.  
  1208. m_nFogLightingMode
  1209. m_nFogType
  1210.  
  1211. VolumeFog
  1212.  
  1213. m_bFogParticles
  1214.  
  1215. angular_fog_max_end
  1216. angular_fog_max_start
  1217. angular_fog_min_end
  1218. angular_fog_min_start
  1219.  
  1220. fogEnable
  1221. fogEnd
  1222. fogMaxDensity
  1223. fogStart
  1224. fog_color
  1225. fog_colorskybox
  1226. fog_enable
  1227. fog_enableskybox
  1228. fog_end_day
  1229. fog_end_night
  1230. fog_endskybox
  1231. fog_flow_map_texture
  1232. fog_hdrcolorscale
  1233. fog_hdrcolorscaleskybox
  1234. fog_height_day
  1235. fog_height_night
  1236. fog_hight_color_day
  1237. fog_hight_color_night
  1238. fog_lighting
  1239. fog_maxdensity
  1240. fog_maxdensityskybox
  1241. fog_maxs
  1242. fog_mins
  1243. fog_override
  1244. fog_start_day
  1245. fog_start_night
  1246. fog_startskybox
  1247. fog_type
  1248. fogblend
  1249. fogcolor
  1250. fogcolor2
  1251.  
  1252. particles/rain_fx/econ_weather_pestilence.vpcf
  1253. particles/rain_fx/econ_weather_sirocco.vpcf
  1254. particles/rain_fx/econ_weather_spring.vpcf
  1255. particles/rain_fx/flying_embers.vpcf
  1256. particles/rain_fx/ground_fog.vpcf
  1257. particles/rain_fx/ground_fog_none.vpcf
  1258. particles/rain_fx/precipitation_ash.vpcf
  1259. particles/rain_fx/rain_outer.vpcf
  1260. particles/rain_fx/smoke_precipitation.vpcf
  1261. particles/rain_fx/smoke_precipitation_outer.vpcf
  1262. particles/rain_fx/smoke_precipitation_screen.vpcf
  1263. particles/rain_fx/xen_spore_precipitation.vpcf
  1264. particles/rain_fx/xen_spore_precipitation_outer.vpcf
  1265. particles/rain_storm_fx/rain_storm.vpcf
  1266. particles/rain_storm_fx/rain_storm_outer.vpcf
  1267. particles/rain_storm_fx/rain_storm_screen.vpcf
  1268.  
  1269. Dynamic Weather Scale Finished Time: %f
  1270. Dynamic Weather: %s
  1271. Toggle dynamic weather on/off
  1272.  
  1273. PrecipitationType_t
  1274. CPrecipitationVData
  1275. scripts/precipitation.vdata
  1276.  
  1277. PointClass base(Targetname) color(255 255 255)
  1278. editormodel( "models/editor/light_environment", lightModeTint, "124 255 157", "255 64 64" )
  1279. iconsprite
  1280. {
  1281. image = "materials/editor/env_sun.vmat"
  1282. tintKey = "color"
  1283. }
  1284. helper_env_sun() = env_sun :
  1285. "An entity to control & draw a sun effect in the sky."
  1286. [
  1287. effect_name(particlesystem) [report] : "Particle Sun flare" : "particles/environment/env_sun_clear.vpcf"
  1288. effect_namess(particlesystem) [report] : "Sceenspace effect (addition)" : "" : "particles/environment/env_sun_screenspace_flare.vpcf"
  1289. 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"
  1290. colortint(color255) : "Sun Color (R G B)" : "100 80 80"
  1291. 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."
  1292. rotation(float) : "Sprite Rotation" : "0.0" : "Rotate the sprite. passed to Particle through Control point 15"
  1293. alphascale(float) : "Core Alpha" : "0.0" : "Rotate the sprite. passed to Particle through Control point 18 x"
  1294. alphahdr(float) : "Hdr Alpha" : "0.0" : "Rotate the sprite. passed to Particle through Control point 18 y"
  1295. alphahaze(float) : "Haze Alpha" : "0.0" : "Alpha sprite. passed to Particle through Control point 18 z"
  1296. selfillumscale(float) : "HDR color scale" : "1.0" : "float value to multiply sprite color by when running in HDR mode. Cp 17 y."
  1297. hazescale(float) : "Haze Scale" : "1.0" : "additional control for creating things like haze. Treat this like another float input on cp 17 z."
  1298. 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. "
  1299. 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. "
  1300. ]
  1301.  
  1302. +@SolidClass base(Trigger) = func_precipitation :
  1303. "A brush entity that creates precipitation inside its volume."
  1304. [
  1305. spawnflags(flags) =
  1306. [
  1307. 1: "Clients" : 1
  1308. 2: "NPCs" : 0
  1309. 4: "Pushables": 0
  1310. 8: "Physics Objects" : 0
  1311. 16: "Only player ally NPCs" : 0
  1312. 32: "Only clients in vehicles" : 0
  1313. 64: "Everything (not including physics debris)" : 1
  1314. 512: "Only clients *not* in vehicles" : 0
  1315. 1024: "Physics debris" : 0
  1316. 2048: "Only NPCs in vehicles (respects player ally flag)" : 0
  1317. 4096: "Correctly account for object mass (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...)" : 1
  1318. 8192: "Ignore client's hands" : 0
  1319. ]
  1320. subclass_name( subclass_choice:scripts/precipitation.vdata ) : "Precipitation Subclass" : "" : "The Type of Precipitation."
  1321. renderamt(integer) : "Density (0-100%)" : 100
  1322. ]
  1323.  
  1324. @SolidClass base(Targetname, Parentname) = func_precipitation_blocker :
  1325. "A brush entity that prevents rain and snow inside its volume."
  1326. [
  1327. input EnableShadow(void) : "Turn shadow on."
  1328. input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
  1329. 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"
  1330. input ClearRenderAttribute(string) : "Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value."
  1331. ]
  1332.  
  1333. @SolidClass base(Trigger) = trigger_buoyancy : "A volumetric trigger that affects the motion of vphysics objects that touch it by applying buoyancy to them."
  1334. [
  1335. SetFluidDensity(float) : "Fluid density, kg/liter" : "1.0"
  1336. input SetFluidDensity(float) : "Fluid density, kg/liter"
  1337. ]
  1338.  
  1339. // 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.
  1340. // 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?
  1341. PointClass
  1342. base( Targetname, Parentname )
  1343. tags( VisPreview )
  1344. iconsprite( "editor/env_cubemap.vmat" ) = env_cubemap_capture : "Renders a cubemap and stores the result somewhere."
  1345. [
  1346. bake_path_buildcubemaps(string) { group="Bake Path" } : "Unimplemented!!! Bake Path (buildcubemaps)" : "" : "Where to write the cubemap when running the buildcubemaps command."
  1347. bake_path_previewlighting(string) { group="Bake Path" } : "Bake Path (Preview Baked Lighting)" : "" : "Where to write the cubemap when doing preview bake."
  1348.  
  1349. resolution(choices) { group="Render Settings" } : "Resolution" : "0" =
  1350. [
  1351. "0" : "Default"
  1352. "128" : "128x128"
  1353. "256" : "256x256"
  1354. "512" : "512x512"
  1355. "1024" : "1024x1024"
  1356. "2048" : "2048x2048"
  1357. "4096" : "4096x4096"
  1358. ]
  1359. bakenearz(float) { group="Render Settings" } : "Render Near Z" : "2.0" : "Near clip plane used for the camera when rendering the cube map"
  1360. bakefarz(float) { group="Render Settings" } : "Render Far Z" : "4096.0" : "Far clip plane used for the camera when rendering the cube map"
  1361. ]
  1362.  
  1363. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1364. Meshlets
  1365. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1366.  
  1367. +CMeshletDescriptor
  1368.  
  1369. +m_meshlets
  1370.  
  1371. +m_nFirstMeshlet
  1372.  
  1373. +m_nNumMeshlets
  1374.  
  1375. +, %s agg [%s fragments, %s meshlets]
  1376.  
  1377. +CulledMeshletDrawArgs
  1378. +Culling: %s objects pre-cull (%s tested), %s passing culling
  1379.  
  1380. +Added aggregate with %i meshes, %i fragments
  1381. +Added aggregate with %i meshes, %i fragments, %i meshlets, %i tris
  1382.  
  1383. +MeshletData
  1384.  
  1385. +ResourceCompiler/MeshCompiler/MeshletConeWeight
  1386.  
  1387. +ResourceCompiler/WorldRendererBuilder/AggregateInstancingMeshlets
  1388.  
  1389. +meshlet_index_count
  1390.  
  1391. +MeshletIndexCopyLoops
  1392.  
  1393. +CUtlMemory&lt;class CMeshletDescriptor,int&gt;::Grow
  1394.  
  1395.  
  1396.  
  1397.  
  1398.  
  1399. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1400. Physics based Vehicles
  1401. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1402.  
  1403. Vehicles
  1404.  
  1405. VEHICLE_LINKAGE
  1406.  
  1407. VehicleEntityIO
  1408. VehicleEntityIOVData
  1409.  
  1410. BaseVehicle
  1411.  
  1412. BaseClass base(Targetname, Global) = BaseVehicle
  1413. subclass_name( subclass_choice:scripts/vehicles.vdata ) : "Vehicle Subclass" : "" : "Subclass of the Vehicle."
  1414.  
  1415. vehicle_locked(boolean) : "Start locked" : 0
  1416.  
  1417. PointClass base(BaseVehicle)
  1418. vdata_model{my_key = "subclass_name" vdata_key = "m_sModelName" use_class_when_blank = true} = vehicle_entityio :
  1419. "Vehicle which does nothing but fire outputs based on IN_BUTTONS, typically used for prototyping."
  1420.  
  1421. BaseVehicleVData
  1422.  
  1423. BaseVehicleCameraData_t
  1424. BaseVehicleControlsData_t
  1425. BaseVehiclePhysicsAeroData_t
  1426. BaseVehiclePhysicsData_t
  1427. BaseVehiclePhysicsDrivetrainData_t
  1428. BaseVehiclePhysicsTireModelData_t
  1429. BaseVehiclePhysicsWheelData_t
  1430.  
  1431. RN_DRAW_VEHICLES
  1432. RNTOOLQUERY_VEHICLE
  1433.  
  1434.  
  1435. +A particle effect that releases smoke when the wheels are slipping heavily
  1436.  
  1437. Vehicle
  1438. VehicleAero
  1439. VehicleAero RnVehicleRefl_t::m_Aero
  1440. VehicleArtificalForces
  1441. VehicleArtificalForces RnVehicleRefl_t::m_ArtificialForces
  1442. VehicleBodies
  1443. VehicleDrivetrain
  1444. VehicleKeyframer
  1445. VehicleKeyframer::RnAngularMotor_t
  1446. VehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_PitchMotor
  1447. VehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_RollMotor
  1448. VehicleKeyframer::RnLinearConstraint1_t
  1449. VehicleKeyframer::RnLinearConstraint1_t RnVehicleKeyframerRefl_t::m_LinearConstraint
  1450. VehicleSuspension
  1451. VehicleTire
  1452. VehicleTires
  1453.  
  1454. CUtlVector< CRnVehicle* >
  1455. CUtlVector< CRnVehicleTire >
  1456.  
  1457. VehicleBodiesRefl_t
  1458. VehicleBodiesRefl_t RnVehicleRefl_t::m_Bodies
  1459. VehicleDrivetrainRefl_t
  1460. VehicleDrivetrainRefl_t RnVehicleRefl_t::m_Drivetrain
  1461. VehicleDrivetrainWheelRefl_t
  1462. VehicleDrivetrainWheel_t
  1463. VehicleKeyframerRefl_t
  1464. VehicleRefl_t
  1465. VehicleSuspensionRefl_t
  1466. VehicleSuspensionRefl_t RnVehicleRefl_t::m_Suspension
  1467. VehicleSuspensionWheel_t
  1468. VehicleTireContactPatchRefl_t
  1469. VehicleTireContactPatch_t
  1470. VehicleTireModelParams_t
  1471. VehicleTireModelParams_t RnVehicleTireRefl_t::m_LateralParams
  1472. VehicleTireModelParams_t RnVehicleTireRefl_t::m_LongitudinalParams
  1473. VehicleTireRefl_t
  1474. VehicleTiresRefl_t
  1475. VehicleTiresRefl_t RnVehicleRefl_t::m_Tires
  1476. VehicleWheelBodyRefl_t
  1477. VehicleWheelBody_t
  1478.  
  1479. ResourceArray< RnVehicleDrivetrainWheelRefl_t > RnVehicleDrivetrainRefl_t::m_vecWheels
  1480. ResourceArray< RnVehicleSuspensionWheel_t > RnVehicleSuspensionRefl_t::m_vecWheels
  1481. ResourceArray< RnVehicleTireContactPatchRefl_t > RnVehicleTiresRefl_t::m_vecContactPatches
  1482. ResourceArray< RnVehicleTireRefl_t > RnVehicleTiresRefl_t::m_vecTires
  1483. ResourceArray< RnVehicleWheelBodyRefl_t > RnVehicleBodiesRefl_t::m_vecWheelBodies
  1484.  
  1485. float RnVehicleDrivetrainRefl_t::m_flBrake
  1486. float RnVehicleDrivetrainRefl_t::m_flDriveTorqueScaleAtLowSpinAngVel
  1487. float RnVehicleDrivetrainRefl_t::m_flDrivetrainLimitedTopSpeed
  1488. float RnVehicleDrivetrainRefl_t::m_flDrivetrainLimitedTopSpeedReverse
  1489. float RnVehicleDrivetrainRefl_t::m_flLowSpinAngVelThreshold
  1490. float RnVehicleDrivetrainRefl_t::m_flMaxSteeringAngle
  1491. float RnVehicleDrivetrainRefl_t::m_flSteeringInput
  1492. float RnVehicleDrivetrainRefl_t::m_flThrottle
  1493.  
  1494. float RnVehicleKeyframerRefl_t::m_flKeyframedPitch
  1495. float RnVehicleKeyframerRefl_t::m_flKeyframedRoll
  1496. float RnVehicleKeyframerRefl_t::m_flPitchDampingRatio
  1497. float RnVehicleKeyframerRefl_t::m_flPitchFrequency
  1498. float RnVehicleKeyframerRefl_t::m_flRollDampingRatio
  1499. float RnVehicleKeyframerRefl_t::m_flRollFrequency
  1500. float RnVehicleKeyframerRefl_t::m_flStrengthScale
  1501. float RnVehicleTireContactPatchRefl_t::m_flContactImpulse
  1502. float RnVehicleTireContactPatchRefl_t::m_flLatEffectiveFrictionCoeff
  1503. float RnVehicleTireContactPatchRefl_t::m_flLatEffectiveMass
  1504. float RnVehicleTireContactPatchRefl_t::m_flLatImpulse
  1505. float RnVehicleTireContactPatchRefl_t::m_flLatSlip
  1506. float RnVehicleTireContactPatchRefl_t::m_flLongEffectiveFrictionCoeff
  1507. float RnVehicleTireContactPatchRefl_t::m_flLongEffectiveMass
  1508. float RnVehicleTireContactPatchRefl_t::m_flLongImpulse
  1509. float RnVehicleTireContactPatchRefl_t::m_flLongSlip
  1510. float RnVehicleTireContactPatchRefl_t::m_flTireFrictionBlend
  1511. float RnVehicleTireContactPatchRefl_t::m_flWheelInvMass
  1512. float RnVehicleTireContactPatchRefl_t::m_flWheelRadius
  1513. float RnVehicleTireRefl_t::m_flLatNormalizingFactor
  1514. float RnVehicleTireRefl_t::m_flLateralEffectiveFrictionCoeff
  1515. float RnVehicleTireRefl_t::m_flLateralSlip
  1516. float RnVehicleTireRefl_t::m_flLongNormalizingFactor
  1517. float RnVehicleTireRefl_t::m_flLongitudinalEffectiveFrictionCoeff
  1518. float RnVehicleTireRefl_t::m_flLongitudinalSlip
  1519. float RnVehicleTireRefl_t::m_flRadius
  1520. float RnVehicleTireRefl_t::m_flThickness
  1521. float RnVehicleTireRefl_t::m_flTireFrictionBlend
  1522. float RnVehicleTireRefl_t::m_flTotalContactImpulse
  1523. float RnVehicleTiresRefl_t::m_flDrivableSurfaceLateralCollisionScale
  1524. float RnVehicleTiresRefl_t::m_flDrivableSurfaceLongitudinalCollisionScale
  1525. float RnVehicleTiresRefl_t::m_flNonDrivableSurfaceFrictionScale
  1526. float RnVehicleTiresRefl_t::m_flNonDrivableSurfaceLateralCollisionScale
  1527. float RnVehicleTiresRefl_t::m_flNonDrivableSurfaceLongitudinalCollisionScale
  1528. float RnVehicleTiresRefl_t::m_flSinMaxDrivableAngle
  1529. float RnVehicleTiresRefl_t::m_flTireFrictionBlendMaxWheelSpinAngVel
  1530. float RnVehicleTiresRefl_t::m_flTireFrictionBlendMinWheelSpinAngVel
  1531. float RnVehicleWheelBodyRefl_t::m_flRadius
  1532.  
  1533. Vector RnVehicleTireContactPatchRefl_t::m_vCenter
  1534. Vector RnVehicleTireContactPatchRefl_t::m_vInertiaInvScaledLever
  1535. Vector RnVehicleTireContactPatchRefl_t::m_vLever
  1536. Vector RnVehicleTireContactPatchRefl_t::m_vTangentForward
  1537. Vector RnVehicleTireContactPatchRefl_t::m_vTangentLeft
  1538. Vector RnVehicleTireContactPatchRefl_t::m_vUnmodifiedNormal
  1539. Vector RnVehicleTireContactPatchRefl_t::m_vWheelLeft
  1540.  
  1541. int RnVehicleKeyframerRefl_t::m_nChassisIslandBodyIndex
  1542. int RnVehicleTireContactPatchRefl_t::m_nIslandBodyIndex
  1543. int RnVehicleTireContactPatchRefl_t::m_nWheelIndex
  1544. int RnVehicleTireRefl_t::m_nIslandBodyIndex
  1545.  
  1546. m_flOverturnedAngle
  1547. What angle from upright does this vehicle need to be to be considered overturned? (0 == never is overturned)
  1548.  
  1549. vehicletires.cpp
  1550. float RnVehicleTireContactPatchRefl_t::m_flNormalizedCombinedSlip
  1551. float RnVehicleTireContactPatchRefl_t::m_vecOtherSurfaceFrictionCoeff[ 4 ]
  1552. float RnVehicleTireRefl_t::m_flFrictionScale
  1553. float RnVehicleTireRefl_t::m_flNormalizedCombinedSlip
  1554. float RnVehicleTireRefl_t::m_flOtherSurfaceFrictionCoeff
  1555.  
  1556.  
  1557.  
  1558.  
  1559.  
  1560.  
  1561. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1562. Passengers in Vehicles
  1563. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1564.  
  1565. m_hPassenger
  1566. m_hPassengerPawn
  1567. m_hPassengerWeapon
  1568. m_nAllowedPassengerIndex
  1569.  
  1570. m_vecPassengerInfo
  1571. m_vecPassengerRoles
  1572. m_vecAllowedPassengers
  1573. m_bIsNonDriverPassenger
  1574.  
  1575. VehiclePassengerState_t
  1576. VehiclePassengerInternalInfo_t
  1577.  
  1578. SUBCLASS_SCOPE_PLAYER
  1579. The subclass of the allowed passenger
  1580.  
  1581. SUBCLASS_SCOPE_VEHICLES
  1582. The pawn subclass to create to control the vehicle (player passengers only)
  1583.  
  1584. +m_flUseRangeScale
  1585. +Scales the use range for players near this vehicle, so they can enter from farther away
  1586.  
  1587. +m_flEntryTime
  1588. +m_bExitForced
  1589.  
  1590. Vehicle Entry Animgraph Finish Tag
  1591. Vehicle Entry Animgraph Parameter
  1592. Vehicle Exit Animgraph Finish Tag
  1593. Vehicle Exit Animgraph Parameter
  1594.  
  1595. m_bAllowBlockedExits
  1596. m_bAllowMidairExits
  1597. m_bIsEscapeExit
  1598. m_bIsOverturnedExit
  1599. m_flMaximumSpeedToEnterExit
  1600.  
  1601. m_sAllowedSubclass
  1602. m_sAnimgraphFinishTagEnter
  1603. m_sAnimgraphFinishTagExit
  1604. m_sAnimgraphParamEnter
  1605. m_sAnimgraphParamExit
  1606. m_sAnimgraphParamExitFallback
  1607.  
  1608. PASSENGER_ENTERING_VEHICLE
  1609. The animgraph parameter that is set on the vehicle to animate the passenger getting in.
  1610.  
  1611. PASSENGER_EXITING_VEHICLE
  1612. PASSENGER_IN_VEHICLE
  1613. PASSENGER_NOT_THERE
  1614.  
  1615. The animgraph status tag that will be set by the animgraph when it has finished performing the 'Entry Animgraph Parameter' step.
  1616. The animgraph status tag that will be set by the animgraph when it has finished performing the 'Exit Animgraph Parameter' step.
  1617.  
  1618. m_hExitBlocker
  1619. Is this exit appropriate only if the vehicle is overturned?
  1620.  
  1621. Escape exits have lower priority
  1622.  
  1623. m_vecExitAnimations
  1624.  
  1625. // Outputs
  1626. output PassengerEntered(integer) : "Passenger entered the vehicle (argument is passenger index)"
  1627. output PassengerExited(integer) : "Passenger exited the vehicle (argument is passenger index)"
  1628.  
  1629. input Lock(void) : "Prevent passengers from entering or exiting the vehicle."
  1630. input Unlock(void) : "Re-allow passengers to enter or exit the vehicle."
  1631.  
  1632. ===================================================================
  1633.  
  1634. // Outputs
  1635. output OnButtonStart1(integer) : "Passenger started hitting button 1 (argument is passenger index)"
  1636. output OnButtonEnd1(integer) : "Passenger stopped hitting button 1 (argument is passenger index)"
  1637.  
  1638. output OnButtonStart2(integer) : "Passenger started hitting button 1 (argument is passenger index)"
  1639. output OnButtonEnd2(integer) : "Passenger stopped hitting button 2 (argument is passenger index)"
  1640.  
  1641. output OnButtonStart3(integer) : "Passenger started hitting button 3 (argument is passenger index)"
  1642. output OnButtonEnd3(integer) : "Passenger stopped hitting button 3 (argument is passenger index)"
  1643.  
  1644. output OnButtonStart4(integer) : "Passenger started hitting button 4 (argument is passenger index)"
  1645. output OnButtonEnd4(integer) : "Passenger stopped hitting button 4 (argument is passenger index)"
  1646.  
  1647. output OnButtonStart5(integer) : "Passenger started hitting button 5 (argument is passenger index)"
  1648. output OnButtonEnd5(integer) : "Passenger stopped hitting button 5 (argument is passenger index)"
  1649.  
  1650. output OnButtonStart6(integer) : "Passenger started hitting button 6 (argument is passenger index)"
  1651. output OnButtonEnd6(integer) : "Passenger stopped hitting button 6 (argument is passenger index)"
  1652.  
  1653. output OnButtonStart7(integer) : "Passenger started hitting button 7 (argument is passenger index)"
  1654. output OnButtonEnd7(integer) : "Passenger stopped hitting button 7 (argument is passenger index)"
  1655.  
  1656. output OnButtonStart8(integer) : "Passenger started hitting button 8 (argument is passenger index)"
  1657. output OnButtonEnd8(integer) : "Passenger stopped hitting button 8 (argument is passenger index)"
  1658.  
  1659.  
  1660. button1(choices) : "Button 1" : "" : "The button which fires the Button1-related outputs." =
  1661. [
  1662. 1 : "IN_ATTACK"
  1663. 2 : "IN_JUMP"
  1664. 4 : "IN_DUCK"
  1665. 8 : "IN_FORWARD"
  1666. 16 : "IN_BACK"
  1667. //32 : "IN_CANCEL"
  1668. //64 : "IN_TURNLEFT"
  1669. //128 : "IN_TURNRIGHT"
  1670. 256 : "IN_MOVELEFT"
  1671. 512 : "IN_MOVERIGHT"
  1672. 1024 : "IN_ATTACK2"
  1673. //2048 : "IN_RUN"
  1674. 4096 : "IN_RELOAD"
  1675. ]
  1676.  
  1677. button2(choices) : "Button 2" : "" : "The button which fires the Button2-related outputs." =
  1678. [
  1679. 1 : "IN_ATTACK"
  1680. 2 : "IN_JUMP"
  1681. 4 : "IN_DUCK"
  1682. 8 : "IN_FORWARD"
  1683. 16 : "IN_BACK"
  1684. //32 : "IN_CANCEL"
  1685. //64 : "IN_TURNLEFT"
  1686. //128 : "IN_TURNRIGHT"
  1687. 256 : "IN_MOVELEFT"
  1688. 512 : "IN_MOVERIGHT"
  1689. 1024 : "IN_ATTACK2"
  1690. //2048 : "IN_RUN"
  1691. 4096 : "IN_RELOAD"
  1692. ]
  1693.  
  1694. button3(choices) : "Button 3" : "" : "The button which fires the Button3-related outputs." =
  1695. [
  1696. 1 : "IN_ATTACK"
  1697. 2 : "IN_JUMP"
  1698. 4 : "IN_DUCK"
  1699. 8 : "IN_FORWARD"
  1700. 16 : "IN_BACK"
  1701. //32 : "IN_CANCEL"
  1702. //64 : "IN_TURNLEFT"
  1703. //128 : "IN_TURNRIGHT"
  1704. 256 : "IN_MOVELEFT"
  1705. 512 : "IN_MOVERIGHT"
  1706. 1024 : "IN_ATTACK2"
  1707. //2048 : "IN_RUN"
  1708. 4096 : "IN_RELOAD"
  1709. ]
  1710.  
  1711. button4(choices) : "Button 4" : "" : "The button which fires the Button4-related outputs." =
  1712. [
  1713. 1 : "IN_ATTACK"
  1714. 2 : "IN_JUMP"
  1715. 4 : "IN_DUCK"
  1716. 8 : "IN_FORWARD"
  1717. 16 : "IN_BACK"
  1718. //32 : "IN_CANCEL"
  1719. //64 : "IN_TURNLEFT"
  1720. //128 : "IN_TURNRIGHT"
  1721. 256 : "IN_MOVELEFT"
  1722. 512 : "IN_MOVERIGHT"
  1723. 1024 : "IN_ATTACK2"
  1724. //2048 : "IN_RUN"
  1725. 4096 : "IN_RELOAD"
  1726. ]
  1727.  
  1728. button5(choices) : "Button 5" : "" : "The button which fires the Button5-related outputs." =
  1729. [
  1730. 1 : "IN_ATTACK"
  1731. 2 : "IN_JUMP"
  1732. 4 : "IN_DUCK"
  1733. 8 : "IN_FORWARD"
  1734. 16 : "IN_BACK"
  1735. //32 : "IN_CANCEL"
  1736. //64 : "IN_TURNLEFT"
  1737. //128 : "IN_TURNRIGHT"
  1738. 256 : "IN_MOVELEFT"
  1739. 512 : "IN_MOVERIGHT"
  1740. 1024 : "IN_ATTACK2"
  1741. //2048 : "IN_RUN"
  1742. 4096 : "IN_RELOAD"
  1743. ]
  1744.  
  1745. button6(choices) : "Button 6" : "" : "The button which fires the Button6-related outputs." =
  1746. [
  1747. 1 : "IN_ATTACK"
  1748. 2 : "IN_JUMP"
  1749. 4 : "IN_DUCK"
  1750. 8 : "IN_FORWARD"
  1751. 16 : "IN_BACK"
  1752. //32 : "IN_CANCEL"
  1753. //64 : "IN_TURNLEFT"
  1754. //128 : "IN_TURNRIGHT"
  1755. 256 : "IN_MOVELEFT"
  1756. 512 : "IN_MOVERIGHT"
  1757. 1024 : "IN_ATTACK2"
  1758. //2048 : "IN_RUN"
  1759. 4096 : "IN_RELOAD"
  1760. ]
  1761.  
  1762. button7(choices) : "Button 7" : "" : "The button which fires the Button7-related outputs." =
  1763. [
  1764. 1 : "IN_ATTACK"
  1765. 2 : "IN_JUMP"
  1766. 4 : "IN_DUCK"
  1767. 8 : "IN_FORWARD"
  1768. 16 : "IN_BACK"
  1769. //32 : "IN_CANCEL"
  1770. //64 : "IN_TURNLEFT"
  1771. //128 : "IN_TURNRIGHT"
  1772. 256 : "IN_MOVELEFT"
  1773. 512 : "IN_MOVERIGHT"
  1774. 1024 : "IN_ATTACK2"
  1775. //2048 : "IN_RUN"
  1776. 4096 : "IN_RELOAD"
  1777. ]
  1778.  
  1779. button8(choices) : "Button 8" : "" : "The button which fires the Button8-related outputs." =
  1780. [
  1781. 1 : "IN_ATTACK"
  1782. 2 : "IN_JUMP"
  1783. 4 : "IN_DUCK"
  1784. 8 : "IN_FORWARD"
  1785. 16 : "IN_BACK"
  1786. //32 : "IN_CANCEL"
  1787. //64 : "IN_TURNLEFT"
  1788. //128 : "IN_TURNRIGHT"
  1789. 256 : "IN_MOVELEFT"
  1790. 512 : "IN_MOVERIGHT"
  1791. 1024 : "IN_ATTACK2"
  1792. //2048 : "IN_RUN"
  1793. 4096 : "IN_RELOAD"
  1794. ]
  1795.  
  1796.  
  1797.  
  1798.  
  1799.  
  1800. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  1801. Wheels and Physic Attributes
  1802. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  1803.  
  1804. m_vecWheels
  1805.  
  1806. WheelIndex
  1807. WheelInvMass
  1808. WheelRadius
  1809.  
  1810. WHEEL_JOINT
  1811. Wheel Joint
  1812. Wheel joint.
  1813. WheelJoint
  1814.  
  1815. PhysicsJointWheel
  1816. AUTH_PHYS_WHEEL_JOINT
  1817.  
  1818. +Name of the physics body for this wheel
  1819.  
  1820. +wheel.m_pBody
  1821. +wheelDesc.m_pBody
  1822.  
  1823. +WheelbaseSigned
  1824. +WheelCastDistAsFractionOfRadius
  1825.  
  1826. WheeledPhysicsVehicle
  1827. WheeledPhysicsVehicleVData
  1828.  
  1829. +vecWheelIndices
  1830. +vecWheelJoints
  1831.  
  1832. +m_vecWheelNames
  1833. +m_vecWheelContactPointEntitySpace
  1834.  
  1835. +m_szWheelSmokeEffect
  1836. +m_vecWheelSmokeEffectIndices
  1837. +m_vecWheelSmokeIntensity
  1838.  
  1839. m_flWheelSmokeIntensityRiseTimeConstant
  1840. +Exponential moving average time constant used to smooth increases in the wheel smoke intensity -- i.e. time to reach 63% of target intensity
  1841.  
  1842. +m_flWheelSmokeIntensityDecayTimeConstant
  1843. +Exponential moving average time constant used to smooth decreases in the wheel smoke intensity -- i.e. time to reach 63% of target intensity
  1844.  
  1845. +WheeledPhysicsVehicleAeroData_t
  1846. +WheeledPhysicsVehicleAxleData_t
  1847. +WheeledPhysicsVehicleCameraData_t
  1848. +WheeledPhysicsVehicleChassisFrame_t
  1849. +WheeledPhysicsVehicleControlsData_t
  1850. +WheeledPhysicsVehiclePhysicsData_t
  1851. +WheeledPhysicsVehicleTireModelData_t
  1852. +WheeledPhysicsVehicleWheelData_t
  1853.  
  1854. +WHEELED_VEHICLE_CHASSIS_FRAME_XFORWARD_YLEFT
  1855. +WHEELED_VEHICLE_CHASSIS_FRAME_YBACKWARD_XLEFT
  1856. +WHEELED_VEHICLE_CHASSIS_FRAME_ZFORWARD_XLEFT
  1857.  
  1858. +"?wheelEvent@QAbstractSpinBox@@MEAAXPEAVQWheelEvent@@@Z
  1859. +"?wheelEvent@QScrollBar@@MEAAXPEAVQWheelEvent@@@Z
  1860. +"?wheelEvent@QTextEdit@@MEAAXPEAVQWheelEvent@@@Z
  1861. +CUtlVector&lt; CRnWheelJoint* &gt;
  1862.  
  1863.  
  1864. float RnWheelJointRefl_t::m_flAngularLambda1
  1865. float RnWheelJointRefl_t::m_flAngularMotorLambda
  1866. float RnWheelJointRefl_t::m_flLinearLambda1
  1867. float RnWheelJointRefl_t::m_flLinearLambda2
  1868. float RnWheelJointRefl_t::m_flLinearLambda3
  1869. float RnWheelJointRefl_t::m_flLowerAngularLimitLambda
  1870. float RnWheelJointRefl_t::m_flLowerLinearLimitLambda
  1871. float RnWheelJointRefl_t::m_flSpinMotorLambda
  1872. float RnWheelJointRefl_t::m_flSpinMotorMaxTorque
  1873. float RnWheelJointRefl_t::m_flSpinMotorTargetVelocity
  1874. float RnWheelJointRefl_t::m_flSteeringMotorDampingRatio
  1875. float RnWheelJointRefl_t::m_flSteeringMotorFrequency
  1876. float RnWheelJointRefl_t::m_flSteeringMotorTargetAngle
  1877. float RnWheelJointRefl_t::m_flSuspensionDampingRatio
  1878. float RnWheelJointRefl_t::m_flSuspensionFrequency
  1879. float RnWheelJointRefl_t::m_flSuspensionRestLoad
  1880. float RnWheelJointRefl_t::m_flUpperAngularLimitLambda
  1881. float RnWheelJointRefl_t::m_flUpperLinearLimitLambda
  1882.  
  1883. bool RnVehicleDrivetrainWheelRefl_t::m_bIsSteered
  1884. bool RnWheelJointRefl_t::m_bIsSpinMotorEnabled
  1885. bool RnWheelJointRefl_t::m_bIsSteeringLimitEnabled
  1886. bool RnWheelJointRefl_t::m_bIsSteeringMotoEnabled
  1887. bool RnWheelJointRefl_t::m_bIsSuspensionLimitEnabled
  1888.  
  1889. Range_t RnWheelJointRefl_t::m_SteeringLimitRange
  1890. Range_t RnWheelJointRefl_t::m_SuspensionLimitRange
  1891.  
  1892. ModelDocPhysicsJoint_Wheel
  1893. ModelDocAttr@MVCModelDocPhysicsJoint_Wheel
  1894. ModelDocAttr@_NVCModelDocPhysicsJoint_Wheel
  1895. ConcreteToolAttr@MVCModelDocPhysicsJoint_Wheel
  1896. ConcreteToolAttr@_NVCModelDocPhysicsJoint_Wheel
  1897. BaseConcreteToolAttr@MVCModelDocPhysicsJoint_Wheel
  1898. ToolAttrGetSetAccess@MVCModelDocPhysicsJoint_Wheel
  1899. BaseConcreteToolAttr@_NVCModelDocPhysicsJoint_Wheel
  1900. ToolAttrGetSetAccess@_NVCModelDocPhysicsJoint_Wheel
  1901. ValueAttributeWrapper@MVCModelDocPhysicsJoint_Wheel
  1902. ValueAttributeWrapper@_NVCModelDocPhysicsJoint_Wheel
  1903.  
  1904. m_bEnableSteeringLimit@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@
  1905. m_bEnableSuspensionLimit@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@
  1906. m_flMaxSteeringAngle@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@
  1907. m_flMaxSuspensionOffset@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@
  1908. m_flMinSteeringAngle@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@
  1909. m_flMinSuspensionOffset@?1??GetStaticAttributes@CModelDocPhysicsJoint_Wheel@@MEAAXPEAV?$CUtlVector@PEAVIBaseToolAttr@@HV?$CUtlMemory@PEAVIBaseToolAttr@@H@@@@@Z@
  1910.  
  1911. +ReflId_t RnVehicleSteeringWheelRefl_t::m_nWheelJointAddr
  1912.  
  1913. +float RnVehicleSteeringWheelRefl_t::m_flLateralLever
  1914. +float RnVehicleSteeringWheelRefl_t::m_flLongitudinalLever
  1915. +float RnVehicleSteeringWheelRefl_t::m_flSteeringConstraintLambda
  1916.  
  1917. ===================================================================
  1918.  
  1919. bIsSpinMotorEnabled
  1920. m_bEnableSpinMotor
  1921.  
  1922. m_bEnableSteeringMotor
  1923. m_flSteeringMotorDampingRatio
  1924. m_flSteeringMotorFreqency
  1925. m_flSteeringMotorTargetAngle
  1926.  
  1927. m_bEnableSteeringLimit
  1928. Enable Steering Limit
  1929. enable_steering_limit
  1930.  
  1931. SteeringInput
  1932. SteeringLimitRange
  1933. SteeringMotorFrequency
  1934.  
  1935. Max Steering Angle
  1936. max_steering_angle
  1937. m_flMaxSteeringAngle
  1938.  
  1939. Min Steering Angle
  1940. min_steering_angle
  1941. m_flMinSteeringAngle
  1942.  
  1943. +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.
  1944.  
  1945. bIsSteered
  1946. +Is this wheel steered?
  1947.  
  1948. bIsSteeringLimitEnabled
  1949. bIsSteeringMotoEnabled
  1950.  
  1951. m_flSteeringRiseRate
  1952. m_flSteeringFallRate
  1953.  
  1954. m_flSteeringRangeScaleAtHighSpeed
  1955. m_flSteeringRateScaleAtHighSpeed
  1956.  
  1957. Scale on the steering rise and fall rates at high speeds
  1958.  
  1959. Rate at which the steering input decreases when the user is not pressing a steering button
  1960. Rate at which the steering input increases when the user is pressing the left or right steering button
  1961. Rate at which the throttle input decreases when the user is not pressing a throttle button
  1962. Rate at which the throttle input increases when the user is pressing a throttle button
  1963.  
  1964. Max steering range at high speed, as a fraction of the full steering range
  1965.  
  1966. +bEnableSteeringConstraints
  1967.  
  1968. +CRnVehicleSteering
  1969.  
  1970. +SteeringConstraintCount
  1971. +SteeringConstraintLambda
  1972.  
  1973. +RnVehicleSteeringAxleRefl_t
  1974. +RnVehicleSteeringAxle_t
  1975. +RnVehicleSteeringRefl_t
  1976. +RnVehicleSteeringRefl_t RnVehicleRefl_t::m_Steering
  1977. +RnVehicleSteeringWheelRefl_t
  1978. +RnVehicleSteeringWheel_t
  1979.  
  1980. +CRnVehicleSteering
  1981.  
  1982. +SteeringConstraintCount
  1983. +SteeringConstraintLambda
  1984.  
  1985. +RnVehicleSteeringAxleRefl_t
  1986. +RnVehicleSteeringAxle_t
  1987. +RnVehicleSteeringRefl_t
  1988. +RnVehicleSteeringRefl_t RnVehicleRefl_t::m_Steering
  1989. +RnVehicleSteeringWheelRefl_t
  1990. +RnVehicleSteeringWheel_t
  1991.  
  1992. +bool RnVehicleSteeringAxleRefl_t::m_bEnableSteeringConstraints
  1993. +bool RnVehicleSteeringAxleRefl_t::m_bIsSteered
  1994.  
  1995. +float RnVehicleSteeringAxleRefl_t::m_flWheelbaseSigned
  1996. +float RnVehicleSteeringRefl_t::m_flMaxSteeringAngle
  1997. +float RnVehicleSteeringRefl_t::m_flSteeringInput
  1998.  
  1999. +m_flMaxSteeringInputForStraighteningYawDamping
  2000. +Yaw damping applied to help straighten the vehicle out when steering straight
  2001.  
  2002. +m_flSteeringDeadzone
  2003. +Steering input at which the straightening yaw damping is fully faded out
  2004.  
  2005. +The in-game steering input must reach this value before we start to steer. (Helps the user drive straight forward/backward on a gamepad)
  2006.  
  2007. +vecAxles
  2008. +m_vecAxles
  2009. +Is this axle steered?
  2010.  
  2011.  
  2012. ===================================================================
  2013.  
  2014. Max Suspension Offset
  2015. max_suspension_offset
  2016.  
  2017. Enable Suspension Limit
  2018. enable_suspension_limit
  2019.  
  2020. Min Suspension Offset
  2021. min_suspension_offset
  2022.  
  2023. +RnVehicleSuspensionWheelRefl_t
  2024.  
  2025. +ReflId_t RnVehicleSuspensionWheelRefl_t::m_nJointAddr
  2026.  
  2027. +CResourceArray&lt; RnVehicleSuspensionWheelRefl_t &gt; RnVehicleSuspensionRefl_t::m_vecWheels
  2028.  
  2029. +float RnVehicleSuspensionRefl_t::m_flWheelCastDistAsFractionOfRadius
  2030. +float RnVehicleSuspensionWheelRefl_t::m_flLongitudinalLever
  2031.  
  2032. +MaxTravel
  2033. +float RnVehicleSuspensionWheelRefl_t::m_flMaxTravel
  2034.  
  2035. +float RnVehicleSuspensionWheelRefl_t::m_flRestLoad
  2036. +float RnVehicleSuspensionWheelRefl_t::m_flTravelMidpointInChassisSpace
  2037.  
  2038. ===================================================================
  2039.  
  2040. FrictionScale
  2041.  
  2042. m_flNonDrivableSurfaceFrictionScale
  2043.  
  2044. m_flNonDrivableSurfaceLateralCollisionScale
  2045. m_flNonDrivableSurfaceLongitudinalCollisionScale
  2046.  
  2047. Speed at which our tire friction calculations are fully blended in
  2048. Speed at which we start blending between the standard friction constraints and our tire friction calculations
  2049.  
  2050. ===================================================================
  2051.  
  2052. m_flBrakeRiseRate
  2053. Rate at which the brake input increases when the user is pressing the brake button
  2054.  
  2055. m_flBrakeFallRate
  2056. Rate at which the brake input decreases when the user is not pressing the brake button
  2057.  
  2058. +MaxHandbrakeTorque
  2059. +m_flMaxHandbrakeTorqueNm
  2060. +Maximum handbrake torque delivered to this axle
  2061.  
  2062. float RnVehicleDrivetrainAxleRefl_t::m_flMaxHandbrakeTorque
  2063. +float RnVehicleDrivetrainRefl_t::m_flHandbrake
  2064.  
  2065. +m_flHandbrakeRiseRate
  2066. +Rate at which the handbrake input increases when the user is pressing the brake button
  2067.  
  2068. +m_flHandbrakeFallRate
  2069. +Rate at which the handbrake input decreases when the user is not pressing the brake button
  2070.  
  2071. ===================================================================
  2072.  
  2073.  
  2074. m_flSpinMotorMaxTorque
  2075. m_flSpinMotorTargetVelocity
  2076.  
  2077. Spin angular velocity above which DriveTorqueScaleAtLowSpinAngVel is fully disabled
  2078.  
  2079. m_flMaxBrakeTorqueNm
  2080. Maximum brake torque delivered to this wheel
  2081.  
  2082. m_flMaxDriveTorqueNm
  2083. Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is moving forward
  2084.  
  2085. m_flMaxDriveTorqueReverseNm
  2086. Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is in reverse
  2087.  
  2088. m_flDriveTorqueScaleAtLowSpinAngVel
  2089.  
  2090. m_flLowSpinAngVelThreshold
  2091.  
  2092. DriveTorqueScale
  2093.  
  2094. DriveTorqueScaleAtLowSpinAngVel
  2095. Scale on the torque at low wheelspeeds, to help the wheels get unstuck from obstacles
  2096.  
  2097. float RnVehicleDrivetrainWheelRefl_t::m_flMaxBrakeTorque
  2098. float RnVehicleDrivetrainWheelRefl_t::m_flMaxDriveTorque
  2099. float RnVehicleDrivetrainWheelRefl_t::m_flMaxDriveTorqueReverse
  2100.  
  2101. float RnVehicleDrivetrainAxleRefl_t::m_flMaxBrakeTorque
  2102. float RnVehicleDrivetrainAxleRefl_t::m_flMaxDriveTorque
  2103. float RnVehicleDrivetrainAxleRefl_t::m_flMaxDriveTorqueReverse
  2104.  
  2105. +float RnVehicleDrivetrainRefl_t::m_flDriveTorqueScale
  2106.  
  2107.  
  2108.  
  2109. ===================================================================
  2110.  
  2111. SinMaxDrivableAngle
  2112. m_flMaxDrivableAngle
  2113.  
  2114. The maximum angle (in degrees) we allow the player to steer
  2115. Max angle (from horizontal) of a drivable surface that should use tire friction
  2116.  
  2117. Should gameplay code manually control the vehicle's roll angle?
  2118.  
  2119. ===================================================================
  2120.  
  2121. m_flThrottleFallRate
  2122. m_flThrottleRiseRate
  2123.  
  2124. ===================================================================
  2125.  
  2126. m_flDrivableSurfaceLateralCollisionScale
  2127. m_flDrivableSurfaceLongitudinalCollisionScale
  2128.  
  2129. ===================================================================
  2130.  
  2131. DrivetrainLimitedTopSpeed
  2132. m_flDrivetrainLimitedTopSpeedKPH
  2133.  
  2134. DrivetrainLimitedTopSpeedScale
  2135.  
  2136. DrivetrainLimitedTopSpeedReverse
  2137. m_flDrivetrainLimitedTopSpeedReverseKPH
  2138.  
  2139. WheeledPhysicsVehicleDrivetrainData_t
  2140.  
  2141. VehicleDrivetrainAxleRefl_t
  2142. VehicleDrivetrainAxle_t
  2143.  
  2144. ResourceArray&lt; ReflId_t &gt; RnVehicleDrivetrainRefl_t::m_vecWheelJoints
  2145. ResourceArray&lt; RnVehicleDrivetrainAxleRefl_t &gt; RnVehicleDrivetrainRefl_t::m_vecAxles
  2146. ResourceArray&lt; int &gt; RnVehicleDrivetrainAxleRefl_t::m_vecWheelIndices
  2147.  
  2148. +float RnVehicleDrivetrainRefl_t::m_flDrivetrainLimitedTopSpeedScale
  2149.  
  2150. ===================================================================
  2151.  
  2152. PASSENGER_FLIPPING_VEHICLE
  2153.  
  2154. m_flMaxTimeAfterFlipToAutoEnter
  2155. 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)
  2156.  
  2157. m_flMinTimeAfterFlipToAutoEnter
  2158. Minimum delay from the time we start flipping the vehicle to the time we auto-enter
  2159.  
  2160. m_bAutoEnterAfterFlip
  2161. Should we automatically enter the vehicle after flipping it upright
  2162.  
  2163. m_flFlipFromSidewaysAngularVelocityDelta
  2164. m_flFlipFromSidewaysVerticalVelocityDelta
  2165. Vertical (upward) velocity delta to apply when flipping a vehicle that's on its side
  2166.  
  2167. m_flFlipFromUpsideDownAngularVelocityDelta
  2168. m_flFlipFromUpsideDownVerticalVelocityDelta
  2169. Vertical (upward) velocity delta to apply when flipping a vehicle that's upside down
  2170.  
  2171. m_flFlipPushVelocityDelta
  2172. Velocity delta to apply in the direction away from the player when flipping a vehicle
  2173.  
  2174. m_flMinTimeBetweenFlipAttempts
  2175. Minimum time between attempts to flip the vehicle
  2176.  
  2177. +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)
  2178.  
  2179. +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)
  2180.  
  2181. ===================================================================
  2182.  
  2183. m_flFractionOfTopSpeedForHighSpeedFOV
  2184. m_flFractionOfTopSpeedForStandardFOV
  2185.  
  2186. m_flHighSpeedFractionForSteeringRangeScale
  2187. m_flHighSpeedFractionForSteeringRateScale
  2188.  
  2189. m_flLowSpeedFractionForSteeringRangeScale
  2190. m_flLowSpeedFractionForSteeringRateScale
  2191.  
  2192. m_flLinearDragLeverAsFractionOfExtent
  2193.  
  2194. ===================================================================
  2195.  
  2196. m_flHighSpeedFOVScale
  2197. m_flHighCenteredThrustScale
  2198.  
  2199. ===================================================================
  2200.  
  2201. m_flMaxSpeedToAutoBrakeKPH
  2202. m_flMaxSpeedToEnterReverseKPH
  2203.  
  2204. ===================================================================
  2205.  
  2206. +m_sAirborneSubclass
  2207. +Subclass we switch to when the vehicle gets airborne
  2208.  
  2209. +m_bIsAirborne
  2210. +m_flAirborneModeSwitchAccumulator
  2211.  
  2212. +m_flTimeOnGroundToExitAirborne
  2213. +Time with wheels on the ground before we leave airborne mode
  2214.  
  2215. +m_flTimeOffGroundToEnterAirborne
  2216. +Time with wheels off the ground before we enter airborne mode
  2217.  
  2218. ===================================================================
  2219.  
  2220. Apply Transmission
  2221.  
  2222. Apply Air Absorption
  2223. Apply Directivity
  2224. Apply Distance Attenuation
  2225. Apply Occlusion
  2226.  
  2227. Scale on the gravity force applied to the vehicle's bodies
  2228.  
  2229. +float RnVehicleKeyframerRefl_t::m_flLinearLambda
  2230. +float RnVehicleKeyframerRefl_t::m_flPitchLambda
  2231. +float RnVehicleKeyframerRefl_t::m_flRollLambda
  2232.  
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