Source 2 Viewer
  • C_OP_ChooseRandomChildrenInGroup
  • C_OP_ClampScalar
  • C_OP_ClampVector
  • C_OP_ClientPhysics
  • C_OP_CollideWithParentParticles
  • C_OP_CollideWithSelf
  • C_OP_ColorAdjustHSL
  • C_OP_ColorInterpolate
  • C_OP_ColorInterpolateRandom
  • C_OP_ConnectParentParticleToNearest
  • C_OP_ConstrainDistance
  • C_OP_ConstrainDistanceToPath
  • C_OP_ConstrainDistanceToUserSpecifiedPath
  • C_OP_ConstrainLineLength
  • C_OP_ContinuousEmitter
  • C_OP_ControlPointToRadialScreenSpace
  • C_OP_ControlpointLight
  • C_OP_CreateParticleSystemRenderer
  • C_OP_Cull
  • C_OP_CurlNoiseForce
  • C_OP_CycleScalar
  • C_OP_CylindricalDistanceToTransform
  • C_OP_DampenToCP
  • C_OP_Decay
  • C_OP_DecayClampCount
  • C_OP_DecayMaintainCount
  • C_OP_DecayOffscreen
  • C_OP_DensityForce
  • C_OP_DifferencePreviousParticle
  • C_OP_Diffusion
  • C_OP_DirectionBetweenVecsToVec
  • C_OP_DistanceBetweenCPsToCP
  • C_OP_DistanceBetweenTransforms
  • C_OP_DistanceBetweenVecs
  • C_OP_DistanceCull
  • C_OP_DistanceToTransform
  • C_OP_DragRelativeToPlane
  • C_OP_DriveCPFromGlobalSoundFloat
  • C_OP_EnableChildrenFromParentParticleCount
  • C_OP_EndCapDecay
  • C_OP_EndCapTimedDecay
  • C_OP_EndCapTimedFreeze
  • C_OP_ExternalGameImpulseForce
  • C_OP_ExternalWindForce
  • C_OP_FadeAndKill
  • C_OP_FadeAndKillForTracers
  • C_OP_FadeIn
  • C_OP_FadeInSimple
  • C_OP_FadeOut
  • C_OP_FadeOutSimple
  • C_OP_ForceBasedOnDistanceToPlane
  • C_OP_ForceControlPointStub
  • C_OP_GameDecalRenderer
  • C_OP_GameLiquidSpill
  • C_OP_GlobalLight
  • C_OP_HSVShiftToCP
  • C_OP_InheritFromParentParticles
  • C_OP_InheritFromParentParticlesV2
  • C_OP_InheritFromPeerSystem
  • C_OP_InstantaneousEmitter
  • C_OP_InterpolateRadius
  • C_OP_IntraParticleForce
  • C_OP_LagCompensation
  • C_OP_LazyCullCompareFloat
  • C_OP_LerpEndCapScalar
  • C_OP_LerpEndCapVector
  • C_OP_LerpScalar
  • C_OP_LerpToInitialPosition
  • C_OP_LerpToOtherAttribute
  • C_OP_LerpVector
  • C_OP_LightningSnapshotGenerator
  • C_OP_LocalAccelerationForce
  • C_OP_LockPoints
  • C_OP_LockToBone
  • C_OP_LockToPointList
  • C_OP_LockToSavedSequentialPath
  • C_OP_LockToSavedSequentialPathV2
  • C_OP_MaintainEmitter
  • C_OP_MaintainSequentialPath
  • C_OP_MaxVelocity
Type / to search
  1. Counter-Strike 2
  2. particles
  3. CParticleFunctionForce
  4. C_OP_CurlNoiseForce

C_OP_CurlNoiseForce

Inherits from (16 fields)
CParticleFunctionForceCParticleFunction
  • m_nNoiseType: ParticleDirectionNoiseType_t = "PARTICLE_DIR_NOISE_PERLIN"480 (0x01E0)
    MPropertyFriendlyName: "noise type"
  • m_vecNoiseFreq: CPerParticleVecInput = {"m_vLiteralValue":[0.02,0.02,0.02]}488 (0x01E8)
    MPropertyFriendlyName: "noise frequency"
    MVectorIsCoordinate
  • m_vecNoiseScale: CPerParticleVecInput = {"m_vLiteralValue":[1000,1000,1000]}2208 (0x08A0)
    MPropertyFriendlyName: "noise amplitude"
    MVectorIsCoordinate
  • m_vecOffset: CPerParticleVecInput3928 (0x0F58)
    MPropertyFriendlyName: "offset"
    MVectorIsCoordinate
  • m_vecOffsetRate: CPerParticleVecInput5648 (0x1610)
    MPropertyFriendlyName: "offset rate"
    MVectorIsCoordinate
  • m_flWorleySeed: CPerParticleFloatInput7368 (0x1CC8)
    MPropertyFriendlyName: "worley seed"
  • m_flWorleyJitter: CPerParticleFloatInput = {"m_flLiteralValue":0.875}7736 (0x1E38)
    MPropertyFriendlyName: "worley jitter"
Also in
Dota 2Deadlock
Offsets are from Windows. Source revision 10552922 built on Mar 25 2026.