- Counter-Strike 2
- particles
- CParticleFunctionRenderer
- C_OP_GameDecalRenderer
Fields
NameTypeOffset
MPropertyFriendlyName: "decal name"
MPropertyAttributeEditor: "VDataChoice( scripts/decalgroups.vdata )"
EventTypeSelection_t = "PARTICLE_EVENT_TYPE_MASK_COLLISION"
MPropertyFriendlyName: "event type"
ParticleCollisionMask_t = "PARTICLE_MASK_SOLID"
MPropertyFriendlyName: "Collision Interaction Mask"
ParticleCollisionGroup_t = "PARTICLE_COLLISION_GROUP_DEFAULT"
MPropertyFriendlyName: "Collision Group"
CPerParticleVecInput = {"m_nType":"PVEC_TYPE_PARTICLE_VECTOR","m_nVectorAttribute":2}
MPropertyFriendlyName: "Trace Start Position"
CPerParticleVecInput = {"m_nType":"PVEC_TYPE_PARTICLE_VECTOR","m_nVectorAttribute":0}
MPropertyFriendlyName: "Trace End Position"
CPerParticleFloatInput = {"m_flLiteralValue":10}
MPropertyFriendlyName: "Trace Bloat Radius Scale"
CPerParticleFloatInput = {"m_nType":"PF_TYPE_PARTICLE_FLOAT"}
MPropertyFriendlyName: "Decal Size"
MPropertySuppressExpr: "m_bUseGameDefaultDecalSize == true"
CPerParticleFloatInput = {"m_nScalarAttribute":9,"m_nType":"PF_TYPE_PARTICLE_FLOAT"}
MPropertyFriendlyName: "Decal Group Choice Index"
MPropertySuppressExpr: "m_bRandomlySelectDecalInGroup == false"
CPerParticleFloatInput = {"m_nScalarAttribute":4,"m_nType":"PF_TYPE_PARTICLE_FLOAT"}
MPropertyFriendlyName: "Decal Rotation"
MPropertySuppressExpr: "m_bRandomDecalRotation == true"
CPerParticleVecInput = {"m_nType":"PVEC_TYPE_PARTICLE_VECTOR"}
MPropertyFriendlyName: "Decal Modulation Color"
bool = true
MPropertyFriendlyName: "Randomly Select Decal in Decal Group"