- Counter-Strike 2
- particles
- CBaseRendererSource2
- C_OP_RenderSprites
- Also in
- Dota 2DeadlockHalf-Life: Alyxdiffers
Fields
NameTypeOffset
CParticleCollectionRendererFloatInput = {"m_flLiteralValue":-1}
MPropertyFriendlyName: "sequence id override"
MPropertyStartGroup: "Animation"
bool
MPropertyFriendlyName: "Sequence Numbers Are Indices (Tools Particles Only)"
ParticleOrientationChoiceList_t = "PARTICLE_ORIENTATION_SCREEN_ALIGNED"
MPropertyFriendlyName: "orientation type"
MPropertyStartGroup: "Orientation"
int32 = -1
MPropertyFriendlyName: "orientation control point"
MPropertySuppressExpr: "m_nOrientationType != PARTICLE_ORIENTATION_ALIGN_TO_PARTICLE_NORMAL && m_nOrientationType != PARTICLE_ORIENTATION_SCREENALIGN_TO_PARTICLE_NORMAL"
bool
MPropertyFriendlyName: "enable yaw for particles aligned to normals"
MPropertySuppressExpr: "m_nOrientationType != PARTICLE_ORIENTATION_ALIGN_TO_PARTICLE_NORMAL && m_nOrientationType != PARTICLE_ORIENTATION_SCREENALIGN_TO_PARTICLE_NORMAL"
MPropertyFriendlyName: "minimum visual screen size"
MPropertySortPriority: 1000
MPropertyStartGroup: "Fading and culling"
CParticleCollectionRendererFloatInput = {"m_flLiteralValue":5000}
MPropertyFriendlyName: "maximum visual screen size"
MPropertySortPriority: 1000
CParticleCollectionRendererFloatInput = {"m_flLiteralValue":1}
MPropertyFriendlyName: "sub-pixel AA scale"
MPropertySortPriority: 1000
MPropertySuppressExpr: "mod != hlx"
CParticleCollectionRendererFloatInput = {"m_flLiteralValue":100000000}
MPropertyFriendlyName: "screen size to start fading"
MPropertySortPriority: 1000
CParticleCollectionRendererFloatInput = {"m_flLiteralValue":200000000}
MPropertyFriendlyName: "screen size to fade away"
MPropertySortPriority: 1000
float32 = 1
MPropertyFriendlyName: "start fade dot product of normal vs view"
MPropertySortPriority: 1000
float32 = 2
MPropertyFriendlyName: "end fade dot product of normal vs view"
MPropertySortPriority: 1000
bool
MPropertyFriendlyName: "distance alpha"
MPropertyStartGroup: "Distance to alpha coding"
bool
MPropertyFriendlyName: "use soft edges for distance alpha"
MPropertySuppressExpr: "!m_bDistanceAlpha"
float32 = 0.6
MPropertyFriendlyName: "start value for soft edges for distance alpha"
MPropertySuppressExpr: "!m_bDistanceAlpha"
float32 = 0.5
MPropertyFriendlyName: "end value for soft edges for distance alpha"
MPropertySuppressExpr: "!m_bDistanceAlpha"
bool
MPropertyFriendlyName: "enable particle outlining"
MPropertyStartGroup: "Outlining"
Color = [255,255,255]
int32 = 255
MPropertyFriendlyName: "outline alpha"
MPropertyAttributeRange: "0 255"
MPropertySuppressExpr: "!m_bOutline"
float32 = 0.5
MPropertyFriendlyName: "outline start 0"
MPropertySuppressExpr: "!m_bOutline"
float32 = 0.6
MPropertyFriendlyName: "outline start 1"
MPropertySuppressExpr: "!m_bOutline"
float32 = 0.7
float32 = 0.8
ParticleLightingQuality_t = "PARTICLE_LIGHTING_PER_PARTICLE"
MPropertyFriendlyName: "lighting mode"
MPropertyStartGroup: "Lighting and Shadows"
MPropertySuppressExpr: "mod != hlx"
CParticleCollectionRendererVecInput = {"m_LiteralColor":[255,255,255],"m_nType":"PVEC_TYPE_LITERAL_COLOR"}
MPropertyFriendlyName: "lighting override"
MPropertySuppressExpr: "m_nLightingMode != PARTICLE_LIGHTING_OVERRIDE_POSITION && m_nLightingMode != PARTICLE_LIGHTING_OVERRIDE_COLOR && m_nLightingMode != PARTICLE_LIGHTING_ADD_EXTRA_LIGHT"
MPropertyFriendlyName: "vertex lighting tessellation (0-5)"
MPropertyAttributeRange: "0 5"
MPropertySuppressExpr: "mod != hlx || m_nLightingMode != PARTICLE_LIGHTING_PER_VERTEX"
MPropertyFriendlyName: "lighting directionality"
MPropertySuppressExpr: "mod != hlx"
bool
MPropertyFriendlyName: "Particle Shadows"
MPropertySuppressExpr: "mod != csgo"
float32 = 1
MPropertyFriendlyName: "Shadow Density"
MPropertySuppressExpr: "!m_bParticleShadows"