Source 2 Viewer
TextureRepetitionMode_t
VecInputMaterialVariable_t
VectorExpressionType_t
VectorFloatExpressionType_t
particleslib (33)
CNewParticleEffect
CParticleBindingRealPulse
CParticleCollectionBindingInstance
CParticleCollectionFloatInput
CParticleCollectionRendererFloatInput
CParticleCollectionRendererVecInput
CParticleCollectionVecInput
CParticleFloatInput
CParticleInput
CParticleModelInput
CParticleProperty
CParticleRemapFloatInput
CParticleTransformInput
CParticleVariableRef
CParticleVecInput
CPerParticleFloatInput
CPerParticleVecInput
IParticleEffect
PARTICLE_EHANDLE__
PFNoiseModifier_t
PFNoiseTurbulence_t
PFNoiseType_t
ParticleFloatBiasType_t
ParticleFloatInputMode_t
ParticleFloatMapType_t
ParticleFloatRandomMode_t
ParticleFloatRoundType_t
ParticleFloatType_t
ParticleModelType_t
ParticleNamedValueConfiguration_t
ParticleNamedValueSource_t
ParticleTransformType_t
ParticleVecType_t
physicslib (98)
CFeIndexedJiggleBone
CFeJiggleBone
CFeMorphLayer
CFeNamedJiggleBone
CFeVertexMapBuildArray
CRegionSVM
CastSphereSATParams_t
CollisionDetailLayerInfo_t
CollisionDetailLayerInfo_t::Name_t
CovMatrix3
Dop26_t
DynamicContinuousContactBehavior_t
FeAnimStrayRadius_t
FeAntiTunnelGroupBuild_t
FeAntiTunnelProbeBuild_t
FeAntiTunnelProbe_t
FeAxialEdgeBend_t
FeBandBendLimit_t
FeBoxRigid_t
FeBuildBoxRigid_t
FeBuildSDFRigid_t
FeBuildSphereRigid_t
FeBuildTaperedCapsuleRigid_t
FeCollisionPlane_t
FeCtrlOffset_t
FeCtrlOsOffset_t
FeCtrlSoftOffset_t
FeDynKinLink_t
FeEdgeDesc_t
FeEffectDesc_t
FeFitInfluence_t
FeFitMatrix_t
FeFitWeight_t
FeFollowNode_t
FeHingeLimitBuild_t
FeHingeLimit_t
FeKelagerBend2_t
FeModelSelfCollisionLayer_t
FeMorphLayerDepr_t
FeNodeBase_t
FeNodeIntegrator_t
Type
/
to search
Counter-Strike 2
particleslib
CParticleInput
CParticleVecInput
CParticleVecInput
MCustomFGDMetadata
: "{ SkipImprintFGDClassOnKV3 = true SkipRemoveKeysInKV3AtFGDDefault = true KV3DefaultTestFnName = 'CParticleVecInputDefaultTestFunc' }"
Inherits from (0 fields)
CParticleInput
m_nType
:
ParticleVecType_t
= "PVEC_TYPE_LITERAL"
16 (0x10)
m_vLiteralValue
:
Vector
20 (0x14)
m_LiteralColor
:
Color
32 (0x20)
m_NamedValue
:
CParticleNamedValueRef
40 (0x28)
m_bFollowNamedValue
:
bool
104 (0x68)
m_nVectorAttribute
:
ParticleAttributeIndex_t
= 6
108 (0x6C)
m_vVectorAttributeScale
:
Vector
= [1,1,1]
112 (0x70)
m_nControlPoint
:
int32
124 (0x7C)
m_nDeltaControlPoint
:
int32
128 (0x80)
m_vCPValueScale
:
Vector
= [1,1,1]
132 (0x84)
m_vCPRelativePosition
:
Vector
144 (0x90)
m_vCPRelativeDir
:
Vector
= [1,0,0]
156 (0x9C)
m_FloatComponentX
:
CParticleFloatInput
168 (0xA8)
m_FloatComponentY
:
CParticleFloatInput
536 (0x0218)
m_FloatComponentZ
:
CParticleFloatInput
904 (0x0388)
m_FloatInterp
:
CParticleFloatInput
1272 (0x04F8)
m_flInterpInput0
:
float32
1640 (0x0668)
m_flInterpInput1
:
float32
= 1
1644 (0x066C)
m_vInterpOutput0
:
Vector
1648 (0x0670)
m_vInterpOutput1
:
Vector
= [1,1,1]
1660 (0x067C)
m_Gradient
:
CColorGradient
= {"m_Stops":[]}
1672 (0x0688)
m_vRandomMin
:
Vector
1696 (0x06A0)
m_vRandomMax
:
Vector
1708 (0x06AC)
Referenced by (2)
CParticleCollectionVecInput
CPerParticleVecInput
Also in
Dota 2
Deadlock