- Deadlock
- particles
- CParticleFunctionRenderer
- C_OP_RenderStandardLight
- Also in
- Counter-Strike 2Dota 2Half-Life: Alyxdiffers
Fields
NameTypeOffset
ParticleLightTypeChoiceList_t = "PARTICLE_LIGHT_TYPE_POINT"
MPropertyFriendlyName: "light type"
uint16 = 32
MPropertyFriendlyName: "maximum light count"
MPropertyAttributeRange: "1 512"
CParticleCollectionVecInput = {"m_LiteralColor":[255,255,255],"m_nType":"PVEC_TYPE_LITERAL_COLOR"}
MPropertyFriendlyName: "color blend"
ParticleColorBlendType_t = "PARTICLE_COLOR_BLEND_MULTIPLY"
MPropertyFriendlyName: "color blend type"
MPropertyFriendlyName: "light style"
MPropertyAttributeEditor: "VDataChoice( scripts/light_styles.vdata )"
CPerParticleFloatInput = {"m_nType":"PF_TYPE_PARTICLE_AGE"}
MPropertyFriendlyName: "light style time"
MPropertySuppressExpr: "m_strLightStyle == ''"
CPerParticleFloatInput = {"m_flLiteralValue":1}
MPropertyFriendlyName: "intensity"
bool
MPropertyFriendlyName: "cast shadows"
MPropertySuppressExpr: "m_nLightType == PARTICLE_LIGHT_TYPE_FX"
bool
MPropertyFriendlyName: "dynamic bounce (RTGI)"
MPropertySuppressExpr: "!m_bCastShadows || m_nLightType == PARTICLE_LIGHT_TYPE_FX || mod == csgo"
CParticleCollectionFloatInput = {"m_flLiteralValue":1}
MPropertyFriendlyName: "bounce scale"
MPropertySuppressExpr: "!m_bDynamicBounce"
CParticleCollectionFloatInput = {"m_flLiteralValue":45}
MPropertyFriendlyName: "inner cone angle"
MPropertySuppressExpr: "m_nLightType != PARTICLE_LIGHT_TYPE_SPOT"
CParticleCollectionFloatInput = {"m_flLiteralValue":60}
MPropertyFriendlyName: "outer cone angle"
MPropertySuppressExpr: "m_nLightType != PARTICLE_LIGHT_TYPE_SPOT"
CParticleCollectionFloatInput = {"m_flLiteralValue":8}
MPropertyFriendlyName: "light radius multiplier"
StandardLightingAttenuationStyle_t = "LIGHT_STYLE_OLD"
MPropertyFriendlyName: "attenuation type"
MPropertyFriendlyName: "falloff linearity"
MPropertySuppressExpr: "m_nAttenuationStyle == LIGHT_STYLE_NEW || ( m_nAttenuationStyle == LIGHT_STYLE_OLD && m_nLightType == PARTICLE_LIGHT_TYPE_FX )"
CParticleCollectionFloatInput = {"m_flLiteralValue":0.5}
MPropertyFriendlyName: "falloff fifty percent"
MPropertySuppressExpr: "m_nAttenuationStyle == LIGHT_STYLE_OLD"
CParticleCollectionFloatInput = {"m_flLiteralValue":1}
MPropertyFriendlyName: "falloff zero percent"
MPropertySuppressExpr: "m_nAttenuationStyle == LIGHT_STYLE_OLD"
bool = true
MPropertyFriendlyName: "render diffuse"
MPropertySuppressExpr: "m_nLightType == PARTICLE_LIGHT_TYPE_FX"
bool = true
MPropertyFriendlyName: "render specular"
MPropertySuppressExpr: "m_nLightType == PARTICLE_LIGHT_TYPE_FX"
ParticleLightFogLightingMode_t = "PARTICLE_LIGHT_FOG_LIGHTING_MODE_NONE"
MPropertyFriendlyName: "fog lighting mode"
MPropertySuppressExpr: "m_nLightType == PARTICLE_LIGHT_TYPE_FX"
CParticleCollectionRendererFloatInput = {"m_flLiteralValue":1}
MPropertyFriendlyName: "fog contribution"
MPropertySuppressExpr: "m_nLightType == PARTICLE_LIGHT_TYPE_FX"
ParticleLightBehaviorChoiceList_t = "PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION"
MPropertyFriendlyName: "capsule behavior"
float32 = 100
MPropertyFriendlyName: "capsule length"
MPropertyStartGroup: "Capsule Light Controls"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_TRAILS"
bool
MPropertyFriendlyName: "reverse point order"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_TRAILS"
bool
MPropertyFriendlyName: "Closed loop"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_TRAILS"
MPropertyFriendlyName: "Anchor point source"
MPropertyAttributeChoiceName: "particlefield_vector"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE"
float32 = 2000
MPropertyFriendlyName: "max length"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE"
float32
MPropertyFriendlyName: "min length"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE"
bool
MPropertyFriendlyName: "ignore delta time"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE"
float32 = 1
MPropertyFriendlyName: "constrain radius to no more than this times the length"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE"
float32 = 1
MPropertyFriendlyName: "amount to scale trail length by"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE"
float32
MPropertyFriendlyName: "how long before a trail grows to its full length"
MPropertySuppressExpr: "m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_FOLLOW_DIRECTION || m_nCapsuleLightBehavior == PARTICLE_LIGHT_BEHAVIOR_ROPE"