Class AmbientEffectEntity
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
A model that plays an ambient effect for as long as it exists: Dota's buildings, towers, trees and fountains (ambientfx), and Artifact's board attachments (ambienteffect).
public sealed class AmbientEffectEntity : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← AmbientEffectEntity
Inherited Members
BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.Physics, BaseModelEntity.LoadedModel, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Remarks
Damage and destroy effects are not played; they need game events.
Constructors
AmbientEffectEntity(EntitySystem, EntitySpawnInfo)
Initializes the entity from its keyvalues.
public AmbientEffectEntity(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
BuildsCollider
Gets whether the model's physics becomes a BaseEntity.Collider; its hulls are drawn either way. Read during construction, so overrides must not depend on instance state.
protected override bool BuildsCollider { get; }Property Value
bool
Effect
Gets the ambient effect, or null when the entity names none.
public ParticleSceneNode? Effect { get; }Property Value
Methods
Spawn()
Sets up the entity (model, class keyvalues, first think). Called once its spawn group has created all of its entities, after its move parent has spawned.
public override void Spawn()Remarks
An override calls this first: it builds the node from BaseEntity.CreateRootNode() and snaps the entity onto its parent's attachment, which the rest of the override reads.

