Class DotaLightInfo
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
ent_dota_lightinfo: lighting, fog and sky of the area around it. The game follows the camera: the first light info whose inner radius holds it wins outright, otherwise the ones around it blend. A viewer has no camera at load, so the EnvGlobalLight stands in for it, and takes the sun, ambient light, fog and sky from the DotaLightInfo.Blend picked there.
public sealed class DotaLightInfo : BaseEntityInheritance
object ← BaseEntity ← DotaLightInfo
Inherited Members
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)
Constructors
DotaLightInfo(EntitySystem, EntitySpawnInfo)
Initializes an ent_dota_lightinfo from its keyvalues.
public DotaLightInfo(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo

