Struct EffectData ​
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
Where and how a dispatched effect happens.
public readonly record struct EffectData : IEquatable<EffectData>Implements ​
Constructors ​
EffectData(Scene, Vector3, Vector3, Vector3, uint, BaseEntity?, float) ​
Where and how a dispatched effect happens.
public EffectData(Scene Scene, Vector3 Origin, Vector3 Normal, Vector3 Direction, uint SurfacePropertyHash = 0, BaseEntity? Entity = null, float Scale = 1)Parameters ​
Scene Scene
The scene the effect shows in.
Origin Vector3
Where the effect happens.
Normal Vector3
The normal of the surface it happens on.
Direction Vector3
The direction whatever caused it was travelling.
SurfacePropertyHash uint
The hash of the surface property that was hit, or zero for the default surface.
Entity BaseEntity?
The entity that was hit, or null for the static world.
Scale float
How big the effect is, for effects that come in sizes.
See Also ​
Properties ​
Direction ​
The direction whatever caused it was travelling.
public Vector3 Direction { get; init; }Property Value ​
Entity ​
The entity that was hit, or null for the static world.
public BaseEntity? Entity { get; init; }Property Value ​
Normal ​
The normal of the surface it happens on.
public Vector3 Normal { get; init; }Property Value ​
Origin ​
Where the effect happens.
public Vector3 Origin { get; init; }Property Value ​
Scale ​
How big the effect is, for effects that come in sizes.
public float Scale { get; init; }Property Value ​
float
Scene ​
The scene the effect shows in.
public Scene Scene { get; init; }Property Value ​
SurfacePropertyHash ​
The hash of the surface property that was hit, or zero for the default surface.
public uint SurfacePropertyHash { get; init; }Property Value ​
uint

