Struct EntitySpawnInfo ​
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
Everything needs to bring an entity into the world: its keyvalues, the transform of whatever spawned it, and the visibility layer its scene nodes belong to.
public readonly record struct EntitySpawnInfo : IEquatable<EntitySpawnInfo>Implements ​
Constructors ​
EntitySpawnInfo(Entity, Matrix4x4, string?) ​
Everything needs to bring an entity into the world: its keyvalues, the transform of whatever spawned it, and the visibility layer its scene nodes belong to.
public EntitySpawnInfo(EntityLump.Entity Data, Matrix4x4 ParentTransform, string? LayerName)Parameters ​
Data EntityLump.Entity
The entity's keyvalues, as authored in the map.
ParentTransform Matrix4x4
Transform of the spawner (a template, or identity for map entities).
LayerName string?
Visibility layer for this entity and every node it creates.
Properties ​
Data ​
The entity's keyvalues, as authored in the map.
public EntityLump.Entity Data { get; init; }Property Value ​
LayerName ​
Visibility layer for this entity and every node it creates.
public string? LayerName { get; init; }Property Value ​
ParentTransform ​
Transform of the spawner (a template, or identity for map entities).
public Matrix4x4 ParentTransform { get; init; }
