Class EnvGlobalLight
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
Dota's env_global_light: the dynamic sun. The game replaces the sun, ambient light, fog colors and distances, and sets the sky, from the DotaLightInfo entities around the camera. The light stands in for the camera, and the day values count.
public sealed class EnvGlobalLight : BaseEntityInheritance
object ← BaseEntity ← EnvGlobalLight
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
EnvGlobalLight(EntitySystem, EntitySpawnInfo)
Initializes an env_global_light from its keyvalues.
public EnvGlobalLight(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Methods
Activate()
Called once every entity of its spawn group has spawned, to resolve other entities by name.
public override void Activate()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.

