Class EnvParticleGlow
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
env_particle_glow: a particle system whose effect reads its tint from control point 16, and its alpha, scale and self-illumination scale from control point 17.
public sealed class EnvParticleGlow : InfoParticleSystemInheritance
object ← BaseEntity ← InfoParticleSystem ← EnvParticleGlow
Inherited Members
InfoParticleSystem.Effect, InfoParticleSystem.Spawn(), InfoParticleSystem.Activate(), BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, 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
EnvParticleGlow(EntitySystem, EntitySpawnInfo)
Initializes a glow from its keyvalues.
public EnvParticleGlow(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Methods
Activate()
Called once every entity in the map has spawned, for anything that needs to resolve other entities by name. Source's Activate.
public override void Activate()
