Class GenericModelEntity
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
An entity whose classname the entity system does not implement, and which has a model: a prop, brush or piece of scenery. It draws its model but does nothing itself.
public sealed class GenericModelEntity : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← GenericModelEntity
Inherited Members
BaseModelEntity.Solid, BaseModelEntity.ModelNode, 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)
Remarks
One without a model is a .
Constructors
GenericModelEntity(EntitySystem, EntitySpawnInfo)
Initializes an entity from its keyvalues.
public GenericModelEntity(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
BuildsCollider
Gets whether the model's physics becomes a . Its hulls are drawn either way. Read while the entity is constructed, so an override must not depend on its own state.
protected override bool BuildsCollider { get; }
