Class InfoDynamicShadowHint
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
info_dynamic_shadow_hint and info_dynamic_shadow_hint_box. While the viewer is inside the sphere or box, the hint names the stationary light that casts the one real-time mixed shadow.
public sealed class InfoDynamicShadowHint : BaseEntityInheritance
object ← BaseEntity ← InfoDynamicShadowHint
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
InfoDynamicShadowHint(EntitySystem, EntitySpawnInfo)
Initializes a shadow hint from its keyvalues.
public InfoDynamicShadowHint(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
Importance
Gets the priority of the hint; a higher importance wins over nearer hints.
public int Importance { get; }Property Value
int
IsEnabled
Gets whether the hint takes part in choosing the mixed shadow light.
public bool IsEnabled { get; }Property Value
bool
Position
Gets the world position the hint is measured from.
public Vector3 Position { get; }Property Value
Methods
Contains(Vector3)
Gets whether a world position is inside the sphere or box of the hint.
public bool Contains(Vector3 position)Parameters
position Vector3
Returns
bool
GetLight()
Gets the light the hint names: by lightchoice 0 the light with the light name nearest to the hint, by 1 the nearest light_environment. Found once, on first use, after every light has spawned.
public SceneLight? GetLight()Returns
OnRemove()
Called as the entity leaves the world, before its nodes leave the scene. Release anything the entity started here, such as a playing sound.
protected override void OnRemove()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.

