Class InfoParticleSystem
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
info_particle_system, and Dota's dota_world_particle_system: plays effect_name at the entity, with its control points bound to the entities the cpointN keys name and carrying their models.
public class InfoParticleSystem : BaseEntityInheritance
object ← BaseEntity ← InfoParticleSystem
Derived
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.KeyValues, 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.CreateRootNode(), BaseEntity.CreateEditorNode(ObjectTypeFlags), BaseEntity.CreateEffect(string?, ParticleSnapshot?, bool), BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.AcceptsTouchFrom(BaseEntity), BaseEntity.OnStartTouch(BaseEntity), BaseEntity.OnTouch(BaseEntity), BaseEntity.OnEndTouch(BaseEntity), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.JumpTo(Vector3, Vector3), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.InputKill(EntityInputData), BaseEntity.InputFireUser1(EntityInputData), BaseEntity.InputFireUser2(EntityInputData), BaseEntity.InputFireUser3(EntityInputData), BaseEntity.InputFireUser4(EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.PhysicsSimulate(float), BaseEntity.TurnsByAngleComponents, BaseEntity.IsPusher, BaseEntity.IsUnblockableByPlayer, BaseEntity.MovesWithoutPushing, BaseEntity.PushesPlayerAsTrain, BaseEntity.HasVPhysicsSolid, BaseEntity.OnStartBlocked(BaseEntity), BaseEntity.OnBlocked(BaseEntity), BaseEntity.OnEndBlocked(), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.TurnBody(Vector3, Vector3), BaseEntity.SetOriginAndAngles(Vector3, Vector3), BaseEntity.SetWorldOriginAndAngles(Vector3, Vector3), BaseEntity.AddNode(SceneNode, bool), BaseEntity.OnRemove(), BaseEntity.UpdateTransform(), BaseEntity.UpdateColliderTransform(), BaseEntity.UpdateRenderTransform(float), BaseEntity.SnapInterpolation(), BaseEntity.AngleMod(float)
Constructors
InfoParticleSystem(EntitySystem, EntitySpawnInfo)
Initializes a particle system from its keyvalues.
public InfoParticleSystem(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
Effect
Gets the effect, or null when effect_name did not load.
public ParticleSceneNode? Effect { get; }Property Value
Methods
Activate()
Called once every entity of its spawn group has spawned, to resolve other entities by name.
public override void Activate()InputDestroyImmediately(EntityInputData)
Removes every particle at once.
[EntityInput("DestroyImmediately")]
protected void InputDestroyImmediately(EntityInputData data)Parameters
data EntityInputData
InputStart(EntityInputData)
Starts the effect over.
[EntityInput("Start")]
protected void InputStart(EntityInputData data)Parameters
data EntityInputData
InputStop(EntityInputData)
Stops emitting, leaving the particles already alive to finish.
[EntityInput("Stop")]
protected void InputStop(EntityInputData data)Parameters
data EntityInputData
InputStopPlayEndCap(EntityInputData)
Stops emitting and plays the effect's endcap.
[EntityInput("StopPlayEndCap")]
protected void InputStopPlayEndCap(EntityInputData data)Parameters
data EntityInputData
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.

