Class InfoSpawnGroupLoadUnload
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
info_spawngroup_load_unload. Loads another map into the running one on StartSpawnGroupLoad and unloads it on StartSpawnGroupUnload.
public sealed class InfoSpawnGroupLoadUnload : BaseEntityInheritance
object ← BaseEntity ← InfoSpawnGroupLoadUnload
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, 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.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
The loaded map is aligned by landmark origin only, with no rotation. The load finishes within the input instead of in the background.
Constructors
InfoSpawnGroupLoadUnload(EntitySystem, EntitySpawnInfo)
Initializes an info_spawngroup_load_unload from its keyvalues.
public InfoSpawnGroupLoadUnload(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
Landmark
Gets the name of the info_spawngroup_landmark present in both maps.
public string Landmark { get; }Property Value
MapName
Gets the map to load, such as stages/lms_stage1.
public string MapName { get; }Property Value
SpawnGroup
Gets the loaded spawn group, or null when none is loaded.
public SpawnGroup? SpawnGroup { get; }Property Value
Methods
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
