Class InfoVisibilityBox
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
info_visibility_box. While enabled, hides scene objects entirely inside it, or those outside it, as its cull_mode says.
public sealed class InfoVisibilityBox : BaseEntityInheritance
object ← BaseEntity ← InfoVisibilityBox
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)
Remarks
The box is placed where the entity is when enabled, and stays there until disabled.
Constructors
InfoVisibilityBox(EntitySystem, EntitySpawnInfo)
Initializes an info_visibility_box from its keyvalues.
public InfoVisibilityBox(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
Box
Gets the volume this entity culls with.
public VisibilityBox Box { get; }Property Value
Methods
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.

