Class InfoVisibilityBox
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
info_visibility_box. While enabled, hides the scene objects of its scene by their bounds: those 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.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
The box is placed where the entity is when it is enabled, and stays there until it is disabled. Counter-Strike 2 has the camera-inside mode 2; the other games treat every nonzero mode as mode 1.
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 are taken out of the scene. Source's UpdateOnRemove: the place to let go of anything the entity started, such as a playing sound.
protected override void OnRemove()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()
