Class PointClientUIWorldPanel
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
A Panorama panel drawn in the world: point_clientui_world_panel, its text variant point_clientui_world_text_panel, and HL:A's point_clientui_world_movie_panel. The panel's contents are not rendered, only the rectangle they would fill.
public sealed class PointClientUIWorldPanel : BaseEntityInheritance
object ← BaseEntity ← PointClientUIWorldPanel
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)
Constructors
PointClientUIWorldPanel(EntitySystem, EntitySpawnInfo)
Initializes a world panel from its keyvalues.
public PointClientUIWorldPanel(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Methods
CreateRootNode()
Builds the node this entity is drawn as, or returns null for one that draws nothing.
protected override SceneNode? CreateRootNode()Returns
The node, or null to own none.
Remarks
The default is the tool's stand-in, BaseEntity.CreateEditorNode(ObjectTypeFlags). A class with real geometry overrides this, so the stand-in is never built for one that has geometry.

