Namespace ValveResourceFormat.Renderer.Entities ​
Classes ​
ambient_generic. Plays one sound, either looping from the moment the map starts or fired by entity I/O. The pitch controls, dynamic presets, and LFO modulation are not simulated.
The base of the simulated entity hierarchy, Source's CBaseEntity. It carries the origin and angles, ticks inside , and owns the scene nodes that draw it.
An entity with something to draw, Source's CBaseModelEntity.
The base of the brush entities that travel between two places, Source's CBaseToggle: buttons, doors, and anything else that slides open and shut.
The base of the trigger volumes, Source's CBaseTrigger. A trigger is a brush you pass through that reports what is inside it, so every trigger shares the same setup and the same pair of outputs; only what it does on a touch differs.
A thrown CS2 grenade. Created at runtime by the viewmodel rather than from a map, simulated on the entity tick, and drawn through the model and effect nodes it owns.
A brush entity's collision shape: the built from its own model, plus the rigid transform placing it in the world. Sweeps and overlap tests are answered in the shape's local space and mapped back out, so the shape follows the entity as it moves without rebuilding.
Turns a classname into a live entity. Source's entity factory dictionary: every simulated classname registers here, and anything absent from the table is not one the entity system implements.
Marks a method as an entity I/O input handler, the equivalent of Source's DEFINE_INPUTFUNC.
The entity context for a : the world every simulated entity lives in. It owns the list of living entities, runs them on a fixed tick, and carries the entity I/O queue between them.
env_soundscape / snd_soundscape. Registers the region the map's ambient bed plays from: a single sound event ("enablesoundevent") or a classic scripted soundscape. The sound player picks which region is audible each frame; the entity only owns the region and its enabled state.
filter_activator_model. A filter that filters by the model of the activator.
func_breakable. A solid brush that can be broken
func_brush. A piece of world geometry a map can show, hide, and make solid or not. Enable and Disable switch drawing and solidity together, as in the engine; SetSolid and SetNonsolid leave what is drawn alone. The authored solidity decides what "solid" means for a given brush.
func_button. A brush that slides in when pressed and, unless it is told to stay in, slides back out after wait seconds. Ported from Source's CBaseButton, movement included. Not simulated: the button sounds, health-driven damage activation, and the sparks.
func_door and func_movelinear. A brush that slides open along its movedir and back again, Source's CBaseDoor. Not simulated: the blocking behaviour that reverses a door onto whoever stands in it, and the door groups that open together.
func_door_rotating. A door that swings about one axis instead of sliding, Source's CRotDoor. Everything but the travel is 's, because in the engine they are the same class; only where the two ends are, and how it gets between them, changes.
func_rotating. A brush that spins about one axis at up to maxspeed degrees per second, either snapping to speed or ramping up and down against fanfriction.
info_world_layer. Shows and hides one world layer by entity I/O.
The light entities. Owns the and steers it live: the real-time set (barn, rect, omni2) re-bins every frame so changes are plain property writes, while the slot-stored set (omni, spot, ortho, environment) re-stores the lighting uniforms on change. Light styles, color temperature and volumetric fog are not simulated.
logic_auto. Fires its outputs when the map starts - how a map kicks off its own wiring.
logic_case. Picks one of up to sixteen outputs, either by matching a value against the authored cases or at random - the switch statement of entity I/O.
logic_relay. A named place to send an output so that one trigger can drive many things, and so that a map can switch a whole branch of its wiring on and off from one entity.
logic_timer. Fires OnTimer on a repeating interval, either fixed or drawn from a range.
math_counter. Holds a number, clamped to an authored range, and reports when it reaches the ends of that range. OutValue fires with no value attached: outputs do not carry one yet, so a target sees the firing but not the number.
The player, as an entity the rest of the world can see. Source's CBasePlayer is an entity like any other; here the movement itself still lives behind an , and this mirrors it into the entity world so triggers have something to touch and teleports something to move.
point_soundevent. Plays a sound event, either the moment the map starts or whenever entity I/O tells it to.
prop_door_rotating, Source's CPropDoorRotating: the swinging model door on maps like de_inferno. A rotating door with its own keys and manners: it is usable by default, swings away from whoever opened it unless opendir forces a side, and plays the authored sound overrides. Double doors, breaking, and blocking are not simulated. Alyx's prop_door_rotating_physics is played as the same thing: the hand that swings it in VR is a use press here.
A dynamic model.
trigger_teleport. Moves whatever enters its volume to the entity named by target, keeping their velocity.
worldspawn, Source's CWorld: the root of the entity hierarchy. Every world has exactly one - a default is created with the , and a map's authored worldspawn replaces it when the map loads.
Structs ​
What an authored entity I/O connection addresses: a name, and how the map means it to be read.
What comes in with an entity I/O input: the parameter and who sent it. Source's inputdata_t.
Everything needs to bring an entity into the world: its keyvalues, the transform of whatever spawned it, the visibility layer its scene nodes belong to, and the scene those nodes go into - the map's, or the 3D skybox's, since both are spawn groups of one entity world.
One tick's worth of buttons, what is down now, and what changed since the tick before.
Interfaces ​
The physical state of a player, as much of it as the entity world needs: where they stand, how fast, how big, and how to move them somewhere else.
Enums ​
Where a button is in its travel. Source's m_toggle_state.
What an entity can do, Source's FCAP_ flags as returned by ObjectCaps. Only the use-related capabilities so far; the values are the engine's.
Which grenade a projectile is.
PropDoorRotating.OpenDirection
How opendir constrains the swing.
FuncDoorRotating.RotatingSpawnFlag
What a func_door_rotating's spawnflags mean beyond the door's own.
SolidType_t from CS2: https://s2v.app/SchemaExplorer/cs2/client/SolidType_t.
What a func_brush's solidity keyvalue means.
What a func_door's spawnflags mean.
What a func_button's spawnflags mean.
Who a trigger reacts to, from its spawnflags.
What a prop_door_rotating's spawnflags mean.
What an ambient_generic's spawnflags mean.
What a logic_relay's spawnflags mean.
What a func_rotating's spawnflags mean. The axis flags are named for what they do; the engine's own constants name them for the QAngle component they set, which is why its Z_AXIS rolls and its X_AXIS pitches.
Spawn flags for dynamic props.
What a logic_auto's spawnflags mean.
Where a moving brush is in its travel.
Delegates ​
Constructs an entity of one classname.

