Namespace ValveResourceFormat.Renderer.Entities ​
Classes ​
| Name | Description |
|---|---|
| AmbientEffectEntity | A model that plays an ambient effect for as long as it exists: Dota's buildings, towers, trees and fountains (ambientfx), and Artifact's board attachments (ambienteffect). |
| AmbientGeneric | 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. |
| BaseEntity | The base of the simulated entities. Ticks inside BaseEntity.EntitySystem and owns the scene nodes that draw it. |
| BaseModelEntity | An entity with something to draw. |
| BaseToggle | Base for brush entities that travel between two positions, such as buttons and doors. |
| BaseTrigger | Base of the trigger volumes: a brush that reports what is inside it. Subclasses add what a touch does. |
| EntityCollider | A brush entity's collision shape: the Rubikon built from its model, plus a rigid transform placing it in the world. Queries run in the shape's local space and are mapped back out. |
| EntityFactory | Creates entities from classnames. Classnames absent from the table are not implemented. |
| EntityInputAttribute | Marks a method as an entity I/O input handler. |
| EntitySystem | Owns the living entities, runs them on a fixed tick, and carries the entity I/O queue. |
| EnvCubemap | env_cubemap, a sphere of influence, and env_cubemap_box, a projected box. |
| EnvCubemapFog | env_cubemap_fog: fog coloured from a cubemap texture, a sky material, or the material of a named env_sky. |
| EnvExplosion | env_explosion. Plays explosion_custom_effect at the entity each time it is told to Explode. The damage and the default fireball are not simulated. |
| EnvFogController | env_fog_controller. Sets the linear fog of the scene. |
| EnvGradientFog | env_gradient_fog. Sets the distance and height fog of its scene. |
| EnvLightingVolume | The baked lighting volumes: cubemaps and light probe volumes. Each registers what it baked with Scene.LightingInfo, which binds them to the objects they light. |
| EnvLightProbeVolume | env_light_probe_volume, and env_combined_light_probe_volume, which also bakes a cubemap. |
| EnvParticleGlow | env_particle_glow: a particle system whose effect reads its tint from control point 16, and its alpha, scale and self-illumination scale from control point 17. |
| EnvSky | env_sky, and Dota's env_global_light, which names the sky material too. Each sets the scene's Scene.Skybox2D, replacing an earlier one. env_global_light also adds the dynamic sun it describes. |
| EnvSoundscape | env_soundscape / snd_soundscape. A region the map's ambient bed plays from: a single sound event ("enablesoundevent") or a scripted soundscape. The sound player picks which region is audible. |
| EnvTonemapController | env_tonemap_controller. Overrides the exposure the post processing volumes set. The last one marked master is the one that applies, or the first one spawned when none is. |
| EnvVolumetricFogController | env_volumetric_fog_controller. Turns on volumetric fog in its scene, and sets how it looks. |
| EnvVolumetricFogVolume | env_volumetric_fog_volume. A box of volumetric fog. |
| FilterActivatorModel | filter_activator_model. Filters by the activator's model. |
| FilterActivatorTeam | filter_activator_team. Every test passes, as the player has no team here; this keeps logic gated on the filter reachable. |
| FuncBreakable | func_breakable. A solid brush that can be broken |
| FuncBrush | func_brush. World geometry a map can show, hide and make solid. Enable and Disable switch drawing and solidity together; SetSolid and SetNonsolid leave drawing alone. The authored solidity decides what "solid" means. |
| FuncButton | func_button. A brush that slides in along its movedir when pressed, fires its outputs, and either comes back out after wait seconds or stays in until pressed again. It can be pressed by use, touch, damage or input. Not simulated: master, as nothing here can be one, and the spark effect, of which only the sound plays. |
| FuncCombineBarrier | HL:A's func_combine_barrier: a Combine force field brush that blocks either humans or the Combine, drawn as an ambient effect over the brush. |
| FuncDoor | func_door. A brush that slides open along its movedir and back again. Not simulated: sounds, the master, damage to whatever blocks it, and door groups. |
| FuncDoorRotating | func_door_rotating: a FuncDoor that swings about one axis instead of sliding. |
| FuncMoveLinear | func_movelinear. A brush that moves movedistance along movedir on command, to either end or any fraction between. Damage to whatever blocks it is not simulated. |
| FuncPhysicalButton | func_physical_button. A func_button that a hand pokes in. There are no hands here, so use always presses it instead, whatever its spawnflags. |
| FuncRotating | 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. |
| FuncShatterglass | func_shatterglass. A pane of glass that can shatter. Drawn here as the intact pane. |
| FuncTrackTrain | func_tracktrain. A brush that runs along a chain of PathTrack nodes, carrying and pushing whatever stands on it. |
| FuncWater | A volume of water. Nothing collides with it; EntitySystem.TraceWaterSurface(Vector3, Vector3, out Vector3) finds where something enters it. |
| GenericEntity | An unimplemented classname with no model, such as info_target. Drawn as its editor icon, it is only a marker that others can find by name, target with entity I/O and read the position of. |
| GenericModelEntity | An unimplemented classname with a model. Draws the model, but does nothing itself. |
| InfoMapParameters | info_map_parameters. Sets the map-wide wetness and puddle ripple parameters of its scene. |
| InfoParticleSystem | info_particle_system, and Dota's dota_world_particle_system: plays effect_name at the entity, with its control points bound to the entities the cpointN keys name and carrying their models. |
| InfoSpawnGroupLoadUnload | info_spawngroup_load_unload. Loads another map into the running one as a spawn group on StartSpawnGroupLoad and unloads it on StartSpawnGroupUnload. |
| InfoVisibilityBox | info_visibility_box. While enabled, hides scene objects entirely inside it, or those outside it, as its cull_mode says. |
| InfoWorldLayer | info_world_layer. Shows or hides a world layer and spawns or destroys the entities in the layer's entity lump, by entity I/O. The entities spawn as a spawn group of their own, which destroying them unloads. |
| LightEntity | The light entities. Owns the SceneLight. Real-time lights (barn, rect, omni2) are re-binned every frame; slot-stored lights (omni, spot, ortho, environment) re-store the lighting uniforms on change. |
| LogicAuto | logic_auto. Fires its outputs when the map starts. |
| LogicBranch | logic_branch. Holds a boolean and, when tested, fires OnTrue or OnFalse by it. Every LogicBranchListener watching it hears when the value changes. |
| LogicBranchListener | logic_branch_listener. Watches up to sixteen LogicBranch entities and reports whether they are all true, all false, or a mix, each time that answer changes. |
| LogicCase | logic_case. Picks one of up to thirty-two outputs, either by matching a value against the authored cases or at random. |
| LogicCompare | logic_compare. Compares a held value against another on request. Every output carries the held value. |
| LogicRelay | logic_relay. Lets one trigger drive many outputs, and a map switch a branch of its wiring on and off from one entity. |
| LogicTimer | logic_timer. Fires OnTimer on a repeating interval, either fixed or drawn from a range. As an oscillator it alternates OnTimerLow and OnTimerHigh instead. |
| MathCounter | math_counter. Holds a number, clamped to an authored range, and reports when it reaches or leaves the ends of that range. OutValue and OnGetValue carry the held value. |
| NpcBossTier3 | The Patron of Deadlock. |
| NpcVrCitizen | A citizen of Half-Life: Alyx. Its class gives the model, and the configs of the model dress it from the config_state of its model_state. It is drawn without any of its AI. |
| PathParticleRopeEntity | path_particle_rope, path_particle_rope_clientside and Deadlock's citadel_zipline_path: a cable hung along the entity's path nodes, which follows the entity. |
| PathTrack | path_track. A node of the track a FuncTrackTrain runs along, linked to the next one by target and optionally branching to an altpath. |
| PlayerEntity | The player as an entity, mirroring an IPlayerController so triggers can touch it and teleports can move it. |
| PointCamera | point_camera, point_camera_vertical_fov and point_devshot_camera. The viewer offers each as a viewpoint. |
| PointClientUIWorldPanel | 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. |
| PointEntityFader | point_entity_fader. On Start, fades its target by a curve of alpha over seconds, leaving the target white. |
| PointSoundEvent | point_soundevent. Plays a sound event, either the moment the map starts or whenever entity I/O tells it to. |
| PointTeleport | point_teleport. Moves its target, or the entity an input names, to a saved pose on command. |
| PointTemplate | point_template. Spawns the entities compiled into its entity lump as a new instance each time it is told to, placed at itself or at another entity. Each instance loads a spawn group of its own, which the entities join or not as PointTemplate.SpawnGroupType says. |
| PostProcessingVolume | post_processing_volume. A master volume applies everywhere, any other one while the camera is inside its model. |
| PropDoorRotating | prop_door_rotating: a swinging model door. Swings away from whoever uses it unless opendir forces a side, can spawn open or ajar, and drives the other half of a double door. Breaking and the NPC blocker are not simulated. Alyx's prop_door_rotating_physics is the same thing, with the VR hand swing acting as a use press. |
| PropDynamic | A dynamic model. |
| SkyboxReference | skybox_reference. Places a map as the 3D sky, which the last one to activate shows, seen through the first sky_camera of the sky's world group. |
| SkyCamera | sky_camera. In a map loaded as another map's 3D sky, it is the point the sky is viewed from, and its scale is how much the sky is magnified. |
| SkyCameraVolume | sky_camera_volume. While the camera is inside its oriented box, the 3D sky is the map's own world seen from its SkyCameraVolumeTarget, replacing any skybox_reference sky. |
| SkyCameraVolumeTarget | sky_camera_volume_target. The point in the map a SkyCameraVolume draws the 3D sky from. Its origin is read every frame, so parenting it to a mover makes the sky travel. |
| SpawnPoint | A player spawn marker: info_player_start and the per-game and per-team variants, and CS2's team_select. The viewer starts its camera at the best one. |
| TempEntities | Temporary entities: effects dispatched by name that play once and are gone, with no entity in the world. |
| TriggerLook | trigger_look. Fires OnTrigger once the player inside it has looked at its target for TriggerLook.LookTime seconds, and OnTimeout if they spend timeout seconds inside without managing it. |
| TriggerMultiple | trigger_multiple. Fires OnTrigger for whatever is inside its volume, then waits TriggerMultiple.Wait seconds. A negative wait makes it fire once and remove itself, which is all TriggerOnce is. |
| TriggerOnce | trigger_once. A TriggerMultiple that fires OnTrigger for the first thing inside its volume and then removes itself. Any authored wait is ignored. |
| TriggerTeleport | trigger_teleport. Moves whatever enters its volume to the entity named by target, keeping their velocity. |
| WorldEntity | The root of the entity hierarchy, one per entity world. Created directly: the map's worldspawn keyvalues never spawn an entity. |
| XenFloraAnimatedMover | HL:A's xen_flora_animatedmover: a creature that travels a chain of path_corner entities, optionally trailing particle_effect. |
Structs ​
| Name | Description |
|---|---|
| EffectData | Where and how a dispatched effect happens. |
| EntityInputData | The parameter and senders of an entity I/O input. |
| EntityIOTarget | What an authored entity I/O connection addresses: a name and how to read it. |
| EntityNameFixup | What a spawn group puts in place of the markers its entities' names were compiled with: [PR#] becomes EntityNameFixup.Parent and &0000 becomes EntityNameFixup.Local. A map and anything it loads by plain reference leave both empty, which simply drops the markers. |
| EntitySpawnInfo | Everything EntityFactory needs to spawn an entity: its keyvalues and the spawn group spawning it. |
| PlayerButtonState | Buttons held on one tick, and those pressed or released since the previous tick. |
Interfaces ​
| Name | Description |
|---|---|
| IEntityToolVisuals | What a tool draws for entities beyond what the game shows: a stand-in for an entity with nothing of its own to draw, nodes relating entities to each other, and the collision of the world and its entities. The renderer only draws what the game does, and leaves the rest to whoever sets EntitySystem.ToolVisuals. |
| IPlayerController | The player's physical state as the entity world needs it: position, velocity, size, and moving them. |
Enums ​
| Name | Description |
|---|---|
| AmbientGeneric. | What an ambient_generic's spawnflags mean. |
| BaseModelEntity. | How an entity collides. |
| BaseToggle. | Where a moving brush is in its travel. |
| BaseTrigger. | Who a trigger reacts to, from its spawnflags. |
| EntityCapability | What an entity can do, as returned by BaseEntity.ObjectCaps. Only the use-related capabilities so far, with the game's flag values. |
| FuncBrush. | What a func_brush's solidity keyvalue means. |
| FuncButton. | What a func_button's spawnflags mean. |
| FuncCombineBarrier. | What the barrier stops. |
| FuncDoor. | What a func_door's spawnflags mean. |
| FuncDoorRotating. | What a func_door_rotating's spawnflags mean beyond the door's own. |
| FuncMoveLinear. | Which point of the travel the map placed the brush at, the authoredposition keyvalue. |
| FuncMoveLinear. | What a func_movelinear's spawnflags mean. |
| FuncRotating. | The spawnflags of a func_rotating. |
| FuncTrackTrain. | How the train turns along the track, the orientationtype keyvalue. |
| FuncTrackTrain. | What a func_tracktrain's spawnflags mean. |
| FuncTrackTrain. | How the train changes speed between nodes with speeds, the velocitytype keyvalue. |
| InfoWorldLayer. | Spawn flags for world layers. |
| LogicAuto. | What a logic_auto's spawnflags mean. |
| LogicTimer. | What a logic_timer's spawnflags mean. |
| PathTrack. | How a train orients itself at this node, the orientationtype keyvalue. |
| PathTrack. | What a path_track's spawnflags mean. |
| PointTeleport. | What a point_teleport's spawnflags mean. |
| PointTemplate. | Which spawn group the entities of an instance join. |
| PointTemplate. | Spawn flags for templates. |
| PropDoorRotating. | Where a prop door is in its swing. |
| PropDoorRotating. | How opendir constrains the swing. |
| PropDoorRotating. | What a prop_door_rotating's spawnflags mean. |
| PropDynamic. | Spawn flags for dynamic props. |
| SpawnPoint. | Spawn flags for info_player_start. |
| TriggerLook. | What a trigger_look's spawnflags mean. |
Delegates ​
| Name | Description |
|---|---|
| EntityCreator | Constructs an entity of one classname. |

