Input EnableShadow(void) : "Turn shadow on." Input DisableShadow(void) : "Turn shadow off." Shadowdepthnocache(choices) : "Projected Texture Cache" : 0 : "Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead." =ĭisableflashlight(boolean) : "Disable flashlight" : 0 : "Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity." Some entities manage this on their own so be aware you can override that = Shadowĭisableshadows(boolean) : "Disable shadows" : 0ĭisableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for flashlight) for this entity." Input EnableDraw(void) : "Remove the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value." Input DisableDraw(void) : "Add the EF_NODRAW flag to this entity. Input EnableDrawInFastReflection(void) : "Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water = ToggleDraw Input DisableDrawInFastReflection(void) : "Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material." when a water material specifies $reflectonlymarkedentities) and in the world impostor pass." Rotating entities typically rotate around their = Reflectionĭrawinfastreflection(boolean) : "Render in Fast Reflections" : 0 : "If enabled, causes this entity/prop to to render in fast water reflections (i.e. Origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. "yaw is the rotation around the Z axis, roll is the rotation around the X = Origin Input RemovePaint(void) : "Remove paint from the brush = AnglesĪngles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Purpose: General game definition file 16384) From \common\insurgency2\bin\base.fgd //= Copyright © 1996-2005, Valve Corporation, All rights reserved.
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