| m_iszTargetName |
Name that is set for each gib. |
| m_iszSpawnTarget |
Target that is activated on each gib spawn; the gib itself acts as the activator. |
| m_iBloodColor |
Gib blood colour. Red is number 247. Yellow is 195. |
| m_iszTouch |
Target that is activated when a gib collides with an object or the world (the gib itself acts as the activator). |
| m_iszTouchOther |
Target that is activated when a gib collides with any object but not the world (the gib itself acts as the activator). |
| m_iPhysics |
Type of physics to simulate:
- 0 — regular gib physics
- 1 — stickygibs; sticks to the first thing it touches, including moving objects
- 2 — noclip; no collisions at all
- 3 — FLYMISSILE; ignores gravity and uses a special hull for collision testing
- 4 — BOUNCEMISSILE; bounces off walls, ignores gravity and uses a special hull for collision testing
- 5 — TOSS; does not use extra bouncing, but simply slides on the floor, respecting gravity
- 6 — PHYSIC; uses the physics engine for rigid body simulation
|
| skin |
Particle skin. -1 is random skin. |
| body |
Particle body. -1 is random body. |
| framerate |
Gib animation speed (for sprite models). |
| scale |
Scale (for models and sprites). |
| frame |
Frame number (for models and sprites). |
| m_fFriction |
Friction magnitude. Be careful when setting this for physiscs types that don't respect gravity, because they are friction-aware, and your particle will decelerate very rapidly. |
| m_vecSize |
Particle size (deprecated). |