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dota2.fgd
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//====== ===================================================================
//
// Purpose: Dota 2 entity defs (.fgd)
//
//=============================================================================
@include "base.fgd"
@gridnav(64, 32, 32, 3500)
@BaseClass base(Origin, Angles, Targetname) = DotaBase
[
]
@PointClass base(DotaBase) studio("models/heroes/ancient_apparition/ancient_apparition.mdl") color(0 255 0) = info_player_start_goodguys
[
]
@PointClass base(DotaBase) studio("models/heroes/ancient_apparition/ancient_apparition.mdl") color(255 0 0) = info_player_start_badguys
[
]
@PointClass base(Targetname) = ent_dota_game_events :
"An entity that fires outputs based on game events."
[
// Outputs
output OnDayStarted(void) : "Fired when the day starts."
output OnNightStarted(void) : "Fired when the night starts."
]
@PointClass base(Targetname) sphere(inner_radius) sphere(outer_radius) = ent_dota_lightinfo:
"An entity that controls the global light."
[
color_day(color255) : "Color - Day" : "0 0 0" : "Daytime color."
color_dusk(color255) : "Color - Dusk" : "0 0 0" : "Dusk color."
color_night(color255) : "Color - Night" : "0 0 0" : "Nighttime color."
color_dawn(color255) : "Color - Dawn" : "0 0 0" : "Dawn color."
ambient_color_day(color255) : "Ambient Color - Day" : "0 0 0" : "Ambient Daytime color."
ambient_color_dusk(color255) : "Ambient Color - Dusk" : "0 0 0" : "Ambient Dusk color."
ambient_color_night(color255) : "Ambient Color - Night" : "0 0 0" : "Ambient Nighttime color."
ambient_color_dawn(color255) : "Ambient Color - Dawn" : "0 0 0" : "Ambient Dawn color."
ambient_scale_day(float) : "Ambient Scale - Day" : "0" : "Ambient Daytime scale."
ambient_scale_dusk(float) : "Ambient Scale - Dusk" : "0" : "Ambient Dusk scale."
ambient_scale_night(float) : "Ambient Scale - Night" : "0" : "Ambient Nighttime scale."
ambient_scale_dawn(float) : "Ambient Scale - Dawn" : "0" : "Ambient Dawn scale."
shadow_color_day(color255) : "Shadow Color - Day" : "0 0 0" : "Shadow Daytime color."
shadow_color_dusk(color255) : "Shadow Color - Dusk" : "0 0 0" : "Shadow Dusk color."
shadow_color_night(color255) : "Shadow Color - Night" : "0 0 0" : "Shadow Nighttime color."
shadow_color_dawn(color255) : "Shadow Color - Dawn" : "0 0 0" : "Shadow Dawn color."
shadow_scale_day(float) : "Shadow Scale - Day" : "0" : "Shadow Daytime scale."
shadow_scale_dusk(float) : "Shadow Scale - Dusk" : "0" : "Shadow Dusk scale."
shadow_scale_night(float) : "Shadow Scale - Night" : "0" : "Shadow Nighttime scale."
shadow_scale_dawn(float) : "Shadow Scale - Dawn" : "0" : "Shadow Dawn scale."
shadow_ground_scale_day(float) : "Shadow Ground Scale - Day" : "0" : "Shadow Daytime ground scale."
shadow_ground_scale_dusk(float) : "Shadow Ground Scale - Dusk" : "0" : "Shadow Dusk ground scale."
shadow_ground_scale_night(float) : "Shadow Ground Scale - Night" : "0" : "Shadow Nighttime ground scale."
shadow_ground_scale_dawn(float) : "Shadow Ground Scale - Dawn" : "0" : "Shadow Dawn ground scale."
specular_color_day(color255) : "Specular Color - Day" : "0 0 0" : "Specular Daytime color."
specular_color_dusk(color255) : "Specular Color - Dusk" : "0 0 0" : "Specular Dusk color."
specular_color_night(color255) : "Specular Color - Night" : "0 0 0" : "Specular Nighttime color."
specular_color_dawn(color255) : "Specular Color - Dawn" : "0 0 0" : "Specular Dawn color."
light_direction_day(vector) : "Light Direction - Day" : "0 0 0" : "Light Daytime direction."
light_direction_dawn(vector) : "Light Direction - Dusk" : "0 0 0" : "Light Dusk direction."
light_direction_night(vector) : "Light Direction - Night" : "0 0 0" : "Light Nighttime direction."
light_direction_dusk(vector) : "Light Direction - Dawn" : "0 0 0" : "Light Dawn direction."
ambient_direction_day(vector) : "Ambient Direction - Day" : "0 0 0" : "Ambient Daytime direction."
ambient_direction_dawn(vector) : "Ambient Direction - Dusk" : "0 0 0" : "Ambient Dusk direction."
ambient_direction_night(vector) : "Ambient Direction - Night" : "0 0 0" : "Ambient Nighttime direction."
ambient_direction_dusk(vector) : "Ambient Direction - Dawn" : "0 0 0" : "Ambient Dawn direction."
fog_color_day(color255) : "Fog Color - Day" : "0 0 0" : "Fog Daytime color."
fog_color_dusk(color255) : "Fog Color - Dusk" : "0 0 0" : "Fog Dusk color."
fog_color_night(color255) : "Fog Color - Night" : "0 0 0" : "Fog Nighttime color."
fog_color_dawn(color255) : "Fog Color - Dawn" : "0 0 0" : "Fog Dawn color."
fog_start_day(float) : "Fog Start - Day" : "0" : "Daytime Fog Start distance."
fog_start_dusk(float) : "Fog Start - Dusk" : "0" : "Dusk Fog Start distance."
fog_start_night(float) : "Fog Start - Night" : "0" : "Night Fog Start distance."
fog_start_dawn(float) : "Fog Start - Dawn" : "0" : "Dawn Fog Start distance."
fog_end_day(float) : "Fog End - Day" : "0" : "Daytime Fog Start distance."
fog_end_dusk(float) : "Fog End - Dusk" : "0" : "Dusk Fog End distance."
fog_end_night(float) : "Fog End - Night" : "0" : "Night Fog End distance."
fog_end_dawn(float) : "Fog End - Dawn" : "0" : "Dawn Fog End distance."
inner_radius(float) : "Inner Radius" : "0" : "Radius inside which the global light is exactly the specified color."
outer_radius(float) : "Outer Radius" : "0" : "Radius inside which the global light is partially the specified color."
]
@PointClass base(DotaBase) = world_bounds
[
max(vector) : "Max Bound" : "640 1280 0" : " "
min(vector) : "Min Bound" : "-1024 -1280 0" : " "
]
@PointClass base(DotaBase, Studiomodel) studio() = ent_dota_tree
[
targetname(target_source) : "Name" : "dota_item_rune_spawner" : "The name that other entities refer to this entity by."
base(integer) : "Base" : 1 : "Needs to be 1 to work correctly"
]
@SolidClass base(DotaBase) = func_water_analog
[
movedir(vector) : "Move Direction" : "0 0 0" : " "
movedistance(float) : "Move Direction" : "100" : " "
speed(float) : "Speed" : "100" : " "
startposition(float) : "Start Position" : "0" : " "
WaveHeight(float) : "Wave Height" : "3.0" : " "
]
@SolidClass base(Trigger) = trigger_no_wards
[
]
@BaseClass = DotaTeam
[
teamnumber(choices) : "Team" : 2 : " " =
[
0 : "No Team"
1 : "Spectator"
2 : "Radiant"
3 : "Dire"
4 : "Neutral"
]
]
@BaseClass base(DotaBase, prop_dynamic_base, RenderFxChoices, DotaTeam) = DotaUnit
[
]
@BaseClass base(DotaUnit) = DotaBuilding
[
ambientfx(string) : "Ambient FX" : "tower_good3_lamp" : " "
destdmgamnt_lvl1(integer) : "Damage level 1 amount" : 66 : " "
destdmgamnt_lvl2(integer) : "Damage level 2 amount" : 33 : " "
destroyfx(string) : "Destroy FX" : "tower_good3_destroy_lvl3" : " "
destroysound(sound) : "Destroy Sound" : "Building_RadiantTower.Destruction" : " "
destruction_lvl1(studio) : "Destruction level 1 model" : " " : " "
destruction_lvl2(studio) : "Destruction level 2 model" : " " : " "
MapUnitName(string) : "Map Unit Name" : " " : " "
solid(boolean) : "Solid" : "0" : " "
vulnerableoncreepspawn(boolean) : "Use Backdoor Protection" : "1" : " "
invuln_count(integer):"Invulnerability Link Count" : 0 : "The number of entities linked to this to trigger to remove invulnerability."
link(string) : "Linked" : " " : "The Linked Unit."
]
@PointClass base(DotaBuilding) studio() = npc_dota_tower
[
]
@PointClass base(DotaBuilding) studio() = npc_dota_barracks
[
upgrade_level(choices) :"Upgrade Category" : 0 =
[
0: "UPGRADED_NONE"
1: "UPGRADED_BAD_BOTTOM_MELEE"
2: "UPGRADED_BAD_BOTTOM_RANGE"
4: "UPGRADED_BAD_MID_MELEE"
8: "UPGRADED_BAD_MID_RANGE"
16: "UPGRADED_BAD_TOP_MELEE"
32: "UPGRADED_BAD_TOP_RANGE"
64: "UPGRADED_GOOD_BOTTOM_MELEE"
128: "UPGRADED_GOOD_BOTTOM_RANGE"
256: "UPGRADED_GOOD_MID_MELEE"
512: "UPGRADED_GOOD_MID_RANGE"
1024: "UPGRADED_GOOD_TOP_MELEE"
2048: "UPGRADED_GOOD_TOP_RANGE"
]
]
@PointClass base(DotaBuilding) studio() = npc_dota_fort
[
]
@PointClass base(DotaBuilding) studio() = npc_dota_building
[
]
@PointClass base(DotaBuilding) studio() = ent_dota_fountain
[
]
@PointClass base(prop_dynamic_base) = ambient_creatures
[
ScriptedMovement(boolean) : "Use Scripted Movement" : "0" : " "
showatday(boolean) : "Show at Day" : "0" : " "
showatnight(boolean) : "Show at Night" : "1" : " "
]
@SolidClass base(prop_dynamic_base) = ambient_creatures_zone
[
ScriptedMovement(boolean) : "Use Scripted Movement" : "0" : " "
showatday(boolean) : "Show at Day" : "0" : " "
showatnight(boolean) : "Show at Night" : "1" : " "
]
@PointClass base(DotaBase) = path_corner
[
yaw_speed(float) : "Yaw Speed" : "0" : " "
wait(float): "Wait Time" : "0" : " "
target(target_destination) : "Target" : "" : " "
speed(float) : "Speed" : "0" : " "
spawnflags(integer) : "Spawn Flags" : 0 : " "
]
@PointClass base(DotaBase) = info_courier_spawn_radiant
[
]
@PointClass base(DotaBase) = info_courier_spawn_dire
[
]
@PointClass base(DotaBase) iconsprite("materials/vgui/achievements/dota_multiple_runes.vtf") = dota_item_rune_spawner
[
]
@BaseClass base(DotaBase) = BaseShop
[
shoptype(choices) : "Shop Type" : 0 : " " =
[
0 : "Default"
1 : "Side Shop"
2 : "Secret Shop"
]
]
@SolidClass base(BaseShop, EnableDisable, Trigger) = trigger_shop
[
]
@PointClass base(BaseShop, prop_dynamic_base) = ent_dota_shop
[
]
@PointClass base(DotaBase) = ent_fow_blocker_node
[
]
@PointClass base(DotaBase) = dota_minimap_boundary
[
]
@SolidClass base(DotaBase, RenderFields) = func_precipitation
[
preciptype(choices) : "Percipitation Type" : 7 : " " =
[
0 : "Unknown0"
1 : "Unknwon1"
2 : "Unknown2"
3 : "Unknwon3"
4 : "Unknown4"
5 : "Unknwon5"
6 : "Unknown6"
7 : "Unknwon7"
]
minSpeed(integer) : "Min Speed" : 25 : " "
maxSpeed(integer) : "Max Speed" : 35 : " "
]
@BaseClass base(DotaBase, RenderFields) = deferred_light_base
[
start_falloff(float) : "Start Falloff" : ".15" : " "
radius(float) : "Radius" : "512" : " "
lightcolor(color255) : "Light Color" : "18 222 120" : " "
intensity(float) : "Intensity" : ".5" : " "
distance_falloff(float) : "Distance Falloff" : "10" : " "
input TurnOn(void)
input TurnOff(void)
input LightColor(color255)
input Intensity(float)
input Radius(float)
]
@PointClass base(deferred_light_base) iconsprite("editor/light.vtf") sphere() = env_deferred_light
[
]
@PointClass base(deferred_light_base) iconsprite("editor/light.vtf") sphere() = env_deferred_spot_light
[
spot_light_distance(float) : "Spot Light Distance" : "10" : " "
spot_fov(float) : "Spot Light FOV" : "180" : " "
]
@PointClass base(prop_dynamic_base) studio() = prop_dynamic_clientside
[
]
@PointClass base(prop_dynamic_base) iconsprite("editor/env_particles.vtf") = dota_world_particle_system
[
start_active(boolean) : "Start Active" : "1" : " "
showatnight(boolean) : "Show At Night" : "1" : " "
showatday(boolean) : "Show at day" : "1" : " "
effect_name(string) : "Particle Name" : "blueTorch_flame" : " "
dotaworldtype(integer) : "Dota world type" : 1 : " "
cpoint0(string) : "Control Point 0" : "" : " "
cpoint1(string) : "Control Point 1" : "" : " "
cpoint2(string) : "Control Point 2" : "" : " "
cpoint3(string) : "Control Point 3" : "" : " "
cpoint4(string) : "Control Point 4" : "" : " "
cpoint5(string) : "Control Point 5" : "" : " "
cpoint6(string) : "Control Point 6" : "" : " "
cpoint7(string) : "Control Point 7" : "" : " "
cpoint8(string) : "Control Point 8" : "" : " "
cpoint9(string) : "Control Point 9" : "" : " "
cpoint10(string) : "Control Point 10" : "" : " "
cpoint11(string) : "Control Point 11" : "" : " "
cpoint12(string) : "Control Point 12" : "" : " "
cpoint13(string) : "Control Point 13" : "" : " "
cpoint14(string) : "Control Point 14" : "" : " "
cpoint15(string) : "Control Point 15" : "" : " "
cpoint16(string) : "Control Point 16" : "" : " "
cpoint17(string) : "Control Point 17" : "" : " "
cpoint18(string) : "Control Point 18" : "" : " "
cpoint19(string) : "Control Point 19" : "" : " "
cpoint20(string) : "Control Point 20" : "" : " "
cpoint21(string) : "Control Point 21" : "" : " "
cpoint22(string) : "Control Point 22" : "" : " "
cpoint23(string) : "Control Point 23" : "" : " "
cpoint24(string) : "Control Point 24" : "" : " "
cpoint25(string) : "Control Point 25" : "" : " "
cpoint26(string) : "Control Point 26" : "" : " "
cpoint27(string) : "Control Point 27" : "" : " "
cpoint28(string) : "Control Point 28" : "" : " "
cpoint29(string) : "Control Point 29" : "" : " "
cpoint30(string) : "Control Point 30" : "" : " "
cpoint31(string) : "Control Point 31" : "" : " "
cpoint32(string) : "Control Point 32" : "" : " "
cpoint33(string) : "Control Point 33" : "" : " "
cpoint34(string) : "Control Point 34" : "" : " "
cpoint35(string) : "Control Point 35" : "" : " "
cpoint36(string) : "Control Point 36" : "" : " "
cpoint37(string) : "Control Point 37" : "" : " "
cpoint38(string) : "Control Point 38" : "" : " "
cpoint39(string) : "Control Point 39" : "" : " "
cpoint40(string) : "Control Point 40" : "" : " "
cpoint41(string) : "Control Point 41" : "" : " "
cpoint42(string) : "Control Point 42" : "" : " "
cpoint43(string) : "Control Point 43" : "" : " "
cpoint44(string) : "Control Point 44" : "" : " "
cpoint45(string) : "Control Point 45" : "" : " "
cpoint46(string) : "Control Point 46" : "" : " "
cpoint47(string) : "Control Point 47" : "" : " "
cpoint48(string) : "Control Point 48" : "" : " "
cpoint49(string) : "Control Point 49" : "" : " "
cpoint50(string) : "Control Point 50" : "" : " "
cpoint51(string) : "Control Point 51" : "" : " "
cpoint52(string) : "Control Point 52" : "" : " "
cpoint53(string) : "Control Point 53" : "" : " "
cpoint54(string) : "Control Point 54" : "" : " "
cpoint55(string) : "Control Point 55" : "" : " "
cpoint56(string) : "Control Point 56" : "" : " "
cpoint57(string) : "Control Point 57" : "" : " "
cpoint58(string) : "Control Point 58" : "" : " "
cpoint59(string) : "Control Point 59" : "" : " "
cpoint60(string) : "Control Point 60" : "" : " "
cpoint61(string) : "Control Point 61" : "" : " "
cpoint62(string) : "Control Point 62" : "" : " "
cpoint63(string) : "Control Point 63" : "" : " "
cpoint1_parent(integer) : "Control Point 1 Parent" : 0 : " "
cpoint2_parent(integer) : "Control Point 2 Parent" : 0 : " "
cpoint3_parent(integer) : "Control Point 3 Parent" : 0 : " "
cpoint4_parent(integer) : "Control Point 4 Parent" : 0 : " "
cpoint5_parent(integer) : "Control Point 5 Parent" : 0 : " "
cpoint6_parent(integer) : "Control Point 6 Parent" : 0 : " "
cpoint7_parent(integer) : "Control Point 7 Parent" : 0 : " "
]
@PointClass base(DotaBase, DotaTeam, prop_dynamic_base) studio() = dota_prop_customtexture
[
]
@SolidClass base(Origin, EnableDisable, Trigger) = trigger_boss_attackable
[
]
@PointClass base(DotaBase) = npc_dota_neutral_spawner
[
VolumeName(target_destination) : "Spawn Box Name" : "" : "Target func_trigger for determining if a unit is nearby to decide when to spawn a unit"
NeutralType(choices) : "Neutral Camp Type" : 0 : " " =
[
0 : "Easy Camp"
1 : "Medium Camp"
2 : "Hard Camp"
3 : "Ancients"
]
ForcedSubType(choices) : "Forced Sub Type" : 0 : " " =
[
-1 : "Any"
0 : "Type0"
1 : "Type1"
2 : "Type2"
3 : "Type3"
4 : "Type4"
5 : "Type5"
]
BatchLimit(integer) : "Batch Limit" : 5 : " "
output OnSpawnerExhausted(void) : "Fires when the spawner is exhausted"
]
@PointClass base(prop_dynamic_base) = ent_dota_halloffame
[
]
@BaseClass base(Origin, Targetname, DotaTeam) = DotaSpawnerBase
[
NPCScriptName(string) : "NPC Script Name" : "" : " "
NPCUniqueName(string) : "NPC Unique Name" : "" : " "
NPCFirstWaypoint(target_destination) : "First Waypoint" : "" : "Must target a path_corner"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(DotaSpawnerBase) = npc_dota_scripted_spawner
[
]
@PointClass base(DotaSpawnerBase) = npc_dota_spawner
[
]
@PointClass base(DotaSpawnerBase) = npc_dota_spawner_good_bot
[
]
@PointClass base(DotaSpawnerBase) = npc_dota_spawner_good_mid
[
]
@PointClass base(DotaSpawnerBase) = npc_dota_spawner_good_top
[
]
@PointClass base(DotaSpawnerBase) = npc_dota_spawner_bad_bot
[
]
@PointClass base(DotaSpawnerBase) = npc_dota_spawner_bad_top
[
]
@PointClass base(DotaSpawnerBase) = npc_dota_spawner_bad_mid
[
]
@PointClass base(DotaBase) = npc_dota_roshan_spawner
[
]
@PointClass base(DotaBase, EnableDisable) = tutorial_npc_blocker
[
other_blocker(target_destination) : "Other Blocker" : "" : " "
Hidden(boolean) : "Hidden" : 1 : " "
input Toggle(void)
]
@PointClass base(Targetname) occluder(radius) color(255 0 0) = env_occluder :
"A test entity for radius occluding for the Fog of War system."
[
radius(float) : "Radius" : 128 : "The radius around this occluder."
]
@PointClass base(Targetname) line_occluder(radius) color(255 0 0) = env_line_occluder :
"A test entity for line occluding for the Fog of War system."
[
radius(float) : "Radius" : 128 : "The radius around this occluder."
]
@PointClass base(Targetname) viewer(radius) color(0 255 0) = env_viewer :
"A test entity for viewing for the Fog of War system."
[
radius(float) : "Radius" : 256 : "The radius around this viewer."
]
@PointClass base(Targetname, EnableDisable) sphere(minfalloff) sphere(maxfalloff) iconsprite("editor/color_correction.vmt") = dota_color_correction :
"An entity to control the color correction in the map."
[
minfalloff(float) : "Min Radius" : "200.0" : "This is the distance at which this color correction is in 100% control"
maxfalloff(float) : "Max Radius" : "400.0" : "This is the distance where this color correction starts taking effect."
filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename"
]
@PointClass base(Targetname) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay :
"An entity that places an overlay on the world."
[
material(material) : "Material"
sides(sidelist) : "Brush faces"
RenderOrder(integer) : "Render Order" : 0 : "Higher values render after lower values. This value can be 0-3."
StartU(float) : "U Start" : "0.0"
EndU(float) : "U End" : "1.0"
StartV(float) : "V Start" : "0.0"
EndV(float) : "V End" : "1.0"
BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"
BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"
BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"
BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"
uv0(vector) readonly : "Overlay Point 1(Read-Only)"
uv1(vector) readonly : "Overlay Point 2(Read-Only)"
uv2(vector) readonly : "Overlay Point 3(Read-Only)"
uv3(vector) readonly : "Overlay Point 4(Read-Only)"
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)."
fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the overlay is visible (0 = don't fade out)."
hideOnLV(boolean) : "Hide under Low Violence" : "0" : "When set to 1, this overlay is not displayed in Low-Violence mode."
]