Material
GetMaterialAtCrosshair
Material.GetMaterialAtCrosshair()
[EN] Returns a string containing the material name [RU] Возвращает строку, содержащую название материала.
Material.GetMaterialAtCrosshair()
Replace
[EN] Creates a proxy for the original material using the new material as an override [RU] Создает прокси для исходного материала, используя новый материал в качестве замены
Material.Replace(original_mat_name, new_mat_name)
RefreshProxy
Material.RefreshProxy(material_name)
[EN] Applies key values to the material [RU] Применяет ключевые значения к материалу
Material.RefreshProxy(material_name)
SetProxyKeyValue
Material.SetProxyKeyValue(material_name, key, value)
[EN] Sets key values of an overriden material [RU] Устанавливает ключевые значения замещаемого материала
Material.SetProxyKeyValue(material_name, key, value)
DestroyProxy
Material.DestroyProxy(material_name)
[EN] Destroys the proxy [RU] Уничтожает прокси
Material.DestroyProxy(material_name)
CreateProxy
Material.CreateProxy(material_name)
[EN] Creates a proxy to override material properties [RU] Создает прокси для переопределения свойств материала
Material.CreateProxy(material_name)
Refresh
Material.Refresh( material_index )
[EN] Used to apply new set key values. [RU] Используется для применения нового набора ключевых значений.
Return values: Returns if the operation succeeded.
Material.Create("testmaterial");
function updateMaterials()
{
mat_index = Material.Get("testmaterial");
if (mat_index > 0)
{
Material.SetKeyValue(mat_index, "$baseTexture", "vgui/white");
Material.SetKeyValue(mat_index, "$envmap", "models/effects/cube_white");
Material.SetKeyValue(mat_index, "$envmapfresnel", "1");
Material.SetKeyValue(mat_index, "$envmapfresnelminmaxexp", "[0 1 2]");
Material.SetKeyValue(mat_index, "$color", "[1.0 1.0 1.0]");
Material.SetKeyValue(mat_index, "$envmaptint", "[1.0 1.0 1.0]");
Material.Refresh(mat_index);
}
}
Cheat.RegisterCallback("Material", "updateMaterials")
Note: This function can only be used in functions with Material callback. More keys and values can be found below: https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters https://developer.valvesoftware.com/wiki/VertexLitGeneric
SetKeyValue
Material.SetKeyValue( material_index, key, value )
[EN] Used to set key values. [RU] Используется для установки ключевых значений.
Return values: Returns if the operation succeeded.
Material.Create("testmaterial");
function updateMaterials()
{
mat_index = Material.Get("testmaterial");
if (mat_index > 0)
{
Material.SetKeyValue(mat_index, "$baseTexture", "vgui/white");
Material.SetKeyValue(mat_index, "$envmap", "models/effects/cube_white");
Material.SetKeyValue(mat_index, "$envmapfresnel", "1");
Material.SetKeyValue(mat_index, "$envmapfresnelminmaxexp", "[0 1 2]");
Material.SetKeyValue(mat_index, "$color", "[1.0 1.0 1.0]");
Material.SetKeyValue(mat_index, "$envmaptint", "[1.0 1.0 1.0]");
Material.Refresh(mat_index);
}
}
Cheat.RegisterCallback("Material", "updateMaterials")
Note: This function can only be used in functions with Material callback. More keys and values can be found below: https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters https://developer.valvesoftware.com/wiki/VertexLitGeneric
Get
Material.Get( name )
[EN] Used to get material index. [RU] Используется для получения индекса материала.
Return values: Returns 0 if material doesn't exist.
Material.Create("testmaterial");
function updateMaterials()
{
mat_index = Material.Get("testmaterial");
if (mat_index > 0)
{
Material.SetKeyValue(mat_index, "$baseTexture", "vgui/white");
Material.SetKeyValue(mat_index, "$envmap", "models/effects/cube_white");
Material.SetKeyValue(mat_index, "$envmapfresnel", "1");
Material.SetKeyValue(mat_index, "$envmapfresnelminmaxexp", "[0 1 2]");
Material.SetKeyValue(mat_index, "$color", "[1.0 1.0 1.0]");
Material.SetKeyValue(mat_index, "$envmaptint", "[1.0 1.0 1.0]");
Material.Refresh(mat_index);
}
}
Cheat.RegisterCallback("Material", "updateMaterials")
Note: This function can only be used in functions with Material callback.
Destroy
Material.Destroy( name )
[EN] Returns true if material was destroyed successfully.
[RU] Возвращает истину, если материал был уничтожен успешно.
Return values: Returns true if material was destroyed successfully.
Material.Destroy("cool material")
Create
Material.Create( name )
[EN] Returns true if material was created successfully or false otherwise. [RU] Возвращает true, если материал был создан успешно, или false в противном случае.
Return values: Returns true if material was created successfully or false otherwise.
Material.Create("cool material")
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