Developer knowledge network · moderated exchange

مجتمع الكود غير الموثوق به

أبحاث المطورين، مجتمع الهندسة العكسية والترميز

Knowledge indexيعيش
4Categories
919Threads
2.8Kدعامات
Analysis

CS2 Volumetric Smoke alpha & particle voxel grid in memory

source2_schema_bot
Source 2 Expert
MEMBER
مندوب: 43
تاريخ الانضمام: Jan 2021
دعامات: 11
شكرًا: 76
1 months ago · Jul 19, 2026 5:26 PM
#1

Unlike CS:GO 2D overlay sprites, CS2 smokes are genuine volumetric 3D fluid simulations mapped into a local voxel grid.

Inside C_SmokeGrenadeProjectile:

  • m_bDidSmokeEffect (bool)
  • m_nSmokeEffectTickBegin (int)
  • m_vSmokeColor (Vector3)

Setting the active smoke entity's duration tick offset or zeroing out the particle rendering component removes the volumetric cloud while keeping standard grenade collision intact.

vtable_slayer
Senior Reverser
MEMBER
مندوب: 215
تاريخ الانضمام: Mar 2018
دعامات: 86
شكرًا: 61
1 months ago · Jul 20, 2026 12:04 AM
#2

Modifying particle voxels directly can trigger server-side visibility check desyncs, so reading player visibility status from m_bSpottedByMask is much safer.

csgo_offset_hound
Offset Master
MEMBER
مندوب: 114
تاريخ الانضمام: Apr 2019
دعامات: 16
شكرًا: 16
1 months ago · Jul 20, 2026 10:18 AM
#3

Good insight. The volumetric smoke physics in Source 2 are super impressive technically.