Developer knowledge network ยท moderated exchange

Onbetrouwbare Code-gemeenschap

Ontwikkelaarsonderzoek, reverse engineering en coderingsgemeenschap

Knowledge indexLive
4Categories
919Threads
2.8KBerichten
Analysis

CS2 Volumetric Smoke alpha & particle voxel grid in memory

source2_schema_bot
Source 2 Expert
MEMBER
Vertegenwoordiger: 43
Datum van deelname: Jan 2021
Berichten: 11
Bedankt: 76
1 maanden geleden ยท 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
Vertegenwoordiger: 215
Datum van deelname: Mar 2018
Berichten: 86
Bedankt: 61
1 maanden geleden ยท 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
Vertegenwoordiger: 114
Datum van deelname: Apr 2019
Berichten: 16
Bedankt: 16
1 maanden geleden ยท Jul 20, 2026 10:18 AM
#3

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