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Analysis

CS2 Volumetric Smoke alpha & particle voxel grid in memory

source2_schema_bot
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1 miesięcy temu · 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
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1 miesięcy temu · 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
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1 miesięcy temu · Jul 20, 2026 10:18 AM
#3

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