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GameEntityIconData

14.24

Shared - used by classes in UI and HUD, Scripting and sequences and Game objects and entities.

Class Documentation

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The look of the minimap icon of a map entity: a texture, a colour and a size, with replacements for each team and for colorblind mode. When the object loads, the client registers it by ID.

The client applies the icon data to an entity's icon when the icon is created (see 0x313c0076), and again when a camp changes the icon. To pick the texture and the colour, the client:

  1. derives a key from the team of the entity;
  2. looks the key up in the textures and colors maps of TeamOverride;
  3. falls back to texture and Color if TeamOverride has no entry for the key.

If the client's colorblind mode is on, it uses ColorblindTexturePath and colorblindColor of the chosen entries.

Properties

Color

Embed<0x634a3a64> = { "Color": [0, 0, 0, 255], "colorblindColor": null }
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Colour of the icon, with an optional colorblind variant. Used when TeamOverride has no colour for the team.

ID

Hash = "0x0"
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Key under which the client registers the icon data when it loads. What looks icons up by this key was not identified.

MinScale

F32 = 0
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The client does not read it when it applies the icon data.

Size

Vec2 = [0, 0]
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Size of the icon. The client multiplies it by a global icon scale.

TeamOverride

Pointer<0x8030c161> = null
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Textures and colours for each team key. An entry replaces texture or Color for entities of that team.

maxScale

F32 = 0
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The client does not read it when it applies the icon data.

texture

Embed<GameEntityIconTexture> = { "ColorblindTexturePath": "0x0", "texturePath": "0x0" }
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Texture of the icon, with a colorblind variant. Used when TeamOverride has no texture for the team.

Referenced by 5 classes · 5 properties