Balloon Held Child
Manages network synchronization and client-side animation of a held balloon prop attached to an entity.
Manages network synchronization and client-side animation of a held balloon prop attached to an entity.
A classified client-side visual effect entity that tracks a target and renders Charlie's residue, decaying when activated or vision conditions change.
Defines a hidden entity that manages client-side prediction and UI synchronization for container inventories.
Manages camera focus points from multiple sources with priority-based selection for client-side camera control.
Generates and returns a list of Prefab instances for client-side visual and audio effects, supporting dynamic assets, animation, tinting, sound, and custom behaviors.
Renders a visual overlay effect (light and animation) used during player ghost transformation sequences.
Manages a collection of HUD-indicatable items on the client side for display purposes.
Provides client-side visual decoration for the Lava Arena spectator stands, including banners, fences, and audience members.
Spawns a non-networked particle effect entity when a rhino-like entity collides, used only on the client for visual feedback.
Manages audio levels for the lunar hail bird event, controlling ambient sound playback based on event intensity.
Creates non-persistent, client-side particle and sound effects for moose nest interactions (idle and hit states), using a proxy transform for positioning and synchronized animation.
Creates and manages particle effects for the Nightsword Lightsbane weapon attack animation on the client.
Extends the PostProcessor engine class with post-processing effect management functions for colour cubes, bloom, distortion, lunacy, and moon pulse shaders.
Manages client-side state transitions and movement prediction for Wilson's ghost form, synchronizing animation, locomotion, and action previewing with server confirmation.
Creates short-lived, client-side visual and audio effect prefabs for the Spooked event's spider and worm spawn animations.
Adjusts an entity's transparency and sound volume based on the player's sanity and combat state, with optional custom logic.
Displays a scrollable list of user commands (player or server-specific) and handles user selection and execution.
Creates and manages networked holographic placeholder prefabs for Winona's holographic items, handling visual states, lifecycle, and interaction with inventory components.
Serves as a client-side helper entity that coordinates with its parent writeable item to manage classified data attachment and lifecycle.