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== Overview == All entities with models inherit from this class, even if they don't have any animations. '''Source location : [https://github.com/sreechar/TF2-Source-Code/blob/master/tf2_src/game/server/baseanimating.h /game/server/baseanimating.h]''' '''VScript : [https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions#CBaseAnimating Script_Functions#CBaseAnimating]''' == [[Classes|Class Structure]] == * '''[[CBaseEntity]]''' ** '''CBaseAnimating''' == SendProps == {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" |+CBaseAnimating ! style="width: 50%; background-color: #303030; color: white" |Name ! style="width: 15%; background-color: #303030; color: white" |Type ! style="width: 35%; background-color: #303030; color: white" |Description |- |'''m_nForceBone''' |Integer | |- |'''m_vecForce''' |Vector | |- |'''m_nSkin''' |Integer |The skin for this entity's model. (For players, see: [[CTFPlayer]].m_nForcedSkin) |- |'''m_nBody''' |Integer |The active [https://developer.valvesoftware.com/wiki/$bodygroup Body Group] |- |'''m_nHitboxSet''' |Integer |The active [https://developer.valvesoftware.com/wiki/$hboxset Hitbox Set]. |- |'''m_flModelScale''' |Float |The scale of this entity's model. |- | colspan="3" style="padding: 0; margin: 0;" | {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="3" |m_flPoseParameter |- | style="width: 50%;" |'''000''' | style="width: 15%;" |Float | style="width: 35%;" |[https://developer.valvesoftware.com/wiki/$poseparameter Pose Parameters] |- |'''001''' |Float | |- |'''002''' |Float | |- |'''003''' |Float | |- |'''004''' |Float | |- |'''005''' |Float | |- |'''006''' |Float | |- |'''007''' |Float | |- |'''008''' |Float | |- |'''009''' |Float | |- |'''010''' |Float | |- |'''011''' |Float | |- |'''012''' |Float | |- |'''013''' |Float | |- |'''014''' |Float | |- |'''015''' |Float | |- |'''016''' |Float | |- |'''017''' |Float | |- |'''018''' |Float | |- |'''019''' |Float | |- |'''020''' |Float | |- |'''021''' |Float | |- |'''022''' |Float | |- |'''023''' |Float | |- | colspan="3" style="padding: 0 auto; margin: 0 auto;" | {| class="wikitable" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="3" style="background-color: rgb(45, 62, 97)" | |} |} |- |'''m_nSequence''' |Integer |The animation sequence this entity's model is playing. (For player viewmodel anims, see [[CBasePlayer]].m_hViewModel.m_nSequence) |- |'''m_flPlaybackRate''' |Float |Modifier for how fast this animation will play. (Default: 1) Changing this value will change the animation point to where it would have been if it were playing at the new playback rate the entire time. |- | colspan="3" style="padding: 0; margin: 0;" | {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="3" |m_flEncodedController |- | style="width: 50%;" |'''000''' | style="width: 15%;" |Float | style="width: 35%;" |Bone controller setting (0..1) |- |'''001''' |Float | |- |'''002''' |Float | |- |'''003''' |Float | |- | colspan="3" style="padding: 0 auto; margin: 0 auto;" | {| class="wikitable" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="3" style="background-color: rgb(45, 62, 97)" | |} |} |- |'''m_bClientSideAnimation''' |Boolean |Tells whether or not we're using client-side animation. (Useful for looping animation objects) |- |'''m_bClientSideFrameReset''' |Boolean | |- |'''m_nNewSequenceParity''' |Integer | |- |'''m_nResetEventsParity''' |Integer | |- |'''m_nMuzzleFlashParity''' |Unsigned Char |Incremented each time the entity is told to do a muzzle flash. The client picks up the change and draws the flash. |- |'''m_hLightingOrigin''' |Handle |An [https://developer.valvesoftware.com/wiki/Info_lighting info_lighting] or [https://developer.valvesoftware.com/wiki/Info_target info_target] from which to sample lighting (instead of the model's origin). |- |'''m_hLightingOriginRelative''' |Handle |Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead. |- | colspan="3" style="padding: 0; margin: 0;" | {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="3" |serveranimdata |- | style="width: 50%;" |'''m_flCycle''' | style="width: 15%;" |Float | style="width: 35%;" |0 - 1 How far along is the animation, 1 being finished. Changing this does nothing. |- | colspan="3" style="padding: 0 auto; margin: 0 auto;" | {| class="wikitable" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="3" style="background-color: rgb(45, 62, 97)" | |} |} |- |'''m_fadeMinDist''' |Float |Model distance fading. Point at which model is completely faded and ceases to be rendered. |- |'''m_fadeMaxDist''' |Float |Model distance fading. Point at which fading is inactive. |- |'''m_flFadeScale''' |Float |Model distance fading. Scale applied to m_fadeMinDist and m_fadeMaxDist. |} == Entity DataMaps == {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0; |+CBaseAnimating ! style="width: 50%; background-color: #303030; color: white" |Name ! style="width: 15%; background-color: #303030; color: white" |Type ! style="width: 35%; background-color: #303030; color: white" |Description |- | style="width: 50%;" |'''InputBecomeRagdoll''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputIgnite''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputIgniteHitboxFireScale''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputIgniteLifetime''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputIgniteNumHitboxFires''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputSetLightingOrigin''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputSetLightingOriginRelative''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputSetModel''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputSetModelScale''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputSetCycle''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''InputSetPlaybackRate''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''m_OnIgnite''' | style="width: 15%;" |Output | style="width: 35%;" | |- | style="width: 50%;" |'''m_bClientSideAnimation''' | style="width: 15%;" |Boolean | style="width: 35%;" |Tells whether or not we're using client-side animation. (Useful for looping animation objects) |- | style="width: 50%;" |'''m_bClientSideFrameReset''' | style="width: 15%;" |Boolean | style="width: 35%;" | |- | style="width: 50%;" |'''m_bSequenceFinished''' | style="width: 15%;" |Boolean | style="width: 35%;" |Flag set when StudioAdvanceFrame moves across a frame boundry |- | style="width: 50%;" |'''m_bSequenceLoops''' | style="width: 15%;" |Boolean | style="width: 35%;" |Does our sequence loop? |- | style="width: 50%;" |'''m_fBoneCacheFlags''' | style="width: 15%;" |Unsigned short | style="width: 35%;" |Used for bone cache state on model |- | style="width: 50%;" |'''m_fadeMaxDist''' | style="width: 15%;" |Float | style="width: 35%;" |Model distance fading. Point at which fading is inactive. |- | style="width: 50%;" |'''m_fadeMinDist''' | style="width: 15%;" |Float | style="width: 35%;" |Model distance fading. Point at which model is completely faded and ceases to be rendered. |- | style="width: 50%;" |'''m_flCycle''' | style="width: 15%;" |Float | style="width: 35%;" |0 - 1 How far along is the animation, 1 being finished. Changing this does nothing. |- | style="width: 50%;" |'''m_flDissolveStartTime''' | style="width: 15%;" |Float | style="width: 35%;" |When did we start dissolving? |- | style="width: 50%;" |'''m_flEncodedController''' | style="width: 15%;" |Array (Float) | style="width: 35%;" |Bone controller setting (0..1) |- | style="width: 50%;" |'''m_flFadeScale''' | style="width: 15%;" |Float | style="width: 35%;" |Model distance fading. Scale applied to m_fadeMinDist and m_fadeMaxDist. |- | style="width: 50%;" |'''m_flGroundSpeed''' | style="width: 15%;" |Float | style="width: 35%;" |Computed linear movement rate for current sequence |- | style="width: 50%;" |'''m_flLastEventCheck''' | style="width: 15%;" |Float | style="width: 35%;" |Cycle index of when events were last checked |- | style="width: 50%;" |'''m_flModelScale''' | style="width: 15%;" |Float | style="width: 35%;" |The scale of this entity's model. |- | style="width: 50%;" |'''m_flPlaybackRate''' | style="width: 15%;" |Float | style="width: 35%;" |Modifier for how fast this animation will play. (Default: 1) Changing this value will change the animation point to where it would have been if it were playing at the new playback rate the entire time. |- | style="width: 50%;" |'''m_flPoseParameter''' | style="width: 15%;" |Array (Float) | style="width: 35%;" |[https://developer.valvesoftware.com/wiki/$poseparameter Pose Parameters] |- | style="width: 50%;" |'''m_hLightingOrigin''' | style="width: 15%;" |Handle | style="width: 35%;" |An [https://developer.valvesoftware.com/wiki/Info_lighting info_lighting] or [https://developer.valvesoftware.com/wiki/Info_target info_target] from which to sample lighting (instead of the model's origin). |- | style="width: 50%;" |'''m_hLightingOriginRelative''' | style="width: 15%;" |Handle | style="width: 35%;" |Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead. |- | style="width: 50%;" |'''m_iIKCounter''' | style="width: 15%;" |Integer | style="width: 35%;" | |- | style="width: 50%;" |'''m_iszLightingOrigin''' | style="width: 15%;" |String | style="width: 35%;" |Targetname for the m_hLightingOrigin entity. |- | style="width: 50%;" |'''m_iszLightingOriginRelative''' | style="width: 15%;" |String | style="width: 35%;" |Targetname for the m_hLightingOriginRelative entity. |- | style="width: 50%;" |'''m_nBody''' | style="width: 15%;" |Integer | style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$bodygroup Body Group] |- | style="width: 50%;" |'''m_nHitboxSet''' | style="width: 15%;" |Integer | style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$hboxset Hitbox Set] |- | style="width: 50%;" |'''m_nMuzzleFlashParity''' | style="width: 15%;" |Unsigned Char | style="width: 35%;" |Incremented each time the entity is told to do a muzzle flash. The client picks up the change and draws the flash. |- | style="width: 50%;" |'''m_nNewSequenceParity''' | style="width: 15%;" |Unsigned Char | style="width: 35%;" | |- | style="width: 50%;" |'''m_nResetEventsParity''' | style="width: 15%;" |Unsigned Char | style="width: 35%;" | |- | style="width: 50%;" |'''m_nSequence''' | style="width: 15%;" |Integer | style="width: 35%;" |The animation sequence this entity's model is playing. (For player viewmodel anims, see [[CBasePlayer]].m_hViewModel.m_nSequence) |- | style="width: 50%;" |'''m_nSkin''' | style="width: 15%;" |Integer | style="width: 35%;" |The skin for this entity's model. (For players, see: [[CTFPlayer]].m_nForcedSkin) |- | style="width: 50%;" |'''m_pIk''' | style="width: 15%;" |CIKContext | style="width: 35%;" | |}
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