CBaseAnimating: Difference between revisions
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'''Source location : [https://github.com/sreechar/TF2-Source-Code/blob/master/tf2_src/game/server/baseanimating.h /game/server/baseanimating.h]''' | '''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]] == | == [[Classes|Class Structure]] == | ||
Line 26: | Line 28: | ||
|'''m_nSkin''' | |'''m_nSkin''' | ||
|Integer | |Integer | ||
|The skin for this entity's model. | |The skin for this entity's model. (For players, see: [[CTFPlayer]].m_nForcedSkin) | ||
|- | |- | ||
|'''m_nBody''' | |'''m_nBody''' | ||
|Integer | |Integer | ||
| | |The active [https://developer.valvesoftware.com/wiki/$bodygroup Body Group] | ||
|- | |- | ||
|'''m_nHitboxSet''' | |'''m_nHitboxSet''' | ||
|Integer | |Integer | ||
| | |The active [https://developer.valvesoftware.com/wiki/$hboxset Hitbox Set]. | ||
|- | |- | ||
|'''m_flModelScale''' | |'''m_flModelScale''' | ||
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| style="width: 50%;" |'''000''' | | style="width: 50%;" |'''000''' | ||
| style="width: 15%;" |Float | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |[https://developer.valvesoftware.com/wiki/$poseparameter Pose Parameters] | ||
|- | |- | ||
|'''001''' | |'''001''' | ||
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|Float | |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''' | |'''m_nSequence''' | ||
|Integer | |Integer | ||
|The animation sequence this entity's model is playing. | |The animation sequence this entity's model is playing. (For player viewmodel anims, see [[CBasePlayer]].m_hViewModel.m_nSequence) | ||
|- | |- | ||
|'''m_flPlaybackRate''' | |'''m_flPlaybackRate''' | ||
|Float | |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;" | | | colspan="3" style="padding: 0; margin: 0;" | | ||
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| style="width: 50%;" |'''000''' | | style="width: 50%;" |'''000''' | ||
| style="width: 15%;" |Float | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |Bone controller setting (0..1) | ||
|- | |- | ||
|'''001''' | |'''001''' | ||
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|Float | |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''' | |'''m_bClientSideAnimation''' | ||
|Boolean | |Boolean | ||
| | |Tells whether or not we're using client-side animation. (Useful for looping animation objects) | ||
|- | |- | ||
|'''m_bClientSideFrameReset''' | |'''m_bClientSideFrameReset''' | ||
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|- | |- | ||
|'''m_nMuzzleFlashParity''' | |'''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''' | |'''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''' | |'''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;" | | | colspan="3" style="padding: 0; margin: 0;" | | ||
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| style="width: 50%;" |'''m_flCycle''' | | style="width: 50%;" |'''m_flCycle''' | ||
| style="width: 15%;" |Float | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | 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''' | |'''m_fadeMinDist''' | ||
|Float | |Float | ||
| | |Model distance fading. Point at which model is completely faded and ceases to be rendered. | ||
|- | |- | ||
|'''m_fadeMaxDist''' | |'''m_fadeMaxDist''' | ||
|Float | |Float | ||
| | |Model distance fading. Point at which fading is inactive. | ||
|- | |- | ||
|'''m_flFadeScale''' | |'''m_flFadeScale''' | ||
|Float | |Float | ||
| | |Model distance fading. Scale applied to m_fadeMinDist and m_fadeMaxDist. | ||
|} | |} | ||
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|- | |- | ||
| style="width: 50%;" |'''InputBecomeRagdoll''' | | style="width: 50%;" |'''InputBecomeRagdoll''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''InputIgnite''' | | style="width: 50%;" |'''InputIgnite''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''InputIgniteHitboxFireScale''' | | style="width: 50%;" |'''InputIgniteHitboxFireScale''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''InputIgniteLifetime''' | | style="width: 50%;" |'''InputIgniteLifetime''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''InputIgniteNumHitboxFires''' | | style="width: 50%;" |'''InputIgniteNumHitboxFires''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''InputSetLightingOrigin''' | | style="width: 50%;" |'''InputSetLightingOrigin''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''InputSetLightingOriginRelative''' | | style="width: 50%;" |'''InputSetLightingOriginRelative''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | |||
|- | |||
| style="width: 50%;" |'''InputSetModel''' | |||
| style="width: 15%;" |Input (Void) | |||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''InputSetModelScale''' | | style="width: 50%;" |'''InputSetModelScale''' | ||
| style="width: 15%;" | | | 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: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_OnIgnite''' | | style="width: 50%;" |'''m_OnIgnite''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Output | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_bClientSideAnimation''' | | style="width: 50%;" |'''m_bClientSideAnimation''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Boolean | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_bClientSideFrameReset''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Boolean | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_bSequenceFinished''' | | style="width: 50%;" |'''m_bSequenceFinished''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Boolean | ||
| style="width: 35%;" | | | style="width: 35%;" |Flag set when StudioAdvanceFrame moves across a frame boundry | ||
|- | |- | ||
| style="width: 50%;" |'''m_bSequenceLoops''' | | style="width: 50%;" |'''m_bSequenceLoops''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Boolean | ||
| style="width: 35%;" | | | style="width: 35%;" |Does our sequence loop? | ||
|- | |- | ||
| style="width: 50%;" |'''m_fBoneCacheFlags''' | | style="width: 50%;" |'''m_fBoneCacheFlags''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Unsigned short | ||
| style="width: 35%;" | | | style="width: 35%;" |Used for bone cache state on model | ||
|- | |- | ||
| style="width: 50%;" |'''m_fadeMaxDist''' | | style="width: 50%;" |'''m_fadeMaxDist''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |Model distance fading. Point at which fading is inactive. | ||
|- | |- | ||
| style="width: 50%;" |'''m_fadeMinDist''' | | style="width: 50%;" |'''m_fadeMinDist''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_flCycle''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_flDissolveStartTime''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |When did we start dissolving? | ||
|- | |- | ||
| style="width: 50%;" |'''m_flEncodedController''' | | style="width: 50%;" |'''m_flEncodedController''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Array (Float) | ||
| style="width: 35%;" | | | style="width: 35%;" |Bone controller setting (0..1) | ||
|- | |- | ||
| style="width: 50%;" |'''m_flFadeScale''' | | style="width: 50%;" |'''m_flFadeScale''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |Model distance fading. Scale applied to m_fadeMinDist and m_fadeMaxDist. | ||
|- | |- | ||
| style="width: 50%;" |'''m_flGroundSpeed''' | | style="width: 50%;" |'''m_flGroundSpeed''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |Computed linear movement rate for current sequence | ||
|- | |- | ||
| style="width: 50%;" |'''m_flLastEventCheck''' | | style="width: 50%;" |'''m_flLastEventCheck''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |Cycle index of when events were last checked | ||
|- | |- | ||
| style="width: 50%;" |'''m_flModelScale''' | | style="width: 50%;" |'''m_flModelScale''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |The scale of this entity's model. | ||
|- | |- | ||
| style="width: 50%;" |'''m_flPlaybackRate''' | | style="width: 50%;" |'''m_flPlaybackRate''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_flPoseParameter''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Array (Float) | ||
| style="width: 35%;" | | | style="width: 35%;" |[https://developer.valvesoftware.com/wiki/$poseparameter Pose Parameters] | ||
|- | |- | ||
| style="width: 50%;" |'''m_hLightingOrigin''' | | style="width: 50%;" |'''m_hLightingOrigin''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Handle | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_hLightingOriginRelative''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Handle | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_iIKCounter''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_iszLightingOrigin''' | | style="width: 50%;" |'''m_iszLightingOrigin''' | ||
| style="width: 15%;" | | | style="width: 15%;" |String | ||
| style="width: 35%;" | | | style="width: 35%;" |Targetname for the m_hLightingOrigin entity. | ||
|- | |- | ||
| style="width: 50%;" |'''m_iszLightingOriginRelative''' | | style="width: 50%;" |'''m_iszLightingOriginRelative''' | ||
| style="width: 15%;" | | | style="width: 15%;" |String | ||
| style="width: 35%;" | | | style="width: 35%;" |Targetname for the m_hLightingOriginRelative entity. | ||
|- | |- | ||
| style="width: 50%;" |'''m_nBody''' | | style="width: 50%;" |'''m_nBody''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$bodygroup Body Group] | ||
|- | |- | ||
| style="width: 50%;" |'''m_nHitboxSet''' | | style="width: 50%;" |'''m_nHitboxSet''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$hboxset Hitbox Set] | ||
|- | |- | ||
| style="width: 50%;" |'''m_nMuzzleFlashParity''' | | style="width: 50%;" |'''m_nMuzzleFlashParity''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Unsigned Char | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_nNewSequenceParity''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Unsigned Char | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_nResetEventsParity''' | | style="width: 50%;" |'''m_nResetEventsParity''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Unsigned Char | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_nSequence''' | | style="width: 50%;" |'''m_nSequence''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_nSkin''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | style="width: 35%;" |The skin for this entity's model. (For players, see: [[CTFPlayer]].m_nForcedSkin) | ||
|- | |- | ||
| style="width: 50%;" |'''m_pIk''' | | style="width: 50%;" |'''m_pIk''' | ||
| style="width: 15%;" | | | style="width: 15%;" |CIKContext | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|} | |} |
Latest revision as of 18:57, 7 October 2023
Overview[edit | edit source]
All entities with models inherit from this class, even if they don't have any animations.
Source location : /game/server/baseanimating.h
VScript : Script_Functions#CBaseAnimating
Class Structure[edit | edit source]
- CBaseEntity
- CBaseAnimating
SendProps[edit | edit source]
Name | Type | 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 Body Group | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
m_nHitboxSet | Integer | The active Hitbox Set. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
m_flModelScale | Float | The scale of this entity's model. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 info_lighting or 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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[edit | edit source]
Name | Type | Description |
---|---|---|
InputBecomeRagdoll | Input (Void) | |
InputIgnite | Input (Void) | |
InputIgniteHitboxFireScale | Input (Void) | |
InputIgniteLifetime | Input (Void) | |
InputIgniteNumHitboxFires | Input (Void) | |
InputSetLightingOrigin | Input (Void) | |
InputSetLightingOriginRelative | Input (Void) | |
InputSetModel | Input (Void) | |
InputSetModelScale | Input (Void) | |
InputSetCycle | Input (Void) | |
InputSetPlaybackRate | Input (Void) | |
m_OnIgnite | Output | |
m_bClientSideAnimation | Boolean | Tells whether or not we're using client-side animation. (Useful for looping animation objects) |
m_bClientSideFrameReset | Boolean | |
m_bSequenceFinished | Boolean | Flag set when StudioAdvanceFrame moves across a frame boundry |
m_bSequenceLoops | Boolean | Does our sequence loop? |
m_fBoneCacheFlags | Unsigned short | Used for bone cache state on model |
m_fadeMaxDist | Float | Model distance fading. Point at which fading is inactive. |
m_fadeMinDist | Float | Model distance fading. Point at which model is completely faded and ceases to be rendered. |
m_flCycle | Float | 0 - 1 How far along is the animation, 1 being finished. Changing this does nothing. |
m_flDissolveStartTime | Float | When did we start dissolving? |
m_flEncodedController | Array (Float) | Bone controller setting (0..1) |
m_flFadeScale | Float | Model distance fading. Scale applied to m_fadeMinDist and m_fadeMaxDist. |
m_flGroundSpeed | Float | Computed linear movement rate for current sequence |
m_flLastEventCheck | Float | Cycle index of when events were last checked |
m_flModelScale | Float | The scale of this entity's model. |
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. |
m_flPoseParameter | Array (Float) | Pose Parameters |
m_hLightingOrigin | Handle | An info_lighting or 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. |
m_iIKCounter | Integer | |
m_iszLightingOrigin | String | Targetname for the m_hLightingOrigin entity. |
m_iszLightingOriginRelative | String | Targetname for the m_hLightingOriginRelative entity. |
m_nBody | Integer | The active Body Group |
m_nHitboxSet | Integer | The active Hitbox Set |
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_nNewSequenceParity | Unsigned Char | |
m_nResetEventsParity | Unsigned Char | |
m_nSequence | Integer | The animation sequence this entity's model is playing. (For player viewmodel anims, see CBasePlayer.m_hViewModel.m_nSequence) |
m_nSkin | Integer | The skin for this entity's model. (For players, see: CTFPlayer.m_nForcedSkin) |
m_pIk | CIKContext |