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| All entities with models inherit from this class, even if they don't have any animations. | | All entities with models inherit from this class, even if they don't have any animations. |
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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 : /game/server/baseanimating.h''' |
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| '''VScript : [https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions#CBaseAnimating Script_Functions#CBaseAnimating]'''
| | == [[SendProps|Parent Structure]] == |
| | |
| == [[Classes|Class Structure]] == | |
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| |
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| * '''[[CBaseEntity]]''' | | * '''[[CBaseEntity]]''' |
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| == SendProps == | | == SendProps == |
| {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | | {| class="wikitable sortable" style="margin: 0 auto; width: 100%; padding: 0;" |
| |+CBaseAnimating | | |+CBaseAnimating |
| ! style="width: 50%; background-color: #303030; color: white" |Name | | ! style="width: 50%; background-color: #303030; color: white" |Name |
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| |'''m_nSkin''' | | |'''m_nSkin''' |
| |Integer | | |Integer |
| |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''' |
| |Float | | |Float |
| |The scale of this entity's model. | | | |
| |- | | |- |
| | 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%;" |[https://developer.valvesoftware.com/wiki/$poseparameter Pose Parameters] | | | style="width: 35%;" | |
| |- | | |- |
| |'''001''' | | |'''001''' |
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| |Float | | |Float |
| | | | | |
| |-
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| | colspan="3" style="padding: 0 auto; margin: 0 auto;" |
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| {| class="wikitable" style="margin: 0 auto; width: 100%; padding: 0;"
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| ! colspan="3" style="background-color: rgb(45, 62, 97)" |
| |
| |}
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| |} | | |} |
| |- | | |- |
| |'''m_nSequence''' | | |'''m_nSequence''' |
| |Integer | | |Integer |
| |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%;" |Bone controller setting (0..1) | | | style="width: 35%;" | |
| |- | | |- |
| |'''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;"
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| ! colspan="3" style="background-color: rgb(45, 62, 97)" |
| |
| |}
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| |} | | |} |
| |- | | |- |
| |'''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 | | |Integer |
| |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 | | |Integer |
| |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 | | |Integer |
| |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%;" |0 - 1 How far along is the animation, 1 being finished. Changing this does nothing. | | | style="width: 35%;" | |
| |-
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| | 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)" |
| |
| |}
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| |} | | |} |
| |- | | |- |
| |'''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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| | |
| == Entity DataMaps ==
| |
| {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;
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| |+CBaseAnimating
| |
| ! style="width: 50%; background-color: #303030; color: white" |Name
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| ! style="width: 15%; background-color: #303030; color: white" |Type
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| ! style="width: 35%; background-color: #303030; color: white" |Description
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| |-
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| | style="width: 50%;" |'''InputBecomeRagdoll'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputIgnite'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputIgniteHitboxFireScale'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputIgniteLifetime'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputIgniteNumHitboxFires'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputSetLightingOrigin'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputSetLightingOriginRelative'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputSetModel'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputSetModelScale'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''InputSetCycle'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
| |
| |-
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| | style="width: 50%;" |'''InputSetPlaybackRate'''
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| | style="width: 15%;" |Input (Void)
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''m_OnIgnite'''
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| | 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)
| |
| |-
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| | style="width: 50%;" |'''m_bClientSideFrameReset'''
| |
| | style="width: 15%;" |Boolean
| |
| | style="width: 35%;" |
| |
| |-
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| | style="width: 50%;" |'''m_bSequenceFinished'''
| |
| | style="width: 15%;" |Boolean
| |
| | style="width: 35%;" |Flag set when StudioAdvanceFrame moves across a frame boundry
| |
| |-
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| | style="width: 50%;" |'''m_bSequenceLoops'''
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| | style="width: 15%;" |Boolean
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| | style="width: 35%;" |Does our sequence loop?
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| |-
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| | style="width: 50%;" |'''m_fBoneCacheFlags'''
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| | style="width: 15%;" |Unsigned short
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| | style="width: 35%;" |Used for bone cache state on model
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| |-
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| | style="width: 50%;" |'''m_fadeMaxDist'''
| |
| | style="width: 15%;" |Float
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| | style="width: 35%;" |Model distance fading. Point at which fading is inactive.
| |
| |-
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| | style="width: 50%;" |'''m_fadeMinDist'''
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| | style="width: 15%;" |Float
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| | style="width: 35%;" |Model distance fading. Point at which model is completely faded and ceases to be rendered.
| |
| |-
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| | style="width: 50%;" |'''m_flCycle'''
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| | style="width: 15%;" |Float
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| | style="width: 35%;" |0 - 1 How far along is the animation, 1 being finished. Changing this does nothing.
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| |-
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| | style="width: 50%;" |'''m_flDissolveStartTime'''
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| | style="width: 15%;" |Float
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| | style="width: 35%;" |When did we start dissolving?
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| |-
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| | style="width: 50%;" |'''m_flEncodedController'''
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| | style="width: 15%;" |Array (Float)
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| | style="width: 35%;" |Bone controller setting (0..1)
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| |-
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| | style="width: 50%;" |'''m_flFadeScale'''
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| | style="width: 15%;" |Float
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| | style="width: 35%;" |Model distance fading. Scale applied to m_fadeMinDist and m_fadeMaxDist.
| |
| |-
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| | style="width: 50%;" |'''m_flGroundSpeed'''
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| | style="width: 15%;" |Float
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| | style="width: 35%;" |Computed linear movement rate for current sequence
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| |-
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| | style="width: 50%;" |'''m_flLastEventCheck'''
| |
| | style="width: 15%;" |Float
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| | style="width: 35%;" |Cycle index of when events were last checked
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| |-
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| | 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%;" |
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| |-
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| | style="width: 50%;" |'''m_iszLightingOrigin'''
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| | style="width: 15%;" |String
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| | style="width: 35%;" |Targetname for the m_hLightingOrigin entity.
| |
| |-
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| | style="width: 50%;" |'''m_iszLightingOriginRelative'''
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| | style="width: 15%;" |String
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| | style="width: 35%;" |Targetname for the m_hLightingOriginRelative entity.
| |
| |-
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| | style="width: 50%;" |'''m_nBody'''
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| | style="width: 15%;" |Integer
| |
| | style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$bodygroup Body Group]
| |
| |-
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| | style="width: 50%;" |'''m_nHitboxSet'''
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| | style="width: 15%;" |Integer
| |
| | style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$hboxset Hitbox Set]
| |
| |-
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| | style="width: 50%;" |'''m_nMuzzleFlashParity'''
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| | style="width: 15%;" |Unsigned Char
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| | 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.
| |
| |-
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| | style="width: 50%;" |'''m_nNewSequenceParity'''
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| | style="width: 15%;" |Unsigned Char
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| | style="width: 35%;" |
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| |-
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| | style="width: 50%;" |'''m_nResetEventsParity'''
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| | style="width: 15%;" |Unsigned Char
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| | style="width: 35%;" |
| |
| |-
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| | style="width: 50%;" |'''m_nSequence'''
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| | style="width: 15%;" |Integer
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| | style="width: 35%;" |The animation sequence this entity's model is playing. (For player viewmodel anims, see [[CBasePlayer]].m_hViewModel.m_nSequence)
| |
| |-
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| | style="width: 50%;" |'''m_nSkin'''
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| | style="width: 15%;" |Integer
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| | style="width: 35%;" |The skin for this entity's model. (For players, see: [[CTFPlayer]].m_nForcedSkin)
| |
| |-
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| | style="width: 50%;" |'''m_pIk'''
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| | style="width: 15%;" |CIKContext
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| | style="width: 35%;" |
| |
| |} | | |} |