Editing CBaseAnimating

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|'''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%;" |[https://developer.valvesoftware.com/wiki/$poseparameter Pose Parameters]
| style="width: 35%;" |
|-
|-
|'''001'''
|'''001'''
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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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|'''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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|'''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%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputIgnite'''
| style="width: 50%;" |'''InputIgnite'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputIgniteHitboxFireScale'''
| style="width: 50%;" |'''InputIgniteHitboxFireScale'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputIgniteLifetime'''
| style="width: 50%;" |'''InputIgniteLifetime'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputIgniteNumHitboxFires'''
| style="width: 50%;" |'''InputIgniteNumHitboxFires'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputSetLightingOrigin'''
| style="width: 50%;" |'''InputSetLightingOrigin'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputSetLightingOriginRelative'''
| style="width: 50%;" |'''InputSetLightingOriginRelative'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputSetModel'''
| style="width: 50%;" |'''InputSetModel'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputSetModelScale'''
| style="width: 50%;" |'''InputSetModelScale'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputSetCycle'''
| style="width: 50%;" |'''InputSetCycle'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''InputSetPlaybackRate'''
| style="width: 50%;" |'''InputSetPlaybackRate'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_OnIgnite'''
| style="width: 50%;" |'''m_OnIgnite'''
| style="width: 15%;" |Output
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_bClientSideAnimation'''
| style="width: 50%;" |'''m_bClientSideAnimation'''
| style="width: 15%;" |Boolean
| style="width: 15%;" |
| style="width: 35%;" |Tells whether or not we're using client-side animation. (Useful for looping animation objects)
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_bClientSideFrameReset'''
| style="width: 50%;" |'''m_bClientSideFrameReset'''
| style="width: 15%;" |Boolean
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_bSequenceFinished'''
| style="width: 50%;" |'''m_bSequenceFinished'''
| style="width: 15%;" |Boolean
| style="width: 15%;" |
| style="width: 35%;" |Flag set when StudioAdvanceFrame moves across a frame boundry
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_bSequenceLoops'''
| style="width: 50%;" |'''m_bSequenceLoops'''
| style="width: 15%;" |Boolean
| style="width: 15%;" |
| style="width: 35%;" |Does our sequence loop?
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_fBoneCacheFlags'''
| style="width: 50%;" |'''m_fBoneCacheFlags'''
| style="width: 15%;" |Unsigned short
| style="width: 15%;" |
| style="width: 35%;" |Used for bone cache state on model
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_fadeMaxDist'''
| style="width: 50%;" |'''m_fadeMaxDist'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |Model distance fading. Point at which fading is inactive.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_fadeMinDist'''
| style="width: 50%;" |'''m_fadeMinDist'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |Model distance fading. Point at which model is completely faded and ceases to be rendered.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flCycle'''
| style="width: 50%;" |'''m_flCycle'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |0 - 1 How far along is the animation, 1 being finished. Changing this does nothing.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flDissolveStartTime'''
| style="width: 50%;" |'''m_flDissolveStartTime'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |When did we start dissolving?
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flEncodedController'''
| style="width: 50%;" |'''m_flEncodedController'''
| style="width: 15%;" |Array (Float)
| style="width: 15%;" |
| style="width: 35%;" |Bone controller setting (0..1)
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flFadeScale'''
| style="width: 50%;" |'''m_flFadeScale'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |Model distance fading. Scale applied to m_fadeMinDist and m_fadeMaxDist.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flGroundSpeed'''
| style="width: 50%;" |'''m_flGroundSpeed'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |Computed linear movement rate for current sequence
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flLastEventCheck'''
| style="width: 50%;" |'''m_flLastEventCheck'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |Cycle index of when events were last checked
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flModelScale'''
| style="width: 50%;" |'''m_flModelScale'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |The scale of this entity's model.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_flPlaybackRate'''
| style="width: 50%;" |'''m_flPlaybackRate'''
| style="width: 15%;" |Float
| style="width: 15%;" |
| style="width: 35%;" |Modifier for how fast this animation will play. (Default: 1)
| style="width: 35%;" |
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%;" |Array (Float)
| style="width: 15%;" |
| style="width: 35%;" |[https://developer.valvesoftware.com/wiki/$poseparameter Pose Parameters]
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_hLightingOrigin'''
| style="width: 50%;" |'''m_hLightingOrigin'''
| style="width: 15%;" |Handle
| style="width: 15%;" |
| style="width: 35%;" |An [https://developer.valvesoftware.com/wiki/Info_lighting info_lighting] or [https://developer.valvesoftware.com/wiki/Info_target info_target] from which to sample lighting (instead of the model's origin).
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_hLightingOriginRelative'''
| style="width: 50%;" |'''m_hLightingOriginRelative'''
| style="width: 15%;" |Handle
| style="width: 15%;" |
| style="width: 35%;" |Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_iIKCounter'''
| style="width: 50%;" |'''m_iIKCounter'''
| style="width: 15%;" |Integer
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_iszLightingOrigin'''
| style="width: 50%;" |'''m_iszLightingOrigin'''
| style="width: 15%;" |String
| style="width: 15%;" |
| style="width: 35%;" |Targetname for the m_hLightingOrigin entity.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_iszLightingOriginRelative'''
| style="width: 50%;" |'''m_iszLightingOriginRelative'''
| style="width: 15%;" |String
| style="width: 15%;" |
| style="width: 35%;" |Targetname for the m_hLightingOriginRelative entity.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_nBody'''
| style="width: 50%;" |'''m_nBody'''
| style="width: 15%;" |Integer
| style="width: 15%;" |
| style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$bodygroup Body Group]
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_nHitboxSet'''
| style="width: 50%;" |'''m_nHitboxSet'''
| style="width: 15%;" |Integer
| style="width: 15%;" |
| style="width: 35%;" |The active [https://developer.valvesoftware.com/wiki/$hboxset Hitbox Set]
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_nMuzzleFlashParity'''
| style="width: 50%;" |'''m_nMuzzleFlashParity'''
| style="width: 15%;" |Unsigned Char
| style="width: 15%;" |
| 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: 35%;" |
|-
|-
| style="width: 50%;" |'''m_nNewSequenceParity'''
| style="width: 50%;" |'''m_nNewSequenceParity'''
| style="width: 15%;" |Unsigned Char
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_nResetEventsParity'''
| style="width: 50%;" |'''m_nResetEventsParity'''
| style="width: 15%;" |Unsigned Char
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_nSequence'''
| style="width: 50%;" |'''m_nSequence'''
| style="width: 15%;" |Integer
| style="width: 15%;" |
| style="width: 35%;" |The animation sequence this entity's model is playing. (For player viewmodel anims, see [[CBasePlayer]].m_hViewModel.m_nSequence)
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_nSkin'''
| style="width: 50%;" |'''m_nSkin'''
| style="width: 15%;" |Integer
| style="width: 15%;" |
| style="width: 35%;" |The skin for this entity's model. (For players, see: [[CTFPlayer]].m_nForcedSkin)
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_pIk'''
| style="width: 50%;" |'''m_pIk'''
| style="width: 15%;" |CIKContext
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
|}
|}
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