CBaseAnimating: Difference between revisions
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{{DEFINE_INPUTFUNC|FIELD_FLOAT|IgniteHitboxFireScale|InputIgniteHitboxFireScale|game={{l4d2|removed}}}} | {{DEFINE_INPUTFUNC|FIELD_FLOAT|IgniteHitboxFireScale|InputIgniteHitboxFireScale|game={{l4d2|removed}}}} | ||
{{note| | {{note|Since {{l4d2}} following two inputs call the same function that <code>Ignite</code> input calls }} | ||
{{DEFINE_INPUTFUNC|FIELD_INTEGER|IgniteNumHitboxFires|InputIgnite|game={{l4d2|since}}}} | {{DEFINE_INPUTFUNC|FIELD_INTEGER|IgniteNumHitboxFires|InputIgnite|game={{l4d2|since}}}} | ||
{{DEFINE_INPUTFUNC|FIELD_FLOAT|IgniteHitboxFireScale|InputIgnite|game={{l4d2|since}}}} | {{DEFINE_INPUTFUNC|FIELD_FLOAT|IgniteHitboxFireScale|InputIgnite|game={{l4d2|since}}}} |
Revision as of 22:37, 5 October 2024


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CBaseAnimating |
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CBaseAnimating
is the C++ class from which all entities with models inherit, even if they don't actually move.

Keyvalue handling
Doesn't override CBaseEntity's KeyValue function so no special keys are present. Keyfields ↓, Input keys ↓, Outputs ↓
Keyfields
m_nBody <FIELD_INTEGER> (body)
m_nHitboxSet <FIELD_INTEGER> (hitboxset)
m_nSequence <FIELD_INTEGER> (sequence)
m_flPlaybackRate <FIELD_FLOAT> (playbackrate)
m_flCycle <FIELD_FLOAT> (cycle)
m_iszLightingOrigin <FIELD_STRING> (LightingOrigin)
m_iszLightingOriginRelative (not in )<FIELD_STRING>
(LightingOriginHack)
m_bSuppressAnimSounds (in )<FIELD_BOOLEAN>
(SuppressAnimSounds)

modelscale
key is present in all games before 


ModelScale
key is present (the casing doesn't affect anything)m_flModelScale (not in )<FIELD_FLOAT>
(modelscale)

m_flFadeScale (removed since )<FIELD_FLOAT>
(fadescale)
Inputs
Input keys
m_nSkin <FIELD_INTEGER> (skin)
m_nBody <FIELD_INTEGER> (SetBodyGroup)

m_fadeMinDist (removed since )<FIELD_FLOAT>
(fademindist)
m_fadeMaxDist (removed since )<FIELD_FLOAT>
(fademaxdist)
Input functions
Ignite <FIELD_VOID> linked function: InputIgnite
- description todo
IgniteLifetime <FIELD_FLOAT> linked function: InputIgniteLifetime
- description todo
IgniteNumHitboxFires (removed since )<FIELD_INTEGER> linked function: InputIgniteNumHitboxFires
- description todo
IgniteHitboxFireScale (removed since )<FIELD_FLOAT> linked function: InputIgniteHitboxFireScale
- description todo
IgniteNumHitboxFires (in all games since )<FIELD_INTEGER> linked function: InputIgnite
- description todo
IgniteHitboxFireScale (in all games since )<FIELD_FLOAT> linked function: InputIgnite
- description todo
BecomeRagdoll <FIELD_VOID> linked function: InputBecomeRagdoll
- description todo
SetModel (only in )<FIELD_STRING> linked function: InputSetModel
- description todo
SetCycle (only in )<FIELD_FLOAT> linked function: InputSetCycle
- description todo
SetPlaybackRate (only in )<FIELD_FLOAT> linked function: InputSetPlaybackRate
- description todo
SetLightingOriginHack (not in )<FIELD_STRING> linked function: InputSetLightingOriginRelative
- description todo
SetModelScale (removed since )<FIELD_VECTOR> linked function: InputSetModelScale
- description todo
SetLightingOrigin <FIELD_STRING> linked function: InputSetLightingOrigin
- description todo
Outputs
m_OnIgnite <COutputEvent> (OnIgnite)
m_OnFizzled (in )<COutputEvent>
(OnFizzled)
Other fields
Keyless fields
m_flGroundSpeed <FIELD_FLOAT>
m_flLastEventCheck <FIELD_TIME>
m_bSequenceFinished <FIELD_BOOLEAN>
m_bSequenceLoops <FIELD_BOOLEAN>
m_iIKCounter <FIELD_INTEGER>
m_bClientSideAnimation <FIELD_BOOLEAN>
m_bClientSideFrameReset <FIELD_BOOLEAN>
m_nNewSequenceParity <FIELD_INTEGER>
m_nResetEventsParity <FIELD_INTEGER>
m_nMuzzleFlashParity <FIELD_CHARACTER>
m_hLightingOrigin <FIELD_EHANDLE>
m_flDissolveStartTime <FIELD_TIME>
m_fBoneCacheFlags <FIELD_SHORT>
m_flFrozen (in all games since )<FIELD_FLOAT>
m_flFrozenThawRate (in all games since )<FIELD_FLOAT>
m_flFrozenMax (in all games since )<FIELD_FLOAT>
m_hLightingOriginRelative (not in )<FIELD_EHANDLE>
m_flModelWidthScale (only in )<FIELD_FLOAT>
Array fields
m_flPoseParameter[24] <FIELD_FLOAT>
m_flEncodedController[4] <FIELD_FLOAT>
Custom fields
m_pIk <FIELD_CUSTOM>
Entity debugging
ent_text
Additional information added to ent_text overlay by this class
- Sequence: (<sequence number>) <sequence name>
- Activity: <activity name> (only if there is one)
- Cycle: <cycle> (<animation time>)
exact format:
"Sequence: (%3d) %s",GetSequence(), GetSequenceName( GetSequence() ) "Activity %s", GetSequenceActivityName(GetSequence()) (only if there is one) "Cycle: %.5f (%.5f)", (float)GetCycle(), m_flAnimTime.Get()