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FunCBaseFlex: Difference between revisions

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(-added class hierarchy)
Tag: Reverted
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{{ent not in fgd}}
{{ent not in fgd}}
{{CD|CBaseFlex|file1=baseflex.cpp|CBaseAnimatingOverlay}}
{{CD|CBaseFlex|file1=baseflex.cpp|CBaseAnimatingOverlay}}
{{CD|C_BaseFlex|base=C_BaseAnimatingOverlay|client=1|file1=1}}
{{This is a|point entity|name=funCBaseFlex}}
{{This is a|point entity|name=funCBaseFlex}}
Debug entity related to flexes, or possibly made an entity defined by mistake. Valve's remark in code: ''meaningless independant class!!''
Debug entity related to flexes, or possibly made an entity defined by mistake. Valve's remark in code: ''meaningless independant class!!''

Revision as of 09:38, 20 March 2025

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ baseflex.cpp
C++ Class hierarchy (client)
C_BaseFlex
C_BaseAnimatingOverlay
C_BaseAnimating
C_BaseEntity
C++ c_baseflex.cpp

funCBaseFlex is a point entity available in all Source Source games. Debug entity related to flexes, or possibly made an entity defined by mistake. Valve's remark in code: meaningless independant class!!

Description

This entity has a useful property, that it serves as a generic model entity that supports pose parameters and flexes properly. Other entities such as prop_dynamic do not support those and have visual glitches, or have side effects such as generic_actor.

Since this entity was never intended to be used, it requires special setup to spawn correctly. Example in VScript for Team Fortress 2 Team Fortress 2:

function BaseFlexThink()
{
    self.StudioFrameAdvance()
    return -1
}

local entity = Entities.CreateByClassname("funCBaseFlex")
entity.SetModel("models/player/heavy.mdl")
entity.SetAbsOrigin(Vector(417, -326, -191))
entity.SetAbsAngles(QAngle(0, 90, 0))
entity.SetPlaybackRate(1.0)
entity.DispatchSpawn()
entity.EmitSound("Heavy.Cheers05")
AddThinkToEnt(entity, "BaseFlexThink")

See Also