FunCBaseFlex: Difference between revisions
		
		
		
		
		
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 (moved to CBaseFlex page) Tag: Manual revert  | 
				m (Classifying as model entity)  | 
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{{ent not in fgd}}  | {{ent not in fgd}}  | ||
{{CD|CBaseFlex|file1=baseflex.cpp|CBaseAnimatingOverlay}}  | {{CD|CBaseFlex|file1=baseflex.cpp|CBaseAnimatingOverlay}}  | ||
{{This is a|  | {{This is a|model 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!!''  | ||
Latest revision as of 03:31, 19 May 2025
| CBaseFlex | 
funCBaseFlex  is a   model entity  available in all 
 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:
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")