FunCBaseFlex: Difference between revisions
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entity.DispatchSpawn() | entity.DispatchSpawn() | ||
entity.EmitSound("Heavy.Cheers05") | entity.EmitSound("Heavy.Cheers05") | ||
AddThinkToEnt( | AddThinkToEnt(entity, "BaseFlexThink") | ||
</source> | </source> | ||
Revision as of 10:37, 27 October 2024
| CBaseFlex |
funCBaseFlex is a point 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")