User:Nescius/sandbox/CBaseAnimating

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class hierarchy
CBaseAnimating defined in baseanimating.cpp
CBaseEntity

[See also] |Category:CBaseAnimating}}

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

This category also covers CBaseAnimatingOverlay, which provides animation blending.


User:Nescius/sandbox/Important

Keyvalues

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.User:Nescius/sandbox/Expand


Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Model Index (modelindex) <short> !FGD
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Note.pngNote:Scale may not appear in Hammer Hammer 4.x, but will appear in-game (tested in Day of Defeat: Source). This is fixed in Hammer++ Hammer++.

User:Nescius/sandbox/style

Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Cycle (cycle) <float> !FGD
The current frame of the current animation, on a range from 0-1.
Texture Frame (texframeindex) <integer> !FGD
The initial frame number for all animated textures on this entity.

User:Nescius/sandbox/style


Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
FX Amount/Transparency (0–255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.

User:Nescius/sandbox/KV Render FX User:Nescius/sandbox/KV Rendermode

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Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.


Lighting Origin Offset (LightingOriginHack) <targetname> (not in Left 4 Dead series) !FGD Obsolete
Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.


Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical toEF_SHADOWDEPTH_NOCACHE.
  • 0: Default
  • 1: No cache—render every frame
  • 2: Cache it—render only once


User:Nescius/sandbox/style

Glow Backface Multiple (glowbackfacemult) <float> (only in Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.


Move Type (MoveType) <choices> (in all games since Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.

User:Nescius/sandbox/Expand


Collision Group (CollisionGroup) <choices> (in all games since Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.

User:Nescius/sandbox/Expand


No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.

User:Nescius/sandbox/KV DXLevelChoice User:Nescius/sandbox/KV SystemLevelChoice

Inputs

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User:Nescius/sandbox/I Reflection User:Nescius/sandbox/I Shadow

Outputs

User:Nescius/sandbox/IO User:Nescius/sandbox/IO