User:Nescius/sandbox/CBaseAnimating
![]() |
---|
CBaseAnimating defined in ![]() baseanimating.cpp
|
[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
- Skin
(skin or ModelSkin
<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
- Body Group
(body or SetBodyGroup)
<integer> !FGD - Sets the the active
$bodygroup
.
- Model Index
(modelindex)
<short> !FGD - Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- Model Scale
(modelscale)
<float> (in all games since)
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning:Negative or extremely high values can cause crashes!
Note:Scale may not appear in
Hammer 4.x, but will appear in-game (tested in
). This is fixed in
Hammer++.
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)
<float> !FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
- Texture Frame
(texframeindex)
<integer> !FGD - The initial frame number for all animated textures on this entity.
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$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
- 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(not in(LightingOriginHack)
<targetname>) !FGD
- 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)
- Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
- Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since)
- Makes this entity not cast a shadow from
env_projectedtexture
entities. Identical to EF_NOSHADOWDEPTH.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since)
- 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 to
EF_SHADOWDEPTH_NOCACHE
.- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
- Glow Backface Multiple
(glowbackfacemult)
<float> (only in) !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) !FGD
- Sets a movetype for this entity, which changes its movement behavior.
- Collision Group
(CollisionGroup)
<choices> (in all games since) !FGD
- Sets a collision group for this entity, which changes its collision behavior.
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since) !FGD
- Silences sounds linked to animations.
User:Nescius/sandbox/KV DXLevelChoice User:Nescius/sandbox/KV SystemLevelChoice
Inputs
User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO
User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO User:Nescius/sandbox/IO
User:Nescius/sandbox/I Reflection User:Nescius/sandbox/I Shadow