Source 2 Viewer
  • CProp_HLVR_Weapon_Generic_Pistol_Clip
  • CProp_HLVR_Weapon_Generic_Pistol_Clip_Multiple
  • CProp_HLVR_Weapon_Rapidfire_Clip
  • CProp_HLVR_Weapon_Shotgun_Clip
  • CProp_HLVR_Weapon_Shotgun_Shell_Pair
  • CProp_HLVR_Weapon_Shotgun_Shellbox
  • CProp_HLVR_Weapon_Shotgun_Shellgroup
  • CRagdoll
  • CRandSimTimer
  • CRandStopwatch
  • CRecipientFilter
  • CRefPointAuthoringController
  • CRenderComponent
  • CReviverHeart
  • CSceneEventInfo
  • CServerOnlyModelEntity
  • CSimTimer
  • CSimpleSimTimer
  • CSkeletonAnimationController
  • CSkeletonInstance
  • CSoundEnvelope
  • CSoundPatch
  • CSpotlightTraceCacheEntry
  • CStopwatch
  • CStopwatchBase
  • CTakeDamageInfo
  • CTimeOfDayDynamicKeys
  • CTimeOfDayDynamicValues
  • CTimeline
  • CVRHandAttachmentInput
  • CViewAngleAnimation
  • CViewAngleKeyFrame
  • C_AI_BaseNPC
  • C_AnimInteractable
  • C_Barney
  • C_BaseAnimating
  • C_BaseAnimatingController
  • C_BaseAnimatingOverlay
  • C_BaseAnimatingOverlayController
  • C_BaseButton
  • C_BaseClientUIEntity
  • C_BaseCombatCharacter
  • C_BaseCombatCharacter::WaterWakeMode_t
  • C_BaseCombatWeapon
  • C_BaseCurveOverTime
  • C_BaseDoor
  • C_BaseEntity
  • C_BaseFire
  • C_BaseFlex
  • C_BaseFlex::Emphasized_Phoneme
  • C_BaseGrenade
  • C_BaseHLBludgeonWeapon
  • C_BaseHLCombatWeapon
  • C_BaseHLPlayer
  • C_BaseHelicopter
  • C_BaseModelEntity
  • C_BasePlayer
  • C_BasePropDoor
  • C_BaseTeamObjectiveResource
  • C_BaseToggle
  • C_BaseTraversalTrigger
  • C_BaseTrigger
  • C_BaseVRHandAttachment
  • C_BaseViewModel
  • C_BaseXenFoliage
  • C_Beam
  • C_BeamSpotLight
  • C_BlindZombie
  • C_BodyComponentBaseAnimating
  • C_BodyComponentBaseAnimatingOverlay
  • C_Breakable
  • C_BreakableProp
  • C_ButtonTimed
  • C_CEnvWindShared
  • C_CEnvWindShared::WindAveEvent_t
  • C_CEnvWindShared::WindVariationEvent_t
  • C_CHintMessageQueue
  • C_CSequenceTransitioner
  • C_CSequenceTransitioner2
  • C_ClientRagdoll
SchemasConVars & Commands
Type / to search
  1. Half-Life: Alyx
  2. client
  3. CGameSceneNode
  4. CSkeletonInstance

CSkeletonInstance

MNetworkVarNames
"CModelState m_modelState""bool m_bIsRenderingEnabled""bool m_bIsAnimationEnabled""bool m_bUseParentRenderBounds""CUtlStringToken m_materialGroup"
Inherits from (32 fields)
CGameSceneNode
  • m_modelState: CModelState
    MNetworkEnable
  • m_bIsRenderingEnabled: bool
    MNetworkChangeCallback: "skeletonRenderingEnableChanged"
    MNetworkEnable
  • m_bIsAnimationEnabled: bool
    MNetworkEnable
  • m_bUseParentRenderBounds: bool
    MNetworkEnable
  • m_bEnableIK: bool
    MNetworkDisable
  • m_bDisableSolidCollisionsForHierarchy: bitfield:1bit 0
    MNetworkDisable
  • m_bDirtyMotionType: bitfield:1bit 1
    MNetworkDisable
  • m_bIsGeneratingLatchedParentSpaceState: bitfield:1bit 2
    MNetworkDisable
  • 1 byte (3 bits + 5 padding)
  • m_materialGroup: CUtlStringToken
    MNetworkChangeCallback: "skeletonMaterialGroupChanged"
    MNetworkEnable
  • m_nHitboxSet: uint8
    MNetworkBitCount: 2
    MNetworkEnable
  • m_flIkMasterBlendValueCache: float32
    MNetworkEnable
  • m_NetworkedIKContext: CNetworkedIKContext
    MNetworkEnable
Referenced by (3)
CBodyComponentSkeletonInstancem_skeletonInstanceCSkeletonAnimationControllerm_pSkeletonInstanceCBodyComponentSkeletonInstancem_skeletonInstance
Also in
Counter-Strike 2Dota 2Deadlock
Machine-readable data for scripts and AI agents: llms.txt.