Source 2 Viewer
  • 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
  • C_ColorCorrection
  • C_ColorCorrectionVolume
  • C_CombatWeaponClone
  • C_CombineGunship
  • C_CommandContext
  • C_CrossbowBolt
  • C_DevtestHierarchy
  • C_DevtestHierarchy2
  • C_DevtestHierarchyChild
  • C_DynamicLight
  • C_DynamicProp
  • C_DynamicPropAlias_cable_dynamic
  • C_DynamicPropAlias_dynamic_prop
  • C_DynamicPropAlias_prop_dynamic_override
  • C_DynamicPropClientside
  • C_EntityDissolve
  • C_EntityFlame
  • C_EnvClock
  • C_EnvCombinedLightProbeVolume
  • C_EnvCubemap
  • C_EnvCubemapBox
  • C_EnvCubemapFog
  • C_EnvDOFController
  • C_EnvDetailController
  • C_EnvHeadcrabCanister
  • C_EnvLightProbeVolume
  • C_EnvProjectedTexture
  • C_EnvScreenEffect
  • C_EnvScreenOverlay
SchemasConVars & Commands
Type / to search
  1. Half-Life: Alyx
  2. client
  3. C_BaseAnimatingOverlay
  4. C_BaseFlex

C_BaseFlex

MNetworkVarNames
"float32 m_flexWeight""bool m_blinktoggle"
Inherits from (146 fields)
C_BaseAnimatingOverlayC_BaseAnimatingC_BaseModelEntityC_BaseEntityC_GameEntityCEntityInstanceIHandleEntity
  • m_viewtarget: Vector
    MNetworkChangeCallback: "OnViewTargetChanged"
    MNetworkEnable
    MNetworkEncoder: "coord"
  • m_flexWeight: CUtlVector< float32 >
    MNetworkBitCount: 12
    MNetworkEnable
    MNetworkEncodeFlags: 1
  • m_blinktoggle: bool
    MNetworkEnable
  • m_nLastFlexUpdateFrameCount: int32
  • m_CachedViewTarget: Vector
  • m_iBlink: int32
  • m_blinktime: float32
  • m_prevblinktoggle: bool
  • m_iBlinkSlider: int32
  • m_iJawOpen: int32
  • m_flJawOpenAmount: float32
  • m_flBlinkAmount: float32
  • m_iMouthAttachment: int32
  • m_iEyeAttachment: int32
  • m_bResetFlexWeightsOnModelChange: bool
  • m_iEyeLidUpDownPP: int32
  • m_iEyeLidLeftRightPP: int32
  • m_flMinEyeUpDown: float32
  • m_flMaxEyeUpDown: float32
  • m_flMinEyeLeftRight: float32
  • m_flMaxEyeLeftRight: float32
  • m_nEyeOcclusionRendererBone: int32
  • m_mEyeOcclusionRendererCameraToBoneTransform: matrix3x4_t
  • m_vEyeOcclusionRendererHalfExtent: Vector
  • m_PhonemeClasses: C_BaseFlex::Emphasized_Phoneme[3]
Referenced by (5)
CModelPanelModelC_BaseCombatCharacterC_FlexCyclerC_SceneEntitym_hOwnerC_SceneEntitym_hActorList
Also in
server.dllDeadlock
Machine-readable data for scripts and AI agents: llms.txt.