Source 2 Viewer
  • 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
  • C_EnvSky
  • C_EnvTimeOfDay2
  • C_EnvVolumetricFogController
  • C_EnvVolumetricFogVolume
  • C_EnvWind
  • C_EnvWindClientside
  • C_ExplodeField
  • C_ExplodeHandle
  • C_ExplodePiece
  • C_ExplodeProp
  • C_FireFromAboveSprite
  • C_FireSmoke
  • C_FireSprite
  • C_Fish
SchemasConVars & Commands
Type / to search
  1. Half-Life: Alyx
  2. client
  3. C_BaseAnimating
  4. C_BaseVRHandAttachment

C_BaseVRHandAttachment

MNetworkVarNames
"CHandle< CPropVRHand> m_hAttachedHand""bool m_bIsAttached"
Inherits from (146 fields)
C_BaseAnimatingC_BaseModelEntityC_BaseEntityC_GameEntityCEntityInstanceIHandleEntity
  • m_hOldAttachedHand: CHandle< C_PropVRHand >
  • m_hMaterialOverride: CStrongHandle< InfoForResourceTypeIMaterial2 >
  • m_OnAttachedToHand: CEntityIOOutput
  • m_OnDetachedFromHand: CEntityIOOutput
  • m_hAttachedHand: CHandle< C_PropVRHand >
    MNetworkEnable
  • m_bIsAttached: bool
    MNetworkEnable
Referenced by (13)
CHLVRFlashlightAttachmentCHLVRFlashlightHologramAttachmentCHLVRPropGloveCHLVRPropWatchCHLVR_InventoryItem_BaseCHLVR_WeaponSwitch_ControllerCRefPointAuthoringControllerC_HLVR_TeleportController
Also in
server.dll
Machine-readable data for scripts and AI agents: llms.txt.