Source 2 Viewer
  • C_PlayerState
  • C_PointCamera
  • C_PointClientUIDialog
  • C_PointClientUIHUD
  • C_PointClientUIWorldPanel
  • C_PointClientUIWorldTextPanel
  • C_PointCommentaryNode
  • C_PointEntity
  • C_PointEntityFader
  • C_PointHMDAnchor
  • C_PointHMDAnchorOverride
  • C_PointHintUIArrowHighlightModel
  • C_PointHintUIButtonHighlightModel
  • C_PointHintUIHighlightModel
  • C_PointHintUi
  • C_PointQuestGoal
  • C_PointRenderAttrCurve
  • C_PointValueRemapper
  • C_PointWorldText
  • C_PoseController
  • C_PostProcessController
  • C_PostProcessingVolume
  • C_PrecipitationBlocker
  • C_PropAnimatingBreakable
  • C_PropHMDAvatar
  • C_PropJeep
  • C_PropVRHand
  • C_PropVRTrackedObject
  • C_PropVehicleChoreoGeneric
  • C_PropVehicleDriveable
  • C_PropZipline
  • C_RagdollManager
  • C_RollerMine
  • C_RopeKeyframe
  • C_RopeKeyframe::CPhysicsDelegate
  • C_RotorWashEmitter
  • C_SceneEntity
  • C_SceneEntity::QueuedEvents_t
  • C_ServerRagdoll
  • C_ServerRagdollAttached
  • C_ShadowControl
  • C_ShatterGlassShardPhysics
  • C_ShotgunTubeInteractable
  • C_SingleplayRules
  • C_SkyCamera
  • C_SlideshowDisplay
  • C_SoundOpvarSetAABBEntity
  • C_SoundOpvarSetOBBEntity
  • C_SoundOpvarSetPointEntity
  • C_SphericalVignette
  • C_SpotlightEnd
  • C_Sprite
  • C_SpriteOriented
  • C_Strider
  • C_Sun
  • C_SunGlowOverlay
  • C_Team
  • C_TeamRoundTimer
  • C_TeamplayRoundBasedRules
  • C_TeamplayRoundBasedRulesProxy
  • C_TeamplayRules
  • C_TeleportTarget
  • C_Tesla
  • C_TestTraceline
  • C_TextureBasedAnimatable
  • C_TintController
  • C_TonemapController2
  • C_TonemapController2Alias_env_tonemap_controller2
  • C_TraversalModifierToLineTrigger
  • C_TraversalModifierTrigger
  • C_TriggerCamera
  • C_TriggerLerpObject
  • C_TriggerVolume
  • C_VGuiScreen
  • C_VRGrenadeFrag
  • C_VRGrenadeWithPin
  • C_VRGrenadeXen
  • C_VRHandModelOverride
  • C_VRHeadcrabGland
  • C_ViewSmoothingData_t
SchemasConVars & Commands
Type / to search
  1. Half-Life: Alyx
  2. client
  3. C_BaseEntity
  4. C_PoseController

C_PoseController

MNetworkVarNames
"bool m_bPoseValueParity""float32 m_fPoseValue""float32 m_fInterpolationDuration""bool m_bInterpolationWrap""float32 m_fCycleFrequency"
Inherits from (100 fields)
C_BaseEntityC_GameEntityCEntityInstanceIHandleEntity
  • m_bPoseValueParity: bool
    MNetworkEnable
  • m_fPoseValue: float32
    MNetworkBitCount: 11
    MNetworkEnable
    MNetworkMaxValue: 1.000000
    MNetworkMinValue: 0.000000
  • m_fInterpolationDuration: float32
    MNetworkBitCount: 11
    MNetworkEnable
    MNetworkMaxValue: 10.000000
    MNetworkMinValue: 0.000000
  • m_bInterpolationWrap: bool
    MNetworkEnable
  • m_fCycleFrequency: float32
    MNetworkBitCount: 11
    MNetworkEnable
    MNetworkMaxValue: 10.000000
    MNetworkMinValue: -10.000000
  • m_nFModType: PoseController_FModType_t
    MNetworkEnable
  • m_fFModTimeOffset: float32
    MNetworkBitCount: 11
    MNetworkEnable
    MNetworkMaxValue: 1.000000
    MNetworkMinValue: -1.000000
  • m_fFModRate: float32
    MNetworkBitCount: 11
    MNetworkEnable
    MNetworkMaxValue: 10.000000
    MNetworkMinValue: -10.000000
  • m_fFModAmplitude: float32
    MNetworkBitCount: 11
    MNetworkEnable
    MNetworkMaxValue: 10.000000
    MNetworkMinValue: 0.000000
  • m_hProps: CHandle< C_BaseEntity >[4]
    MNetworkEnable
  • m_chPoseIndex: uint8[4]
    MNetworkBitCount: 5
    MNetworkEnable
  • m_bOldPoseValueParity: bool
  • m_fCurrentPoseValue: float32
  • m_fCurrentFMod: float32
  • m_PoseTransitionValue: CInterpolatedValue
Also in
server.dll
Machine-readable data for scripts and AI agents: llms.txt.