Class PropDynamic
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
A dynamic model.
public sealed class PropDynamic : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← PropDynamic
Inherited Members
BaseModelEntity.ModelNode, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.InPlayableWorld, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
PropDynamic(EntitySystem, EntitySpawnInfo)
Initializes a prop_dynamic from its keyvalues.
public PropDynamic(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
HoldAnimation
Gets whether an ended animation stays on its last frame instead of returning to .
public bool HoldAnimation { get; }Property Value
IdleAnimation
Gets the animation the prop returns to once another one ends, if it has one.
public string? IdleAnimation { get; }Property Value
Methods
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()Think()
Runs when comes due.
public override void Think()
