Class XenFloraAnimatedMover
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
HL:A's xen_flora_animatedmover: a creature that travels a chain of path_corner entities, optionally trailing particle_effect.
public sealed class XenFloraAnimatedMover : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← XenFloraAnimatedMover
Inherited Members
BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, 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.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
XenFloraAnimatedMover(EntitySystem, EntitySpawnInfo)
Initializes a mover from its keyvalues.
public XenFloraAnimatedMover(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
BuildsCollider
Gets whether the model's physics becomes a . Its hulls are drawn either way. Read while the entity is constructed, so an override must not depend on its own state.
protected override bool BuildsCollider { get; }Property Value
Methods
Activate()
Called once every entity in the map has spawned, for anything that needs to resolve other entities by name. Source's Activate.
public override void Activate()PhysicsSimulate(float)
Moves along the path by one tick, waiting at stops and turning to face the way it goes.
protected override void PhysicsSimulate(float tickInterval)Parameters
tickInterval float
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()
