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, BaseModelEntity.Physics, BaseModelEntity.LoadedModel, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, 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 BaseEntity.Collider; its hulls are drawn either way. Read during construction, so overrides must not depend on instance state.
protected override bool BuildsCollider { get; }Property Value
bool
Methods
Activate()
Called once every entity of its spawn group has spawned, to resolve other entities by name.
public override void Activate()PhysicsSimulate(float)
Moves along the path, pausing at stops.
protected override void PhysicsSimulate(float tickInterval)Parameters
tickInterval float
Spawn()
Sets up the entity (model, class keyvalues, first think). Called once its spawn group has created all of its entities, after its move parent has spawned.
public override void Spawn()Remarks
An override calls this first: it builds the node from BaseEntity.CreateRootNode() and snaps the entity onto its parent's attachment, which the rest of the override reads.

