Class ViewmodelSceneNode
Namespace: ValveResourceFormat.Renderer.SceneNodes
Assembly: Renderer.dll
Animgraph 2 model node.
public class ViewmodelSceneNode : ModelSceneNodeInheritance
object ← SceneNode ← MeshCollectionNode ← ModelSceneNode ← ViewmodelSceneNode
Inherited Members
ModelSceneNode.Tint, ModelSceneNode.AnimationController, ModelSceneNode.Animations, ModelSceneNode.Attachments, ModelSceneNode.ActiveMaterialGroup, ModelSceneNode.HasMeshes, ModelSceneNode.IsAnimated, ModelSceneNode.SetCharacterEyeRenderParams(), ModelSceneNode.GetMeshBoneIndex(int, RenderableMesh), ModelSceneNode.Update(Scene.UpdateContext), ModelSceneNode.GetSupportedRenderModes(), ModelSceneNode.SetMaterialGroup(string), ModelSceneNode.AddAnimations(List<Animation>), ModelSceneNode.LoadAnimationClip(AnimationClip), ModelSceneNode.LoadAnimationClip(string), ModelSceneNode.SetAnimationByName(string, float), ModelSceneNode.SetAnimationForWorldPreview(string), ModelSceneNode.SetAnimation(Animation?, float), ModelSceneNode.GetAttachmentTransform(string), ModelSceneNode.GetLod1RefMeshes(), ModelSceneNode.GetMeshGroups(), ModelSceneNode.GetActiveMeshGroups(), ModelSceneNode.SetActiveMeshGroups(IEnumerable<string>), ModelSceneNode.Delete(), ModelSceneNode.ParseTwistConstraints(Model), MeshCollectionNode.Tint, MeshCollectionNode.RenderableMeshes, MeshCollectionNode.Delete(), SceneNode.Transform, SceneNode.LayerName, SceneNode.LayerEnabled, SceneNode.BoundingBox, SceneNode.LocalBoundingBox, SceneNode.Name, SceneNode.Id, SceneNode.IsSelected, SceneNode.Flags, SceneNode.Scene, SceneNode.Parent, SceneNode.EnvMaps, SceneNode.ShaderEnvMapVisibility, SceneNode.LightingOrigin, SceneNode.OverlayRenderOrder, SceneNode.CubeMapPrecomputedHandshake, SceneNode.LightProbeVolumePrecomputedHandshake, SceneNode.LightProbeBinding, SceneNode.EntityData, SceneNode.Update(Scene.UpdateContext), SceneNode.Render(Scene.RenderContext), SceneNode.GetSupportedRenderModes(), SceneNode.SetRenderMode(string), SceneNode.Delete(), SceneNode.GetCameraDistance(Camera)
Properties
Arms
The player arms.
public ModelSceneNode Arms { get; }Property Value
Legs
The player legs.
public ModelSceneNode Legs { get; set; }Property Value
SelectedItemIndex
The selected item slot.
public int SelectedItemIndex { get; set; }Property Value
TargetAnimation
Gets the currently selected animation path based on the active slot and state.
public string TargetAnimation { get; }Property Value
ViewmodelOffset
Viewmodel offset in viewmodel space (forward, right, up).
public Vector3 ViewmodelOffset { get; set; }Property Value
Methods
ProcessInput(UserInput, float)
Process input for the viewmodel, updating its transform to match the camera's orientation and position.
public void ProcessInput(UserInput input, float uptime)Parameters
input UserInput
uptime float
SelectPreviousItem()
Selects the previously selected item (used for quick weapon switching).
public void SelectPreviousItem()TryLoadCs2Viewmodel(Scene)
Try to load the CS2 viewmodel, returning null if the necessary resources are not found.
public static ViewmodelSceneNode? TryLoadCs2Viewmodel(Scene scene)Parameters
scene Scene
Returns
Update(UpdateContext)
Update
public override void Update(Scene.UpdateContext context)Parameters
context Scene.UpdateContext

