CBaseEntity@

The base entity of all entities in Source Engine games.


Methods:

  • CP3SObj@ GetP3SObj() -- Gets the P3S object of the entity.
  • Vector& GetAbsOrigin() -- Gets the absolute origin of the entity.
  • Vector& WorldSpaceCenter() -- Gets the world space center of the entity.
  • QAngle& GetAbsAngles() -- Gets the absolute angle of the entity.
  • QAngle EyeAngles() -- Gets the eye angles of the entity.
  • Vector& GetLocalOrigin() -- Gets the local origin of the entity.
  • QAngle& GetLocalAngles() -- Gets the local angles of the entity.
  • void SetAbsOrigin(Vector pos) -- Sets the absolute origin of the entity.
  • void SetAbsAngles(QAngle ang) -- Sets the absolute angles of the entity.
  • void SetLocalOrigin(Vector pos) -- Sets the local origin of the entity.
  • void SetLocalAngles(QAngle ang) -- Sets the local angles of the entity.
  • void KeyValue(string&in key, string&in value) -- Sets a keyvalue of the entity before it spawns.
  • string GetKeyValue(string&in key) -- Gets a keyvalue.
  • void SetName(string&in newName) -- Sets a new (target)name for the entity.
  • void FireInput(string&in input, string&in value = "") -- Fires an input.
  • string GetName() -- Gets the (target)name.
  • int GetEntIndex() -- Gets the entity index.
  • string GetClassName() -- Gets the class name. (i.e. p3_npc_citizen)
  • void AddEffects(int effect) -- Adds effects.
  • void RemoveEffects(int effect) -- Removes effects.
  • void ClearEffects() -- Clears all the effects.
  • void AddSpawnFlags(int nFlags) -- Adds spawn flags.
  • void RemoveSpawnFlags(int nFlags) -- Removes spawn flags.
  • string GetSequenceName(int iSequence) -- Gets a sequence's name from a sequence's index.
  • int GetSequence()
  • void SetSequence(int nSequence)
  • void ResetSequence(int nSequence)
  • int LookupSequence(string&in seq)
  • void GetAttachment(int attach, Vector&inout pos, QAngle&inout ang) -- Gets an attachment's position and angle.
  • int LookupAttachment(string&in str) -- Gets the index of an attachment.
  • void Activate() -- Activates the entity. Used after spawned.
  • CBaseEntity@ GetParent() -- Gets the parent entity.
  • bool IsInWorld() -- Checks if the entity is not out of bounds.
  • void SetCollisionGroup(int group) -- Sets the collision group.
  • int GetFlags() -- Gets the flags. (FL_)
  • int GetSolidFlags() -- Gets the solid flags. (FSOLID_)
  • void SetNextThink(double nextThinkTime) -- Sets the next think time.
  • void SetThink(int subFlag) -- Sets the think function. (SUB_)
  • void SetParent(CBaseEntity@ pNewParent, int iAttachment = - 1) -- Sets a new parent.
  • void SetOwnerEntity(CBaseEntity@ pNewOwner) -- Sets an owner entity for the entity.
  • void Headblob(string&in hbName) -- Sets a headblob.
  • string GetModelName() -- Gets the model name in full path.
  • void SetPrefab(int iPrefab) -- Sets a new prefab.
  • void SetModel(string&in newModel) -- Sets a new model.
  • int LookupPrefab(string&in szName) -- Looks up a prefab's index.
  • int GetActivity() -- Gets current activity index.
  • int GetIdealActivity() -- Gets current ideal activity index.
  • void RemoveAllGestures() -- Removes all gestures.
  • void SetActivity(int iNewActivity) -- Sets a new activity.
  • void SetIdealActivity(int iNewIdealActivity) -- Sets a new ideal activity.
  • void RemoveAllBoltons() -- Removes all boltons.
  • void AddBolton(int iBolton) -- Adds a new bolton.
  • int GetBodygroup(int iGroup) -- Gets the index of a bodygroup.
  • string GetBodygroupName(int iGroup) -- Gets the name of a bodygroup.
  • void SetBodygroup(int iGroup, int iValue) -- Sets a bodygroup's value.
  • int FindBodygroupByName(string&in szName) -- Finds a bodygroup's index by name.
  • void SetSkin(int iSkin) -- Sets a new skin.
  • int GetSkins() -- Gets all available skins.
  • int GetSkin() -- Gets current skin.
  • bool HasNetworkProp() -- Checks if entity has a network prop.
  • CParticleSystem@ GetParticlePointer() -- Gets the particle pointer, if there's any. (OBSOLETE)
  • bool IsDeleted() -- Checks if entity is marked for deletion. (therefore not safe to use)
  • CPhysObj@ VPhysicsInitNormal(int solidType, int nSolidFlags, bool createAsleep) -- Inits vphysics.
  • CPhysObj@ VPhysicsGetObject() -- Gets the Physics pointer.