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.