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CBaseCombatCharacter@

The base class of all NPCs and Players in Source Engine games.

Methods

  • int TakeHealth(float flHealth, int bitsDamageType) -- Returns the amount of health actually taken.
  • bool FInViewCone(CBaseEntity@ pEntity) -- Returns true if entity is in view cone.
  • bool FInViewCone(const Vector&in vecSpot) -- Returns true if spot is in view cone.
  • bool FInAimCone(CBaseEntity@ pEntity) -- Returns true if entity is in aim cone.
  • bool FInAimCone(const Vector&in vecSpot) -- Returns true if spot is in aim cone.
  • bool ShouldShootMissTarget(CBaseCombatCharacter@ pAttacker) -- Returns true if entity should miss this target.
  • CBaseEntity@ FindMissTarget() -- Returns the miss target.
  • QAngle BodyAngles() --
  • Vector BodyDirection2D() --
  • Vector BodyDirection3D() --
  • Vector HeadDirection2D() --
  • Vector HeadDirection3D() --
  • Vector EyeDirection2D() --
  • Vector EyeDirection3D() --
  • bool IsHiddenByFog(const Vector&in target) const --
  • bool IsHiddenByFog(CBaseEntity@ target) const --
  • bool IsHiddenByFog(float range) const --
  • float GetFogObscuredRatio(const Vector&in target) const --
  • float GetFogObscuredRatio(CBaseEntity@ target) const --
  • float GetFogObscuredRatio(float range) const --
  • bool IsAbleToSee(const CBaseEntity@ entity, FieldOfViewCheckType checkFOV) --
  • bool IsAbleToSee(CBaseCombatCharacter@ pBCC, FieldOfViewCheckType checkFOV) --
  • bool IsLookingTowards(const CBaseEntity@ target, float cosTolerance = 0.9f) const --
  • bool IsLookingTowards(const Vector&in target, float cosTolerance = 0.9f) const --
  • bool IsInFieldOfView(CBaseEntity@ target) const --
  • bool IsInFieldOfView(const Vector&in pos) const --
  • bool IsLineOfSightClear(CBaseEntity@ entity, LineOfSightCheckType checkType = IGNORE_NOTHING) --
  • bool IsLineOfSightClear(const Vector&in pos, LineOfSightCheckType checkType = IGNORE_NOTHING, CBaseEntity@ entityToIgnore = null) --
  • int GiveAmmo(int iCount, int iAmmoIndex, bool bSuppressSound = false) -- Gives ammo.
  • int GiveAmmo(int iCount, string&in szName, bool bSuppressSound = false) -- Gives ammo.
  • void RemoveAmmo(int iCount, int iAmmoIndex) -- Removes ammo.
  • void RemoveAmmo(int iCount, string&in szName) -- Removes ammo.
  • void RemoveAllAmmo() -- Removes all ammo.
  • int GetAmmoCount(int iAmmoIndex) const -- Gets ammo count.
  • int GetAmmoCount(string&in szName) -- Gets ammo count.
  • Activity NPC_TranslateActivity(Activity baseAct) -- Translates activity to NPC one.
  • CBaseCombatWeapon@ Weapon_Create(string&in szName) -- Creates a weapon.
  • void Weapon_SetActivity(Activity newActivity, float duration) -- Sets new weapon activity.
  • CBaseCombatWeapon@ Weapon_OwnsThisType(string&in szName, int iSubType = 0) -- Returns stored weapon if entity owns the weapon.
  • bool Weapon_CanUse(CBaseCombatWeapon@ pWeapon) -- Returns true if weapon could be used.
  • bool Weapon_Equip(CBaseCombatWeapon@ pWeapon) -- Returns true if equip was successful.
  • bool Weapon_EquipAmmoOnly(CBaseCombatWeapon@ pWeapon) -- Returns true if ammo equip was successful.
  • bool Weapon_Detach(CBaseCombatWeapon@ pWeapon) -- Returns true if successfully detached weapon.
  • void Weapon_Drop(CBaseCombatWeapon@ pWeapon, Vector&in pvecTarget, Vector&in pVelocity, Vector&in pStartPos, QAngle&in pStartAngles) -- Drops the weapon.
  • bool Weapon_Switch(CBaseCombatWeapon@ pWeapon, int viewmodelindex = 0) -- Returns true if switch to weapon was successful.
  • Vector Weapon_ShootPosition() -- Gets the shoot position.
  • bool Weapon_IsOnGround(CBaseCombatWeapon@ pWeapon) -- Returns true if weapon is on ground.
  • CBaseEntity@ Weapon_FindUsable(const Vector&in range) -- Returns the entity if it could be used in range.
  • bool Weapon_CanSwitchTo(CBaseCombatWeapon@ pWeapon) --
  • bool Weapon_SlotOccupied(CBaseCombatWeapon@ pWeapon) --
  • CBaseCombatWeapon@ Weapon_GetSlot(int slot) const --
  • CBaseCombatWeapon@ Weapon_GetWpnForAmmo(int iAmmoIndex) --
  • void Weapon_DropAll(bool bDisallowWeaponPickup = false) -- Drops all owned weapons.
  • bool CanBecomeServerRagdoll() --
  • float GetAliveDuration() const --
  • bool HasEverBeenInjured(int team = -2) const --
  • float GetTimeSinceLastInjury(int team = -2) const --
  • int BloodColor() --
  • Activity GetDeathActivity() --
  • float GetDamageAccumulator() --
  • int GetDamageCount() --
  • bool BecomeRagdoll(const CTakeDamageInfo&in info, const Vector&in forceVector) --
  • void FixupBurningServerRagdoll(CBaseEntity@ pRagdoll) --
  • bool BecomeRagdollBoogie(CBaseEntity@ pKiller, const Vector&in forceVector, float duration, int flags) --
  • CBaseEntity@ FindHealthItem(const Vector&in vecPosition, const Vector&in range) --
  • CBaseCombatCharacter@ MyCombatCharacterPointer() --
  • Disposition_t IRelationType(CBaseEntity@ pTarget) const --
  • int IRelationPriority(CBaseEntity@ pTarget) const --
  • void SetLightingOriginRelative(CBaseEntity@ pLightingOrigin) --
  • bool IsInAVehicle() const --
  • CBaseEntity@ GetVehicleEntity() --
  • bool ExitVehicle() --
  • bool IsInASimulator() const --
  • Activity GetActivity() const --
  • void SetBloodColor(int nBloodColor) --
  • CBaseCombatWeapon@ GetActiveWeapon() const --
  • int WeaponCount() const --
  • CBaseCombatWeapon@ GetWeapon(int i) const --
  • CP3Weapon@ GetWeaponFromID(WeaponID_t wID) const --
  • void RemoveAllWeapons() --
  • WeaponProficiency_t GetCurrentWeaponProficiency() --
  • void SetCurrentWeaponProficiency(WeaponProficiency_t iProficiency) --
  • WeaponProficiency_t CalcWeaponProficiency(CBaseCombatWeapon@ pWeapon) --
  • Vector GetAttackSpread(CBaseCombatWeapon@ pWeapon, CBaseEntity@ pTarget = null) --
  • float GetSpreadBias(CBaseCombatWeapon@ pWeapon, CBaseEntity@ pTarget) --
  • void AddEntityRelationship(CBaseEntity@ pEntity, Disposition_t nDisposition, int nPriority) --
  • void RemoveEntityRelationship(CBaseEntity@ pEntity) --
  • const Relationship_t& GetRelationship(int index) const --
  • int GetNumRelationships() const --
  • bool RemoveEntityRelationships(Disposition_t nDisposition) --
  • void AddClassRelationship(Class_T nClass, Disposition_t nDisposition, int nPriority) --
  • void ChangeTeam(int iTeamNum) --
  • Hull_t GetHullType() const --
  • void SetHullType(Hull_t hullType) --
  • void SetAmmoCount(int iCount, int iAmmoIndex) --
  • void SetActiveWeapon(CBaseCombatWeapon@ pWeapon) --
  • void ClearActiveWeapon() --
  • bool SwitchToNextBestWeapon(CBaseCombatWeapon@ pCurrent) --
  • void SetRelationshipString(string_t theString) --
  • float GetNextAttack() const --
  • void SetNextAttack(float flWait) --
  • bool IsAllowedToPickupWeapons() --
  • void SetPreventWeaponPickup(bool bPrevent) --
  • int LastHitGroup() const --
  • void SetLastHitGroup(int nHitGroup) --
  • CBasePlayer@ opCast() -- CBaseCombatCharacter to CBasePlayer.
  • CBaseEntity@ opCast() -- CBaseCombatCharacter to CBaseEntity.
  • CBaseEntity@ opImplCast() -- CBaseCombatCharacter to CBaseEntity.

Properties

  • bool m_bForceServerRagdoll --
  • bool m_bPreventWeaponPickup --