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--