CBaseEntity@
The base class of all entities in Source Engine games.
Methods
CPhysObj@ VPhysicsInitNormal(int solidType, int nSolidFlags, bool createAsleep)--CPhysObj@ VPhysicsGetObject()--CBaseCombatCharacter@ MyCombatCharacterPointer()-- Gets the pointer to Base Combat Character.CP3SObj@ GetP3SObj()-- Gets the Postal3Script pointer.CBaseEntity@ GetBaseEntity()-- Gets the Base Entity pointer.bool opEquals(CBaseEntity@ other)--Vector GetAbsOrigin()-- Gets the ABSOLUTE origin of the entity.QAngle GetAbsAngles()-- Gets the ABSOLUTE angles of the entity.Vector WorldSpaceCenter()-- Gets the world space center 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 Key's Value of the entity before it spawns in.string GetKeyValue(string&in key)-- Gets a Key's Value of the entity.void FireInput(string&in input, string&in value = "")-- Fires an input.void SetName(string&in newName)-- Sets a new targetname for the entity.string GetName()-- Gets the targetname of the entity.int GetEntIndex()-- Gets the entindex of the entity.string GetClassName()-- Gets the classname of the entity.void AddEffects(int effect)-- Adds effects.void RemoveEffects(int effect)-- Removes effects.void ClearEffects()-- Clears all effects.void AddSpawnFlags(int nFlags)-- Adds spawn flags. (Before it spawns in)void RemoveSpawnFlags(int nFlags)-- Removes spawn flags. (Before it spawns in)string GetSequenceName(int iSequence)-- Gets a sequence's name from a sequence's index.int GetSequence()-- Gets current sequence's index.void SetSequence(int nSequence)-- Sets current sequence.void ResetSequence(int nSequence)-- Resets current sequence.int LookupSequence(string&in seq)-- Gets current sequence's name.void GetAttachment(int attach, Vector&out pos, QAngle&out ang)-- Gets an attachment's position and angles.int LookupAttachment(string&in str)-- Looks up an attachment's index. (-1 if it's invalid)void Activate()-- Activates entity.CBaseEntity@ GetParent()-- Gets the parent entity.bool IsInWorld()-- Returns true if entity is inside the world.void SetCollisionGroup(int group)-- Sets collision group.int GetSolidFlags()-- Gets solid flags.int GetFlags()-- Gets flags.void SetNextThink(float nextThinkTime)-- Sets next think.void SetThink(int subFlag)-- Sets next think function.void SetParent(CBaseEntity@ pNewParent, int iAttachment = -1)-- Sets a new parent. (null is removed)void SetOwnerEntity(CBaseEntity@ pNewOwner)-- Sets a new owner entity. (null is removed)void Headblob(string&in hbName)-- Sets a headblob for the entity.string GetModelName()-- Gets the model of the entity. (full path)void SetModel(string&in newModel)-- Sets a new model for the entity. (full path)void SetPrefab(int iPrefab)-- Sets the prefab.int LookupPrefab(string&in szName)-- Looks up a prefab's index. (-1 if it's invalid)int GetActivity()-- Gets current activity.int GetIdealActivity()-- Gets current ideal activity.void RemoveAllGestures()-- Removes all gestures.void SetActivity(int iNewActivity)-- Sets current activity.void SetIdealActivity(int iNewIdealActivity)-- Sets current ideal activity.void RemoveAllBoltons()-- Removes all boltons from the entity.void AddBolton(int iBolton)-- Adds a new bolton to the entity.int GetBodygroup(int iGroup)-- Gets the bodygroup's index.void SetBodygroup(int iGroup, int iValue)-- Sets the bodygroup's value by index.string GetBodygroupName(int iGroup)-- Gets the bodygroup's name by index.int FindBodygroupByName(string&in szName)-- Gets the bodygroup's index by name.void SetSkin(int iSkin)-- Sets a new skin for the entity.int GetSkins()-- Gets all total available skins. (Count/Length)int GetSkin()-- Gets current skin.void SetPlayerSkin(string&in szModel, string&in szPrefab = "NONE")-- Sets Player skin.CParticleSystem@ GetParticlePointer()-- Gets the pointer to CParticleSystem.bool HasNetworkProp()-- Returns true if entity has a network prop.bool IsDeleted()-- Returns true if entity is deleted and is invalid.CBaseEntity@ GetOwnerEntity()-- Gets pointer to owner entity.CParticleSystem@ opCast()-- CBaseEntity to CParticleSystem.CP3SObj@ opCast()-- CBaseEntity to CP3SObj.CP3Weapon@ opCast()-- CBaseEntity to CP3Weapon.CP3Player@ opCast()-- CBaseEntity to CP3Player.CCutsceneCamera@ opCast()-- CBaseEntity to CCutsceneCamera.CAI_Hint@ opCast()-- CBaseEntity to CAI_Hint.CWJProp@ opCast()-- CBaseEntity to CWJProp.CBaseCombatCharacter@ opCast()-- CBaseEntity to CBaseCombatCharacter.CBaseCombatWeapon@ opCast()-- CBaseEntity to CBaseCombatWeapon.CBasePlayer@ opCast()-- CBaseEntity to CBasePlayer.EHANDLE opImplCast()-- CBaseEntity to EHANDLE.CNextBot@ opCast()-- CBaseEntity to CNextBot.