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CParticleSystem@

Pointer to Particle System.

Methods

  • void Start() -- Starts the Particle System.
  • void Stop() -- Stops the Particle System.
  • 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.
  • CBaseEntity@ opCast() -- CParticleSystem to CBaseEntity.
  • CBaseEntity@ opImplCast() -- CParticleSystem to CBaseEntity.