CBaseMonster

Monster entity base class

Type: Reference type

Methods

Declaration Description
CBaseToggle@ opImplCast() Implicitly casts to base type.
CBaseAnimating@ opImplCast() Implicitly casts to base type.
CBaseDelay@ opImplCast() Implicitly casts to base type.
CBaseEntity@ opImplCast() Implicitly casts to base type.
const Vector& GetOrigin() const Gets the entity's (absolute) origin.
void SetOrigin(const Vector& in vecOrigin) Sets this entity's (absolute) origin
bool KeyValue(const string& in szKeyName, const string& in szValue) Sets keyvalue data on this entity
void TraceAttack(entvars_t@ pevAttacker, float flDamage, const Vector& in vecDir, TraceResult& in traceResult, int bitsDamageType) Traces an attack by the given entity to this entity.
void TraceBleed(float flDamage, const Vector& in vecDir, TraceResult& in traceResult, int bitsDamageType) Traces entity bleed event.
int GiveAmmo(int iAmount, const string& in szName, int iMax, const bool fFromWeapon = true) Gives ammo to this entity.
bool HasTarget(const string& in szTarget) Returns whether this entity has the given target.
string TeamID() Returns this entity's team ID.
string GetClassname() const Returns this entity's class name.
string GetTargetname() const Returns this entity's target name.
bool FVisibleFromPos(const Vector& in vecTarget, const Vector& in vecStart) Returns whether this entity is visible from the given position.
string SOUNDREPLACEMENT_Find(const string& in szFilename) Find sound replacement for the given file.
int FindMonstersInWorld(array<CBaseEntity@>@ pArray, int flagMask) Finds monsters in the world
bool IsPlayerAlly() const Returns whether this entity is allied to players.
void SetPlayerAlly(bool fState) Sets this entity's player ally status.
void SetPlayerAllyDirect(bool fState) Sets this entity's player ally status.
Use this only if you need the setting to be exactly what you give it (e.g. when copying from another monster)
bool opEquals(CBaseEntity@ pOther) Compares 2 entities for equality.
void Precache() Precaches the entity. Do not call directly.
int ObjectCaps() Gets this entity's objects caps. See the FCAP enum.
void SetObjectCollisionBox() Sets up the object collision box.
int GetClassification(int cl) Gets this entity's classification. Returns the given value if none is set. See the CLASSIFICATION enum.
const string& GetClassificationTag() Gets this entity's classification tag.
const string& GetClassificationName() Gets this entity's classification name.
void SetClassification(int cl) Sets this entity's classification override. Can override the entity's player ally setting.
void SetClassificationFromEntity(CBaseEntity@ pEntity) Sets this entity's classification override to the classification override set on the given entity. Can override the entity's player ally setting.
void ClearClassification() Clears this entity's classification override.
int IRelationship(CBaseEntity@ other, bool ignoreNoTarget = false) Gets the relationship between this entity and the given entity. See the RELATIONSHIP enum.
int IRelationshipByClass(CLASS iClass) Gets the relationship between this entity and the given entity classification. See the RELATIONSHIP enum.
int Classify() Gets this entity's classification.
int TakeDamage(entvars_t@ pevInflictor, entvars_t@ pevAttacker, float flDamage, int bitsDamageType) Causes this entity to take damage. Returns 1 if it took damage, 0 otherwise.
bool TakeHealth(float flHealth, int bitsDamageType, int health_cap = 0) Takes health from this entity. Note: flHealth is added to entity health. Use negative values to subtract.If health_cap is non-zero, won't add more than health_cap. Returns true if it took damage, false otherwise.
bool TakeArmor(float flArmor, int bitsDamageType, int armor_cap = 0) Takes armor from this entity. Note: flArmor is added to entity armor. Use negative values to subtract.If armor_cap is non-zero, won't add more than armor_cap. Returns 1 if it took damage, 0 otherwise.
void Killed(entvars_t@pevAtttacker, int iGibbed) Tells this entity it's been killed. See the GIB enum for possible values.
int BloodColor() Returns the blood color. See the BLOOD_COLOR enum.
bool IsTriggered(CBaseEntity@ pActivator) Returns whether this entity is triggered by the given entity.
CBaseMonster@ MyMonsterPointer() Returns this entity as its monster entity, if it is a monster.
CustomKeyvalues@ GetCustomKeyvalues() Gets this entity's custom keyvalues.
bool BlockedByEntity(CBaseEntity@ pOther, float flDamage) Returns true if you should be blocked by the entity, false otherwise. Also deals blocking damage to the entity, if applicable.
void SUB_Remove() Think function. Delay-removes this entity.
void SUB_DoNothing() Think function. Explicitly does nothing.
void SUB_StartFadeOut() Think function. Starts fading this entity.
void SUB_FadeOut() Think function. Fades this entity.
void SUB_CallUseToggle() Think function. Calls use toggle on this entity.
bool ShouldToggle(USE_TYPE useType, const bool currentState) Returns whether this entity should toggle.
void FireBullets(uint cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread,float flDistance, Bullet iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t@ pevAttacker = null, FireBulletsDrawMode fDraw = FBDM_DRAW) Fires bullets. Must call CMath::MakeAimVectors with an angle vector first.
bool Intersects(CBaseEntity@ pOther) Returns whether this entity intersects with the given entity.
void MakeDormant() Makes this entity dormant.
bool IsDormant() Returns whether this entity is dormant.
bool IsLockedByMaster() Returns whether this entity is locked by its master.
edict_t@ edict() Returns this entity's edict.
int entindex() Returns this entity's index.
bool SetupModel() Sets up the model.
int GetToggleState() Gets the toggle state.
See the TOGGLE_STATE enum.
void AddPoints(int score, const bool bAllowNegativeScore) Adds points to this entity.
void AddPointsToTeam(int score, const bool bAllowNegativeScore) Adds points to this entity's team.
AddPlayerItemResult AddPlayerItem(CBasePlayerItem@ pItem) Adds the given player item to this entity.
bool RemovePlayerItem(CBasePlayerItem@ pItem) Removes the given player item to this entity.
float GetDelay() Gets this entity's trigger delay.
bool IsMoving() Returns whether this entity is moving.
void OverrideReset() Resets this entity.
int DamageDecal(int bitsDamageType) Returns the damage decal
See decal_e.
void SetToggleState(int state) Sets this entity's toggle state.
void StartSneaking() Starts sneaking.
void StopSneaking() Stops sneaking.
bool OnControls(entvars_t@ pev) Reacts to controls set on the pev.
bool IsSneaking() Returns whether this entity is sneaking.
bool IsAlive() Returns whether this entity is alive.
bool IsBSPModel() Returns whether this entity is a BSP model.
bool ReflectGauss() Returns whether this entity reflects gauss shots.
bool IsInWorld() Returns whether this entity is in the world.
bool IsMonster() Returns whether this entity is a monster.
bool IsPlayer() Returns whether this entity is a player.
bool IsNetClient() Returns whether this is a net client.
bool IsPointEnt() Returns whether this is a point entity.
bool IsBreakable() Returns whether this is a breakable brush entity.
bool IsMachine() Returns whether this is a machine.
bool CriticalRemove() Removes this entity in critical situations.
CBaseEntity@ GetNextTarget() Gets the next target to trigger.
void Think() Makes this entity think. Do not call directly.
void Touch(CBaseEntity@ pOther) Triggers this entity's touch function.
void Use(CBaseEntity@ pActivator, CBaseEntity@ pCaller, USE_TYPE useType, float flValue = 0.0f) Trigger's this entity's use function.
void Blocked(CBaseEntity@ pOther) Triggers this entity's blocked function.
void UpdateOnRemove() Updates this entity when removed.
CBaseEntity@ Respawn() Respawns this entity.
bool FBecomeProne(CBaseEntity@ pOther) Makes this entity become prone.
Vector Center() Returns this entity's center.
Vector EyePosition() Returns this entity's eye position.
Vector EarPosition() Returns this entity's ear position.
Vector BodyTarget(const Vector& in posSrc) Returns this entity's body target for shooting.
int Illumination() Returns this entity's illumination.
bool FVisible(CBaseEntity@ pEntity, bool fIgnoreGlass) Returns whether this entity is visible to the given entity.
bool FVisible(const Vector& in vecOrigin) Returns whether this entity is visible from the given origin.
bool IsFacing(entvars_t@ pevTest, float flDotProduct = VIEW_FIELD_ULTRA_NARROW) Returns whether this entity is facing the given entity, within the given view field.
float GetPointsForDamage(float flDamage) Returns the points received for damage done.
void GetDamagePoints(entvars_t@ pevAttacker, entvars_t@ pevInflictor, float flDamage) Adds damage points to the inflicting entity.
void OnCreate() Entity constructor.
void OnDestroy() Entity destructor.
bool IsRevivable() Returns whether this entity is revivable at this time.
void BeginRevive(float flTimeUntilRevive) Prepares this entity for revival. flTimeUntilRevive is the time until the revive action completes.
void EndRevive(float flTimeUntilRevive) Called when this entity should be revived. flTimeUntilRevive is the time until the revival should start.
dictionary@ GetUserData() Gets the user data on this entity. Do not keep references to this data, the object might be removed from this entity.
Only map scripts can use this.
dictionaryValue& GetUserData(const string& in szKey) Gets the user data stored under the specified key on this entity.
Do not keep references to this data, the object might be removed from this entity.
Only map scripts can use this.
void ClearUserData() Clears the user data on this entity. WARNING: clears all data.
Only map scripts can use this.
void SUB_UseTargets(CBaseEntity@ pActivator, USE_TYPE useType, float flValue) Causes this entity to trigger its targets with an optional delay.
void DelayThink() Think function. Used internally.
float StudioFrameAdvance(float flInterval = 0.0f) Accumulate animation frame time from last time called until now.
int GetSequenceFlags() Get sequence flags.
int LookupActivity(int iActivity) Returns the index of the given activity, or -1 if no such activity exists.
int LookupActivityHeaviest(int iActivity) Returns the index of the given activity that has the heaviest weight, or -1 if no such activity exists.
int LookupSequence(const string& in szLabel) Returns the index of the given sequence, or -1 if no such sequence exists.
void ResetSequenceInfo() Resets sequence info.
void ResetGaitSequenceInfo() Resets gait sequence info.
void DispatchAnimEvents(float flFutureInterval = 0.1f) Handle events that have happend since last time called up until X seconds into the future.
float SetBoneController(int iController, float flValue) Sets the specified bone controller to the given value.
void InitBoneControllers() Initializes bone controllers.
float SetBlending(int iBlender, float flValue) Sets the given blending controller to the given value.
void GetBonePosition(int iBone, Vector& out origin, Vector& out angles) Gets the position of the given bone.
void GetAutomovement(Vector& out origin, Vector& out angles, float flInterval = 0.1f) Gets automatic movement.
int FindTransition(int iEndingSequence, int iGoalSequence, int& out iDir) Find the transition between 2 sequences.
int FindTransition(int iEndingSequence, int iGoalSequence) Find the transition between 2 sequences.
void GetAttachment(int iAttachment, Vector& out origin, Vector& out angles) Gets the attachment position.
void SetBodygroup(int iGroup, int iValue) Sets the given body group to the given value.
int GetBodygroup(int iGroup) Gets the value of the given body group.
bool ExtractBbox(int iSequence, Vector& out mins, Vector& out maxs) Extracts the bounding box of the current model.
int GetAttachmentCount() Gets the number of attachments that the current model has.
void SetSequenceBox() Sets the sequence box.
int GetSequenceActivityName(int iSequence) Gets activity for the given sequence.
void LinearMove(Vector vecDest, float flSpeed) Performs linear movement.
void AngularMove(Vector vecDestAngle, float flSpeed) Performs angular movement.
bool IsToggleLockedByMaster() Returns whether this entity is locked by its master.
Separate from IsLockedByMaster due to limitations.
InventoryRules@ get_m_pInventoryRules() const The inventory rules.
EHandle& m_hOldEnemy(size_t uiIndex) Target tank to control. Index must be between 0 and MAX_OLD_ENEMIES.
Vector& m_vecOldEnemy(size_t uiIndex) Target tank to control. Index must be between 0 and MAX_OLD_ENEMIES.
Waypoint& m_Route(size_t uiIndex) Positions of movement. Index must be between 0 and ROUTE_SIZE
int8& m_rgbTimeBasedDamage(size_t uiIndex) time based damage counters, decr. 1 per 2 seconds. Index must be between 0 and CMG_TIMEBASED.
void MonsterUse(CBaseEntity@ pActivator, CBaseEntity@ pCaller, USE_TYPE useType, float flValue = 0.0f) Will make a monster angry at whomever activated it.
void Look(int iDistance) Look - Base class monster function to find enemies or
food by sight. iDistance is distance ( in units ) that the
monster can see.
Sets the sight bits of the m_afConditions mask to indicate
which types of entities were sighted.
Function also sets the Looker's m_pLink
to the head of a link list that contains all visible ents.
(linked via each ent's m_pLink field)
void RunAI() Runs this monster's AI.
void Listen() Listens for anything that is within audible distance.
bool ShouldFadeOnDeath() Returns whether this monster should fade on death.
float ChangeYaw(int iSpeed) turns a monster towards its ideal_yaw
float VecToYaw(Vector vecDir) turns a directional vector into a yaw value that points down that vector.
float FlYawDiff() returns the difference ( in degrees ) between monster's current yaw and ideal_yaw.
Positive result is left turn, negative is right turn.
float DamageForce(float flDamage) Returns the amount of force applied to this monster when the given amount of damage is done.
void SetupFriendly() use this overridden to make some other friendly monsters
void MonsterInit() Initializes the monster
void MonsterInitDead() Call after animation/pose is set up
void BecomeDead(float flSavedHealth) Makes the monster become dead
void Revive() Revives the monster
void StartMonster() Starts the monster
void BestVisibleEnemy() finds best visible enemy for attack
bool FInViewCone(CBaseEntity@ pEntity) see if pEntity is in monster's view cone
bool FInViewCone(const Vector& in vecOrigin) see if given location is in monster's view cone
int CheckLocalMove(const Vector& in vecStart, const Vector& in vecEnd,CBaseEntity@ pTarget, float& out flDist, Vector& out vecEndPosition, bool fOriginalCheck = false) finds best visible enemy for attack
void Move(float flInterval = 0.1f) Starts the monster
void MoveExecute(CBaseEntity@ pTargetEnt, const Vector& in vecDir, float flInterval) Starts the monster
bool ShouldAdvanceRoute(float flWaypointDist) Returns whether this monster should advance its route
Activity GetStoppedActivity() Gets the stopped activity
void Stop() Stops this monster moving
void StopAnimation() This will stop animation until you call ResetSequenceInfo() at some point in the future
bool CheckRangeAttack1(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckRangeAttack1_Move(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckRangeAttack2(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckRangeAttack2_Move(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckMeleeAttack1(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckMeleeAttack1_Move(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckMeleeAttack2(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckMeleeAttack2_Move(float flDot, float flDist) this function will survey conditions and set appropriate conditions bits for attack types.
bool CheckTankUsage() Checks whether the monster can use a func_tank. Return true if possible.
bool FHaveSchedule() Returns whether this monster has a schedule.
bool FScheduleValid() Returns whether this monster's schedule is valid.
void ClearSchedule() Clears this monster's schedule.
bool FScheduleDone() Returns whether this monster's schedule is done.
void ChangeSchedule(Schedule@ pNewSchedule) Changes this monster's schedule.
bool NextScheduledTask() Moves to the next scheduled task.
Schedule@ ScheduleInList(const string& in szName, array<Schedule@>@ pArray) Returns the schedule with name szName if it's in the list, NULL otherwise.
Schedule@ ScheduleFromName(const string& in szName) Returns the schedule with name szName if it exists, NULL otherwise.
void MaintainSchedule() Maintains the monster's schedule.
void StartTask(Task@ pTask) Starts the given task.
void RunTask(Task@ pTask) Runs the given task.
Schedule@ GetScheduleOfType(int iType) Gets one of the available schedules of the given type.
Schedule@ GetSchedule() Gets the current schedule.
void ScheduleChange() Called after the monster's schedule changes.
bool CanPlaySequence(const bool bDisregardState, int iInterruptLevel) Returns whether this monster can play its sequence.
bool CanPlaySentence(const bool bDisregardState) Returns whether this monster can play its sentence.
void PlaySentence(const string& in szSentence, float duration, float volume, float attenuation) Plays the given sentence.
void PlayScriptedSentence(const string& in szSentence, float duration, float volume, float attenuation, const bool bConcurrent, CBaseEntity@ pListener) Plays the given scripted sentence.
void SentenceStop() Stops playing its current sentence.
Task@ GetTask() Gets the current task.
MONSTERSTATE GetIdealState() Gets the ideal monster state.
void SetActivity(Activity newActivity) Sets the current activity.
void SetGaitActivity(Activity newActivity) Sets the current gait activity.
void SetSequenceByName(const string& in szSequence) Sets the current sequence by name.
void SetState(MONSTERSTATE state) Sets the current monster state.
void ReportAIState() Reports the AI state.
void CheckAttacks(CBaseEntity@ pTarget, float flDist) Check attacks to the given enemy at the given distance.
void CheckAttacks_Move(CBaseEntity@ pTarget, float flDist) Check attacks to the given enemy at the given distance while moving.
bool CheckAttacksFromPosition(CBaseEntity@ pTarget, float flDist, Vector vecPos) Check whether attacks are possible from the given position.
bool CheckEnemy(CBaseEntity@ pEnemy) part of the Condition collection process, gets and stores data and conditions pertaining to a monster's enemy.
Returns true if Enemy LKP was updated.
void PushEnemy(CBaseEntity@ pTarget, Vector& in vecLastKnownPos) Remember the last few enemies, always remember the player.
bool PopEnemy() Try remembering the last few enemies.
bool FGetNodeRoute(Vector vecDest) tries to build an entire node path from
the callers origin to the passed vector.
If this is possible, ROUTE_SIZE waypoints will be copied into the callers m_Route.
true is returned if the operation succeeds (path is valid) or false if failed (no path exists ).
bool TestFGetNodeRoute(Vector vecDest) TEST FGetNodeRoute.
void TaskComplete() Sets the task status to complete.
void MovementComplete() Called when movement has completed.
void TaskFail() Sets the condition bit for a failed task.
void TaskBegin() Sets the task status to running.
bool TaskIsRunning() Returns whether a task is running.
bool TaskIsComplete() Returns whether the task is complete.
bool MovementIsComplete() Returns whether movement is complete.
int IScheduleFlags() Returns an integer with all Conditions
bits that are currently set and also set in the current
schedule's Interrupt mask.
void MakeIdealYaw(Vector vecTarget) gets a yaw value for the caller that would
face the supplied vector. Value is stuffed into the monster's
ideal_yaw.
void SetYawSpeed() Allows different yaw_speeds for each activity.
int RouteClassify(int iMoveFlag) Returns the MOVEGOAL for the given move flag.
bool CheckAttacker(CBaseEntity@ pAttacker) Determine if we should ignore damage.
void SetConditions(int iConditions) Sets AI conditions.
void ClearConditions(int iConditions) Clears AI conditions.
bool HasConditions(int iConditions) const Returns whether this monster has any of the given AI conditions.
bool HasAllConditions(int iConditions) const Returns whether this monster has all of the given AI conditions.
CSound@ PBestSound() Returns a pointer to the sound the monster should react to.
bool FShouldEat() Returns whether this monster should eat.
void Eat(float flFullDuration) Make the monster 'full' for a while.
bool FCheckAITrigger() Checks and, if necessary, fires the monster's trigger target.
bool NoFriendlyFire() Returns whether attacking at this time would result in friendly fire
bool NoFriendlyFire(Vector vecPos) Returns whether attacking at this time from the given location would result in friendly fire
bool NoFriendlyFire(Vector vecPos, CBaseEntity@ pTarget) Returns whether attacking the given target at this time from the given location would result in friendly fire
bool NoFriendlyFireToPos(Vector vecPos) Returns whether attacking the target location at this time would result in friendly fire
bool GetEnemy() Tries to find the best suitable enemy for this monster.
void GibMonster() Gibs the monster.
bool ShouldGibMonster(int iGib) Returns whether the monster should be gibbed given the gib type.
See GIB enum.
void CallGibMonster() Determines whether to gib or fade this monster, and acts accordingly.
bool HasHumanGibs() Returns whether this monster has human gibs.
bool HasAlienGibs() Returns whether this monster has alien gibs.
void FadeMonster() Fades this monster.
Note: does not kill the monster.
Vector ShootAtEnemy(const Vector& in vecShootOrigin) Shoots at the specified location.
Vector GetGunPosition()
void DeathSound() Plays this monster's death sound.
void AlertSound() Plays this monster's alert sound.
void IdleSound() Plays this monster's idle sound.
void PainSound() Plays this monster's pain sound.
void StartPlayerFollowing(CBaseEntity@ pLeader, bool bSilent = false) Starts following its target.
void StopPlayerFollowing(const bool clearSchedule, bool bSilent = false) Stops following its target.
void Remember(int iMemory) Makes this monster remember the given memories.
void Forget(int iMemory) Makes this monster forget the given memories.
bool HasMemory(int iMemory) const Returns whether this monster remembers any of the given memories.
bool HasAllMemories(int iMemory) const Returns whether this monster remembers all of the given memories.
bool ExitScriptedSequence() Exits the scripted sequence this monster is currently in, if any.
bool CineCleanup() Cleans up after a cinematic event.
CBaseEntity@ DropItem(const string& in szItemName, const Vector& in vecPos, const Vector& in vecAng) Drops the given item from the given position at the given angle.
void ShockGlowEffect(bool fMode) Turns the shock glow effect on or off.
void FollowerPlayerUse(CBaseEntity@ pActivator, CBaseEntity@ pCaller, USE_TYPE useType, float flValue) Use method for following players (set only if friendly)
bool IsPlayerFollowing() Returns whether this monster is following a player.
bool CanPlayerFollow() Returns whether this monster can follow a player.
void StartPlayerFollowing(CBaseEntity@ pLeader) Starts following a given player.
void StopPlayerFollowing(const bool bClearSchedule) Stops following a player.
string m_szTextureName() Current texture name we're standing on.
void MedicCallSound(float flDistance = 0.0f) Medic call sound.
InventoryList@ get_m_pInventory() const The inventory items this monster has
void ClearEnemyList() Clears this monster's list of enemies
void ApplyEffects() Re-calculate compounded effect modifiers and apply to the monster
void ResetEffects() Reset all effect modifiers
CCineMonster@ opCast() Explicitly casts to sub type.
CBasePlayer@ opCast() Explicitly casts to sub type.
CGrenade@ opCast() Explicitly casts to sub type.

Properties

Declaration Description
entvars_t@ pev Entity variables
bool m_fOverrideClass Whether this entity overrides the classification.
int m_iClassSelection The overridden classification.
float m_flMaximumFadeWait Maximum fade wait time.
float m_flMaximumFadeWaitB Maximum fade wait time B.
bool m_fCanFadeStart Whether fading can start.
bool m_fCustomModel Whether a custom model is used.
Vector m_vecLastOrigin Last origin vector
string_t targetnameOutFilterType Target name out filter type.
string_t classnameOutFilterType Class name out filter type.
string_t targetnameInFilterType Target name in filter type.
string_t classnameInFilterType Class name in filter type.
int m_iOriginalRenderMode Original render model.
int m_iOriginalRenderFX Original render FX.
float m_flOriginalRenderAmount Original render amount.
Vector m_vecOriginalRenderColor Original render color.
float m_flDelay Delay before fire.
string_t m_iszKillTarget The name of the kill target, if any.
float m_flFrameRate Computed FPS for current sequence.
float m_flGroundSpeed Computed linear movement rate for current sequence.
float m_flLastEventCheck Last time the event list was checked.
float m_flLastGaitEventCheck Last time the event list was checked.
bool m_fSequenceFinished Flag set when StudioAdvanceFrame moves across a frame boundry.
bool m_fSequenceLoops True if the sequence loops.
TOGGLE_STATE m_toggle_state Current toggle state.
float m_flMoveDistance How far a door should slide or rotate.
float m_flWait How long to wait before resetting.
float m_flLip How much to stick out of a wall. Will recede further into walls if negative.
float m_flTWidth For plats.
float m_flTLength For plats.
int m_cTriggersLeft Trigger_counter only: # of activations remaining.
float m_flHeight Height.
EHandle m_hActivator Handle to the activator.
Vector m_vecPosition1 Closed position.
Vector m_vecPosition2 Open position.
Vector m_vecAngle1 Closed angle.
Vector m_vecAngle2 Open angle.
Vector m_vecFinalDest Final destination.
Vector m_vecFinalAngle Final angle.
int m_bitsDamageInflict DMG_ damage type that the door or trigger does.
string_t m_sMaster This entity's master, if any.
EHandle m_hEnemy the entity that the monster is fighting.
EHandle m_hTargetEnt the entity that the monster is trying to reach.
EHandle m_hTargetTank Target tank to control.
float m_flFieldOfView width of monster's field of view ( dot product ).
float m_flWaitFinished if we're told to wait, this is the time that the wait will be over.
float m_flMoveWaitFinished if we're told to wait before moving, this is the time that the wait will be over.
Activity m_Activity what the monster is doing (animation).
Activity m_IdealActivity monster should switch to this activity.
Activity m_GaitActivity gaitsequence.
int m_LastHitGroup the last body region that took damage.
MONSTERSTATE m_MonsterState monster's current state.
MONSTERSTATE m_IdealMonsterState monster should change to this state.
int m_iTaskStatus Task status.
Schedule@ m_pSchedule Current schedule.
Schedule@ m_pScheduleSaved For land_on_ground schedules (remember last schedule and continue).
int m_iScheduleIndex Schedule index.
int m_movementGoal Goal that defines route.
int m_iRouteIndex Index into m_Route[].
float m_moveWaitTime How long I should wait for something to move.
float m_moveradius Minimum radius.
Vector m_vecMoveGoal Kept around for node graph moves, so we know our ultimate goal.
Activity m_movementActivity When moving, set this activity.
int m_iAudibleList first index of a linked list of sounds that the monster can hear.
int m_afSoundTypes Sound types that can be heard.
Vector m_vecLastPosition monster sometimes wants to return to where it started after an operation..
int m_iHintNode this is the hint node that the monster is moving towards or performing active idle on..
int m_afMemory Monster memory.
int m_bloodColor color of blood particles.
int m_iMaxHealth keeps track of monster's maximum health value (for re-healing, etc).
Vector m_vecEnemyLKP last known position of enemy. (enemy's origin).
int m_cAmmoLoaded how much ammo is in the weapon (used to trigger reload anim sequences).
int m_afCapability tells us what a monster can/can't do.
int m_afMoveShootCap tells us what a monster can/can't do, while moving.
float m_flNextAttack cannot attack again until this time.
int m_bitsDamageType what types of damage has monster (player) taken.
float m_lastDamageAmount how much damage did monster (player) last take.
float m_tbdPrev Time-based damage timer.
entvars_t@ pevTimeBasedInflictor Time based damage inflictor.
int m_failSchedule Schedule type to choose if current schedule fails.
float m_flHungryTime Time based damage inflictor.
float m_flDistTooFar if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy.
float m_flDistLook distance monster sees (Default 2048).
int m_iTriggerCondition for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget.
string_t m_iszTriggerTarget Name of target that should be fired.
Vector m_HackedGunPos HACK until we can query end of gun.
SCRIPTSTATE m_scriptState internal cinematic state.
EHandle m_hCine Cinematic entity.
EHandle m_hCineBlocker Entity that is blocking cinematic execution.
float m_useTime Don't allow +USE until this time.
string_t m_FormattedName The formatted name.
For better name outputs. E.g. "Alien Slave" rather than "alien_slave".
int8 m_chTextureType Current texture type.
See TextureType enum.
bool m_fCanFearCreatures Whether this monster can fear creatures.
float m_flAutomaticAttackTime How long an npc will attempt to fire full auto.
float m_flFallVelocity Current fall speed.
EHandle m_hGuardEnt Monster will guard this entity and turn down follow requests.
string_t m_iszGuardEntName Guard entity name.
Vector m_vecEffectGlowColor Glow shell.
int m_iEffectBlockWeapons Monster can't use weapons.
int m_iEffectInvulnerable is invulnerable (god mode)
int m_iEffectInvisible is invisible (render + non-targetable)
int m_iEffectNonSolid is non-solid
float m_flEffectRespiration Extra/less breathing time underwater in seconds
float m_flEffectGravity Gravity modifier (%)
float m_flEffectFriction Movement friction modifier (%)
float m_flEffectSpeed Movement speed modifier (%)
float m_flEffectDamage Damage modifier (%)