Networked entity variables
Type: Reference type
Declaration | Description |
---|---|
bool ClassNameIs(const string& in szClassName) | Returns whether the given class name is this entity's class name |
int8 get_controller(uint) | Get entity controller by index (0..3). Used by entities with studio models to get bone controller settings. |
void set_controller(uint, int8) | Set entity controller by index (0..3, 0..255) Used by entities with studio models to set bone controller settings. |
int8 get_blending(uint) | Get entity blending by index (0..1). Used by entities with models to get x or y axis blending. |
void set_blending(uint, int8) | Set entity blending by index (0..1, 0..255). Used by entities with models to set x or y axis blending. |
bool SpawnFlagBitSet(int iFlags) | Returns whether the given flag(s) are set on the entvars spawnflags variable |
bool FlagBitSet(int iFlags) | Returns whether the given flag(s) are set on the entvars flags variable |
edict_t@ get_pContainingEntity() const | Entity containing entity. pContainingEntity.vars equals this entvars instance. |
Declaration | Description |
---|---|
const string_t classname | The entity class name |
string_t globalname | The entity global name |
Vector origin | Entity origin. Must be set using g_EntityFuncs.SetOrigin. |
Vector oldorigin | Old entity origin. Used by some entities to store off their original origin before moving to a different location. |
Vector velocity | Entity velocity |
Vector basevelocity | Entity base velocity. Used when standing on another entity that applies velocity to entities standing on it, for instance conveyors. |
Vector movedir | Entity move direction. Used by some entities for movement directions, but some entities use it for other purposes. |
Vector angles | Entity angles, in degrees. |
Vector avelocity | Entity angular velocity, in degrees/sec. Applied to the entity's angles. |
Vector punchangle | Player punch angle. These angles are applied to players when they are 'punched'.These angles are automatically interpolated back to the null vector over time. |
Vector v_angle | Player view angle. These are the angles used for the player's view, and differ from the regular angles variable. |
Vector endpos | Entity end position. Reserved for future use. |
Vector startpos | Entity start position. Reserved for future use. |
float impacttime | Entity impact time. Reserved for future use. |
float starttime | Entity start time. Reserved for future use. |
int fixangle | Entity fix angle. Engine uses this value to change player view angles, and then resets it to FAM_NOTHING. See FixAngleMode enum. |
float idealpitch | Entity ideal pitch. Used in conjunction with pitch_speed to interpolate the entity's current pitch angle to this value. |
float pitch_speed | Entity pitch speed. See idealpitch. |
float ideal_yaw | Entity ideal yaw. Used in conjunction with yaw_speed to interpolate the entity's current yaw angle to this value. |
float yaw_speed | Entity yaw speed. See ideal_yaw. |
const int modelindex | Entity model index. If this entity has a model, is the unique index of the model. Otherwise, is 0. |
string_t model | The entity model name. If this entity has a model, is the name of that model. Otherwise, is an empty string.Use g_EntityFuncs.SetModel to set this variable. |
string_t viewmodel | Player view model index. If this player has a visible weapon, is the name of that view (v_) model. Otherwise, is an empty string. |
string_t weaponmodel | Entity weapon model index. If this player has a visible weapon, is the name of that third person (p_) model. Otherwise, is an empty string. |
Vector absmin | Entity absolute minimum size. Is an absolute position in the world. Automatically updated by the engine. |
Vector absmax | Entity absolute maximum size. Is an absolute position in the world. Automatically updated by the engine. |
Vector mins | Entity minimum size. Relative to the player's origin. |
Vector maxs | Entity maximum size. Relative to the player's origin. |
Vector size | Entity size. Equivalent to maxs - mins |
float ltime | Entity ltime. The last time this entity has executed its think function. Otherwise, is 0. |
float nextthink | Entity next think time. The next time this entity will execute its think function, as an absolute time value. Otherwise, is 0. |
int movetype | Entity movetype See MOVETYPE enum. |
int solid | Entity solid flag See SOLID enum. |
int skin | Entity skin index. Used by entities with studio models to set which skin to use. |
int body | Entity body index. Used by entities with studio models to set which body to use. |
int effects | Entity effects See EFFECTS enum. |
float gravity | Entity gravity. Is a scalar between 0 and 1, inclusive. |
float friction | Entity friction. Is a scalar between 0 and 1, inclusive. |
int light_level | Player only light level. This is a single value between 0 and 255 inclusive. Use g_EngineFuncs.GetEntityIllum to retrieve this value. |
int sequence | Entity sequence. Used by entities with studio models to set which sequence to use. |
int gaitsequence | Entity gait sequence. Used by entities with studio models for walking sequences. |
float frame | Entity frame. Used by entities with studio models to set the current frame that a sequence is using. Automatically incremented.Used by brush models for animated textures: 1 for animated, 0 for off. |
float animtime | Entity animation time. Used for internal operations. |
float framerate | Entity framerate. used by entities with studio models to control sequence frame rate. |
float scale | Entity rendering scale (0..255). Applies to studio and sprite models. |
int rendermode | Entity render mode. See RenderModes enum. |
float renderamt | Entity render amount (0..255) |
Vector rendercolor | Entity render color (rgb) |
int renderfx | Entity render fx |
float health | Entity health. Do not set directly unless you are absolutely sure you know what you are doing. |
float frags | Entity frags. Usually used for the number of kills or score. |
int weapons | Entity weapons bit vector. Largely used by monsters to track which weapons they have, and by players for internal purposes. |
float takedamage | Entity take damage flag See DAMAGE enum. |
int deadflag | Entity dead flag See DEAD enum. |
Vector view_ofs | Entity view offset. Used to set an eye offset. |
int button | Entity button bit vector. Usually used to track which buttons the player is currently pressing. |
int impulse | Entity impulse bit vector. Used for various internal operations. |
edict_t@ chain | Entity pointer when linked into a linked list. Used for temporary lists. |
edict_t@ dmg_inflictor | Entity damage inflictor |
edict_t@ enemy | Entity enemy |
edict_t@ aiment | Entity pointer when MOVETYPE_FOLLOW |
edict_t@ owner | Entity owner |
edict_t@ groundentity | Entity ground entity |
int spawnflags | Entity spawn flags |
int flags | Entity flags See EdictFlags enum. |
int colormap | Entity color map. Used for player model colors. |
int team | Entity team. Reserved for future use. |
float max_health | Entity maximum health |
float teleport_time | Entity teleport time. Intended for internal operations. |
float armortype | Entity armor type. Represents maximum armor (similar to max_health). |
float armorvalue | Entity armor value |
int waterlevel | Entity water level See WATERLEVEL enum. |
int watertype | Player only. Contains the type of water contents the player is currently in. See CONTENTS enum. |
string_t target | The entity target. If set, is the name of one or more targets to trigger. Otherwise, is empty. |
string_t targetname | The entity target name |
string_t netname | The entity net name. Used for various things, such as the player's name. |
string_t message | The entity message. Used for various things. |
float dmg_take | Entity damage take. Used for internal operations. |
float dmg_save | Entity damage save. Used for internal operations. |
float dmg | Entity damage. Usually stores how much damage this entity can do to other entities. |
float dmgtime | Entity damage time. Time at which this entity last took damage. Usually used to limit damage effects from being shown too often. |
string_t noise | Entity noise. Usually used to store a sound name. |
string_t noise1 | Entity noise 1. Usually used to store a sound name. |
string_t noise2 | Entity noise 2. Usually used to store a sound name. |
string_t noise3 | Entity noise 3. Usually used to store a sound name. |
float speed | Entity speed |
float air_finished | Player air finished. Time at which the player runs out of air when underwater. |
float pain_finished | Player pain finished. Time at which the player can take damage again while drowning. |
float radsuit_finished | Entity radiation suit finished. Reserved for future use. |
int playerclass | Entity player class. Reserved for future use. |
float maxspeed | Entity maximum speed |
float fov | Player field of view |
int weaponanim | Player weapon animation |
int pushmsec | Entity push milliseconds. Used for internal operations. |
int bInDuck | Entity ducking flag. Used for internal operations. |
int flTimeStepSound | Entity time of step sound. Used for internal operations. |
int flSwimTime | Entity swim time. Used for internal operations. |
int flDuckTime | Entity duck time. Used for internal operations. |
int iStepLeft | Entity step left flag. Used for internal operations. |
float flFallVelocity | Player fall velocity. |
int gamestate | Entity gamestate. Reserved for future use. |
int oldbuttons | Player old buttons. Previous frame's contents of buttons. |
int groupinfo | Entity group info. Used for internal operations. |
int iuser1 | User variable 1 (integer) |
int iuser2 | User variable 2 (integer) |
int iuser3 | User variable 3 (integer) |
int iuser4 | User variable 4 (integer) |
float fuser1 | User variable 1 (float) |
float fuser2 | User variable 2 (float) |
float fuser3 | User variable 3 (float) |
float fuser4 | User variable 4 (float) |
Vector vuser1 | User variable 1 (Vector) |
Vector vuser2 | User variable 2 (Vector) |
Vector vuser3 | User variable 3 (Vector) |
Vector vuser4 | User variable 4 (Vector) |
edict_t@ euser1 | User variable 1 (Edict) |
edict_t@ euser2 | User variable 2 (Edict) |
edict_t@ euser3 | User variable 3 (Edict) |
edict_t@ euser4 | User variable 4 (Edict) |