cbaseentity
IClientEntity is base class
Enumerations
EMoveType
Indentificators
MOVETYPE_NONE
MOVETYPE_ISOMETRIC
MOVETYPE_WALK
MOVETYPE_STEP
MOVETYPE_FLY
MOVETYPE_FLYGRAVITY
MOVETYPE_VPHYSICS
MOVETYPE_PUSH
MOVETYPE_NOCLIP
MOVETYPE_LADDER
MOVETYPE_OBSERVER
Functions
GetLocalPlayer
Returns:
Type
Description
CBaseEntity*
local player entity
Code:
GetWeapon
Returns:
Type
Description
active weapon entity
Code:
GetSequenceActivity
Parameters:
Name
Type
Description
iSequence
int
index of sequence to get activity of
Returns:
Type
Description
int
sequence activity
Code:
IsAlive
Returns:
Type
Description
bool
true if entity's lifestate equals alive
Code:
IsPlayer
Returns:
Type
Description
bool
true if entity is player
Code:
IsEnemy
Parameters:
Name
Type
Description
pEntity
CBaseEntity*
entity to check for enmity with current entity
Returns:
Type
Description
bool
true if given entity is enemy for current entity
Code:
IsVisible
Parameters:
Name
Type
Description
pEntity
CBaseEntity*
entity to check for visibility with current entity
vecEnd
end position of visibility check
bSmokeCheck
bool
additional check is line goes through smoke
Returns:
Type
Description
bool
true if given entity is visible for current entity
Code:
GetSimulationTime
Returns:
Type
Description
float
time when entity was in simulation
Code:
GetOldSimulationTime
Returns:
Type
Description
float
previous time when entity was in simulation
Code:
GetSpawnTime
Returns:
Type
Description
float
time point when player was spawned
Code:
GetMoveType
Returns:
Type
Description
current type of entity movement
Code:
GetEyePosition
Returns:
Type
Description
eye position origin in world space
Code:
GetBonePosition
Parameters:
Name
Type
Description
iBone
int
index of bone you want get position of
Returns:
Type
Description
bone origin in world space
Code:
GetHitGroupPosition
Parameters:
Name
Type
Description
iHitGroup
int
index of hitgroup you want get position of
Returns:
Type
Description
hitgroup origin in world space
Code:
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