icliententity
Base class of all entities, inherited into CBaseEntity, CBaseCombatWeapon classes
🚧 API of this file is not finished yet and could be changed in any time
Functions
GetRefEHandle
Returns:
Type
Description
CBaseHandle
reference of current entity handle
Code:
local hHandle = pEntity:GetRefEHandle()
GetRenderOrigin
Returns:
Type
Description
render origin
Code:
local vecRenderOrigin = pEntity:GetRenderOrigin()
GetRenderAngles
Returns:
Type
Description
render view point
Code:
local angRenderViewPoint = pEntity:GetRenderAngles()
IsDormant
Returns:
Type
Description
bool
true if entity have dormancy
Code:
local bIsDormant = pEntity:IsDormant()
GetIndex
Returns:
Type
Description
int
entity index
Code:
local nIndex = pEntity:GetIndex()
GetAbsOrigin
Returns:
Type
Description
absolute origin
Code:
local vecAbsOrigin = pEntity:GetAbsOrigin()
GetAbsAngles
Returns:
Type
Description
absolute view point
Code:
local angAbsViewPoint = pEntity:GetAbsAngles()
SetAbsOrigin
Parameters:
Name
Type
Description
Code:
pEntity:SetAbsOrigin(Vector.new(0.0, 0.0, 0.0))
SetAbsAngles
Parameters:
Name
Type
Description
Code:
pEntity:SetAbsAngles(QAngle.new(0.0, 0.0, 0.0))
SetModelIndex
Parameters:
Name
Type
Description
nModelIndex
int
override model index to set
Code:
GetPropertyBool, GetPropertyInt, GetPropertyFloat, GetPropertyVector, GetPropertyVector2D, GetPropertyQAngle, GetPropertyHandle
Parameters:
Name
Type
Description
szNetwordVariable
string
class and network variable name to get
Returns:
Code:
local bSpotted = pEntity:GetPropertyBool("CBaseEntity->m_bSpotted")
local iArmor = pLocal:GetPropertyInt("CCSPlayer->m_ArmorValue")
local flAnimationTime = pLocal:GetPropertyFloat("CBaseEntity->m_flAnimTime")
local angRotation = pEntity:GetPropertyQAngle("CBaseEntity->m_angRotation")
local vecMins = pEntity:GetPropertyVector("CBaseEntity->m_vecMins")
local hOwner = pEntity:GetPropertyHandle("CBaseEntity->m_hOwnerEntity")
SetPropertyBool, SetPropertyInt, SetPropertyFloat, SetPropertyVector, SetPropertyVector2D, SetPropertyQAngle, SetPropertyHandle
Parameters:
Code:
pEntity:SetPropertyBool("CBaseEntity->m_bSpotted", true)
pLocal:GetPropertyInt("CCSPlayer->m_ArmorValue", 100)
pLocal:GetPropertyFloat("CBaseEntity->m_flAnimTime", 0.0)
pEntity:GetPropertyQAngle("CBaseEntity->m_angRotation", QAngle.new())
pEntity:GetPropertyVector("CBaseEntity->m_vecMins", Vector.new())
pEntity:GetPropertyHandle("CBaseEntity->m_hOwnerEntity", 0)
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