Overview
Contains functionality common between NPCs and players.
Source Location : /game/server/basecombatcharacter.h
VScript : Script_Functions#CBaseCombatCharacter
SendProps
CBaseCombatCharacter
| Name | Type | Description | 
| m_bGlowEnabled | Boolean | Whether or not to render a team colored outline around this entity. | 
| 
| bcc_localdata |  
| m_flNextAttack | Float | A timestamp for when this entity is ready to attack. (Weapon switches modify this time.) |  
|  |  | 
| m_hActiveWeapon | Handle | The weapon this entity is currently using. | 
| 
| m_hMyWeapons |  
| 000 | Integer | An array of weapon handles this entity posesses |  
| 001 | Integer |  |  
| 002 | Integer |  |  
| 003 | Integer |  |  
| 004 | Integer |  |  
| 005 | Integer |  |  
| 006 | Integer |  |  
| 007 | Integer |  |  
| 008 | Integer |  |  
| 009 | Integer |  |  
| 010 | Integer |  |  
| 011 | Integer |  |  
| 012 | Integer |  |  
| 013 | Integer |  |  
| 014 | Integer |  |  
| 015 | Integer |  |  
| 016 | Integer |  |  
| 017 | Integer |  |  
| 018 | Integer |  |  
| 019 | Integer |  |  
| 020 | Integer |  |  
| 021 | Integer |  |  
| 022 | Integer |  |  
| 023 | Integer |  |  
| 024 | Integer |  |  
| 025 | Integer |  |  
| 026 | Integer |  |  
| 027 | Integer |  |  
| 028 | Integer |  |  
| 029 | Integer |  |  
| 030 | Integer |  |  
| 031 | Integer |  |  
| 032 | Integer |  |  
| 033 | Integer |  |  
| 034 | Integer |  |  
| 035 | Integer |  |  
| 036 | Integer |  |  
| 037 | Integer |  |  
| 038 | Integer |  |  
| 039 | Integer |  |  
| 040 | Integer |  |  
| 041 | Integer |  |  
| 042 | Integer |  |  
| 043 | Integer |  |  
| 044 | Integer |  |  
| 045 | Integer |  |  
| 046 | Integer |  |  
| 047 | Integer |  |  
|  |  | 
Entity DataMaps
CBaseCombatCharacter
| Name | Type | Description | 
| InputKilledNPC | Input (Void) |  | 
| m_CurrentWeaponProficiency | Integer | Used in HL2 to determine how "good" this entity is at using it's weapon. (It affects bullet spread) 
| Values |  
| /game/shared/weapon_proficiency.h#L20
 0 - WEAPON_PROFICIENCY_POOR1 - WEAPON_PROFICIENCY_AVERAGE2 - WEAPON_PROFICIENCY_GOOD3 - WEAPON_PROFICIENCY_VERY_GOOD4 - WEAPON_PROFICIENCY_PERFECT
 |  | 
| m_HackedGunPos | Vector |  | 
| m_LastHitGroup | Integer | The last body region that took damage. 
| Values |  
| /game/shared/shareddefs.h#L335
 0 - HITGROUP_GENERIC1 - HITGROUP_HEAD2 - HITGROUP_CHEST3 - HITGROUP_STOMACH4 - HITGROUP_LEFTARM5 - HITGROUP_RIGHTARM6 - HITGROUP_LEFTLEG7 - HITGROUP_RIGHTLEG10 - HITGROUP_GEAR
 |  | 
| m_Relationship | Array (Handle) | Array of Relationships. | 
| m_RelationshipString | String | Used to load relationship keyvalues | 
| m_bForceServerRagdoll | Boolean |  | 
| m_bPreventWeaponPickup | Boolean | Is this entity allowed to acquire weapons? For players this doesn't just include picking up weapons off the ground, but also prevents weapons from being assigned on spawn or resupply. | 
| m_bloodColor | Integer | The color of this entity's blood particles. | 
| m_eHull | Integer | Nav hull type. 
| Values |  
| /game/server/ai_hull.h#L14
 0 - HULL_HUMAN (Combine, Stalker, Zombie...)1 - HULL_SMALL_CENTERED (Scanner)2 - HULL_WIDE_HUMAN (Vortigaunt)3 - HULL_TINY (Headcrab)4 - HULL_WIDE_SHORT (Bullsquid)5 - HULL_MEDIUM (Cremator)6 - HULL_TINY_CENTERED (Manhack)7 - HULL_LARGE (Antlion Guard)9 - HULL_LARGE_CENTERED (Mortar Synth)10 - HULL_MEDIUM_TALL (Hunter)12 - HULL_NONE (No Hull (appears after num hulls as we don't want to count it))
 |  | 
| m_flDamageAccumulator | Float | So very small amounts of damage do not get lost. | 
| m_flFieldOfView | Float | Cosine of field of view for this character. | 
| m_flNextAttack | Float | A timestamp for when this entity is ready to attack. (Weapon switches modify this time.) | 
| m_hActiveWeapon | Handle | The weapon this entity currently has equipped | 
| m_hMyWeapons | Array (Handle) | An array of weapons this entity possesses | 
| m_iAmmo | Array (Integer) | Array of ammo amounts for each ammo type 
| Values |  
| /game/shared/tf/tf_shareddefs.h#L351
 0 - TF_AMMO_DUMMY1 - TF_AMMO_PRIMARY2 - TF_AMMO_SECONDARY3 - TF_AMMO_METAL4 - TF_AMMO_GRENADES1 (Sandman / Wrap Assassin balls)5 - TF_AMMO_GRENADES2 (Cleavers)6 - TF_AMMO_GRENADES37 - TF_AMMO_COUNT
 |  | 
| m_iDamageCount | Integer | How many times this entity has taken damage | 
| m_impactEnergyScale | Float | Scale the amount of energy used to calculate damage this entity takes due to physics |