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== Entity DataMaps == {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0; |+CBaseCombatCharacter ! style="width: 50%; background-color: #303030; color: white" |Name ! style="width: 15%; background-color: #303030; color: white" |Type ! style="width: 35%; background-color: #303030; color: white" |Description |- | style="width: 50%;" |'''InputKilledNPC''' | style="width: 15%;" |Input (Void) | style="width: 35%;" | |- | style="width: 50%;" |'''m_CurrentWeaponProficiency''' | style="width: 15%;" |Integer | style="width: 35%;" |Used in HL2 to determine how "good" this entity is at using it's weapon. (It affects bullet spread) {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="1" |Values |- | [https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/game/shared/weapon_proficiency.h#L20 /game/shared/weapon_proficiency.h#L20] * <span style="color: #66b1fa">0</span> - WEAPON_PROFICIENCY_POOR * <span style="color: #66b1fa">1</span> - WEAPON_PROFICIENCY_AVERAGE * <span style="color: #66b1fa">2</span> - WEAPON_PROFICIENCY_GOOD * <span style="color: #66b1fa">3</span> - WEAPON_PROFICIENCY_VERY_GOOD * <span style="color: #66b1fa">4</span> - WEAPON_PROFICIENCY_PERFECT |} |- | style="width: 50%;" |'''m_HackedGunPos''' | style="width: 15%;" |Vector | style="width: 35%;" | |- | style="width: 50%;" |'''m_LastHitGroup''' | style="width: 15%;" |Integer | style="width: 35%;" |The last body region that took damage. {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="1" |Values |- | [https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/game/shared/shareddefs.h#L335 /game/shared/shareddefs.h#L335] * <span style="color: #66b1fa">0</span> - HITGROUP_GENERIC * <span style="color: #66b1fa">1</span> - HITGROUP_HEAD * <span style="color: #66b1fa">2</span> - HITGROUP_CHEST * <span style="color: #66b1fa">3</span> - HITGROUP_STOMACH * <span style="color: #66b1fa">4</span> - HITGROUP_LEFTARM * <span style="color: #66b1fa">5</span> - HITGROUP_RIGHTARM * <span style="color: #66b1fa">6</span> - HITGROUP_LEFTLEG * <span style="color: #66b1fa">7</span> - HITGROUP_RIGHTLEG * <span style="color: #66b1fa">10</span> - HITGROUP_GEAR |} |- | style="width: 50%;" |'''m_Relationship''' | style="width: 15%;" |Array (Handle) | style="width: 35%;" |Array of Relationships. |- | style="width: 50%;" |'''m_RelationshipString''' | style="width: 15%;" |String | style="width: 35%;" |Used to load relationship keyvalues |- | style="width: 50%;" |'''m_bForceServerRagdoll''' | style="width: 15%;" |Boolean | style="width: 35%;" | |- | style="width: 50%;" |'''m_bPreventWeaponPickup''' | style="width: 15%;" |Boolean | style="width: 35%;" |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. |- | style="width: 50%;" |'''m_bloodColor''' | style="width: 15%;" |Integer | style="width: 35%;" |The color of this entity's blood particles. |- | style="width: 50%;" |'''m_eHull''' | style="width: 15%;" |Integer | style="width: 35%;" |Nav hull type. {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="1" |Values |- | [https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/game/server/ai_hull.h#L14 /game/server/ai_hull.h#L14] * <span style="color: #66b1fa">0</span> - HULL_HUMAN (Combine, Stalker, Zombie...) * <span style="color: #66b1fa">1</span> - HULL_SMALL_CENTERED (Scanner) * <span style="color: #66b1fa">2</span> - HULL_WIDE_HUMAN (Vortigaunt) * <span style="color: #66b1fa">3</span> - HULL_TINY (Headcrab) * <span style="color: #66b1fa">4</span> - HULL_WIDE_SHORT (Bullsquid) * <span style="color: #66b1fa">5</span> - HULL_MEDIUM (Cremator) * <span style="color: #66b1fa">6</span> - HULL_TINY_CENTERED (Manhack) * <span style="color: #66b1fa">7</span> - HULL_LARGE (Antlion Guard) * <span style="color: #66b1fa">9</span> - HULL_LARGE_CENTERED (Mortar Synth) * <span style="color: #66b1fa">10</span> - HULL_MEDIUM_TALL (Hunter) * <span style="color: #66b1fa">12</span> - HULL_NONE (No Hull (appears after num hulls as we don't want to count it)) |} |- | style="width: 50%;" |'''m_flDamageAccumulator''' | style="width: 15%;" |Float | style="width: 35%;" |So very small amounts of damage do not get lost. |- | style="width: 50%;" |'''m_flFieldOfView''' | style="width: 15%;" |Float | style="width: 35%;" |Cosine of field of view for this character. |- | style="width: 50%;" |'''m_flNextAttack''' | style="width: 15%;" |Float | style="width: 35%;" |A timestamp for when this entity is ready to attack. (Weapon switches modify this time.) |- | style="width: 50%;" |'''m_hActiveWeapon''' | style="width: 15%;" |Handle | style="width: 35%;" |The weapon this entity currently has equipped |- | style="width: 50%;" |'''m_hMyWeapons''' | style="width: 15%;" |Array (Handle) | style="width: 35%;" |An array of weapons this entity possesses |- | style="width: 50%;" |'''m_iAmmo''' | style="width: 15%;" |Array (Integer) | style="width: 35%;" |Array of ammo amounts for each ammo type {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" ! colspan="1" |Values |- | [https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/game/shared/tf/tf_shareddefs.h#L351 /game/shared/tf/tf_shareddefs.h#L351] * <span style="color: #66b1fa">0</span> - TF_AMMO_DUMMY * <span style="color: #66b1fa">1</span> - TF_AMMO_PRIMARY * <span style="color: #66b1fa">2</span> - TF_AMMO_SECONDARY * <span style="color: #66b1fa">3</span> - TF_AMMO_METAL * <span style="color: #66b1fa">4</span> - TF_AMMO_GRENADES1 (Sandman / Wrap Assassin balls) * <span style="color: #66b1fa">5</span> - TF_AMMO_GRENADES2 (Cleavers) * <span style="color: #66b1fa">6</span> - TF_AMMO_GRENADES3 * <span style="color: #66b1fa">7</span> - TF_AMMO_COUNT |} |- | style="width: 50%;" |'''m_iDamageCount''' | style="width: 15%;" |Integer | style="width: 35%;" |How many times this entity has taken damage |- | style="width: 50%;" |'''m_impactEnergyScale''' | style="width: 15%;" |Float | style="width: 35%;" |Scale the amount of energy used to calculate damage this entity takes due to physics |}
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