CBaseObject: Difference between revisions
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|'''m_bPlacing''' | |'''m_bPlacing''' | ||
|Boolean | |Boolean | ||
|Whether or not this object is staged to be constructed / placed | |Whether or not this object is staged to be constructed / placed | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | ||
! colspan="1" |Usage | ! colspan="1" |Usage | ||
Line 68: | Line 68: | ||
|'''m_bMiniBuilding''' | |'''m_bMiniBuilding''' | ||
|Boolean | |Boolean | ||
|Whether or not this object is a mini building | |Whether or not this object is a mini building | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | ||
! colspan="1" |Usage | ! colspan="1" |Usage | ||
|- | |- | ||
| | | | ||
Changing this value to 1 will add '''Mini-''' to the beginning of the building's name, regardless of the building type. | Changing this value to 1 will add '''Mini-''' to the beginning of the building's name, regardless of the building type. It's advised to only change this value while the engineer is placing the building (m_bPlacing = 1), as changing it during other periods of time lead to different unintended consequences. (For example you cannot pick up a building that was above level 1 if you make it a mini building, it's model will also not update.) Sentries which have been changed from normal to mini sentries will '''not''' automatically update their size to that of a mini sentry, however every other difference between them does change properly (Damage, firing speed, health, sound) | ||
|} | |} | ||
|- | |- | ||
|'''m_flPercentageConstructed''' | |'''m_flPercentageConstructed''' | ||
|Float | |Float | ||
| | |The percentage value denoting how close this object is to finishing construction. (0 - 1, 1 being completely constructed) | ||
|- | |- | ||
|'''m_fObjectFlags''' | |'''m_fObjectFlags''' | ||
|Integer | |Integer | ||
|Bit flags for this object | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | |||
! colspan="1" |Values | |||
|- | |||
| | | | ||
* 1 - OF_ALLOW_REPEAT_PLACEMENT | |||
* 2 - OF_MUST_BE_BUILT_ON_ATTACHMENT | |||
* 4 - OF_DOESNT_HAVE_A_MODEL | |||
* 8 - OF_PLAYER_DESTRUCTION | |||
|} | |||
|- | |- | ||
|'''m_hBuiltOnEntity''' | |'''m_hBuiltOnEntity''' | ||
|Integer | |Integer | ||
| | |The building which this sapper object is sapping / targeting | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | |||
! colspan="1" |Usage | |||
|- | |||
| | |||
The sapper does not have to actually be applied to a building for this to have a value. Along with the sapper being applied and destroying the building, this SendProp will also be populated with a value when a spy hovers over the building with their sapper and the sapper outline appears on the building indicating it is ready for placement | |||
|} | |||
|- | |- | ||
|'''m_bDisabled''' | |'''m_bDisabled''' | ||
|Boolean | |Boolean | ||
| | |Whether or not this building object is being sapped | ||
|- | |- | ||
|'''m_hBuilder''' | |'''m_hBuilder''' | ||
|Integer | |Integer | ||
| | |The owner of the object. The object does not have to be constructed or placed for this value to be populated | ||
|- | |- | ||
|'''m_vecBuildMaxs''' | |'''m_vecBuildMaxs''' | ||
|Vector | |Vector | ||
| | |The positive point to determine the object size | ||
|- | |- | ||
|'''m_vecBuildMins''' | |'''m_vecBuildMins''' | ||
|Vector | |Vector | ||
| | |The negative point to determine the object size | ||
|- | |- | ||
|'''m_iDesiredBuildRotations''' | |'''m_iDesiredBuildRotations''' | ||
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|'''m_iUpgradeLevel''' | |'''m_iUpgradeLevel''' | ||
|Integer | |Integer | ||
| | |The upgrade level of this building object (1 - 3). Changing this value does nothing | ||
|- | |- | ||
|'''m_iUpgradeMetal''' | |'''m_iUpgradeMetal''' | ||
|Integer | |Integer | ||
| | |The amount of metal put towards upgrading the building object to the next level. Setting this at or above m_iUpgradeMetalRequired will require a swing of a wrench to upgrade the building | ||
|- | |- | ||
|'''m_iUpgradeMetalRequired''' | |'''m_iUpgradeMetalRequired''' | ||
|Integer | |Integer | ||
| | |The amount of metal required to upgrade the building object to the next level | ||
|- | |- | ||
|'''m_iHighestUpgradeLevel''' | |'''m_iHighestUpgradeLevel''' | ||
|Integer | |Integer | ||
| | |Despite the name, this is the current upgrade level of this building object. Unlike m_iUpgradeLevel however, changing this value does change the building's level | ||
|- | |- | ||
|'''m_iObjectMode''' | |'''m_iObjectMode''' | ||
|Integer | |Integer | ||
|This object's mode | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | |||
! colspan="1" |Values | |||
|- | |||
| | | | ||
* 0 - MODE_TELEPORTER_ENTRANCE | |||
* 1 - MODE_TELEPORTER_EXIT | |||
* 0 - MODE_SENTRYGUN_NORMAL | |||
* 1 - MODE_SENTRYGUN_DISPOSABLE // The MvM upgrade sentries | |||
* 0 - MODE_SAPPER_NORMAL | |||
* 1 - MODE_SAPPER_ANTI_ROBOT | |||
* 2 - MODE_SAPPER_ANTI_ROBOT_RADIUS | |||
|} | |||
|- | |- | ||
|'''m_bDisposableBuilding''' | |'''m_bDisposableBuilding''' | ||
|Boolean | |Boolean | ||
| | |Whether or not this object is a disposable building (from the MvM upgrade) | ||
|- | |- | ||
|'''m_bWasMapPlaced''' | |'''m_bWasMapPlaced''' | ||
|Boolean | |Boolean | ||
| | |Whether or not this object was spawned by the map (it was in the .vmf) | ||
|- | |- | ||
|'''m_bPlasmaDisable''' | |'''m_bPlasmaDisable''' | ||
|Boolean | |Boolean | ||
| | |Whether or not this building object has been temporarily disabled by the Cow Mangler 5000 | ||
|} | |} | ||
== Entity DataMaps == | == Entity DataMaps == |
Latest revision as of 00:49, 13 November 2022
Overview[edit | edit source]
The base class for place-able objects.
Source location : /game/shared/tf/baseobject_shared.h
Class Structure[edit | edit source]
SendProps[edit | edit source]
Name | Type | Description | ||
---|---|---|---|---|
m_iHealth | Integer | The current health of this object | ||
m_iMaxHealth | Integer | The maximum health this object can have in it's current state | ||
m_bHasSapper | Boolean | Whether or not this object has a sapper on it | ||
m_iObjectType | Integer | What type of object this entity is
| ||
m_bBuilding | Boolean | Whether or not this object is currently under construction | ||
m_bPlacing | Boolean | Whether or not this object is staged to be constructed / placed
| ||
m_bCarried | Boolean | Whether or not an engineer is carrying this building after placing it | ||
m_bCarryDeploy | Boolean | |||
m_bMiniBuilding | Boolean | Whether or not this object is a mini building
| ||
m_flPercentageConstructed | Float | The percentage value denoting how close this object is to finishing construction. (0 - 1, 1 being completely constructed) | ||
m_fObjectFlags | Integer | Bit flags for this object
| ||
m_hBuiltOnEntity | Integer | The building which this sapper object is sapping / targeting
| ||
m_bDisabled | Boolean | Whether or not this building object is being sapped | ||
m_hBuilder | Integer | The owner of the object. The object does not have to be constructed or placed for this value to be populated | ||
m_vecBuildMaxs | Vector | The positive point to determine the object size | ||
m_vecBuildMins | Vector | The negative point to determine the object size | ||
m_iDesiredBuildRotations | Integer | |||
m_bServerOverridePlacement | Boolean | |||
m_iUpgradeLevel | Integer | The upgrade level of this building object (1 - 3). Changing this value does nothing | ||
m_iUpgradeMetal | Integer | The amount of metal put towards upgrading the building object to the next level. Setting this at or above m_iUpgradeMetalRequired will require a swing of a wrench to upgrade the building | ||
m_iUpgradeMetalRequired | Integer | The amount of metal required to upgrade the building object to the next level | ||
m_iHighestUpgradeLevel | Integer | Despite the name, this is the current upgrade level of this building object. Unlike m_iUpgradeLevel however, changing this value does change the building's level | ||
m_iObjectMode | Integer | This object's mode
| ||
m_bDisposableBuilding | Boolean | Whether or not this object is a disposable building (from the MvM upgrade) | ||
m_bWasMapPlaced | Boolean | Whether or not this object was spawned by the map (it was in the .vmf) | ||
m_bPlasmaDisable | Boolean | Whether or not this building object has been temporarily disabled by the Cow Mangler 5000 |
Entity DataMaps[edit | edit source]
Name | Type | Description |
---|---|---|
CBaseObjectUpgradeThink | ||
InputAddHealth | ||
InputDisable | ||
InputEnable | ||
InputHide | ||
InputRemoveHealth | ||
InputSetBuilder | ||
InputSetHealth | ||
InputSetSolidToPlayer | ||
InputShow | ||
m_OnBecomingDisabled | ||
m_OnBecomingReenabled | ||
m_OnDamaged | ||
m_OnDestroyed | ||
m_OnObjectHealthChanged | ||
m_OnRepaired | ||
m_SolidToPlayers | ||
m_nDefaultUpgradeLevel |