CBaseObject: Difference between revisions
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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 sentry (m_bPlacing = 1), as changing it during other periods of time lead to different unintended consequences. (For example you cannot pick up a sentrygun that was above level 1 if you make it a mini sentry, 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) | ||
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Revision as of 00:48, 13 November 2022
Overview
The base class for place-able objects.
Source location : /game/shared/tf/baseobject_shared.h
Class Structure
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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
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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
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m_hBuiltOnEntity | Integer | The building which this sapper object is sapping / targeting
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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
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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
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 |