CBaseCombatCharacter: Difference between revisions
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| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_CurrentWeaponProficiency''' | | style="width: 50%;" |<span style="color: #ff4848">'''m_CurrentWeaponProficiency'''</span> | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | 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: 50%;" |<span style="color: #ff4848">'''m_HackedGunPos'''</span> | ||
| style="width: 15%;" | | | style="width: 15%;" |Vector | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_LastHitGroup''' | | style="width: 50%;" |'''m_LastHitGroup''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_Relationship''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Array (Handle) | ||
| style="width: 35%;" | | | style="width: 35%;" |Array of Relationships. | ||
|- | |- | ||
| style="width: 50%;" |'''m_RelationshipString''' | | style="width: 50%;" |'''m_RelationshipString''' | ||
| style="width: 15%;" | | | style="width: 15%;" |String | ||
| style="width: 35%;" | | | style="width: 35%;" |Used to load relationship keyvalues | ||
|- | |- | ||
| style="width: 50%;" |'''m_bForceServerRagdoll''' | | style="width: 50%;" |'''m_bForceServerRagdoll''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Bool | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
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|- | |- | ||
| style="width: 50%;" |'''m_bloodColor''' | | style="width: 50%;" |'''m_bloodColor''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | style="width: 35%;" |The color of this entity's blood particles. | ||
|- | |- | ||
| style="width: 50%;" |'''m_eHull''' | | style="width: 50%;" |'''m_eHull''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Integer | ||
| style="width: 35%;" | | | 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: 50%;" |'''m_flDamageAccumulator''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
| style="width: 50%;" |'''m_flFieldOfView''' | | style="width: 50%;" |'''m_flFieldOfView''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |Cosine of field of view for this character. | ||
|- | |- | ||
| style="width: 50%;" |'''m_flNextAttack''' | | style="width: 50%;" |'''m_flNextAttack''' | ||
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|- | |- | ||
| style="width: 50%;" |'''m_iAmmo''' | | style="width: 50%;" |'''m_iAmmo''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Array (Integer) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
|- | |- | ||
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|- | |- | ||
| style="width: 50%;" |'''m_impactEnergyScale''' | | style="width: 50%;" |'''m_impactEnergyScale''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |Scale the amount of energy used to calculate damage this entity takes due to physics | ||
|} | |} |
Revision as of 08:05, 23 March 2023
Overview
Contains functionality common between NPCs and players.
Source Location : /game/server/basecombatcharacter.h
Class Structure
- CBaseEntity
- CBaseAnimating
- CBaseAnimatingOverlay
- CBaseFlex
- CBaseCombatCharacter
- CBaseFlex
- CBaseAnimatingOverlay
- CBaseAnimating
SendProps
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m_bGlowEnabled | Boolean | Whether or not to render a team colored outline around this entity. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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m_hActiveWeapon | Handle | The weapon this entity is currently using. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Entity DataMaps
Name | Type | Description | ||
---|---|---|---|---|
InputKilledNPC | ||||
m_CurrentWeaponProficiency | Integer | Used in HL2 to determine how "good" this entity is at using it's weapon. (It affects bullet spread)
| ||
m_HackedGunPos | Vector | |||
m_LastHitGroup | Integer | The last body region that took damage.
| ||
m_Relationship | Array (Handle) | Array of Relationships. | ||
m_RelationshipString | String | Used to load relationship keyvalues | ||
m_bForceServerRagdoll | Bool | |||
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.
| ||
m_flDamageAccumulator | Float | |||
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) | |||
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 |