CBaseCombatCharacter: Difference between revisions
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| style="width: 50%;" | | | style="width: 50%;" |'''m_CurrentWeaponProficiency''' | ||
| style="width: 15%;" |Integer | | 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) | | style="width: 35%;" |Used in HL2 to determine how "good" this entity is at using it's weapon. (It affects bullet spread) | ||
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| style="width: 50%;" | | | style="width: 50%;" |'''m_HackedGunPos''' | ||
| style="width: 15%;" |Vector | | style="width: 15%;" |Vector | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
Revision as of 08:06, 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 |