CBaseCombatCharacter: Difference between revisions
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| style="width: 50%;" |'''InputKilledNPC''' | | style="width: 50%;" |'''InputKilledNPC''' | ||
| style="width: 15%;" | | | style="width: 15%;" |Input (Void) | ||
| style="width: 35%;" | | | style="width: 35%;" | | ||
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| style="width: 50%;" |'''m_flDamageAccumulator''' | | style="width: 50%;" |'''m_flDamageAccumulator''' | ||
| style="width: 15%;" |Float | | style="width: 15%;" |Float | ||
| style="width: 35%;" | | | style="width: 35%;" |So very small amounts of damage do not get lost. | ||
|- | |- | ||
| style="width: 50%;" |'''m_flFieldOfView''' | | style="width: 50%;" |'''m_flFieldOfView''' |
Latest revision as of 19:31, 7 October 2023
Overview[edit | edit source]
Contains functionality common between NPCs and players.
Source Location : /game/server/basecombatcharacter.h
VScript : Script_Functions#CBaseCombatCharacter
Class Structure[edit | edit source]
- CBaseEntity
- CBaseAnimating
- CBaseAnimatingOverlay
- CBaseFlex
- CBaseCombatCharacter
- CBaseFlex
- CBaseAnimatingOverlay
- CBaseAnimating
SendProps[edit | edit source]
Name | Type | Description | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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[edit | edit source]
Name | Type | Description | ||
---|---|---|---|---|
InputKilledNPC | Input (Void) | |||
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 | Boolean | |||
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.
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m_flDamageAccumulator | Float | So very small amounts of damage do not get lost. | ||
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) | Array of ammo amounts for each ammo type
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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 |