Overview
The class from which all entity types derive from. The only exceptions to this are TempEnts, which are temporary entities that are too simple to warrant the overhead of inheriting from CBaseEntity.
Source location : /game/server/baseentity.h
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CBaseEntity
Name
|
Type
|
Description
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AnimTimeMustBeFirst
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m_flAnimTime
|
Integer
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|
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m_flSimulationTime
|
Integer
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m_vecOrigin
|
Vector
|
The local position of the entity relative to it's parent. If the entity has no parent, the position is relative to the world origin.
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m_ubInterpolationFrame
|
Integer
|
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m_nModelIndex
|
Integer
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The index for this entity's precached model. Changing this does nothing in TF2.
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m_Collision
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m_vecMinsPreScaled
|
Vector
|
The mins coordinate point for the Collision bounding box of the entity before any changes are made to it, such as through the modelscale keyvalue.
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m_vecMaxsPreScaled
|
Vector
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The maxs coordinate point for the Collision bounding box of the entity before any changes are made to it, such as through the modelscale keyvalue.
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m_vecMins
|
Vector
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The mins coordinate point for the Collision bounding box of the entity after any changes are made to it, such as through the modelscale keyvalue.
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m_vecMaxs
|
Vector
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The maxs coordinate point for the Collision bounding box of the entity after any changes are made to it, such as through the modelscale keyvalue.
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m_nSolidType
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Char
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Determines the type of collision representation for the bounding volume.
Values
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- 0 - Non-solid
- 1 - A BSP tree (QPhysics)
- 2 - Bounding Box
- 3 - Oriented Bounding Box
- 4 - Oriented Bounding Box constrained to only rotate along the yaw axis
- 5 - Always call into the entity for tests
- 6 - Solid VPhysics object, get vcollide from the model and collide with that
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VPhysics
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m_usSolidFlags
|
Integer
|
Flags for modifying certain aspects of entity solidity.
Values
|
- 0 - None
- 1 - Ignore solid type + always call into the entity for ray tests
- 2 - Ignore solid type + always call into the entity for swept box tests
- 4 - Are we currently not solid?
- 8 - This is something may be collideable but fires touch functions even when it's not collideable (when the FSOLID_NOT_SOLID (4) flag is set)
- 16 - You can't stand on this
- 32 - Contains volumetric contents (like water)
- 64 - Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
- 128 - Uses a special trigger bounds separate from the normal OBB
- 256 - Collisions are defined in root parent's local coordinate space
- 512 - This trigger will touch debris objects
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m_nSurroundType
|
Integer
|
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m_triggerBloat
|
Integer
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m_bUniformTriggerBloat
|
Boolean
|
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m_vecSpecifiedSurroundingMinsPreScaled
|
Vector
|
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m_vecSpecifiedSurroundingMaxsPreScaled
|
Vector
|
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m_vecSpecifiedSurroundingMins
|
Vector
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m_vecSpecifiedSurroundingMaxs
|
Vector
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|
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m_nRenderFX
|
Integer
|
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m_nRenderMode
|
Integer
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m_fEffects
|
Integer
|
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m_clrRender
|
Integer
|
An integer representing the RGB render color of the entity.
Calculating The Value
|
RGB values can range from 0 to 255 individually, meaning the highest value can be represented by 8 bits. The integer used by this property is simply constructed from the bits of these values side by side. Starting from the right the first 8 bits (0-7) are used for blue, then the next 8 bits (8-15) are used by green, and finally the last 8 (16-23) are used by red. To convert your RGB color to an integer using this system, open the developer console in your browser by pressing F12, go to the Console tab, and type this:
(red << 16) + (green << 8) + blue
Where red green and blue are your RGB values, if a value is zero, you can just omit it, for example:
(255 << 16) + 255 // = RGB(255, 0, 255)
|
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m_iTeamNum
|
Integer
|
The team this entity is a part of.
Values
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- 0 - None
- 1 - Spectator
- 2 - RED
- 3 - BLU
- 5 - Boss / Neutral
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m_CollisionGroup
|
Integer
|
Modifies what this entity collides with.
Values
|
- 0 - None
- 1 - Collides with nothing but world and static stuff
- 2 - Same as debris, but hits triggers
- 3 - Collides with everything except other interactive debris or debris
- 4 - Collides with everything except interactive debris or debris
- 5 - COLLISION_GROUP_PLAYER,
- 6 - COLLISION_GROUP_BREAKABLE_GLASS,
- 7 - COLLISION_GROUP_VEHICLE,
- 8 - For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects
- 9 - Generic NPC group
- 10 - for any entity inside a vehicle
- 11 - for any weapons that need collision detection
- 12 - vehicle clip brush to restrict vehicle movement
- 13 - Projectiles!
- 14 - Blocks entities not permitted to get near moving doors
- 15 - Doors that the player shouldn't collide with
- 16 - Things that are dissolving are in this group
- 17 - Nonsolid on client and server, pushaway in player code
- 18 - Used so NPCs in scripts ignore the player.
- 19 - Used for NPCs in scripts that should not collide with each other
- 20 - TFCOLLISION_GROUP_SHIELD
- 21 - TFCOLLISION_GROUP_WEAPON
- 22 - TFCOLLISION_GROUP_GRENADE
- 23 - TFCOLLISION_GROUP_RESOURCE_CHUNK
- 24 - Combat objects (override for above)
- 25 - TFCOLLISION_GROUP_OBJECT
- 26 - TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT
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m_flElasticity
|
Float
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m_flShadowCastDistance
|
Float
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m_hOwnerEntity
|
Integer
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The owner of this entity, not to be confused with the parent (moveparent). A common example of ownership is players owning the projectiles that they fire. Some entities may not work properly if you create them without giving them an owner.
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m_hEffectEntity
|
Integer
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moveparent
|
String
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The immediate parent of this entity in the movement hierarchy. The targetname of the parent is used, rather than a Handle to the parent entity itsself.
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m_iParentAttachment
|
Integer
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movetype
|
Char
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Determines the movement behavior for this entity.
Values
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- 0 - None, don't move
- 1 - Isometric
- 2 - Walk, player only, moving on ground
- 3 - NPC, movement
- 4 - Fly, no gravity
- 5 - Fly, with gravity
- 6 - VPhysics
- 7 - Push
- 8 - Noclip
- 9 - Ladder, for players on ladders
- 10 - Spectator
- 11 - Custom
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movecollide
|
Char
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m_angRotation
|
Vector
|
The rotation vector of this entity relative to it's parent. If this entity has no parent the vector is relative to the world. For players only Yaw is non zero.
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m_iTextureFrameIndex
|
Integer
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predictable_id
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m_PredictableID
|
Integer
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m_bIsPlayerSimulated
|
Boolean
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m_bSimulatedEveryTick
|
Boolean
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m_bAnimatedEveryTick
|
Boolean
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m_bAlternateSorting
|
Boolean
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m_nModelIndexOverrides
|
000
|
Integer
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001
|
Integer
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002
|
Integer
|
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003
|
Integer
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Entity DataMaps
CBaseEntity
Name
|
Type
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Description
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CBaseEntitySUB_CallUseToggle
|
|
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CBaseEntitySUB_DoNothing
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|
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CBaseEntitySUB_FadeOut
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CBaseEntitySUB_Remove
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CBaseEntitySUB_StartFadeOut
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CBaseEntitySUB_StartFadeOutInstant
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CBaseEntitySUB_Vanish
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CBaseEntityShadowCastDistThink
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InputAddContext
|
Input
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InputAddOutput
|
Input
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InputAlpha
|
Input
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InputAlternativeSorting
|
Input
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InputClearContext
|
Input
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InputClearParent
|
Input
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InputColor
|
Input
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InputDisableDamageForces
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Input
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InputDisableShadow
|
Input
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InputDispatchEffect
|
Input
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InputDispatchResponse
|
Input
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InputEnableDamageForces
|
Input
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InputEnableShadow
|
Input
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InputFireUser1
|
Input
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InputFireUser2
|
Input
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InputFireUser3
|
Input
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InputFireUser4
|
Input
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InputKill
|
Input
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InputKillHierarchy
|
Input
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InputRemoveContext
|
Input
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InputSetDamageFilter
|
Input
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InputSetParent
|
Input
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InputSetParentAttachment
|
Input
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InputSetParentAttachmentMaintainOffset
|
Input
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InputSetTeam
|
Input
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InputUse
|
Input
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m_Collision
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m_bUniformTriggerBloat
|
Boolean
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m_flRadius
|
Float
|
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m_nSolidType
|
Char
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m_nSurroundType
|
Char
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m_triggerBloat
|
Char
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m_usSolidFlags
|
Short
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m_vecMaxs
|
Vector
|
The maxs coordinate point for the Collision bounding box of the entity after any changes are made to it, such as through the modelscale keyvalue.
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m_vecMaxsPreScaled
|
Vector
|
The maxs coordinate point for the Collision bounding box of the entity before any changes are made to it, such as through the modelscale keyvalue.
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m_vecMins
|
Vector
|
The mins coordinate point for the Collision bounding box of the entity after any changes are made to it, such as through the modelscale keyvalue.
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m_vecMinsPreScaled
|
Vector
|
The mins coordinate point for the Collision bounding box of the entity before any changes are made to it, such as through the modelscale keyvalue.
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m_vecSpecifiedSurroundingMaxs
|
Vector
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m_vecSpecifiedSurroundingMaxsPreScaled
|
Vector
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m_vecSpecifiedSurroundingMins
|
Vector
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m_vecSpecifiedSurroundingMinsPreScaled
|
Vector
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m_vecSurroundingMaxs
|
Vector
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m_vecSurroundingMins
|
Vector
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m_CollisionGroup
|
Integer
|
Modifies what this entity collides with.
Values
|
- 0 - None
- 1 - Collides with nothing but world and static stuff
- 2 - Same as debris, but hits triggers
- 3 - Collides with everything except other interactive debris or debris
- 4 - Collides with everything except interactive debris or debris
- 5 - COLLISION_GROUP_PLAYER,
- 6 - COLLISION_GROUP_BREAKABLE_GLASS,
- 7 - COLLISION_GROUP_VEHICLE,
- 8 - For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects
- 9 - Generic NPC group
- 10 - for any entity inside a vehicle
- 11 - for any weapons that need collision detection
- 12 - vehicle clip brush to restrict vehicle movement
- 13 - Projectiles!
- 14 - Blocks entities not permitted to get near moving doors
- 15 - Doors that the player shouldn't collide with
- 16 - Things that are dissolving are in this group
- 17 - Nonsolid on client and server, pushaway in player code
- 18 - Used so NPCs in scripts ignore the player.
- 19 - Used for NPCs in scripts that should not collide with each other
- 20 - TFCOLLISION_GROUP_SHIELD
- 21 - TFCOLLISION_GROUP_WEAPON
- 22 - TFCOLLISION_GROUP_GRENADE
- 23 - TFCOLLISION_GROUP_RESOURCE_CHUNK
- 24 - Combat objects (override for above)
- 25 - TFCOLLISION_GROUP_OBJECT
- 26 - TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT
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m_ModelName
|
String
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m_MoveCollide
|
Char
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m_MoveType
|
Char
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m_Network
|
m_hParent
|
Integer
|
|
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m_OnUser1
|
Output
|
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m_OnUser2
|
Output
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m_OnUser3
|
Output
|
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m_OnUser4
|
Output
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m_ResponseContexts
|
Vector
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m_aThinkFunctions
|
Vector
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m_angAbsRotation
|
Vector
|
The rotation vector of this entity relative to the world.
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m_angRotation
|
Vector
|
The rotation vector of this entity relative to it's parent. If it has no parent the vector will be relative to the world.
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m_bAlternateSorting
|
Boolean
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m_bAnimatedEveryTick
|
Boolean
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m_bSimulatedEveryTick
|
Boolean
|
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m_clrRender
|
Integer
|
An integer representing the RGB render color of the entity.
Calculating The Value
|
RGB values can range from 0 to 255 individually, meaning the highest value can be represented by 8 bits. The integer used by this property is simply constructed from the bits of these values side by side. Starting from the right the first 8 bits (0-7) are used for blue, then the next 8 bits (8-15) are used by green, and finally the last 8 (16-23) are used by red. To convert your RGB color to an integer using this system, open the developer console in your browser by pressing F12, go to the Console tab, and type this:
(red << 16) + (green << 8) + blue
Where red green and blue are your RGB values, if a value is zero, you can just omit it, for example:
(255 << 16) + 255 // = RGB(255, 0, 255)
|
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m_debugOverlays
|
Integer
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m_fEffects
|
Integer
|
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m_fFlags
|
Integer
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m_flAnimTime
|
Float
|
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m_flDesiredShadowCastDistance
|
Float
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m_flElasticity
|
Float
|
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m_flFriction
|
Float
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m_flGravity
|
Float
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m_flGroundChangeTime
|
Float
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m_flLocalTime
|
Float
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m_flMoveDoneTime
|
Float
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m_flNavIgnoreUntilTime
|
Float
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m_flPrevAnimTime
|
Float
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m_flShadowCastDistance
|
Float
|
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m_flSimulationTime
|
Float
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m_flSpeed
|
Float
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m_flVPhysicsUpdateLocalTime
|
Float
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m_hDamageFilter
|
Integer
|
The entity used as a damage filter for this entity.
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m_hEffectEntity
|
Integer
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m_hGroundEntity
|
Integer
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m_hMoveChild
|
Integer
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m_hMoveParent
|
Integer
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m_hMovePeer
|
Integer
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m_hOwnerEntity
|
Integer
|
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m_iClassname
|
String
|
The class name of this entity (not the C++ Class name).
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m_iEFlags
|
Integer
|
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m_iGlobalname
|
String
|
A string used to preserve entity state between map changes. When a map change is initiated, this entity will have it's entity state transferred over to entities in the new map with global names matching this one.
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m_iHammerID
|
Integer
|
An ID unique to the entity type (if it's a brush it'll be unique between all brushes). An entity will only have a Hammer ID if it was compiled with the map (if it's not dynamically spawned).
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m_iHealth
|
Integer
|
The current health of the entity.
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m_iInitialTeamNum
|
Integer
|
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m_iMaxHealth
|
Integer
|
The max health of the entity.
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m_iName
|
String
|
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m_iParent
|
String
|
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m_iParentAttachment
|
Integer
|
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m_iTeamNum
|
Integer
|
The team this entity is a part of.
Values
|
- 0 - None
- 1 - Spectator
- 2 - RED
- 3 - BLU
- 5 - Boss / Neutral
|
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m_iTextureFrameIndex
|
Integer
|
|
m_iszDamageFilterName
|
String
|
The name of the damage filter for this entity.
|
m_iszResponseContext
|
String
|
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m_lifeState
|
Integer
|
|
m_nLastThinkTick
|
Integer
|
|
m_nModelIndex
|
Integer
|
The index for this entity's precached model. Changing this does nothing in TF2.
|
m_nModelIndexOverrides
|
Integer
|
|
m_nNextThinkTick
|
Integer
|
|
m_nRenderFX
|
Integer
|
|
m_nRenderMode
|
Integer
|
|
m_nSimulationTick
|
Integer
|
|
m_nTransmitStateOwnedCounter
|
Integer
|
|
m_nWaterLevel
|
Integer
|
|
m_nWaterType
|
Integer
|
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m_pBlocker
|
Integer
|
|
m_pParent
|
Integer
|
|
m_pPhysicsObject
|
Integer
|
|
m_pfnBlocked
|
Function
|
|
m_pfnMoveDone
|
Function
|
|
m_pfnThink
|
Function
|
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m_pfnTouch
|
Function
|
|
m_pfnUse
|
Function
|
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m_rgflCoordinateFrame
|
|
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m_spawnflags
|
Integer
|
|
m_takedamage
|
Integer
|
|
m_target
|
String
|
|
m_vecAbsOrigin
|
Vector
|
|
m_vecAbsVelocity
|
Vector
|
|
m_vecAngVelocity
|
Vector
|
|
m_vecBaseVelocity
|
Vector
|
|
m_vecOrigin
|
Vector
|
|
m_vecVelocity
|
Vector
|
|
m_vecViewOffset
|
Vector
|
|
touchStamp
|
Integer
|
|