Overview
Contains functionality common between NPCs and players.
Source Location : /game/server/basecombatcharacter.h
SendProps
CBaseCombatCharacter
Name
|
Type
|
Description
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m_bGlowEnabled
|
Boolean
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Whether or not to render a team colored outline around this entity.
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bcc_localdata
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m_flNextAttack
|
Float
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A timestamp for when this entity is ready to attack. (Weapon switches modify this time.)
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|
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m_hActiveWeapon
|
Handle
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The weapon this entity is currently using.
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m_hMyWeapons
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000
|
Integer
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An array of weapon handles this entity posesses
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001
|
Integer
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002
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Integer
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003
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Integer
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004
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Integer
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005
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Integer
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006
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Integer
|
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007
|
Integer
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008
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Integer
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009
|
Integer
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010
|
Integer
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011
|
Integer
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012
|
Integer
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013
|
Integer
|
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014
|
Integer
|
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015
|
Integer
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016
|
Integer
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017
|
Integer
|
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018
|
Integer
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019
|
Integer
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020
|
Integer
|
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021
|
Integer
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022
|
Integer
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023
|
Integer
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024
|
Integer
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025
|
Integer
|
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026
|
Integer
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027
|
Integer
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028
|
Integer
|
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029
|
Integer
|
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030
|
Integer
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031
|
Integer
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032
|
Integer
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033
|
Integer
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034
|
Integer
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035
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Integer
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036
|
Integer
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037
|
Integer
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038
|
Integer
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039
|
Integer
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040
|
Integer
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041
|
Integer
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042
|
Integer
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043
|
Integer
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044
|
Integer
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045
|
Integer
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046
|
Integer
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047
|
Integer
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Entity DataMaps
CBaseCombatCharacter
Name
|
Type
|
Description
|
InputKilledNPC
|
|
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m_CurrentWeaponProficiency
|
Integer
|
Used in HL2 to determine how "good" this entity is at using it's weapon. (It affects bullet spread)
Values
|
/game/shared/weapon_proficiency.h#L20
- 0 - WEAPON_PROFICIENCY_POOR
- 1 - WEAPON_PROFICIENCY_AVERAGE
- 2 - WEAPON_PROFICIENCY_GOOD
- 3 - WEAPON_PROFICIENCY_VERY_GOOD
- 4 - WEAPON_PROFICIENCY_PERFECT
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m_HackedGunPos
|
Vector
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m_LastHitGroup
|
Integer
|
The last body region that took damage.
Values
|
/game/shared/shareddefs.h#L335
- 0 - HITGROUP_GENERIC
- 1 - HITGROUP_HEAD
- 2 - HITGROUP_CHEST
- 3 - HITGROUP_STOMACH
- 4 - HITGROUP_LEFTARM
- 5 - HITGROUP_RIGHTARM
- 6 - HITGROUP_LEFTLEG
- 7 - HITGROUP_RIGHTLEG
- 10 - HITGROUP_GEAR
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m_Relationship
|
Array (Handle)
|
Array of Relationships.
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m_RelationshipString
|
String
|
Used to load relationship keyvalues
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m_bForceServerRagdoll
|
Boolean
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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.
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m_bloodColor
|
Integer
|
The color of this entity's blood particles.
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m_eHull
|
Integer
|
Nav hull type.
Values
|
/game/server/ai_hull.h#L14
- 0 - HULL_HUMAN (Combine, Stalker, Zombie...)
- 1 - HULL_SMALL_CENTERED (Scanner)
- 2 - HULL_WIDE_HUMAN (Vortigaunt)
- 3 - HULL_TINY (Headcrab)
- 4 - HULL_WIDE_SHORT (Bullsquid)
- 5 - HULL_MEDIUM (Cremator)
- 6 - HULL_TINY_CENTERED (Manhack)
- 7 - HULL_LARGE (Antlion Guard)
- 9 - HULL_LARGE_CENTERED (Mortar Synth)
- 10 - HULL_MEDIUM_TALL (Hunter)
- 12 - HULL_NONE (No Hull (appears after num hulls as we don't want to count it))
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m_flDamageAccumulator
|
Float
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m_flFieldOfView
|
Float
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Cosine of field of view for this character.
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m_flNextAttack
|
Float
|
A timestamp for when this entity is ready to attack. (Weapon switches modify this time.)
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m_hActiveWeapon
|
Handle
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The weapon this entity currently has equipped
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m_hMyWeapons
|
Array (Handle)
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An array of weapons this entity possesses
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m_iAmmo
|
Array (Integer)
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m_iDamageCount
|
Integer
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How many times this entity has taken damage
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m_impactEnergyScale
|
Float
|
Scale the amount of energy used to calculate damage this entity takes due to physics
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