Overview
The base class for place-able objects.
Source location : /game/shared/tf/baseobject_shared.h
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CBaseObject
Name
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Type
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Description
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m_iHealth
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Integer
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The current health of this object
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m_iMaxHealth
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Integer
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The maximum health this object can have in it's current state
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m_bHasSapper
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Boolean
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Whether or not this object has a sapper on it
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m_iObjectType
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Integer
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What type of object this entity is
Values
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- 0 - OBJ_DISPENSER
- 1 - OBJ_TELEPORTER
- 2 - OBJ_SENTRYGUN
- 3 - OBJ_ATTACHMENT_SAPPER
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m_bBuilding
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Boolean
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Whether or not this object is currently under construction
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m_bPlacing
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Boolean
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Whether or not this object is staged to be constructed / placed.
Usage
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For engineers, this means they have selected the building on their construction PDA, it is irrelevant as to whether or not they are actually allowed to place the building in the spot they are looking at. For spies, this simply means they have their sapper out, it doesn't need to be ready to place on a building
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m_bCarried
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Boolean
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Whether or not an engineer is carrying this building after placing it
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m_bCarryDeploy
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Boolean
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m_bMiniBuilding
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Boolean
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Whether or not this object is a mini building.
Usage
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Changing this value to 1 will add Mini- to the beginning of the building's name, regardless of the building type. For sentries, it's advised to only change this value while the engineer is placing the sentry (m_bPlacing = 1), as changing it during other periods of time lead to different unintended consequences. (For example you cannot pick up a sentrygun that was above level 1 if you make it a mini sentry, it's model will also not update.) Sentries which have been changed from normal to mini sentries will not automatically update their size to that of a mini sentry, however every other difference between them does change properly (Damage, firing speed, health, sound).
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m_flPercentageConstructed
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Float
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The percentage value denoting how close this object is to finishing construction. (0 - 1, 1 being completely constructed)
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m_fObjectFlags
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Integer
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Bit flags for this object
Values
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- 1 - OF_SUPPRESS_APPEAR_ON_MINIMAP
- 2 - OF_SUPPRESS_NOTIFY_UNDER_ATTACK
- 4 - OF_SUPPRESS_VISIBLE_TO_TACTICAL
- 8 - OF_ALLOW_REPEAT_PLACEMENT
- 16 - OF_SUPPRESS_TECH_ANALYZER
- 32 - OF_DONT_AUTO_REPAIR
- 64 - OF_ALIGN_TO_GROUND // Align my angles to match the ground underneath me
- 128 - OF_DONT_PREVENT_BUILD_NEAR_OBJ // Don't prevent building if there's another object nearby
- 256 - OF_CAN_BE_PICKED_UP
- 512 - OF_DOESNT_NEED_POWER // Doesn't need power, even on the human team
- 1024 - OF_DOESNT_HAVE_A_MODEL // It's built from map placed geometry
- 2048 - OF_MUST_BE_BUILT_IN_CONSTRUCTION_YARD
- 4096 - OF_MUST_BE_BUILT_IN_RESOURCE_ZONE
- 8192 - OF_MUST_BE_BUILT_ON_ATTACHMENT
- 16384 - OF_CANNOT_BE_DISMANTLED
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m_hBuiltOnEntity
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Integer
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The building which this sapper object is sapping / targeting.
Usage
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The sapper does not have to actually be applied to a building for this to have a value, along with the sapper being applied, a spy can hover over a building with their sapper and this value will fill with the handle for that building.
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m_bDisabled
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Boolean
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m_hBuilder
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Integer
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Building owner player, take credits for actions performed by building such as sentry kills
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m_vecBuildMaxs
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Vector
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m_vecBuildMins
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Vector
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m_iDesiredBuildRotations
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Integer
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m_bServerOverridePlacement
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Boolean
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m_iUpgradeLevel
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Integer
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m_iUpgradeMetal
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Integer
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m_iUpgradeMetalRequired
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Integer
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m_iHighestUpgradeLevel
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Integer
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Current level, can be set to change sentry level with animation
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m_iObjectMode
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Integer
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m_bDisposableBuilding
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Boolean
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m_bWasMapPlaced
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Boolean
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m_bPlasmaDisable
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Boolean
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Entity DataMaps
CBaseObject
Name
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Type
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Description
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CBaseObjectUpgradeThink
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InputAddHealth
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InputDisable
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InputEnable
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InputHide
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InputRemoveHealth
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InputSetBuilder
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InputSetHealth
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InputSetSolidToPlayer
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InputShow
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m_OnBecomingDisabled
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m_OnBecomingReenabled
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m_OnDamaged
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m_OnDestroyed
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m_OnObjectHealthChanged
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m_OnRepaired
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m_SolidToPlayers
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m_nDefaultUpgradeLevel
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