Contains functionality common between NPCs and players.
Source Location : /game/server/basecombatcharacter.h
VScript : Script_Functions#CBaseCombatCharacter
CBaseCombatCharacter
Name
|
Type
|
Description
|
m_bGlowEnabled
|
Boolean
|
Whether or not to render a team colored outline around this entity.
|
bcc_localdata
|
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 is currently using.
|
m_hMyWeapons
|
000
|
Integer
|
An array of weapon handles this entity posesses
|
001
|
Integer
|
|
002
|
Integer
|
|
003
|
Integer
|
|
004
|
Integer
|
|
005
|
Integer
|
|
006
|
Integer
|
|
007
|
Integer
|
|
008
|
Integer
|
|
009
|
Integer
|
|
010
|
Integer
|
|
011
|
Integer
|
|
012
|
Integer
|
|
013
|
Integer
|
|
014
|
Integer
|
|
015
|
Integer
|
|
016
|
Integer
|
|
017
|
Integer
|
|
018
|
Integer
|
|
019
|
Integer
|
|
020
|
Integer
|
|
021
|
Integer
|
|
022
|
Integer
|
|
023
|
Integer
|
|
024
|
Integer
|
|
025
|
Integer
|
|
026
|
Integer
|
|
027
|
Integer
|
|
028
|
Integer
|
|
029
|
Integer
|
|
030
|
Integer
|
|
031
|
Integer
|
|
032
|
Integer
|
|
033
|
Integer
|
|
034
|
Integer
|
|
035
|
Integer
|
|
036
|
Integer
|
|
037
|
Integer
|
|
038
|
Integer
|
|
039
|
Integer
|
|
040
|
Integer
|
|
041
|
Integer
|
|
042
|
Integer
|
|
043
|
Integer
|
|
044
|
Integer
|
|
045
|
Integer
|
|
046
|
Integer
|
|
047
|
Integer
|
|
|
|
CBaseCombatCharacter
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)
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
|
|
m_HackedGunPos
|
Vector
|
|
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
|
|
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.
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))
|
|
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
Values
|
/game/shared/tf/tf_shareddefs.h#L351
- 0 - TF_AMMO_DUMMY
- 1 - TF_AMMO_PRIMARY
- 2 - TF_AMMO_SECONDARY
- 3 - TF_AMMO_METAL
- 4 - TF_AMMO_GRENADES1 (Sandman / Wrap Assassin balls)
- 5 - TF_AMMO_GRENADES2 (Cleavers)
- 6 - TF_AMMO_GRENADES3
- 7 - TF_AMMO_COUNT
|
|
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
|