Editing CBaseEntity

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|'''m_flShadowCastDistance'''
|'''m_flShadowCastDistance'''
|Float
|Float
|
|The length of this entity's shadow.
|-
|-
|'''m_hOwnerEntity'''
|'''m_hOwnerEntity'''
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| style="width: 50%;" |'''InputRunScriptFile'''
| style="width: 50%;" |'''InputRunScriptFile'''
| style="width: 15%;" |Input (String)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
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| style="width: 50%;" |'''InputRunScript'''
| style="width: 50%;" |'''InputRunScript'''
| style="width: 15%;" |Input (String)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
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| style="width: 50%;" |'''InputCallScriptFunction'''
| style="width: 50%;" |'''InputCallScriptFunction'''
| style="width: 15%;" |Input (String)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
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| style="width: 50%;" |'''InputTerminateScriptScope'''
| style="width: 50%;" |'''InputTerminateScriptScope'''
| style="width: 15%;" |Input (Void)
| style="width: 15%;" |
| style="width: 35%;" |
| style="width: 35%;" |
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| style="width: 50%;" |'''m_fEffects'''
| style="width: 50%;" |'''m_fEffects'''
| style="width: 15%;" |Integer
| style="width: 15%;" |Integer
| style="width: 35%;" |Entity effects bit flags.
| style="width: 35%;" |
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
! colspan="1" |Values
|-
|
[https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/public/const.h#L281 /public/const.h#L281]
* <span style="color: #66b1fa">1</span>    - Performs bone merge on client side
* <span style="color: #66b1fa">2</span>    - Dynamic Light centered at entity origin
* <span style="color: #66b1fa">4</span>    - Player flashlight
* <span style="color: #66b1fa">8</span>    - Don't interpolate the next frame
* <span style="color: #66b1fa">16</span>    - Don't cast shadows
* <span style="color: #66b1fa">32</span>    - Don't draw entity
* <span style="color: #66b1fa">64</span>    - Don't receive shadows
* <span style="color: #66b1fa">128</span>  - For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its parent and uses the parent's bbox + the max extents of the aiment. Otherwise, it sets up the parent's bones every frame to figure out where to place the aiment, which is inefficient because it'll setup the parent's bones even if the parent is not in the PVS.
* <span style="color: #66b1fa">256</span>  - Blink an item so that the user notices it
* <span style="color: #66b1fa">512</span>  - Always assume that the parent entity is animating
|}
|-
|-
| style="width: 50%;" |'''m_fFlags'''
| style="width: 50%;" |'''m_fFlags'''
| style="width: 15%;" |Integer
| style="width: 15%;" |Integer
| style="width: 35%;" |Entity bit flags (Different from m_iEFlags)
| style="width: 35%;" |Entity bit flags
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
! colspan="1" |Values
! colspan="1" |Values
Line 929: Line 913:
| style="width: 50%;" |'''m_hEffectEntity'''
| style="width: 50%;" |'''m_hEffectEntity'''
| style="width: 15%;" |Handle
| style="width: 15%;" |Handle
| style="width: 35%;" |The entity which is used to affect this one. (Ignite/Dissolve)
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_hGroundEntity'''
| style="width: 50%;" |'''m_hGroundEntity'''
| style="width: 15%;" |Handle
| style="width: 15%;" |Handle
| style="width: 35%;" |The entity this entity is standing / laying on.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_hMoveChild'''
| style="width: 50%;" |'''m_hMoveChild'''
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| style="width: 50%;" |'''m_iEFlags'''
| style="width: 50%;" |'''m_iEFlags'''
| style="width: 15%;" |Integer
| style="width: 15%;" |Integer
| style="width: 35%;" |Entity bit flags (Different from m_fFlags)
| style="width: 35%;" |
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;"
! colspan="1" |Values
|-
|
[https://github.com/sr2echa/TF2-Source-Code/blob/master/tf2_src/game/shared/shareddefs.h#L579 /game/shared/shareddefs.h#L579]
* <span style="color: #66b1fa">1</span>          - This entity is marked for death -- This allows the game to actually delete ents at a safe time
* <span style="color: #66b1fa">2</span>     - Entity is dormant, no updates to client
* <span style="color: #66b1fa">4</span>     - Lets us know when the noclip command is active.
* <span style="color: #66b1fa">8</span>         - Set while a model is setting up its bones.
* <span style="color: #66b1fa">16</span>        - This is a special entity that should not be deleted when we restart entities only
* <span style="color: #66b1fa">16</span>        - One of the child entities is a player.
* <span style="color: #66b1fa">32</span>        - Client only- need shadow manager to update the shadow...
* <span style="color: #66b1fa">64</span>        - Another entity is watching events on this entity (used by teleport)
* <span style="color: #66b1fa">128</span>        - Force the engine to transmit this entity even if it doesn't have a model
* <span style="color: #66b1fa">256</span>        - This is set on bots that are frozen.
* <span style="color: #66b1fa">512</span>        - Non-networked entity.
* <span style="color: #66b1fa">1024</span>      - Don't attach the edict; we're doing it explicitly
* <span style="color: #66b1fa">2048</span>      - EFL_DIRTY_ABSTRANSFORM
* <span style="color: #66b1fa">4096</span>      - EFL_DIRTY_ABSVELOCITY
* <span style="color: #66b1fa">8192</span>      - EFL_DIRTY_ABSANGVELOCITY
* <span style="color: #66b1fa">16384</span>      - EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS
* <span style="color: #66b1fa">32768</span>      - EFL_DIRTY_SPATIAL_PARTITION
* <span style="color: #66b1fa">65536</span>      - UNUSED
* <span style="color: #66b1fa">131072</span>    - This is set if the entity detects that it's in the skybox and forces it to pass the "in PVS" for transmission.
* <span style="color: #66b1fa">262144</span>    - Entities with this flag set show up in the partition even when not solid
* <span style="color: #66b1fa">524288</span>    - Used to determine if an entity is floating
* <span style="color: #66b1fa">1048576</span>    - EFL_IS_BEING_LIFTED_BY_BARNACLE
* <span style="color: #66b1fa">2097152</span>    - I shouldn't be pushed by the rotorwash
* <span style="color: #66b1fa">4194304</span>    - EFL_NO_THINK_FUNCTION
* <span style="color: #66b1fa">8388608</span>    - EFL_NO_GAME_PHYSICS_SIMULATION
* <span style="color: #66b1fa">16777216</span>  - EFL_CHECK_UNTOUCH
* <span style="color: #66b1fa">33554432</span>  - I shouldn't block NPC line-of-sight
* <span style="color: #66b1fa">67108864</span>  - NPC's should not walk on this entity
* <span style="color: #66b1fa">134217728</span>  - These guys shouldn't dissolve
* <span style="color: #66b1fa">268435456</span> - Mega physcannon can't ragdoll these guys.
* <span style="color: #66b1fa">536870912</span>  - Don't adjust this entity's velocity when transitioning into water
* <span style="color: #66b1fa">1073741824</span> - Physcannon can't pick these up or punt them
* <span style="color: #66b1fa">2147483648</span> - Doesn't accept forces from physics damage
|}
|-
|-
| style="width: 50%;" |'''m_iGlobalname'''
| style="width: 50%;" |'''m_iGlobalname'''
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