Editing CBaseEntity

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| style="width: 50%;" |'''m_iName'''
| style="width: 50%;" |'''m_iName'''
| style="width: 15%;" |String
| style="width: 15%;" |String
| style="width: 35%;" |The targetname of this entity.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_iParent'''
| style="width: 50%;" |'''m_iParent'''
| style="width: 15%;" |String
| style="width: 15%;" |String
| style="width: 35%;" |The targetname of the parent of this entity.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_iParentAttachment'''
| style="width: 50%;" |'''m_iParentAttachment'''
| style="width: 15%;" |Char
| style="width: 15%;" |Char
| style="width: 35%;" |The attachment point on the parent entity which this entity is held to.
| style="width: 35%;" |
|-
|-
| style="width: 50%;" |'''m_iTeamNum'''
| style="width: 50%;" |'''m_iTeamNum'''
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| style="width: 50%;" |'''m_iszDamageFilterName'''
| style="width: 50%;" |'''m_iszDamageFilterName'''
| style="width: 15%;" |String
| style="width: 15%;" |String
| style="width: 35%;" |The targetname of the damage filter for this entity.
| style="width: 35%;" |The name of the damage filter for this entity.
|-
|-
| style="width: 50%;" |'''m_iszResponseContext'''
| style="width: 50%;" |'''m_iszResponseContext'''
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| style="width: 50%;" |'''m_lifeState'''
| style="width: 50%;" |'''m_lifeState'''
| style="width: 15%;" |Char
| style="width: 15%;" |Char
| style="width: 35%;" |Am I alive?
| 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#L273 /public/const.h#L273]
* <span style="color: #66b1fa">0</span>  - Alive
* <span style="color: #66b1fa">1</span>  - Playing death animation or still falling off of a ledge waiting to hit ground. (Does not apply to players.)
* <span style="color: #66b1fa">2</span>  - Dead, lying still. (Players will instantly have this set upon dying.)
* <span style="color: #66b1fa">3</span>  - LIFE_RESPAWNABLE
* <span style="color: #66b1fa">4</span>  - LIFE_DISCARDBODY
|}
|-
|-
| style="width: 50%;" |'''m_nLastThinkTick'''
| style="width: 50%;" |'''m_nLastThinkTick'''
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| style="width: 50%;" |'''m_nRenderFX'''
| style="width: 50%;" |'''m_nRenderFX'''
| style="width: 15%;" |Char
| style="width: 15%;" |Char
| style="width: 35%;" |Alpha render effects enum.
| 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#L367 /public/const.h#L367]
* <span style="color: #66b1fa">0</span>  - None
* <span style="color: #66b1fa">1</span>  - Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
* <span style="color: #66b1fa">2</span>  - Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
* <span style="color: #66b1fa">3</span>  - Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
* <span style="color: #66b1fa">4</span>  - Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
* <span style="color: #66b1fa">5</span>  - Slow Fade Away (decreases alpha by -1 per frame, fades out over 4 s)
* <span style="color: #66b1fa">6</span>  - Fast Fade Away (decreases alpha by -4 per frame, fades out over 1 s)
* <span style="color: #66b1fa">7</span>  - Slow Become Solid (increases alpha by +1 per frame, fades in over 4 s)
* <span style="color: #66b1fa">8</span>  - Fast Become Solid (increases alpha by +4 per frame, fades in over 1 s)
* <span style="color: #66b1fa">9</span>  - Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
* <span style="color: #66b1fa">10</span>  - Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
* <span style="color: #66b1fa">11</span>  - Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
* <span style="color: #66b1fa">12</span>  - Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
* <span style="color: #66b1fa">13</span>  - Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
* <span style="color: #66b1fa">14</span>  - Constant Glow ("NoDissipation;" purpose uncertain—for sprites?)
* <span style="color: #66b1fa">15</span>  - Distort (causes unnatural flickering and position shifting), Fade Out (instant; not very useful outside of code)
* <span style="color: #66b1fa">16</span>  - Hologram (Distort + "distance fade"), Fade In (instant; not very useful outside of code)
* <span style="color: #66b1fa">17</span>  - Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts), Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s)
* <span style="color: #66b1fa">18</span>  - Glow Shell (purpose unclear)
* <span style="color: #66b1fa">19</span>  - Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)")
* <span style="color: #66b1fa">20</span>  - Environmental Rain ("for environmental rendermode, make rain")
* <span style="color: #66b1fa">21</span>  - Environmental Snow ("for environmental rendermode, make snow")
* <span style="color: #66b1fa">22</span>  - Spotlight FX ("TEST CODE for experimental spotlight")
* <span style="color: #66b1fa">23</span>  - Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it)
* <span style="color: #66b1fa">24</span> - Fade Wider Pulse (varies alpha by ±255 over a period of 0.26 s)
|}
|-
|-
| style="width: 50%;" |'''m_nRenderMode'''
| style="width: 50%;" |'''m_nRenderMode'''
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