CBaseEntity

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Revision as of 02:53, 20 March 2023 by Mince (talk | contribs)
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Overview

The class from which all entity types derive from. The only exceptions to this are TempEnts, which are temporary entities that are too simple to warrant the overhead of inheriting from CBaseEntity.

Source location : /game/server/baseentity.h

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CBaseEntity
Name Type Description
AnimTimeMustBeFirst
m_flAnimTime Integer
m_flSimulationTime Integer
m_vecOrigin Vector The local position of this entity relative to it's parent. If this entity has no parent, the position is relative to the world origin.
m_ubInterpolationFrame Integer
m_nModelIndex Short The index for this entity's precached model. Changing this does nothing in TF2.
m_Collision
m_vecMinsPreScaled Vector The mins coordinate point for the Collision bounding box of this entity before any changes are made to it, such as through the modelscale keyvalue.
m_vecMaxsPreScaled Vector The maxs coordinate point for the Collision bounding box of this entity before any changes are made to it, such as through the modelscale keyvalue.
m_vecMins Vector The mins coordinate point for the Collision bounding box of this entity after any changes are made to it, such as through the modelscale keyvalue.
m_vecMaxs Vector The maxs coordinate point for the Collision bounding box of this entity after any changes are made to it, such as through the modelscale keyvalue.
m_nSolidType Unsigned Char Determines the type of collision representation for the bounding volume.
Values
  • 0 - Non-solid
  • 1 - A BSP tree (QPhysics)
  • 2 - Bounding Box
  • 3 - Oriented Bounding Box
  • 4 - Oriented Bounding Box constrained to only rotate along the yaw axis
  • 5 - Always call into the entity for tests
  • 6 - Solid VPhysics object, get vcollide from the model and collide with that

VPhysics

m_usSolidFlags Unsigned Short Flags for modifying certain aspects of entity solidity.
Values
  • 0 - None
  • 1 - Ignore solid type + always call into this entity for ray tests
  • 2 - Ignore solid type + always call into this entity for swept box tests
  • 4 - Are we currently not solid?
  • 8 - This is something may be collideable but fires touch functions even when it's not collideable (when the FSOLID_NOT_SOLID (4) flag is set)
  • 16 - You can't stand on this
  • 32 - Contains volumetric contents (like water)
  • 64 - Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
  • 128 - Uses a special trigger bounds separate from the normal OBB
  • 256 - Collisions are defined in root parent's local coordinate space
  • 512 - This trigger will touch debris objects
m_nSurroundType Unsigned Char
m_triggerBloat Unsigned Char
m_bUniformTriggerBloat Boolean Not in source?
m_vecSpecifiedSurroundingMinsPreScaled Vector
m_vecSpecifiedSurroundingMaxsPreScaled Vector
m_vecSpecifiedSurroundingMins Vector
m_vecSpecifiedSurroundingMaxs Vector
m_nRenderFX Unsigned Char Alpha render effects
Values
  • 0 - None
  • 1 - Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
  • 2 - Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
  • 3 - Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
  • 4 - Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
  • 5 - Slow Fade Away (decreases alpha by -1 per frame, fades out over 4 s)
  • 6 - Fast Fade Away (decreases alpha by -4 per frame, fades out over 1 s)
  • 7 - Slow Become Solid (increases alpha by +1 per frame, fades in over 4 s)
  • 8 - Fast Become Solid (increases alpha by +4 per frame, fades in over 1 s)
  • 9 - Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
  • 10 - Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
  • 11 - Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
  • 12 - Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
  • 13 - Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
  • 14 - Constant Glow ("NoDissipation;" purpose uncertain—for sprites?)
  • 15 - Distort (causes unnatural flickering and position shifting), Fade Out (instant; not very useful outside of code)
  • 16 - Hologram (Distort + "distance fade"), Fade In (instant; not very useful outside of code)
  • 17 - 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)
  • 18 - Glow Shell (purpose unclear)
  • 19 - Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)")
  • 20 - Environmental Rain ("for environmental rendermode, make rain")
  • 21 - Environmental Snow ("for environmental rendermode, make snow")
  • 22 - Spotlight FX ("TEST CODE for experimental spotlight")
  • 23 - Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it)
  • 24 - Fade Wider Pulse (varies alpha by ±255 over a period of 0.26 s)
m_nRenderMode Unsigned Char The mode in which this entity should attempt to be rendered.
Values
  • 0 - Normal
  • 1 - Color
  • 2 - Texture
  • 3 - Glow
  • 4 - Solid/Alphatest
  • 5 - Additive
  • 6 - Removed, does nothing
  • 7 - Additive Fractional Frame
  • 8 - Alpha Add
  • 9 - World Space Glow
  • 10 - Don't Render
m_fEffects Integer
Values
  • 1 - EF_BONEMERGE (Performs bone merge on client side)
  • 2 - EF_BRIGHTLIGHT (Dynamic Light centered at entity origin)
  • 4 - EF_DIMLIGHT (Player flashlight)
  • 8 - EF_NOINTERP (Don't interpolate the next frame)
  • 16 - EF_NOSHADOW (Don't cast shadows)
  • 32 - EF_NODRAW (Don't draw entity)
  • 64 - EF_NORECEIVESHADOW (Don't receive shadows)
  • 128 - EF_BONEMERGE_FASTCULL (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.)

  • 256 - EF_ITEM_BLINK (Blink an item so that the user notices it)
  • 512 - EF_PARENT_ANIMATES (Always assume that the parent entity is animating)

EF_BONEMERGE = 0x001, // Performs bone merge on client side EF_BRIGHTLIGHT = 0x002, // DLIGHT centered at entity origin EF_DIMLIGHT = 0x004, // player flashlight EF_NOINTERP = 0x008, // don't interpolate the next frame EF_NOSHADOW = 0x010, // Don't cast no shadow EF_NODRAW = 0x020, // don't draw entity EF_NORECEIVESHADOW = 0x040, // Don't receive no shadow EF_BONEMERGE_FASTCULL = 0x080, // 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. EF_ITEM_BLINK = 0x100, // blink an item so that the user notices it. EF_PARENT_ANIMATES = 0x200, // always assume that the parent entity is animating

m_clrRender Integer An integer representing the RGB render color of this entity.
Calculating The Value
RGB values can range from 0 to 255 individually, meaning the highest value can be represented by 8 bits. The integer used by this property is simply constructed from the bits of these values side by side. Starting from the right the first 8 bits (0-7) are used for blue, then the next 8 bits (8-15) are used by green, and finally the last 8 (16-23) are used by red. To convert your RGB color to an integer using this system, open the developer console in your browser by pressing F12, go to the Console tab, and type this:
(red << 16) + (green << 8) + blue

Where red green and blue are your RGB values, if a value is zero, you can just omit it, for example: (255 << 16) + 255 // = RGB(255, 0, 255)

m_iTeamNum Integer The team this entity is a part of.
Values
  • 0 - None
  • 1 - Spectator
  • 2 - RED
  • 3 - BLU
  • 5 - Boss / Neutral
m_CollisionGroup Integer Modifies what this entity collides with.
Values
  • 0 - None
  • 1 - Collides with nothing but world and static stuff
  • 2 - Same as debris, but hits triggers
  • 3 - Collides with everything except other interactive debris or debris
  • 4 - Collides with everything except interactive debris or debris
  • 5 - COLLISION_GROUP_PLAYER,
  • 6 - COLLISION_GROUP_BREAKABLE_GLASS,
  • 7 - COLLISION_GROUP_VEHICLE,
  • 8 - For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects
  • 9 - Generic NPC group
  • 10 - for any entity inside a vehicle
  • 11 - for any weapons that need collision detection
  • 12 - vehicle clip brush to restrict vehicle movement
  • 13 - Projectiles!
  • 14 - Blocks entities not permitted to get near moving doors
  • 15 - Doors that the player shouldn't collide with
  • 16 - Things that are dissolving are in this group
  • 17 - Nonsolid on client and server, pushaway in player code
  • 18 - Used so NPCs in scripts ignore the player.
  • 19 - Used for NPCs in scripts that should not collide with each other
  • 20 - TFCOLLISION_GROUP_SHIELD
  • 21 - TFCOLLISION_GROUP_WEAPON
  • 22 - TFCOLLISION_GROUP_GRENADE
  • 23 - TFCOLLISION_GROUP_RESOURCE_CHUNK
  • 24 - Combat objects (override for above)
  • 25 - TFCOLLISION_GROUP_OBJECT
  • 26 - TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT
m_flElasticity Float
m_flShadowCastDistance Float
m_hOwnerEntity Handle The owner of this entity, not to be confused with the parent (moveparent). A common example of ownership is players owning the projectiles that they fire. Some entities may not work properly if you create them without giving them an owner.
m_hEffectEntity Handle
moveparent String The immediate parent of this entity in the movement hierarchy. The targetname of the parent is used, rather than a Handle to the parent entity itsself.
m_iParentAttachment Unsigned Char The attachment point on the parent entity which this entity is held to.
movetype Unsigned Char Determines the movement behavior for this entity.
Values
  • 0 - None, don't move
  • 1 - Isometric
  • 2 - Walk, player only, moving on ground
  • 3 - NPC, movement
  • 4 - Fly, no gravity
  • 5 - Fly, with gravity
  • 6 - VPhysics
  • 7 - Push
  • 8 - Noclip
  • 9 - Ladder, for players on ladders
  • 10 - Spectator
  • 11 - Custom
movecollide Unsigned Char
m_angRotation Vector The rotation vector of this entity relative to it's parent. If this entity has no parent the vector is relative to the world. For players only Yaw is non zero.
m_iTextureFrameIndex Unsigned Char
predictable_id
m_PredictableID Integer
m_bIsPlayerSimulated Boolean
m_bSimulatedEveryTick Boolean
m_bAnimatedEveryTick Boolean
m_bAlternateSorting Boolean
m_nModelIndexOverrides
000 Integer For VISION_MODE_NONE
001 Integer For VISION_MODE_PYRO
002 Integer For VISION_MODE_HALLOWEEN
003 Integer For VISION_MODE_ROME

Entity DataMaps

CBaseEntity
Name Type Description
CBaseEntitySUB_CallUseToggle
CBaseEntitySUB_DoNothing
CBaseEntitySUB_FadeOut
CBaseEntitySUB_Remove
CBaseEntitySUB_StartFadeOut
CBaseEntitySUB_StartFadeOutInstant
CBaseEntitySUB_Vanish
CBaseEntityShadowCastDistThink
CBaseEntityScriptThink
InputAddContext Input (String)
InputAddOutput Input (String)
InputAlpha Input (Integer)
InputAlternativeSorting Input (Boolean)
InputClearContext Input (String)
InputClearParent Input (Void)
InputColor Input (Color32)
InputDisableDamageForces Input (Void)
InputDisableShadow Input (Void)
InputDispatchEffect Input (String)
InputDispatchResponse Input (String)
InputEnableDamageForces Input (Void)
InputEnableShadow Input (Void)
InputFireUser1 Input (String)
InputFireUser2 Input (String)
InputFireUser3 Input (String)
InputFireUser4 Input (String)
InputKill Input (Void)
InputKillHierarchy Input (Void)
InputRemoveContext Input (String)
InputSetDamageFilter Input (String)
InputSetParent Input (String)
InputSetParentAttachment Input (String)
InputSetParentAttachmentMaintainOffset Input (String)
InputSetTeam Input (Integer)
InputUse Input (Void)
InputRunScriptFile
InputRunScript
InputCallScriptFunction
InputTerminateScriptScope
m_Collision
m_bUniformTriggerBloat Boolean Not in source?
m_flRadius Float
m_nSolidType Char
m_nSurroundType Char
m_triggerBloat Char
m_usSolidFlags Short
m_vecMaxs Vector The maxs coordinate point for the Collision bounding box of this entity after any changes are made to it, such as through the modelscale keyvalue.
m_vecMaxsPreScaled Vector The maxs coordinate point for the Collision bounding box of this entity before any changes are made to it, such as through the modelscale keyvalue.
m_vecMins Vector The mins coordinate point for the Collision bounding box of this entity after any changes are made to it, such as through the modelscale keyvalue.
m_vecMinsPreScaled Vector The mins coordinate point for the Collision bounding box of this entity before any changes are made to it, such as through the modelscale keyvalue.
m_vecSpecifiedSurroundingMaxs Vector
m_vecSpecifiedSurroundingMaxsPreScaled Vector
m_vecSpecifiedSurroundingMins Vector
m_vecSpecifiedSurroundingMinsPreScaled Vector
m_vecSurroundingMaxs Vector
m_vecSurroundingMins Vector
m_CollisionGroup Integer Modifies what this entity collides with.
Values
  • 0 - None
  • 1 - Collides with nothing but world and static stuff
  • 2 - Same as debris, but hits triggers
  • 3 - Collides with everything except other interactive debris or debris
  • 4 - Collides with everything except interactive debris or debris
  • 5 - COLLISION_GROUP_PLAYER,
  • 6 - COLLISION_GROUP_BREAKABLE_GLASS,
  • 7 - COLLISION_GROUP_VEHICLE,
  • 8 - For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects
  • 9 - Generic NPC group
  • 10 - for any entity inside a vehicle
  • 11 - for any weapons that need collision detection
  • 12 - vehicle clip brush to restrict vehicle movement
  • 13 - Projectiles!
  • 14 - Blocks entities not permitted to get near moving doors
  • 15 - Doors that the player shouldn't collide with
  • 16 - Things that are dissolving are in this group
  • 17 - Nonsolid on client and server, pushaway in player code
  • 18 - Used so NPCs in scripts ignore the player.
  • 19 - Used for NPCs in scripts that should not collide with each other
  • 20 - TFCOLLISION_GROUP_SHIELD
  • 21 - TFCOLLISION_GROUP_WEAPON
  • 22 - TFCOLLISION_GROUP_GRENADE
  • 23 - TFCOLLISION_GROUP_RESOURCE_CHUNK
  • 24 - Combat objects (override for above)
  • 25 - TFCOLLISION_GROUP_OBJECT
  • 26 - TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT
m_ModelName String
m_MoveCollide Char
m_MoveType Char
m_Network
m_hParent Handle
m_OnUser1 Output
m_OnUser2 Output
m_OnUser3 Output
m_OnUser4 Output
m_ResponseContexts Vector
m_aThinkFunctions Vector
m_angAbsRotation Vector The rotation vector of this entity relative to the world.
m_angRotation Vector The rotation vector of this entity relative to it's parent. If it has no parent the vector will be relative to the world.
m_bAlternateSorting Boolean
m_bAnimatedEveryTick Boolean
m_bSimulatedEveryTick Boolean
m_clrRender Integer An integer representing the RGB render color of this entity.
Calculating The Value
RGB values can range from 0 to 255 individually, meaning the highest value can be represented by 8 bits. The integer used by this property is simply constructed from the bits of these values side by side. Starting from the right the first 8 bits (0-7) are used for blue, then the next 8 bits (8-15) are used by green, and finally the last 8 (16-23) are used by red. To convert your RGB color to an integer using this system, open the developer console in your browser by pressing F12, go to the Console tab, and type this:
(red << 16) + (green << 8) + blue

Where red green and blue are your RGB values, if a value is zero, you can just omit it, for example: (255 << 16) + 255 // = RGB(255, 0, 255)

m_debugOverlays Integer
m_fEffects Integer
m_fFlags Integer
m_flAnimTime Float
m_flDesiredShadowCastDistance Float
m_flElasticity Float
m_flFriction Float
m_flGravity Float A modifier for the gravity of this entity. 0 does not mean "zero gravity", but rather it means this datamap does not modify anything. 1 is normal gravity.
m_flGroundChangeTime Float
m_flLocalTime Float
m_flMoveDoneTime Float
m_flNavIgnoreUntilTime Float
m_flPrevAnimTime Float
m_flShadowCastDistance Float
m_flSimulationTime Float
m_flSpeed Float
m_flVPhysicsUpdateLocalTime Float
m_hDamageFilter Handle The entity used as a damage filter for this entity.
m_hEffectEntity Handle
m_hGroundEntity Handle
m_hMoveChild Handle The first immediate child of this entity in the movement hierarchy.
m_hMoveParent Handle The immediate parent of this entity in the movement hierarchy.
m_hMovePeer Handle The next immediate sibling (entity with the same parent) of this entity in the movement hierarchy.
m_hOwnerEntity Handle The owner of this entity, not to be confused with the parent (moveparent). A common example of ownership is players owning the projectiles that they fire. Some entities may not work properly if you create them without giving them an owner.
m_iClassname String The class name of this entity (not the C++ Class name).
m_iEFlags Integer
m_iGlobalname String A string used to preserve entity state between map changes. When a map change is initiated, this entity will have it's entity state transferred over to entities in the new map with global names matching this one.
m_iHammerID Integer An ID unique to the entity type (if it's a brush it'll be unique between all brushes). An entity will only have a Hammer ID if it was compiled with the map (if it's not dynamically spawned).
m_iHealth Integer The current health of this entity.
m_iInitialTeamNum Integer The initial team this entity is a part of when it spawns. For players this is just 0.
Values
  • 0 - None
  • 1 - Spectator
  • 2 - RED
  • 3 - BLU
  • 5 - Boss / Neutral
m_iMaxHealth Integer The max health of this entity.
m_iName String
m_iParent String
m_iParentAttachment Char
m_iTeamNum Integer The team this entity is a part of.
Values
  • 0 - None
  • 1 - Spectator
  • 2 - RED
  • 3 - BLU
  • 5 - Boss / Neutral
m_iTextureFrameIndex Char
m_iszDamageFilterName String The name of the damage filter for this entity.
m_iszResponseContext String
m_lifeState Char
m_nLastThinkTick Integer
m_nModelIndex Short The index for this entity's precached model. Changing this does nothing in TF2.
m_nModelIndexOverrides Array (Integer)
m_nNextThinkTick Integer
m_nRenderFX Char
m_nRenderMode Char The mode in which this entity should attempt to be rendered.
Values
  • 0 - Normal
  • 1 - Color
  • 2 - Texture
  • 3 - Glow
  • 4 - Solid/Alphatest
  • 5 - Additive
  • 6 - Removed, does nothing
  • 7 - Additive Fractional Frame
  • 8 - Alpha Add
  • 9 - World Space Glow
  • 10 - Don't Render
m_nSimulationTick Integer
m_nTransmitStateOwnedCounter Char
m_nWaterLevel Char How far this entity is submerged in water. For players, the values are like so:
Values
  • 0 - Not touching water.
  • 1 - Touching water, but our movement is unaffected. (Water at our feet)
  • 2 - Swimming, but our head isn't below the surface. (We can still breath)
  • 3 - Completely submerged in water.
m_nWaterType Char
m_pBlocker Handle
m_pParent Handle
m_pPhysicsObject Handle
m_pfnBlocked Function
m_pfnMoveDone Function
m_pfnThink Function
m_pfnTouch Function
m_pfnUse Function
m_rgflCoordinateFrame Array (Float)
m_spawnflags Integer The spawnflags for this entity.
m_takedamage Char
m_target String
m_vecAbsOrigin Vector The absolute position of this entity relative to the world.
m_vecAbsVelocity Vector The absolute velocity of this entity relative to the world.
m_vecAngVelocity Vector
m_vecBaseVelocity Vector
m_vecOrigin Vector The local position of this entity relative to it's parent. If this entity has no parent, the position is relative to the world
m_vecVelocity Vector The local velocity of this entity relative to it's parent. If this entity has no parent, the velocity is relative to the world.
m_vecViewOffset Vector
touchStamp Integer
m_iszScriptId
m_iszVScripts
m_iszScriptThinkFunction
m_bForcePurgeFixedupStrings