Entity Properties: Difference between revisions

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(Merge of "Classes" page with "Entity Properties" - request of royal's with Mince's greenlight)
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* '''[[CBaseEntity]]'''
* '''[[CBaseEntity]]'''
** '''[[CEmbers]]''' <sub><small>(CBaseEntity)</small></sub>
** '''[[CFunc_LOD]]''' <sub><small>(CBaseEntity)</small></sub>
** '''[[CFunc_LOD]]''' <sub><small>(CBaseEntity)</small></sub>
** '''[[CFuncConveyor]]''' <sub><small>(CBaseEntity)</small></sub>
** '''[[CFuncConveyor]]''' <sub><small>(CBaseEntity)</small></sub>

Revision as of 13:52, 30 July 2022

Each entity in Source has a collection of variables associated to it that hold data about that entity. With SigMod, these variables can be accessed and manipulated to allow for greater creative freedom when designing missions.


There are two types of entity properties:

  1. SendProps are properties designed to be networked; changes to them are relayed to clients.
  2. DataMaps are properties designed for saving/restoring entities, changes to them may or may not be relayed to clients depending on the property.


Below is a list of most C++ entity classes and their parent classes. Click on an entity class to view its entity properties.


Point Entities
Players / NPCs / Objects
Items (Cosmetics / Weapons)
Projectiles
Logic
Gamemode Logic
Filters
Physics
Particles / Effects
Miscellaneous
Pickups
Props
Resources
Brush Entities
Temporary Entities