Neverlose
  • List of all methods
  • Methods
    • CGlobalVarsBase
    • CUserCmd
    • C_BaseEntity
    • C_BasePlayer
    • Cheat
    • CheatVar
    • CheatVars
    • Color
    • ConVar
    • Config
    • Globals
    • ICvar
    • IEngineClient
    • IEntityList
    • IGameEvent
    • IMaterial
    • IMaterialSystem
    • INetChannelInfo
    • IRender
    • Panorama
    • QAngle
    • Utils
    • Vector
    • Vector2
    • trace_t
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  • optional(int/float/Vector/string) GetProp(string table, string name)
  • void SetProp(string table, string name, optional(int/float/Vector/string) value)
  • bool IsPlayer()
  • C_BasePlayer* GetPlayer()
  • bool IsWeapon()
  • int EntIndex()
  • Vector m_vecOrigin()
  • int m_nModelIndex()
  • int m_iTeamNum()
  • int m_nRenderMode()
  • Vector m_vecAngles()
  • bool m_bSpotted()
  • float m_flC4Blow()
  • int m_nAnimationSequence()
  • int m_nSkin()
  • int m_nBody()
  • float m_flCycle()
  • float m_flAnimTime()
  • float m_flOldAnimTime()
  • int m_fEffects()
  • int m_nAnimationParity()
  • void SetModelIndex(int index)
  1. Methods

C_BaseEntity

C_BaseEntity used to describe entity in Source Engine.

optional(int/float/Vector/string) GetProp(string table, string name)

Allows you to get any netvar. For example, ent:GetProp("DT_BaseEntity", "m_vecOrigin")

void SetProp(string table, string name, optional(int/float/Vector/string) value)

Allows you to set any netvar. For example, player:SetProp("DT_BaseEntity", "m_bSpotted", 1)

bool IsPlayer()

	Is entity a player?

C_BasePlayer* GetPlayer()

	Returns pointer to C_BasePlayer

bool IsWeapon()

	Is entity a weapon?

int EntIndex()

	Returns index of current entity

Vector m_vecOrigin()

	Returns current position of entity

int m_nModelIndex()

int m_iTeamNum()

	Team number: spectator 1, terrorist 2, counter-terrorist 3.

int m_nRenderMode()

Vector m_vecAngles()

bool m_bSpotted()

	Is entity visible on radar

float m_flC4Blow()

int m_nAnimationSequence()

int m_nSkin()

int m_nBody()

float m_flCycle()

float m_flAnimTime()

float m_flOldAnimTime()

int m_fEffects()

int m_nAnimationParity()

void SetModelIndex(int index)

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Last updated 5 years ago