C_BaseEntity
optional(int/float/Vector/string) GetProp(string table, string name)
void SetProp(string table, string name, optional(int/float/Vector/string) value)
bool IsPlayer()
Is entity a player?C_BasePlayer* GetPlayer()
Returns pointer to C_BasePlayerbool IsWeapon()
Is entity a weapon?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)
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