CBaseEntity
Interface CBaseEntity
Namespace: SwiftlyS2.Shared.SchemaDefinitions
Assembly: SwiftlyS2.CS2.dll
public interface CBaseEntity : CEntityInstance, ISchemaClass<CEntityInstance>, ISchemaClass<CBaseEntity>, ISchemaField, ISchemaClass, INativeHandleImplements
- CEntityInstance
- ISchemaClass<CEntityInstance>
- ISchemaClass<CBaseEntity>
- ISchemaField
- ISchemaClass
- INativeHandle
Properties
AbsOrigin
Gets the absolute origin position of the entity.
Vector? AbsOrigin { get; }Property Value
AbsRotation
Gets the absolute rotation of the entity.
QAngle? AbsRotation { get; }Property Value
AbsVelocity
ref Vector AbsVelocity { get; }Property Value
ActualGravityScale
ref float ActualGravityScale { get; }Property Value
ActualMoveType
ref MoveType_t ActualMoveType { get; }Property Value
AngVelocity
ref QAngle AngVelocity { get; }Property Value
AnimTime
ref float AnimTime { get; }Property Value
AnimatedEveryTick
ref bool AnimatedEveryTick { get; }Property Value
BaseVelocity
ref Vector BaseVelocity { get; }Property Value
Blocker
ref CHandle<CBaseEntity> Blocker { get; }Property Value
BloodType
ref BloodType BloodType { get; }Property Value
CBodyComponent
CBodyComponent? CBodyComponent { get; }Property Value
ClientSideRagdoll
ref bool ClientSideRagdoll { get; }Property Value
Collision
CCollisionProperty? Collision { get; }Property Value
CreateTime
GameTime_t CreateTime { get; }Property Value
CurrentThinkContext
ref int CurrentThinkContext { get; }Property Value
DamageAccumulator
ref float DamageAccumulator { get; }Property Value
DamageFilter
ref CHandle<CBaseFilter> DamageFilter { get; }Property Value
DamageFilterName
string DamageFilterName { get; set; }Property Value
DisableLowViolence
ref bool DisableLowViolence { get; }Property Value
DisabledContextThinks
ref bool DisabledContextThinks { get; }Property Value
EFlags
ref int EFlags { get; }Property Value
EffectEntity
ref CHandle<CBaseEntity> EffectEntity { get; }Property Value
Effects
ref uint Effects { get; }Property Value
Elasticity
ref float Elasticity { get; }Property Value
Flags
ref uint Flags { get; }Property Value
Friction
ref float Friction { get; }Property Value
Globalname
string Globalname { get; set; }Property Value
GravityActuallyDisabled
ref bool GravityActuallyDisabled { get; }Property Value
GravityDisabled
ref bool GravityDisabled { get; }Property Value
GravityScale
ref float GravityScale { get; }Property Value
GroundBodyIndex
ref int GroundBodyIndex { get; }Property Value
GroundEntity
ref CHandle<CBaseEntity> GroundEntity { get; }Property Value
Health
ref int Health { get; }Property Value
InitialTeamNum
ref int InitialTeamNum { get; }Property Value
InterpolationFrame
ref byte InterpolationFrame { get; }Property Value
IsSteadyState
SchemaUntypedField IsSteadyState { get; }Property Value
LagCompensate
ref bool LagCompensate { get; }Property Value
LastNetworkChange
ref float LastNetworkChange { get; }Property Value
LastThinkTick
GameTick_t LastThinkTick { get; }Property Value
LifeState
ref byte LifeState { get; }Property Value
LocalTime
ref float LocalTime { get; }Property Value
MaxHealth
ref int MaxHealth { get; }Property Value
MoveCollide
ref MoveCollide_t MoveCollide { get; }Property Value
MoveDoneTime
ref float MoveDoneTime { get; }Property Value
MoveType
ref MoveType_t MoveType { get; }Property Value
NavIgnoreUntilTime
GameTime_t NavIgnoreUntilTime { get; }Property Value
NetworkQuantizeOriginAndAngles
ref bool NetworkQuantizeOriginAndAngles { get; }Property Value
NetworkTransmitComponent
CNetworkTransmitComponent NetworkTransmitComponent { get; }Property Value
NextThinkTick
GameTick_t NextThinkTick { get; }Property Value
OnKilled
CEntityIOOutput OnKilled { get; }Property Value
OnUser1
CEntityIOOutput OnUser1 { get; }Property Value
OnUser2
CEntityIOOutput OnUser2 { get; }Property Value
OnUser3
CEntityIOOutput OnUser3 { get; }Property Value
OnUser4
CEntityIOOutput OnUser4 { get; }Property Value
OwnerEntity
ref CHandle<CBaseEntity> OwnerEntity { get; }Property Value
PlatformType
ref EntityPlatformTypes_t PlatformType { get; }Property Value
PrevVPhysicsUpdatePos
ref Vector PrevVPhysicsUpdatePos { get; }Property Value
PulseGraphInstance
CPulseGraphInstance_ServerEntity? PulseGraphInstance { get; }Property Value
PushEnumCount
ref int PushEnumCount { get; }Property Value
ResponseContext
string ResponseContext { get; set; }Property Value
ResponseContexts
ref CUtlVector<ResponseContext_t> ResponseContexts { get; }Property Value
RestoreInHierarchy
ref bool RestoreInHierarchy { get; }Property Value
SentToClients
ref int SentToClients { get; }Property Value
SimulationTick
ref int SimulationTick { get; }Property Value
SimulationTime
ref float SimulationTime { get; }Property Value
SlimeTouch
ref byte SlimeTouch { get; }Property Value
Spawnflags
ref uint Spawnflags { get; }Property Value
Speed
ref float Speed { get; }Property Value
SubclassID
ref CUtlStringToken SubclassID { get; }Property Value
TakeDamageFlags
ref TakeDamageFlags_t TakeDamageFlags { get; }Property Value
TakesDamage
ref bool TakesDamage { get; }Property Value
Target
string Target { get; set; }Property Value
Team
Gets the team of the entity.
Team Team { get; set; }Property Value
TeamNum
ref byte TeamNum { get; }Property Value
ThinkFunctions
ref CUtlVector<thinkfunc_t> ThinkFunctions { get; }Property Value
TimeScale
ref float TimeScale { get; }Property Value
UniqueHammerID
string UniqueHammerID { get; set; }Property Value
VData
Gets the subclass-specific data associated with this entity.
CEntitySubclassVDataBase VData { get; }Property Value
VPhysicsUpdateLocalTime
ref float VPhysicsUpdateLocalTime { get; }Property Value
Velocity
CNetworkVelocityVector Velocity { get; }Property Value
WaterLevel
ref float WaterLevel { get; }Property Value
WaterTouch
ref byte WaterTouch { get; }Property Value
WaterType
ref byte WaterType { get; }Property Value
Methods
AnimTimeUpdated()
void AnimTimeUpdated()AnimatedEveryTickUpdated()
void AnimatedEveryTickUpdated()BaseVelocityUpdated()
void BaseVelocityUpdated()BloodTypeUpdated()
void BloodTypeUpdated()CBodyComponentUpdated()
void CBodyComponentUpdated()ClientSideRagdollUpdated()
void ClientSideRagdollUpdated()CollisionRulesChanged()
Notify the game that the collision rules of the entity have changed. Call this when you change the Collision of the entity.
void CollisionRulesChanged()CreateTimeUpdated()
void CreateTimeUpdated()EffectEntityUpdated()
void EffectEntityUpdated()EffectsUpdated()
void EffectsUpdated()ElasticityUpdated()
void ElasticityUpdated()FlagsUpdated()
void FlagsUpdated()FrictionUpdated()
void FrictionUpdated()GravityDisabledUpdated()
void GravityDisabledUpdated()GravityScaleUpdated()
void GravityScaleUpdated()GroundBodyIndexUpdated()
void GroundBodyIndexUpdated()GroundEntityUpdated()
void GroundEntityUpdated()HealthUpdated()
void HealthUpdated()InterpolationFrameUpdated()
void InterpolationFrameUpdated()LifeStateUpdated()
void LifeStateUpdated()MaxHealthUpdated()
void MaxHealthUpdated()MoveCollideUpdated()
void MoveCollideUpdated()MoveTypeUpdated()
void MoveTypeUpdated()NavIgnoreUntilTimeUpdated()
void NavIgnoreUntilTimeUpdated()NextThinkTickUpdated()
void NextThinkTickUpdated()OwnerEntityUpdated()
void OwnerEntityUpdated()PlatformTypeUpdated()
void PlatformTypeUpdated()SimulationTimeUpdated()
void SimulationTimeUpdated()SpawnflagsUpdated()
void SpawnflagsUpdated()SpeedUpdated()
void SpeedUpdated()SubclassIDUpdated()
void SubclassIDUpdated()TakeDamageFlagsUpdated()
void TakeDamageFlagsUpdated()TakesDamageUpdated()
void TakesDamageUpdated()TeamNumUpdated()
void TeamNumUpdated()Teleport(Vector?, QAngle?, Vector?)
Teleports the entity to the specified position, orientation, and velocity.
void Teleport(Vector? position, QAngle? angle, Vector? velocity)Parameters
- position Vector? — The target position to move the entity to. If null, the entity's position is not changed.
- angle QAngle? — The target orientation to set for the entity. If null, the entity's orientation is not changed.
- velocity Vector? — The velocity to apply to the entity after teleportation. If null, the entity's velocity is not changed.
Remarks
Any parameter set to null will leave the corresponding property of the entity unchanged. This method can be used to update one or more aspects of the entity's state in a single operation.
TimeScaleUpdated()
void TimeScaleUpdated()VelocityUpdated()
void VelocityUpdated()WaterLevelUpdated()
void WaterLevelUpdated()