SwiftlyS2

CBaseEntity

Interface CBaseEntity

Namespace: SwiftlyS2.Shared.SchemaDefinitions

Assembly: SwiftlyS2.CS2.dll

public interface CBaseEntity : CEntityInstance, ISchemaClass<CEntityInstance>, ISchemaClass<CBaseEntity>, ISchemaField, ISchemaClass, INativeHandle

Implements

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
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()
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()

On this page

Interface CBaseEntity
Implements
Properties
AbsOrigin
AbsRotation
AbsVelocity
ActualGravityScale
ActualMoveType
AngVelocity
AnimTime
AnimatedEveryTick
BaseVelocity
Blocker
BloodType
CBodyComponent
ClientSideRagdoll
Collision
CreateTime
CurrentThinkContext
DamageAccumulator
DamageFilter
DamageFilterName
DisableLowViolence
DisabledContextThinks
EFlags
EffectEntity
Effects
Elasticity
Flags
Friction
Globalname
GravityActuallyDisabled
GravityDisabled
GravityScale
GroundBodyIndex
GroundEntity
Health
InitialTeamNum
InterpolationFrame
IsSteadyState
LagCompensate
LastNetworkChange
LastThinkTick
LifeState
LocalTime
MaxHealth
MoveCollide
MoveDoneTime
MoveType
NavIgnoreUntilTime
NetworkQuantizeOriginAndAngles
NetworkTransmitComponent
NextThinkTick
OnKilled
OnUser1
OnUser2
OnUser3
OnUser4
OwnerEntity
PlatformType
PrevVPhysicsUpdatePos
PulseGraphInstance
PushEnumCount
ResponseContext
ResponseContexts
RestoreInHierarchy
SentToClients
SimulationTick
SimulationTime
SlimeTouch
Spawnflags
Speed
SubclassID
TakeDamageFlags
TakesDamage
Target
Team
TeamNum
ThinkFunctions
TimeScale
UniqueHammerID
VData
VPhysicsUpdateLocalTime
Velocity
WaterLevel
WaterTouch
WaterType
Methods
AnimTimeUpdated()
AnimatedEveryTickUpdated()
BaseVelocityUpdated()
BloodTypeUpdated()
CBodyComponentUpdated()
ClientSideRagdollUpdated()
CollisionRulesChanged()
CreateTimeUpdated()
EffectEntityUpdated()
EffectsUpdated()
ElasticityUpdated()
FlagsUpdated()
FrictionUpdated()
GravityDisabledUpdated()
GravityScaleUpdated()
GroundBodyIndexUpdated()
GroundEntityUpdated()
HealthUpdated()
InterpolationFrameUpdated()
LifeStateUpdated()
MaxHealthUpdated()
MoveCollideUpdated()
MoveTypeUpdated()
NavIgnoreUntilTimeUpdated()
NextThinkTickUpdated()
OwnerEntityUpdated()
PlatformTypeUpdated()
SimulationTimeUpdated()
SpawnflagsUpdated()
SpeedUpdated()
SubclassIDUpdated()
TakeDamageFlagsUpdated()
TakesDamageUpdated()
TeamNumUpdated()
Teleport(Vector?, QAngle?, Vector?)
TimeScaleUpdated()
VelocityUpdated()
WaterLevelUpdated()