# CBaseEntity

extends CEntityInstance

Function Description Client
void AddEffects(nFlags) AddEffects( int ): Adds the render effect flag.
void ApplyAbsVelocityImpulse(vecImpulse) Apply a Velocity Impulse
void ApplyLocalAngularVelocityImpulse(angImpulse) Apply an Ang Velocity Impulse
float Attribute_GetFloatValue(pName, flDefault) Get float value for an entity attribute.
int Attribute_GetIntValue(pName, nDefault) Get int value for an entity attribute.
void Attribute_SetFloatValue(pName, flValue) Set float value for an entity attribute.
void Attribute_SetIntValue(pName, nValue) Set int value for an entity attribute.
void DeleteAttribute(pName) Delete an entity attribute.
void EmitSound(soundname) Plays a sound from this entity.
void EmitSoundParams(soundname, nPitch, flVolume, flDelay) Plays/modifies a sound from this entity. changes sound if nPitch and/or flVol or flSoundTime is > 0.
QAngle EyeAngles() Get the qangles that this entity is looking at.
Vector EyePosition() Get vector to eye position - absolute coords.
handle FirstMoveChild()
void FollowEntity(hEnt, bBoneMerge) hEntity to follow, bool bBoneMerge
void GatherCriteria(hResult) Returns a table containing the criteria that would be used for response queries on this entity. This is the same as the table that is passed to response rule script function callbacks.
Vector GetAbsOrigin() ✔️
float GetAbsScale()
QAngle GetAngles()
Vector GetAnglesAsVector() Get entity pitch, yaw, roll as a vector.
Vector GetAngularVelocity() Get the local angular velocity - returns a vector of pitch,yaw,roll
Vector GetBaseVelocity() Get Base? velocity.
Vector GetBoundingMaxs() Get a vector containing max bounds, centered on object.
Vector GetBoundingMins() Get a vector containing min bounds, centered on object.
table GetBounds() Get a table containing the 'Mins' & 'Maxs' vector bounds, centered on object.
Vector GetCenter() Get vector to center of object - absolute coords
handle GetChildren() Get the entities parented to this entity.
table GetContext(name) GetContext( name ): looks up a context and returns it if available. May return string, float, or null (if the context isn't found).
Vector GetForwardVector() Get the forward vector of the entity.
int GetHealth() Get the health of this entity.
QAngle GetLocalAngles() Get entity local pitch, yaw, roll as a QAngle
QAngle GetLocalAngularVelocity() Maybe local angvel
Vector GetLocalOrigin() Get entity local origin as a Vector
float GetLocalScale()
Vector GetLocalVelocity() Get Entity relative velocity.
float GetMass() Get the mass of an entity. (returns 0 if it doesn't have a physics object)
int GetMaxHealth() Get the maximum health of this entity.
string GetModelName() Returns the name of the model.
handle GetMoveParent() If in hierarchy, retrieves the entity's parent.
Vector GetOrigin()
handle GetOwner() Gets this entity's owner
handle GetOwnerEntity() Get the owner entity, if there is one
Vector GetRightVector() Get the right vector of the entity.
handle GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent.
float GetSoundDuration(soundname, actormodel) Returns float duration of the sound. Takes soundname and optional actormodelname.
int GetTeam() Get the team number of this entity.
int GetTeamNumber() Get the team number of this entity. ✔️
Vector GetUpVector() Get the up vector of the entity.
Vector GetVelocity()
bool HasAttribute(pName) See if an entity has a particular attribute.
bool IsAlive() Is this entity alive?
bool IsNPC() Is this entity an CAI_BaseNPC?
bool IsPlayer() Is this entity a player?
void Kill()
handle NextMovePeer()
void OverrideFriction(duration, friction) Takes duration, value for a temporary override.
void PrecacheScriptSound(soundname) Precache a sound for later playing.
void RemoveEffects(nFlags) RemoveEffects( int ): Removes the render effect flag.
void SetAbsAngles(fPitch, fYaw, fRoll) Set entity pitch, yaw, roll by component.
void SetAbsOrigin(origin)
void SetAbsScale(flScale)
void SetAngles(fPitch, fYaw, fRoll) Set entity pitch, yaw, roll by component.
void SetAngularVelocity(pitchVel, yawVel, rollVel) Set the local angular velocity - takes float pitch,yaw,roll velocities
void SetConstraint(vPos) Set the position of the constraint.
void SetContext(pName, pValue, duration) SetContext( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set 0 to mean 'forever').
void SetContextNum(pName, fValue, duration) SetContextNum( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a number (int or float). Will last for duration (set 0 to mean 'forever').
void SetContextThink(pszContextName, hThinkFunc, flInterval) Set a think function on this entity. ✔️
void SetEntityName(pName) Set the name of an entity.
void SetForwardVector(v) Set the orientation of the entity to have this forward vector.
void SetFriction(flFriction) Set PLAYER friction, ignored for objects.
void SetGravity(flGravity) Set PLAYER gravity, ignored for objects.
void SetHealth(nHealth) Set the health of this entity.
void SetLocalAngles(fPitch, fYaw, fRoll) Set entity local pitch, yaw, roll by component
void SetLocalOrigin(origin) Set entity local origin from a Vector
void SetLocalScale(flScale)
void SetMass(flMass) Set the mass of an entity. (does nothing if it doesn't have a physics object)
void SetMaxHealth(amt) Set the maximum health of this entity.
void SetOrigin(v)
void SetOwner(pOwner) Sets this entity's owner
void SetParent(hParent, pAttachmentname) Set the parent for this entity.
void SetTeam(iTeamNum)
void SetVelocity(vecVelocity)
void StopSound(soundname) Stops a named sound playing from this entity.
int TakeDamage(hInfo) Apply damage to this entity. Use CreateDamageInfo() to create a damageinfo object.
Vector TransformPointEntityToWorld(vPoint) Returns the input Vector transformed from entity to world space
Vector TransformPointWorldToEntity(vPoint) Returns the input Vector transformed from world to entity space
void Trigger() Fires off this entity's OnTrigger responses.
void ValidatePrivateScriptScope() Validates the private script scope and creates it if one doesn't exist.