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Finished base entity I/O/KV list
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This page lists all changes to `CBaseEntity`, the class that every single entity in the Source engine derives from. This means the all entities in Hammer technically possess these changes (except for internal entities removed on compile), although whether they actually show up depend on how relevant they are. (e.g. "Draw/UndrawEntity" is irrelevant on logic entities)
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This page lists all changes to `CBaseEntity`, the class that every single entity in the Source engine derives from. This means every entity in Hammer technically possesses these changes, but whether they actually show up depend on how relevant the changes are to a certain entity. (e.g. "Draw/UndrawEntity" is irrelevant on logic entities)
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Some I/O were ported from other games or were already possible through other, more complicated means (e.g. AddOutput).
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Some I/O were ported from other games or were already possible through other, more complicated means (e.g. keyvalues changed with AddOutput).
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### Inputs
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@ -14,42 +14,46 @@ New User I/O that could pass parameters:
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* **PassRandomUser** `<any>` - Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each, passing any parameter.
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* **SetTarget** `<string>` - A special new input designed to change an entity's "target", including things like path_track paths and env_gunfire targets. By default, this changes the common `target` keyvalue on entities. Some entities override SetTarget for their own keyvalues, e.g. `scripted_sequence`'s target NPC. This also calls `Activate()`, which is commonly used to assign m_target to cached entity handles.
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* **SetOwnerEntity** `<ehandle>` - Sets the owner entity. Owner entities are used for kill credit, non-collision, etc.
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* **SetOwnerEntity** `<ehandle>` - Sets this entity's "owner entity". Owner entities are used for kill credit, non-collision, etc.
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* **SetHealth** `<integer>` - Sets an entity's health. This input already existed on several entities, but now it's part of all entities.
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* **AddHealth/RemoveHealth** `<integer>` - Adds to/removes from an entity's health. These inputs already existed on props and func_breakables, but now they're part of all entities, including NPCs.
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* **SetMaxHealth** `<integer>` - Sets an entity's maximum health. This will not change the entity's current health unless it exceeds the new maximum.
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* **SetHealth** `<integer>` - Sets this entity's health. This input already existed on several entities, but now it's part of all entities.
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* **AddHealth/RemoveHealth** `<integer>` - Adds to/removes from this entity's health. These inputs already existed on props and func_breakables, but now they're part of all entities, including NPCs.
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* **SetMaxHealth** `<integer>` - Sets this entity's maximum health. This will not change the entity's current health unless it exceeds the new maximum.
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* **FireOutput** `<string>` - Fires the named output on an entity. Format: `<output name>:<activator>:<caller>:<parameter>:<delay>` (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.
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* **RemoveOutput** `<string>` - Removes all instances of the named output on an entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.
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* **FireOutput** `<string>` - Fires the named output on this entity. Format: `<output name>:<activator>:<caller>:<parameter>:<delay>` (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.
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* **RemoveOutput** `<string>` - Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.
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* **AcceptInput** `<string>` - Fires the named input an this entity. Format: `<input name>:<parameter>:<activator>:<caller>:<output ID>` (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.
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* **CancelPending** `<void>` - Cancels any events fired by an entity that are currently pending in the I/O event queue. This input originated from logic_relay, but it's been promoted to a base input so any entity could cancel their outputs.
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* **CancelPending** `<void>` - Cancels any events fired by this entity that are currently pending in the I/O event queue. This input originated from logic_relay, but it's been promoted to a base input so any entity could cancel their outputs.
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* **FreeChildren** `<void>` - Unparents all entities parented to an entity in a movement hierarchy.
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* **FreeChildren** `<void>` - Unparents all entities parented to this entity in a movement hierarchy.
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* **SetLocalOrigin** `<vector>` - Sets an entity's origin in the map.
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* **SetLocalAngles** `<vector>` - Set an entity's angles.
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* **SetLocalVelocity** `<vector>` - Sets an entity's current velocity.
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* **SetLocalAngularVelocity** `<vector>` - Sets an entity's current angular velocity.
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* **SetLocalOrigin** `<vector>` - Sets this entity's origin in the map.
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* **SetLocalAngles** `<vector>` - Set this entity's angles.
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* **SetLocalVelocity** `<vector>` - Sets this entity's current velocity.
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* **SetLocalAngularVelocity** `<vector>` - Sets this entity's current angular velocity.
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* **AddSpawnFlags** `<integer>` - Adds spawnflag(s) to an entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **RemoveSpawnFlags** `<integer>` - Removes spawnflag(s) from an entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **SetRenderMode** `<integer>` - Sets an entity's render mode.
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* **SetRenderFX** `<integer>` - Sets an entity's render FX.
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* **AddEffects** `<integer>` - Adds to an entity's effects flags.
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* **RemoveEffects** `<integer>` - Removes from an entity's effects flags.
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* **DrawEntity** `<void>` - Draws an entity if it was undrawn before. Equivalent to `RemoveEffects > 32`.
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* **UndrawEntity** `<void>` - Undraws an entity if it was drawn before. Equivalent to `AddEffects > 32`.
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* **AddEFlags** `<integer>` - Adds to an entity's EFlags.
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* **RemoveEFlags** `<integer>` - Removes from an entity's EFlags.
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* **SetMoveType** `<integer>` - Sets an entity's movetype.
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* **SetCollisionGroup** `<integer>` - Sets an entity's collision group.
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* **AddSpawnFlags** `<integer>` - Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **RemoveSpawnFlags** `<integer>` - Removes spawnflag(s) from this entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **SetRenderMode** `<integer>` - Sets this entity's render mode.
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* **SetRenderFX** `<integer>` - Sets this entity's render FX.
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* **AddEffects** `<integer>` - Adds to this entity's effects flags.
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* **RemoveEffects** `<integer>` - Removes from this entity's effects flags.
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* **DrawEntity** `<void>` - Draws this entity if it was undrawn before. Equivalent to `RemoveEffects > 32`.
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* **UndrawEntity** `<void>` - Undraws this entity if it was drawn before. Equivalent to `AddEffects > 32`.
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* **AddEFlags** `<integer>` - Adds to this entity's EFlags.
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* **RemoveEFlags** `<integer>` - Removes from this entity's EFlags.
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* **SetMoveType** `<integer>` - Sets this entity's movetype.
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* **SetCollisionGroup** `<integer>` - Sets this entity's collision group.
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* **Touch** `<ehandle>` - Simulates the specified entity touching the entity receiving this input. (e.g. a trigger receiving this input with a player as the parameter will be triggered by that player)
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* **KillIfNotVisible** `<void>` - Kills this entity if it's not visible to any players.
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* **KillWhenNotVisible** `<float>` - Kills this entity when it's not visible to any players. A specific amount of time before this is evaluated can be passed.
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* **SetThinkNull** `<void>` - Sets this entity's general think function to NULL. A string can be passed to clear the think of a specific context.
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* **ChangeVariable** `<string>` - A special version of AddOutput that changes a datadesc variable instead of a keyvalue, similar to logic_datadesc_accessor.
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### Outputs
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---
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@ -62,4 +66,4 @@ New User I/O that could pass parameters:
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### KeyValues
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---
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No keyvalues have actually been added, although the owner entity can now be accessed with the **OwnerEntity** keyvalue and m_fFlags can now be accessed with the aptly named **m_fFlags** keyvalue, but neither are actually used in any base FGD classes to avoid clutter.
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No new keyvalues have actually been added to CBaseEntity, although the owner entity can now be accessed with the **OwnerEntity** keyvalue and m_fFlags can now be accessed with the aptly named **m_fFlags** keyvalue, but neither are actually used in any base FGD classes to avoid clutter.
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