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Updated Base Entity (markdown)
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@ -13,7 +13,7 @@ New User I/O that could pass parameters:
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* **FireRandomUser** `<void>` - Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
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* **FireRandomUser** `<void>` - Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
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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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* **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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* **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. In code, this also calls `Activate()`, which is commonly used to assign `m_target` to cached entity handles.
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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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* **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 this entity's health. This input already existed on several entities, but now it's part of all entities.
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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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