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C_BaseEntity

Functions

GetClassID

Return value:

Name Type Description
id int Class id
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local classid = localplayer:GetClassID()
print(classid)

GetClassName

Return value:

Name Type Description
name char Class name
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local classname = localplayer:GetClassName()
print(classname)

GetProp

Parameters:

Name Type Description
name string Netvar name

Return value:

Name Type Description
value Netvar dependant Netvar value
local player = EntityList.GetLocalPlayer()
local health = player:GetProp("m_iHealth")
print("Local player health: ", health)

SetProp

Parameters:

Name Type Description
name string Netvar name
value Netvar dependant Netvar value
array index int Index in array
Cheat.RegisterCallback("draw", function()
    local player = EntityList.GetLocalPlayer()
    player:SetProp("m_iHealth", 1)
end)

IsPlayer

Return value:

Name Type Description
value bool Is entity a player
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local isPlayer = localplayer:IsPlayer()
print(isPlayer)

GetPlayer

Return value:

Name Type Description
value C_BasePlayer* Pointer to player
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local getplayer = localplayer:GetPlayer()

IsWeapon

Return value:

Name Type Description
value bool Is entity a weapon
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local weapon = EntityList.GetClientEntity(localplayer:GetWeapon():EntIndex())
local isWeapon = weapon:IsWeapon()
print(isWeapon)

GetWeapon

Return value:

Name Type Description
value C_BaseWeapon* Pointer to weapon
local weapon = entity:GetWeapon()

GetRenderBounds

Parameters:

Name Type Description
min Vector -
max Vector -
-- @summary: Render boxes on every player
Cheat.RegisterCallback("draw", function()
    local ents = EntityList.GetEntitiesByName("CCSPlayer")

    for i = 1, #ents do
        local origin = ents[i]:GetRenderOrigin()
        local min = Vector.new()
        local max = Vector.new()
        local bounds = ents[i]:GetRenderBounds(min, max)

        -- upper bounds
        Render.CircleFilled(Render.ScreenPosition(origin + Vector.new(min.x, max.y, max.z)), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))
        Render.CircleFilled(Render.ScreenPosition(origin + Vector.new(max.x, min.y, max.z)), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))
        Render.CircleFilled(Render.ScreenPosition(origin + Vector.new(min.x, min.y, max.z)), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))
        Render.CircleFilled(Render.ScreenPosition(origin + max), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))

        -- bottom bounds
        Render.CircleFilled(Render.ScreenPosition(origin + Vector.new(max.x, min.y, min.z)), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))
        Render.CircleFilled(Render.ScreenPosition(origin + Vector.new(min.x, max.y, min.z)), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))
        Render.CircleFilled(Render.ScreenPosition(origin + Vector.new(max.x, max.y, min.z)), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))
        Render.CircleFilled(Render.ScreenPosition(origin + min), 10.0, 30, Color.new(1.0, 1.0, 1.0, 1.0))

    end
end)

GetRenderOrigin

Return value:

Name Type Description
vec Vector Render origin
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local origin = localplayer:GetRenderOrigin()
print(origin.x, origin.y, origin.z)

GetRenderAngles

Return value:

Name Type Description
angle QAngle Render angles
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local render_angles = localplayer:GetRenderAngles()
print(render_angles.pitch, render_angles.yaw, render_angles.roll)

EntIndex

Return value:

Name Type Description
value int Entity index
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local ent_id = localplayer:EntIndex()
print(ent_id)

SetModelIndex

Parameters:

Name Type Description
index int Model index
--soonTM