entity
get_local
entity.get_local():
entity
Returns a pointer to the local player.
get_player_by_index
entity.get_player_by_index(player_index: number):
entity
player_index
number
player_index
Returns a pointer to the specified player.
get_weapon_by_player
entity.get_weapon_by_player(player: entity):
weapon
player
entity
player
Returns a pointer to the player's weapon entity.
get_entity_from_handle
entity.get_entity_from_handle(c_base_handle: handle):
entity
handle
c_base_handle
entity handle
Returns entity from handle.
get_entities_by_classid
entity.get_entities_by_classid(integer: class_id):
entity
class_id
integer
entity class id
Returns all entities by class id.
get_players
entity.get_players(ignore_team: boolean):
table
ignore_team
boolean
ignore_team
Returns the table of pointers to entities.
classes:
:get_animstate
<entity>:get_animstate():
table
Returns the player animstate.
:get_animlayer
<entity>:get_animlayer(index: number):
table
index
number
Animlayer index
Returns the player animlayer.
:get_sequence_activity
<entity>:get_sequence_activity(sequence: number):
number
sequence
number
Sequence
Returns the player sequence activity.
:get_name
<entity>:get_name():
string
Returns the player name.
:get_weapons
<entity>:get_weapons(index: number):
weapon
Returns a table containing pointers to every weapon entity the player is currently carrying.
index
number
index
:get_index
<entity>:get_index():
number
Returns the index of the player.
:is_dormant
<entity>:is_dormant():
boolean
Returns true
, if the player is dormant.
:get_team
<entity>:get_team():
number
Returns the player team number.
:is_alive
<entity>:is_alive():
boolean
Returns true
, if the player is alive.
:get_velocity
<entity>:get_velocity():
vector
Returns the velocity vector of the player.
:get_absorigin
<entity>:get_absorigin():
vector
Returns the absolute position vector of the player.
:get_eye_angles
<entity>:get_eye_angles():
vector
Returns the angles of the player.
:get_hitbox_position
<entity>:get_hitbox_position():
vector
Returns the position of the specified hitbox.
:get_muzzle_position
<entity>:get_muzzle_position():
vector
Returns the position of the muzzle.
:get_bone_position
<entity>:get_bone_position():
vector
Returns the position of the specified bone.
:get_shoot_position
<entity>:get_shoot_position():
vector
Returns the position of the shoot.
:has_heavy_arm
<entity>:has_heavy_arm():
vector
Returns true
, if the player has heavy armor
:is_scoped
<entity>:is_scoped():
vector
Returns true
, if the player is scoped.
:get_health
<entity>:get_health():
vector
Returns the player health.
:get_bbox
<entity>:get_bbox():
table
Returns a table containing x
, y
, w
, and h
values.
:get_body_yaw
<entity>:get_body_yaw():
number
Returns the player body yaw.
:m_flposeparameter
<entity>:m_flposeparameter()[index: number]:
number
index
number
-
Returns the player pose parameters.
:set_render_pose
<entity>:set_render_pose(index: number, value: number)
index
number
index
value
number
value
sets the values of the pose parameters.
:draw_hitbox
<entity>:draw_hitbox(hitbox: number, col: color, duration: number, ignore_z: boolean)
hitbox
number
hitbox
col
color
col
duration
number
duration
ignore_z
boolean
ignore_z
Draws a specific player hitbox.
:set_model_index
<entity>:set_model_index(index: number)
index
number
index
Sets the index of the model to the player.
:get_avatar_texture
<entity>:get_avatar_texture():
image
Returns the texture of the player's avatar.
:get_model
<entity>:get_model():
model
Returns the player model.
getting prop values
<entity>:get_prop_int(class_name: string, prop_name: string):
number
class_name
string
Class name
prop_name
string
Prop name
setting prop values
<entity>:set_prop_int(class_name: string, prop_name: string, value: number)
class_name
string
Class name
prop_name
string
Prop name
value
number
Prop value
getting offset values
:get_offset
<entity>:get_offset(offset: number):
offset_class
Returns the offset class.
<entity>:get_offset(offset: number):get_int()
Returns the offset value in integer data type.
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