entity.get_local(): entity
Returns a pointer to the local player.
get_player_by_index
entity.get_player_by_index(player_index: number): entity
Returns a pointer to the specified player.
get_weapon_by_player
entity.get_weapon_by_player(player: entity): weapon
Returns a pointer to the player's weapon entity.
get_entity_from_handle
entity.get_entity_from_handle(c_base_handle: handle): entity
Returns entity from handle.
get_entities_by_classid
entity.get_entities_by_classid(integer: class_id): entity
Returns all entities by class id.
entity.get_players(ignore_team: boolean): table
Returns the table of pointers to entities.
<entity>:get_animstate(): table
chevron-right Fieldhashtag m_flUpVelocity
m_bInHitGroundAnimation
m_bOnGround
m_fDuckAmount
m_fLandingDuckAdditiveSomething
m_flCurrentFeetYaw
m_flCurrentTorsoYaw
m_flEyeYaw
m_flFeetCycle
m_flFeetSpeedForwardsOrSideWays
m_flFeetSpeedUnknownForwardOrSideways
m_flFeetYawRate
m_flGoalFeetYaw
m_flHeadHeightOrOffsetFromHittingGroundAnimation m_flLastClientSideAnimationUpdateTime
m_flLastOriginZ
m_flLeanAmount
m_flMovingFraction
m_flPitch
m_flSpeedNormalized
m_flStopToFullRunningFraction
m_flTimeSinceStartedMoving
m_flTimeSinceStoppedMoving
m_iLastClientSideAnimationUpdateFramecount
m_velocity
m_vLastOrigin
m_vOrigin
m_vVelocityX
m_vVelocityY
:max_desync_delta
<anim_state>:max_desync_delta(): number
Returns the player animstate.
<entity>:get_animlayer(index: number): table
chevron-right Fieldhashtag m_bClientBlend
m_flBlendIn
m_flCycle
m_flPlaybackRate
m_flPrevCycle
m_flWeight
m_flWeightDeltaRate
m_nDispatchSequence
m_nOrder
m_nSequence
Returns the player animlayer.
:get_sequence_activity
<entity>:get_sequence_activity(sequence: number): number
Returns the player sequence activity.
<entity>:get_name(): string
Returns the player name.
<entity>:get_weapons(index: number): weapon
Returns a table containing pointers to every weapon entity the player is currently carrying.
<entity>:get_index(): number
Returns the index of the player.
<entity>:is_dormant(): boolean
Returns true , if the player is dormant.
<entity>:get_team(): number
Returns the player team number.
<entity>:is_alive(): boolean
Returns true , if the player is alive.
<entity>:get_velocity(): vector
Returns the velocity vector of the player.
<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.
<entity>:has_heavy_arm(): vector
Returns true , if the player has heavy armor
<entity>:is_scoped(): vector
Returns true , if the player is scoped.
<entity>:get_health(): vector
Returns the player health.
<entity>:get_bbox(): table
Returns a table containing x , y , w , and h values.
<entity>:get_body_yaw(): number
Returns the player body yaw.
:m_flposeparameter
<entity>:m_flposeparameter()[index: number]: number
Returns the player pose parameters.
:set_render_pose
<entity>:set_render_pose(index: number, value: number)
sets the values of the pose parameters.
<entity>:draw_hitbox(hitbox: number, col: color, duration: number, ignore_z: boolean)
Draws a specific player hitbox.
:set_model_index
<entity>:set_model_index(index: number)
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.
<entity>:get_model(): model
Returns the player model.
getting prop values
<entity>:get_prop_int(class_name: string, prop_name: string): number
<entity>:get_prop_float(class_name: string, prop_name: string): number
<entity>:get_prop_bool(class_name: string, prop_name: string): boolean
<entity>:get_prop_string(class_name: string, prop_name: string): string
<entity>:get_prop_entity(class_name: string, prop_name: string): entity
<entity>:get_prop_vector(class_name: string, prop_name: string): vector
setting prop values
<entity>:set_prop_int(class_name: string, prop_name: string, value: number)
<entity>:set_prop_float(class_name: string, prop_name: string, value: number)
<entity>:set_prop_bool(class_name: string, prop_name: string, value: boolean)
<entity>:set_prop_string(class_name: string, prop_name: string, value: string)
<entity>:set_prop_entity(class_name: string, prop_name: string, value: string)
<entity>:set_prop_vector(class_name: string, prop_name: string, value: vector)
getting offset values
<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.
<entity>:get_offset(offset: number):get_float()
Returns the offset value in float data type.
<entity>:get_offset(offset: number):get_bool()
Returns the offset value in boolean data type.
<entity>:get_offset(offset: number):get_char()
Returns the offset value in char data type.
<entity>:get_offset(offset: number):get_vector()
Returns the offset value in vector data type.