FollowEntity(): Difference between revisions
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C++ function used to control the [[Entity Hierarchy (parenting)|parent]] of the current entity. | |||
== | ==Syntax== | ||
FollowEntity( [[CBaseEntity]] *pBaseEntity, [[bool]] bBoneMerge = true ) | |||
== Values == | |||
The | |||
;<code>pBaseEntity</code> | |||
:Defines a parent. In doing so: | |||
:*Zeroes [[origin]] and [[angles]] | |||
:*Sets <code>[[MOVETYPE_NONE]]</code> | |||
:*Adds <code>[[FSOLID_NOT_SOLID]]</code> | |||
;<code>pBaseEntity = NULL</code> | |||
:The entity leaves its parent and moves on its own. <code>StopFollowingEntity()</code> may also be used, but it will not reset the entity's <code>[[MoveType]]</code>. | |||
;<code>bBoneMerge = false</code> | |||
:Prevent the current entity from moving with <code>pBaseEntity</code>'s animations. It will move relative to <code>pBaseEntity</code>'s origin only. | |||
{{TODO|How to choose an attachment point?}} | |||
== Related functions == | |||
*'''<code>GetFollowedEntity()</code>''' returns the parent entity as <code>C_BaseEntity</code>. | |||
*'''<code>IsFollowingEntity()</code>''' returns <code>true</code> if the entity has a parent. | |||
[[Category:Functions]] | [[Category:Functions]] |
Latest revision as of 14:02, 11 April 2020
C++ function used to control the parent of the current entity.
Syntax
FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge = true )
Values
pBaseEntity
- Defines a parent. In doing so:
- Zeroes origin and angles
- Sets
MOVETYPE_NONE
- Adds
FSOLID_NOT_SOLID
pBaseEntity = NULL
- The entity leaves its parent and moves on its own.
StopFollowingEntity()
may also be used, but it will not reset the entity'sMoveType
. bBoneMerge = false
- Prevent the current entity from moving with
pBaseEntity
's animations. It will move relative topBaseEntity
's origin only.
Todo: How to choose an attachment point?
Related functions
GetFollowedEntity()
returns the parent entity asC_BaseEntity
.IsFollowingEntity()
returnstrue
if the entity has a parent.