FollowEntity(): Difference between revisions
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:Prevent the current entity from moving with <code>pBaseEntity</code>'s animations. It will move relative to <code>pBaseEntity</code>'s origin only. | :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 == | == Related functions == | ||
Revision as of 20:21, 19 January 2009
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()returnstrueis the entity has a parent.