FollowEntity(): Difference between revisions
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m (Robot: fixing template case.) |
m (Robot: fixing template case.) |
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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 22:38, 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()
returnstrue
is the entity has a parent.