FollowEntity(): Difference between revisions
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*'''<code>GetFollowedEntity()</code>''' returns the parent entity as <code>C_BaseEntity</code>. | *'''<code>GetFollowedEntity()</code>''' returns the parent entity as <code>C_BaseEntity</code>. | ||
*'''<code>IsFollowingEntity()</code>''' returns <code>true</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.