FollowEntity(): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
No edit summary
 
Line 22: Line 22:


*'''<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> is the entity has a parent.
*'''<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:
pBaseEntity = NULL
The entity leaves its parent and moves on its own. StopFollowingEntity() may also be used, but it will not reset the entity's MoveType.
bBoneMerge = false
Prevent the current entity from moving with pBaseEntity's animations. It will move relative to pBaseEntity's origin only.
Todo: How to choose an attachment point?

Related functions

  • GetFollowedEntity() returns the parent entity as C_BaseEntity.
  • IsFollowingEntity() returns true if the entity has a parent.