FollowEntity(): Difference between revisions
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> | *'''<code>IsFollowingEntity()</code>''' returns <code>true</code> if the entity has a parent. | ||
[[Category:Functions]] | [[Category:Functions]] | ||
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()returnstrueif the entity has a parent.