CBaseEntity

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Revision as of 07:41, 27 September 2024 by Nescius (talk | contribs) (avoid too much duplicity, this should be more technical article !fgd or smartedit names are not too relevant here)
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C++ Class hierarchy
CBaseEntity
IServerEntity
IServerUnknown
IHandleEntity
C++ baseentity.cpp

The base class for all entities.

Icon-Important.pngImportant:The following Keyvalues / Inputs / Outputs and other properties are available for all entities that inherit this class, but may be overridden by game code.

Keyvalues / Inputs / Outputs

Fields

m_iName <FIELD_STRING>

Name other entities use to refer to this entity (vscript GetName() returns this)

m_vecOrigin <FIELD_VECTOR>

Relative to parent[confirm]

m_vecAbsOrigin <FIELD_POSITION_VECTOR>

m_vecAbsVelocity <FIELD_VECTOR>


m_angRotation <FIELD_VECTOR>

m_angAbsRotation <FIELD_VECTOR>


m_fFlags <FIELD_INTEGER>

m_iEFlags <FIELD_INTEGER>


m_debugOverlays <FIELD_INTEGER>

Set by commands like ent_text, ent_bbox, see Entity debugging ↓

m_flPrevAnimTime <FIELD_TIME>

m_flAnimTime <FIELD_TIME>


m_lifeState <FIELD_CHARACTER>

  • LIFE_ALIVE = 0
  • LIFE_DYING = 1 // playing death animation or still falling off of a ledge waiting to hit ground
  • LIFE_DEAD = 2 // dead. lying still.
  • LIFE_RESPAWNABLE = 3
  • LIFE_DISCARDBODY = 4

m_takedamage <FIELD_CHARACTER>

  • DAMAGE_NO = 0
  • DAMAGE_EVENTS_ONLY = 1 // Call damage functions, but don't modify health
  • DAMAGE_YES = 2
  • DAMAGE_AIM = 3

m_MoveCollide <FIELD_CHARACTER>

m_flElasticity <FIELD_FLOAT>


touchStamp <FIELD_INTEGER>


m_flDesiredShadowCastDistance <FIELD_FLOAT>

m_flGroundChangeTime <FIELD_TIME>


m_nWaterType <FIELD_CHARACTER>


m_pBlocker <FIELD_EHANDLE>

m_flVPhysicsUpdateLocalTime <FIELD_FLOAT>

m_flMoveDoneTime <FIELD_FLOAT>


m_bAlternateSorting <FIELD_BOOLEAN>


m_flSimulationTime <FIELD_TIME>

m_nLastThinkTick <FIELD_TICK>

m_nSimulationTick <FIELD_TICK>

m_bSimulatedEveryTick <FIELD_BOOLEAN>

m_bAnimatedEveryTick <FIELD_BOOLEAN>

m_nTransmitStateOwnedCounter <FIELD_CHARACTER>


m_flNavIgnoreUntilTime <FIELD_TIME>


m_pParent <FIELD_EHANDLE>

m_iParentAttachment <FIELD_CHARACTER>

m_hMoveParent <FIELD_EHANDLE>

m_hMoveChild <FIELD_EHANDLE>

m_hMovePeer <FIELD_EHANDLE>


m_hDamageFilter <FIELD_EHANDLE>

m_hOwnerEntity <FIELD_EHANDLE>

m_hEffectEntity <FIELD_EHANDLE>

m_hGroundEntity <FIELD_EHANDLE>


<span id="m_bForcePurgeFixedupStrings (in Team Fortress 2Portal 2)">m_bForcePurgeFixedupStrings (in Team Fortress 2Portal 2) <FIELD_BOOLEAN>


<span id="m_flCreateTime (in Left 4 Dead seriesLeft 4 Dead seriesAlien Swarm)">m_flCreateTime (in Left 4 Dead seriesLeft 4 Dead seriesAlien Swarm) <FIELD_TIME>


<span id="m_bClientSideRagdoll (in all games since Left 4 Dead)">m_bClientSideRagdoll (in all games since Left 4 Dead) <FIELD_BOOLEAN>


<span id="m_iszScriptId (in all games since Left 4 Dead 2)(also in Team Fortress 2)">m_iszScriptId (in all games since Left 4 Dead 2)(also in Team Fortress 2) <FIELD_STRING>


Only Left 4 Dead 2 Left 4 Dead 2

m_hScriptUseTarget <FIELD_EHANDLE>

m_PreStasisMoveType <FIELD_INTEGER>

m_bIsInStasis <FIELD_BOOLEAN>


Only Portal 2 Portal 2

m_iSignifierName <FIELD? 4bytes>

m_iObjectCapsCache <FIELD? 4bytes>


Array fields

m_rgflCoordinateFrame[12] <FIELD_FLOAT>


<span id="(only in Team Fortress 2) m_nModelIndexOverrides>(only in Team Fortress 2) m_nModelIndexOverrides[4] <FIELD_INTEGER>


Keyfield since Alien Swarm Alien Swarm and also in Team Fortress 2 Team Fortress 2

Note.pngNote:These were give a key since Alien Swarm and also in Team Fortress 2

m_iTeamNum <FIELD_INTEGER> (teamnumber)

m_CollisionGroup <FIELD_INTEGER> (CollisionGroup)

Sets a collision group for this entity, which changes its collision behavior.
Groups
  • 0: None
  • 1: Debris, collides only with the world and static props
  • 2: Debris, with trigger interaction
  • 3: Interactive Debris, doesn't collide with other debris
  • 4: Interactive, collides with everything except debris
  • 5: Player
  • 6: Breakable Glass
  • 7: Vehicle
  • 8: Player Movement
  • 9: In-Vehicle
  • 10: Weapon
  • 11: Vehicle Clip
  • 12: Projectile
  • 13: Door blocker, not permitted to go near doors
  • 14: Passable Door
  • 15: Dissolving
  • 16: Pushaway
  • 17: NPC Actor, NPCs ignore the player
  • 18: NPC Scripted, NPCs do not collide with each other

m_MoveType <FIELD_CHARACTER> (MoveType)

Sets a movetype for this entity, which changes its movement behavior.
Move Types
  • 0: None, don't move
  • 1: Isometric
  • 2: Walk, player only, moving on ground
  • 3: NPC, movement
  • 4: Fly, no gravity
  • 5: Fly, with gravity
  • 6: Physics
  • 7: Push
  • 8: Noclip
  • 9: Ladder, for players on ladders
  • 10: Spectator
  • 11: Custom

Keyfields

Todo: most explained at Generic Keyvalues, Inputs and Outputs, should add only more advanced information that wouldn't fit there?

m_iClassname <FIELD_STRING> (classname)

m_iGlobalname <FIELD_STRING> (globalname)

When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.

m_iParent <FIELD_STRING> (parentname)

m_iHammerID <FIELD_INTEGER> (hammerid)

The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the ent_keyvalue command). Entities spawned in run-time don't have a Hammer ID.

m_flSpeed <FIELD_FLOAT> (speed)

m_nRenderFX <FIELD_CHARACTER> (renderfx)

m_nRenderMode <FIELD_CHARACTER> (rendermode)

m_nNextThinkTick <FIELD_TICK> (nextthink)

Amount of time before the entity thinks again.

m_fEffects <FIELD_INTEGER> (effects)

Combination of effect flags to use.

m_clrRender <FIELD_COLOR32> (rendercolor)

m_nModelIndex <FIELD_SHORT> (modelindex)

Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.

m_iszResponseContext <FIELD_STRING> (ResponseContext)

Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.pngTip:Can also be filtered for or against!

m_iMaxHealth <FIELD_INTEGER> (max_health)

Health cannot exceed this value. This keyvalue applies to only specific entities.

m_iHealth <FIELD_INTEGER> (health)

Current health of an entity. This keyvalue applies to only specific entities.

m_target <FIELD_STRING> (target)

m_iszDamageFilterName <FIELD_STRING> (damagefilter)

Name of a filter that controls which entities can damage this entity.

m_flShadowCastDistance <FIELD_FLOAT> (shadowcastdist)

Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.

m_ModelName <FIELD_MODELNAME> (model)

In-game representation of the entity to display

m_vecBaseVelocity <FIELD_VECTOR> (basevelocity)

m_vecAngVelocity <FIELD_VECTOR> (avelocity)

m_nWaterLevel <FIELD_CHARACTER> (waterlevel)

m_flGravity <FIELD_FLOAT> (gravity)

Gravity

m_flFriction <FIELD_FLOAT> (friction)

m_flLocalTime <FIELD_FLOAT> (ltime)

The local time of the entity, independent of the global clock. Used mainly for physics calculations.

m_vecVelocity <FIELD_VECTOR> (velocity)

m_iTextureFrameIndex <FIELD_CHARACTER> (texframeindex)

The initial frame number for all animated textures on this entity.

m_spawnflags <FIELD_INTEGER> (spawnflags)

Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.

m_vecViewOffset <FIELD_VECTOR> (view_ofs)


Only in Left 4 Dead 2 Left 4 Dead 2

m_bDisableX360 <FIELD_BOOLEAN> (disableX360)

If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.

m_bGlowBackfaceMult <FIELD? 4bytes> (glowbackfacemult)

If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Todo: more testing what this does

Left 4 Dead 2 Left 4 Dead 2, Alien Swarm Alien Swarm, Portal 2 Portal 2

m_AIAddOn <FIELD? 4bytes> (addon)

m_bLagCompensate <FIELD_BOOLEAN> (LagCompensate)


Since Left 4 Dead 2 Left 4 Dead 2 and also in Team Fortress 2 Team Fortress 2

m_iszVScripts <FIELD_STRING> (vscripts)

m_iszScriptThinkFunction <FIELD_STRING> (thinkfunction)


Since Left 4 Dead Left 4 Dead

m_nMinCPULevel <FIELD_CHARACTER> (mincpulevel)

m_nMaxCPULevel <FIELD_CHARACTER> (maxcpulevel)

m_nMinGPULevel <FIELD_CHARACTER> (mingpulevel)

m_nMaxGPULevel <FIELD_CHARACTER> (maxgpulevel)

m_flFadeScale <FIELD_FLOAT> (fadescale)


Tables

Note.pngNote:Accessed in vscript like m_Collision.m_vecMins

m_Collision (CCollisionProperty)

m_vecMins <FIELD_VECTOR>

m_vecMaxs <FIELD_VECTOR>

m_usSolidFlags <FIELD_SHORT>

m_nSurroundType <FIELD_CHARACTER>

m_flRadius <FIELD_FLOAT>

m_triggerBloat <FIELD_CHARACTER>

m_vecSpecifiedSurroundingMins <FIELD_VECTOR>

m_vecSpecifiedSurroundingMaxs <FIELD_VECTOR>

m_vecSurroundingMins <FIELD_VECTOR>

m_vecSurroundingMaxs <FIELD_VECTOR>

<span id="m_bUniformTriggerBloat (only in Team Fortress 2)">m_bUniformTriggerBloat (only in Team Fortress 2) <FIELD_BOOLEAN>

m_nSolidType <FIELD_CHARACTER> (solid)


Removed since Left 4 Dead Left 4 Dead

m_vecMinsPreScaled <FIELD_VECTOR>

m_vecMaxsPreScaled <FIELD_VECTOR>

m_vecSpecifiedSurroundingMinsPreScaled <FIELD_VECTOR>

m_vecSpecifiedSurroundingMaxsPreScaled <FIELD_VECTOR>


m_Network (CServerNetworkProperty)

m_hParent <FIELD_EHANDLE>


Only Left 4 Dead 2 Left 4 Dead 2 - m_Glow (CGlowProperty)

m_iGlowType <FIELD_INTEGER>


Input keys

m_iInitialTeamNum <FIELD_INTEGER> (TeamNum)


Since Left 4 Dead Left 4 Dead

m_fadeMinDist <FIELD_INTEGER> (fademindist)

m_fadeMaxDist <FIELD_INTEGER> (fademaxdist)


Input functions

Todo:  sdk13mp links, these are well explained at Generic Keyvalues, Inputs and Outputs, should probably add only more advanced information that wouldn't fit there

SetTeam <FIELD_INTEGER> linked function: InputSetTeam

Kill <FIELD_VOID> linked function: InputKill

KillHierarchy <FIELD_VOID> linked function: InputKillHierarchy

Use <FIELD_VOID> linked function: InputUse

Alpha <FIELD_INTEGER> linked function: InputAlpha

AlternativeSorting <FIELD_BOOLEAN> linked function: InputAlternativeSorting

Color <FIELD_COLOR32> linked function: InputColor

SetParent <FIELD_STRING> linked function: InputSetParent

SetParentAttachment <FIELD_STRING> linked function: InputSetParentAttachment

SetParentAttachmentMaintainOffset <FIELD_STRING> linked function: InputSetParentAttachmentMaintainOffset

ClearParent <FIELD_VOID> linked function: InputClearParent

SetDamageFilter <FIELD_STRING> linked function: InputSetDamageFilter

EnableDamageForces <FIELD_VOID> linked function: InputEnableDamageForces

DisableDamageForces <FIELD_VOID> linked function: InputDisableDamageForces

DispatchEffect (removed since Left 4 Dead) <FIELD_STRING> linked function: InputDispatchEffect

DispatchResponse <FIELD_STRING> linked function: InputDispatchResponse

AddContext <FIELD_STRING> linked function: InputAddContext

RemoveContext <FIELD_STRING> linked function: InputRemoveContext

ClearContext <FIELD_STRING> linked function: InputClearContext

DisableShadow <FIELD_VOID> linked function: InputDisableShadow

EnableShadow <FIELD_VOID> linked function: InputEnableShadow

AddOutput <FIELD_STRING> linked function: InputAddOutput

FireUser1 <FIELD_STRING> linked function: InputFireUser1

FireUser2 <FIELD_STRING> linked function: InputFireUser2

FireUser3 <FIELD_STRING> linked function: InputFireUser3

FireUser4 <FIELD_STRING> linked function: InputFireUser4

In Portal 2 Portal 2

SetLocalOrigin <FIELD_VECTOR> linked function: InputSetLocalOrigin

SetLocalAngles <FIELD_VECTOR> linked function: InputSetLocalAngles

DisableDraw <FIELD_VOID> linked function: InputDisableDraw

EnableDraw <FIELD_VOID> linked function: InputEnableDraw

DisableReceivingFlashlight <FIELD_VOID> linked function: InputDisableReceivingFlashlight

EnableReceivingFlashlight <FIELD_VOID> linked function: InputEnableReceivingFlashlight

DisableDrawInFastReflection <FIELD_VOID> linked function: InputDisableDrawInFastReflection

Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

EnableDrawInFastReflection <FIELD_VOID> linked function: InputEnableDrawInFastReflection

Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

RemovePaint <FIELD_VOID> linked function: InputRemovePaint

Since Left 4 Dead 2 Left 4 Dead 2 and also in Team Fortress 2 Team Fortress 2

RunScriptFile <FIELD_STRING> linked function: InputRunScriptFile

description todo

RunScriptCode <FIELD_STRING> linked function: InputRunScript

description todo

CallScriptFunction <FIELD_STRING> linked function: InputCallScriptFunction

description todo

TerminateScriptScope <FIELD_VOID> linked function: InputTerminateScriptScope (only in Team Fortress 2)

description todo


Keyvalues

Note.pngNote:Keys defined in CBaseEntity::KeyValue, this is where keyvalue handling starts unless overriden in subclass
rendercolor / rendercolor32 <color>
Converts rgb string into a single integer and sets m_clrRender
renderamt <integer>
Sets alpha portion of m_clrRender (last 8 bits)
disableshadows <boolean>
If non 0 adds EF_NOSHADOW flag to m_fEffects
mins / maxs <vector>
Sets m_Collision.m_vecMins/m_Collision.m_vecMaxs (also model scale related checks if CBaseAnimating) and recalculates m_Collision.m_flRadius if needed
disablereceiveshadows <boolean>
If non 0 adds EF_NORECEIVESHADOW flag to m_fEffects
nodamageforces <boolean>
If non 0 adds EFL_NO_DAMAGE_FORCES flag to m_iEFlags
angle <float>
Supposed to be single value seting yaw but due to mistake in code causes infinite recursion and crashes the game
angles <angle>
Sets angles (has parenting related checks[Elaborate?])
origin <vector>
Sets origin (has parenting related checks[Elaborate?])
targetname <string>
Sets m_iName (calls AllocPooledString to put/get it in/from game string table)
<anything else> <any>
Tries finding the key among keyfields and set appropriate field

Outputs

OnUser1 / OnUser4
Fired as response to FireUser1 / FireUser4
OnKilled
Fired when entity is killed

Other

DEFINE_PHYSPTR

m_pPhysicsObject <FIELD?>


DEFINE_UTLVECTOR

m_ResponseContexts <FIELD_EMBEDDED>


DEFINE_CUSTOM_FIELD

m_aThinkFunctions <FIELD?>


Functions

m_pfnThink <FIELD_FUNCTION>

m_pfnTouch <FIELD_FUNCTION>

m_pfnUse <FIELD_FUNCTION>

m_pfnBlocked <FIELD_FUNCTION>

m_pfnMoveDone <FIELD_FUNCTION>


Todo: explain why are they defined like this (DEFINE_FUNCTION)
  • SUB_Remove
  • SUB_DoNothing
  • SUB_StartFadeOut
  • SUB_StartFadeOutInstant
  • SUB_FadeOut
  • SUB_Vanish
  • SUB_CallUseToggle

Think functions

  • ShadowCastDistThink
  • Team Fortress 2(in all games since Left 4 Dead 2) - ScriptThink - handles vscript thinkfunction
  • Left 4 Dead seriesLeft 4 Dead seriesAlien Swarm - FrictionRevertThink

Entity debugging

Changing m_debugOverlays shows various debug overlays when developer mode is active.


OVERLAY_TEXT_BIT : [1]
Added by ent_text
OVERLAY_NAME_BIT : [2]
Added by ent_name
OVERLAY_BBOX_BIT : [4]
Added by ent_bbox (bounding box overlay for this entity)
OVERLAY_PIVOT_BIT : [8]
Added by ent_pivot (show pivot for this entity)
OVERLAY_MESSAGE_BIT : [16]
Added by ent_messages (show messages for this entity)
OVERLAY_ABSBOX_BIT : [32]
Added by ent_absbox (show abs bounding box overlay)
OVERLAY_RBOX_BIT : [64]
Added by ent_rbox
OVERLAY_SHOW_BLOCKSLOS : [128]
See ai_debug_los (show entities that block NPC LOS)
OVERLAY_ATTACHMENTS_BIT : [256]
Added by ent_attachments (show attachment points)
OVERLAY_AUTOAIM_BIT : [512]
Added by ent_autoaim (Display autoaim radius)
OVERLAY_VIEWOFFSET : [1073741824]
Added by ent_viewoffset (show view offset)

ent_text

Note.pngNote:Using ent_text on an entity adds OVERLAY_TEXT_BIT to m_debugOverlays and if dev mode is active those overlays will be drawn
  • GetDebugName() - for entities returns m_iName if not empty otherwise m_iClassname
  • entindex() - returns entity index (0 if entity is derived from CServerOnlyEntity
(<entindex()>) Name: <GetDebugName()> (<m_iClassname>)
GLOBALNAME: m_iGlobalname <!-- if m_iGlobalname not empty then this line is present -->
Position: <%0.1f, %0.1f, %0.1f, m_vecAbsOrigin.x, m_vecAbsOrigin.y, m_vecAbsOrigin.z>
Model:<m_ModelName> <!-- if m_ModelName not empty or this entity is derived from CBaseAnimating then this line is present -->
DAMAGE FILTER:<m_hDamageFilter->GetDebugName()> <!-- if m_hDamageFilter is not null then this line is present and its debug name is shown -->

ent_viewoffset

Draws red cross at EyePosition(). Eye position is m_vecAbsOrigin + m_vecViewOffset

NDebugOverlay::Cross3D( EyePosition(), 16, 255, 0, 0, true, 0.05f )

ent_name

Show just the debug name (GetDebugName())

ent_bbox

Orange color. Draws bounding box via if we are an edict (not derived from CServerOnlyEntity) CBaseEntity::DrawBBoxOverlay

ent_absbox

Green color. Draws absolute bounding box if we are not an edict. (If non sleeping vphysics object the color is brighter green) CBaseEntity::DrawBBoxOverlay

ent_pivot

If we are an edict draws pivote at m_vecAbsOrigin with rotation of GetAbsAngles()

NDebugOverlay::Axis( GetAbsOrigin(), GetAbsAngles(), 20, true, 0 );

ent_rbox

DrawRBoxOverlay() - draws nothing, assuming rbox stands for render box it makes sense because render boxes would be client side thing and those can be shown by r_drawrenderboxes or cl_ent_rbox

Programming related

To get the class name of an entity, use

entity->edict()->GetClassName();

Asserts

Client

Problem:

// Model could not be found
Assert( !"Model could not be found, index is -1" );

Solution:

  • Check your model name three times.
  • Precache your model on both server and client.

See Also