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- | {{tr ...|font-size=14px|bgcolor=#303030|width=225px| '''[[Mapbase/Entities|Mapbase Entities]]''' }}1 KB (178 words) - 04:30, 3 June 2025
- | {{tr|align=center {{tr|align=center2 KB (200 words) - 04:30, 3 June 2025
- | {{tr {{tr6 KB (858 words) - 03:59, 16 July 2025
- {{KV|Name|intn=targetname|string|The [[targetname]] that other entities refer to this entity by.}} {{tr|style=position:sticky; z-index:10; top:0|21 KB (1,879 words) - 16:01, 23 May 2025
- | {{tr {{tr16 KB (1,991 words) - 11:42, 6 September 2025
- Handles how a NextBot sees certain entities in its environment. | {{tr5 KB (806 words) - 21:15, 18 July 2025
- | {{tr {{tr16 KB (1,769 words) - 12:07, 6 September 2025
- :*'''<nowiki>*</nowiki>tr''' is a trace_t class. The results of the UTIL_TraceLine are written to thi ...in World Space coordinates. For Player's this is their feet, and for most entities :*it is either the center or bottom of the model.7 KB (1,094 words) - 11:50, 12 July 2024
- // We want to capture touches from other entities const trace_t &tr = GetTouchTrace();2 KB (229 words) - 16:40, 28 June 2011
- | {{tr {{tr10 KB (1,110 words) - 06:45, 22 August 2024
- '''Tool textures''' are used, mostly by the entities they're named after, but sometimes by parts of the engine such visibility c | {{tr47 KB (7,165 words) - 01:45, 15 June 2025
- Rockets, grenades, and other projectiles are entities in their own right which exist independently of the weapon they came from. * [[Authoring a Model Entity]] (for creating [[QPhysics]] entities)6 KB (918 words) - 04:49, 12 July 2024
- ...around the world. We'll also look at the touch function, available to all entities, which we will use to make the entity move when touched. ...example we'll take advantage of some code that's already written for brush entities in <code>[[CBaseTrigger]]</code>. To access it we need a second include: <c8 KB (1,324 words) - 04:48, 12 July 2024
- trace_t tr; // Search for objects in a sphere (tests for entities that are not solid, yet still usable)8 KB (907 words) - 08:47, 21 January 2024
- CS:S only lag compensates players. It may be useful to also compensate other entities, and this can be approximated by reading the player's current ping. This also a useful example to see how to create moving entities, do collision tests, etc.9 KB (1,081 words) - 01:51, 2 March 2025
- ...s facing away from light) and a mod/game without it(shadows directly under entities).]] ...s generally given by the {{ent|shadow_control}} entity, but it affects all entities in a level.25 KB (2,766 words) - 04:17, 30 May 2025
- trace_t tr; ...ity, vWantedPos, vWantedPos, MASK_NPCSOLID, pEntity, COLLISION_GROUP_NPC, &tr );28 KB (3,678 words) - 08:27, 12 July 2024
- This inventory is pretty simple. It saves the entities, which the player finds on his way, but only for the current session. It's virtual void InitEntityList( void ); // The Entities gets added here.24 KB (3,006 words) - 08:47, 21 January 2024
- ...thout having to write a single line of code, or having sprawling chains of entities. Not meant to program a game entirely in it, but to augment it. | {{tr10 KB (1,506 words) - 06:52, 1 August 2025
- // Ragdoll entities. trace_t tr;17 KB (2,219 words) - 17:52, 18 July 2025