User:Pinsplash/BaseEntity
Basic functions for all entities. Recommended to paste at the top of base.fgd.
@BaseClass base(Targetname, Parentname, Angles, Origin, Global) = CBaseEntity
[ ResponseContext(string) : "Response Contexts" : : "Pre-defined response system contexts for this entity. Format is key:value,key:value,..." effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, simply type in the sum of the effect numbers, e.g., '72' for 64+8." = [ 0: "0 - None" 1: "1 - EF_BONEMERGE: Bonemerge always (very expensive!)" 2: "2 - EF_BRIGHTLIGHT: Bright, dynamic light at entity origin" 4: "4 - EF_DIMLIGHT: Dim, dynamic light at entity origin" 8: "8 - EF_NOINTERP: No movement interpolation" 16: "16 - EF_NOSHADOW: Don't cast shadows" 32: "32 - EF_NODRAW: Don't draw entity (entity is fully ignored by clients, NOT server; can cause collision problems)" 64: "64 - EF_NORECEIVESHADOW: Don't receive dynamic shadows" 128: "128 - EF_BONEMERGE_FASTCULL: Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge." 256: "256 - EF_ITEM_BLINK: Unsubtle blink" 512: "512 - EF_PARENT_ANIMATES: Flag parent as always animating and realign each frame" ] ltime(float) : "Local Time" : : "The local time of the entity, independent of the global clock. Used mainly for physics calculations." nextthink(float) : "Next Think" : : "Amount of time before the entity thinks again." hammerid(integer) : "Hammer ID" : : "The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned. Entities spawned at run-time are not assigned any Hammer ID." mincpulevel(integer) : "Minimum CPU Level (Since L4D)" : : "Minimum CPU Level allowed for this entity. 0 means all levels allowed." maxcpulevel(integer) : "Maximum CPU Level (Since L4D)" : : "Maximum CPU Level allowed for this entity. 0 means all levels allowed." mingpulevel(integer) : "Minimum GPU Level (Since L4D)" : : "Minimum GPU Level allowed for this entity. 0 means all levels allowed." maxgpulevel(integer) : "Maximum GPU Level (Since L4D)" : : "Maximum GPU Level allowed for this entity. 0 means all levels allowed." LagCompensate(choices) : "Lag Compensation (Since L4D2)" : 0 : "Set to Yes to lag compensate this entity. Should be used very sparingly!" = [ 0: "No" 1: "Yes" ] is_autoaim_target(choices) : "Is Automatic-Aim Target (Since CSGO)" : 0 : "If yes, automatic-aim assistance will target this entity." = [ 0: "No" 1: "Yes" ] ///////////////////////inputs input Use(void) : "Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input." input DispatchEffect(string) : "Dispatches a special effect from the entity's origin. Replaced by particles since Left 4 Dead." input DispatchResponse(string) : "Dispatches a response to the entity." input AddContext(string) : "Adds to the entity's list of response contexts. Format is <key>:<value>." input RemoveContext(string) : "Remove a context from this entity's list. The name should match the key of an existing context." input ClearContext(string) : "Removes all contexts from this entity's list." input CallScriptFunction(string) : "Since L4D2. Execute a VScript function in the scope of the receiving entity." input SetLocalOrigin(string) : "Since p2. Set this entity's origin in the map. (dubious)" input SetLocalAngles(string) : "Since p2. Set this entity's angles in the map. (dubious)"]