104 CEntityInstance* RawController(
int slot);
115 std::optional<bool> _isRealSystem;
A player's identity behind a slot: name, money, team, scoreboard row. It survives death and respawn; ...
runtime.Entities: finds and creates entities. Everything it returns is valid for this frame only; see...
Entity Create(std::string_view className)
std::vector< Entity > FindAll(std::string_view className)
const VoltMod::Bindings & Bindings() const noexcept
Entity Find(std::string_view className)
Entity SpawnProp(const PropSpec &prop)
Entity SpawnBeam(const Vector &from, const Vector &to, float width, Color color)
Entity Spawn(std::string_view className, KeyValues &values)
EntitySystem(const EntitySystem &)=delete
Entity SpawnLine(std::string_view effect, const Vector &from, EntityRef end)
CGameEntitySystem * Raw()
EntitySystem & operator=(const EntitySystem &)=delete
const VoltMod::Interfaces & Interfaces() const noexcept
Entity SpawnParticle(std::string_view effect, const Vector &origin, const QAngle &angles={0.0f, 0.0f, 0.0f})
A live entity, valid for this frame only.
Spawn keyvalues such as "origin", "spawnflags" or "effect_name".
A player's body: health, armor, movement, aim, weapons. The engine replaces it on every spawn; the Co...
static std::string ReadFile(const std::filesystem::path &path)
std::expected< void, Error > Status
An RGBA color in the engine's byte order, as m_clrRender and glow colors hold it.
Centralized holder for all HL2SDK interface pointers.