6#include <entity2/entityclass.h>
7#include <entity2/entityidentity.h>
8#include <entity2/entityinstance.h>
9#include <entity2/entitysystem.h>
10#include <schemasystem/schematypes.h>
11#include <shareddefs.h>
74 return entity.BodyComponent().SceneNode();
79 return (
_e &&
_e->m_pEntity) ?
_e->GetEntityIndex().Get() : -1;
89 if (!
_e || !
_e->m_pEntity)
93 const char* name =
_e->GetClassname();
94 return name ? std::string_view(name) : std::string_view{};
122 SetMoveTypeRaw(type);
123 SetActualMoveType(type);
141 const std::string
text(value);
155 for (;
klass;
klass =
klass->m_nBaseClassCount > 0 ?
klass->m_pBaseClasses[0].m_pClass :
nullptr)
157 if (
klass->m_pszName && std::string_view(
klass->m_pszName) ==
"CBaseModelEntity")
void * Ptr() const noexcept
const VoltMod::Bindings & Bindings() const noexcept
CGameEntitySystem * Raw()
A live entity, valid for this frame only.
void SetRender(Schema::RenderMode_t mode, Color color) const
void SetModel(std::string_view path) const
void SetMoveType(Schema::MoveType_t type) const
void SetVisible(bool visible, uint8_t alpha=0) const
void RemoveAfter(float seconds) const
std::string_view ClassName() const
void AcceptInput(std::string_view input, std::string_view value={}, const Entity &activator={}) const
void EmitSound(std::string_view soundEvent, float volume=1.0f) const
void Spawn(KeyValues &values) const
void PlayAnimation(std::string_view animation, std::string_view idle={}) const
void Teleport(std::optional< Vector > origin, std::optional< QAngle > angles, std::optional< Vector > velocity) const
void SetScale(float scale) const
void StopSound(std::string_view soundEvent) const
Spawn keyvalues such as "origin", "spawnflags" or "effect_name".
void SetRenderMode(RenderMode_t value) const
static constexpr float MinScale
static constexpr float MaxScale
static bool IsModelEntity(CEntityInstance *entity)
static std::string ReadFile(const std::filesystem::path &path)
static void FireInput(const Bindings &bindings, CEntityInstance *entity, std::string_view input, variant_t &value, CEntityInstance *activator)
static Schema::CGameSceneNode SceneNode(const Entity &entity)
StartSoundEventInfo(*)(IRecipientFilter &filter, CEntityIndex sourceIndex, const EmitSoundParams ¶ms) EmitSoundFilterFn
Fn< void(CEntityInstance *, const char *)> StopSound
Fn< void(CEntityInstance *, CEntityKeyValues *)> DispatchSpawn
Fn< void(CEntityInstance *, const char *, int, float, float)> EmitSoundParams
Fn< void(void *, CEntityInstance *, const char *, CEntityInstance *, CEntityInstance *, const void *, float, const void *, const void *)> AddEntityIOEvent
Fn< void(CEntityInstance *, const char *)> SetModel
VirtualFn< void(CEntityInstance *, const Vector *, const QAngle *, const Vector *)> Teleport
An RGBA color in the engine's byte order, as m_clrRender and glow colors hold it.
static constexpr uint32_t Unset