32 CEntityInstance*
_e =
nullptr;
63#include <VoltMod/Schema/Generated/Wrappers/Entity.inc>
94 void SetModel(std::string_view path)
const;
runtime.Entities: finds and creates entities. Everything it returns is valid for this frame only; see...
A live entity, valid for this frame only.
Entity(EntitySystem &entities, CEntityInstance *raw) noexcept
Entity & operator=(const Entity &)=delete
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
Entity(const Entity &)=default
void SetScale(float scale) const
void StopSound(std::string_view soundEvent) const
CEntityInstance * Raw() const noexcept
Schema::MoveType_t MoveType() const
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...
Report player pawn moves through CBaseEntity::Teleport.
static std::string ReadFile(const std::filesystem::path &path)