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Fields

Fields are entity parameters supported by et.gentity_get() and et.gentity_set() functions.

Player fields

Name Type Flag Description
noclip int ro  
lastKillTime int ro  
saved_persistant int_array ro  
lastConstructibleBlockingWarnTime int ro  
landmineSpottedTime int ro  
lasthurt_client int ro  
lasthurt_mod int ro  
lasthurt_time int ro  
respawnTime int ro  
inactivityTime int rw  
inactivityWarning int rw  
combatState int ro  
deathAnimTime int ro  
deathTime int ro  
disguiseClientNum int ro  
medals int ro  
acc float ro  
hspct float ro  
freezed int rw  
constructSoundTime int ro  
pers.connected int ro  
pers.netname string noptr  
pers.localClient int rw  
pers.initialSpawn int rw  
pers.enterTime int rw  
pers.connectTime int ro  
pers.teamState.state int rw  
pers.voteCount int rw  
pers.complaints int rw  
pers.complaintClient int rw  
pers.complaintEndTime int rw  
pers.lastReinforceTime int rw  
pers.applicationClient int rw  
pers.applicationEndTime int rw  
pers.invitationClient int rw  
pers.invitationEndTime int rw  
pers.propositionClient int rw  
pers.propositionClient2 int rw  
pers.propositionEndTime int rw  
pers.autofireteamEndTime int rw  
pers.autofireteamCreateEndTime int rw  
pers.autofireteamJoinEndTime int rw  
pers.lastSpawnTime int ro  
pers.ready int rw  
pers.lastkilled_client int ro  
pers.lastrevive_client int ro  
pers.lastkiller_client int ro  
pers.lastammo_client int ro  
pers.lasthealth_client int rw  
pers.lastteambleed_client int ro  
pers.lastteambleed_dmg int ro  
pers.playerStats.hitRegions int_array ro  
pers.lastBattleSenseBonusTime int ro  
pers.lastHQMineReportTime int ro  
pers.maxHealth int ro  
pers.playerStats.selfkills int ro  
ps.pm_flags int ro  
ps.pm_time int ro  
ps.pm_type int ro  
ps.eFlags int ro  
ps.weapon int ro  
ps.weaponstate int ro  
ps.stats int_array rw  
ps.persistant int_array rw  
ps.ping int ro  
ps.powerups int_array rw  
ps.origin vec3 rw  
ps.viewangles vec3 rw  
ps.velocity vec3 rw  
ps.ammo int_array rw  
ps.ammoclip int_array rw  
ps.classWeaponTime int rw  
ps.viewheight int ro  
ps.leanf float ro  
sess.sessionTeam int rw  
sess.spectatorTime int rw  
sess.spectatorState int rw  
sess.spectatorClient int rw  
sess.playerType int rw  
sess.playerWeapon int rw  
sess.playerWeapon2 int rw  
sess.spawnObjectiveIndex int rw  
sess.latchPlayerType int rw  
sess.latchPlayerWeapon int rw  
sess.latchPlayerWeapon2 int rw  
sess.ignoreClients int_array rw  
sess.muted int rw  
sess.skillpoints float_array ro  
sess.startskillpoints float_array ro  
sess.startxptotal float ro  
sess.skill int_array rw  
sess.rank int rw  
sess.medals int_array rw  
sess.referee int rw  
sess.rounds int rw  
sess.spec_invite int rw  
sess.spec_team int rw  
sess.kills int rw  
sess.deaths int rw  
sess.gibs int rw  
sess.self_kills int rw  
sess.team_kills int rw  
sess.team_gibs int rw  
sess.damage_given int rw  
sess.damage_received int rw  
sess.team_damage_given int rw  
sess.team_damage_received int rw  
sess.time_axis int ro  
sess.time_allies int ro  
sess.time_played int ro  
sess.mu float ro  
sess.sigma float ro  
sess.oldmu float ro  
sess.oldsigma float ro  
sess.uci int rw  
sess.aWeaponStats weaponstat ro  

Note

All the session sess.* fields will return nil unless the entity is associated with a client slot.

Note

All array variables need to be get or set with an additional parameter.

Entity fields

Name Type Flag Description
activator entity ro  
chain entity rw  
classname string rw  
clipmask int rw  
closespeed float rw  
count int rw  
count2 int rw  
damage int rw  
deathType int rw  
delay float rw  
dl_atten int rw  
dl_color vec3 rw  
dl_shader string ro  
dl_stylestring string ro  
duration float rw  
end_size int rw  
enemy entity rw  
entstate int ro  
flags int ro  
harc float rw  
health int rw  
inuse int rw  
isProp int ro  
item string ro  
key int rw  
message string rw  
methodOfDeath int rw  
mg42BaseEnt int rw  
missionLevel int rw  
model string ro  
model2 string ro  
nextTrain entity rw  
noise_index int rw  
prevTrain entity rw  
props_frame_state int ro  
r.absmax vec3 ro  
r.absmin vec3 ro  
r.bmodel int ro  
r.contents int rw  
r.currentAngles vec3 rw  
r.currentOrigin vec3 rw  
r.eventTime int rw  
r.linked int ro  
r.maxs vec3 rw  
r.mins vec3 rw  
r.ownerNum int rw  
r.singleClient int rw  
r.svFlags int rw  
r.worldflags int ro  
radius int rw  
random float rw  
rotate vec3 rw  
s.angles vec3 rw  
s.angles2 vec3 rw  
s.apos trajectory rw  
s.clientNum int rw  
s.constantLight int rw  
s.density int rw  
s.dl_intensity int rw  
s.dmgFlags int rw  
s.eFlags int rw  
s.eType int rw  
s.effect1Time int rw  
s.effect2Time int rw  
s.effect3Time int rw  
s.frame int rw  
s.groundEntityNum int ro  
s.loopSound int rw  
s.modelindex int rw  
s.modelindex2 int rw  
s.number int ro  
s.onFireEnd int rw  
s.onFireStart int rw  
s.origin vec3 rw  
s.origin2 vec3 rw  
s.pos trajectory rw  
s.powerups int ro  
s.solid int rw  
s.teamNum int rw  
s.time int rw  
s.time2 int rw  
s.weapon int ro  
s.eventParm int rw  
scriptName string ro  
spawnflags int ro  
spawnitem string ro  
speed int rw  
splashDamage int rw  
splashMethodOfDeath int rw  
splashRadius int rw  
start_size int rw  
tagName string noptr+ro  
tagParent entity rw  
takedamage int rw  
tankLink entity rw  
target string rw  
TargetAngles vec3 rw  
TargetFlag int ro  
targetname string ro  
teamchain entity rw  
teammaster entity rw  
track string ro  
varc float rw  
wait float rw  
waterlevel int ro  
watertype int ro  

Field types

int

An integer value.

float

A float value.

string

A string.

array

An array is a list of integer or float values. Individual elements of the array are accessed by passing the desired index in the arrayindex argument. Valid array indexes are integers from 0 up to some field specific maximum.

Note

The arrayindex argument is required when accessing array type fields, so only one element of an array can be accessed in a given call to the et.gentity_get() and et.gentity_set() functions.

vec3

A vec3_t is a 3-element array of numbers, usually used to store and process coordinates in 3D space. Similarly, a vector is an array (table indexed by integers) containing 3 numbers. It can be accessed by:

origin = et.gentity_get(entNum, "r.currentOrigin") --a vec3 value
x, y, z = origin[1], origin[2], origin[3]

trajectory

A trajectory is returned as a lua table as described below:

{
  trDuration = <number>, --- int
  trTime = <number>, -- int
  trType = <number>, -- see below for allowed values
  trBase = <vec3_t>, -- vec3, as described above
  trDelta = <vec3_t> -- also a vec3
}

The allowed values for trType are as follows:

Name Description
TR_STATIONARY  
TR_INTERPOLATE non-parametric, but interpolate between snapshots
TR_LINEAR  
TR_LINEAR_STOP  
TR_LINEAR_STOP_BACK so reverse movement can be different than forward
TR_SINE value = base + sin( time / duration ) * delta
TR_GRAVITY  
TR_GRAVITY_LOW  
TR_GRAVITY_FLOAT super low grav with no gravity acceleration (floating feathers/fabric/leaves/...)
TR_GRAVITY_PAUSED has stopped, but will still do a short trace to see if it should be switched back to TR_GRAVITY
TR_ACCELERATE  
TR_DECCELERATE  
TR_SPLINE  
TR_LINEAR_PATH  

Note

Not all values make sense for all entity types.

entity

Entity numbers are integers from 0 through 1023. Some of the entity numbers have special meanings:

Value Description
0 - (sv_privateclients - 1) Reserved for clients who connect with the private slot password
0 - 63 Reserved for clients and also the client number
1022 Worldspawn entity
1023 ENTITYNUM_NONE which is used to indicate no entity when an entity number will be passed over the network

Note

Some other fields not listed as type entity may take an entity number value. Examples are mg42BaseEnt and s.number.