entity
Functions:
get
entity.get(idx: number[, by_userid: boolean]):
entity
idx
number
Index of the entity
by_userid
boolean
If true
then idx will be perceived as a userid
Returns a pointer to the specified entity.
get_local_player
entity.get_local_player():
entity
Returns a pointer to the local player.
get_players
entity.get_players([enemies_only: boolean, include_dormant: boolean, callback: function]):
table
enemies_only
boolean
If true
then only enemies will be included
include_dormant
boolean
If true
then dormant players will be included
callback
function
A callback with an entity pointer as the argument
If the callback is nil, it returns the table of pointers to player entities. Otherwise the callback will be called. Access the player pointer using the arguments of the specified callback.
get_entities
entity.get_entities([class: number/string, include_dormant: boolean, callback: function]):
table
class
number/string
Either a name or an ID of the needed class. Pass nil
to get every entity.
include_dormant
boolean
If true
then dormant players will be included
callback
function
A callback with an entity pointer as the argument
If the callback is nil, it returns the table of pointers to entities. Otherwise the callback will be called. Access the entity pointer using the arguments of the specified callback.
get_threat
entity.get_threat([ hittable: boolean ]):
entity
hittable
boolean
If true
then returns a pointer to the player that can hit you
Returns a pointer to the current threat.
get_game_rules
entity.get_game_rules():
entity
Returns the pointer to the CCSGameRulesProxy instance, or nil if none exists.
get_player_resource
entity.get_player_resource():
entity
Returns the pointer to the CCSPlayerResource instance, or nil if none exists.
Netprops
Getting FFI pointer
ent[0]
:
userdata
Returns the ffi
pointer to the entity.
Getting netprop values
ent.prop_name:
any
ent.prop_name[index]:
any
ent["prop_name"]:
any
prop_name
string
Name of the networked property
index
number
Optional. If prop_name
is an array, the value at this array index will be returned
Setting netprop values
ent.prop_name = value
ent.prop_name[index] = value
ent["prop_name"] = value
prop_name
string
Name of the networked property
value
any
The property will be set to this value
index
number
Optional. If prop_name
is an array, the value at this array index will be set
Common
:is_player
ent:is_player():
boolean
Returns true
if the entity is a player entity.
:is_weapon
ent:is_weapon():
boolean
Returns true
if the entity is a weapon entity.
:is_dormant
ent:is_dormant():
boolean
Returns true
if the entity is dormant.
:is_bot
ent:is_bot():
boolean
Returns true
if the entity is a bot.
:is_alive
ent:is_alive():
boolean
Returns true
if the entity is alive.
:is_enemy
ent:is_enemy():
boolean
Returns true
if the entity is an enemy.
:is_visible
ent:is_visible():
boolean
Returns true
if the entity is visible.
:is_occluded
ent:is_occluded([ to_entity: entity ]):
boolean
to_entity
entity
Optional. The entity that will be checked for occlusion
If the to_entity
is nil, the local player is checked. Returns true
if the entity is completely occluded for the current entity.
:get_index
ent:get_index():
number
Returns the index of the entity.
:get_name
ent:get_name():
string
Returns the player name, weapon name or class name if the entity is neither of those.
:get_origin
ent:get_origin():
vector
Returns the position vector of the entity.
:get_angles
ent:get_angles():
vector
Returns the absolute angles of the entity.
:get_simulation_time
ent:get_simulation_time():
table
Returns a table containing current
and old
simulation time values.
:get_classname
ent:get_classname():
string
Returns the name of the entity's class.
:get_classid
ent:get_classid():
number
Returns the ID of the entity's class.
:get_materials
ent:get_materials():
table
Returns a table containing all materials used by the entity.
:get_model_name
ent:get_model_name():
string
Returns the model name of the entity.
Players
:get_network_state
ent:get_network_state():
number
Returns the network state of the player.
0
The entity is not dormant
1
The entity is dormant but the cheat has 100% info where the player is
2
The entity is dormant (updated by Shared ESP
)
3
The entity is dormant (updated by Sounds
)
4
The entity is dormant (not updated)
5
The entity is dormant (data is unavailable
or too old
)
:get_bbox
ent:get_bbox():
table
Returns a table containing pos1
, pos2
, and alpha
values.
:get_player_info
ent:get_player_info():
table
Returns a table containing information from the player_info_t
structure of the entity.
Table values: is_hltv
, is_fake_player
, steamid
, steamid64
, userid
, and files_downloaded
:get_player_weapon
ent:get_player_weapon([all_weapons: boolean]):
entity / table
all_weapons
boolean
If true
then all weapons will be included
Returns a pointer to the player's weapon entity.
If all_weapons
is true
, returns a table containing pointers to every weapon entity the player is currently carrying.
:get_anim_state
ent:get_anim_state():
table
Returns a table containing information about the animation state of the player.
:get_anim_overlay
ent:get_anim_overlay([idx: number]):
table
idx
number
Index of the animation layer
Returns a table containing information about the specified animation layer. Pass nil
to get every animation layer.
:get_eye_position
ent:get_eye_position():
vector
Returns the eye position of the player.
:get_bone_position
ent:get_bone_position(idx: number):
vector
idx
number
Index of the bone
Returns the position of the specified bone.
:get_hitbox_position
ent:get_hitbox_position(idx: number):
vector
idx
number
Index of the hitbox
Returns the position of the specified hitbox.
:get_steam_avatar
ent:get_steam_avatar():
ImgObject
Returns a pointer to the Steam avatar image object of the specified entity.
:get_xuid
ent:get_xuid():
string
Returns the Steam ID of the player.
:get_resource
ent:get_resource():
entity
Returns the pointer to the CCSPlayerResource instance attached to the player, or nil if none exists.
:get_spectators
ent:get_spectators():
table
Returns a table of pointers to the players that are currently spectating the specified player.
:set_icon
ent:set_icon([icon: string])
icon
string
Optional. URL to the icon or a panorama path.
Sets an icon in the scoreboard next to the specified player's avatar. The icon will be removed if no icon was provided.
:simulate_movement
ent:simulate_movement([origin: vector, velocity: vector, flags: number]):
sim_ctx
origin
vector
Specifies the origin from which the movement should be simulated. If not provided, it uses the player's current origin.
velocity
vector
Specifies the velocity vector for the simulated movement. If not provided, the function will use the player's current velocity as the default for the simulation.
flags
number
Specifies the m_fFlags 32-bit mask for prediction. If not provided, it uses the player's current m_fFlags
value.
This function allows you to simulate players' movement by optionally providing an origin, velocity, and flags. Returns an instance of the sim_ctx
class containing details and tools for the movement simulation.
Simulation Context
This class encapsulates the context and results of a movement simulation initiated by :simmulate_movement
.
:think
sim:think([ticks: number])
Simulates the player's movement for a specified number of ticks. If not specified, it defaults to simulating for 1 tick.
origin
vector
Position of the player after simulation.
velocity
vector
Velocity of the player after simulation.
view_offset
number
Z axis view offset. Used to calculate the eye position.
duck_amount
number
m_flDuckAmount
value of the player after simulation.
did_hit_collision
boolean
Flags whether the player hit a collision during the simulation.
obb_mins
vector
Player's bounding box's minimum points.
obb_maxs
vector
Player's bounding box's maximum points.
move
vector
simulation_ticks
number
The number of ticks over which the simulation was conducted.
gravity_per_apply
number
Indicates the applied gravitational force during the simulation.
original_max_speed
number
The player's maximum speed before the simulation.
max_speed
number
The maximum speed achieved by the player during the simulation.
is_speed_cropped
boolean
velocity_modifier
number
m_flVelocityModifier
value of the player after simulation.
duck_speed
number
The simulated speed at which the player can be crouching.
stamina
number
m_flStamina
value of the player after simulation.
surface_friction
number
m_surfaceFriction
value of the player after simulation.
trace
trace
Post-simulation trace object.
Weapons
Access functions listed below via :get_player_weapon
function
:get_weapon_index
ent:get_weapon_index():
number
Returns the index of the weapon.
:get_weapon_icon
ent:get_weapon_icon():
ImgObject
Returns the icon of the weapon.
:get_weapon_info
ent:get_weapon_info():
userdata
Returns a pointer to the CCSWeaponInfo
struct of the weapon.
:get_weapon_owner
ent:get_weapon_owner():
entity
Returns a pointer to the weapon owner's entity.
:get_weapon_reload
ent:get_weapon_reload():
number
Returns the weapon reload percentage (0.0-1.0), -1 if not reloading.
:get_max_speed
ent:get_max_speed():
number
Returns the maximum speed the player can move with the weapon.
:get_spread
ent:get_spread():
number
Returns the spread of the weapon in radians.
:get_inaccuracy
ent:get_inaccuracy():
number
Returns the inaccuracy of the weapon in radians.
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