c_base_entity
Base entity class that all game entities inherit from. Provides fundamental entity properties and methods. Source:game/sdk/classes/c_base_entity.h:17
Inherits: i_client_entity
Network Variables
Model index for the entity’s visual representationNetvar:
CBaseEntity::m_nModelIndexTeam number the entity belongs to (Terrorist, Counter-Terrorist, etc.)Netvar:
CBaseEntity::m_iTeamNumWorld position of the entityNetvar:
CBaseEntity::m_vecOriginRotation angles of the entity (pitch, yaw, roll)Netvar:
CBaseEntity::m_vecAnglesHandle to the entity’s ownerNetvar:
CBaseEntity::m_hOwnerEntityWhether the entity has been spotted by the local playerNetvar:
CBaseEntity::m_bSpottedServer simulation time for the entityNetvar:
CBaseEntity::m_flSimulationTimeEntity effects bit flagsNetvar:
CBaseEntity::m_fEffectsMethods
Returns the entity’s coordinate frame transformation matrixReturns: Reference to the 3x4 transformation matrix
Checks if the entity is a playerReturns:
true if entity is a player, false otherwiseVirtual Index: 158Retrieves the entity’s data description map for data-driven propertiesReturns: Pointer to the data mapVirtual Index: 15
Retrieves the entity’s prediction data mapReturns: Pointer to the prediction data mapVirtual Index: 17
Gets the entity’s variable mapping structureReturns: Pointer to variable mapping at offset 0x24
c_base_animating
Animated entity class that extends base entity with animation capabilities. Source:game/sdk/classes/c_base_animating.h:10
Inherits: c_base_entity
Network Variables
Index of the active hitbox setNetvar:
CBaseAnimating::m_nHitboxSetAnimation cycle progress (0.0 to 1.0)Netvar:
CBaseAnimating::m_flCycleMethods
Returns the array of pose parameters for animation blendingReturns: Reference to array of 24 pose parameter values
Gets reference to the jiggle bones enabled flagReturns: Reference to boolean at offset 0x2930
Invalidates the entity’s bone cache, forcing recalculation on next access
Calculates the world position of a hitboxParameters:
index- Hitbox indexpoint_scale- Scale factor for point position (default: 0.5)
c_base_combat_character
Combat character class that adds weapon handling capabilities. Source:game/sdk/classes/c_base_combat_character.h:14
Inherits: c_base_animating
Network Variables
Handle to the currently active weaponNetvar:
CBaseCombatCharacter::m_hActiveWeaponTime when the character can perform the next attackNetvar:
CBaseCombatCharacter::m_hActiveWeaponArray handle to all weapons owned by this characterNetvar:
CBaseCombatCharacter::m_hMyWeaponsArray handle to wearable items (gloves, etc.)Netvar:
CBaseCombatCharacter::m_hMyWearablesUsage Example
Inheritance Hierarchy
All entity classes use the
NETVAR macro to define networked variables that are synchronized between client and server. The netvar system uses the table and property names from the Source Engine’s network property tables.