πΆββοΈentity
Functions:
get_local
entity.get_local(): entity
Returns a pointer to the local player.
get_player_by_index
entity.get_player_by_index(player_index: number): entity
player_index
number
player_index
Returns a pointer to the specified player.
get_weapon_by_player
entity.get_weapon_by_player(player: entity): weapon
player
entity
player
Returns a pointer to the player's weapon entity.
get_players
entity.get_players(ignore_team: boolean): table
ignore_team
boolean
ignore_team
Returns the table of pointers to entities.
Classes:
:get_animstate
<entity>:get_animstate(): table
Returns the player animstate.
:get_animlayer
<entity>:get_animlayer(index: number): table
index
number
Animlayer index
Returns the player animlayer.
:get_sequence_activity
<entity>:get_sequence_activity(sequence: number): number
sequence
number
Sequence
Returns the player sequence activity.
:get_name
<entity>:get_name(): string
Returns the player name.
:get_weapons
<entity>:get_weapons(index: number): weapon
Returns a table containing pointers to every weapon entity the player is currently carrying.
index
number
index
:get_index
<entity>:get_index(): number
Returns the index of the player.
:get_dormant
<entity>:get_dormant(): boolean
Returns true, if the player is dormant.
:get_team
<entity>:get_team(): number
Returns the player team number.
:is_alive
<entity>:is_alive(): boolean
Returns true, if the player is alive.
:get_velocity
<entity>:get_velocity(): vector
Returns the velocity vector of the player.
:get_absorigin
<entity>:get_absorigin(): vector
Returns the absolute position vector of the player.
:get_angles
<entity>:get_angles(): vector
Returns the angles of the player.
:get_player_hitbox_pos
<entity>:get_player_hitbox_pos(): vector
Returns the position of the specified hitbox.
:get_muzzle_pos
<entity>:get_muzzle_pos(): vector
Returns the position of the muzzle.
:get_player_bone_pos
<entity>:get_player_bone_pos(): vector
Returns the position of the specified bone.
:get_shoot_pos
<entity>:get_shoot_pos(): vector
Returns the position of the shoot.
:has_heavy_arm
<entity>:has_heavy_arm(): vector
Returns true, if the player has heavy armor
:is_scoped
<entity>:is_scoped(): vector
Returns true, if the player is scoped.
:get_health
<entity>:get_health(): vector
Returns the player health.
:get_bbox
<entity>:get_bbox(): table
Returns a table containing x, y, w, and h values.
:get_body_yaw
<entity>:get_body_yaw(): number
Returns the player body yaw.
:m_flposeparameter
<entity>:m_flposeparameter()[index: number]: number
index
number
-
Returns the player pose parameters.
:set_render_pose
<entity>:set_render_pose(index: number, value: number)
index
number
index
value
number
value
cheat.push_callback("on_frame_net", function(stage)
if (stage == enum_frames.frame_start) then
local player = entity.get_local()
if (player == nil or not player:is_alive()) then
return
end
local flags = player:get_prop_int("CBasePlayer", "m_fFlags")
local on_ground = bit.band(flags, 1) == 1
if (not on_ground) then
player:set_render_pose(6, 1) --> Static legs
end
end
end)Sets the values of the pose parameters.
:draw_hitbox
<entity>:draw_hitbox(hitbox: number, col: color, duration: number, ignore_z: boolean)
hitbox
number
hitbox
col
color
col
duration
number
duration
ignore_z
boolean
ignore_z
Draws a specific player hitbox.
:set_model_index
<entity>:set_model_index(index: number)
index
number
index
Sets the index of the model to the player.
:get_model
<entity>:get_model(): model
Returns the player model.
Getting prop values
<entity>:get_prop_int(class_name: string, prop_name: string): number
class_name
string
Class name
prop_name
string
Prop name
<entity>:get_prop_float(class_name: string, prop_name: string): number
class_name
string
Class name
prop_name
string
Prop name
<entity>:get_prop_bool(class_name: string, prop_name: string): boolean
class_name
string
Class name
prop_name
string
Prop name
<entity>:get_prop_string(class_name: string, prop_name: string): string
class_name
string
Class name
prop_name
string
Prop name
<entity>:get_prop_entity(class_name: string, prop_name: string): entity
class_name
string
Class name
prop_name
string
Prop name
<entity>:get_prop_vector(class_name: string, prop_name: string): vector
class_name
string
Class name
prop_name
string
Prop name
Setting prop values
<entity>:set_prop_int(class_name: string, prop_name: string, value: number)
class_name
string
Class name
prop_name
string
Prop name
value
number
Prop value
<entity>:set_prop_float(class_name: string, prop_name: string, value: number)
class_name
string
Class name
prop_name
string
Prop name
value
number
Prop value
<entity>:set_prop_bool(class_name: string, prop_name: string, value: boolean)
class_name
string
Class name
prop_name
string
Prop name
value
boolean
Prop value
<entity>:set_prop_string(class_name: string, prop_name: string, value: string)
class_name
string
Class name
prop_name
string
Prop name
value
string
Prop value
<entity>:set_prop_entity(class_name: string, prop_name: string, value: string)
class_name
string
Class name
prop_name
string
Prop name
value
entity
Prop value
<entity>:set_prop_vector(class_name: string, prop_name: string, value: vector)
class_name
string
Class name
prop_name
string
Prop name
value
vector
Prop value
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