Enumerations3
Defines60
SymbolDescription
FL_AIMTARGETset if the crosshair needs to aim onto the entity
FL_ATCONTROLSPlayer can't move, but keeps key inputs for controlling another entity
FL_BASEVELOCITYBase velocity has been applied this frame (used to convert base velocity into momentum)
FL_CLIENTIs a player
FL_CONVEYOR
FL_DISSOLVINGWe're dissolving!
FL_DONTTOUCHDoesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
FL_DUCKINGPlayer flag -- Player is fully crouched
FL_EP2V_UNKNOWN1Unknown
FL_FAKECLIENTFake client, simulated server side; don't send network messages to them
FL_FLYChanges the SV_Movestep() behavior to not need to be on ground
FL_FREEZINGWe're becoming frozen!
FL_FROZENPlayer is frozen for 3rd person camera
FL_GODMODE
FL_GRAPHEDworldgraph has this ent listed as something that blocks a connection
FL_GRENADE
FL_INRAINIndicates the entity is standing in rain
FL_INWATERIn water
FL_KILLMEThis entity is marked for death -- will be freed by game DLL
FL_NOTARGET
FL_NPC
FL_OBJECTTerrible name. This is an object that NPCs should see. Missiles, for example.
FL_ONFIREYou know...
FL_ONGROUNDAt rest / on the ground
FL_ONTRAINPlayer is _controlling_ a train, so movement commands should be ignored on client during prediction.
FL_PARTIALGROUNDnot all corners are valid
FL_STATICPROPEetsa static prop!
FL_STEPMOVEMENTChanges the SV_Movestep() behavior to not do any processing
FL_SWIMChanges the SV_Movestep() behavior to not need to be on ground (but stay in water)
FL_TRANSRAGDOLLIn the process of turning into a client side ragdoll.
FL_UNBLOCKABLE_BY_PLAYERpusher that can't be blocked by the player
FL_WATERJUMPplayer jumping out of water
FL_WORLDBRUSHNot moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
IN_ALT1
IN_ALT2
IN_ATTACK
IN_ATTACK2
IN_ATTACK3
IN_BACK
IN_BULLRUSH
IN_CANCEL
IN_DUCK
IN_FORWARD
IN_GRENADE1grenade 1
IN_GRENADE2grenade 2
IN_JUMP
IN_LEFT
IN_MOVELEFT
IN_MOVERIGHT
IN_RELOAD
IN_RIGHT
IN_RUN
IN_SCOREUsed by client.dll for when scoreboard is held down
IN_SPEEDPlayer is holding the speed key
IN_USE
IN_WALKPlayer holding walk key
IN_WEAPON1weapon defines these bits
IN_WEAPON2weapon defines these bits
IN_ZOOMZoom key for HUD zoom
PLAYER_FLAG_BITS
Functions14
SymbolDescription
GetClientButtonsGet's a users current pressed buttons
GetEntityFlagsGet an entity's flags.
GetEntityGravityGets an entity's gravity.
GetEntityMoveTypeGets an entity's movetype.
GetEntityRenderColorGets an entity's color.
GetEntityRenderFxGets an entity's render Fx.
GetEntityRenderModeGets an entity's render mode.
SetEntityFlagsSets an entity's flags.
SetEntityGravitySets an entity's gravity.
SetEntityHealthSets an entity's health
SetEntityMoveTypeSets an entity's movetype.
SetEntityRenderColorSets an entity's color.
SetEntityRenderFxSets an entity's render Fx.
SetEntityRenderModeSets an entity's render mode.