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entity

Functions:

get

entity.get(idx: number[, by_userid: boolean]): entity
Name
Type
Description
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
Name
Type
Description
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
Name
Type
Description
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
Name
Type
Description
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
Name
Type
Description
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
local on_createmove = function(cmd)
local localplayer = entity.get_local_player()
if localplayer == nil then
return
end
-- example 1
local health = localplayer.m_iHealth
-- example 2 [array netprops]
local pitch = localplayer.m_flPoseParameter[12]
-- example 3
local stamina = localplayer['m_flStamina']
print(('my health is: %d | pitch: %.1f | stamina: %d%%'):format(
health, pitch,
100 - (80 / 100 * stamina)
))
end
events.createmove:set(on_createmove)

Setting netprop values

ent.prop_name = value
ent.prop_name[index] = value
ent["prop_name"] = value
Name
Type
Description
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
for _, player in ipairs(entity.get_players(true)) do
-- example 1
player.m_bSpotted = true
-- example 2 [array netprops]
player.m_flPoseParameter[12] = 0.5
-- example 3
player['m_nSkin'] = 2
end

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
Name
Type
Description
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.
ID
Description
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
Name
Type
Description
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.
🧷 Animation state keys
  • [number] abs_yaw
  • [number] abs_yaw_last
  • [vector] acceleration
  • [number] acceleration_weight
  • [number] action_weight_bias_remainder
  • [boolean] adjust_started
  • [number] aim_matrix_transition
  • [number] aim_matrix_transition_delay
  • [number] aim_pitch_max
  • [number] aim_pitch_min
  • [number] aim_yaw_max
  • [number] aim_yaw_min
  • [number] anim_duck_amount
  • [number] animstate_model_version
  • [number] cached_model_index
  • [number] camera_smooth_height
  • [userdata] crouch_walk_aim
  • [boolean] defuse_started
  • [number] duck_additional
  • [number] duration_in_air
  • [number] duration_move_weight_is_too_high
  • [number] duration_moving
  • [number] duration_still
  • [number] duration_strafing
  • [number] eye_pitch
  • [number] eye_position_smooth_lerp
  • [number] eye_yaw
  • [boolean] feet_crossed
  • [boolean] first_foot_plant_since_init
  • [boolean] first_run_since_init
  • [boolean] flashed
  • [userdata] foot_left
  • [number] foot_lerp
  • [userdata] foot_right
  • [number] in_air_smooth_value
  • [number] jump_to_fall
  • [number] ladder_speed
  • [number] ladder_weight
  • [number] land_anim_multiplier
  • [boolean] landed_on_ground_this_frame
  • [boolean] landing
  • [number] last_foot_plant_update
  • [number] last_rendered_eye_z
  • [number] last_time_velocity_over_ten
  • [number] last_update_frame
  • [number] last_update_increment
  • [number] last_update_time
  • [number] last_velocity_test_time
  • [userdata] layer_order_preset
  • [number] left_ground_height
  • [boolean] left_the_ground_this_frame
  • [number] move_weight
  • [number] move_weight_smoothed
  • [number] move_yaw
  • [number] move_yaw_current_to_ideal
  • [number] move_yaw_ideal
  • [number] next_twitch_time
  • [boolean] on_ground
  • [boolean] on_ladder
  • [boolean] plant_anim_started
  • [entity] player
  • [boolean] player_is_accelerating
  • [userdata] pose_param_mappings
  • [vector] position_current
  • [vector] position_last
  • [number] previous_move_state
  • [number] primary_cycle
  • [number] recrouch_weight
  • [boolean] smooth_height_valid
  • [number] speed_as_portion_of_crouch_top_speed
  • [number] speed_as_portion_of_run_top_speed
  • [number] speed_as_portion_of_walk_top_speed
  • [userdata] stand_run_aim
  • [userdata] stand_walk_aim
  • [number] static_approach_speed
  • [number] step_height_left
  • [number] step_height_right
  • [number] strafe_change_cycle
  • [number] strafe_change_target_weight
  • [number] strafe_change_weight
  • [number] strafe_change_weight_smooth_fall_off
  • [boolean] strafe_changing
  • [number] strafe_sequence
  • [number] stutter_step
  • [vector] target_acceleration
  • [number] time_of_last_known_injury
  • [number] time_to_align_lower_body
  • [boolean] twitch_anim_started
  • [vector] velocity
  • [vector] velocity_last
  • [number] velocity_length_xy
  • [number] velocity_length_z
  • [vector] velocity_normalized
  • [vector] velocity_normalized_non_zero
  • [number] walk_run_transition
  • [boolean] walk_to_run_transition_state
  • [entity] weapon
  • [entity] weapon_last
  • [entity] weapon_last_bone_setup

:get_anim_overlay

ent:get_anim_overlay([idx: number]): table
Name
Type
Description
idx
number
Index of the animation layer
Returns a table containing information about the specified animation layer. Pass nil to get every animation layer.
🧷 Animation overlay keys
  • [number] activity
  • [number] cycle
  • [number] dispatched_dst
  • [number] dispatched_src
  • [userdata] dispatched_studio_hdr
  • [number] invalidate_physics_bits
  • [number] layer_animtime
  • [number] layer_fade_outtime
  • [number] order
  • [entity] owner
  • [number] playback_rate
  • [number] prev_cycle
  • [number] sequence
  • [number] weight
  • [number] weight_delta_rate

: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
Name
Type
Description
idx
number
Index of the bone
Returns the position of the specified bone.

:get_hitbox_position

ent:get_hitbox_position(idx: number): vector
Name
Type
Description
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])
Name
Type
Description
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
Name
Type
Description
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.
Name
Type
Description
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_flStaminavalue 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.
🧷 Weapon Info keys
  • [number] max_player_speed
  • [number] max_player_speed_alt
  • [number] attack_move_speed_factor
  • [number] spread
  • [number] spread_alt
  • [number] inaccuracy_crouch
  • [number] inaccuracy_crouch_alt
  • [number] inaccuracy_stand
  • [number] inaccuracy_stand_alt
  • [number] inaccuracy_jump_initial
  • [number] inaccuracy_jump_apex
  • [number] inaccuracy_jump
  • [number] inaccuracy_jump_alt
  • [number] inaccuracy_land
  • [number] inaccuracy_land_alt
  • [number] inaccuracy_ladder
  • [number] inaccuracy_ladder_alt
  • [number] inaccuracy_fire
  • [number] inaccuracy_fire_alt
  • [number] inaccuracy_move
  • [number] inaccuracy_move_alt
  • [number] inaccuracy_reload
  • [number] recoil_seed
  • [number] recoil_angle
  • [number] recoil_angle_alt
  • [number] recoil_angle_variance
  • [number] recoil_angle_variance_alt
  • [number] recoil_magnitude
  • [number] recoil_magnitude_alt
  • [number] recoil_magnitude_variance_alt
  • [number] spread_seed
  • [number] recovery_time_crouch
  • [number] recovery_time_stand
  • [number] recovery_time_crouch_final
  • [number] recovery_time_stand_final
  • [number] recovery_transition_start_bullet
  • [number] recovery_transition_end_bullet
  • [boolean] unzoom_after_shot
  • [boolean] hide_view_model_zoomed
  • [number] zoom_level
  • [userdata] zoom_fov
  • [userdata] zoom_time
  • [string] weapon_class
  • [boolean] has_burst_mode
  • [boolean] is_revolver
  • [number] recoil_magnitude_variance
  • [string] weapon_name
  • [number] weapon_type
  • [number] weapon_price
  • [string] console_name
  • [number] max_clip1
  • [number] max_clip2
  • [string] world_model
  • [string] view_model
  • [string] dropped_model
  • [string] hud_name
  • [number] kill_award
  • [number] cycle_time
  • [number] cycle_time_alt
  • [number] time_to_idle
  • [boolean] full_auto
  • [number] damage
  • [number] headshot_multiplier
  • [number] armor_ratio
  • [number] bullets
  • [number] penetration
  • [number] range
  • [number] range_modifier
  • [number] throw_velocity
  • [boolean] has_silencer

: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.
Last modified 3mo ago