Comment on page
👾
entity
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.
entity.get_local_player():
entity
Returns a pointer to the local player.
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.
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.
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.
entity.get_game_rules():
entity
Returns the pointer to the CCSGameRulesProxy instance, or nil if none exists.
entity.get_player_resource():
entity
Returns the pointer to the CCSPlayerResource instance, or nil if none exists.
ent[0]
:
userdata
Returns the
ffi
pointer to the entity.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)
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
ent:is_player():
boolean
Returns
true
if the entity is a player entity.ent:is_weapon():
boolean
Returns
true
if the entity is a weapon entity.ent:is_dormant():
boolean
Returns
true
if the entity is dormant.ent:is_bot():
boolean
Returns
true
if the entity is a bot.ent:is_alive():
boolean
Returns
true
if the entity is alive.ent:is_enemy():
boolean
Returns
true
if the entity is an enemy.ent:is_visible():
boolean
Returns
true
if the entity is visible.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.ent:get_index():
number
Returns the index of the entity.
ent:get_name():
string
Returns the player name, weapon name or class name if the entity is neither of those.
ent:get_origin():
vector
Returns the position vector of the entity.
ent:get_angles():
vector
Returns the absolute angles of the entity.
ent:get_simulation_time():
table
Returns a table containing
current
and old
simulation time values.ent:get_classname():
string
Returns the name of the entity's class.
ent:get_classid():
number
Returns the ID of the entity's class.
ent:get_materials():
table
Returns a table containing all materials used by the entity.
ent:get_model_name():
string
Returns the model name of the entity.
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 ) |
ent:get_bbox():
table
Returns a table containing
pos1
, pos2
, and alpha
values.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
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.ent:get_anim_state():
table
Returns a table containing information about the animation state of the player.
- [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
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.- [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
ent:get_eye_position():
vector
Returns the eye position of the player.
ent:get_bone_position(idx: number):
vector
Name | Type | Description |
---|---|---|
idx | number | Index of the bone |
Returns the position of the specified bone.
ent:get_hitbox_position(idx: number):
vector
Name | Type | Description |
---|---|---|
idx | number | Index of the hitbox |
Returns the position of the specified hitbox.
ent:get_steam_avatar():
ImgObject
Returns a pointer to the Steam avatar image object of the specified entity.
ent:get_xuid():
string
Returns the Steam ID of the player.
ent:get_resource():
entity
Returns the pointer to the CCSPlayerResource instance attached to the player, or nil if none exists.
ent:get_spectators():
table
Returns a table of pointers to the players that are currently spectating the specified player.
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.
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.This class encapsulates the context and results of a movement simulation initiated by
:simmulate_movement
.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_flStamina value of the player after simulation. |
surface_friction | number | m_surfaceFriction value of the player after simulation. |
trace | trace | Post-simulation trace object. |
ent:get_weapon_index():
number
Returns the index of the weapon.
ent:get_weapon_icon():
ImgObject
Returns the icon of the weapon.
ent:get_weapon_info():
userdata
Returns a pointer to the
CCSWeaponInfo
struct of the weapon.- [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
ent:get_weapon_owner():
entity
Returns a pointer to the weapon owner's entity.
ent:get_weapon_reload():
number
Returns the weapon reload percentage (0.0-1.0), -1 if not reloading.
ent:get_max_speed():
number
Returns the maximum speed the player can move with the weapon.
ent:get_spread():
number
Returns the spread of the weapon in radians.
ent:get_inaccuracy():
number
Returns the inaccuracy of the weapon in radians.
Last modified 3mo ago