AMX Mod X API Documentation

Signature
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)#define FL_CONVEYOR (1<<2)#define FL_CLIENT (1<<3)#define FL_INWATER (1<<4)#define FL_MONSTER (1<<5)#define FL_GODMODE (1<<6)#define FL_NOTARGET (1<<7)#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself#define FL_ONGROUND (1<<9) // At rest / on the ground#define FL_PARTIALGROUND (1<<10) // Not all corners are valid#define FL_WATERJUMP (1<<11) // Player jumping out of water#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water#define FL_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection#define FL_IMMUNE_WATER (1<<17)#define FL_IMMUNE_SLIME (1<<18)#define FL_IMMUNE_LAVA (1<<19)#define FL_PROXY (1<<20) // This is a spectator proxy#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.#define FL_CUSTOMENTITY (1<<29) // This is a custom entity#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
Description

get_entvar(entity, var_flags) values

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