|
| bool | InMap (string className) |
| | Check whether a named entity class exists in the current map/level.
|
| |
| bool | InPVS (entity lookingEntity, vector visiblePosition) |
| | Check whether an entity is within a PVS - if it is visible from a certain location and vice-versa.
|
| |
| bool | InVFS (string fileName) |
| | Check whether a file is present in the virtual filesystem.
|
| |
◆ InMap()
| bool existsAPI_t::InMap |
( |
string | className | ) |
|
Check whether a named entity class exists in the current map/level.
- Parameters
-
| className | specifies entity class to look for. |
- Returns
- when
true, exists in the current map/level.
◆ InPVS()
| bool existsAPI_t::InPVS |
( |
entity | lookingEntity, |
|
|
vector | visiblePosition ) |
Check whether an entity is within a PVS - if it is visible from a certain location and vice-versa.
- Parameters
-
| lookingEntity | is the entity that we test visibility against |
| visiblePosition | is the position they may be able to see |
- Returns
- when
true, they're in each other their potentially-visible-set.
◆ InVFS()
| bool existsAPI_t::InVFS |
( |
string | fileName | ) |
|
Check whether a file is present in the virtual filesystem.
- Parameters
-
| fileName | specifies the file to look for relative to the game directory. E.g. "maps/start.bsp" |
- Returns
- when
true, exists in the virtual filesystem.
The documentation for this struct was generated from the following file: