Entity
Physical object in the game world.
Entities are physical representations of objects in the game world. Helix extends the functionality of entities to interface between Helix's own classes, and to reduce boilerplate code.
See the Garry's Mod Wiki for all other methods that the Player class has.
Functions
Entity:BlastDoor(velocity, lifeTime, bIgnorePartner)
View source »Blasts a door off its hinges. Internally, this hides the door entity, spawns a physics prop with the same model, and applies force to the prop.
Parameters
-
velocity
vector
Velocity to apply to the door
-
lifeTime
number
How long to wait in seconds before the door is put back on its hinges
-
bIgnorePartner
boolean
Whether or not to ignore the door's partner in the case of double doors
Returns
-
nil
If the entity is not a door
-
Entity
The physics prop created for the door
Entity:ClearNetVars(receiver)
This is an internal function! You are able to use it, but you risk unintended side effects if used incorrectly.
Clears all of the networked variables.
Parameters
-
receiver
table
default: nil
The players to clear the networked variable for
Entity:GetBlocker()
View source »Returns the entity that is blocking this door from opening.
Returns
-
Entity
Entity that is blocking this door
-
nil
If this entity is not a door, or there is no blocking entity
Entity:GetDoorPartner()
View source »Returns the neighbouring door entity for double doors.
Returns
-
Entity
This door's partner
-
nil
If the door does not have a partner
Entity:GetNetVar(key, default)
View source »Retrieves a networked variable. If it is not set, it'll return the default that you've specified.
Parameters
-
key
string
Identifier of the networked variable
-
default
Default value to return if the networked variable is not set
Returns
-
any
Value associated with the key, or the default that was given if it doesn't exist
Example Usage
print(client:GetNetVar("example"))
> Hello World!
See Also
Entity:IsChair()
View source »Returns true
if this entity is a chair.
Returns
-
bool
Whether or not this entity is a chair
Entity:IsDoor()
View source »Returns true
if this entity is a door. Internally, this checks to see if the entity's class has door
in its name.
Returns
-
bool
Whether or not the entity is a door
Entity:IsLocked()
View source »Returns true
if the given entity is a button or door and is locked.
Returns
-
bool
Whether or not this entity is locked;
false
if this entity cannot be locked at all (e.g not a button or door)
Entity:SendNetVar(key, receiver)
This is an internal function! You are able to use it, but you risk unintended side effects if used incorrectly.
Sends a networked variable.
Parameters
-
key
string
Identifier of the networked variable
-
receiver
table
default: nil
The players to send the networked variable to
Entity:SetNetVar(key, value, receiver)
View source »Sets the value of a networked variable.
Parameters
-
key
string
Identifier of the networked variable
-
value
New value to assign to the networked variable
-
receiver
table
default: nil
The players to send the networked variable to
Example Usage
client:SetNetVar("example", "Hello World!")