entity

Interact with our internally used entity sdk

Entities/Handles:

Get Local Player

entity.getLocalPlayer();

Returns the local player as pointer.

Get DwEntityList

entity.getDwEntityList();

Returns the entity list as a pointer.

Get Entity List Entry

entity.getEntityListEntry(IntPtr: entityList);

Returns the pointer to the first entity entry by reading the memory

Get Crosshair Handle

entity.getCrosshairHandle(IntPtr: localPlayer);

Returns the crosshair handle

Handle To Entity

This will return an address (usually a pawn) from a handle (typically a handle to a controller), this also internally uses Chunk Base and Chunk Base To Entity

Get Local Controller Handle

Get Controller Handle From Entity List

Returns a handle of the controller, useful for an entity loop, "count" is the current "step" you are in the for loop Example:

Get Pawn Handle From Controller

This is also useful in an entity loop, and is typically used to take your handle from Get Controller Handle From Entity List and get your "current handle" Example:

Get Controller From Pawn

Convert your pawn to a controller, this automatically uses Handle To Entity to convert the handle to the actual controller

Get Pawn From Controller

Automatically uses Handle To Entity to convert the pawn handle to the pointer

About entity:

Is Left Handed?

Returns a boolean

Get Health

Returns the entity's health as an integer.

Is Dead?

Returns a boolean for any entity.

Can Be Damaged?

Returns a boolean.

Get Armor

Returns an integer.

Has Helmet?

Get Team

Returns the entity's team number as an integer.

Get Speed

Returns the entity's speed as a nice integer by doing Math.Sqrt on the speed vector. NOTE: This does an internal "isDead" check on the entity, if the entity is dead the speed is returned as -1

Is Standing?

Returns a boolean.

Is Running?

Returns a boolean [counts as running/walking]

Is Jumping?

Returns a boolean [counts as jumping/falling]

Is Landing?

Returns a boolean.

Is Crouching?

Returns a boolean.

Is Scoped?

Returns a boolean.

Will Resume Scope?

Returns a boolean

Is Flashed?

Returns a boolean.

Is Reloading?

Returns a boolean.

Get Weapon index

Returns the entity's weapon index as a short.

Has Defuser?

Returns a boolean.

Get Shots Fired

Returns the current amount of shots fired while shooting as an integer.

Get Punch Angle

Returns a vector for the view recoil.

Get Flinch

Returns a vector for Flinch Stack.

Wait For Attack?

Returns a boolean.

Eye Angles

Returns a vector.

Get Scene Node

Return the Scene Node for any entity as a pointer.

Get Camera Services

Returns a pointer to the players Camera Service.

Get Position

Returns the X,Y,Z of the entities position, this vector is already unpacked by default and does not require Unpack

Example:

Get Distance Between

Returns an integer .

Get Closest Enemy

Returns the closest entity as a pointer.

Is Buy Menu Open?

Returns a boolean.

Is In Buy Zone?

Returns a boolean.

Is Muted?

Returns a boolean for communcation ban.

Get Ping

Get Kills

Returns an integer.

Get Score

Returns an integer.

Get MVPS

Returns an integer.

Cant Be Kicked?

Returns a boolean.

Get Competitve Type

Returns an integer for either Competitive or Premiere.

Get Competitive Ranking

Returns an integer.

Get Competitive Wins

Returns an integer.

Abandon Allows Surrender?

Returns a boolean.

Abandon Allows Instant Surrender?

Returns a boolean.

Get Predicted Competitive Win Amount

Returns an integer.

Get Predicted Competitive Loss Amount

Returns an integer.

Get Predicted Competitive Tie Amount

Returns an integer.

Get Entities

Return a list of all current entities and some of their data

Example:

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