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Entity

fwEntity:get_id

Returns the handle of the entity.

  • Return:

    TypeDescription
    numberThe handle of the entity.
  • Methods:

    • fwEntity:get_id()

fwEntity:is_valid

Validates the entity object.

  • Return:

    TypeDescription
    booleanReturns true if the entity is considered valid, false otherwise.
  • Methods:

    • fwEntity:is_valid()

fwEntity:get_netid

Returns the network handle of the entity.

  • Return:

    TypeDescription
    numberThe network handle (ObjectId) of the entity.
  • Methods:

    • fwEntity:get_netid()

fwEntity:get_entity_ptr

Returns a pointer to the underlying rage::fwEntity object.

  • Return:

    TypeDescription
    userdataA pointer to the rage::fwEntity object.
  • Methods:

    • fwEntity:get_entity_ptr()

fwEntity:get_netobj_ptr

Returns a pointer to the underlying rage::netObject.

  • Return:

    TypeDescription
    userdataA pointer to the rage::netObject.
  • Methods:

    • fwEntity:get_netobj_ptr()

fwEntity:get_interior

Returns the handle of the entity's interior.

  • Return:

    TypeDescription
    integerThe handle of the interior in which the entity is located.
  • Methods:

    • fwEntity:get_interior()

fwEntity:is_on_screen

Checks if the entity is currently rendered on the screen.

  • Return:

    TypeDescription
    booleanReturns true if the entity is on the screen, false otherwise.
  • Methods:

    • fwEntity:is_on_screen()

fwEntity:get_coords

Retrieves the world coordinates of the entity.

  • Return:

    TypeDescription
    number,number, number The x, y, and z coordinates of the entity in the game world.
  • Methods:

    • fwEntity:get_coords()

fwEntity:get_screen

Retrieves the screen coordinates of the entity.

  • Return:

    TypeDescription
    number,number The x and y coordinates of the entity on the screen.
  • Methods:

    • fwEntity:get_screen()

fwEntity:get_angles

Retrieves the angles of the entity in Euler angles (pitch, yaw, roll).

  • Return:

    TypeDescription
    number,number, number The pitch, yaw, and roll angles of the entity.
  • Methods:

    • fwEntity:get_angles()

fwEntity:get_mins

Retrieves the minimum bounding coordinates of the entity.

  • Return:

    TypeDescription
    number,number, number The minimum x, y, and z coordinates of the entity's bounding box.
  • Methods:

    • fwEntity:get_mins()

fwEntity:get_maxs

Retrieves the maximum bounding coordinates of the entity.

  • Return:

    TypeDescription
    number,number, number The maximum x, y, and z coordinates of the entity's bounding box.
  • Methods:

    • fwEntity:get_maxs()

fwEntity:get_forward

Retrieves the forward vector of the entity.

  • Return:

    TypeDescription
    number,number, number The x, y, and z components of the forward vector.
  • Methods:

    • fwEntity:get_forward()

fwEntity:get_right

Retrieves the right vector of the entity.

  • Return:

    TypeDescription
    number,number, number The x, y, and z components of the right vector.
  • Methods:

    • fwEntity:get_right()

fwEntity:get_up

Retrieves the up vector of the entity.

  • Return:

    TypeDescription
    number,number, number The x, y, and z components of the up vector.
  • Methods:

    • fwEntity:get_up()

fwEntity:get_heading

Gets the heading of the entity in degrees.

  • Return:

    TypeDescription
    numberThe heading of the entity, representing the direction it is facing.
  • Methods:

    • fwEntity:get_heading()

fwEntity:get_distance

Calculates the distance from the local player to the entity.

  • Return:

    TypeDescription
    numberThe distance from the local player to the entity.
  • Methods:

    • fwEntity:get_distance()

fwEntity:get_health

Retrieves the current health of the entity.

  • Return:

    TypeDescription
    integerThe current health of the entity.
  • Methods:

    • fwEntity:get_health()

fwEntity:get_health_max

Retrieves the maximum health of the entity.

  • Return:

    TypeDescription
    integerThe maximum health of the entity.
  • Methods:

    • fwEntity:get_health_max()

fwEntity:is_alive

Checks if the entity is alive.

  • Return:

    TypeDescription
    booleanReturns true if the entity is alive, false if dead or the health is zero or below.
  • Methods:

    • fwEntity:is_alive()

fwEntity:is_dead

Checks if the entity is dead.

  • Return:

    TypeDescription
    booleanReturns true if the entity's health is zero or below, false otherwise.
  • Methods:

    • fwEntity:is_dead()

fwEntity:is_broken

An object is considered broken if it is damaged and not visible due to its damaged state.

  • Return:

    TypeDescription
    booleanReturns true if the entity is broken, false otherwise.
  • Methods:

    • fwEntity:is_broken()

fwEntity:is_player

Checks if the entity is a player.

  • Return:

    TypeDescription
    booleanReturns true if the entity is a player, false otherwise.
  • Methods:

    • fwEntity:is_player()

fwEntity:is_object

Checks if the entity is a type of object.

  • Return:

    TypeDescription
    booleanReturns true if the entity is an object, false otherwise.
  • Methods:

    • fwEntity:is_object()

fwEntity:is_pedestrian

Checks if the entity is a type of pedestrian.

  • Return:

    TypeDescription
    booleanReturns true if the entity is a pedestrian, false otherwise.
  • Methods:

    • fwEntity:is_pedestrian()

fwEntity:is_vehicle

Checks if the entity is a type of vehicle.

  • Return:

    TypeDescription
    booleanReturns true if the entity is a vehicle, false otherwise.
  • Methods:

    • fwEntity:is_vehicle()

fwEntity:is_building

Checks if the entity is a type of building.

  • Return:

    TypeDescription
    booleanReturns true if the entity is a building, false otherwise.
  • Methods:

    • fwEntity:is_building()

fwEntity:is_interior

Checks if the entity is part of an interior (MLO).

  • Return:

    TypeDescription
    booleanReturns true if the entity is an interior, false otherwise.
  • Methods:

    • fwEntity:is_interior()

fwEntity:is_physical

Checks if the entity is a physical object, which includes objects, pedestrians, or vehicles.

  • Return:

    TypeDescription
    booleanReturns true if the entity is physical, false otherwise.
  • Methods:

    • fwEntity:is_physical()

fwEntity:is_pickup

Checks if the entity is a pickup.

  • Return:

    TypeDescription
    booleanReturns true if the entity is pickup, false otherwise.
  • Methods:

    • fwEntity:is_pickup()

fwEntity:is_door

Checks if the entity is a door.

  • Return:

    TypeDescription
    booleanReturns true if the entity is door, false otherwise.
  • Methods:

    • fwEntity:is_door()

fwEntity:is_weapon

Checks if the entity is a weapon.

  • Return:

    TypeDescription
    booleanReturns true if the entity is weapon, false otherwise.
  • Methods:

    • fwEntity:is_weapon()

fwEntity:get_model

Gets the model hash of the entity.

  • Return:

    TypeDescription
    integerThe model hash of the entity.
  • Methods:

    • fwEntity:get_model()

fwEntity:get_entity_script_type

Retrieves the script type of the entity as defined in the ScriptEntityType enum.

  • Return:

    TypeDescription
    ScriptEntityTypeThe script type of the entity.
  • Methods:

    • fwEntity:get_entity_script_type()

fwEntity:get_basic_flag

Retrieves a basic entity flag.

  • Parameters:

    NameTypeDescription
    flagEntityFlagsBasicThe flag to check.
  • Return:

    TypeDescription
    booleanReturns true if the flag is set, false otherwise.
  • Methods:

    • fwEntity:get_basic_flag(flag)

fwEntity:set_basic_flag

Sets a basic entity flag.

  • Parameters:

    NameTypeDescription
    flagEntityFlagsBasicThe flag to set.
  • Methods:
    • fwEntity:set_basic_flag(flag)

fwEntity:get_flag

Retrieves a specific entity flag.

  • Parameters:

    NameTypeDescription
    flagEntityFlagsThe flag to check.
  • Return:

    TypeDescription
    booleanReturns true if the flag is set, false otherwise.
  • Methods:

    • fwEntity:get_flag(flag)

fwEntity:set_flag

Sets or clears a specific entity flag.

  • Parameters:

    NameTypeDescription
    flagEntityFlagsThe flag to set or clear.
    valuebooleanThe value to set (true to set the flag, false to clear it).
  • Methods:
    • fwEntity:set_flag(flag, value)

fwEntity:get_physical_flag

Retrieves a physical flag for the entity.

  • Parameters:

    NameTypeDescription
    flagPhysicalFlagsThe flag to check.
  • Return:

    TypeDescription
    booleanReturns true if the flag is set, false otherwise.
  • Methods:

    • fwEntity:get_physical_flag(flag)

fwEntity:set_physical_flag

Sets or clears a physical flag for the entity.

  • Parameters:

    NameTypeDescription
    flagPhysicalFlagsThe flag to set or clear.
    valuebooleanThe value to set (true to set the flag, false to clear it).
  • Methods:
    • fwEntity:set_physical_flag(flag, value)

fwEntity:get_object_flag

Retrieves an object flag for the entity. Only applicable to object entities (i.e. pickups).

  • Parameters:

    NameTypeDescription
    flagObjectFlagsThe flag to check.
  • Return:

    TypeDescription
    ObjectFlagsReturns true if the flag is set, false otherwise.
  • Methods:

    • fwEntity:get_object_flag(flag)

fwEntity:set_object_flag

Sets or clears an object flag for the entity. Only applicable to object entities (i.e. pickups).

  • Parameters:

    NameTypeDescription
    flagObjectFlagsThe flag to set or clear.
    valuebooleanThe value to set (true to set the flag, false to clear it).
  • Methods:
    • fwEntity:set_object_flag(flag, value)

fwEntity:get_status

Retrieves the current status of the entity.

  • Return:

    TypeDescription
    EntityStatusThe current status of the entity.
  • Methods:

    • fwEntity:get_status()

fwEntity:get_frozen_by_interior

Checks if the entity has been frozen by an interior.

  • Return:

    TypeDescription
    booleanReturns true if the entity is frozen by an interior, false otherwise.
  • Methods:

    • fwEntity:get_frozen_by_interior()

fwEntity:get_frozen

Checks if the entity's updates are currently frozen.

  • Return:

    TypeDescription
    booleanReturns true if the entity is frozen, false otherwise.
  • Methods:

    • fwEntity:get_frozen()

fwEntity:get_checked_for_dead

Checks if the entity's dead/alive state has been checked this frame.

  • Return:

    TypeDescription
    booleanReturns true if checked, false otherwise.
  • Methods:

    • fwEntity:get_checked_for_dead()

fwEntity:get_is_golf_ball

Checks if the entity is marked as a golf ball.

  • Return:

    TypeDescription
    booleanReturns true if the entity is a golf ball, false otherwise.
  • Methods:

    • fwEntity:get_is_golf_ball()

fwEntity:get_force_pre_physics_anim_update

Checks if the entity should always update its animation pre physics regardless of visibility.

  • Return:

    TypeDescription
    booleanReturns true if the entity requires forced pre-physics animation update, false otherwise.
  • Methods:

    • fwEntity:get_force_pre_physics_anim_update()

fwEntity:get_is_breakable_glass

Checks if the entity is breakable glass.

  • Return:

    TypeDescription
    booleanReturns true if the entity is breakable glass, false otherwise.
  • Methods:

    • fwEntity:get_is_breakable_glass()

fwEntity:get_is_out_of_map

Checks if the entity is out of the game map bounds.

  • Return:

    TypeDescription
    booleanReturns true if the entity is out of map, false otherwise.
  • Methods:

    • fwEntity:get_is_out_of_map()

fwEntity:get_override_physics_bounds

Checks if the entity has overridden physics bounds.

  • Return:

    TypeDescription
    booleanReturns true if the physics bounds are overridden, false otherwise.
  • Methods:

    • fwEntity:get_override_physics_bounds()

fwEntity:get_has_moved_since_last_pre_render

Checks if the entity has moved since the last pre-render update.

  • Return:

    TypeDescription
    booleanReturns true if the entity has moved since the last pre-render, false otherwise.
  • Methods:

    • fwEntity:get_has_moved_since_last_pre_render()

fwEntity:get_use_extended_bounding_box

Checks if the entity uses an extended bounding box.

  • Return:

    TypeDescription
    booleanReturns true if the entity uses an extended bounding box, false otherwise.
  • Methods:

    • fwEntity:get_use_extended_bounding_box()

fwEntity:get_is_straddling_portal

Checks if the entity is straddling a portal.

  • Return:

    TypeDescription
    booleanReturns true if the entity is straddling a portal, false otherwise.
  • Methods:

    • fwEntity:get_is_straddling_portal()

fwEntity:get_pop_type

Retrieves the current population type of the entity.

  • Return:

    TypeDescription
    PopTypeThe current population type of the entity.
  • Methods:

    • fwEntity:get_pop_type()

fwEntity:get_pop_type_prev

Retrieves the previous population type of the entity.

  • Return:

    TypeDescription
    PopTypeThe previous population type of the entity.
  • Methods:

    • fwEntity:get_pop_type_prev()

fwEntity:set_status

Sets the current status of the entity.

  • Parameters:

    NameTypeDescription
    statuseEntityStatusThe status to set for the entity.
  • Methods:
    • fwEntity:set_status(status)

fwEntity:set_frozen_by_interior

Sets whether the entity is frozen by an interior.

  • Parameters:

    NameTypeDescription
    frozenbooleanTrue to freeze the entity by an interior, false to unfreeze.
  • Methods:
    • fwEntity:set_frozen_by_interior(frozen)

fwEntity:set_frozen

Sets whether the entity's updates are currently frozen.

  • Parameters:

    NameTypeDescription
    frozenbooleanTrue to freeze the entity, false to unfreeze.
  • Methods:
    • fwEntity:set_frozen(frozen)

fwEntity:set_checked_for_dead

Sets whether the entity's dead/alive state has been checked this frame.

  • Parameters:

    NameTypeDescription
    checkedbooleanTrue to mark as checked, false otherwise.
  • Methods:
    • fwEntity:set_checked_for_dead(checked)

fwEntity:set_is_golf_ball

Sets whether the entity is marked as a golf ball.

  • Parameters:

    NameTypeDescription
    isGolfBallbooleanTrue to mark the entity as a golf ball, false otherwise.
  • Methods:
    • fwEntity:set_is_golf_ball(isGolfBall)

fwEntity:set_force_pre_physics_anim_update

Sets whether the entity should always update its animation pre physics regardless of visibility.

  • Parameters:

    NameTypeDescription
    forcebooleanTrue to force pre-physics animation updates, false to allow normal behavior.
  • Methods:
    • fwEntity:set_force_pre_physics_anim_update(force)

fwEntity:set_is_breakable_glass

Sets whether the entity is breakable glass.

  • Parameters:

    NameTypeDescription
    isBreakablebooleanTrue if the entity is breakable glass, false otherwise.
  • Methods:
    • fwEntity:set_is_breakable_glass(isBreakable)

fwEntity:set_is_out_of_map

Sets whether the entity is considered to be out of the game map bounds.

  • Parameters:

    NameTypeDescription
    isOutOfMapbooleanTrue to mark the entity as out of map, false otherwise.
  • Methods:
    • fwEntity:set_is_out_of_map(isOutOfMap)

fwEntity:set_override_physics_bounds

Sets whether the entity has overridden physics bounds.

  • Parameters:

    NameTypeDescription
    overridebooleanTrue to override physics bounds, false to use default bounds.
  • Methods:
    • fwEntity:set_override_physics_bounds(override)

fwEntity:set_has_moved_since_last_pre_render

Sets whether the entity has moved since the last pre-render update.

  • Parameters:

    NameTypeDescription
    hasMovedbooleanTrue if the entity has moved since the last pre-render, false otherwise.
  • Methods:
    • fwEntity:set_has_moved_since_last_pre_render(hasMoved)

fwEntity:set_use_extended_bounding_box

Sets whether the entity uses an extended bounding box.

  • Parameters:

    NameTypeDescription
    useExtendedbooleanTrue to use an extended bounding box, false to use the standard box.
  • Methods:
    • fwEntity:set_use_extended_bounding_box(useExtended)

fwEntity:set_is_straddling_portal

Sets whether the entity is straddling a portal.

  • Parameters:

    NameTypeDescription
    isStraddlingbooleanTrue if the entity is straddling a portal, false otherwise.
  • Methods:
    • fwEntity:set_is_straddling_portal(isStraddling)

fwEntity:set_pop_type

Sets the current population type of the entity.

  • Parameters:

    NameTypeDescription
    popTypePopTypeThe population type to set for the entity.
  • Methods:
    • fwEntity:set_pop_type(popType)

fwEntity:set_pop_type_prev

Sets the previous population type of the entity.

  • Parameters:

    NameTypeDescription
    popTypePrevPopTypeThe previous population type to set for the entity.
  • Methods:
    • fwEntity:set_pop_type_prev(popTypePrev)

ent

unknown

  • Parameters:

    NameTypeDescription
    numberEntityhandle.
  • Return:

    TypeDescription
    fwEntityEngine entiny object.
  • Methods:

    • ent(handle)