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table Entity:GetSaveTable( boolean showAll )


Returns a table of save values for an entity.

These tables are not the same between the client and the server, and different entities may have different fields.

You can get the list different fields an entity has by looking at it's source code ( the 2013 SDK can be found online, ). Accessible fields are defined by each DEFINE_FIELD and DEFINE_KEYFIELD inside the DATADESC block.

Take the headcrab, for example:

BEGIN_DATADESC( CBaseHeadcrab ) // m_nGibCount - don't save DEFINE_FIELD( m_bHidden, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTimeDrown, FIELD_TIME ), DEFINE_FIELD( m_bCommittedToJump, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecCommittedJumpPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flNextNPCThink, FIELD_TIME ), DEFINE_FIELD( m_flIgnoreWorldCollisionTime, FIELD_TIME ), DEFINE_KEYFIELD( m_bStartBurrowed, FIELD_BOOLEAN, "startburrowed" ), DEFINE_FIELD( m_bBurrowed, FIELD_BOOLEAN ), DEFINE_FIELD( m_flBurrowTime, FIELD_TIME ), DEFINE_FIELD( m_nContext, FIELD_INTEGER ), DEFINE_FIELD( m_bCrawlFromCanister, FIELD_BOOLEAN ), DEFINE_FIELD( m_bMidJump, FIELD_BOOLEAN ), DEFINE_FIELD( m_nJumpFromCanisterDir, FIELD_INTEGER ), DEFINE_FIELD( m_bHangingFromCeiling, FIELD_BOOLEAN ), DEFINE_FIELD( m_flIlluminatedTime, FIELD_TIME ), DEFINE_INPUTFUNC( FIELD_VOID, "Burrow", InputBurrow ), DEFINE_INPUTFUNC( FIELD_VOID, "BurrowImmediate", InputBurrowImmediate ), DEFINE_INPUTFUNC( FIELD_VOID, "Unburrow", InputUnburrow ), DEFINE_INPUTFUNC( FIELD_VOID, "StartHangingFromCeiling", InputStartHangingFromCeiling ), DEFINE_INPUTFUNC( FIELD_VOID, "DropFromCeiling", InputDropFromCeiling ), // Function Pointers DEFINE_THINKFUNC( EliminateRollAndPitch ), DEFINE_THINKFUNC( ThrowThink ), DEFINE_ENTITYFUNC( LeapTouch ), END_DATADESC()

For each DEFINE_FIELD, the save table will have a key with name of first argument.

For each DEFINE_KEYFIELD, the save table will have a key with name of the third argument.

See Entity:GetInternalVariable for only retrieving one key of the save table.


1 boolean showAll
If set, shows all variables, not just the ones for save.


1 table
A table containing all save values in key/value format.

The value may be a sequential table (starting with 1) if the field in question is an array in engine.


Get how long it has been since the player was damaged

local meta = FindMetaTable( "Player" ) function meta:GetLastDamageTime() return self:GetSaveTable().m_flLastDamageTime end print( Entity( 1 ):GetLastDamageTime() )
Output: -31.965000152588


Determine if a door is locked (only works on server side otherwise returns nil)

function IsDoorLocked(ent) return ent:GetSaveTable().m_bLocked end
Output: returns true if the door is locked


Function DoorIsOpen( door ) that returns whether a door is open or not, for different door classes

local TestingFunctions = { ["func_door"] = function( self ) return ( self:GetSaveTable().m_toggle_state == 0 ) end, ["func_door_rotating"] = function( self ) return ( self:GetSaveTable().m_toggle_state == 0 ) end, ["prop_door_rotating"] = function( self ) return ( self:GetSaveTable().m_eDoorState ~= 0 ) end, } function DoorIsOpen( door ) local func = TestingFunctions[door:GetClass()] if func then return func( door ) end end

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