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Returns true if the entity has constraints attached to it

This will only update clientside if the server calls it first. This only checks constraints added through the constraint so this will not react to map constraints.


1 boolean
Whether the entity is constrained or not.


From entities/prop_effect.lua

function ENT:PhysicsUpdate( physobj ) if ( CLIENT ) then return end -- Don't do anything if the player isn't holding us if ( !self:IsPlayerHolding() && !self:IsConstrained() ) then physobj:SetVelocity( Vector(0,0,0) ) physobj:Sleep() end end

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