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NPC:Disposition#560098

<function name="Disposition" parent="NPC" type="classfunc"> <description>Returns the way the NPC "feels" about a given entity. See <page>NPC:AddEntityRelationship</page>.</description>⤶ <description>Returns the way the NPC "feels" about a given entity. See <page>NPC:AddEntityRelationship</page>.⤶ <note>For `ai` type entities, this will return <page>ENTITY:GetRelationship</page>. If it returns `nil` or for engine NPCs, this will return whatever was last set by <page>NPC:AddEntityRelationship</page>. As a last resort, engine will decide on the disposition based on this NPC's <page>NPC:Classify</page>. </note>⤶ ⤶ </description>⤶ <realm>Server</realm> <args> <arg name="ent" type="Entity">The entity to test our disposition towards.</arg> </args> <rets> <ret name="" type="number">The NPCs disposition, see <page>Enums/D</page>.</ret> <ret name="" type="number" added="2023.10.09">The NPCs disposition priority.</ret> </rets> </function> <example> <description>If a player is hurt by a friendly NPC, announce it.</description> <code> function FriendlyFireAnnouncement( ply, atk ) if atk:IsNPC() and atk:Disposition(ply) == D_LI then --like PrintMessage("A "..atk:GetClass().." attacked "..ply:Nick().."!", HUD_PRINTTALK) end end hook.Add( "PlayerHurt", "FriendlyFire", FriendlyFireAnnouncement ) </code> <output>Prints "A ____ attacked ____!" to everyones chat.</output> </example>