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Entity_Tags#544113

<cat>Code.Misc</cat> <title>Entity Tags</title> Entities can be tagged with string tags. These tags are networked, so are also available for query on the client. # Setting Tags ``` // set one tag on the entity player_entity.Tags.Add( "player" ); // set multiple tags on the entity enemy_entity.Tags.Add( "enemy", "threat" ); // updating tags programatically (adds if true, removes if false) door_entity.Tags.Set( "locked", IsLocked() ); // removing tags enemy_entity.Tags.Remove( "threat" ); ``` # Querying Tags ``` if ( enemy.Tags.Has( "threat" ) ) { // run away } ``` # Using in Traces ``` // Only hit entities with the world tag tr = Trace.Ray( startpos, endpos ) .WithTag( "world" ) .Run(); // Hit enemies that are a threat tr = Trace.Ray( startpos, endpos ) .WithAllTags( "enemy", "threat" ) .Run(); // Hit enemies or players tr = Trace.Ray( startpos, endpos ) .WithAnyTags( "enemy", "player" ) .Run(); // Hit anything but players tr = Trace.Ray( startpos, endpos ) .WithoutTags( "player" ) .Run(); // Hit anything but players and world tr = Trace.Ray( startpos, endpos ) .WithoutTags( "player", "world" ) .Run(); ```