Alien Swarm: Reactive Drop/Scripting/Script Functions: Difference between revisions

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{{sq}} This list contains the engine-related Squirrel classes, functions and variables available for [[VScript]] in {{game link|Alien Swarm: Reactive Drop}}.
{{sq}} This list contains the engine-related Squirrel classes, functions and variables available for [[VScript]] in {{asrd|4}}.


== Variables ==
== Variables ==
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|<code>[[#CEntities|CEntities]]</code>
|<code>[[#CEntities|CEntities]]</code>
|Provides access to currently spawned entities.
|Provides access to currently spawned entities.
|-
|<code>EntityOutputs</code>
|<code>[[#CScriptEntityOutputs|CScriptEntityOutputs]]</code>
|Allows reading entity output data.
|-
|<code>g_ModeScript</code>
|table
|Script scope for mode specific vscripts. Only available in Challenges.
|-
|<code>InfoNodes</code>
|<code>[[#CScriptInfoNodes|CScriptInfoNodes]]</code>
|Allows reading info_node data.
|-
|<code>MissionChooser</code>
|<code>[[#CASW_Mission_Chooser_VScript|CASW_Mission_Chooser_VScript]]</code>
|Provides an interface for querying campaigns, missions, and challenges on the server.
|-
|<code>Deathmatch</code>
|<code>[[#CASW_Deathmatch_VScript|CASW_Deathmatch_VScript]]</code>
|Allows challenge modes to modify deathmatch scores.
|-
|-
|<code>NetProps</code>
|<code>NetProps</code>
|<code>[[#CNetPropManager|CNetPropManager]]</code>
|<code>[[#CNetPropManager|CNetPropManager]]</code>
|Allows reading and updating the network properties of an entity.
|Allows reading and updating the network properties of an entity.
|-
|<code>ResponseCriteria</code>
|<code>[[#CScriptResponseCriteria|CScriptResponseCriteria]]</code>
|Allows reading the response criteria of an entity.
|-
|<code>TempEnts</code>
|<code>[[#CScriptTempEnts|CScriptTempEnts]]</code>
|Allows creating Temporary Entities on clients.
|}
|}


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|-
|-
| <code>__KeyValueFromInt</code>
| <code>__KeyValueFromInt</code>
| <code>void __KeyValueFromInt(string ''key'', int ''value'')</code>
| <code>bool __KeyValueFromInt(string ''key'', int ''value'')</code>
| Sets an entity [[Keyvalue]] from an integer. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
| Sets an entity [[Keyvalue]] from an integer. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
|-
|-
| <code>__KeyValueFromFloat</code>
| <code>__KeyValueFromFloat</code>
| <code>void __KeyValueFromFloat(string ''key'', float ''value'')</code>
| <code>bool __KeyValueFromFloat(string ''key'', float ''value'')</code>
| Sets an entity Keyvalue from a float. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
| Sets an entity Keyvalue from a float. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
|-
|-
| <code>__KeyValueFromString</code>
| <code>__KeyValueFromString</code>
| <code>void __KeyValueFromString(string ''key'', string ''value'')</code>
| <code>bool __KeyValueFromString(string ''key'', string ''value'')</code>
| Sets an entity Keyvalue from a string. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
| Sets an entity Keyvalue from a string. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
|-
|-
| <code>__KeyValueFromVector</code>
| <code>__KeyValueFromVector</code>
| <code>void __KeyValueFromVector(string ''key'', Vector ''value'')</code>
| <code>bool __KeyValueFromVector(string ''key'', Vector ''value'')</code>
| Sets an entity Keyvalue from a [[#Vector|Vector]]. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
| Sets an entity Keyvalue from a [[#Vector|Vector]]. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
|-
|-
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| <code>void Activate()</code>
| <code>void Activate()</code>
| Activates the spawned entity.
| Activates the spawned entity.
|-
| <code>ClearParent</code>
| <code>void ClearParent()</code>
| Clears the entity's move parent.
|-
|-
| <code>ConnectOutput</code>
| <code>ConnectOutput</code>
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| <code>void Destroy()</code>
| <code>void Destroy()</code>
| Deletes the entity.
| Deletes the entity.
|-
| <code>DispatchParticleEffect</code>
| <code>void DispatchParticleEffect(string ''name'')</code>
| Spawns a particle effect that follows the origin of this entity.
|-
| <code>DispatchParticleEffectLink</code>
| <code>void DispatchParticleEffectLink(string ''name'', handle ''otherEntity'')</code>
| Spawns a particle effect that follows the origin of this entity and has another entity's origin as control point 1.
|-
| <code>DispatchParticleEffectCP1</code>
| <code>void DispatchParticleEffectCP1(string ''name'', Vector ''cp1'')</code>
| Spawns a particle effect at the origin of this entity with a specific offset for control point 1.
|-
| <code>StopParticleEffect</code>
| <code>void StopParticleEffect(string ''name'')</code>
| Removes a particle effect from this entity by name.
|-
| <code>StopParticleEffects</code>
| <code>void StopParticleEffects()</code>
| Removes all particle effects from this entity.
|-
|-
| <code>EmitSound</code>
| <code>EmitSound</code>
| <code>void EmitSound(string ''soundScript'')</code>
| <code>void EmitSound(string ''soundScript'')</code>
| Plays a sound from this entity.
| Plays a sound from this entity.
|-
| <code>EmitSoundTable</code>
| <code>void EmitSoundTable(string ''soundScript'', table ''options'')</code>
| Plays a sound from this entity. Options that can be specified: ''caption'' (true or false), ''channel'' (one of the CHAN_ constants such as CHAN_AUTO), ''delay'' (number), ''origin'' (Vector), ''pitch'' (one of the PITCH_ constants such as PITCH_NORM or a number from 1 to 255), ''recipient'' (a player or character entity handle), ''soundlevel'' (one of the SNDLVL_ constants such as SNDLVL_GUNFIRE or a number of decibels - affects distance the sound can be heard from, not volume), ''volume'' (number from 0 to 1)
|-
|-
| <code>entindex</code>
| <code>entindex</code>
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| <code>Vector GetLeftVector()</code>
| <code>Vector GetLeftVector()</code>
| Get the left vector of the entity.
| Get the left vector of the entity.
|-
| <code>GetLocalAngles</code>
| <code>Vector GetLocalAngles()</code>
| Get entity pitch, yaw, roll relative to the parent as a vector.
|-
| <code>GetLocalOrigin</code>
| <code>Vector GetLocalOrigin()</code>
| Returns the Entity position in the world relative to the parent as a vector.
|-
|-
| <code>GetMaxHealth</code>
| <code>GetMaxHealth</code>
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| <code>GetTeam</code>
| <code>GetTeam</code>
| <code>int GetTeam()</code>
| <code>int GetTeam()</code>
| Returns the team number of a player. Terrorists = 2, CTs = 3.
| Returns the team number of an entity.
|-
|-
| <code>GetUpVector</code>
| <code>GetUpVector</code>
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|-
|-
| <code>PrecacheModel</code>
| <code>PrecacheModel</code>
| <code>void PrecacheModel(string ''modelPath'')</code>
| <code>int PrecacheModel(string ''modelPath'')</code>
| Precache a model after the map has loaded.
| Precache a model after the map has loaded and return index of the model.
|-
|-
| <code>PrecacheSoundScript</code>
| <code>PrecacheSoundScript</code>
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| <code>void SetHealth(int ''newHealth'')</code>
| <code>void SetHealth(int ''newHealth'')</code>
| Sets the current health.
| Sets the current health.
|-
| <code>SetLocalAngles</code>
| <code>void SetLocalAngles(float ''pitch'', float ''yaw'', float ''roll'')</code>
| Set entity pitch, yaw, roll relative to the parent. Note that it doesn't take a Vector object.
|-
| <code>SetLocalOrigin</code>
| <code>void SetLocalOrigin(Vector ''position'')</code>
| Moves the entity to this global position vector relative to the parent.
|-
|-
| <code>SetMaxHealth</code>
| <code>SetMaxHealth</code>
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| <code>void SetOwner(handle ''owner'')</code>
| <code>void SetOwner(handle ''owner'')</code>
| Sets this entity's owner.
| Sets this entity's owner.
|-
| <code>SetParent</code>
| <code>void SetParent(CBaseEntity ''entity'')</code>
| Sets an entity as another entity's move parent.
|-
|-
| <code>SetSize</code>
| <code>SetSize</code>
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| <code>SetTeam</code>
| <code>SetTeam</code>
| <code>void SetTeam(int ''teamNumber'')</code>
| <code>void SetTeam(int ''teamNumber'')</code>
| Instantly switches a players team. Terrorists = 2, CTs = 3.
| Instantly switches an entity's team.
|-
|-
| <code>SetVelocity</code>
| <code>SetVelocity</code>
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| <code>void Spawn()</code>
| <code>void Spawn()</code>
| Spawns the entity into the game.
| Spawns the entity into the game.
|-
| <code>StopSound</code>
| <code>void StopSound(string ''soundName'')</code>
| Stop sound from entity.
|-
|-
| <code>TakeDamage</code>
| <code>TakeDamage</code>
| <code>void TakeDamage(float ''damage'', int ''damageType'', CBaseEntity ''attacker'')</code>
| <code>void TakeDamage(float ''damage'', int ''damageType'', CBaseEntity ''attacker'')</code>
| Damages the entity.
| Damages the entity.
|-
| <code>TakeDamageParams</code>
| <code>void TakeDamageParams(handle ''inflictor'', handle ''attacker'', handle ''weapon'', Vector ''vecDmgForce'', Vector ''vecDmgPosition'', float ''damage'', int ''dmgType'')</code>
| Damages the entity, with additional parameters.
|-
|-
| <code>ValidateScriptScope</code>
| <code>ValidateScriptScope</code>
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! Signature
! Signature
! Description
! Description
|-
| <code>DispatchParticleEffectAttachment</code>
| <code>void DispatchParticleEffectAttachment(string ''name'', string ''attachment'')</code>
| Spawn a particle effect that follows an attachment point of this entity.
|-
| <code>DispatchParticleEffectAttachmentLink</code>
| <code>void DispatchParticleEffectAttachmentLink(string ''name'', string ''attachment'', handle ''otherEntity'')</code>
| Spawns a particle effect that follows an attachment point of this entity and has another entity's origin as control point 1.
|-
|-
| <code>GetAttachmentAngles</code>
| <code>GetAttachmentAngles</code>
| <code>Vector GetAttachmentAngles(int ''id'')</code>
| <code>Vector GetAttachmentAngles(int ''id'')</code>
| Get the attachment ID's angles as a pitch, yaw, roll vector.
| Get the attachment ID's angles as a pitch, yaw, roll vector.
|-
| <code>GetAttachmentBone</code>
| <code>int GetAttachmentBone(int ''id'')</code>
| Gets the bone for an attachment.
|-
|-
| <code>GetAttachmentOrigin</code>
| <code>GetAttachmentOrigin</code>
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| Get the attachment ID's origin vector.
| Get the attachment ID's origin vector.
|-
|-
| <code>IsSequenceFinished</code>
| <code>GetBodygroup</code>
| <code>bool IsSequenceFinished()</code>
| <code>int GetBodygroup(int ''group'')</code>
| Ask whether the main sequence is done playing.
| Get the bodygroup.
|-
|-
| <code>LookupAttachment</code>
| <code>GetBodygroupName</code>
| <code>int LookupAttachment(string ''attachmentName'')</code>
| <code>string GetBodygroupName(int ''group'')</code>
| Get the named attachment ID.
| Get the name of the bodygroup.
|-
| <code>GetBodygroupPartName</code>
| <code>string GetBodygroupPartName(int ''group'', int ''part'')</code>
| Get the part name of the bodygroup.
|-
| <code>GetBoneAngles</code>
| <code>Vector GetBoneAngles(int ''bone_id'')</code>
| Get the bone id's angles.
|-
| <code>GetBoneOrigin</code>
| <code>Vector GetBoneOrigin(int ''bone_id'')</code>
| Get the bone id's origin vector.
|-
| <code>GetModelScale</code>
| <code>float GetModelScale()</code>
| Get scale of entity's model.
|-
| <code>GetSequence</code>
| <code>int GetSequence()</code>
| Get the active sequence.
|-
| <code>GetSequenceActivityName</code>
| <code>string GetSequenceActivityName(int ''sequence_id'')</code>
| Get the activity name of the sequence.
|-
| <code>GetSequenceDuration</code>
| <code>float GetSequenceDuration(int ''sequence_id'')</code>
| Returns the duration in seconds of the passed sequence.
|-
| <code>GetSequenceName</code>
| <code>string GetSequenceName(int ''sequence_id'')</code>
| Returns the name of the sequence.
|-
| <code>IsSequenceFinished</code>
| <code>bool IsSequenceFinished()</code>
| Ask whether the main sequence is done playing.
|-
| <code>LookupActivity</code>
| <code>int LookupActivity(string ''activityName'')</code>
| Get the named activity ID.
|-
| <code>LookupAttachment</code>
| <code>int LookupAttachment(string ''attachmentName'')</code>
| Get the named attachment ID.
|-
| <code>LookupBone</code>
| <code>int LookupBone(string ''boneName'')</code>
| Get the named bone ID.
|-
| <code>LookupSequence</code>
| <code>int LookupSequence(string ''sequenceName'')</code>
| Get the named sequence ID.
|-
| <code>ResetSequence</code>
| <code>void ResetSequence(int ''sequence_id'')</code>
| Sets the active sequence, resetting the current cycle.
|-
|-
| <code>SetBodygroup</code>
| <code>SetBodygroup</code>
| <code>void SetBodygroup(int ''groupIndex'', int ''value'')</code>
| <code>void SetBodygroup(int ''groupIndex'', int ''value'')</code>
| Sets the models bodygroup value by index. {{todo|How do you find the index?}}
| Sets the models bodygroup value by index. {{todo|How do you find the index?}}
|-
| <code>SetModelScale</code>
| <code>void SetModelScale(float ''scale'', float ''changeDuration'')</code>
| Sets the model's scale with change duration.
|-
| <code>SetPoseParameter</code>
| <code>float SetPoseParameter(string ''name'', float ''value'')</code>
| Set the specified pose parameter to the specified value.
|-
| <code>SetSequence</code>
| <code>void SetSequence(int ''sequence_id'')</code>
| Sets the active sequence, keeping the current cycle.
|-
| <code>StopAnimation</code>
| <code>void StopAnimation()</code>
| Stop the current animation by setting playback rate to 0.0.
|}
|}


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=== CBaseCombatCharacter ===
=== CASW_Player ===
Extends [[#CBaseAnimating|CBaseAnimating]]
Extends [[#CBasePlayer|CBasePlayer]]


==== Methods ====
==== Methods ====
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! Description
! Description
|-
|-
| <code>RemoveAllAmmo</code>
| <code>FindPickerEntity</code>
| <code>void RemoveAllAmmo()</code>
| <code>CBaseEntity FindPickerEntity()</code>
| Finds the nearest entity in front of the player.
|-
| <code>GetCrosshairTracePos</code>
| <code>Vector GetCrosshairTracePos()</code>
| Returns the world location directly beneath the player's crosshair.
|-
| <code>GetMarine</code> (Shared)
| <code>CASW_Marine GetMarine()</code>
| Returns the marine the player is commanding.
|-
| <code>GetNPC</code> (Shared)
| <code>CBaseEntity GetNPC()</code>
| Returns entity the player is inhabiting.
|-
| <code>SetNPC</code>
| <code>void SetNPC(handle ''entity'')</code>
| Sets the player's inhabiting entity.
|-
| <code>GetSpectatingNPC</code> (Shared)
| <code>CBaseEntity GetSpectatingNPC()</code>
| Returns entity the player is spectating.
|-
| <code>SetSpectatingNPC</code>
| <code>void SetSpectatingNPC(handle ''entity'')</code>
| Sets the player's spectating entity.
|-
| <code>GetViewNPC</code> (Shared)
| <code>CBaseEntity GetViewNPC()</code>
| Returns entity the player is spectating, else will return inhabiting entity.
|-
| <code>ResurrectMarine</code>
| <code>CASW_Marine ResurrectMarine(Vector ''position'', bool ''bEffect'')</code>
| Resurrect the marine.
|}
 
 
=== CBaseCombatCharacter ===
Extends [[#CBaseAnimating|CBaseAnimating]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>RemoveAllAmmo</code>
| <code>void RemoveAllAmmo()</code>
| Removes all ammo for the character.
| Removes all ammo for the character.
|}
|}


 
=== CASW_Inhabitable_NPC ===
=== CASW_Marine ===
Extends [[#CBaseCombatCharacter|CBaseCombatCharacter]]
Extends [[#CBaseCombatCharacter|CBaseCombatCharacter]]


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! Description
! Description
|-
|-
| <code>BecomeInfested</code>
| <code>IsInhabited</code>
| <code>void BecomeInfested()</code>
| <code>bool IsInhabited()</code>
| Infests the marine.
| Removes true if this character is being controlled by a player.
|-
| <code>GetCommander</code>
| <code>CASW_Player GetCommander()</code>
| Returns the player who "owns" this character, for example the player who is playing as a marine or who added a marine bot to the lobby.
|-
|-
| <code>CureInfestation</code>
| <code>SetControls</code>
| <code>void CureInfestation()</code>
| <code>void SetControls(int ''controls'')</code>
| Cures an infestation.
| Sets this character to use a specific control scheme. -1 = use asw_controls convar, 0 = first person, 1 = top-down, 2 = third person
|-
| <code>SetFogController</code>
| <code>void SetFogController(entity)</code>
| Force this character to use a specific env_fog_controller entity.
|-
|-
| <code>DropWeapon</code>
| <code>SetPostProcessController</code>
| <code>void DropWeapon(int ''slot'')</code>
| <code>void SetPostProcessController(entity)</code>
| Makes the marine drop a weapon.
| Force this character to use a specific postprocess_controller entity.
|-
|-
| <code>Extinguish</code>
| <code>SetColorCorrection</code>
| <code>void Extinguish()</code>
| <code>void SetColorCorrection(entity)</code>
| Extinguish a burning marine.
| Force this character to use a specific color_correction entity.
|-
|-
| <code>GetCommander</code>
| <code>SetTonemapController</code>
| <code>CBasePlayer GetCommander()</code>
| <code>void SetTonemapController(entity)</code>
| Get the player that owns the marine.
| Force this character to use a specific env_tonemap_controller entity.
|-
|-
| <code>GetInvTable</code>
| <code>SetGlow</code>
| <code>table GetInvTable()</code>
| <code>void SetGlow(Vector ''color'', float ''alpha'', bool ''glowWhenOccluded'', bool ''glowWhenUnoccluded'', bool ''fullBloom'')</code>
| Returns a table of the marine's inventory data.
| Make this character glow when occluded or when unoccluded. Does not affect cases where the character would glow due to built-in game logic.
|-
|-
| <code>GetMarineName</code>
| <code>ClearOrders</code>
| <code>string GetMarineName()</code>
| <code>void ClearOrders()</code>
| Returns the marine's name.
| Clear the alien's orders.
|-
|-
| <code>GiveAmmo</code>
| <code>OrderMoveTo</code>
| <code>void GiveAmmo(int ''amount'', int ''ammoIndex'')</code>
| <code>void OrderMoveTo(entity ''orderObject'', bool ''ignoreMarines'')</code>
| Gives the marine ammo for the specified ammo index.
| Order the alien to chase an entity.
|-
|-
| <code>GiveWeapon</code>
| <code>ChaseNearestMarine</code>
| <code>void GiveWeapon(string ''weaponName'', int ''slot'')</code>
| <code>void ChaseNearestMarine()</code>
| Gives the marine a weapon.
| Order the alien to chase the nearest marine.
|-
|-
| <code>Ignite</code>
| <code>Extinguish</code>
| <code>void Extinguish()</code>
| Put out a fire.
|-
| <code>Ignite</code>
| <code>void Ignite(float ''duration'')</code>
| <code>void Ignite(float ''duration'')</code>
| Ignites the marine into flames.
| Set a character on fire.
|-
| <code>Thaw</code>
| <code>void Thaw(float ''amount'')</code>
| Unfreeze this character.
|-
| <code>Freeze</code>
| <code>void Freeze(float ''amount'')</code>
| Freeze this character.
|-
| <code>ElectroStun</code>
| <code>void ElectroStun(float ''duration'')</code>
| Electrocute this character.
|-
| <code>Wake</code>
| <code>void Wake()</code>
| Wake up this character's AI.
|-
|-
| <code>IsInhabited</code>
| <code>Die</code>
| <code>bool IsInhabited()</code>
| <code>void Die()</code>
| True if the marine is a player, false if the marine is a bot.
| Kills this character with damage (shortcut, alternative to using SetHealth followed by TakeDamage).
|-
|-
| <code>Knockdown</code>
| <code>SetSpawnZombineOnMarineKill</code>
| <code>void Knockdown(Vector ''velocity'')</code>
| <code>void SetSpawnZombineOnMarineKill(bool ''spawnZombine'')</code>
| Knocks down the marine with desired velocity.
| Sets this character to spawn a zombie marine if it kills a marine.
|-
|-
| <code>RemoveWeapon</code>
| <code>SetHealthBarColor</code>
| <code>void RemoveWeapon(int ''slot'')</code>
| <code>void SetHealthBarColor(int ''r'', int ''g'', int ''b'', int ''a'')</code>
| Removes a weapon from the marine.
| Sets the health bar color. Cheaper than spawning an asw_health_bar. Set alpha to 0 to disable the health bar.
|-
|-
| <code>SetKnockedOut</code>
| <code>SetHealthBarScale</code>
| <code>void SetKnockedOut(bool ''knockedOut'')</code>
| <code>void SetHealthBarScale(float ''scale'')</code>
| Used to knock out and incapacitate a marine, or revive them.
| Sets the health bar scale. Negative scales hide the health bar if the alien's health is full.
|-
|-
| <code>Speak</code>
| <code>SetHealthBarOffset</code>
| <code>void Speak(string ''concept'', float ''delay'', string ''criteria'')</code>
| <code>void SetHealthBarOffset(Vector ''offset'')</code>
| Makes the marine speak a response rules concept.
| Sets the health bar offset in local space.
|}
|}


=== CBaseTrigger ===
Extends [[#CBaseEntity|CBaseEntity]]


=== CASW_Alien ===
Entity class for triggers.
Extends [[#CBaseCombatCharacter|CBaseCombatCharacter]]


==== Methods ====
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function  
! Signature
! Signature  
! Description
! Description  
|-
|-
| <code>ChaseNearestMarine</code>
| <code>Disable</code>
| <code>void ChaseNearestMarine()</code>
| <code>void Disable() </code>
| Order the alien to chase the nearest marine.
| Disable the trigger
|-
|-
| <code>ClearOrders</code>
| <code>Enable</code>
| <code>void ClearOrders()</code>
| <code>void Enable() </code>
| Clear the alien's orders.
| Enable the trigger
|-
|-
| <code>Extinguish</code>
| <code>IsTouching</code>
| <code>void Extinguish()</code>
| <code>bool IsTouching(handle ''entity'') </code>
| Extinguish a burning alien.
| Checks whether the passed entity is touching the trigger.
|-
|-
| <code>Ignite</code>
| <code>GetNumTouching</code>
| <code>void Ignite(float ''duration'')</code>
| <code>int GetNumTouching()</code>
| Ignites the alien into flames.
| Returns the number of entities currently touching the trigger.
|-
|-
| <code>OrderMoveTo</code>
| <code>GetTouching</code>
| <code>bool OrderMoveTo(handle ''entity'', bool ''ignoreMarines'')</code>
| <code>handle GetTouching(int ''index'')</code>
| Order the alien to move to an entity handle, second parameter ignore marines.
| Returns an entity currently touching the trigger. If index is not from 0 to GetNumTouching() - 1, returns null.
|}
|}


 
=== CASW_Marine ===
=== CASW_Parasite ===
Extends [[#CASW_Inhabitable_NPC|CASW_Inhabitable_NPC]]
Extends [[#CASW_Alien|CASW_Alien]]


==== Methods ====
==== Methods ====
Line 549: Line 791:
! Description
! Description
|-
|-
| <code>JumpAttack</code>
| <code>AddSlowHeal</code>
| <code>void JumpAttack()</code>
| <code>void AddSlowHeal(int ''health'', float ''healratescale'', handle ''healer'', handle ''weapon'')</code>
| Jump and attack something.
| Heals the marine. Medic and weapon can be null, those are used for stats.
|}
|-
 
| <code>BecomeInfested</code>
 
| <code>void BecomeInfested()</code>
=== CASW_Buzzer ===
| Infests the marine.
Extends [[#CBaseAnimating|CBaseAnimating]]
|-
 
| <code>CureInfestation</code>
==== Methods ====
| <code>void CureInfestation()</code>
{| class="standard-table" style="width: 100%;"
| Cures an infestation.
! Function
! Signature
! Description
|-
|-
| <code>ChaseNearestMarine</code>
| <code>DropWeapon</code>
| <code>void ChaseNearestMarine()</code>
| <code>void DropWeapon(int ''slot'')</code>
| Order the buzzer to chase the nearest marine.
| Makes the marine drop a weapon.
|-
| <code>ClearOrders</code>
| <code>void ClearOrders()</code>
| Clear the buzzer's orders.
|-
|-
| <code>Extinguish</code>
| <code>Extinguish</code>
| <code>void Extinguish()</code>
| <code>void Extinguish()</code>
| Extinguish a burning buzzer.
| Extinguish a burning marine.
|-
| <code>GetCommander</code>
| <code>CBasePlayer GetCommander()</code>
| Get the player that owns the marine.
|-
|-
| <code>Ignite</code>
| <code>GetInventoryTable</code>
| <code>void Ignite(float ''duration'')</code>
| <code>void GetInventoryTable(table)</code>
| Ignites the buzzer into flames.
| Fills the passed table with the marine's inventory.
|-
|-
| <code>OrderMoveTo</code>
| <code>GetInvTable</code>
| <code>bool OrderMoveTo(handle ''entity'', bool ''ignoreMarines'')</code>
| <code>table GetInvTable()</code>
| Order the buzzer to move to an entity handle, second parameter ignore marines.
| -DEPRECATED- Returns a table of the marine's inventory data.
|}
 
 
=== CASW_Colonist ===
Extends [[#CBaseCombatCharacter|CBaseCombatCharacter]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>BecomeInfested</code>
| <code>GetMarineName</code>
| <code>void BecomeInfested()</code>
| <code>string GetMarineName()</code>
| Infests the colonist.
| -DEPRECATED- Returns the ''translated'' marine name. This changes based on the host's game language.
|-
|-
| <code>CureInfestation</code>
| <code>GetMarineProfile</code>
| <code>void CureInfestation()</code>
| <code>int GetMarineProfile()</code>
| Cures an infestation.
| Returns an integer representing which marine profile is in use. Constants are available: <code>ASW_MARINE_PROFILE_SARGE</code>, <code>ASW_MARINE_PROFILE_WILDCAT</code>, <code>ASW_MARINE_PROFILE_FAITH</code>, etc.
|-
|-
| <code>DropWeapon</code>
| <code>GiveAmmo</code>
| <code>void DropWeapon()</code>
| <code>void GiveAmmo(int ''amount'', int ''ammoIndex'')</code>
| Makes the colonist drop a weapon.
| Gives the marine ammo for the specified ammo index.
|-
| <code>Extinguish</code>
| <code>void Extinguish()</code>
| Extinguish a burning colonist.
|-
|-
| <code>GiveWeapon</code>
| <code>GiveWeapon</code>
| <code>void GiveWeapon(string ''weaponName'')</code>
| <code>void GiveWeapon(string ''weaponName'', int ''slot'')</code>
| Gives the colonist a weapon.
| Gives the marine a weapon.
|-
|-
| <code>Ignite</code>
| <code>Ignite</code>
| <code>void Ignite(float ''duration'')</code>
| <code>void Ignite(float ''duration'')</code>
| Ignites the colonist into flames.
| Ignites the marine into flames.
|-
| <code>IsInhabited</code>
| <code>bool IsInhabited()</code>
| True if the marine is a player, false if the marine is a bot.
|-
| <code>Knockdown</code>
| <code>void Knockdown(Vector ''velocity'')</code>
| Knocks down the marine with desired velocity.
|-
| <code>OrderMoveTo</code>
| <code>void OrderMoveTo(float ''yaw'', Vector ''position'')</code>
| Order an uninhabited marine to move to this position.
|-
|-
| <code>RemoveWeapon</code>
| <code>RemoveWeapon</code>
| <code>void RemoveWeapon()</code>
| <code>void RemoveWeapon(int ''slot'')</code>
| Removes a weapon from the colonist.
| Removes a weapon from the marine.
|}
|-
 
| <code>SetKnockedOut</code>
 
| <code>void SetKnockedOut(bool ''knockedOut'')</code>
=== CBaseCombatWeapon ===
| Used to knock out and incapacitate a marine, or revive them.
Extends [[#CBaseAnimating|CBaseAnimating]]
|-
 
| <code>Speak</code>
==== Methods ====
| <code>void Speak(string ''concept'', float ''delay'', string ''criteria'')</code>
{| class="standard-table" style="width: 100%;"
| Makes the marine speak a response rules concept.
! Function
! Signature
! Description
|-
|-
| <code>Clip1</code>
| <code>SwitchWeapon</code>
| <code>int Clip1()</code>
| <code>bool SwitchWeapon(int ''slot'')</code>
| Get the weapon's current primary clip.
| Make the marine switch to a weapon.
|-
|-
| <code>Clip2</code>
| <code>SetMarineRolls</code>
| <code>int Clip2()</code>
| <code>void SetMarineRolls(bool ''bRolls'')</code>
| Get the weapon's current secondary clip.
| Send true to make a marine roll when the player presses the roll button, send false to make a marine jump (Changing asw_marine_rolls ConVar overrides all marines' roll/jump behavior).
|-
|-
| <code>GetClips</code>
| <code>SetSpawnZombineOnDeath</code>
| <code>int GetClips()</code>
| <code>void SetSpawnZombineOnDeath(bool ''bSpawn'')</code>
| Get the amount of clips for weapon.
| Makes a zombine spawn when the marine dies.
|-
|-
| <code>GetDefaultClip1</code>
| <code>SetColorCorrection</code>
| <code>int GetDefaultClip1()</code>
| <code>void SetColorCorrection(handle ''entity'')</code>
| Get the weapon's default primary clip.
| Force this character to use a specific color_correction.
|-
|-
| <code>GetDefaultClip2</code>
| <code>SetFogController</code>
| <code>int GetDefaultClip2()</code>
| <code>void SetFogController(handle ''entity'')</code>
| Get the weapon's default secondary clip.
| Force this character to use a specific env_fog_controller.
|-
|-
| <code>GetMaxAmmo1</code>
| <code>SetPostProcessController</code>
| <code>int GetMaxAmmo1()</code>
| <code>void SetPostProcessController(handle ''entity'')</code>
| Get max primary ammo for weapon.
| Force this character to use a specific postprocess_controller.
|-
|-
| <code>GetMaxAmmo2</code>
| <code>SetTonemapController</code>
| <code>int GetMaxAmmo2()</code>
| <code>void SetTonemapController(handle ''entity'')</code>
| Get max secondary ammo for weapon.
| Force this character to use a specific env_tonemap_controller.
|-
| <code>GetMaxClip1</code>
| <code>int GetMaxClip1()</code>
| Get max primary clip for weapon.
|-
| <code>GetMaxClip2</code>
| <code>int GetMaxClip2()</code>
| Get max secondary clip for weapon.
|-
| <code>GetMaxClips</code>
| <code>int GetMaxClips()</code>
| Get max total clips for weapon.
|-
| <code>SetClip1</code>
| <code>void SetClip1(int ''amount'')</code>
| Set weapon's primary clip.
|-
| <code>SetClip2</code>
| <code>void SetClip2(int ''amount'')</code>
| Set weapon's secondary clip.
|-
| <code>SetClips</code>
| <code>void SetClips(int ''amount'')</code>
| Set weapon's total clips.
|}
|}


Example of how a script writer might set up the handles, with a table ''g_fx_t'' (For SetColorCorrection, SetFogController, SetPostProcessController, SetTonemapController functions usage).
<source lang="cpp">
function OnMissionStart()
{
InitFXTable();
}


=== CASW_Sentry_Base ===
g_fx_t <- {};
Extends [[#CBaseAnimating|CBaseAnimating]]


==== Methods ====
function InitFXTable()
{
// color corrections
local cc_kvs_t =
{
// shouldnt be edited
maxfalloff = -1
spawnflags = 2
// can be edited
fadeOutDuration = 0.5
filename = "scripts/colorcorrection/cc_std_sepia.raw"
};
g_fx_t[ "cc_sepia" ] <- SpawnEntityFromTable( "color_correction", cc_kvs_t );
cc_kvs_t[ "filename" ] = "scripts/colorcorrection/infested_green.raw";
g_fx_t[ "cc_red" ] <- SpawnEntityFromTable( "color_correction", cc_kvs_t );
// fog controllers
local fog_kvs_t =
{
// shouldnt be edited
fogenable = 1
// can be edited
foglerptime = 0
fogstart = 500
fogend = 2000
fogcolor = "192 70 70"
fogmaxdensity = 0.4
};
g_fx_t[ "fog_red" ] <- SpawnEntityFromTable( "env_fog_controller", fog_kvs_t );
fog_kvs_t[ "fogcolor" ] = "50 255 50";
fog_kvs_t[ "fogstart" ] = 0;
g_fx_t[ "fog_green" ] <- SpawnEntityFromTable( "env_fog_controller", fog_kvs_t );
 
// postprocess controllers
local pp_kvs_t =
{
// can be edited
fadetime = 0.25
localcontrastedgestrength = 3
localcontraststrength = 3
fadetoblackstrength = 0
screenblurstrength = 0
depthblurstrength = 0
depthblurfocaldistance = 0
};
g_fx_t[ "pp_contrast_high" ] <- SpawnEntityFromTable( "postprocess_controller", pp_kvs_t );
pp_kvs_t[ "localcontrastedgestrength" ] = 0;
pp_kvs_t[ "localcontraststrength" ] = 0;
pp_kvs_t[ "fadetoblackstrength" ] = 0.5;
pp_kvs_t[ "screenblurstrength" ] = 0.55;
pp_kvs_t[ "depthblurstrength" ] = 0.2;
pp_kvs_t[ "depthblurfocaldistance" ] = 0.9;
g_fx_t[ "pp_blurry" ] <- SpawnEntityFromTable( "postprocess_controller", pp_kvs_t );
 
// tonemap controllers a little more tricky, have no keyvalues so we are playing with netprops
local hTNMP = Entities.CreateByClassname( "env_tonemap_controller" );
NetProps.SetPropBool( hTNMP, "m_bUseCustomAutoExposureMin", true );
NetProps.SetPropBool( hTNMP, "m_bUseCustomAutoExposureMax", true );
NetProps.SetPropBool( hTNMP, "m_bUseCustomManualTonemapRate", true );
NetProps.SetPropFloat( hTNMP, "m_flCustomManualTonemapRate", 0.0 );
NetProps.SetPropFloat( hTNMP, "m_flCustomAutoExposureMin", 0.0 );
NetProps.SetPropFloat( hTNMP, "m_flCustomAutoExposureMax", 0.0 );
g_fx_t[ "tnmp_dark" ] <- hTNMP;
}
</source>
 
Accessing the handles example:
 
<source lang="cpp">
function OnGameEvent_marine_infested( params )
{
local hMarine = EntIndexToHScript( params[ "entindex" ] );
hMarine.SetFogController( g_fx_t[ "fog_green" ] );
hMarine.SetPostProcessController( g_fx_t[ "pp_blurry" ] );
hMarine.SetTonemapController( g_fx_t[ "tnmp_dark" ] );
}
 
function OnGameEvent_marine_infested_cured( params )
{
local hMarine = EntIndexToHScript( params[ "entindex" ] );
hMarine.SetFogController( null );
hMarine.SetPostProcessController( null );
hMarine.SetTonemapController( null );
}
</source>
 
=== CASW_Alien ===
Extends [[#CASW_Inhabitable_NPC|CASW_Inhabitable_NPC]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 697: Line 1,009:
! Description
! Description
|-
|-
| <code>GetAmmo</code>
| <code>ChaseNearestMarine</code>
| <code>int GetAmmo()</code>
| <code>void ChaseNearestMarine()</code>
| Get the sentry's current ammo.
| Order the alien to chase the nearest marine.
|-
| <code>ClearOrders</code>
| <code>void ClearOrders()</code>
| Clear the alien's orders.
|-
| <code>ElectroStun</code>
| <code>void ElectroStun(float ''duration'')</code>
| Stuns the alien.
|-
| <code>Extinguish</code>
| <code>void Extinguish()</code>
| Extinguish a burning alien.
|-
| <code>Freeze</code>
| <code>void Freeze(float ''freezeTime'')</code>
| Freezes the alien.
|-
| <code>Ignite</code>
| <code>void Ignite(float ''duration'')</code>
| Ignites the alien into flames.
|-
|-
| <code>GetMaxAmmo</code>
| <code>OrderMoveTo</code>
| <code>int GetMaxAmmo()</code>
| <code>bool OrderMoveTo(handle ''entity'', bool ''ignoreMarines'')</code>
| Get the sentry's max allowed ammo.
| Order the alien to move to an entity handle, second parameter ignore marines.
|-
|-
| <code>GetSentryTop</code>
| <code>Wake</code>
| <code>CASW_Sentry_Base GetSentryTop()</code>
| <code>void Wake(bool ''bFireOutput'')</code>
| Get a handle of the sentry's top.
| Wake up the alien, with option to fire output.
|-
|-
| <code>SetAmmo</code>
| <code>SetSpawnZombineOnMarineKill</code>
| <code>void SetAmmo()</code>
| <code>void SetSpawnZombineOnMarineKill(bool ''bSpawn'')</code>
| Set the sentry's current ammo.
| Makes a zombine spawn after killing a marine.
|}
|}




=== CASW_Sentry_Top ===
=== CASW_Parasite ===
Extends [[#CBaseAnimating|CBaseAnimating]]
Extends [[#CASW_Alien|CASW_Alien]]


==== Methods ====
==== Methods ====
Line 724: Line 1,056:
! Description
! Description
|-
|-
| <code>PreventFiringUntil</code>
| <code>JumpAttack</code>
| <code>void PreventFiringUntil(float ''nextFireTime'')</code>
| <code>void JumpAttack()</code>
| Prevents sentry from firing until the time set.
| Jump and attack something.
|}
|}




=== CEnvEntityMaker ===
=== CASW_Buzzer ===
Extends [[#CBaseEntity|CBaseEntity]]
Extends [[#CASW_Inhabitable_NPC|CASW_Inhabitable_NPC]]
 
Script handle class for [[env_entity_maker]].


==== Methods ====
==== Methods ====
Line 741: Line 1,071:
! Description
! Description
|-
|-
| <code>SpawnEntity</code>
| <code>ChaseNearestMarine</code>
| <code>void SpawnEntity()</code>
| <code>void ChaseNearestMarine()</code>
| Create an entity at the location of the maker
| Order the buzzer to chase the nearest marine.
|-
|-
| <code>SpawnEntityAtEntityOrigin</code>
| <code>ClearOrders</code>
| <code>void SpawnEntityAtEntityOrigin(CBaseEntity ''entity'')</code>
| <code>void ClearOrders()</code>
| Create an entity at the location of a specified entity instance.
| Clear the buzzer's orders.
|-
|-
| <code>SpawnEntityAtLocation</code>
| <code>ElectroStun</code>
| <code>void SpawnEntityAtLocation(Vector ''origin'', Vector ''orientation'')</code>
| <code>void ElectroStun(float ''duration'')</code>
| Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll).
| Stuns the buzzer.
|-
|-
| <code>SpawnEntityAtNamedEntityOrigin</code>
| <code>Extinguish</code>
| <code>void SpawnEntityAtNamedEntityOrigin(string ''targetName'')</code>
| <code>void Extinguish()</code>
| Create an entity at the location of a named entity.
| Extinguish a burning buzzer.
|-
| <code>Freeze</code>
| <code>void Freeze(float ''freezeTime'')</code>
| Freezes the buzzer.
|-
| <code>Ignite</code>
| <code>void Ignite(float ''duration'')</code>
| Ignites the buzzer into flames.
|-
| <code>OrderMoveTo</code>
| <code>bool OrderMoveTo(handle ''entity'', bool ''ignoreMarines'')</code>
| Order the buzzer to move to an entity handle, second parameter ignore marines.
|-
| <code>Wake</code>
| <code>void Wake(bool ''bFireOutput'')</code>
| Wake up the buzzer, with option to fire output.
|}
|}


=== CASW_Colonist ===
Extends [[#CASW_Inhabitable_NPC|CASW_Inhabitable_NPC]]
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>BecomeInfested</code>
| <code>void BecomeInfested()</code>
| Infests the colonist.
|-
| <code>CureInfestation</code>
| <code>void CureInfestation()</code>
| Cures an infestation.
|-
| <code>DropWeapon</code>
| <code>void DropWeapon()</code>
| Makes the colonist drop a weapon.
|-
| <code>Extinguish</code>
| <code>void Extinguish()</code>
| Extinguish a burning colonist.
|-
| <code>GiveWeapon</code>
| <code>void GiveWeapon(string ''weaponName'')</code>
| Gives the colonist a weapon.
|-
| <code>Ignite</code>
| <code>void Ignite(float ''duration'')</code>
| Ignites the colonist into flames.
|-
| <code>RemoveWeapon</code>
| <code>void RemoveWeapon()</code>
| Removes a weapon from the colonist.
|}


=== CPointTemplate ===
Extends [[#CBaseEntity|CBaseEntity]]
Script handle class for [[point_template]].
==== Hooks ====
;<code>table PreSpawnInstance(string ''entityClass'', string ''entityName'')</code>
:If this is defined, it will be called right before the entity is created, and any KeyValues returned will be assigned to the entity.


<source lang="cpp">function PreSpawnInstance( entityClass, entityName )
=== CBaseCombatWeapon ===
{
Extends [[#CBaseAnimating|CBaseAnimating]]
local keyvalues =
{
  rendercolor = "0 255 0"
  targetname = "mySpawnedEntity"
}
return keyvalues
}
</source>
 
;<code>void PostSpawn(table ''entities'')</code>
:Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
 
<source lang="cpp">function PostSpawn( entities )
{
foreach( name, handle in entities )
{
printl( name + ": " + handle )
}
}
</source>
 
 
=== CSceneEntity ===
Extends [[#CBaseEntity|CBaseEntity]]


==== Methods ====
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 804: Line 1,152:
! Description
! Description
|-
|-
| <code>AddBroadcastTeamTarget</code>
| <code>Clip1</code>
| <code>void AddBroadcastTeamTarget(int ''index'')</code>
| <code>int Clip1()</code>
| Adds a team (by index) to the broadcast list.
| Get the weapon's current primary clip. Note: also used to get the offhand item's count.
|-
|-
| <code>EstimateLength</code>
| <code>Clip2</code>
| <code>float EstimateLength()</code>
| <code>int Clip2()</code>
| Returns length of this scene in seconds.
| Get the weapon's current secondary clip.
|-
|-
| <code>FindNamedEntity</code>
| <code>GetClips</code>
| <code>handle FindNamedEntity(string ''reference'')</code>
| <code>int GetClips()</code>
| given an entity reference, such as !target, get actual entity from scene object.
| Get the amount of clips for weapon.
|-
|-
| <code>IsPaused</code>
| <code>GetDefaultClip1</code>
| <code>bool IsPaused()</code>
| <code>int GetDefaultClip1()</code>
| If this scene is currently paused.
| Get the weapon's default primary clip. Note: also used to get the offhand item's default count.
|-
|-
| <code>IsPlayingBack</code>
| <code>GetDefaultClip2</code>
| <code>bool IsPlayingBack()</code>
| <code>int GetDefaultClip2()</code>
| If this scene is currently playing.
| Get the weapon's default secondary clip.
|-
|-
| <code>LoadSceneFromString</code>
| <code>GetMaxAmmo1</code>
| <code>bool LoadSceneFromString(string ''sceneName'', string ''scene'')</code>
| <code>int GetMaxAmmo1()</code>
| Given a dummy scene name and a vcd string, load the scene.
| Get max primary ammo for weapon.
|-
| <code>GetMaxAmmo2</code>
| <code>int GetMaxAmmo2()</code>
| Get max secondary ammo for weapon.
|-
| <code>GetMaxClip1</code>
| <code>int GetMaxClip1()</code>
| Get max primary clip for weapon. Note: also used to get the offhand item's max count.
|-
| <code>GetMaxClip2</code>
| <code>int GetMaxClip2()</code>
| Get max secondary clip for weapon.
|-
| <code>GetMaxClips</code>
| <code>int GetMaxClips()</code>
| Get max total clips for weapon.
|-
| <code>SetClip1</code>
| <code>void SetClip1(int ''amount'')</code>
| Set weapon's primary clip. Note: also used to set the offhand item's count.
|-
| <code>SetClip2</code>
| <code>void SetClip2(int ''amount'')</code>
| Set weapon's secondary clip.
|-
|-
| <code>RemoveBroadcastTeamTarget</code>
| <code>SetClips</code>
| <code>void RemoveBroadcastTeamTarget(int ''index'')</code>
| <code>void SetClips(int ''amount'')</code>
| Removes a team (by index) from the broadcast list.
| Set weapon's total clips.
|}
|}




=== CTriggerCamera ===
=== CASW_Sentry_Base ===
Extends [[#CBaseEntity|CBaseEntity]]
Extends [[#CBaseAnimating|CBaseAnimating]]


==== Methods ====
==== Methods ====
Line 843: Line 1,215:
! Description
! Description
|-
|-
| <code>GetFov</code>
| <code>GetAmmo</code>
| <code>int GetFov()</code>
| <code>int GetAmmo()</code>
| Get cameras current Field Of View setting as integer.
| Get the sentry's current ammo.
|-
| <code>GetMaxAmmo</code>
| <code>int GetMaxAmmo()</code>
| Get the sentry's max allowed ammo.
|-
| <code>GetSentryTop</code>
| <code>CASW_Sentry_Top GetSentryTop()</code>
| Get a handle of the sentry's top.
|-
|-
| <code>SetFov</code>
| <code>SetAmmo</code>
| <code>void SetFov(int ''fov'', float ''rate'')</code>
| <code>void SetAmmo()</code>
| Set cameras current FOV in integer degrees and FOV change rate as float.
| Set the sentry's current ammo.
|}
|}


==== Hooks ====
=== CASW_Sentry_Top ===
Extends [[#CBaseAnimating|CBaseAnimating]]


;<code>void ScriptStartCameraShot(string ''shotType'', handle ''sceneEntity'', handle ''actor1'', handle ''actor2'', float ''duration'')</code>
==== Methods ====
: ''Called from SceneEntity in response to a CChoreoEvent::CAMERA sent from a VCD.'' {{todo}}
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>PreventFiringUntil</code>
| <code>void PreventFiringUntil(float ''nextFireTime'')</code>
| Prevents sentry from firing until the time set.
|}


 
=== CASW_Weapon_Sentry ===
=== CCallChainer ===
Extends [[#CASW_Weapon|CASW_Weapon]]
{{todo}}


==== Methods ====
==== Methods ====
Line 867: Line 1,255:
! Description
! Description
|-
|-
| <code>constructor</code>
| <code>GetSentryAmmo</code>
| <code>{{todo}} constructor()</code>
| <code>int GetSentryAmmo()</code>
|  
| Returns the amount of ammo for the contained sentry.
|-
|-
| <code>PostScriptExecute</code>
| <code>SetSentryAmmo</code>
| <code>{{todo}} PostScriptExecute()</code>
| <code>void SetSentryAmmo(int ''nAmmo'')</code>
|
| Changes the amount of ammo for the contained sentry.
|-
| <code>Call</code>
| <code>{{todo}} Call()</code>
|  
|}
|}


==== Members ====
 
=== CAI_DynamicLink ===
Extends [[#CBaseEntity|CBaseEntity]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Instance
! Function
! Type
! Signature
! Description
! Description
|-
|-
| <code>chains</code>
| <code>FindLink</code>
| <code>null</code>
| <code>CAI_Link FindLink()</code>
|  
| Returns the node link or null if not found.
|-
| <code>GetDestNode</code>
| <code>CAI_Node GetDestNode()</code>
| Returns the node on the other end of the link.
|-
|-
| <code>prefix</code>
| <code>GetSrcNode</code>
| <code>null</code>
| <code>CAI_Node GetSrcNode()</code>
|  
| Returns the node that 'owns' this link.
|-
|-
| <code>scope</code>
| <code>IsLinkValid</code>
| <code>null</code>
| <code>bool IsLinkValid()</code>
|  
| Returns true if the dynamic link has a corresponding node link.
|-
| <code>TurnOff</code>
| <code>void TurnOff()</code>
| Disables node link connections.
|-
| <code>TurnOn</code>
| <code>void TurnOn()</code>
| Enables node link connections.
|}
|}




=== CDirector ===
=== CAI_Link ===
Game Instance: <code>Director</code>
This is a script handle class for node links.
 
Provides methods for reading information and forcing events in the AI Director.


==== Methods ====
==== Methods ====
Line 911: Line 1,309:
! Description
! Description
|-
|-
| <code>GetAlienCount</code>
| <code>GetAcceptedMoveTypes</code>
| <code>int GetAlienCount()</code>
| <code>int GetAcceptedMoveTypes(int ''hullType'')</code>
| Returns number of aliens currently spawned.
| Get the Capability_T of motions acceptable for passed hull type.
|-
| <code>GetDangerCount</code>
| <code>int GetDangerCount()</code>
| Returns how many dangerous things are near this link.
|-
|-
| <code>GetIntensity</code>
| <code>GetDestNodeID</code>
| <code>float GetIntensity(CBaseEntity ''marine'')</code>
| <code>int GetDestNodeID()</code>
| Get the intensity value for a marine.
| Get the ID of the node on the other end of the link.
|-
|-
| <code>GetMaxIntensity</code>
| <code>GetDynamicLink</code>
| <code>float GetMaxIntensity()</code>
| <code>CAI_DynamicLink GetDynamicLink()</code>
| Get the maximum intensity value for all living marines.
| Returns the info_node_link entity for this link or null if it doesn't exist.
|-
|-
| <code>IsOfflineGame</code>
| <code>GetLinkInfo</code>
| <code>bool IsOfflineGame()</code>
| <code>int GetLinkInfo()</code>
| Return true if game is in single player.
| Get other information about this link.
|-
|-
| <code>MissionComplete</code>
| <code>GetSrcNodeID</code>
| <code>void MissionComplete(bool ''completed'')</code>
| <code>int GetSrcNodeID()</code>
| Completes the mission if true.
| Get the ID of the node that 'owns' this link.
|-
|-
| <code>ResetIntensity</code>
| <code>GetTimeStaleExpires</code>
| <code>void ResetIntensity(CBaseEntity ''marine'')</code>
| <code>float GetTimeStaleExpires()</code>
| Reset the intensity value for a marine to zero.
| Returns the amount of time until this link is available again.
|-
|-
| <code>ResetIntensityForAllMarines</code>
| <code>SetAcceptedMoveTypes</code>
| <code>void ResetIntensityForAllMarines()</code>
| <code>void SetAcceptedMoveTypes(int ''hullType'', int ''moveType'')</code>
| Reset the intensity value for all marines to zero.
| Set the Capability_T of motions acceptable for passed hull type.
|-
|-
| <code>RestartMission</code>
| <code>SetDangerCount</code>
| <code>void RestartMission()</code>
| <code>void SetDangerCount(int ''count'')</code>
| Restarts the mission.
| Sets how many dangerous things are near this link.
|-
|-
| <code>SpawnAlienAt</code>
| <code>SetLinkInfo</code>
| <code>handle SpawnAlienAt(string ''alienClass'', Vector ''position'', Vector ''angles'')</code>
| <code>void SetLinkInfo(int ''info'')</code>
| Spawn an alien by class name.
| Sets information about this link.
|-
|-
| <code>SpawnAlienBatch</code>
| <code>SetTimeStaleExpires</code>
| <code>int SpawnAlienBatch(string ''alienClass'', int ''aliens'', Vector ''position'', Vector ''angles'')</code>
| <code>void SetTimeStaleExpires(float ''duration'')</code>
| Spawn a group of aliens by class name.
| Sets the amount of time until this link is available again.
|}
 
 
=== CAI_Node ===
This is a script handle class for nodes.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>SpawnAlienAuto</code>
| <code>AddLink</code>
| <code>bool SpawnAlienAuto(string ''alienClass'')</code>
| <code>void AddLink(CAI_Link ''link'')</code>
| Spawn an alien automatically near the marines.
| Adds a link to this node.
|-
|-
| <code>StartFinale</code>
| <code>ClearLinks</code>
| <code>void StartFinale()</code>
| <code>void ClearLinks()</code>
| Spawn a horde every few seconds for the rest of the level.
| Clears all links from node.
|-
|-
| <code>StartHoldout</code>
| <code>DebugDrawNode</code>
| <code>void StartHoldout()</code>
| <code>void DebugDrawNode(int ''r'', int ''g'', int ''b'', float ''duration'')</code>
| Starts spawning a horde every few seconds until stopped.
| Draw node as a box of the given color for x seconds.
|-
|-
| <code>StopHoldout</code>
| <code>GetId</code>
| <code>void StopHoldout()</code>
| <code>int GetId()</code>
| Stops spawning hordes.
| Get node ID.
|-
| <code>GetInfo</code>
| <code>int GetInfo()</code>
| Get node info.
|-
| <code>GetLink</code>
| <code>CAI_Link GetLink(int ''nodeID'')</code>
| Get link to dest node ID.
|-
| <code>GetLinkByIndex</code>
| <code>CAI_Link GetLinkByIndex(int ''index'')</code>
| Get link by index.
|-
| <code>GetOrigin</code>
| <code>Vector GetOrigin()</code>
| Get node origin.
|-
| <code>GetPosition</code>
| <code>Vector GetPosition(int ''hullType'')</code>
| Get hull specific position for a node.
|-
| <code>GetType</code>
| <code>int GetType()</code>
| Get node type.
|-
| <code>GetYaw</code>
| <code>float GetYaw()</code>
| Get node Yaw.
|-
| <code>GetZone</code>
| <code>int GetZone()</code>
| Get node zone.
|-
| <code>IsLocked</code>
| <code>bool IsLocked()</code>
| Returns true if node is locked.
|-
| <code>Lock</code>
| <code>void Lock(float ''duration'')</code>
| Locks the node for x seconds.
|-
| <code>NumLinks</code>
| <code>int NumLinks()</code>
| Number of links for node.
|-
| <code>RemoveLink</code>
| <code>void RemoveLink(CAI_Link ''link'')</code>
| Removes a link from this node.
|-
| <code>SetInfo</code>
| <code>void SetInfo(int ''info'')</code>
| Set node info.
|-
| <code>SetType</code>
| <code>void SetType(int ''type'')</code>
| Set node type.
|-
| <code>SetZone</code>
| <code>void SetZone(int ''zone'')</code>
| Set node zone.
|-
| <code>Unlock</code>
| <code>void Unlock()</code>
| Unlocks the node.
|}
|}




=== CEntities ===
=== CEnvEntityMaker ===
Game Instance: <code>Entities</code>
Extends [[#CBaseEntity|CBaseEntity]]


An interface to find and iterate over the script handles for the entities in play.
Script handle class for [[env_entity_maker]].  
 
To iterate over a set of entities, pass <code>null</code> to the ''previous'' argument in the appropriate method to start an iteration, or reference to a previously found entity to continue a search.


==== Methods ====
==== Methods ====
Line 982: Line 1,457:
! Description
! Description
|-
|-
| <code>CreateByClassname</code>
| <code>SpawnEntity</code>
| <code>handle CreateByClassname(string ''class'')</code>
| <code>void SpawnEntity()</code>
| Creates an entity by class name.
| Create an entity at the location of the maker
|-
|-
| <code>FindByClassname</code>
| <code>SpawnEntityAtEntityOrigin</code>
| <code>handle FindByClassname(handle ''previous'', string ''class'')</code>
| <code>void SpawnEntityAtEntityOrigin(CBaseEntity ''entity'')</code>
| Find entities by class name.  
| Create an entity at the location of a specified entity instance.
|-
|-
| <code>FindByClassnameNearest</code>
| <code>SpawnEntityAtLocation</code>
| <code>handle FindByClassnameNearest(string ''class'', Vector ''origin'', float ''radius'')</code>
| <code>void SpawnEntityAtLocation(Vector ''origin'', Vector ''orientation'')</code>
| Find the entity with the given class name nearest to the specified point.
| Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll).
|-
|-
| <code>FindByClassnameWithin</code>
| <code>SpawnEntityAtNamedEntityOrigin</code>
| <code>handle FindByClassnameWithin(handle ''previous'', string ''class'', Vector ''origin'', float ''radius'')</code>
| <code>void SpawnEntityAtNamedEntityOrigin(string ''targetName'')</code>
| Find entities by class name within a radius.  
| Create an entity at the location of a named entity.
|-
|}
| <code>FindByModel</code>
 
| <code>handle FindByModel(handle ''previous'', string ''filename'')</code>
 
| Find entities by model name.
=== CPointTemplate ===
|-
Extends [[#CBaseEntity|CBaseEntity]]
| <code>FindByName</code>
 
| <code>handle FindByName(handle ''previous'', string ''name'')</code>
Script handle class for [[point_template]].
| Find entities by name.
 
|-
==== Hooks ====
| <code>FindByNameNearest</code>
 
| <code>handle FindByNameNearest(string ''name'', Vector ''origin'', float ''radius'')</code>
;<code>table PreSpawnInstance(string ''entityClass'', string ''entityName'')</code>
| Find entities by name nearest to a point.
:If this is defined, it will be called right before the entity is created, and any KeyValues returned will be assigned to the entity.
|-
 
| <code>FindByNameWithin</code>
<source lang="cpp">function PreSpawnInstance( entityClass, entityName )
| <code>handle FindByNameWithin(handle ''previous'', string ''name'', Vector ''origin'', float ''radius'')</code>
{
| Find entities by name within a radius.
local keyvalues =
|-
{
| <code>FindByTarget</code>
  rendercolor = "0 255 0"
| <code>handle FindByTarget(handle ''previous'', string ''targetname'')</code>
  targetname = "mySpawnedEntity"
| Find entities by its target.
}
|-
return keyvalues
| <code>FindInSphere</code>
| <code>handle FindInSphere(handle ''previous'', Vector ''origin'', float ''radius'')</code>
}
| Find entities within a radius.
</source>
|-
| <code>First</code>
| <code>handle First()</code>
| Begin an iteration over the list of entities.
|-
| <code>Next</code>
| <code>handle Next(handle ''previous'')</code>
| Continue an iteration over the list of entities, providing reference to a previously found entity.
|-
| <code>IsValid</code>
| <code>bool IsValid()</code>
| Whether the handle belongs to a valid entity.
|}


;<code>void PostSpawn(table ''entities'')</code>
:Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.


=== CNetPropManager ===
<source lang="cpp">function PostSpawn( entities )
 
{
Game Instance: <code>NetProps</code>
foreach( name, handle in entities )
{
printl( name + ": " + handle )
}
}
</source>


Allows reading and updating the [[Networking_Entities#Network_Variables|network properties]] of an entity.


If the entity has multiple netprops with the same name, the data table name can be prepended with a dot to specify which one to use (e.g. "m_Collision.m_nSolidType").
=== CSceneEntity ===
Extends [[#CBaseEntity|CBaseEntity]]


{{warning|Each netprop has a set size in bits, exceeding the size may desync the clients from the server causing unpredictable behavior.}}
==== Methods ====


==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 1,052: Line 1,520:
! Description
! Description
|-
|-
| <code>GetPropArraySize</code>
| <code>AddBroadcastTeamTarget</code>
| <code>int GetPropArraySize(CBaseEntity ''entity'', string ''propertyName'')</code>
| <code>void AddBroadcastTeamTarget(int ''index'')</code>
| Returns the size of an netprop array, or -1.
| Adds a team (by index) to the broadcast list.
|-
|-
| <code>GetPropEntity</code>
| <code>EstimateLength</code>
| <code>CBaseEntity GetPropEntity(CBaseEntity ''entity'', string ''propertyName'')</code>
| <code>float EstimateLength()</code>
| Reads an EHANDLE valued netprop (21 bit integer). Returns the script handle of the entity.
| Returns length of this scene in seconds.
|-
|-
| <code>GetPropEntityArray</code>
| <code>FindNamedEntity</code>
| <code>CBaseEntity GetPropEntityArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| <code>handle FindNamedEntity(string ''reference'')</code>
| Reads an EHANDLE valued netprop (21 bit integer) from an array. Returns the script handle of the entity.
| given an entity reference, such as !target, get actual entity from scene object.
|-
|-
| <code>GetPropFloat</code>
| <code>IsPaused</code>
| <code>float GetPropFloat(CBaseEntity ''entity'', string ''propertyName'')</code>
| <code>bool IsPaused()</code>
| Reads a float valued netprop.
| If this scene is currently paused.
|-
|-
| <code>GetPropFloatArray</code>
| <code>IsPlayingBack</code>
| <code>float GetPropFloatArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| <code>bool IsPlayingBack()</code>
| Reads a float valued netprop from an array.
| If this scene is currently playing.
|-
|-
| <code>GetPropInt</code>
| <code>LoadSceneFromString</code>
| <code>int GetPropInt(CBaseEntity ''entity'', string ''propertyName'')</code>
| <code>bool LoadSceneFromString(string ''sceneName'', string ''scene'')</code>
| Reads an integer valued netprop.
| Given a dummy scene name and a vcd string, load the scene.
|-
|-
| <code>GetPropIntArray</code>
| <code>RemoveBroadcastTeamTarget</code>
| <code>int GetPropIntArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| <code>void RemoveBroadcastTeamTarget(int ''index'')</code>
| Reads an integer valued netprop from an array.
| Removes a team (by index) from the broadcast list.
|-
|}
| <code>GetPropString</code>
 
| <code>string GetPropString(CBaseEntity ''entity'', string ''propertyName'')</code>
 
| Reads an string valued netprop.
=== CTriggerCamera ===
Extends [[#CBaseEntity|CBaseEntity]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>GetPropStringArray</code>
| <code>GetFov</code>
| <code>string GetPropStringArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| <code>int GetFov()</code>
| Reads an string valued netprop from an array.
| Get cameras current Field Of View setting as integer.
|-
| <code>SetFov</code>
| <code>void SetFov(int ''fov'', float ''rate'')</code>
| Set cameras current FOV in integer degrees and FOV change rate as float.
|}
 
 
=== CASW_Grenade_Cluster ===
Extends [[#CBaseCombatCharacter|CBaseCombatCharacter]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>GetPropType</code>
| <code>Disable</code>
| <code>string GetPropType(CBaseEntity ''entity'', string ''propertyName'')</code>
| <code>void Disable()</code>
| Returns the name of the netprop type as a string.
| Disable the grenade.
|-
|-
| <code>GetPropVector</code>
| <code>Enable</code>
| <code>Vector GetPropVector(CBaseEntity ''entity'', string ''propertyName'')</code>
| <code>void Enable()</code>
| Reads a 3D vector valued netprop. {{todo | Does it work for other dimensions too?}}
| Enable the grenade, different time setting like explosion time correctly adjusted after disable state.
|-
|-
| <code>GetPropVectorArray</code>
| <code>EnableWithReset</code>
| <code>Vector GetPropVectorArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| <code>void EnableWithReset()</code>
| Reads a 3D vector valued netprop from an array.  
| Enable the grenade, different time setting like explosion time reset like grenade is newly created.
|-
|-
| <code>HasProp</code>
| <code>ReflectBack</code>
| <code>bool HasProp(CBaseEntity ''entity'', string ''propertyName'')</code>
| <code>void ReflectBack()</code>
| Checks if a netprop exists.
| Reflect grenade preciselly to firer marine position if marine is alive, ReflectBackSimple used otherwise.
|-
|-
| <code>SetPropEntity</code>
| <code>ReflectBackSimple</code>
| <code>void SetPropEntity(CBaseEntity ''entity'', string ''propertyName'', CBaseEntity ''value'')</code>
| <code>void ReflectBackSimple()</code>
| Sets an EHANDLE valued netprop (21 bit integer) to reference the specified entity.
| Reflect grenade near to initial fire position.
|-
|-
| <code>SetPropEntityArray</code>
| <code>ReflectRandomly</code>
| <code>void SetPropEntityArray(CBaseEntity ''entity'', string ''propertyName'', CBaseEntity ''value'', int ''arrayElement'')</code>
| <code>void ReflectRandomly()</code>
| Sets an EHANDLE valued netprop (21 bit integer) from an array to reference the specified entity.
| Reflect grenade to random porition.
|-
|}
| <code>SetPropFloat</code>
 
| <code>void SetPropFloat(CBaseEntity ''entity'', string ''propertyName'', float ''value'')</code>
==== Hooks ====
| Sets a netprop to the specified float.
 
|-
;<code>void ScriptStartCameraShot(string ''shotType'', handle ''sceneEntity'', handle ''actor1'', handle ''actor2'', float ''duration'')</code>
| <code>SetPropFloatArray</code>
: ''Called from SceneEntity in response to a CChoreoEvent::CAMERA sent from a VCD.'' {{todo}}
| <code>void SetPropFloatArray(CBaseEntity ''entity'', string ''propertyName'', float ''value'', int ''arrayElement'')</code>
 
| Sets a netprop from an array to the specified float.
 
=== CDirector ===
Game Instance: <code>Director</code>
 
Provides methods for reading information and forcing events in the AI Director.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>SetPropInt</code>
| <code>FindHordePosition</code>
| <code>void SetPropInt(CBaseEntity ''entity'', string ''propertyName'', int ''value'')</code>
| <code>Vector FindHordePosition(bool ''north'')</code>
| Sets a netprop to the specified integer.
| Get a random position where a horde can spawn (returns null on fail).
|-
|-
| <code>SetPropIntArray</code>
| <code>GetAlienCount</code>
| <code>void SetPropInt(CBaseEntity ''entity'', string ''propertyName'', int ''value'', int ''arrayElement'')</code>
| <code>int GetAlienCount()</code>
| Sets a netprop from an array to the specified integer.
| Returns number of aliens currently spawned.
|-
|-
| <code>SetPropString</code>
| <code>GetIntensity</code>
| <code>void SetPropString(CBaseEntity ''entity'', string ''propertyName'', string ''value'')</code>
| <code>float GetIntensity(CBaseEntity ''marine'')</code>
| Sets a netprop to the specified string.
| Get the intensity value for a marine.
|-
|-
| <code>SetPropStringArray</code>
| <code>GetMaxIntensity</code>
| <code>void SetPropStringArray(CBaseEntity ''entity'', string ''propertyName'', string ''value'', int ''arrayElement'')</code>
| <code>float GetMaxIntensity()</code>
| Sets a netprop from an array to the specified string.
| Get the maximum intensity value for all living marines.
|-
|-
| <code>SetPropVector</code>
| <code>GetTimeToNextHorde</code>
| <code>void SetPropVector(CBaseEntity ''entity'', string ''propertyName'', Vector ''value'')</code>
| <code>float GetTimeToNextHorde()</code>
| Sets a netprop to the specified vector.
| Get the current number of seconds until the director will try to spawn a horde.
|-
|-
| <code>SetPropVectorArray</code>
| <code>IsOfflineGame</code>
| <code>void SetPropVectorArray(CBaseEntity ''entity'', string ''propertyName'', Vector ''value'', int ''arrayElement'')</code>
| <code>bool IsOfflineGame()</code>
| Sets a netprop from an array to the specified vector.
| Return true if game is in single player.
|}
 
 
=== Convars ===
Game Instance: <code>Convars</code>
 
Provides an interface for getting and setting [[Convar|convars]] on the server.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>ExecuteConCommand</code>
| <code>IsSpawningHorde</code>
| <code>void ExecuteConCommand(string ''cmd'')</code>
| <code>int IsSpawningHorde()</code>
| Executes the convar command.
| Get the number of aliens remaining to spawn in the current horde.
|-
|-
| <code>GetClientConvarValue</code>
| <code>MissionComplete</code>
| <code>string GetClientConvarValue(string ''name'', int ''entindex'')</code>
| <code>void MissionComplete(bool ''completed'')</code>
| Returns the convar value for the entindex as a string. Only works with client convars with the FCVAR_USERINFO flag.
| Completes the mission if true.
|-
| <code>ResetIntensity</code>
| <code>void ResetIntensity(CBaseEntity ''marine'')</code>
| Reset the intensity value for a marine to zero.
|-
|-
| <code>GetStr</code>
| <code>ResetIntensityForAllMarines</code>
| <code>string GetStr(string ''name'')</code>
| <code>void ResetIntensityForAllMarines()</code>
| Returns the convar as a string. May return null if no such convar.
| Reset the intensity value for all marines to zero.
|-
| <code>RestartMission</code>
| <code>void RestartMission()</code>
| Restarts the mission.
|-
|-
| <code>GetFloat</code>
| <code>SetTimeToNextHorde</code>
| <code>float GetFloat(string ''name'')</code>
| <code>void SetTimeToNextHorde(float ''seconds'')</code>
| Returns the convar as a float. May return null if no such convar.
| Force the horde countdown timer to be set to this number of seconds.
|-
|-
| <code>SetValue</code>
| <code>SpawnAlienAt</code>
| <code>void SetValue(string ''name'', ''value'')</code>
| <code>handle SpawnAlienAt(string ''alienClass'', Vector ''position'', Vector ''angles'')</code>
| Sets the value of the convar to a numeric value.
| Spawn an alien by class name.
|-
|-
| <code>SetValueString</code>
| <code>SpawnAlienBatch</code>
| <code>void SetValueString(string ''name'', string ''value'')</code>
| <code>int SpawnAlienBatch(string ''alienClass'', int ''aliens'', Vector ''position'', Vector ''angles'')</code>
| Sets the value of the convar to a string.
| Spawn a group of aliens by class name.
|}
|-
 
| <code>SpawnAlienAuto</code>
 
| <code>bool SpawnAlienAuto(string ''alienClass'')</code>
=== CScriptResponseCriteria ===
| Spawn an alien automatically near the marines.
 
Game Instance: <code>ResponseCriteria</code>
 
Allows reading the response rules of an entity.  
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>GetTable</code>
| <code>SpawnHordeSoon</code>
| <code>table GetTable(CBaseEntity ''entity'')</code>
| <code>void SpawnHordeSoon()</code>
| Returns a table of all criteria.
| Queue a horde to spawn soon (the same logic as when a hack starts).
|-
|-
| <code>GetValue</code>
| <code>StartFinale</code>
| <code>string GetValue(CBaseEntity ''entity'', string ''criteriaName'')</code>
| <code>void StartFinale()</code>
| Returns a string.
| Spawn a horde every few seconds for the rest of the level.
|-
|-
| <code>HasCriterion</code>
| <code>StartHoldout</code>
| <code>bool HasCriterion(CBaseEntity ''entity'', string ''criteriaName'')</code>
| <code>void StartHoldout()</code>
| Returns true if the criterion exists.
| Starts spawning a horde every few seconds until stopped.
|}
|-
| <code>StopHoldout</code>
| <code>void StopHoldout()</code>
| Stops spawning hordes.
|-
| <code>ValidSpawnPoint</code>
| <code>bool ValidSpawnPoint(Vector ''position'', Vector ''mins'', Vector ''maxs'')</code>
| Return true if the position is a valid spawn point.
|-
| <code>GetMinNPCClassIndex</code>
| <code>int GetMinNPCClassIndex()</code>
| Returns the minimum NPC class index. Class indexes that are negative cannot be used in spawners. -1 is reserved for "no class".
|-
| <code>GetMaxNPCClassIndex</code>
| <code>int GetMaxNPCClassIndex()</code>
| Returns the maximum NPC class index.
|-
| <code>GetNPCClassName</code>
| <code>string GetNPCClassName(int ''index'')</code>
| Returns the NPC classname associated with a given index.
|-
| <code>GetNPCClassIndex</code>
| <code>int GetNPCClassIndex(string ''classname'')</code>
| Returns the NPC class index associated with a given classname, or -1 if there is none.
|-
| <code>GetNPCHordeSound</code>
| <code>string GetNPCHordeSound(int ''index'')</code>
| Returns the horde sound name for a given NPC class index. This can be used to roughly categorize enemies into factions.
|-
| <code>GetNPCHullType</code>
| <code>int GetNPCHullType(int ''index'')</code>
| Returns the hull type (for example, HULL_MEDIUMBIG) of an NPC class.
|-
| <code>GetNPCMins</code>
| <code>Vector GetNPCMins(int ''index'')</code>
| Returns the component-wise minimum coordinate on the given NPC class's hull. (For hull traces)
|-
| <code>GetNPCMaxs</code>
| <code>Vector GetNPCMaxs(int ''index'')</code>
| Returns the component-wise maximum coordinate on the given NPC class's hull. (For hull traces)
|}


=== CEntities ===
Game Instance: <code>Entities</code>


=== CPlayerVoiceListener ===
An interface to find and iterate over the script handles for the entities in play.


To iterate over a set of entities, pass <code>null</code> to the ''previous'' argument in the appropriate method to start an iteration, or reference to a previously found entity to continue a search.


==== Methods ====
==== Methods ====
Line 1,218: Line 1,746:
! Description
! Description
|-
|-
| <code>GetPlayerSpeechDuration</code>
| <code>CreateByClassname</code>
| <code>float GetPlayerSpeechDuration(int ''playerIndex'')</code>
| <code>handle CreateByClassname(string ''class'')</code>
| Returns the number of seconds the player has been continuously speaking.
| Creates an entity by class name.
|-
|-
| <code>IsPlayerSpeaking</code>
| <code>FindByClassname</code>
| <code>bool IsPlayerSpeaking(int ''playerIndex'')</code>
| <code>handle FindByClassname(handle ''previous'', string ''class'')</code>
| Returns whether the player specified is speaking.
| Find entities by class name.  
|-
|-
| <code>IsValid</code>
| <code>FindByClassnameNearest</code>
| <code>bool IsValid()</code>
| <code>handle FindByClassnameNearest(string ''class'', Vector ''origin'', float ''radius'')</code>
| Whether the handle belongs to a valid entity.
| Find the entity with the given class name nearest to the specified point.
|}
 
 
=== CScriptKeyValues ===
Script handle representation of a models [[$keyvalues]] block.
Sub keys are instances of the same class.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>constructor</code>
| <code>FindByClassnameWithin</code>
| <code>handle FindByClassnameWithin(handle ''previous'', string ''class'', Vector ''origin'', float ''radius'')</code>
| Find entities by class name within a radius.
|-
|-
| <code>FindKey</code>
| <code>FindByModel</code>
| <code>CScriptKeyValues FindKey(string ''keyName'')</code>
| <code>handle FindByModel(handle ''previous'', string ''filename'')</code>
| Find a sub key by the key name.
| Find entities by model name.  
|-
|-
| <code>GetFirstSubKey</code>
| <code>FindByName</code>
| <code>CScriptKeyValues GetFirstSubKey()</code>
| <code>handle FindByName(handle ''previous'', string ''name'')</code>
| Return the first sub key object.
| Find entities by name.  
|-
|-
| <code>GetKeyBool</code>
| <code>FindByNameNearest</code>
| <code>bool GetKeyBool(string ''keyName'')</code>
| <code>handle FindByNameNearest(string ''name'', Vector ''origin'', float ''radius'')</code>
| Return the key value as a bool.
| Find entities by name nearest to a point.
|-
|-
| <code>GetKeyFloat</code>
| <code>FindByNameWithin</code>
| <code>float GetKeyFloat(string ''keyName'')</code>
| <code>handle FindByNameWithin(handle ''previous'', string ''name'', Vector ''origin'', float ''radius'')</code>
| Return the key value as a float.
| Find entities by name within a radius.
|-
|-
| <code>GetKeyInt</code>
| <code>FindByTarget</code>
| <code>int GetKeyInt(string ''keyName'')</code>
| <code>handle FindByTarget(handle ''previous'', string ''targetname'')</code>
| Return the key value as an integer.
| Find entities by its target.
|-
|-
| <code>GetKeyString</code>
| <code>FindInSphere</code>
| <code>string GetKeyString(string ''keyName'')</code>
| <code>handle FindInSphere(handle ''previous'', Vector ''origin'', float ''radius'')</code>
| Return the key value as a string.
| Find entities within a radius.
|-
|-
| <code>GetNextKey</code>
| <code>First</code>
| <code>handle GetNextKey()</code>
| <code>handle First()</code>
| Return the next neighbor key object to the one the method is called on.
| Begin an iteration over the list of entities.
|-
|-
| <code>IsKeyEmpty</code>
| <code>Next</code>
| <code>bool IsKeyEmpty(string ''keyName'')</code>
| <code>handle Next(handle ''previous'')</code>
| Returns true if the named key has no value.
| Continue an iteration over the list of entities, providing reference to a previously found entity.
|-
|-
| <code>IsValid</code>
| <code>IsValid</code>
| <code>bool IsValid()</code>
| <code>bool IsValid()</code>
| Whether the handle belongs to a valid entity.
| Whether the handle belongs to a valid entity.
|-
| <code>ReleaseKeyValues</code>
| <code>void ReleaseKeyValues()</code>
| Releases the contents of the instance.
|}
|}




=== CSimpleCallChainer ===
=== CNetPropManager ===
Seems to have the same members as [[#CCallChainer|CCallChainer]].
 
{{todo}}
Game Instance: <code>NetProps</code>


Allows reading and updating the [[Networking_Entities#Network_Variables|network properties]] of an entity.


=== LateBinder ===
If the entity has multiple netprops with the same name, the data table name can be prepended with a dot to specify which one to use (e.g. "m_Collision.m_nSolidType").
Late binding: allows a table to refer to parts of itself, it's children, it's owner, and then have the references fixed up after it's fully parsed.
<source lang=cpp>
// Usage:
lateBinder <- LateBinder();
lateBinder.Begin( this );


Test1 <-
{{warning|Each netprop has a set size in bits, exceeding the size may desync the clients from the server causing unpredictable behavior.}}
{  
  Foo=1
 
Test2 <-
{  
  FooFoo = "I'm foo foo"
  BarBar="@Test1.Foo"
  SubTable = { boo=[bah, "@Test2.FooFoo", "@Test1.Foo"], booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"} }
  booboo=[bah, "@Test2.FooFoo", "@Test1.Foo"]
  booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"}
  bah=wha
}  
 
lateBinder.End();
delete lateBinder;
</source>
 
When End() is called, all of the unresolved symbols in the tables and arrays will be resolved, any left unresolved will become a string prepended with '~', which later code can deal with.


==== Methods ====
==== Methods ====
Line 1,325: Line 1,816:
! Description
! Description
|-
|-
| <code>Begin</code>
| <code>GetPropArraySize</code>
| <code>int GetPropArraySize(CBaseEntity ''entity'', string ''propertyName'')</code>
| Returns the size of an netprop array, or -1.
|-
|-
| <code>End</code>
| <code>GetPropBool</code>
| <code>bool GetPropBool(CBaseEntity ''entity'', string ''propertyName'')</code>
| Reads a boolean valued netprop.
|-
|-
| <code>EstablishDelegation</code>
| <code>GetPropBoolArray</code>
| <code>bool GetPropBoolArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| Reads a boolean valued netprop from an array.
|-
|-
| <code>HookRootMetamethod</code>
| <code>GetPropEntity</code>
| <code>CBaseEntity GetPropEntity(CBaseEntity ''entity'', string ''propertyName'')</code>
| Reads an EHANDLE valued netprop (21 bit integer). Returns the script handle of the entity.
|-
|-
| <code>Log</code>
| <code>GetPropEntityArray</code>
| <code>CBaseEntity GetPropEntityArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| Reads an EHANDLE valued netprop (21 bit integer) from an array. Returns the script handle of the entity.
|-
|-
| <code>m_bindNamesStack</code>
| <code>GetPropFloat</code>
| <code>float GetPropFloat(CBaseEntity ''entity'', string ''propertyName'')</code>
| Reads a float valued netprop.
|-
|-
| <code>m_fixupSet</code>
| <code>GetPropFloatArray</code>
| <code>float GetPropFloatArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| Reads a float valued netprop from an array.
|-
|-
| <code>m_log</code>
| <code>GetPropInfo</code>
| <code>void GetPropInfo(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'', table)</code>
| Fills in a passed table with property info for the provided entity.
|-
|-
| <code>m_logIndent</code>
| <code>GetPropInt</code>
| <code>int GetPropInt(CBaseEntity ''entity'', string ''propertyName'')</code>
| Reads an integer valued netprop.
|-
|-
| <code>m_targetTable</code>
| <code>GetPropIntArray</code>
| <code>int GetPropIntArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| Reads an integer valued netprop from an array.
|-
|-
| <code>RemoveDelegation</code>
| <code>GetPropString</code>
| <code>string GetPropString(CBaseEntity ''entity'', string ''propertyName'')</code>
| Reads an string valued netprop.
|-
|-
| <code>Resolve</code>
| <code>GetPropStringArray</code>
| <code>string GetPropStringArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| Reads an string valued netprop from an array.
|-
|-
| <code>UnhookRootMetamethod</code>
| <code>GetPropType</code>
|}
| <code>string GetPropType(CBaseEntity ''entity'', string ''propertyName'')</code>
 
| Returns the name of the netprop type as a string.
=== regexp ===
The built-in [http://squirrel-lang.org/doc/sqstdlib3.html#d0e2591 Squirrel class] for regular expressions.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>constructor</code>
| <code>GetPropVector</code>
| <code>regexp()</code>
| <code>Vector GetPropVector(CBaseEntity ''entity'', string ''propertyName'')</code>
|  
| Reads a 3D vector valued netprop. {{todo | Does it work for other dimensions too?}}
|-
|-
| <code>capture</code>
| <code>GetPropVectorArray</code>
| <code> [table] capture(''str'', [''start''])</code>
| <code>Vector GetPropVectorArray(CBaseEntity ''entity'', string ''propertyName'', int ''arrayElement'')</code>
| Returns an array of tables containing two indexes("begin" and "end")of the first match of the regular expression in the string str. An array entry is created for each captured sub expressions. If no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.  
| Reads a 3D vector valued netprop from an array.
|-
|-
| <code>match</code>
| <code>GetTable</code>
| <code> bool match(''str'')</code>
| <code>void GetTable(CBaseEntity ''entity'', int ''propType'', table)</code>
| Returns a true if the regular expression matches the string str, otherwise returns false.  
| Fills in a passed table with all props of a specified type for the provided entity (set ''propType'' to 0 for '''SendTable''' or 1 for '''DataMap''').
|-
|-
| <code>search</code>
| <code>HasProp</code>
| <code>table search(''str'', [''start''])</code>
| <code>bool HasProp(CBaseEntity ''entity'', string ''propertyName'')</code>
| Returns a table containing two indexes("begin" and "end") of the first match of the regular expression in the string ''str'', otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.  
| Checks if a netprop exists.
|-
|-
| <code>subexpcount</code>
| <code>SetPropBool</code>
|  
| <code>void SetPropBool(CBaseEntity ''entity'', string ''propertyName'', bool ''value'')</code>
|  
| Sets a netprop to the specified boolean.
|}
 
 
=== Vector ===
Squirrel equivalent of the C++ [[Vector]] class.
 
Three-dimensional vector.
 
Has overloaded arithmetic operations with both Vectors and scalar values.
 
{{note|[http://www.leeland.net/hochsuch.html Example] declaration and manipulation of Vector}}
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>constructor</code>
| <code>SetPropBoolArray</code>
| <code>Vector(float ''x'', float ''y'', float ''z'')</code>
| <code>void SetPropBoolArray(CBaseEntity ''entity'', string ''propertyName'', bool ''value'', int ''arrayElement'')</code>
| Creates a new vector with the specified Cartesian coordiantes.
| Sets a netprop from an array to the specified boolean.
|-
|-
| <code>Cross</code>
| <code>SetPropEntity</code>
| <code>float Cross(Vector ''factor'')</code>
| <code>void SetPropEntity(CBaseEntity ''entity'', string ''propertyName'', CBaseEntity ''value'')</code>
| The vector product of two vectors. Returns a vector orthogonal to the input vectors.
| Sets an EHANDLE valued netprop (21 bit integer) to reference the specified entity.
|-
|-
| <code>Dot</code>
| <code>SetPropEntityArray</code>
| <code>float Dot(Vector ''factor'')</code>
| <code>void SetPropEntityArray(CBaseEntity ''entity'', string ''propertyName'', CBaseEntity ''value'', int ''arrayElement'')</code>
| The scalar product of two vectors.  
| Sets an EHANDLE valued netprop (21 bit integer) from an array to reference the specified entity.
|-
|-
| <code>Length</code>
| <code>SetPropFloat</code>
| <code>float Length()</code>
| <code>void SetPropFloat(CBaseEntity ''entity'', string ''propertyName'', float ''value'')</code>
| Magnitude of the vector.
| Sets a netprop to the specified float.
|-
|-
| <code>LengthSqr</code>
| <code>SetPropFloatArray</code>
| <code>float LengthSqr()</code>
| <code>void SetPropFloatArray(CBaseEntity ''entity'', string ''propertyName'', float ''value'', int ''arrayElement'')</code>
| The magnitude of the vector squared. Faster than the above method.
| Sets a netprop from an array to the specified float.
|-
|-
| <code>Length2D</code>
| <code>SetPropInt</code>
| <code>float Length2D()</code>
| <code>void SetPropInt(CBaseEntity ''entity'', string ''propertyName'', int ''value'')</code>
| Returns the magnitude of the vector on the x-y plane.
| Sets a netprop to the specified integer.
|-
|-
| <code>Length2DSqr</code>
| <code>SetPropIntArray</code>
| <code>float Length2DSqr()</code>
| <code>void SetPropInt(CBaseEntity ''entity'', string ''propertyName'', int ''value'', int ''arrayElement'')</code>
| Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
| Sets a netprop from an array to the specified integer.
|-
| <code>SetPropString</code>
| <code>void SetPropString(CBaseEntity ''entity'', string ''propertyName'', string ''value'')</code>
| Sets a netprop to the specified string.
|-
| <code>SetPropStringArray</code>
| <code>void SetPropStringArray(CBaseEntity ''entity'', string ''propertyName'', string ''value'', int ''arrayElement'')</code>
| Sets a netprop from an array to the specified string.
|-
|-
| <code>Norm</code>
| <code>SetPropVector</code>
| <code>float Norm()</code>
| <code>void SetPropVector(CBaseEntity ''entity'', string ''propertyName'', Vector ''value'')</code>
| Will return the vector length as a float. This function will also NORMALIZE the vector, the X, Y, and Z values will each be set to a number between -1 and 1. You can then multiply these values by, for example, 3000 to use the vector to set the velocity of something in game.  
| Sets a netprop to the specified vector.
|-
|-
| <code>ToKVString</code>
| <code>SetPropVectorArray</code>
| <code>string ToKVString()</code>
| <code>void SetPropVectorArray(CBaseEntity ''entity'', string ''propertyName'', Vector ''value'', int ''arrayElement'')</code>
| Returns a string without separations commas.
| Sets a netprop from an array to the specified vector.
|}
|}


==== Members ====
=== CScriptInfoNodes ===
 
Game Instance: <code>InfoNodes</code>
 
Allows reading info_node data.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Instance
! Function
! Type
! Signature
! Description
! Description
|-
|-
| <code>x</code>
| <code>CreateLink</code>
| <code>float</code>
| <code>CAI_Link CreateLink(int ''srcID'', int ''destID'')</code>
| Cartesian X axis.
| Creates a new link from srcID to destID and returns the link.
|-
| <code>GetAllNearestNodes</code>
| <code>int GetAllNearestNodes(CBaseEntity ''npc'', Vector ''position'', int ''maxNodes'', table)</code>
| Fills a passed in table of x nearest nodes to origin with optional npc parameter, and returns number of nodes found.
|-
| <code>GetAllNodes</code>
| <code>void GetAllNodes(table)</code>
| Fills a passed in table of all nodes.
|-
| <code>GetNearestNodeToPoint</code>
| <code>CAI_Node GetNearestNodeToPoint(CBaseEntity ''npc'', Vector ''position'')</code>
| Returns the node nearest to origin with optional npc parameter.
|-
| <code>GetNumNodes</code>
| <code>int GetNumNodes()</code>
| Returns the amount of info_nodes in the network array.
|-
| <code>GetNodeOrigin</code>
| <code>Vector GetNodeOrigin(int ''nodeID'')</code>
| Returns the origin of the node.
|-
|-
| <code>y</code>
| <code>GetNodePosition</code>
| <code>float</code>
| <code>Vector GetNodePosition(int ''nodeID'', int ''hull'')</code>
| Cartesian Y axis.
| Returns the hull specific origin of the node.
|-
|-
| <code>z</code>
| <code>GetNodeType</code>
| <code>float</code>
| <code>int GetNodeType(int ''nodeID'')</code>
| Cartesian Z axis.
| Returns the type of node.
|}
|}


Example of spawning stuff at random info_node origins.


=== Hooks ===
<source lang="cpp">for( local i = 0; i < 5; i++ )
These hook functions are used by simply adding a function with the same name and arguments to the script, and are called back by the C++ code at the appropriate moments.
{
local node_id = RandomInt( 0, InfoNodes.GetNumNodes() - 1 );
local node_type = InfoNodes.GetNodeType( node_id );
if ( node_type != NODE_GROUND )
continue;
local ammo = Entities.CreateByClassname( "asw_ammo_drop" );
ammo.SetOrigin( InfoNodes.GetNodeOrigin( node_id ) );
ammo.SetName( "info_node_ammospawn_" + i );
ammo.Spawn();
//Director.SpawnAlienAt( "asw_shieldbug", InfoNodes.GetNodePosition( node_id, HULL_WIDE_SHORT ), Vector( 0, 0, 0 ) );
}
</source>


==== OnTakeDamage_Alive_Any ====
=== CScriptEntityOutputs ===


<code>float OnTakeDamage_Alive_Any(CBaseEntity ''victim'', CBaseEntity ''inflictor'', CBaseEntity ''attacker'', CBaseEntity ''weapon'', float ''damage'', int ''damageType'', string ''ammoName'')</code>: Adding a function with this name in the script causes C++ to call it on all OnTakeDamage_Alive events.
Game Instance: <code>EntityOutputs</code>
 
Returning "false" causes the damage to be stopped and nothing will be done to the target (though animation/bloodstains/decals will probably still happen, sorry about that).


Allows reading entity output data.


==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>AddOutput</code>
| <code>void AddOutput(handle ''entity'', string ''outputName'', string ''targetName'', string ''inputName'', string ''parameter'', float ''delay'', int ''timesToFire'')</code>
| Adds a new output to the entity.
|-
| <code>GetNumElements</code>
| <code>int GetNumElements(handle ''entity'', string ''outputName'')</code>
| Returns the number of array elements.
|-
| <code>GetOutputTable</code>
| <code>void GetOutputTable(handle ''entity'', string ''outputName'', table, int ''arrayElement'')</code>
| Returns a table of output information.
|-
| <code>GetValue</code>
| <code>variable GetValue(handle ''entity'', string ''outputName'')</code>
| Returns the value of the output if it has one. (can be used to read math_counter OutValue)
|-
| <code>HasAction</code>
| <code>bool HasAction(handle ''entity'', string ''outputName'')</code>
| Returns true if an action exists for the output.
|-
| <code>HasOutput</code>
| <code>bool HasOutput(handle ''entity'', string ''outputName'')</code>
| Returns true if the output exists.
|-
| <code>RemoveOutput</code>
| <code>void RemoveOutput(handle ''entity'', string ''outputName'', string ''targetName'', string ''inputName'', string ''parameter'')</code>
| Removes an output from the entity.
|}


==== UserConsoleCommand ====
Example of looping through entity outputs.


<code>void UserConsoleCommand(handle ''playerScript'', arg)</code>: when a user does a &lt;scripted_user_func argument&gt; at console (or bound to a key) this function is called (if it exists). The playerscript is which players console it came from. You can pass strings or whatever, of course. So could do a switch statement off &lt;arg&gt; to give players special controls, etc.
<source lang="cpp">ent <- null;
while( ent = Entities.FindByClassname(ent, "trigger_once") )
{
if ( EntityOutputs.HasAction( ent, "OnTrigger" ) )
{
local numElements = EntityOutputs.GetNumElements( ent, "OnTrigger" );
for ( local i = 0; i < numElements; i++ )
{
local tbl = {};
EntityOutputs.GetOutputTable( ent, "OnTrigger", tbl, i );
DeepPrintTable( tbl );
}
}
}
</source>


=== CScriptTempEnts ===


Game Instance: <code>TempEnts</code>


==== OnGameEvent_''x'' ====
Allows creating Temporary Entities on clients.
 
<code>void OnGameEvent_''x''(table ''params'')</code>: A callback that is called when the game event ''x'' is fired. See <code>scripts\gameevents.res</code> and <code>scripts\modeevents.res</code> for valid events.
 
 
== Global functions ==
 
=== Printing and Drawing ===


==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 1,486: Line 2,068:
! Description
! Description
|-
|-
| <code>ClientPrint</code>
| <code>Create</code>
| <code>void ClientPrint(CBasePlayer ''player'', int ''destination'', string ''message'')</code>
| <code>void Create(handle ''player'', string ''name'', float ''delay'', table)</code>
| Print a client message.
| Queue a temp entity for transmission on a client from a passed table of SendProp data. Passing null for a player will playback Temp Entity on all clients.
|-
| <code>GetNames</code>
| <code>void GetNames(string ''name'', table)</code>
| Fills in a passed table with the names of all temp entities
|-
|-
| <code>DebugDrawBox</code>
| <code>GetPropTypes</code>
| <code>void DebugDrawBox(vector ''origin'', vector ''min'', vector ''max'', int ''r'', int ''g'', int ''b'', int ''alpha'', float ''duration'')</code>
| <code>void GetPropTypes(table)</code>
| Draw a debug overlay box.
| Fills in a passed table with all SendProps and their types for the temp entity.
|}
 
=== Convars ===
Game Instance: <code>Convars</code>
 
Provides an interface for getting and setting [[Convar|convars]] on the server.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>DebugDrawLine</code>
| <code>ExecuteConCommand</code>
| <code>void DebugDrawLine(Vector ''start'', Vector ''end'', int ''red'', int ''green'', int ''blue'', bool ''zTest'', float ''time'')</code>
| <code>void ExecuteConCommand(string ''cmd'')</code>
| Draw a debug line between two points.
| Executes the convar command.
|-
|-
| <code>Msg</code>
| <code>GetClientConvarValue</code>
| <code>void Msg(string ''message'')</code>
| <code>string GetClientConvarValue(int ''entindex'', string ''name'')</code>
| Equivalent to <code>print</code>
| Returns the convar value for the entindex as a string. Only works with client convars with the FCVAR_USERINFO flag.
|-
|-
| <code>print</code>
| <code>GetStr</code>
| <code>void print(string ''message'')</code>
| <code>string GetStr(string ''name'')</code>
| Prints the given message to the developer console.
| Returns the convar as a string. May return null if no such convar.
|-
|-
| <code>printl</code>
| <code>GetFloat</code>
| <code>void printl(string ''message'')</code>
| <code>float GetFloat(string ''name'')</code>
| Prints the given message to the developer console just like print but also appends a newline.
| Returns the convar as a float. May return null if no such convar.
|-
|-
| <code>Say</code>
| <code>SetValue</code>
| <code>void Say(CBasePlayer ''player'', string ''message'')</code>
| <code>void SetValue(string ''name'', ''value'')</code>
| Calling this will have the specified player send the message to chat.
| Sets the value of the convar to a numeric value.
|-
| <code>ShowMessage</code>
| <code>void ShowMessage(string)</code>
| Print a hud message on all clients. {{Bug|Non-functional}}
|-
| <code>__DumpScope</code>
| <code>void __DumpScope(int ''indentation'', handle ''scope'')</code>
| Dumps contents of everything in the scope.
|-
|-
| <code>SetValueString</code>
| <code>void SetValueString(string ''name'', string ''value'')</code>
| Sets the value of the convar to a string.
|}
|}




=== Other ===
=== CScriptResponseCriteria ===
{| class="standard-table" style="width: 100%;"
 
! Function
Game Instance: <code>ResponseCriteria</code>
 
Allows reading the response rules of an entity.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Signature
! Description
! Description
|-
|-
| <code>Assert</code>
| <code>GetTable</code>
| <code>void Assert(bool ''value'', string ''optional message'')</code>
| <code>void GetTable(CBaseEntity ''entity'', table)</code>
| Test value and if not true, throws exception, optionally with message.
| Returns a table of all criteria.
|-
|-
| <code>CreateGrenadeCluster</code>
| <code>GetValue</code>
| <code>handle CreateGrenadeCluster(float ''damage'', float ''radius'', int ''clusters'', Vector ''position'', Vector ''angles'', Vector ''velocity'', Vector ''angVelocity'')</code>
| <code>string GetValue(CBaseEntity ''entity'', string ''criteriaName'')</code>
| Create grenade cluster.
| Returns a string.
|-
|-
| <code>CreateProp</code>
| <code>HasCriterion</code>
| <code>handle CreateProp(string ''class'', Vector ''origin'', string ''model'', int ''animation'')</code>
| <code>bool HasCriterion(CBaseEntity ''entity'', string ''criteriaName'')</code>
| Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model. {{bug|Does not initialize the physics of the prop.}}
| Returns true if the criterion exists.
|-
|}
| <code>CreateSceneEntity</code>
 
| <code>CSceneEntity CreateSceneEntity(string ''scene'')</code>
 
| Create a scene entity to play the specified scene .vcd file.
=== CASW_Mission_Chooser_VScript ===
 
Game Instance: <code>MissionChooser</code>
 
Provides an interface for querying campaigns, missions, and challenges on the server.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>DoIncludeScript</code>
| <code>CountCampaigns</code>
| <code>bool DoIncludeScript(string ''filename'', table ''scope'')</code>
| <code>int CountCampaigns()</code>
| Execute a script with the script scope set to the specified table.
| Returns the number of installed campaigns.
|-
| <code>CountChallenges</code>
| <code>int CountChallenges()</code>
| Returns the number of installed challenges.
|-
|-
| <code>DoEntFire</code>
| <code>CountMissions</code>
| <code>void DoEntFire(string ''target'', string ''action'', string ''value'', float ''delay'', handle ''activator'', handle ''caller'')</code>
| <code>int CountMissions()</code>
| Generate an entity I/O event. The ''caller'' argument takes a script handle, so it can be used with ''target'' set to ''!self'' to fire inputs to entities without usable targetnames.
| Returns the number of installed missions.
|-
|-
| <code>DropFreezeGrenade</code>
| <code>GetCampaign</code>
| <code>handle DropFreezeGrenade(float ''damage'', float ''freezeAmount'', float ''grenadeRadius'', Vector ''origin'')</code>
| <code>table GetCampaign(int ''index'')</code>
| Drops a freeze grenade.
| Creates a table containing campaign data for a campaign by index.
|-
|-
| <code>EntFire</code>
| <code>GetCampaignByName</code>
| <code>function EntFire(string ''target'', string ''action'', string ''value'', float ''delay'' = 0.0, handle ''activator'' = null)</code>
| <code>table GetCampaignByName(string ''name'')</code>
| Generate an entity I/O event.
| Creates a table containing campaign data for a campaign by name.
|-
|-
| <code>EntFireByHandle</code>
| <code>GetChallenge</code>
| <code>void EntFireByHandle(handle ''target'', string ''action'', string ''value'', float ''delay'', handle ''activator'', handle ''caller'')</code>
| <code>table GetChallenge(int ''index'')</code>
| Generate an entity I/O event. The first parameter is an entity instance, so the handles of nameless or script generated entities can be passed easily.
| Creates a table containing challenge data for a challenge by index.
|-
|-
| <code>EntIndexToHScript</code>
| <code>GetChallengeByName</code>
| <code>CBaseEntity EntIndexToHScript(int ''entIndex'')</code>
| <code>table GetChallengeByName(string ''name'')</code>
| Returns the script handle for the given entity index.
| Creates a table containing challenge data for a challenge by name.
|-
|-
| <code>FileToString</code>
| <code>GetCurrentCampaign</code>
| <code>string FileToString(string ''string'')</code>
| <code>table GetCurrentCampaign()</code>
| Reads a string from file. Returns the string from the file, null if no file or file is too big.
| Creates a table containing campaign data for the current campaign.
|-
|-
| <code>FrameTime</code>
| <code>GetCurrentChallenge</code>
| <code>float FrameTime()</code>
| <code>table GetCurrentChallenge()</code>
| Get the time spent on the server in the last frame
| Creates a table containing challenge data for the current challenge.
|-
|-
| <code>GetFrameCount</code>
| <code>GetCurrentMission</code>
| <code>int GetFrameCount()</code>
| <code>table GetCurrentMission()</code>
| Returns the engine's current frame count.
| Creates a table containing mission overview data for the current mission.
|-
| <code>GetMission</code>
| <code>table GetMission(int ''index'')</code>
| Creates a table containing mission overview data for a mission by index.
|-
|-
| <code>GetMapName</code>
| <code>GetMissionByName</code>
| <code>string GetMapName()</code>
| <code>table GetMissionByName(string ''name'')</code>
| Get the name of the map.
| Creates a table containing mission overview data for a mission by name.
|}
 
 
=== CASW_Deathmatch_VScript ===
 
Game Instance: <code>Deathmatch</code>
 
Allows challenge modes to modify deathmatch scores.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>GetPlayerFromUserID</code>
| <code>ResetScores</code>
| <code>handle GetPlayerFromUserID(int ''ID'')</code>
| <code>void ResetScores()</code>
| Given a user id, return the entity, or null.
| Clears all scores.
|-
|-
| <code>PlaceDamageAmplifier</code>
| <code>GetKills</code>
| <code>handle PlaceDamageAmplifier(float ''duration'', float ''grenadeRadius'', Vector ''origin'')</code>
| <code>int GetKills(handle ''marineOrResource'')</code>
| Places a damage amplifier.
| Returns a marine's kill count.
|-
|-
| <code>PlaceHealBeacon</code>
| <code>SetKills</code>
| <code>handle PlaceHealBeacon(float ''healAmount'', float ''healthPerSecond'', float ''infestationCureAmount'', float ''duration'', float ''grenadeRadius'', Vector ''origin'')</code>
| <code>void SetKills(handle ''marineOrResource'', int ''kills'')</code>
| Places a heal beacon.
| Overrides a marine's kill count.
|-
|-
| <code>PlantIncendiaryMine</code>
| <code>GetDeaths</code>
| <code>handle PlantIncendiaryMine(Vector ''origin'', Vector ''angles'')</code>
| <code>int GetKills(handle ''marineOrResource'')</code>
| Plants an incendiary mine.
| Returns a marine's death count.
|-
|-
| <code>PlantLaserMine</code>
| <code>SetDeaths</code>
| <code>handle PlantLaserMine(bool ''friendly'', Vector ''origin'', Vector ''angles'')</code>
| <code>void SetDeaths(handle ''marineOrResource'', int ''deaths'')</code>
| Plants a laser mine.
| Overrides a marine's death count.
|-
|-
| <code>PlayerInstanceFromIndex</code>
| <code>GetTeamScore</code>
| <code>CBasePlayer PlayerInstanceFromIndex(int ''index'')</code>
| <code>int GetKills(int ''teamNumber'')</code>
| Get a script handle of a player using the player index.
| Returns a team's score. Team numbers are TEAM_ALPHA (2) for the yellow team and TEAM_BETA (3) for the blue team.
|-
|-
| <code>PrintHelp</code>
| <code>SetTeamScore</code>
|
| <code>void SetTeamScore(int ''teamNumber'', int ''score'')</code>
| {{todo}}
| Overrides a team's score. Team numbers are TEAM_ALPHA (2) for the yellow team and TEAM_BETA (3) for the blue team.
|-
|-
| <code>RandomFloat</code>
| <code>CheckFragLimit</code>
| <code>float RandomFloat()</code>
| <code>bool CheckFragLimit(handle ''marineOrResource'')</code>
| Generate a random floating point number.
| Checks if a player or their team should win the match. Call this after modifying a team's score or a marine's kill count.
|-
| <code>RandomFloat</code>
| <code>float RandomFloat(float ''min'', float ''max'')</code>
| Generate a random floating point number within a range, inclusive
|-
|-
| <code>RandomInt</code>
| <code>ResetKillingSpree</code>
| <code>int RandomInt()</code>
| <code>void ResetKillingSpree(handle ''marineOrResource'')</code>
| Generate a random integer.
| Reset a marine's killing spree counter.
|-
|-
| <code>RandomInt</code>
| <code>IncreaseKillingSpree</code>
| <code>int RandomInt(int ''min'', int ''max'')</code>
| <code>void IncreaseKillingSpree(handle ''marineOrResource'')</code>
| Generate a random integer within a range, inclusive
| Record a kill for a marine's killing spree counter.
|-
|-
| <code>RetrieveNativeSignature</code>
| <code>GetKillingSpree</code>
| <code>void RetrieveNativeSignature(string ''or'' func)</code>
| <code>int GetKillingSpree(handle ''marineOrResource'')</code>
| Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <code><unnamed></code>
| Get a marine's current killing spree counter. This is always 0 if rd_quake_sounds is 0.
|}
 
 
=== CPlayerVoiceListener ===
 
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
|-
| <code>SendToConsole</code>
| <code>GetPlayerSpeechDuration</code>
| <code>void SendToConsole(string ''command'')</code>
| <code>float GetPlayerSpeechDuration(int ''playerIndex'')</code>
| Send a string to the console as a command.
| Returns the number of seconds the player has been continuously speaking.
|-
|-
| <code>SendToConsoleServer</code>
| <code>IsPlayerSpeaking</code>
| <code>void SendToConsoleServer(string)</code>
| <code>bool IsPlayerSpeaking(int ''playerIndex'')</code>
| Send a string that gets executed on the server as a ServerCommand
| Returns whether the player specified is speaking.
|-
|-
| <code>StartStim</code>
| <code>IsValid</code>
| <code>void StartStim(float ''duration'')</code>
| <code>bool IsValid()</code>
| Activates a stim pack for desired duration.
| Whether the handle belongs to a valid entity.
|-
|}
| <code>StopStim</code>
 
| <code>void StopStim()</code>
 
| Stops any active stim pack.
=== CRD_HUD_VScript ===
 
Classname of the entity: rd_hud_vscript.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>LookupTexture</code> (Client)
| <code>int LookupTexture(string ''filename'')</code>
| Loads a vmt file for use in Paint. Should not be called while the Paint function is running. Instead, store the texture number and reuse it.
|-
| <code>LookupFont</code> (Client)
| <code>int LookupFont(string ''name'')</code>
| Gets the ID of a font defined in SwarmSchemeNew.res. Examples of font names include Default, DefaultExtraLarge, DefaultVerySmall, DefaultBlur. Should not be called while the Paint function is running. Instead, store the font ID and reuse it.
|-
| <code>GetFontTall</code> (Client)
| <code>int GetFontTall(int ''font'')</code>
| Returns the height in pixels of a font. Fast and safe to call from anywhere.
|-
| <code>GetTextWide</code> (Client)
| <code>int GetTextWide(int ''font'', string ''text'')</code>
| Returns the width in pixels of a string in a given font. Fast and safe to call from anywhere.
|-
| <code>PaintText</code> (Client)
| <code>void PaintText(int ''x'', int ''y'', int ''r'', int ''g'', int ''b'', int ''a'', int ''font'', string ''text'')</code>
| Draws a string to the screen in a given color and font, with the top-left corner x pixels from the left edge of the screen and y pixels from the top of the screen. Can only be called during Paint.
|-
| <code>PaintRectangle</code> (Client)
| <code>void PaintRectangle(int ''x0'', int ''y0'', int ''x1'', int ''y1'', int ''r'', int ''g'', int ''b'', int ''a'')</code>
| Draws a solid-color rectangle to the screen. Can only be called during Paint.
|-
| <code>PaintRectangleFade</code> (Client)
| <code>void PaintRectangleFade(int ''x0'', int ''y0'', int ''x1'', int ''y1'', int ''r'', int ''g'', int ''b'', int ''a0'', int ''a1'', int ''fadeStart'', int ''fadeEnd'', bool ''horizontal'')</code>
| Draws a solid-color rectangle with a gradient alpha channel. Can only be called during paint.
|-
| <code>PaintTexturedRectangle</code> (Client)
| <code>void PaintTexturedRectangle(int ''x0'', int ''y0'', int ''x1'', int ''y1'', int ''r'', int ''g'', int ''b'', int ''a'', int ''texture'')</code>
| Draws a textured rectangle to the screen, multiplied by a color. Can only be called during paint.
|-
| <code>PaintTexturedRectangleAdvanced</code> (Client)
| <code>void PaintTexturedRectangleAdvanced({int ''x0'', int ''y0'', int ''x1'', int ''y1'', int ''r'', int ''g'', int ''b'', int ''a0'', int ''a1'', int ''a2'', int ''a3'', float ''s0'', float ''t0'', float ''s1'', float ''t1'', float ''angle'', int ''texture''})</code>
| Takes a table and draws a rectangle to the screen. You can leave out fields from the table if you don't need them. Can only be called during paint.
|-
| <code>PaintPolygon</code> (Client)
| <code>void PaintPolygon([{float ''x'', float ''y'', float ''s'', float ''t''}, ...], int ''r'', int ''g'', int ''b'', int ''a'', int ''texture'')</code>
| Draws an arbitrary convex polygon made up of at least three vertices defined by x,y (position) and s,t (texture) coordinates.
|-
| <code>GetEntity</code> (Shared)
| <code>handle GetEntity(int ''index'')</code>
| Returns an entity stored in the data. Index must be 0.
|-
| <code>GetInt</code> (Shared)
| <code>int GetInt(int ''index'')</code>
| Returns an integer stored in the data. Index can be from 0 to 63.
|-
|-
| <code>StringToFile</code>
| <code>GetFloat</code> (Shared)
| <code>void StringToFile(string ''file'', string ''string'')</code>
| <code>float GetFloat(int ''index'')</code>
| Stores the string into the file.
| Returns a float stored in the data. Index can be from 0 to 31.
|-
|-
| <code>Time</code>
| <code>GetString</code> (Shared)
| <code>float Time()</code>
| <code>string GetString(int ''index'')</code>
| Get the current server time
| Returns a string stored in the data. Index must be 0.
|-
|-
| <code>TraceLine</code>
| <code>SetEntity</code> (Server)
| <code>float TraceLine(Vector, Vector, handle)</code>
| <code>void SetEntity(int ''index'', handle ''entity'')</code>
| given 2 points & ent to ignore, return fraction along line that hits world or models
| Stores an entity handle in the data. Index must be 0.
|-
|-
| <code>UniqueString</code>
| <code>SetInt</code> (Server)
| <code>function UniqueString(string)</code>
| <code>void SetInt(int ''index'', int ''value'')</code>
| Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
| Stores an integer in the data. Index can be from 0 to 63.
|-
|-
| <code>__ReplaceClosures</code>
| <code>SetFloat</code> (Server)
| <code>void SetFloat(int ''index'', float ''value'')</code>
| Stores a float in the data. Index can be from 0 to 31.
|-
| <code>SetString</code> (Server)
| <code>void SetString(int ''index'', string ''text'')</code>
| Stores a string of up to 255 bytes in the data. Index must be 0.
|}
|}


== See Also ==
Set up the entity:
* [[List of L4D2 Script Functions]]
<source lang=cpp>
local hHud = Entities.CreateByClassname( "rd_hud_vscript" );
hHud.__KeyValueFromString( "client_vscript", "your_nut_file.nut" );
hHud.Spawn();
hHud.Activate();
</source>
 
The client script should define two functions: OnUpdate and Paint.
 
OnUpdate is called on every client whenever the server changes the entity data, including immediately after the entity spawns on the client.
 
Paint is called on every client on every frame while the HUD is being drawn.
 
This entity can hold up to 64 integers, 32 floats, 1 string and 1 entity of data.
 
An example below on how to display marine's kill count when they kill an alien, for 2 seconds.
 
Your challenge's .nut file:
<source lang=cpp>
function OnGameplayStart()
{
local hMarine = null;
while ( hMarine = Entities.FindByClassname( hMarine, "asw_marine" ) )
{
local hHud = Entities.CreateByClassname( "rd_hud_vscript" );
hHud.__KeyValueFromString( "client_vscript", "your_nut_file.nut" );
hHud.Spawn();
hHud.Activate();
hHud.SetEntity( 0, hMarine );
hHud.SetName( hMarine.GetName() + "_hud" );
hMarine.ValidateScriptScope();
hMarine.GetScriptScope().nKillCount <- 0;
}
}
 
function OnGameEvent_alien_died( params )
{
if ( !( "marine" in params ) )
return;
local hMarine = EntIndexToHScript( params["marine"] );
if ( !hMarine || !hMarine.IsValid() )
return;
hMarine.GetScriptScope().nKillCount += 1;
local hHud = Entities.FindByName( null, hMarine.GetName() + "_hud" );
hHud.SetInt( 0, hMarine.GetScriptScope().nKillCount );
hHud.SetFloat( 0, Time() );
}
</source>
Client script file for hud, in this case your_nut_file.nut:
<source lang=cpp>
/*
float 0 - time when last kill was performed
 
int 0 - kill count
entity 0 - marine
*/
 
FONT_DEFAULTLARGE <- self.LookupFont( "DefaultLarge" );
 
function Paint()
{
// if we are not playing or not spectating this marine, dont show his kill count
if ( self.GetEntity(0) != GetLocalPlayer().GetViewNPC() )
return;
// if more than 2 seconds have passed since last kill, dont show the kill count
if ( Time() - self.GetFloat(0) > 2.0 )
return;
self.PaintText( ScreenPosX( 0.5 ), ScreenPosY( 0.2 ), 200, 200, 200, 200, FONT_DEFAULTLARGE, self.GetInt(0).tostring() );
}
 
// pass in a value from 0.0 to 1.0, 0.0 means the left side of the screen, 1.0 means the right, 0.5 in the middle
function ScreenPosX( fFraction )
{
return ScreenWidth() * fFraction;
}
 
// pass in a value from 0.0 to 1.0, 0.0 means the up side of the screen, 1.0 means the down, 0.5 in the middle
function ScreenPosY( fFraction )
{
return ScreenHeight() * fFraction;
}
</source>
 
Some fonts (use LookupFont to get their IDs as they can change with game updates or Workshop mods):
*DefaultVerySmall
*DefaultVerySmallBlur
*DefaultSmall
*DefaultSmallBlur
*DefaultSmallOutline
*Default
*DefaultBlur
*DefaultShadowed
*DefaultUnderline
*DefaultMedium
*DefaultMediumBlur
*DefaultLarge
*DefaultLargeBlur
*DefaultBold
*DefaultBoldBlur
*DefaultExtraLarge
*DefaultExtraLargeBlur
*Countdown
*CountdownBlur
 
=== CRD_VGui_VScript ===
 
Classname of the entity: rd_vgui_vscript. '''Supports all methods that rd_hud_vscript does, plus:'''<br>
'''Note''': The client uses a prediction system to anticipate server responses and provide a smoother user experience. Therefore, the client side functions will not sync with server side variables automatically when you call Set***() functions from serverside. You can use the '''ForceSync()''' function to trigger a force sync with server side variables after you have called the Set***() functions from.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>GetEntity</code> (Server)<br><code>GetInt</code> (Server)<br><code>GetFloat</code> (Server)<br><code>GetString</code> (Server)<br><code>SetEntity</code> (Server)<br><code>SetInt</code> (Server)<br><code>SetFloat</code> (Server)<br><code>SetString</code> (Server)
| <code>handle GetEntity(int ''index'')</code><br><code>int GetInt(int ''index'')</code><br><code>float GetFloat(int ''index'')</code><br><code>string GetString(int ''index'')</code><br><code>handle SetEntity(int ''index'')</code><br><code>int SetInt(int ''index'')</code><br><code>float SetFloat(int ''index'')</code><br><code>string SetString(int ''index'')</code>
| These functions allow you to get and set values from '''server side'''. Be aware that the corresponding values being manipulated in these server functions are stored in the '''server side''' variables.<br><code>CRD_VGui_VScript.m_hDataEntity</code><br><code>CRD_VGui_VScript.m_szDataInt</code><br><code>CRD_VGui_VScript.m_szDataFloat</code><br><code>CRD_VGui_VScript.m_szDataString</code><br>Therefore, each time you call these functions, the values will sync with the '''client side''' corresponding variables:<br><code>CRD_VGui_VScript.m_hDataEntity</code><br><code>CRD_VGui_VScript.m_szDataInt</code><br><code>CRD_VGui_VScript.m_szDataFloat</code><br><code>CRD_VGui_VScript.m_szDataString</code><br>
|-
| <code>GetEntity</code> (Client)<br><code>GetInt</code> (Client)<br><code>GetFloat</code> (Client)<br><code>GetString</code> (Client)<br><code>SetInt</code> (Client)<br><code>SetFloat</code> (Client)<br><code>SetString</code> (Client)
| <code>handle GetEntity(int ''index'')</code><br><code>int GetInt(int ''index'')</code><br><code>float GetFloat(int ''index'')</code><br><code>string GetString(int ''index'')</code><br><code>int SetInt(int ''index'')</code><br><code>float SetFloat(int ''index'')</code><br><code>string SetString(int ''index'')</code>
| These functions allow you to get and set values from '''client side'''. Be aware that the corresponding values being manipulated in these client functions are stored in the '''client side''' variables.<br><code>CRD_VGui_VScript.m_hPredictedEntity</code><br><code>CRD_VGui_VScript.m_szPredictedInt</code><br><code>CRD_VGui_VScript.m_szPredictedFloat</code><br><code>CRD_VGui_VScript.m_szPredictedString</code><br>Therefore, each time you call these functions, the values '''will not''' sync with the '''server side''' corresponding variables automatically, since data from server are stored in different variables. If you want a force sync, you can call the '''ForceSync()''' function, this function will discard all client predictions and force syncing with server.
|-
| <code>ForceSync</code> (Client)
| <code>void ForceSync()</code>
| This function simply calls an internal client side function:<br><code>void CRD_VGui_VScript::ResetPrediction()</code><br><code>{</code><br><code>    m_hPredictedEntity = m_hDataEntity;</code><br><code>    V_memcpy( &m_szPredictedString, &m_szDataString, sizeof( m_szPredictedString ) );</code><br><code>    V_memcpy( &m_flPredictedFloat, &m_flDataFloat, sizeof( m_flPredictedFloat ) );</code><br><code>    V_memcpy( &m_iPredictedInt, &m_iDataInt, sizeof( m_iPredictedInt ) );</code><br><code>    //Other stuff...</code><br><code>}</code><br><br>Call this function after you have changed some variables from server side and then you can use Get****() to retrive the latest values.
|-
| <code>SendInput</code> (Client)
| <code>void SendInput(int ''value'')</code>
| Sends an input to the server. Inputs can be integers between ±16,777,215; larger values may result in floating point precision loss. Inputs will arrive on the server in order. Can only be called during the Control function.
|-
| <code>CreateButton</code> (Client)
| <code>CRD_VGui_VScript_Button CreateButton()</code>
| Creates a button that can be targeted by both mice and controllers. Do not create new buttons every frame; buttons exist for the lifetime of the rd_vgui_vscript entity. Instead, move or enable/disable buttons as needed.
|-
| <code>GetInteracter</code> (Shared)
| <code>CASW_Inhabitable_NPC GetInteracter()</code>
| Returns the character (usually marine) that is allowed to interact with this screen.
|-
| <code>SetInteracter</code> (Server)
| <code>void SetInteracter(CASW_Inhabitable_NPC interacter)</code>
| Sets which character (usually marine) is allowed to interact with this screen.
|}
 
In addition to the callback functions for rd_hud_vscript, rd_vgui_vscript has the following callback functions:
 
Control(table) (Client)
 
The table contains:
*bool ''mouse'' (is the player using the mouse to aim? otherwise controller)
*bool ''keyboard'' (is the player using the keyboard to act/move? otherwise controller)
*int ''button'' (the button code that was pressed)
*bool ''mouse_left'', ''mouse_right'', ''key_left'', ''key_right'', ''key_up'', ''key_down'', ''key_space'', ''key_enter'', ''controller_left'', ''controller_right'', ''controller_up'', ''controller_down'', ''controller_a'', ''controller_b'' (whether each button is held)
*int ''mouse_x'', ''mouse_y'' (mouse position on screen)
*float ''move_x'', ''move_y'', ''look_x'', ''look_y'' (controller stick positions)
*CRD_VGui_VScript_Button ''focus'' (currently focused button on controller)
 
Input(integer) (Shared)
 
Called on both the client and the server when the client calls self.SendInput. The client can call SetInt, SetFloat, SetString, and SetEntity during this callback. Should only change data stored in the slots of the rd_vgui_vscript entity on the client as this function will be called repeatedly and only those values will be rolled back for prediction. When called on the client, it is followed by a call to the Update callback.
 
=== CRD_VGui_VScript_Button ===
 
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>GetX</code>
| <code>int GetX()</code>
| Returns the x coordinate of the left edge of the button, previously set by SetX, SetPos, or SetBounds.
|-
| <code>GetY</code>
| <code>int GetY()</code>
| Returns the y coordinate of the top edge of the button, previously set by SetY, SetPos, or SetBounds.
|-
| <code>GetWide</code>
| <code>int GetWide()</code>
| Returns the width of the button, previously set by SetWide, SetSize, or SetBounds.
|-
| <code>GetTall</code>
| <code>int GetTall()</code>
| Returns the height of the button, previously set by SetTall, SetSize, or SetBounds.
|-
| <code>SetX</code>
| <code>void SetX(int ''x'')</code>
| Moves the button.
|-
| <code>SetY</code>
| <code>void SetY(int ''y'')</code>
| Moves the button.
|-
| <code>SetWide</code>
| <code>void SetWide(int ''wide'')</code>
| Resizes the button.
|-
| <code>SetTall</code>
| <code>void SetTall(int ''tall'')</code>
| Resizes the button.
|-
| <code>SetPos</code>
| <code>void SetPos(int ''x'', int ''y'')</code>
| Shortcut for calling SetX and SetY.
|-
| <code>SetSize</code>
| <code>void SetSize(int ''wide'', int ''tall'')</code>
| Shortcut for calling SetWide and SetTall.
|-
| <code>SetBounds</code>
| <code>void SetBounds(int ''x'', int ''y'', int ''wide'', int ''tall'')</code>
| Shortcut for calling SetPos and SetSize.
|-
| <code>SetEnabled</code>
| <code>void SetEnabled(bool ''enabled'')</code>
| Enables or disables the button. Disabled buttons cannot be focused by the controller and do not run callbacks.
|-
| <code>SetOnClicked</code>
| <code>void SetOnClicked(function() ''callback'')</code>
| Sets a function to be called when the button is clicked with the mouse or activated with the controller. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
|-
| <code>SetOnCursorMoved</code>
| <code>void SetOnCursorMoved(function(int ''x'', int ''y'') ''callback'')</code>
| Sets a function to be called when the mouse is moved over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
|-
| <code>SetOnCursorEntered</code>
| <code>void SetOnCursorEntered(function() ''callback'')</code>
| Sets a function to be called when the mouse is moved onto the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
|-
| <code>SetOnCursorExited</code>
| <code>void SetOnCursorExited(function() ''callback'')</code>
| Sets a function to be called when the mouse is moved off of the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
|-
| <code>SetOnMousePressed</code>
| <code>void SetOnMousePressed(function(bool ''right'') ''callback'')</code>
| Sets a function to be called when a mouse button is pressed over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
|-
| <code>SetOnMouseReleased</code>
| <code>void SetOnMouseReleased(function(bool ''right'') ''callback'')</code>
| Sets a function to be called when a mouse button is released over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
|}
 
=== CRD_Computer_VScript ===
 
Classname of the entity: rd_computer_vscript. '''Supports all methods that rd_vgui_vscript does, plus:'''
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>HackCompleted</code> (Server)
| <code>void HackCompleted()</code>
| Call this function to complete the hack. No effect if this entity is not being used as the hack.
|-
| <code>SetFastHackEndTime</code> (Server)
| <code>void SetFastHackEndTime(float ''time'')</code>
| Sets the deadline for the fast hack. In order for the fast hack to award stat progress and play the failed sound, the computer area must be set to have at least 6 tumblers. The hack must have been initialized, so the earliest this can be called is in the first call to OnOpened.
|-
| <code>GetFastHackEndTime</code> (Shared)
| <code>float GetFastHackEndTime()</code>
| Returns the deadline for the fast hack. The current time can be determined by calling Time().
|-
| <code>GetHackStartTime</code> (Shared)
| <code>float GetHackStartTime()</code>
| Returns the value of Time() when the hack started.
|-
| <code>Back</code> (Shared)
| <code>void Back()</code>
| Closes the screen, returning to the menu or exiting the computer.
|-
| <code>SetHackProgress</code> (Shared)
| <code>void SetHackProgress(float ''progress'')</code>
| Sets the hack progress between 0 (just started) and 1 (ready to call HackCompleted). Can only be called during the Input callback.
|}
 
In addition to the callback functions for rd_vgui_vscript, rd_computer_vscript has OnOpened and OnClosed callback functions on both the client and the server. The screen resolution is YRes(416) by YRes(312) rather than the usual XRes(640) by YRes(480).
 
=== CScriptKeyValues ===
Script handle representation of a models [[$keyvalues]] block.
Sub keys are instances of the same class.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>constructor</code>
|-
| <code>FindKey</code>
| <code>CScriptKeyValues FindKey(string ''keyName'')</code>
| Find a sub key by the key name.
|-
| <code>GetFirstSubKey</code>
| <code>CScriptKeyValues GetFirstSubKey()</code>
| Return the first sub key object.
|-
| <code>GetKeyBool</code>
| <code>bool GetKeyBool(string ''keyName'')</code>
| Return the key value as a bool.
|-
| <code>GetKeyFloat</code>
| <code>float GetKeyFloat(string ''keyName'')</code>
| Return the key value as a float.
|-
| <code>GetKeyInt</code>
| <code>int GetKeyInt(string ''keyName'')</code>
| Return the key value as an integer.
|-
| <code>GetKeyString</code>
| <code>string GetKeyString(string ''keyName'')</code>
| Return the key value as a string.
|-
| <code>GetNextKey</code>
| <code>handle GetNextKey()</code>
| Return the next neighbor key object to the one the method is called on.
|-
| <code>IsKeyEmpty</code>
| <code>bool IsKeyEmpty(string ''keyName'')</code>
| Returns true if the named key has no value.
|-
| <code>IsValid</code>
| <code>bool IsValid()</code>
| Whether the handle belongs to a valid entity.
|-
| <code>ReleaseKeyValues</code>
| <code>void ReleaseKeyValues()</code>
| Releases the contents of the instance.
|}
 
 
=== CCallChainer ===
'''CCallChainer''' objects collect all functions with a matching prefix in a given scope, then inserts it all into the <code>chains</code> table with the prefix removed. All collected unprefixed functions can then be called in a chain using the class's <code>Call()</code> method, given the method's ''event'' argument matches the functions' name.
 
Whenever a '''CCallChainer''' object is created, a function named <code>Dispatch</code> followed by its given prefix will also be created, which  the class binds the environment of its <code>Call()</code> method to.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>constructor</code>
| <code>CCallChainer(string ''functionPrefix'', table ''scope'' = null)</code>
| Creates a CCallChainer object that'll collect functions that have a matching prefix in the given scope.
|-
| <code>PostScriptExecute</code>
| <code>void PostScriptExecute()</code>
| Search for all non-native functions with matching prefixes, then push them into the <code>chains</code> table.
|-
| <code>Call</code>
| <code>bool Call(string ''event'', any ...)</code>
| Find an unprefixed function name in the <code>chains</code> table and call it with the given arguments.
|}
 
==== Members ====
{| class="standard-table" style="width: 100%;"
! Instance
! Type
! Description
|-
| <code>chains</code>
| <code>table</code>
| Contains names of unprefixed functions, each with an array of functions to call.
|-
| <code>prefix</code>
| <code>string</code>
| Prefix that functions should have to be added into the <code>chains</code> table. Set by the constructor.
|-
| <code>scope</code>
| <code>table</code>
| If set, seek functions in this scope instead. Set by the constructor.
|}
 
 
=== CSimpleCallChainer ===
Intended to be simpler to use than [[#CCallChainer|CCallChainer]], the class '''CSimpleCallChainer''' holds only a single chain of functions inside an array instead of multiple inside a table. As such, its <code>Call()</code> method does not need a function's name.
 
This class is also used internally by these [[#CBaseEntity|CBaseEntity]] hooks: <code>Precache()</code> and <code>OnPostSpawn()</code>.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>constructor</code>
| <code>CSimpleCallChainer(string ''functionPrefix'', table ''scope'' = null, exactMatch = false)</code>
| Creates a CSimpleCallChainer object that'll collect functions that have a matching prefix in the given scope, unless it seek for an exact name match.
|-
| <code>PostScriptExecute</code>
| <code>void PostScriptExecute()</code>
| Begin searching for all non-native functions with matching prefixes, then push them into the <code>chain</code> array.
|-
| <code>Call</code>
| <code>bool Call(any ...)</code>
| Call all functions inside the <code>chain</code> array with the given arguments.
|}
 
==== Members ====
{| class="standard-table" style="width: 100%;"
! Instance
! Type
! Description
|-
| <code>chain</code>
| <code>array</code>
| All functions to be called by the <code>Call()</code> method.
|-
| <code>exactMatch</code>
| <code>bool</code>
| If set, names of non-native functions and <code>prefix</code> must be an exact match.  Set by the constructor.
|-
| <code>prefix</code>
| <code>string</code>
| Prefix that functions should have to be added into the <code>chain</code> array. Set by the constructor.
|-
| <code>scope</code>
| <code>table</code>
| If set, seek functions in this scope instead. Set by the constructor.
|}
 
 
=== LateBinder ===
Late binding: allows a table to refer to parts of itself, it's children, it's owner, and then have the references fixed up after it's fully parsed.
<source lang=cpp>
// Usage:
lateBinder <- LateBinder();
lateBinder.Begin( this );
 
Test1 <-
  Foo=1
 
Test2 <-
  FooFoo = "I'm foo foo"
  BarBar="@Test1.Foo"
  SubTable = { boo=[bah, "@Test2.FooFoo", "@Test1.Foo"], booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"} }
  booboo=[bah, "@Test2.FooFoo", "@Test1.Foo"]
  booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"}
  bah=wha
 
lateBinder.End();
delete lateBinder;
</source>
 
When End() is called, all of the unresolved symbols in the tables and arrays will be resolved, any left unresolved will become a string prepended with '~', which later code can deal with.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>Begin</code>
|-
| <code>End</code>
|-
| <code>EstablishDelegation</code>
|-
| <code>HookRootMetamethod</code>
|-
| <code>Log</code>
|-
| <code>m_bindNamesStack</code>
|-
| <code>m_fixupSet</code>
|-
| <code>m_log</code>
|-
| <code>m_logIndent</code>
|-
| <code>m_targetTable</code>
|-
| <code>RemoveDelegation</code>
|-
| <code>Resolve</code>
|-
| <code>UnhookRootMetamethod</code>
|}
 
=== regexp ===
The built-in [http://squirrel-lang.org/doc/sqstdlib3.html#d0e2591 Squirrel class] for regular expressions.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>constructor</code>
| <code>regexp()</code>
|
|-
| <code>capture</code>
| <code> [table] capture(''str'', [''start''])</code>
| Returns an array of tables containing two indexes("begin" and "end")of the first match of the regular expression in the string str. An array entry is created for each captured sub expressions. If no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
|-
| <code>match</code>
| <code> bool match(''str'')</code>
| Returns a true if the regular expression matches the string str, otherwise returns false.
|-
| <code>search</code>
| <code>table search(''str'', [''start''])</code>
| Returns a table containing two indexes("begin" and "end") of the first match of the regular expression in the string ''str'', otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
|-
| <code>subexpcount</code>
|
|
|}
 
 
=== Vector ===
Squirrel equivalent of the C++ [[Vector]] class.
 
Three-dimensional vector.
 
Has overloaded arithmetic operations with both Vectors and scalar values.
 
{{note|[http://www.leeland.net/hochsuch.html Example] declaration and manipulation of Vector}}
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>constructor</code>
| <code>Vector(float ''x'', float ''y'', float ''z'')</code>
| Creates a new vector with the specified Cartesian coordiantes.
|-
| <code>Cross</code>
| <code>float Cross(Vector ''factor'')</code>
| The vector product of two vectors. Returns a vector orthogonal to the input vectors.
|-
| <code>Dot</code>
| <code>float Dot(Vector ''factor'')</code>
| The scalar product of two vectors.
|-
| <code>Length</code>
| <code>float Length()</code>
| Magnitude of the vector.
|-
| <code>LengthSqr</code>
| <code>float LengthSqr()</code>
| The magnitude of the vector squared. Faster than the above method.
|-
| <code>Length2D</code>
| <code>float Length2D()</code>
| Returns the magnitude of the vector on the x-y plane.
|-
| <code>Length2DSqr</code>
| <code>float Length2DSqr()</code>
| Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
|-
| <code>Norm</code>
| <code>float Norm()</code>
| Will return the vector length as a float. This function will also NORMALIZE the vector, the X, Y, and Z values will each be set to a number between -1 and 1. You can then multiply these values by, for example, 3000 to use the vector to set the velocity of something in game.
|-
| <code>ToKVString</code>
| <code>string ToKVString()</code>
| Returns a string without separations commas.
|}
 
==== Members ====
{| class="standard-table" style="width: 100%;"
! Instance
! Type
! Description
|-
| <code>x</code>
| <code>float</code>
| Cartesian X axis.
|-
| <code>y</code>
| <code>float</code>
| Cartesian Y axis.
|-
| <code>z</code>
| <code>float</code>
| Cartesian Z axis.
|}
 
 
=== Hooks ===
These hook functions are used by simply adding a function with the same name and arguments to the script, and are called back by the C++ code at the appropriate moments.
 
==== OnTakeDamage_Alive_Any ====
 
<code>float OnTakeDamage_Alive_Any(CBaseEntity ''victim'', CBaseEntity ''inflictor'', CBaseEntity ''attacker'', CBaseEntity ''weapon'', float ''damage'', int ''damageType'', string ''ammoName'')</code>: Adding a function with this name in the script causes C++ to call it on all OnTakeDamage_Alive events.
 
Returning "false" causes the damage to be stopped and nothing will be done to the target (though animation/bloodstains/decals will probably still happen, sorry about that).
 
 
 
==== AlterDeathMessage ====
 
<code>string AlterDeathMessage(CBaseEntity ''victim'', CBaseEntity ''inflictor'', CBaseEntity ''attacker'', CBaseEntity ''weapon'', float ''damage'', int ''damageType'', string ''ammoName'')</code>:
 
Called when a chat death message is about to be printed. Return a string which will be printed instead, %s1 in the string being the victim's display name (optional to have it). No return value or non-string return value results in default death message.
 
Example:
<source lang=cpp>
function AlterDeathMessage( victim, inflictor, attacker, weapon, damage, damageType, ammoName )
{
if ( attacker.IsAlien() )
return "%s1 was killed by an alien!";
if ( damageType & 64 )
return "%s1 was killed by an explosion!";
}
</source>
 
==== UserConsoleCommand ====
 
<code>void UserConsoleCommand(handle ''playerScript'', arg)</code>: when a user does a &lt;scripted_user_func argument&gt; at console (or bound to a key) this function is called (if it exists). The playerscript is which players console it came from. You can pass strings or whatever, of course. So could do a switch statement off &lt;arg&gt; to give players special controls, etc.
 
 
 
==== OnGameEvent_''x'' ====
 
<code>void OnGameEvent_''x''(table ''params'')</code>: A callback that is called when the game event ''x'' is fired. See <code>scripts\gameevents.res</code> and <code>scripts\modeevents.res</code> for valid events. The [https://github.com/ReactiveDrop/reactivedrop_public_src/blob/a56e858f6ab76ff511f44cbe7bee550e2d2f66b8/src/game/server/ScriptGameEventListener.cpp#L385-L540 list of game events a script can listen for] is available in the game's source code.
 
 
 
==== OnMissionStart ====
 
<code>void OnMissionStart()</code>: A callback that is called when MissionStart occurs.
 
 
 
==== OnGameplayStart ====
 
<code>void OnGameplayStart()</code>: A callback that is called when all marines have spawned and players start to play.
 
 
 
==== Update ====
 
<code>void Update()</code>: Update gets called much like a Think() function. If you return a float value the function will get called again in x seconds.
 
 
 
==== OnReceivedTextMessage ====
 
<code>string OnReceivedTextMessage(CBaseEntity ''recipient'', CBaseEntity ''sender'', string ''message'')</code>: Called when a player sends a text message into chat.
 
Sent message will be replaced by the returned string. If the return type is not a string, message is not sent. Note, the message parameter contains an end of line character. If you want to get rid of it, do message = message.slice(
0, message.len() - 1 )
 
== Global functions ==
 
=== Printing and Drawing ===
 
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>ClientPrint</code>
| <code>void ClientPrint(CBasePlayer ''player'', int ''destination'', string ''message'', ...)</code>
| Print a client message. If you pass null instead of a valid player, the message will be sent to all clients. ''destination'' should be HUD_PRINTNOTIFY, HUD_PRINTCONSOLE, HUD_PRINTTALK, HUD_PRINTCENTER, or ASW_HUD_PRINTTALKANDCONSOLE. ''message'' will be looked up as a translation string and can contain %s1 through %s4 to reference extra string arguments passed after ''message''.
|-
| <code>TextColor</code>
| <code>string TextColor(int ''r'', int ''g'', int ''b'')</code>
| Returns a string which is reinterpreted into a color internally in the ClientPrint ''message'' string. Turns all the characters that come after the returned string into respective RGB color.
|-
| <code>TextColorBlend</code>
| <code>string TextColorBlend(int ''r1'', int ''g1'', int ''b1'', int ''r2'', int ''g2'', int ''b2'')</code>
| Returns a string which is reinterpreted into a color blend internally in the ClientPrint ''message'' string. Turns all the characters that come after the returned string into respective RGB color blend.
|-
| <code>TextColorBlendInvert</code>
| <code>string TextColorBlendInvert(int ''r'', int ''g'', int ''b'')</code>
| Returns a string which is reinterpreted into a inverted color blend internally in the ClientPrint ''message'' string. Turns all the characters that come after the returned string into respective inverted RGB color blend.
|-
| <code>TextColorBlend3</code>
| <code>string TextColorBlend3(int ''r1'', int ''g1'', int ''b1'', int ''r2'', int ''g2'', int ''b2'', int ''r3'', int ''g3'', int ''b3'')</code>
| Returns a string which is reinterpreted into a triple color blend internally in the ClientPrint ''message'' string. Turns all the characters that come after the returned string into respective triple RGB color blend.
|-
| <code>TextColorBlendCycle</code>
| <code>string TextColorBlendCycle(int ''transition_length'', int ''r1'', int ''g1'', int ''b1'', int ''r2'', int ''g2'', int ''b2'')</code>
| Returns a string which is reinterpreted into a color blend cycle internally in the ClientPrint ''message'' string. Turns all the characters that come after the returned string into respective RGB color blend cycle.
|-
| <code>TextColorBlendSmoothCycle</code>
| <code>string TextColorBlendSmoothCycle(int ''transition_length'', int ''r1'', int ''g1'', int ''b1'', int ''r2'', int ''g2'', int ''b2'')</code>
| Returns a string which is reinterpreted into a smooth color blend cycle internally in the ClientPrint ''message'' string. Turns all the characters that come after the returned string into respective smooth RGB color blend cycle.
|-
| <code>DebugDrawBox</code>
| <code>void DebugDrawBox(vector ''origin'', vector ''min'', vector ''max'', int ''r'', int ''g'', int ''b'', int ''alpha'', float ''duration'')</code>
| Draw a debug overlay box.
|-
| <code>DebugDrawLine</code>
| <code>void DebugDrawLine(Vector ''start'', Vector ''end'', int ''red'', int ''green'', int ''blue'', bool ''zTest'', float ''time'')</code>
| Draw a debug line between two points.
|-
| <code>Msg</code>
| <code>void Msg(string ''message'')</code>
| Equivalent to <code>print</code>
|-
| <code>print</code>
| <code>void print(string ''message'')</code>
| Prints the given message to the developer console.
|-
| <code>printl</code>
| <code>void printl(string ''message'')</code>
| Prints the given message to the developer console just like print but also appends a newline.
|-
| <code>Say</code>
| <code>void Say(CBasePlayer ''player'', string ''message'')</code>
| Calling this will have the specified player send the message to chat.
|-
| <code>ScreenHeight</code> (Client)
| <code>int ScreenHeight()</code>
| Returns the height of the screen in pixels.
|-
| <code>ScreenWidth</code> (Client)
| <code>int ScreenWidth()</code>
| Returns the width of the screen in pixels.
|-
| <code>ShowMessage</code>
| <code>void ShowMessage(string)</code>
| Print a hud message on all clients. {{Bug|Non-functional}}
|-
| <code>TryLocalize</code> (Client)
| <code>string TryLocalize(string ''text'')</code>
| If text is a valid translation key starting with #, returns the translated string. Otherwise, returns text as-is.
|-
| <code>XRes</code> (Client)
| <code>float XRes(float ''x'')</code>
| Scales an X coordinate based on a 640 pixel wide screen.
|-
| <code>YRes</code> (Client)
| <code>float YRes(float ''y'')</code>
| Scales a Y coordinate based on a 480 pixel tall screen.
|-
| <code>__DumpScope</code>
| <code>void __DumpScope(int ''indentation'', handle ''scope'')</code>
| Dumps contents of everything in the scope.
|-
|}
 
=== Other ===
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>AddThinkToEnt</code>
| <code>void AddThinkToEnt(handle ''entity'', string ''funcName'')</code>
| Adds a late bound think function to the C++ think tables for the obj.
|-
| <code>Assert</code>
| <code>void Assert(bool ''value'', string ''optional message'')</code>
| Test value and if not true, throws exception, optionally with message.
|-
| <code>ChangeLevel</code>
| <code>void ChangeLevel(string ''mapname'')</code>
| Tell engine to change level.
|-
| <code>CreateGrenadeCluster</code>
| <code>handle CreateGrenadeCluster(float ''damage'', float ''radius'', int ''clusters'', Vector ''position'', Vector ''angles'', Vector ''velocity'', Vector ''angVelocity'')</code>
| Create grenade cluster.
|-
| <code>CreateProp</code>
| <code>handle CreateProp(string ''class'', Vector ''origin'', string ''model'', int ''animation'')</code>
| Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model. {{bug|hidetested=1|Does not initialize the physics of the prop.}}
|-
| <code>CreateSceneEntity</code>
| <code>CSceneEntity CreateSceneEntity(string ''scene'')</code>
| Create a scene entity to play the specified scene .vcd file.
|-
| <code>DisptchParticleEffect</code>
| <code>void DispatchParticleEffect(string ''name'', Vector ''origin'', Vector ''angles'')</code>
| Spawns a particle effect in the world.
|-
| <code>DisptchParticleEffectCP1</code>
| <code>void DispatchParticleEffectCP1(string ''name'', Vector ''origin'', Vector ''angles'', Vector ''cp1'')</code>
| Spawns a particle effect in the world with a specific offset for control point 1.
|-
| <code>DoIncludeScript</code>
| <code>bool DoIncludeScript(string ''filename'', table ''scope'')</code>
| Execute a script with the script scope set to the specified table.
|-
| <code>DoEntFire</code>
| <code>void DoEntFire(string ''target'', string ''action'', string ''value'', float ''delay'', handle ''activator'', handle ''caller'')</code>
| Generate an entity I/O event. The ''caller'' argument takes a script handle, so it can be used with ''target'' set to ''!self'' to fire inputs to entities without usable targetnames.
|-
| <code>DropFragGrenade</code>
| <code>handle DropFragGrenade(float ''damage'', float ''grenadeRadius'', Vector ''origin'')</code>
| Drops a frag grenade.
|-
| <code>DropFreezeGrenade</code>
| <code>handle DropFreezeGrenade(float ''damage'', float ''freezeAmount'', float ''grenadeRadius'', Vector ''origin'')</code>
| Drops a freeze grenade.
|-
| <code>DropGasGrenade</code>
| <code>handle DropGasGrenade(float ''damage'', float dmgInterval, float duration, float fuse, Vector ''origin'')</code>
| Drops a gas grenade. // new edit default: damge = 20 , damage per seconds = 0.3, duration = 30, fuse = 1 # radius being fix to 100 using covar asw_gas_grenade_cloud_width
|-
| <code>DropIncendiaryGrenade</code>
| <code>handle DropIncendiaryGrenade(float ''damage'', float ''grenadeRadius'', Vector ''origin'')</code>
| Drops an incendiary grenade.
|-
| <code>DropStunGrenade</code>
| <code>handle DropStunGrenade(float ''damage'', float ''grenadeRadius'', Vector ''origin'')</code>
| Drops a stun grenade.
|-
| <code>EntFire</code>
| <code>function EntFire(string ''target'', string ''action'', string ''value'', float ''delay'' = 0.0, handle ''activator'' = null)</code>
| Generate an entity I/O event.
|-
| <code>EntFireByHandle</code>
| <code>void EntFireByHandle(handle ''target'', string ''action'', string ''value'', float ''delay'', handle ''activator'', handle ''caller'')</code>
| Generate an entity I/O event. The first parameter is an entity instance, so the handles of nameless or script generated entities can be passed easily.
|-
| <code>EntIndexToHScript</code>
| <code>CBaseEntity EntIndexToHScript(int ''entIndex'')</code>
| Returns the script handle for the given entity index.
|-
| <code>FadeClientVolume</code>
| <code>void FadeClientVolume(handle ''player'', float ''fadePercent'', float ''fadeOutSeconds'', float ''holdTime'', float ''fadeInSeconds'')</code>
| Fade out the client's volume level toward silence (or fadePercent).
|-
| <code>FileToString</code>
| <code>string FileToString(string ''file'')</code>
| Reads a string from file. Returns the string from the file, empty string if no file or file is too big.
|-
| <code>FindNearestNPC</code>
| <code>handle FindNearestNPC(Vector ''position'', bool ''checkZCoordinate'', float ''radius'')</code>
| Returns the nearest character (Marine, Colonist, or Alien) to the given coordinate.
|-
| <code>FrameTime</code>
| <code>float FrameTime()</code>
| Get the time spent on the server in the last frame
|-
| <code>GamePause</code>
| <code>void GamePause(bool ''bPause'')</code>
| Pause or unpause the game.
|-
| <code>GetClientXUID</code>
| <code>string GetClientXUID(handle ''player'')</code>
| Get the player's xuid (i.e. SteamID64).
|-
| <code>GetDecalIndexForName</code>
| <code>int GetDecalIndexForName(string ''name'')</code>
| Get decal index from a string.
|-
| <code>GetEffectIndex</code>
| <code>int GetEffectIndex(string ''name'')</code>
| Converts a previously precached effect into an index.
|-
| <code>GetEffectNameFromIndex</code>
| <code>string GetEffectNameFromIndex(int ''index'')</code>
| Converts a previously precached effect index into a string.
|-
| <code>GetFrameCount</code>
| <code>int GetFrameCount()</code>
| Returns the engine's current frame count.
|-
| <code>GetHullMaxs</code>
| <code>Vector GetHullMaxs(int ''hullType'')</code>
| Returns a Vector for the hull maxs.
|-
| <code>GetHullMins</code>
| <code>Vector GetHullMins(int ''hullType'')</code>
| Returns a Vector for the hull mins.
|-
| <code>GetLocalPlayer</code> (Client)
| <code>handle GetLocalPlayer()</code>
| Returns the local C_ASW_Player.
|-
| <code>GetListenServerHost</code>
| <code>handle GetListenServerHost()</code>
| Get the host player on a listen server.
|-
| <code>GetMapName</code>
| <code>string GetMapName()</code>
| Get the name of the map.
|-
| <code>GetModelIndex</code>
| <code>int GetModelIndex(string ''filename'')</code>
| Returns index of model by name.
|-
| <code>GetParticleSystemIndex</code>
| <code>int GetParticleSystemIndex(string ''name'')</code>
| Converts a previously precached material into an index.
|-
| <code>GetParticleSystemNameFromIndex</code>
| <code>string GetParticleSystemNameFromIndex(int ''index'')</code>
| Converts a previously precached material index into a string.
|-
| <code>GetPlayerConnectionInfo</code>
| <code>void GetPlayerConnectionInfo(handle ''player'', table)</code>
| Returns a table containing the player's connection info.
|-
| <code>GetPlayerFromUserID</code>
| <code>handle GetPlayerFromUserID(int ''ID'')</code>
| Given a user id, return the entity, or null.
|-
| <code>IsAnniversaryWeek</code>
| <code>bool IsAnniversaryWeek()</code>
| Returns true if it is the anniversary week of Alien Swarm: Reactive Drop.
|-
| <code>IsDedicatedServer</code>
| <code>bool IsDedicatedServer()</code>
| Returns true if this is a dedicated server.
|-
| <code>IsModelPrecached</code>
| <code>bool IsModelPrecached(string ''modelname'')</code>
| Checks if the modelname is precached.
|-
| <code>LocalTime</code>
| <code>void LocalTime(table)</code>
| Fills in the passed table with the local system time.
|-
| <code>PlaceDamageAmplifier</code>
| <code>handle PlaceDamageAmplifier(float ''duration'', float ''grenadeRadius'', Vector ''origin'')</code>
| Places a damage amplifier.
|-
| <code>PlaceHealBeacon</code>
| <code>handle PlaceHealBeacon(float ''healAmount'', float ''healthPerSecond'', float ''infestationCureAmount'', float ''duration'', float ''grenadeRadius'', Vector ''origin'')</code>
| Places a heal beacon. Default values for Faith / Bastille are : healAmount = 100 / 90, healthPerSecond = 3, infestationCureAmount = 0.75 / 0.25, duration = 20, grenadeRadius = 100
|-
| <code>PlantIncendiaryMine</code>
| <code>handle PlantIncendiaryMine(Vector ''origin'', Vector ''angles'')</code>
| Plants an incendiary mine.
|-
| <code>PlantLaserMine</code>
| <code>handle PlantLaserMine(bool ''friendly'', Vector ''origin'', Vector ''angles'')</code>
| Plants a laser mine.
|-
| <code>PlayerInstanceFromIndex</code>
| <code>CBasePlayer PlayerInstanceFromIndex(int ''index'')</code>
| Get a script handle of a player using the player index.
|-
| <code>PrecacheEffect</code>
| <code>void PrecacheEffect(string ''name'')</code>
| Precaches an effect.
|-
| <code>PrecacheModel</code>
| <code>int PrecacheModel(string ''filename'')</code>
| Precache a model and return index of the model.
|-
| <code>PrecacheParticleSystem</code>
| <code>int PrecacheParticleSystem(string ''name'')</code>
| Precaches a particle material.
|-
| <code>PrintHelp</code>
|
| {{todo}}
|-
| <code>RandomFloat</code>
| <code>float RandomFloat()</code>
| Generate a random floating point number.
|-
| <code>RandomFloat</code>
| <code>float RandomFloat(float ''min'', float ''max'')</code>
| Generate a random floating point number within a range, inclusive
|-
| <code>RandomInt</code>
| <code>int RandomInt()</code>
| Generate a random integer.
|-
| <code>RandomInt</code>
| <code>int RandomInt(int ''min'', int ''max'')</code>
| Generate a random integer within a range, inclusive
|-
| <code>RandomHQSetSeed</code>
| <code>void RandomHQSetSeed(unsigned int seed)</code>
| Set a specific seed value for reproducibility. RandomHQ*() is a set of functions to access C++ Native MT19937 Random Number Generator. MT19937 is very fast and provides very High Quality random numbers. By default, you don't need to call this function, as it will automatically seed the generator to a non-deterministic state upon game initialization.
|-
| <code>RandomHQSetRandomDevice</code>
| <code>void RandomHQSetRandomDevice()</code>
| Reset the generator to a non-deterministic state. By default, you don't need to call this function, as it will automatically seed the generator to a non-deterministic state upon game initialization.
|-
| <code>RandomHQUniformIntDistribution</code>
| <code>int RandomHQUniformIntDistribution(int min, int max)</code>
| Generate a uniformly distributed random integer in the range [min, max]. If min > max, the values are swapped.
|-
| <code>RandomHQUniformFloatDistribution</code>
| <code>float RandomHQUniformFloatDistribution(float min, float max)</code>
| Generate a uniformly distributed random float in the range [min, max]. If min > max, the values are swapped.
|-
| <code>RandomHQNormalDistribution</code>
| <code>float RandomHQNormalDistribution(float mean, float std_dev)</code>
| Generate a normally(Gaussian) distributed random float with the specified mean and standard deviation. If std_dev <= 0.0f, it sets std_dev to 1.0f.
|-
| <code>RetrieveNativeSignature</code>
| <code>void RetrieveNativeSignature(string ''or'' func)</code>
| Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <code><unnamed></code>
|-
| <code>ScreenFade</code>
| <code>void ScreenFade(handle ''player'', int ''red'', int ''green'', int ''blue'', int ''alpha'', float ''fadeTime'', float ''fadeHold'', int ''flags'')</code>
| Start a screenfade with the following parameters.
|-
| <code>ScreenShake</code>
| <code>void ScreenShake(Vector ''vecCenter'', float ''flAmplitude'', float ''flFrequency'', float ''flDuration'', float ''flRadius'', int ''eCommand'', bool ''bAirShake'')</code>
| Start a screenshake with the following parameters.
|-
| <code>SendToConsole</code>
| <code>void SendToConsole(string ''command'')</code>
| Send a string to the console as a command.
|-
| <code>SendToServerConsole</code>
| <code>void SendToServerConsole(string)</code>
| Send a string that gets executed on the server as a ServerCommand
|-
| <code>SpawnEntityFromTable</code>
| <code>handle SpawnEntityFromTable(string ''name'', handle ''keyvalues'')</code>
| Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
|-
| <code>StartStim</code>
| <code>void StartStim(float ''duration'')</code>
| Activates a stim pack for desired duration.
|-
| <code>StopStim</code>
| <code>void StopStim()</code>
| Stops any active stim pack.
|-
| <code>StringToFile</code>
| <code>void StringToFile(string ''file'', string ''string'')</code>
| Stores the string into the file.
|-
| <code>Time</code>
| <code>float Time()</code>
| Get the current server time
|-
| <code>TraceLine</code>
| <code>float TraceLine(Vector, Vector, handle)</code>
| given 2 points & ent to ignore, return fraction along line that hits world or models
|-
| <code>TraceLineTable</code>
| <code>void TraceLineTable(table ''traceTable'')</code>
| Uses a configuration table to do a raytrace, puts return information into the table for return usage.
|-
| <code>UniqueString</code>
| <code>function UniqueString(string)</code>
| Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
|-
| <code>__ReplaceClosures</code>
|}
 
== Useful Code ==
=== Delaying Code Execution ===
<source lang=cpp>
function DelayCodeExecution( string_code, delay )
{
DoEntFire( "worldspawn", "RunScriptCode", string_code, delay, null, null );
}
</source>
Usage example, this code below prints each marine's health into console 5 seconds after they have spawned:
<source lang=cpp>
function OnGameplayStart()
{
DelayCodeExecution(
"local handle_marine = null; while ( ( handle_marine = Entities.FindByClassname( handle_marine, \"asw_marine\" ) ) != null ) { printl( handle_marine.GetMarineName() + \" health is \" + handle_marine.GetHealth() ); }",
5.0 );
}
</source>
Note that if the code that you want to delay uses quotation marks, you have to add a '\' symbol before those quotation marks so that they would get parsed into the string.
=== Delaying a Function Call ===
Delays a function call, the function that gets delayed has to be in the same script scope.
<source lang=cpp>
function DelayFunctionCall( function_name, function_params, delay )
{
if ( !this["self"] )
return;
// this[ function_name ]( function_params );
EntFireByHandle( this["self"], "RunScriptCode", "this[\"" + function_name + "\"](" + function_params + ");", delay, null, null );
}
</source>
Usage examples:
<source lang=cpp>
function OnGameplayStart()
{
DelayFunctionCall( "PrintToChat", "\"Hello, I was printed with a 3 second delay.\"", 3.0 );
}
 
function PrintToChat( message )
{
ClientPrint( null, 3, message );
}
</source>
<source lang=cpp>
function OnGameplayStart()
{
DelayFunctionCall( "SetMarineHealth", "50", 3.0 );
}
 
function SetMarineHealth( health )
{
local handle_marine = null;
while ( ( handle_marine = Entities.FindByClassname( handle_marine, "asw_marine" ) ) != null )
{
handle_marine.SetHealth( health );
}
}
</source>
Note that the parameters have to be constants or indexes which are global to the scope.
== See also ==
* [[VScript]]
* [[VScript Fundamentals]]
* {{sq}} [[Squirrel]]
* {{l4d2}} [[Left 4 Dead 2/Script Functions]]
* {{portal2}} [[List of Portal 2 Script Functions]]
* {{csgo}} [[List of Counter-Strike: Global Offensive Script Functions]]
* {{csgo}} [[List of Counter-Strike: Global Offensive Script Functions]]
* {{tf2}} [[Team Fortress 2/Scripting/Script Functions|List of Team Fortress 2 Script Functions]]


[[Category:Alien Swarm: Reactive Drop]]
[[Category:Alien Swarm: Reactive Drop]]
[[Category:Scripting]]
[[Category:Scripting]]

Latest revision as of 11:20, 24 August 2025

Squirrel This list contains the engine-related Squirrel classes, functions and variables available for VScript in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop.

Variables

Instance Type Description
Convars Convars Provides an interface to read and change the values of console variables.
Director CDirector Provides a limited interface to the Director.
Entities CEntities Provides access to currently spawned entities.
EntityOutputs CScriptEntityOutputs Allows reading entity output data.
g_ModeScript table Script scope for mode specific vscripts. Only available in Challenges.
InfoNodes CScriptInfoNodes Allows reading info_node data.
MissionChooser CASW_Mission_Chooser_VScript Provides an interface for querying campaigns, missions, and challenges on the server.
Deathmatch CASW_Deathmatch_VScript Allows challenge modes to modify deathmatch scores.
NetProps CNetPropManager Allows reading and updating the network properties of an entity.
ResponseCriteria CScriptResponseCriteria Allows reading the response criteria of an entity.
TempEnts CScriptTempEnts Allows creating Temporary Entities on clients.

Constants

Instance Type Description
_charsize_ integer
_floatsize_ integer
_intsize_ integer
_version_ string The version of squirrel.
_versionnumber_ integer The version of squirrel as an integer.
RAND_MAX integer

Classes

CBaseEntity

This is a script handle class for entities. All entities spawned have a script handle using this or one of its subclasses.

All script handles in-game are accessible from Entities. Entity Scripts can use self to access their own script handle.

Methods

Function Signature Description
__KeyValueFromInt bool __KeyValueFromInt(string key, int value) Sets an entity Keyvalue from an integer. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
__KeyValueFromFloat bool __KeyValueFromFloat(string key, float value) Sets an entity Keyvalue from a float. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
__KeyValueFromString bool __KeyValueFromString(string key, string value) Sets an entity Keyvalue from a string. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
__KeyValueFromVector bool __KeyValueFromVector(string key, Vector value) Sets an entity Keyvalue from a Vector. This simply changes the value without executing any code that may be needed for the entity to process the KeyValue, so there may be unintended side effects.
Activate void Activate() Activates the spawned entity.
ClearParent void ClearParent() Clears the entity's move parent.
ConnectOutput void ConnectOutput(string output, string function) Adds an I/O connection that will call the named function when the specified output fires.
DisconnectOutput void DisconnectOutput(string output, string function) Removes a connected script function from an I/O event.
Destroy void Destroy() Deletes the entity.
DispatchParticleEffect void DispatchParticleEffect(string name) Spawns a particle effect that follows the origin of this entity.
DispatchParticleEffectLink void DispatchParticleEffectLink(string name, handle otherEntity) Spawns a particle effect that follows the origin of this entity and has another entity's origin as control point 1.
DispatchParticleEffectCP1 void DispatchParticleEffectCP1(string name, Vector cp1) Spawns a particle effect at the origin of this entity with a specific offset for control point 1.
StopParticleEffect void StopParticleEffect(string name) Removes a particle effect from this entity by name.
StopParticleEffects void StopParticleEffects() Removes all particle effects from this entity.
EmitSound void EmitSound(string soundScript) Plays a sound from this entity.
EmitSoundTable void EmitSoundTable(string soundScript, table options) Plays a sound from this entity. Options that can be specified: caption (true or false), channel (one of the CHAN_ constants such as CHAN_AUTO), delay (number), origin (Vector), pitch (one of the PITCH_ constants such as PITCH_NORM or a number from 1 to 255), recipient (a player or character entity handle), soundlevel (one of the SNDLVL_ constants such as SNDLVL_GUNFIRE or a number of decibels - affects distance the sound can be heard from, not volume), volume (number from 0 to 1)
entindex int entindex() Returns the entity index.
EyePosition Vector EyePosition() Get vector to the eye position - absolute coordinates.
FirstMoveChild handle FirstMoveChild() [Todo]
GetAngles Vector GetAngles() Get the entity pitch, yaw, roll as a Vector object.
GetAngularVelocity Vector GetAngularVelocity() Get the local angular velocity - returns a Vector of pitch, yaw, roll.
GetBoundingMaxs Vector GetBoundingMaxs() Returns the maximum extent of the entity bounding box as a local vector.
GetBoundingMins Vector GetBoundingMins() Returns the maximum extent of the entity bounding box as a local vector.
GetCenter Vector GetCenter() Returns a local vector of the bounding box center.
GetClassname string GetClassname() Returns the entity class. This includes player.
GetContext string GetContext() Looks up a response context and returns it if available. May return string or null (if the context isn't found).
GetForwardVector Vector GetForwardVector() Get the forward vector of the entity.
GetHealth int GetHealth() Returns the current health.
GetKeyValue variable GetKeyValue(string key) Returns the entity's Keyvalue.
GetLeftVector Vector GetLeftVector() Get the left vector of the entity.
GetLocalAngles Vector GetLocalAngles() Get entity pitch, yaw, roll relative to the parent as a vector.
GetLocalOrigin Vector GetLocalOrigin() Returns the Entity position in the world relative to the parent as a vector.
GetMaxHealth int GetMaxHealth() Returns the maximum health.
GetModelKeyValues Keyvalues GetModelKeyValues() Returns the [$keyvalues] block of the entitys model as a #Keyvalues object. Note that this is not the keyvalues of the entity itself.
GetModelName string GetModelName() Returns the file name of the entitys model.
GetMoveParent CBaseEntity GetMoveParent() If in hierarchy, retrieves the entitys parent.
GetName string GetName() Returns the targetname of the entity.
GetOrigin Vector GetOrigin() Returns the Entity position in the world.
GetOwner handle GetOwner() Gets this entity's owner. (seems to only be useful if you have used SetOwner() previously on this entity, could be wrong)
GetPreTemplateName string GetPreTemplateName() Get the entity name stripped of template unique decoration.
GetRootMoveParent handle GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent.
GetScriptId string GetScriptId() Retrieve the unique identifier used to refer to the entity within the scripting system.
GetScriptScope handle GetScriptScope() Retrieve the table storing the Entity Script data associated with this entity.
GetSoundDuration float GetSoundDuration(string soundName, string actorModelName = "") Returns float duration of the sound. Takes soundname and optional actormodelname.
GetTeam int GetTeam() Returns the team number of an entity.
GetUpVector Vector GetUpVector() Get the up vector of the entity.
GetVelocity Vector GetVelocity() Returns a local velocity Vector.
IsAlien bool IsAlien() Whether the handle belongs to an alien class.
IsValid bool IsValid() Whether the handle belongs to a valid entity.
NextMovePeer handle NextMovePeer()
PrecacheModel int PrecacheModel(string modelPath) Precache a model after the map has loaded and return index of the model.
PrecacheSoundScript void PrecacheSoundScript(string soundScript) Precache a sound for later playing.
SetAbsOrigin void SetAbsOrigin(Vector position) Same as SetOrigin().
SetAngles void SetAngles(float pitch, float yaw, float roll) Set entity pitch, yaw, roll. Note that it doesn't take a Vector object.
SetAnglesVector void SetAnglesVector(Vector angles) Set entity pitch, yaw, roll from a vector.
SetAngularVelocity void SetAngularVelocity(float pitch, float yaw, float roll) Set the local angular velocity - takes float pitch, yaw, roll velocities.
SetCollisionGroup void SetCollisionGroup(int collisionGroup) Sets the entity's collision group.
SetContext void SetContext(string name, string value, float duration) Stores any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set 0 to mean 'forever').
SetForwardVector void SetForwardVector(Vector forwardVector) Set the orientation of the entity to have this forward vector.
SetHealth void SetHealth(int newHealth) Sets the current health.
SetLocalAngles void SetLocalAngles(float pitch, float yaw, float roll) Set entity pitch, yaw, roll relative to the parent. Note that it doesn't take a Vector object.
SetLocalOrigin void SetLocalOrigin(Vector position) Moves the entity to this global position vector relative to the parent.
SetMaxHealth void SetMaxHealth(int maxHealth) Sets a new maximum health.
SetModel void SetModel(string modelName) Changes the model of the entity. Does not Precache the model.
Todo: Check for side effects
SetName void SetName() Sets the targetname of the entity.
SetOrigin void SetOrigin(Vector position) Moves the entity to this global position vector.
SetOwner void SetOwner(handle owner) Sets this entity's owner.
SetParent void SetParent(CBaseEntity entity) Sets an entity as another entity's move parent.
SetSize void SetSize(Vector, Vector) [Todo]
SetTeam void SetTeam(int teamNumber) Instantly switches an entity's team.
SetVelocity void SetVelocity(Vector velocity) Gives the entity a new local velocity.
Spawn void Spawn() Spawns the entity into the game.
StopSound void StopSound(string soundName) Stop sound from entity.
TakeDamage void TakeDamage(float damage, int damageType, CBaseEntity attacker) Damages the entity.
TakeDamageParams void TakeDamageParams(handle inflictor, handle attacker, handle weapon, Vector vecDmgForce, Vector vecDmgPosition, float damage, int dmgType) Damages the entity, with additional parameters.
ValidateScriptScope bool ValidateScriptScope() Ensure that an entity's script scope has been created.

Hooks

If one of these functions are declared in an Entity Script, the entity will run this function automatically in the appropriate situation.

Function Signature Description
InputInputName bool InputInputName() Called when the entity receives an input from the I/O system. The name of the function needs to be Input followed by the name of the input in CamelCase, for example InputFireUser1 for the FireUser1 input. When the function is called, the activating and calling entities Script Handles are written to the receiving entitys Script Scope in the activator and caller variables. The function needs to return a boolean value. Setting it to true allows the entity to process the input, while false cancels it.
OnPostSpawn void OnPostSpawn() Called immediately after the entity spawns. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way.
Precache void Precache() Called after the script executes. Can be used to call precache functions for models and sounds on map load.

CBaseAnimating

Extends CBaseEntity

Script handle class for animating entities such as props.

Methods

Function Signature Description
DispatchParticleEffectAttachment void DispatchParticleEffectAttachment(string name, string attachment) Spawn a particle effect that follows an attachment point of this entity.
DispatchParticleEffectAttachmentLink void DispatchParticleEffectAttachmentLink(string name, string attachment, handle otherEntity) Spawns a particle effect that follows an attachment point of this entity and has another entity's origin as control point 1.
GetAttachmentAngles Vector GetAttachmentAngles(int id) Get the attachment ID's angles as a pitch, yaw, roll vector.
GetAttachmentBone int GetAttachmentBone(int id) Gets the bone for an attachment.
GetAttachmentOrigin Vector GetAttachmentOrigin(int id) Get the attachment ID's origin vector.
GetBodygroup int GetBodygroup(int group) Get the bodygroup.
GetBodygroupName string GetBodygroupName(int group) Get the name of the bodygroup.
GetBodygroupPartName string GetBodygroupPartName(int group, int part) Get the part name of the bodygroup.
GetBoneAngles Vector GetBoneAngles(int bone_id) Get the bone id's angles.
GetBoneOrigin Vector GetBoneOrigin(int bone_id) Get the bone id's origin vector.
GetModelScale float GetModelScale() Get scale of entity's model.
GetSequence int GetSequence() Get the active sequence.
GetSequenceActivityName string GetSequenceActivityName(int sequence_id) Get the activity name of the sequence.
GetSequenceDuration float GetSequenceDuration(int sequence_id) Returns the duration in seconds of the passed sequence.
GetSequenceName string GetSequenceName(int sequence_id) Returns the name of the sequence.
IsSequenceFinished bool IsSequenceFinished() Ask whether the main sequence is done playing.
LookupActivity int LookupActivity(string activityName) Get the named activity ID.
LookupAttachment int LookupAttachment(string attachmentName) Get the named attachment ID.
LookupBone int LookupBone(string boneName) Get the named bone ID.
LookupSequence int LookupSequence(string sequenceName) Get the named sequence ID.
ResetSequence void ResetSequence(int sequence_id) Sets the active sequence, resetting the current cycle.
SetBodygroup void SetBodygroup(int groupIndex, int value) Sets the models bodygroup value by index.
Todo: How do you find the index?
SetModelScale void SetModelScale(float scale, float changeDuration) Sets the model's scale with change duration.
SetPoseParameter float SetPoseParameter(string name, float value) Set the specified pose parameter to the specified value.
SetSequence void SetSequence(int sequence_id) Sets the active sequence, keeping the current cycle.
StopAnimation void StopAnimation() Stop the current animation by setting playback rate to 0.0.


CBaseFlex

Extends CBaseAnimating

Methods

Function Signature Description
GetCurrentScene handle GetCurrentScene() Returns the instance of the oldest active scene entity (if any).
GetSceneByIndex handle GetSceneByIndex(int index) Returns the instance of the scene entity at the specified index.


CBasePlayer

Extends CBaseAnimating

Methods

Function Signature Description
GetNetworkIDString string GetNetworkIDString() Get the player's network (i.e. Steam) ID.
GetPlayerName string GetPlayerName() Get the players name.
GetPlayerUserID string GetPlayerUserID() Get the players userID.
IsNoclipping bool IsNoclipping() Returns true if the player is in noclip mode.


CASW_Player

Extends CBasePlayer

Methods

Function Signature Description
FindPickerEntity CBaseEntity FindPickerEntity() Finds the nearest entity in front of the player.
GetCrosshairTracePos Vector GetCrosshairTracePos() Returns the world location directly beneath the player's crosshair.
GetMarine (Shared) CASW_Marine GetMarine() Returns the marine the player is commanding.
GetNPC (Shared) CBaseEntity GetNPC() Returns entity the player is inhabiting.
SetNPC void SetNPC(handle entity) Sets the player's inhabiting entity.
GetSpectatingNPC (Shared) CBaseEntity GetSpectatingNPC() Returns entity the player is spectating.
SetSpectatingNPC void SetSpectatingNPC(handle entity) Sets the player's spectating entity.
GetViewNPC (Shared) CBaseEntity GetViewNPC() Returns entity the player is spectating, else will return inhabiting entity.
ResurrectMarine CASW_Marine ResurrectMarine(Vector position, bool bEffect) Resurrect the marine.


CBaseCombatCharacter

Extends CBaseAnimating

Methods

Function Signature Description
RemoveAllAmmo void RemoveAllAmmo() Removes all ammo for the character.

CASW_Inhabitable_NPC

Extends CBaseCombatCharacter

Methods

Function Signature Description
IsInhabited bool IsInhabited() Removes true if this character is being controlled by a player.
GetCommander CASW_Player GetCommander() Returns the player who "owns" this character, for example the player who is playing as a marine or who added a marine bot to the lobby.
SetControls void SetControls(int controls) Sets this character to use a specific control scheme. -1 = use asw_controls convar, 0 = first person, 1 = top-down, 2 = third person
SetFogController void SetFogController(entity) Force this character to use a specific env_fog_controller entity.
SetPostProcessController void SetPostProcessController(entity) Force this character to use a specific postprocess_controller entity.
SetColorCorrection void SetColorCorrection(entity) Force this character to use a specific color_correction entity.
SetTonemapController void SetTonemapController(entity) Force this character to use a specific env_tonemap_controller entity.
SetGlow void SetGlow(Vector color, float alpha, bool glowWhenOccluded, bool glowWhenUnoccluded, bool fullBloom) Make this character glow when occluded or when unoccluded. Does not affect cases where the character would glow due to built-in game logic.
ClearOrders void ClearOrders() Clear the alien's orders.
OrderMoveTo void OrderMoveTo(entity orderObject, bool ignoreMarines) Order the alien to chase an entity.
ChaseNearestMarine void ChaseNearestMarine() Order the alien to chase the nearest marine.
Extinguish void Extinguish() Put out a fire.
Ignite void Ignite(float duration) Set a character on fire.
Thaw void Thaw(float amount) Unfreeze this character.
Freeze void Freeze(float amount) Freeze this character.
ElectroStun void ElectroStun(float duration) Electrocute this character.
Wake void Wake() Wake up this character's AI.
Die void Die() Kills this character with damage (shortcut, alternative to using SetHealth followed by TakeDamage).
SetSpawnZombineOnMarineKill void SetSpawnZombineOnMarineKill(bool spawnZombine) Sets this character to spawn a zombie marine if it kills a marine.
SetHealthBarColor void SetHealthBarColor(int r, int g, int b, int a) Sets the health bar color. Cheaper than spawning an asw_health_bar. Set alpha to 0 to disable the health bar.
SetHealthBarScale void SetHealthBarScale(float scale) Sets the health bar scale. Negative scales hide the health bar if the alien's health is full.
SetHealthBarOffset void SetHealthBarOffset(Vector offset) Sets the health bar offset in local space.

CBaseTrigger

Extends CBaseEntity

Entity class for triggers.

Methods

Function Signature Description
Disable void Disable() Disable the trigger
Enable void Enable() Enable the trigger
IsTouching bool IsTouching(handle entity) Checks whether the passed entity is touching the trigger.
GetNumTouching int GetNumTouching() Returns the number of entities currently touching the trigger.
GetTouching handle GetTouching(int index) Returns an entity currently touching the trigger. If index is not from 0 to GetNumTouching() - 1, returns null.

CASW_Marine

Extends CASW_Inhabitable_NPC

Methods

Function Signature Description
AddSlowHeal void AddSlowHeal(int health, float healratescale, handle healer, handle weapon) Heals the marine. Medic and weapon can be null, those are used for stats.
BecomeInfested void BecomeInfested() Infests the marine.
CureInfestation void CureInfestation() Cures an infestation.
DropWeapon void DropWeapon(int slot) Makes the marine drop a weapon.
Extinguish void Extinguish() Extinguish a burning marine.
GetCommander CBasePlayer GetCommander() Get the player that owns the marine.
GetInventoryTable void GetInventoryTable(table) Fills the passed table with the marine's inventory.
GetInvTable table GetInvTable() -DEPRECATED- Returns a table of the marine's inventory data.
GetMarineName string GetMarineName() -DEPRECATED- Returns the translated marine name. This changes based on the host's game language.
GetMarineProfile int GetMarineProfile() Returns an integer representing which marine profile is in use. Constants are available: ASW_MARINE_PROFILE_SARGE, ASW_MARINE_PROFILE_WILDCAT, ASW_MARINE_PROFILE_FAITH, etc.
GiveAmmo void GiveAmmo(int amount, int ammoIndex) Gives the marine ammo for the specified ammo index.
GiveWeapon void GiveWeapon(string weaponName, int slot) Gives the marine a weapon.
Ignite void Ignite(float duration) Ignites the marine into flames.
IsInhabited bool IsInhabited() True if the marine is a player, false if the marine is a bot.
Knockdown void Knockdown(Vector velocity) Knocks down the marine with desired velocity.
OrderMoveTo void OrderMoveTo(float yaw, Vector position) Order an uninhabited marine to move to this position.
RemoveWeapon void RemoveWeapon(int slot) Removes a weapon from the marine.
SetKnockedOut void SetKnockedOut(bool knockedOut) Used to knock out and incapacitate a marine, or revive them.
Speak void Speak(string concept, float delay, string criteria) Makes the marine speak a response rules concept.
SwitchWeapon bool SwitchWeapon(int slot) Make the marine switch to a weapon.
SetMarineRolls void SetMarineRolls(bool bRolls) Send true to make a marine roll when the player presses the roll button, send false to make a marine jump (Changing asw_marine_rolls ConVar overrides all marines' roll/jump behavior).
SetSpawnZombineOnDeath void SetSpawnZombineOnDeath(bool bSpawn) Makes a zombine spawn when the marine dies.
SetColorCorrection void SetColorCorrection(handle entity) Force this character to use a specific color_correction.
SetFogController void SetFogController(handle entity) Force this character to use a specific env_fog_controller.
SetPostProcessController void SetPostProcessController(handle entity) Force this character to use a specific postprocess_controller.
SetTonemapController void SetTonemapController(handle entity) Force this character to use a specific env_tonemap_controller.

Example of how a script writer might set up the handles, with a table g_fx_t (For SetColorCorrection, SetFogController, SetPostProcessController, SetTonemapController functions usage).

function OnMissionStart()
{	
	InitFXTable();
}

g_fx_t <- {};

function InitFXTable()
{
// color corrections
	local cc_kvs_t = 
	{ 
		// shouldnt be edited
		maxfalloff = -1
		spawnflags = 2
		
		// can be edited
		fadeOutDuration = 0.5
		filename = "scripts/colorcorrection/cc_std_sepia.raw"
	};
	g_fx_t[ "cc_sepia" ] <- SpawnEntityFromTable( "color_correction", cc_kvs_t );
	
	cc_kvs_t[ "filename" ] = "scripts/colorcorrection/infested_green.raw";
	g_fx_t[ "cc_red" ] <- SpawnEntityFromTable( "color_correction", cc_kvs_t );
	
// fog controllers
	local fog_kvs_t =
	{
		// shouldnt be edited
		fogenable = 1
		
		// can be edited
		foglerptime = 0
		fogstart = 500
		fogend = 2000
		fogcolor = "192 70 70"
		fogmaxdensity = 0.4
	};
	g_fx_t[ "fog_red" ] <- SpawnEntityFromTable( "env_fog_controller", fog_kvs_t );
	
	fog_kvs_t[ "fogcolor" ] = "50 255 50";
	fog_kvs_t[ "fogstart" ] = 0;
	g_fx_t[ "fog_green" ] <- SpawnEntityFromTable( "env_fog_controller", fog_kvs_t );

// postprocess controllers
	local pp_kvs_t =
	{
		// can be edited
		fadetime = 0.25
		localcontrastedgestrength = 3
		localcontraststrength = 3
		fadetoblackstrength = 0
		screenblurstrength = 0
		depthblurstrength = 0
		depthblurfocaldistance = 0
	};
	g_fx_t[ "pp_contrast_high" ] <- SpawnEntityFromTable( "postprocess_controller", pp_kvs_t );
	
	pp_kvs_t[ "localcontrastedgestrength" ] = 0;
	pp_kvs_t[ "localcontraststrength" ] = 0;
	pp_kvs_t[ "fadetoblackstrength" ] = 0.5;
	pp_kvs_t[ "screenblurstrength" ] = 0.55;
	pp_kvs_t[ "depthblurstrength" ] = 0.2;
	pp_kvs_t[ "depthblurfocaldistance" ] = 0.9;
	g_fx_t[ "pp_blurry" ] <- SpawnEntityFromTable( "postprocess_controller", pp_kvs_t );

// tonemap controllers a little more tricky, have no keyvalues so we are playing with netprops
	local hTNMP = Entities.CreateByClassname( "env_tonemap_controller" );
	NetProps.SetPropBool( hTNMP, "m_bUseCustomAutoExposureMin", true );
	NetProps.SetPropBool( hTNMP, "m_bUseCustomAutoExposureMax", true );
	NetProps.SetPropBool( hTNMP, "m_bUseCustomManualTonemapRate", true );
	NetProps.SetPropFloat( hTNMP, "m_flCustomManualTonemapRate", 0.0 );
	
	NetProps.SetPropFloat( hTNMP, "m_flCustomAutoExposureMin", 0.0 );
	NetProps.SetPropFloat( hTNMP, "m_flCustomAutoExposureMax", 0.0 );
	g_fx_t[ "tnmp_dark" ] <- hTNMP;
}

Accessing the handles example:

function OnGameEvent_marine_infested( params )
{	
	local hMarine = EntIndexToHScript( params[ "entindex" ] );
	
	hMarine.SetFogController( g_fx_t[ "fog_green" ] );
	hMarine.SetPostProcessController( g_fx_t[ "pp_blurry" ] );
	hMarine.SetTonemapController( g_fx_t[ "tnmp_dark" ] );
}

function OnGameEvent_marine_infested_cured( params )
{
	local hMarine = EntIndexToHScript( params[ "entindex" ] );
	
	hMarine.SetFogController( null );
	hMarine.SetPostProcessController( null );
	hMarine.SetTonemapController( null );
}

CASW_Alien

Extends CASW_Inhabitable_NPC

Methods

Function Signature Description
ChaseNearestMarine void ChaseNearestMarine() Order the alien to chase the nearest marine.
ClearOrders void ClearOrders() Clear the alien's orders.
ElectroStun void ElectroStun(float duration) Stuns the alien.
Extinguish void Extinguish() Extinguish a burning alien.
Freeze void Freeze(float freezeTime) Freezes the alien.
Ignite void Ignite(float duration) Ignites the alien into flames.
OrderMoveTo bool OrderMoveTo(handle entity, bool ignoreMarines) Order the alien to move to an entity handle, second parameter ignore marines.
Wake void Wake(bool bFireOutput) Wake up the alien, with option to fire output.
SetSpawnZombineOnMarineKill void SetSpawnZombineOnMarineKill(bool bSpawn) Makes a zombine spawn after killing a marine.


CASW_Parasite

Extends CASW_Alien

Methods

Function Signature Description
JumpAttack void JumpAttack() Jump and attack something.


CASW_Buzzer

Extends CASW_Inhabitable_NPC

Methods

Function Signature Description
ChaseNearestMarine void ChaseNearestMarine() Order the buzzer to chase the nearest marine.
ClearOrders void ClearOrders() Clear the buzzer's orders.
ElectroStun void ElectroStun(float duration) Stuns the buzzer.
Extinguish void Extinguish() Extinguish a burning buzzer.
Freeze void Freeze(float freezeTime) Freezes the buzzer.
Ignite void Ignite(float duration) Ignites the buzzer into flames.
OrderMoveTo bool OrderMoveTo(handle entity, bool ignoreMarines) Order the buzzer to move to an entity handle, second parameter ignore marines.
Wake void Wake(bool bFireOutput) Wake up the buzzer, with option to fire output.

CASW_Colonist

Extends CASW_Inhabitable_NPC

Methods

Function Signature Description
BecomeInfested void BecomeInfested() Infests the colonist.
CureInfestation void CureInfestation() Cures an infestation.
DropWeapon void DropWeapon() Makes the colonist drop a weapon.
Extinguish void Extinguish() Extinguish a burning colonist.
GiveWeapon void GiveWeapon(string weaponName) Gives the colonist a weapon.
Ignite void Ignite(float duration) Ignites the colonist into flames.
RemoveWeapon void RemoveWeapon() Removes a weapon from the colonist.


CBaseCombatWeapon

Extends CBaseAnimating

Methods

Function Signature Description
Clip1 int Clip1() Get the weapon's current primary clip. Note: also used to get the offhand item's count.
Clip2 int Clip2() Get the weapon's current secondary clip.
GetClips int GetClips() Get the amount of clips for weapon.
GetDefaultClip1 int GetDefaultClip1() Get the weapon's default primary clip. Note: also used to get the offhand item's default count.
GetDefaultClip2 int GetDefaultClip2() Get the weapon's default secondary clip.
GetMaxAmmo1 int GetMaxAmmo1() Get max primary ammo for weapon.
GetMaxAmmo2 int GetMaxAmmo2() Get max secondary ammo for weapon.
GetMaxClip1 int GetMaxClip1() Get max primary clip for weapon. Note: also used to get the offhand item's max count.
GetMaxClip2 int GetMaxClip2() Get max secondary clip for weapon.
GetMaxClips int GetMaxClips() Get max total clips for weapon.
SetClip1 void SetClip1(int amount) Set weapon's primary clip. Note: also used to set the offhand item's count.
SetClip2 void SetClip2(int amount) Set weapon's secondary clip.
SetClips void SetClips(int amount) Set weapon's total clips.


CASW_Sentry_Base

Extends CBaseAnimating

Methods

Function Signature Description
GetAmmo int GetAmmo() Get the sentry's current ammo.
GetMaxAmmo int GetMaxAmmo() Get the sentry's max allowed ammo.
GetSentryTop CASW_Sentry_Top GetSentryTop() Get a handle of the sentry's top.
SetAmmo void SetAmmo() Set the sentry's current ammo.

CASW_Sentry_Top

Extends CBaseAnimating

Methods

Function Signature Description
PreventFiringUntil void PreventFiringUntil(float nextFireTime) Prevents sentry from firing until the time set.

CASW_Weapon_Sentry

Extends CASW_Weapon

Methods

Function Signature Description
GetSentryAmmo int GetSentryAmmo() Returns the amount of ammo for the contained sentry.
SetSentryAmmo void SetSentryAmmo(int nAmmo) Changes the amount of ammo for the contained sentry.


CAI_DynamicLink

Extends CBaseEntity

Methods

Function Signature Description
FindLink CAI_Link FindLink() Returns the node link or null if not found.
GetDestNode CAI_Node GetDestNode() Returns the node on the other end of the link.
GetSrcNode CAI_Node GetSrcNode() Returns the node that 'owns' this link.
IsLinkValid bool IsLinkValid() Returns true if the dynamic link has a corresponding node link.
TurnOff void TurnOff() Disables node link connections.
TurnOn void TurnOn() Enables node link connections.


CAI_Link

This is a script handle class for node links.

Methods

Function Signature Description
GetAcceptedMoveTypes int GetAcceptedMoveTypes(int hullType) Get the Capability_T of motions acceptable for passed hull type.
GetDangerCount int GetDangerCount() Returns how many dangerous things are near this link.
GetDestNodeID int GetDestNodeID() Get the ID of the node on the other end of the link.
GetDynamicLink CAI_DynamicLink GetDynamicLink() Returns the info_node_link entity for this link or null if it doesn't exist.
GetLinkInfo int GetLinkInfo() Get other information about this link.
GetSrcNodeID int GetSrcNodeID() Get the ID of the node that 'owns' this link.
GetTimeStaleExpires float GetTimeStaleExpires() Returns the amount of time until this link is available again.
SetAcceptedMoveTypes void SetAcceptedMoveTypes(int hullType, int moveType) Set the Capability_T of motions acceptable for passed hull type.
SetDangerCount void SetDangerCount(int count) Sets how many dangerous things are near this link.
SetLinkInfo void SetLinkInfo(int info) Sets information about this link.
SetTimeStaleExpires void SetTimeStaleExpires(float duration) Sets the amount of time until this link is available again.


CAI_Node

This is a script handle class for nodes.

Methods

Function Signature Description
AddLink void AddLink(CAI_Link link) Adds a link to this node.
ClearLinks void ClearLinks() Clears all links from node.
DebugDrawNode void DebugDrawNode(int r, int g, int b, float duration) Draw node as a box of the given color for x seconds.
GetId int GetId() Get node ID.
GetInfo int GetInfo() Get node info.
GetLink CAI_Link GetLink(int nodeID) Get link to dest node ID.
GetLinkByIndex CAI_Link GetLinkByIndex(int index) Get link by index.
GetOrigin Vector GetOrigin() Get node origin.
GetPosition Vector GetPosition(int hullType) Get hull specific position for a node.
GetType int GetType() Get node type.
GetYaw float GetYaw() Get node Yaw.
GetZone int GetZone() Get node zone.
IsLocked bool IsLocked() Returns true if node is locked.
Lock void Lock(float duration) Locks the node for x seconds.
NumLinks int NumLinks() Number of links for node.
RemoveLink void RemoveLink(CAI_Link link) Removes a link from this node.
SetInfo void SetInfo(int info) Set node info.
SetType void SetType(int type) Set node type.
SetZone void SetZone(int zone) Set node zone.
Unlock void Unlock() Unlocks the node.


CEnvEntityMaker

Extends CBaseEntity

Script handle class for env_entity_maker.

Methods

Function Signature Description
SpawnEntity void SpawnEntity() Create an entity at the location of the maker
SpawnEntityAtEntityOrigin void SpawnEntityAtEntityOrigin(CBaseEntity entity) Create an entity at the location of a specified entity instance.
SpawnEntityAtLocation void SpawnEntityAtLocation(Vector origin, Vector orientation) Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll).
SpawnEntityAtNamedEntityOrigin void SpawnEntityAtNamedEntityOrigin(string targetName) Create an entity at the location of a named entity.


CPointTemplate

Extends CBaseEntity

Script handle class for point_template.

Hooks

table PreSpawnInstance(string entityClass, string entityName)
If this is defined, it will be called right before the entity is created, and any KeyValues returned will be assigned to the entity.
function PreSpawnInstance( entityClass, entityName )
{
	local keyvalues =
	{ 
   		rendercolor = "0 255 0"
   		targetname = "mySpawnedEntity"
	}
	return keyvalues
	
}
void PostSpawn(table entities)
Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
function PostSpawn( entities )
{
	foreach( name, handle in entities )
	{
		printl( name + ": " + handle )
	}
}


CSceneEntity

Extends CBaseEntity

Methods

Function Signature Description
AddBroadcastTeamTarget void AddBroadcastTeamTarget(int index) Adds a team (by index) to the broadcast list.
EstimateLength float EstimateLength() Returns length of this scene in seconds.
FindNamedEntity handle FindNamedEntity(string reference) given an entity reference, such as !target, get actual entity from scene object.
IsPaused bool IsPaused() If this scene is currently paused.
IsPlayingBack bool IsPlayingBack() If this scene is currently playing.
LoadSceneFromString bool LoadSceneFromString(string sceneName, string scene) Given a dummy scene name and a vcd string, load the scene.
RemoveBroadcastTeamTarget void RemoveBroadcastTeamTarget(int index) Removes a team (by index) from the broadcast list.


CTriggerCamera

Extends CBaseEntity

Methods

Function Signature Description
GetFov int GetFov() Get cameras current Field Of View setting as integer.
SetFov void SetFov(int fov, float rate) Set cameras current FOV in integer degrees and FOV change rate as float.


CASW_Grenade_Cluster

Extends CBaseCombatCharacter

Methods

Function Signature Description
Disable void Disable() Disable the grenade.
Enable void Enable() Enable the grenade, different time setting like explosion time correctly adjusted after disable state.
EnableWithReset void EnableWithReset() Enable the grenade, different time setting like explosion time reset like grenade is newly created.
ReflectBack void ReflectBack() Reflect grenade preciselly to firer marine position if marine is alive, ReflectBackSimple used otherwise.
ReflectBackSimple void ReflectBackSimple() Reflect grenade near to initial fire position.
ReflectRandomly void ReflectRandomly() Reflect grenade to random porition.

Hooks

void ScriptStartCameraShot(string shotType, handle sceneEntity, handle actor1, handle actor2, float duration)
Called from SceneEntity in response to a CChoreoEvent::CAMERA sent from a VCD. [Todo]


CDirector

Game Instance: Director

Provides methods for reading information and forcing events in the AI Director.

Methods

Function Signature Description
FindHordePosition Vector FindHordePosition(bool north) Get a random position where a horde can spawn (returns null on fail).
GetAlienCount int GetAlienCount() Returns number of aliens currently spawned.
GetIntensity float GetIntensity(CBaseEntity marine) Get the intensity value for a marine.
GetMaxIntensity float GetMaxIntensity() Get the maximum intensity value for all living marines.
GetTimeToNextHorde float GetTimeToNextHorde() Get the current number of seconds until the director will try to spawn a horde.
IsOfflineGame bool IsOfflineGame() Return true if game is in single player.
IsSpawningHorde int IsSpawningHorde() Get the number of aliens remaining to spawn in the current horde.
MissionComplete void MissionComplete(bool completed) Completes the mission if true.
ResetIntensity void ResetIntensity(CBaseEntity marine) Reset the intensity value for a marine to zero.
ResetIntensityForAllMarines void ResetIntensityForAllMarines() Reset the intensity value for all marines to zero.
RestartMission void RestartMission() Restarts the mission.
SetTimeToNextHorde void SetTimeToNextHorde(float seconds) Force the horde countdown timer to be set to this number of seconds.
SpawnAlienAt handle SpawnAlienAt(string alienClass, Vector position, Vector angles) Spawn an alien by class name.
SpawnAlienBatch int SpawnAlienBatch(string alienClass, int aliens, Vector position, Vector angles) Spawn a group of aliens by class name.
SpawnAlienAuto bool SpawnAlienAuto(string alienClass) Spawn an alien automatically near the marines.
SpawnHordeSoon void SpawnHordeSoon() Queue a horde to spawn soon (the same logic as when a hack starts).
StartFinale void StartFinale() Spawn a horde every few seconds for the rest of the level.
StartHoldout void StartHoldout() Starts spawning a horde every few seconds until stopped.
StopHoldout void StopHoldout() Stops spawning hordes.
ValidSpawnPoint bool ValidSpawnPoint(Vector position, Vector mins, Vector maxs) Return true if the position is a valid spawn point.
GetMinNPCClassIndex int GetMinNPCClassIndex() Returns the minimum NPC class index. Class indexes that are negative cannot be used in spawners. -1 is reserved for "no class".
GetMaxNPCClassIndex int GetMaxNPCClassIndex() Returns the maximum NPC class index.
GetNPCClassName string GetNPCClassName(int index) Returns the NPC classname associated with a given index.
GetNPCClassIndex int GetNPCClassIndex(string classname) Returns the NPC class index associated with a given classname, or -1 if there is none.
GetNPCHordeSound string GetNPCHordeSound(int index) Returns the horde sound name for a given NPC class index. This can be used to roughly categorize enemies into factions.
GetNPCHullType int GetNPCHullType(int index) Returns the hull type (for example, HULL_MEDIUMBIG) of an NPC class.
GetNPCMins Vector GetNPCMins(int index) Returns the component-wise minimum coordinate on the given NPC class's hull. (For hull traces)
GetNPCMaxs Vector GetNPCMaxs(int index) Returns the component-wise maximum coordinate on the given NPC class's hull. (For hull traces)

CEntities

Game Instance: Entities

An interface to find and iterate over the script handles for the entities in play.

To iterate over a set of entities, pass null to the previous argument in the appropriate method to start an iteration, or reference to a previously found entity to continue a search.

Methods

Function Signature Description
CreateByClassname handle CreateByClassname(string class) Creates an entity by class name.
FindByClassname handle FindByClassname(handle previous, string class) Find entities by class name.
FindByClassnameNearest handle FindByClassnameNearest(string class, Vector origin, float radius) Find the entity with the given class name nearest to the specified point.
FindByClassnameWithin handle FindByClassnameWithin(handle previous, string class, Vector origin, float radius) Find entities by class name within a radius.
FindByModel handle FindByModel(handle previous, string filename) Find entities by model name.
FindByName handle FindByName(handle previous, string name) Find entities by name.
FindByNameNearest handle FindByNameNearest(string name, Vector origin, float radius) Find entities by name nearest to a point.
FindByNameWithin handle FindByNameWithin(handle previous, string name, Vector origin, float radius) Find entities by name within a radius.
FindByTarget handle FindByTarget(handle previous, string targetname) Find entities by its target.
FindInSphere handle FindInSphere(handle previous, Vector origin, float radius) Find entities within a radius.
First handle First() Begin an iteration over the list of entities.
Next handle Next(handle previous) Continue an iteration over the list of entities, providing reference to a previously found entity.
IsValid bool IsValid() Whether the handle belongs to a valid entity.


CNetPropManager

Game Instance: NetProps

Allows reading and updating the network properties of an entity.

If the entity has multiple netprops with the same name, the data table name can be prepended with a dot to specify which one to use (e.g. "m_Collision.m_nSolidType").

Warning.pngWarning:Each netprop has a set size in bits, exceeding the size may desync the clients from the server causing unpredictable behavior.

Methods

Function Signature Description
GetPropArraySize int GetPropArraySize(CBaseEntity entity, string propertyName) Returns the size of an netprop array, or -1.
GetPropBool bool GetPropBool(CBaseEntity entity, string propertyName) Reads a boolean valued netprop.
GetPropBoolArray bool GetPropBoolArray(CBaseEntity entity, string propertyName, int arrayElement) Reads a boolean valued netprop from an array.
GetPropEntity CBaseEntity GetPropEntity(CBaseEntity entity, string propertyName) Reads an EHANDLE valued netprop (21 bit integer). Returns the script handle of the entity.
GetPropEntityArray CBaseEntity GetPropEntityArray(CBaseEntity entity, string propertyName, int arrayElement) Reads an EHANDLE valued netprop (21 bit integer) from an array. Returns the script handle of the entity.
GetPropFloat float GetPropFloat(CBaseEntity entity, string propertyName) Reads a float valued netprop.
GetPropFloatArray float GetPropFloatArray(CBaseEntity entity, string propertyName, int arrayElement) Reads a float valued netprop from an array.
GetPropInfo void GetPropInfo(CBaseEntity entity, string propertyName, int arrayElement, table) Fills in a passed table with property info for the provided entity.
GetPropInt int GetPropInt(CBaseEntity entity, string propertyName) Reads an integer valued netprop.
GetPropIntArray int GetPropIntArray(CBaseEntity entity, string propertyName, int arrayElement) Reads an integer valued netprop from an array.
GetPropString string GetPropString(CBaseEntity entity, string propertyName) Reads an string valued netprop.
GetPropStringArray string GetPropStringArray(CBaseEntity entity, string propertyName, int arrayElement) Reads an string valued netprop from an array.
GetPropType string GetPropType(CBaseEntity entity, string propertyName) Returns the name of the netprop type as a string.
GetPropVector Vector GetPropVector(CBaseEntity entity, string propertyName) Reads a 3D vector valued netprop.
Todo:  Does it work for other dimensions too?
GetPropVectorArray Vector GetPropVectorArray(CBaseEntity entity, string propertyName, int arrayElement) Reads a 3D vector valued netprop from an array.
GetTable void GetTable(CBaseEntity entity, int propType, table) Fills in a passed table with all props of a specified type for the provided entity (set propType to 0 for SendTable or 1 for DataMap).
HasProp bool HasProp(CBaseEntity entity, string propertyName) Checks if a netprop exists.
SetPropBool void SetPropBool(CBaseEntity entity, string propertyName, bool value) Sets a netprop to the specified boolean.
SetPropBoolArray void SetPropBoolArray(CBaseEntity entity, string propertyName, bool value, int arrayElement) Sets a netprop from an array to the specified boolean.
SetPropEntity void SetPropEntity(CBaseEntity entity, string propertyName, CBaseEntity value) Sets an EHANDLE valued netprop (21 bit integer) to reference the specified entity.
SetPropEntityArray void SetPropEntityArray(CBaseEntity entity, string propertyName, CBaseEntity value, int arrayElement) Sets an EHANDLE valued netprop (21 bit integer) from an array to reference the specified entity.
SetPropFloat void SetPropFloat(CBaseEntity entity, string propertyName, float value) Sets a netprop to the specified float.
SetPropFloatArray void SetPropFloatArray(CBaseEntity entity, string propertyName, float value, int arrayElement) Sets a netprop from an array to the specified float.
SetPropInt void SetPropInt(CBaseEntity entity, string propertyName, int value) Sets a netprop to the specified integer.
SetPropIntArray void SetPropInt(CBaseEntity entity, string propertyName, int value, int arrayElement) Sets a netprop from an array to the specified integer.
SetPropString void SetPropString(CBaseEntity entity, string propertyName, string value) Sets a netprop to the specified string.
SetPropStringArray void SetPropStringArray(CBaseEntity entity, string propertyName, string value, int arrayElement) Sets a netprop from an array to the specified string.
SetPropVector void SetPropVector(CBaseEntity entity, string propertyName, Vector value) Sets a netprop to the specified vector.
SetPropVectorArray void SetPropVectorArray(CBaseEntity entity, string propertyName, Vector value, int arrayElement) Sets a netprop from an array to the specified vector.

CScriptInfoNodes

Game Instance: InfoNodes

Allows reading info_node data.

Methods

Function Signature Description
CreateLink CAI_Link CreateLink(int srcID, int destID) Creates a new link from srcID to destID and returns the link.
GetAllNearestNodes int GetAllNearestNodes(CBaseEntity npc, Vector position, int maxNodes, table) Fills a passed in table of x nearest nodes to origin with optional npc parameter, and returns number of nodes found.
GetAllNodes void GetAllNodes(table) Fills a passed in table of all nodes.
GetNearestNodeToPoint CAI_Node GetNearestNodeToPoint(CBaseEntity npc, Vector position) Returns the node nearest to origin with optional npc parameter.
GetNumNodes int GetNumNodes() Returns the amount of info_nodes in the network array.
GetNodeOrigin Vector GetNodeOrigin(int nodeID) Returns the origin of the node.
GetNodePosition Vector GetNodePosition(int nodeID, int hull) Returns the hull specific origin of the node.
GetNodeType int GetNodeType(int nodeID) Returns the type of node.

Example of spawning stuff at random info_node origins.

for( local i = 0; i < 5; i++ )
{
	local node_id = RandomInt( 0, InfoNodes.GetNumNodes() - 1 );
	local node_type = InfoNodes.GetNodeType( node_id );
	
	if ( node_type != NODE_GROUND )
		continue;
	
	local ammo = Entities.CreateByClassname( "asw_ammo_drop" );
	ammo.SetOrigin( InfoNodes.GetNodeOrigin( node_id ) );
	ammo.SetName( "info_node_ammospawn_" + i );
	ammo.Spawn();
	
	//Director.SpawnAlienAt( "asw_shieldbug", InfoNodes.GetNodePosition( node_id, HULL_WIDE_SHORT ), Vector( 0, 0, 0 ) );
}

CScriptEntityOutputs

Game Instance: EntityOutputs

Allows reading entity output data.

Methods

Function Signature Description
AddOutput void AddOutput(handle entity, string outputName, string targetName, string inputName, string parameter, float delay, int timesToFire) Adds a new output to the entity.
GetNumElements int GetNumElements(handle entity, string outputName) Returns the number of array elements.
GetOutputTable void GetOutputTable(handle entity, string outputName, table, int arrayElement) Returns a table of output information.
GetValue variable GetValue(handle entity, string outputName) Returns the value of the output if it has one. (can be used to read math_counter OutValue)
HasAction bool HasAction(handle entity, string outputName) Returns true if an action exists for the output.
HasOutput bool HasOutput(handle entity, string outputName) Returns true if the output exists.
RemoveOutput void RemoveOutput(handle entity, string outputName, string targetName, string inputName, string parameter) Removes an output from the entity.

Example of looping through entity outputs.

ent <- null;
while( ent = Entities.FindByClassname(ent, "trigger_once") )
{
	if ( EntityOutputs.HasAction( ent, "OnTrigger" ) )
	{
		local numElements = EntityOutputs.GetNumElements( ent, "OnTrigger" );
		for ( local i = 0; i < numElements; i++ )
		{
			local tbl = {};
			EntityOutputs.GetOutputTable( ent, "OnTrigger", tbl, i );
			DeepPrintTable( tbl );
		}
	}
}

CScriptTempEnts

Game Instance: TempEnts

Allows creating Temporary Entities on clients.

Methods

Function Signature Description
Create void Create(handle player, string name, float delay, table) Queue a temp entity for transmission on a client from a passed table of SendProp data. Passing null for a player will playback Temp Entity on all clients.
GetNames void GetNames(string name, table) Fills in a passed table with the names of all temp entities
GetPropTypes void GetPropTypes(table) Fills in a passed table with all SendProps and their types for the temp entity.

Convars

Game Instance: Convars

Provides an interface for getting and setting convars on the server.

Methods

Function Signature Description
ExecuteConCommand void ExecuteConCommand(string cmd) Executes the convar command.
GetClientConvarValue string GetClientConvarValue(int entindex, string name) Returns the convar value for the entindex as a string. Only works with client convars with the FCVAR_USERINFO flag.
GetStr string GetStr(string name) Returns the convar as a string. May return null if no such convar.
GetFloat float GetFloat(string name) Returns the convar as a float. May return null if no such convar.
SetValue void SetValue(string name, value) Sets the value of the convar to a numeric value.
SetValueString void SetValueString(string name, string value) Sets the value of the convar to a string.


CScriptResponseCriteria

Game Instance: ResponseCriteria

Allows reading the response rules of an entity.

Methods

Function Signature Description
GetTable void GetTable(CBaseEntity entity, table) Returns a table of all criteria.
GetValue string GetValue(CBaseEntity entity, string criteriaName) Returns a string.
HasCriterion bool HasCriterion(CBaseEntity entity, string criteriaName) Returns true if the criterion exists.


CASW_Mission_Chooser_VScript

Game Instance: MissionChooser

Provides an interface for querying campaigns, missions, and challenges on the server.

Methods

Function Signature Description
CountCampaigns int CountCampaigns() Returns the number of installed campaigns.
CountChallenges int CountChallenges() Returns the number of installed challenges.
CountMissions int CountMissions() Returns the number of installed missions.
GetCampaign table GetCampaign(int index) Creates a table containing campaign data for a campaign by index.
GetCampaignByName table GetCampaignByName(string name) Creates a table containing campaign data for a campaign by name.
GetChallenge table GetChallenge(int index) Creates a table containing challenge data for a challenge by index.
GetChallengeByName table GetChallengeByName(string name) Creates a table containing challenge data for a challenge by name.
GetCurrentCampaign table GetCurrentCampaign() Creates a table containing campaign data for the current campaign.
GetCurrentChallenge table GetCurrentChallenge() Creates a table containing challenge data for the current challenge.
GetCurrentMission table GetCurrentMission() Creates a table containing mission overview data for the current mission.
GetMission table GetMission(int index) Creates a table containing mission overview data for a mission by index.
GetMissionByName table GetMissionByName(string name) Creates a table containing mission overview data for a mission by name.


CASW_Deathmatch_VScript

Game Instance: Deathmatch

Allows challenge modes to modify deathmatch scores.

Methods

Function Signature Description
ResetScores void ResetScores() Clears all scores.
GetKills int GetKills(handle marineOrResource) Returns a marine's kill count.
SetKills void SetKills(handle marineOrResource, int kills) Overrides a marine's kill count.
GetDeaths int GetKills(handle marineOrResource) Returns a marine's death count.
SetDeaths void SetDeaths(handle marineOrResource, int deaths) Overrides a marine's death count.
GetTeamScore int GetKills(int teamNumber) Returns a team's score. Team numbers are TEAM_ALPHA (2) for the yellow team and TEAM_BETA (3) for the blue team.
SetTeamScore void SetTeamScore(int teamNumber, int score) Overrides a team's score. Team numbers are TEAM_ALPHA (2) for the yellow team and TEAM_BETA (3) for the blue team.
CheckFragLimit bool CheckFragLimit(handle marineOrResource) Checks if a player or their team should win the match. Call this after modifying a team's score or a marine's kill count.
ResetKillingSpree void ResetKillingSpree(handle marineOrResource) Reset a marine's killing spree counter.
IncreaseKillingSpree void IncreaseKillingSpree(handle marineOrResource) Record a kill for a marine's killing spree counter.
GetKillingSpree int GetKillingSpree(handle marineOrResource) Get a marine's current killing spree counter. This is always 0 if rd_quake_sounds is 0.


CPlayerVoiceListener

Methods

Function Signature Description
GetPlayerSpeechDuration float GetPlayerSpeechDuration(int playerIndex) Returns the number of seconds the player has been continuously speaking.
IsPlayerSpeaking bool IsPlayerSpeaking(int playerIndex) Returns whether the player specified is speaking.
IsValid bool IsValid() Whether the handle belongs to a valid entity.


CRD_HUD_VScript

Classname of the entity: rd_hud_vscript.

Methods

Function Signature Description
LookupTexture (Client) int LookupTexture(string filename) Loads a vmt file for use in Paint. Should not be called while the Paint function is running. Instead, store the texture number and reuse it.
LookupFont (Client) int LookupFont(string name) Gets the ID of a font defined in SwarmSchemeNew.res. Examples of font names include Default, DefaultExtraLarge, DefaultVerySmall, DefaultBlur. Should not be called while the Paint function is running. Instead, store the font ID and reuse it.
GetFontTall (Client) int GetFontTall(int font) Returns the height in pixels of a font. Fast and safe to call from anywhere.
GetTextWide (Client) int GetTextWide(int font, string text) Returns the width in pixels of a string in a given font. Fast and safe to call from anywhere.
PaintText (Client) void PaintText(int x, int y, int r, int g, int b, int a, int font, string text) Draws a string to the screen in a given color and font, with the top-left corner x pixels from the left edge of the screen and y pixels from the top of the screen. Can only be called during Paint.
PaintRectangle (Client) void PaintRectangle(int x0, int y0, int x1, int y1, int r, int g, int b, int a) Draws a solid-color rectangle to the screen. Can only be called during Paint.
PaintRectangleFade (Client) void PaintRectangleFade(int x0, int y0, int x1, int y1, int r, int g, int b, int a0, int a1, int fadeStart, int fadeEnd, bool horizontal) Draws a solid-color rectangle with a gradient alpha channel. Can only be called during paint.
PaintTexturedRectangle (Client) void PaintTexturedRectangle(int x0, int y0, int x1, int y1, int r, int g, int b, int a, int texture) Draws a textured rectangle to the screen, multiplied by a color. Can only be called during paint.
PaintTexturedRectangleAdvanced (Client) void PaintTexturedRectangleAdvanced({int x0, int y0, int x1, int y1, int r, int g, int b, int a0, int a1, int a2, int a3, float s0, float t0, float s1, float t1, float angle, int texture}) Takes a table and draws a rectangle to the screen. You can leave out fields from the table if you don't need them. Can only be called during paint.
PaintPolygon (Client) void PaintPolygon([{float x, float y, float s, float t}, ...], int r, int g, int b, int a, int texture) Draws an arbitrary convex polygon made up of at least three vertices defined by x,y (position) and s,t (texture) coordinates.
GetEntity (Shared) handle GetEntity(int index) Returns an entity stored in the data. Index must be 0.
GetInt (Shared) int GetInt(int index) Returns an integer stored in the data. Index can be from 0 to 63.
GetFloat (Shared) float GetFloat(int index) Returns a float stored in the data. Index can be from 0 to 31.
GetString (Shared) string GetString(int index) Returns a string stored in the data. Index must be 0.
SetEntity (Server) void SetEntity(int index, handle entity) Stores an entity handle in the data. Index must be 0.
SetInt (Server) void SetInt(int index, int value) Stores an integer in the data. Index can be from 0 to 63.
SetFloat (Server) void SetFloat(int index, float value) Stores a float in the data. Index can be from 0 to 31.
SetString (Server) void SetString(int index, string text) Stores a string of up to 255 bytes in the data. Index must be 0.

Set up the entity:

local hHud = Entities.CreateByClassname( "rd_hud_vscript" );
hHud.__KeyValueFromString( "client_vscript", "your_nut_file.nut" );
hHud.Spawn();
hHud.Activate();

The client script should define two functions: OnUpdate and Paint.

OnUpdate is called on every client whenever the server changes the entity data, including immediately after the entity spawns on the client.

Paint is called on every client on every frame while the HUD is being drawn.

This entity can hold up to 64 integers, 32 floats, 1 string and 1 entity of data.

An example below on how to display marine's kill count when they kill an alien, for 2 seconds.

Your challenge's .nut file:

function OnGameplayStart()
{
	local hMarine = null;
	while ( hMarine = Entities.FindByClassname( hMarine, "asw_marine" ) )
	{
		local hHud = Entities.CreateByClassname( "rd_hud_vscript" );
		hHud.__KeyValueFromString( "client_vscript", "your_nut_file.nut" );
		hHud.Spawn();
		hHud.Activate();
		hHud.SetEntity( 0, hMarine );
		hHud.SetName( hMarine.GetName() + "_hud" );
		
		hMarine.ValidateScriptScope();
		hMarine.GetScriptScope().nKillCount <- 0;
	}
}

function OnGameEvent_alien_died( params )
{
	if ( !( "marine" in params ) )
		return;
	
	local hMarine = EntIndexToHScript( params["marine"] );
	if ( !hMarine || !hMarine.IsValid() )
		return;
		
	hMarine.GetScriptScope().nKillCount += 1;
		
	local hHud = Entities.FindByName( null, hMarine.GetName() + "_hud" );
	hHud.SetInt( 0, hMarine.GetScriptScope().nKillCount );
	hHud.SetFloat( 0, Time() );
}

Client script file for hud, in this case your_nut_file.nut:

/*
	float 0 - time when last kill was performed

	int 0 - kill count
	
	entity 0 - marine
*/

FONT_DEFAULTLARGE <- self.LookupFont( "DefaultLarge" );

function Paint()
{
	// if we are not playing or not spectating this marine, dont show his kill count
	if ( self.GetEntity(0) != GetLocalPlayer().GetViewNPC() )
		return;
		
	// if more than 2 seconds have passed since last kill, dont show the kill count
	if ( Time() - self.GetFloat(0) > 2.0 )
		return;
		
	self.PaintText( ScreenPosX( 0.5 ), ScreenPosY( 0.2 ), 200, 200, 200, 200, FONT_DEFAULTLARGE, self.GetInt(0).tostring() );
}

// pass in a value from 0.0 to 1.0, 0.0 means the left side of the screen, 1.0 means the right, 0.5 in the middle
function ScreenPosX( fFraction )
{
	return ScreenWidth() * fFraction;
}

// pass in a value from 0.0 to 1.0, 0.0 means the up side of the screen, 1.0 means the down, 0.5 in the middle
function ScreenPosY( fFraction )
{
	return ScreenHeight() * fFraction;
}

Some fonts (use LookupFont to get their IDs as they can change with game updates or Workshop mods):

  • DefaultVerySmall
  • DefaultVerySmallBlur
  • DefaultSmall
  • DefaultSmallBlur
  • DefaultSmallOutline
  • Default
  • DefaultBlur
  • DefaultShadowed
  • DefaultUnderline
  • DefaultMedium
  • DefaultMediumBlur
  • DefaultLarge
  • DefaultLargeBlur
  • DefaultBold
  • DefaultBoldBlur
  • DefaultExtraLarge
  • DefaultExtraLargeBlur
  • Countdown
  • CountdownBlur

CRD_VGui_VScript

Classname of the entity: rd_vgui_vscript. Supports all methods that rd_hud_vscript does, plus:
Note: The client uses a prediction system to anticipate server responses and provide a smoother user experience. Therefore, the client side functions will not sync with server side variables automatically when you call Set***() functions from serverside. You can use the ForceSync() function to trigger a force sync with server side variables after you have called the Set***() functions from.

Methods

Function Signature Description
GetEntity (Server)
GetInt (Server)
GetFloat (Server)
GetString (Server)
SetEntity (Server)
SetInt (Server)
SetFloat (Server)
SetString (Server)
handle GetEntity(int index)
int GetInt(int index)
float GetFloat(int index)
string GetString(int index)
handle SetEntity(int index)
int SetInt(int index)
float SetFloat(int index)
string SetString(int index)
These functions allow you to get and set values from server side. Be aware that the corresponding values being manipulated in these server functions are stored in the server side variables.
CRD_VGui_VScript.m_hDataEntity
CRD_VGui_VScript.m_szDataInt
CRD_VGui_VScript.m_szDataFloat
CRD_VGui_VScript.m_szDataString
Therefore, each time you call these functions, the values will sync with the client side corresponding variables:
CRD_VGui_VScript.m_hDataEntity
CRD_VGui_VScript.m_szDataInt
CRD_VGui_VScript.m_szDataFloat
CRD_VGui_VScript.m_szDataString
GetEntity (Client)
GetInt (Client)
GetFloat (Client)
GetString (Client)
SetInt (Client)
SetFloat (Client)
SetString (Client)
handle GetEntity(int index)
int GetInt(int index)
float GetFloat(int index)
string GetString(int index)
int SetInt(int index)
float SetFloat(int index)
string SetString(int index)
These functions allow you to get and set values from client side. Be aware that the corresponding values being manipulated in these client functions are stored in the client side variables.
CRD_VGui_VScript.m_hPredictedEntity
CRD_VGui_VScript.m_szPredictedInt
CRD_VGui_VScript.m_szPredictedFloat
CRD_VGui_VScript.m_szPredictedString
Therefore, each time you call these functions, the values will not sync with the server side corresponding variables automatically, since data from server are stored in different variables. If you want a force sync, you can call the ForceSync() function, this function will discard all client predictions and force syncing with server.
ForceSync (Client) void ForceSync() This function simply calls an internal client side function:
void CRD_VGui_VScript::ResetPrediction()
{
m_hPredictedEntity = m_hDataEntity;
V_memcpy( &m_szPredictedString, &m_szDataString, sizeof( m_szPredictedString ) );
V_memcpy( &m_flPredictedFloat, &m_flDataFloat, sizeof( m_flPredictedFloat ) );
V_memcpy( &m_iPredictedInt, &m_iDataInt, sizeof( m_iPredictedInt ) );
//Other stuff...
}

Call this function after you have changed some variables from server side and then you can use Get****() to retrive the latest values.
SendInput (Client) void SendInput(int value) Sends an input to the server. Inputs can be integers between ±16,777,215; larger values may result in floating point precision loss. Inputs will arrive on the server in order. Can only be called during the Control function.
CreateButton (Client) CRD_VGui_VScript_Button CreateButton() Creates a button that can be targeted by both mice and controllers. Do not create new buttons every frame; buttons exist for the lifetime of the rd_vgui_vscript entity. Instead, move or enable/disable buttons as needed.
GetInteracter (Shared) CASW_Inhabitable_NPC GetInteracter() Returns the character (usually marine) that is allowed to interact with this screen.
SetInteracter (Server) void SetInteracter(CASW_Inhabitable_NPC interacter) Sets which character (usually marine) is allowed to interact with this screen.

In addition to the callback functions for rd_hud_vscript, rd_vgui_vscript has the following callback functions:

Control(table) (Client)

The table contains:

  • bool mouse (is the player using the mouse to aim? otherwise controller)
  • bool keyboard (is the player using the keyboard to act/move? otherwise controller)
  • int button (the button code that was pressed)
  • bool mouse_left, mouse_right, key_left, key_right, key_up, key_down, key_space, key_enter, controller_left, controller_right, controller_up, controller_down, controller_a, controller_b (whether each button is held)
  • int mouse_x, mouse_y (mouse position on screen)
  • float move_x, move_y, look_x, look_y (controller stick positions)
  • CRD_VGui_VScript_Button focus (currently focused button on controller)

Input(integer) (Shared)

Called on both the client and the server when the client calls self.SendInput. The client can call SetInt, SetFloat, SetString, and SetEntity during this callback. Should only change data stored in the slots of the rd_vgui_vscript entity on the client as this function will be called repeatedly and only those values will be rolled back for prediction. When called on the client, it is followed by a call to the Update callback.

CRD_VGui_VScript_Button

Methods

Function Signature Description
GetX int GetX() Returns the x coordinate of the left edge of the button, previously set by SetX, SetPos, or SetBounds.
GetY int GetY() Returns the y coordinate of the top edge of the button, previously set by SetY, SetPos, or SetBounds.
GetWide int GetWide() Returns the width of the button, previously set by SetWide, SetSize, or SetBounds.
GetTall int GetTall() Returns the height of the button, previously set by SetTall, SetSize, or SetBounds.
SetX void SetX(int x) Moves the button.
SetY void SetY(int y) Moves the button.
SetWide void SetWide(int wide) Resizes the button.
SetTall void SetTall(int tall) Resizes the button.
SetPos void SetPos(int x, int y) Shortcut for calling SetX and SetY.
SetSize void SetSize(int wide, int tall) Shortcut for calling SetWide and SetTall.
SetBounds void SetBounds(int x, int y, int wide, int tall) Shortcut for calling SetPos and SetSize.
SetEnabled void SetEnabled(bool enabled) Enables or disables the button. Disabled buttons cannot be focused by the controller and do not run callbacks.
SetOnClicked void SetOnClicked(function() callback) Sets a function to be called when the button is clicked with the mouse or activated with the controller. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
SetOnCursorMoved void SetOnCursorMoved(function(int x, int y) callback) Sets a function to be called when the mouse is moved over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
SetOnCursorEntered void SetOnCursorEntered(function() callback) Sets a function to be called when the mouse is moved onto the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
SetOnCursorExited void SetOnCursorExited(function() callback) Sets a function to be called when the mouse is moved off of the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
SetOnMousePressed void SetOnMousePressed(function(bool right) callback) Sets a function to be called when a mouse button is pressed over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.
SetOnMouseReleased void SetOnMouseReleased(function(bool right) callback) Sets a function to be called when a mouse button is released over the button. This callback counts as part of the Control function, meaning you can call self.SendInput during the callback.

CRD_Computer_VScript

Classname of the entity: rd_computer_vscript. Supports all methods that rd_vgui_vscript does, plus:

Methods

Function Signature Description
HackCompleted (Server) void HackCompleted() Call this function to complete the hack. No effect if this entity is not being used as the hack.
SetFastHackEndTime (Server) void SetFastHackEndTime(float time) Sets the deadline for the fast hack. In order for the fast hack to award stat progress and play the failed sound, the computer area must be set to have at least 6 tumblers. The hack must have been initialized, so the earliest this can be called is in the first call to OnOpened.
GetFastHackEndTime (Shared) float GetFastHackEndTime() Returns the deadline for the fast hack. The current time can be determined by calling Time().
GetHackStartTime (Shared) float GetHackStartTime() Returns the value of Time() when the hack started.
Back (Shared) void Back() Closes the screen, returning to the menu or exiting the computer.
SetHackProgress (Shared) void SetHackProgress(float progress) Sets the hack progress between 0 (just started) and 1 (ready to call HackCompleted). Can only be called during the Input callback.

In addition to the callback functions for rd_vgui_vscript, rd_computer_vscript has OnOpened and OnClosed callback functions on both the client and the server. The screen resolution is YRes(416) by YRes(312) rather than the usual XRes(640) by YRes(480).

CScriptKeyValues

Script handle representation of a models $keyvalues block. Sub keys are instances of the same class.

Methods

Function Signature Description
constructor
FindKey CScriptKeyValues FindKey(string keyName) Find a sub key by the key name.
GetFirstSubKey CScriptKeyValues GetFirstSubKey() Return the first sub key object.
GetKeyBool bool GetKeyBool(string keyName) Return the key value as a bool.
GetKeyFloat float GetKeyFloat(string keyName) Return the key value as a float.
GetKeyInt int GetKeyInt(string keyName) Return the key value as an integer.
GetKeyString string GetKeyString(string keyName) Return the key value as a string.
GetNextKey handle GetNextKey() Return the next neighbor key object to the one the method is called on.
IsKeyEmpty bool IsKeyEmpty(string keyName) Returns true if the named key has no value.
IsValid bool IsValid() Whether the handle belongs to a valid entity.
ReleaseKeyValues void ReleaseKeyValues() Releases the contents of the instance.


CCallChainer

CCallChainer objects collect all functions with a matching prefix in a given scope, then inserts it all into the chains table with the prefix removed. All collected unprefixed functions can then be called in a chain using the class's Call() method, given the method's event argument matches the functions' name.

Whenever a CCallChainer object is created, a function named Dispatch followed by its given prefix will also be created, which the class binds the environment of its Call() method to.

Methods

Function Signature Description
constructor CCallChainer(string functionPrefix, table scope = null) Creates a CCallChainer object that'll collect functions that have a matching prefix in the given scope.
PostScriptExecute void PostScriptExecute() Search for all non-native functions with matching prefixes, then push them into the chains table.
Call bool Call(string event, any ...) Find an unprefixed function name in the chains table and call it with the given arguments.

Members

Instance Type Description
chains table Contains names of unprefixed functions, each with an array of functions to call.
prefix string Prefix that functions should have to be added into the chains table. Set by the constructor.
scope table If set, seek functions in this scope instead. Set by the constructor.


CSimpleCallChainer

Intended to be simpler to use than CCallChainer, the class CSimpleCallChainer holds only a single chain of functions inside an array instead of multiple inside a table. As such, its Call() method does not need a function's name.

This class is also used internally by these CBaseEntity hooks: Precache() and OnPostSpawn().

Methods

Function Signature Description
constructor CSimpleCallChainer(string functionPrefix, table scope = null, exactMatch = false) Creates a CSimpleCallChainer object that'll collect functions that have a matching prefix in the given scope, unless it seek for an exact name match.
PostScriptExecute void PostScriptExecute() Begin searching for all non-native functions with matching prefixes, then push them into the chain array.
Call bool Call(any ...) Call all functions inside the chain array with the given arguments.

Members

Instance Type Description
chain array All functions to be called by the Call() method.
exactMatch bool If set, names of non-native functions and prefix must be an exact match. Set by the constructor.
prefix string Prefix that functions should have to be added into the chain array. Set by the constructor.
scope table If set, seek functions in this scope instead. Set by the constructor.


LateBinder

Late binding: allows a table to refer to parts of itself, it's children, it's owner, and then have the references fixed up after it's fully parsed.

// Usage:
lateBinder <- LateBinder();
lateBinder.Begin( this );

Test1 <-
{   
   Foo=1
}   

Test2 <-
{   
   FooFoo = "I'm foo foo"
   BarBar="@Test1.Foo"
   SubTable = { boo=[bah, "@Test2.FooFoo", "@Test1.Foo"], booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"} }
   booboo=[bah, "@Test2.FooFoo", "@Test1.Foo"]
   booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"}
   bah=wha
}   

lateBinder.End();
delete lateBinder;

When End() is called, all of the unresolved symbols in the tables and arrays will be resolved, any left unresolved will become a string prepended with '~', which later code can deal with.

Methods

Function Signature Description
Begin
End
EstablishDelegation
HookRootMetamethod
Log
m_bindNamesStack
m_fixupSet
m_log
m_logIndent
m_targetTable
RemoveDelegation
Resolve
UnhookRootMetamethod

regexp

The built-in Squirrel class for regular expressions.

Methods

Function Signature Description
constructor regexp()
capture [table] capture(str, [start]) Returns an array of tables containing two indexes("begin" and "end")of the first match of the regular expression in the string str. An array entry is created for each captured sub expressions. If no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
match bool match(str) Returns a true if the regular expression matches the string str, otherwise returns false.
search table search(str, [start]) Returns a table containing two indexes("begin" and "end") of the first match of the regular expression in the string str, otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
subexpcount


Vector

Squirrel equivalent of the C++ Vector class.

Three-dimensional vector.

Has overloaded arithmetic operations with both Vectors and scalar values.

Note.pngNote:Example declaration and manipulation of Vector

Methods

Function Signature Description
constructor Vector(float x, float y, float z) Creates a new vector with the specified Cartesian coordiantes.
Cross float Cross(Vector factor) The vector product of two vectors. Returns a vector orthogonal to the input vectors.
Dot float Dot(Vector factor) The scalar product of two vectors.
Length float Length() Magnitude of the vector.
LengthSqr float LengthSqr() The magnitude of the vector squared. Faster than the above method.
Length2D float Length2D() Returns the magnitude of the vector on the x-y plane.
Length2DSqr float Length2DSqr() Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
Norm float Norm() Will return the vector length as a float. This function will also NORMALIZE the vector, the X, Y, and Z values will each be set to a number between -1 and 1. You can then multiply these values by, for example, 3000 to use the vector to set the velocity of something in game.
ToKVString string ToKVString() Returns a string without separations commas.

Members

Instance Type Description
x float Cartesian X axis.
y float Cartesian Y axis.
z float Cartesian Z axis.


Hooks

These hook functions are used by simply adding a function with the same name and arguments to the script, and are called back by the C++ code at the appropriate moments.

OnTakeDamage_Alive_Any

float OnTakeDamage_Alive_Any(CBaseEntity victim, CBaseEntity inflictor, CBaseEntity attacker, CBaseEntity weapon, float damage, int damageType, string ammoName): Adding a function with this name in the script causes C++ to call it on all OnTakeDamage_Alive events.

Returning "false" causes the damage to be stopped and nothing will be done to the target (though animation/bloodstains/decals will probably still happen, sorry about that).


AlterDeathMessage

string AlterDeathMessage(CBaseEntity victim, CBaseEntity inflictor, CBaseEntity attacker, CBaseEntity weapon, float damage, int damageType, string ammoName):

Called when a chat death message is about to be printed. Return a string which will be printed instead, %s1 in the string being the victim's display name (optional to have it). No return value or non-string return value results in default death message.

Example:

function AlterDeathMessage( victim, inflictor, attacker, weapon, damage, damageType, ammoName )
{
	if ( attacker.IsAlien() )
		return "%s1 was killed by an alien!";
		
	if ( damageType & 64 )
		return "%s1 was killed by an explosion!";
}

UserConsoleCommand

void UserConsoleCommand(handle playerScript, arg): when a user does a <scripted_user_func argument> at console (or bound to a key) this function is called (if it exists). The playerscript is which players console it came from. You can pass strings or whatever, of course. So could do a switch statement off <arg> to give players special controls, etc.


OnGameEvent_x

void OnGameEvent_x(table params): A callback that is called when the game event x is fired. See scripts\gameevents.res and scripts\modeevents.res for valid events. The list of game events a script can listen for is available in the game's source code.


OnMissionStart

void OnMissionStart(): A callback that is called when MissionStart occurs.


OnGameplayStart

void OnGameplayStart(): A callback that is called when all marines have spawned and players start to play.


Update

void Update(): Update gets called much like a Think() function. If you return a float value the function will get called again in x seconds.


OnReceivedTextMessage

string OnReceivedTextMessage(CBaseEntity recipient, CBaseEntity sender, string message): Called when a player sends a text message into chat.

Sent message will be replaced by the returned string. If the return type is not a string, message is not sent. Note, the message parameter contains an end of line character. If you want to get rid of it, do message = message.slice( 0, message.len() - 1 )

Global functions

Printing and Drawing

Function Signature Description
ClientPrint void ClientPrint(CBasePlayer player, int destination, string message, ...) Print a client message. If you pass null instead of a valid player, the message will be sent to all clients. destination should be HUD_PRINTNOTIFY, HUD_PRINTCONSOLE, HUD_PRINTTALK, HUD_PRINTCENTER, or ASW_HUD_PRINTTALKANDCONSOLE. message will be looked up as a translation string and can contain %s1 through %s4 to reference extra string arguments passed after message.
TextColor string TextColor(int r, int g, int b) Returns a string which is reinterpreted into a color internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective RGB color.
TextColorBlend string TextColorBlend(int r1, int g1, int b1, int r2, int g2, int b2) Returns a string which is reinterpreted into a color blend internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective RGB color blend.
TextColorBlendInvert string TextColorBlendInvert(int r, int g, int b) Returns a string which is reinterpreted into a inverted color blend internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective inverted RGB color blend.
TextColorBlend3 string TextColorBlend3(int r1, int g1, int b1, int r2, int g2, int b2, int r3, int g3, int b3) Returns a string which is reinterpreted into a triple color blend internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective triple RGB color blend.
TextColorBlendCycle string TextColorBlendCycle(int transition_length, int r1, int g1, int b1, int r2, int g2, int b2) Returns a string which is reinterpreted into a color blend cycle internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective RGB color blend cycle.
TextColorBlendSmoothCycle string TextColorBlendSmoothCycle(int transition_length, int r1, int g1, int b1, int r2, int g2, int b2) Returns a string which is reinterpreted into a smooth color blend cycle internally in the ClientPrint message string. Turns all the characters that come after the returned string into respective smooth RGB color blend cycle.
DebugDrawBox void DebugDrawBox(vector origin, vector min, vector max, int r, int g, int b, int alpha, float duration) Draw a debug overlay box.
DebugDrawLine void DebugDrawLine(Vector start, Vector end, int red, int green, int blue, bool zTest, float time) Draw a debug line between two points.
Msg void Msg(string message) Equivalent to print
print void print(string message) Prints the given message to the developer console.
printl void printl(string message) Prints the given message to the developer console just like print but also appends a newline.
Say void Say(CBasePlayer player, string message) Calling this will have the specified player send the message to chat.
ScreenHeight (Client) int ScreenHeight() Returns the height of the screen in pixels.
ScreenWidth (Client) int ScreenWidth() Returns the width of the screen in pixels.
ShowMessage void ShowMessage(string) Print a hud message on all clients.
Icon-Bug.pngBug:Non-functional  [todo tested in ?]
TryLocalize (Client) string TryLocalize(string text) If text is a valid translation key starting with #, returns the translated string. Otherwise, returns text as-is.
XRes (Client) float XRes(float x) Scales an X coordinate based on a 640 pixel wide screen.
YRes (Client) float YRes(float y) Scales a Y coordinate based on a 480 pixel tall screen.
__DumpScope void __DumpScope(int indentation, handle scope) Dumps contents of everything in the scope.

Other

Function Signature Description
AddThinkToEnt void AddThinkToEnt(handle entity, string funcName) Adds a late bound think function to the C++ think tables for the obj.
Assert void Assert(bool value, string optional message) Test value and if not true, throws exception, optionally with message.
ChangeLevel void ChangeLevel(string mapname) Tell engine to change level.
CreateGrenadeCluster handle CreateGrenadeCluster(float damage, float radius, int clusters, Vector position, Vector angles, Vector velocity, Vector angVelocity) Create grenade cluster.
CreateProp handle CreateProp(string class, Vector origin, string model, int animation) Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model.
Icon-Bug.pngBug:Does not initialize the physics of the prop.
CreateSceneEntity CSceneEntity CreateSceneEntity(string scene) Create a scene entity to play the specified scene .vcd file.
DisptchParticleEffect void DispatchParticleEffect(string name, Vector origin, Vector angles) Spawns a particle effect in the world.
DisptchParticleEffectCP1 void DispatchParticleEffectCP1(string name, Vector origin, Vector angles, Vector cp1) Spawns a particle effect in the world with a specific offset for control point 1.
DoIncludeScript bool DoIncludeScript(string filename, table scope) Execute a script with the script scope set to the specified table.
DoEntFire void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) Generate an entity I/O event. The caller argument takes a script handle, so it can be used with target set to !self to fire inputs to entities without usable targetnames.
DropFragGrenade handle DropFragGrenade(float damage, float grenadeRadius, Vector origin) Drops a frag grenade.
DropFreezeGrenade handle DropFreezeGrenade(float damage, float freezeAmount, float grenadeRadius, Vector origin) Drops a freeze grenade.
DropGasGrenade handle DropGasGrenade(float damage, float dmgInterval, float duration, float fuse, Vector origin) Drops a gas grenade. // new edit default: damge = 20 , damage per seconds = 0.3, duration = 30, fuse = 1 # radius being fix to 100 using covar asw_gas_grenade_cloud_width
DropIncendiaryGrenade handle DropIncendiaryGrenade(float damage, float grenadeRadius, Vector origin) Drops an incendiary grenade.
DropStunGrenade handle DropStunGrenade(float damage, float grenadeRadius, Vector origin) Drops a stun grenade.
EntFire function EntFire(string target, string action, string value, float delay = 0.0, handle activator = null) Generate an entity I/O event.
EntFireByHandle void EntFireByHandle(handle target, string action, string value, float delay, handle activator, handle caller) Generate an entity I/O event. The first parameter is an entity instance, so the handles of nameless or script generated entities can be passed easily.
EntIndexToHScript CBaseEntity EntIndexToHScript(int entIndex) Returns the script handle for the given entity index.
FadeClientVolume void FadeClientVolume(handle player, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds) Fade out the client's volume level toward silence (or fadePercent).
FileToString string FileToString(string file) Reads a string from file. Returns the string from the file, empty string if no file or file is too big.
FindNearestNPC handle FindNearestNPC(Vector position, bool checkZCoordinate, float radius) Returns the nearest character (Marine, Colonist, or Alien) to the given coordinate.
FrameTime float FrameTime() Get the time spent on the server in the last frame
GamePause void GamePause(bool bPause) Pause or unpause the game.
GetClientXUID string GetClientXUID(handle player) Get the player's xuid (i.e. SteamID64).
GetDecalIndexForName int GetDecalIndexForName(string name) Get decal index from a string.
GetEffectIndex int GetEffectIndex(string name) Converts a previously precached effect into an index.
GetEffectNameFromIndex string GetEffectNameFromIndex(int index) Converts a previously precached effect index into a string.
GetFrameCount int GetFrameCount() Returns the engine's current frame count.
GetHullMaxs Vector GetHullMaxs(int hullType) Returns a Vector for the hull maxs.
GetHullMins Vector GetHullMins(int hullType) Returns a Vector for the hull mins.
GetLocalPlayer (Client) handle GetLocalPlayer() Returns the local C_ASW_Player.
GetListenServerHost handle GetListenServerHost() Get the host player on a listen server.
GetMapName string GetMapName() Get the name of the map.
GetModelIndex int GetModelIndex(string filename) Returns index of model by name.
GetParticleSystemIndex int GetParticleSystemIndex(string name) Converts a previously precached material into an index.
GetParticleSystemNameFromIndex string GetParticleSystemNameFromIndex(int index) Converts a previously precached material index into a string.
GetPlayerConnectionInfo void GetPlayerConnectionInfo(handle player, table) Returns a table containing the player's connection info.
GetPlayerFromUserID handle GetPlayerFromUserID(int ID) Given a user id, return the entity, or null.
IsAnniversaryWeek bool IsAnniversaryWeek() Returns true if it is the anniversary week of Alien Swarm: Reactive Drop.
IsDedicatedServer bool IsDedicatedServer() Returns true if this is a dedicated server.
IsModelPrecached bool IsModelPrecached(string modelname) Checks if the modelname is precached.
LocalTime void LocalTime(table) Fills in the passed table with the local system time.
PlaceDamageAmplifier handle PlaceDamageAmplifier(float duration, float grenadeRadius, Vector origin) Places a damage amplifier.
PlaceHealBeacon handle PlaceHealBeacon(float healAmount, float healthPerSecond, float infestationCureAmount, float duration, float grenadeRadius, Vector origin) Places a heal beacon. Default values for Faith / Bastille are : healAmount = 100 / 90, healthPerSecond = 3, infestationCureAmount = 0.75 / 0.25, duration = 20, grenadeRadius = 100
PlantIncendiaryMine handle PlantIncendiaryMine(Vector origin, Vector angles) Plants an incendiary mine.
PlantLaserMine handle PlantLaserMine(bool friendly, Vector origin, Vector angles) Plants a laser mine.
PlayerInstanceFromIndex CBasePlayer PlayerInstanceFromIndex(int index) Get a script handle of a player using the player index.
PrecacheEffect void PrecacheEffect(string name) Precaches an effect.
PrecacheModel int PrecacheModel(string filename) Precache a model and return index of the model.
PrecacheParticleSystem int PrecacheParticleSystem(string name) Precaches a particle material.
PrintHelp [Todo]
RandomFloat float RandomFloat() Generate a random floating point number.
RandomFloat float RandomFloat(float min, float max) Generate a random floating point number within a range, inclusive
RandomInt int RandomInt() Generate a random integer.
RandomInt int RandomInt(int min, int max) Generate a random integer within a range, inclusive
RandomHQSetSeed void RandomHQSetSeed(unsigned int seed) Set a specific seed value for reproducibility. RandomHQ*() is a set of functions to access C++ Native MT19937 Random Number Generator. MT19937 is very fast and provides very High Quality random numbers. By default, you don't need to call this function, as it will automatically seed the generator to a non-deterministic state upon game initialization.
RandomHQSetRandomDevice void RandomHQSetRandomDevice() Reset the generator to a non-deterministic state. By default, you don't need to call this function, as it will automatically seed the generator to a non-deterministic state upon game initialization.
RandomHQUniformIntDistribution int RandomHQUniformIntDistribution(int min, int max) Generate a uniformly distributed random integer in the range [min, max]. If min > max, the values are swapped.
RandomHQUniformFloatDistribution float RandomHQUniformFloatDistribution(float min, float max) Generate a uniformly distributed random float in the range [min, max]. If min > max, the values are swapped.
RandomHQNormalDistribution float RandomHQNormalDistribution(float mean, float std_dev) Generate a normally(Gaussian) distributed random float with the specified mean and standard deviation. If std_dev <= 0.0f, it sets std_dev to 1.0f.
RetrieveNativeSignature void RetrieveNativeSignature(string or func) Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <unnamed>
ScreenFade void ScreenFade(handle player, int red, int green, int blue, int alpha, float fadeTime, float fadeHold, int flags) Start a screenfade with the following parameters.
ScreenShake void ScreenShake(Vector vecCenter, float flAmplitude, float flFrequency, float flDuration, float flRadius, int eCommand, bool bAirShake) Start a screenshake with the following parameters.
SendToConsole void SendToConsole(string command) Send a string to the console as a command.
SendToServerConsole void SendToServerConsole(string) Send a string that gets executed on the server as a ServerCommand
SpawnEntityFromTable handle SpawnEntityFromTable(string name, handle keyvalues) Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
StartStim void StartStim(float duration) Activates a stim pack for desired duration.
StopStim void StopStim() Stops any active stim pack.
StringToFile void StringToFile(string file, string string) Stores the string into the file.
Time float Time() Get the current server time
TraceLine float TraceLine(Vector, Vector, handle) given 2 points & ent to ignore, return fraction along line that hits world or models
TraceLineTable void TraceLineTable(table traceTable) Uses a configuration table to do a raytrace, puts return information into the table for return usage.
UniqueString function UniqueString(string) Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
__ReplaceClosures

Useful Code

Delaying Code Execution

function DelayCodeExecution( string_code, delay )
{
	DoEntFire( "worldspawn", "RunScriptCode", string_code, delay, null, null );
}

Usage example, this code below prints each marine's health into console 5 seconds after they have spawned:

function OnGameplayStart()
{		
	DelayCodeExecution( 
	"local handle_marine = null; while ( ( handle_marine = Entities.FindByClassname( handle_marine, \"asw_marine\" ) ) != null ) { printl( handle_marine.GetMarineName() + \" health is \" + handle_marine.GetHealth() ); }",
	5.0 );
}

Note that if the code that you want to delay uses quotation marks, you have to add a '\' symbol before those quotation marks so that they would get parsed into the string.

Delaying a Function Call

Delays a function call, the function that gets delayed has to be in the same script scope.

function DelayFunctionCall( function_name, function_params, delay )
{
	if ( !this["self"] )
		return;
	
	// this[ function_name ]( function_params );
	EntFireByHandle( this["self"], "RunScriptCode", "this[\"" + function_name + "\"](" + function_params + ");", delay, null, null );
}

Usage examples:

function OnGameplayStart()
{		
	DelayFunctionCall( "PrintToChat", "\"Hello, I was printed with a 3 second delay.\"", 3.0 );
}

function PrintToChat( message )
{
	ClientPrint( null, 3, message );
}
function OnGameplayStart()
{		
	DelayFunctionCall( "SetMarineHealth", "50", 3.0 );
}

function SetMarineHealth( health )
{
	local handle_marine = null;
	
	while ( ( handle_marine = Entities.FindByClassname( handle_marine, "asw_marine" ) ) != null )
	{
		handle_marine.SetHealth( health );
	}
}

Note that the parameters have to be constants or indexes which are global to the scope.

See also