Team Fortress 2/Scripting/Script Functions: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{TF2 topicon|docs}} | |||
{{toc-right}} | |||
{{sq}} This list contains the engine-related Squirrel classes, functions and variables available for [[VScript]] in {{tf2|4|}} | |||
The official documentation can be printed in the console by setting <code>developer</code> to non-zero, loading a map, and executing <code>script_help</code>. However, this documentation does not list everything, requiring them to be found by other means instead. | |||
{{tip|[https://discord.com/invite/tf2maps TF2Maps.net Discord] has a dedicated VScript channel, which is a useful place to ask for help from other people.}} | |||
{{tip|Tutorial on setting up Visual Studio Code (VSCode), including auto-completing of VScript functions, can be [[Setting_Up_VScript_in_Visual_Studio_Code|found here]].}} | |||
{{ | |||
== Instances == | == Instances == | ||
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! Description | ! Description | ||
|- | |- | ||
|<code>Convars</code> | | <code>Convars</code> | ||
|<code>[[#Convars|Convars]]</code> | | <code>[[#Convars|Convars ↓]]</code> | ||
|Provides an interface to read and change the values of console variables. | | Provides an interface to read and change the values of console variables. | ||
|- | |- | ||
|<code>Entities</code> | | <code>Entities</code> | ||
|<code>[[#CEntities|CEntities]]</code> | | <code>[[#CEntities|CEntities ↓]]</code> | ||
|Provides access to currently spawned entities. | | Provides access to currently spawned entities. | ||
|- | |- | ||
|<code>EntityOutputs</code> | | <code>EntityOutputs</code> | ||
|<code>[[#CScriptEntityOutputs|CScriptEntityOutputs]]</code> | | <code>[[#CScriptEntityOutputs|CScriptEntityOutputs ↓]]</code> | ||
|Allows manipulation of entity output data | | Allows manipulation of entity output data. | ||
|- | |- | ||
|<code>NavMesh</code> | | <code>NavMesh</code> | ||
|<code>[[#CNavMesh|CNavMesh]]</code> | | <code>[[#CNavMesh|CNavMesh ↓]]</code> | ||
|Provides access to the maps NavMesh and NavAreas. | | Provides access to the maps NavMesh and NavAreas. | ||
|- | |- | ||
|<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>PlayerVoiceListener</code> | | <code>PlayerVoiceListener</code> | ||
|<code>[[# | | <code>[[#CPlayerVoiceListener|CPlayerVoiceListener ↓]]</code> | ||
|Tracks if any player is using voice and for how long. | | Tracks if any player is using voice and for how long. | ||
|} | |} | ||
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! Value / Description | ! Value / Description | ||
|- | |- | ||
|<code> | | <code>__FILE__</code> | ||
| | | string | ||
| | | File name of the currently executing script. | ||
|- | |- | ||
|<code>Documentation</code> | | <code>__LINE__</code> | ||
|table | | integer | ||
| Line number of the currently executing code. | |||
|- | |||
| <code>[[Team_Fortress_2/Scripting/Script_Functions/Constants|Constants]]</code> | |||
| table | |||
| Enumerations for various function arguments or netprops. | |||
|- | |||
| <code>Documentation</code> | |||
| table | |||
| Contains the printed strings from the <code>script_help</code> command. | | Contains the printed strings from the <code>script_help</code> command. | ||
|- | |- | ||
|<code>GameEventCallbacks</code> | | <code>GameEventCallbacks</code> | ||
|table | | table | ||
| Table of registered game event callbacks. | | Table of registered game event callbacks. | ||
|- | |- | ||
|<code>print_indent</code> | | <code>print_indent</code> | ||
|integer | | integer | ||
| 0. Spaces to indent prints by, except ones from <code>realPrint</code>. | | 0. Spaces to indent prints by, except ones from <code>realPrint</code>. | ||
|- | |- | ||
|<code>_PublishedHelp</code> | | <code>_PublishedHelp</code> | ||
|table | | table | ||
| NONE | | NONE | ||
|- | |- | ||
|<code>ScriptEventCallbacks</code> | | <code>ScriptEventCallbacks</code> | ||
|table | | table | ||
| Table of registered script event callbacks. | | Table of registered script event callbacks. | ||
|- | |- | ||
|<code>ScriptHookCallbacks</code> | | <code>ScriptHookCallbacks</code> | ||
|table | | table | ||
| Table of registered script hook callbacks. | | Table of registered script hook callbacks. | ||
|} | |} | ||
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! Value | ! Value | ||
|- | |- | ||
|<code>ScriptDebugDefaultWatchColor</code> | | <code>ScriptDebugDefaultWatchColor</code> | ||
|array | | array | ||
| [0, 192, 0] | | [0, 192, 0] | ||
|- | |- | ||
|<code>ScriptDebugDrawTextEnabled</code> | | <code>ScriptDebugDrawTextEnabled</code> | ||
|bool | | bool | ||
| true | | true | ||
|- | |- | ||
|<code>ScriptDebugDrawWatchesEnabled</code> | | <code>ScriptDebugDrawWatchesEnabled</code> | ||
|bool | | bool | ||
| true | | true | ||
|- | |- | ||
|<code>ScriptDebugInDebugDraw</code> | | <code>ScriptDebugInDebugDraw</code> | ||
|bool | | bool | ||
| false | | false | ||
|- | |- | ||
|<code>ScriptDebugText</code> | | <code>ScriptDebugText</code> | ||
|array | | array | ||
| NONE | | NONE | ||
|- | |- | ||
|<code>ScriptDebugTextIndent</code> | | <code>ScriptDebugTextIndent</code> | ||
|integer | | integer | ||
| 0 | | 0 | ||
|- | |- | ||
|<code>ScriptDebugTextFilters</code> | | <code>ScriptDebugTextFilters</code> | ||
|table | | table | ||
| NONE | | NONE | ||
|- | |- | ||
|<code>ScriptDebugTraces</code> | | <code>ScriptDebugTraces</code> | ||
|table | | table | ||
| NONE | | NONE | ||
|- | |- | ||
|<code>ScriptDebugTraceAllOn</code> | | <code>ScriptDebugTraceAllOn</code> | ||
|bool | | bool | ||
| false | | false | ||
|- | |- | ||
|<code>ScriptDebugWatches</code> | | <code>ScriptDebugWatches</code> | ||
|array | | array | ||
| NONE | | NONE | ||
|} | |} | ||
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! Value | ! Value | ||
|- | |- | ||
|<code>_charsize_</code> | | <code>_charsize_</code> | ||
|integer | | integer | ||
| 1 | | 1 | ||
|- | |- | ||
|<code>_floatsize_</code> | | <code>_floatsize_</code> | ||
|integer | | integer | ||
| 4 | | 4 | ||
|- | |- | ||
|<code>_intsize_</code> | | <code>_intsize_</code> | ||
|integer | | integer | ||
| 4 | | 32-bit: 4 | ||
64-bit: 8 | |||
|- | |- | ||
|<code>_version_</code> | | <code>_version_</code> | ||
|string | | string | ||
| "Squirrel 3.2 stable" | | "Squirrel 3.2 stable" | ||
|- | |- | ||
|<code>_versionnumber_</code> | | <code>_versionnumber_</code> | ||
|integer | | integer | ||
| 320 | | 320 | ||
|- | |- | ||
|<code>RAND_MAX</code> | | <code>RAND_MAX</code> | ||
|integer | | integer | ||
| | | Windows: 32768 | ||
Linux: 2147483647 | |||
|- | |- | ||
|<code>PI</code> | | <code>PI</code> | ||
|float | | float | ||
| 3.14159 | | 3.14159 | ||
|} | |} | ||
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== Classes == | == Classes == | ||
{{note|All the parameters of type <code>string</code> imply that you can pass <code>null</code> in it's place as well and the result would be equal to passing in an empty string. <code>int</code> parameter can be substituted with <code>float</code> (the floating part will be cut off) and vice versa. <code>handle</code> or <code>table</code> parameters have a poor error detection since you can pass parameter of any type into them and VM wouldn't throw any errors, this however will obviously lead to wrong or most likely completely non-functional behaviour, the only other proper parameter is <code>null</code> depending on whether method description advocates for it.}} | |||
=== CBaseEntity === | === CBaseEntity === | ||
This is a script handle class for entities. All entities have a script handle using this class, sometimes as one of its subclasses. | This is a script handle class for entities. All entities have a script handle using this class, sometimes as one of its subclasses. | ||
An entity's own handle are accessed with: | An entity's own handle are accessed with: | ||
* <code>[[#CEntities|Entities]]</code> instance. | * <code>[[#CEntities|Entities ↓]]</code> instance. | ||
* <code>EntIndexToHScript</code> function. | * <code>EntIndexToHScript</code> function. | ||
* [[Entity Scripts]] only - The <code>self</code> keyword. | * [[Entity Scripts]] only - The <code>self</code> keyword. | ||
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! Description | ! Description | ||
|- | |- | ||
| <code>__KeyValueFromFloat</code> | | {{obs}} <code>__KeyValueFromFloat (→ KeyValueFromFloat)</code> | ||
| <code>bool __KeyValueFromFloat(string ''key'', float ''value'')</code> | | <code>bool __KeyValueFromFloat(string ''key'', float ''value'')</code> | ||
| | | Behaves the same as <code>KeyValueFromFloat</code>, use that instead. | ||
|- | |- | ||
| <code>__KeyValueFromInt</code> | | {{obs}} <code>__KeyValueFromInt (→ KeyValueFromInt)</code> | ||
| <code>bool __KeyValueFromInt(string ''key'', int ''value'')</code> | | <code>bool __KeyValueFromInt(string ''key'', int ''value'')</code> | ||
| | | Behaves the same as <code>KeyValueFromInt</code>, use that instead. | ||
|- | |- | ||
| <code>__KeyValueFromString</code> | | {{obs}} <code>__KeyValueFromString (→ KeyValueFromString)</code> | ||
| <code>bool __KeyValueFromString(string ''key'', string ''value'')</code> | | <code>bool __KeyValueFromString(string ''key'', string ''value'')</code> | ||
| | | Behaves the same as <code>KeyValueFromString</code>, use that instead. | ||
|- | |- | ||
| <code>__KeyValueFromVector</code> | | {{obs}} <code>__KeyValueFromVector (→ KeyValueFromVector)</code> | ||
| <code>bool __KeyValueFromVector(string ''key'', Vector ''value'')</code> | | <code>bool __KeyValueFromVector(string ''key'', Vector ''value'')</code> | ||
| | | Behaves the same as <code>KeyValueFromVector</code>, use that instead. | ||
|- | |||
| <code>AcceptInput</code> | |||
| <code>bool AcceptInput(string ''input'', string ''param'', handle ''activator'', handle ''caller'')</code> | |||
| Generate a synchronous I/O event. Unlike <code>EntFireByHandle</code>, this is processed immediately. Returns false if ''input'' is a null/empty string, or if the input wasn't handled. | |||
|- | |- | ||
| <code>AddEFlags</code> | | <code>AddEFlags</code> | ||
| <code>void AddEFlags( | | <code>void AddEFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FEntityEFlags|FEntityEFlags]] ''flags'')</code> | ||
| Adds the supplied ''flags'' to the '''Entity Flags''' in the entity. ''(m_iEFlags datamap)'' | | Adds the supplied ''flags'' to the '''Entity Flags''' in the entity. ''(m_iEFlags datamap)'' | ||
{{note|Adding <code>EFL_KILLME</code> will make the entity unkillable, even on round resets, until the flag is removed.}} | |||
|- | |- | ||
| <code>AddFlag</code> | | <code>AddFlag</code> | ||
| <code>void AddFlag( | | <code>void AddFlag([[Team_Fortress_2/Scripting/Script_Functions/Constants#FPlayer|FPlayer]] ''flags'')</code> | ||
| Adds the supplied ''flags'' to another separate player-related entity flags system in the entity. ''(m_fFlags datamap)'' | | Adds the supplied ''flags'' to another separate player-related entity flags system in the entity. ''(m_fFlags datamap)'' | ||
|- | |- | ||
| <code>AddSolidFlags</code> | | <code>AddSolidFlags</code> | ||
| <code>void AddSolidFlags( | | <code>void AddSolidFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FSolid|FSolid]] ''flags'')</code> | ||
| Adds the supplied ''flags'' to the ''Solid Flags'' in the entity. ''(m_Collision.m_usSolidFlags datamap)'' | | Adds the supplied ''flags'' to the ''Solid Flags'' in the entity. ''(m_Collision.m_usSolidFlags datamap)'' | ||
|- | |- | ||
| <code>ApplyAbsVelocityImpulse</code> | | <code>ApplyAbsVelocityImpulse</code> | ||
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| <code>bool BecomeRagdollOnClient(Vector ''impulse'')</code> | | <code>bool BecomeRagdollOnClient(Vector ''impulse'')</code> | ||
| Acts like the <code>BecomeRagdoll</code> input, with the required ''impulse'' value applied as a force on the ragdoll. Does NOT spawn a <code>[[prop_ragdoll]]</code> or any other entity. | | Acts like the <code>BecomeRagdoll</code> input, with the required ''impulse'' value applied as a force on the ragdoll. Does NOT spawn a <code>[[prop_ragdoll]]</code> or any other entity. | ||
{{warning|These are a special group of ragdolls that never disappear by default. To limit them or force them to disappear, use the [[game_ragdoll_manager]] entity.}} | |||
|- | |- | ||
| <code>ClearFlags</code> | | <code>ClearFlags</code> | ||
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|- | |- | ||
| <code>ConnectOutput</code> | | <code>ConnectOutput</code> | ||
| <code>void ConnectOutput(string '' | | <code>void ConnectOutput(string ''output_name'', string ''function_name'')</code> | ||
| Adds an I/O connection that will call the named function when the specified output fires. | | Adds an I/O connection that will call the named function when the specified output fires. | ||
{{note|If you are trying to access <code>activator</code> and <code>caller</code> in the called function and it doesn't exist, this means the entity has no script scope. Use <code>ValidateScriptScope</code> to fix this.}} | |||
|- | |- | ||
| <code>Destroy</code> | | <code>Destroy</code> | ||
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|- | |- | ||
| <code>DisconnectOutput</code> | | <code>DisconnectOutput</code> | ||
| <code>void DisconnectOutput(string '' | | <code>void DisconnectOutput(string ''output_name'', string ''function_name'')</code> | ||
| Removes a connected script function from an I/O event. | | Removes a connected script function from an I/O event. | ||
|- | |- | ||
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| <code>void DispatchSpawn()</code> | | <code>void DispatchSpawn()</code> | ||
| Alternative dispatch spawn, same as the one in CEntities, for convenience. | | Alternative dispatch spawn, same as the one in CEntities, for convenience. | ||
{{note|Calling this on players will cause them to respawn. In {{css}}, set the <code>m_iPlayerState</code> netprop to 0 before calling this to fully respawn.}} | |||
|- | |- | ||
| <code>EmitSound</code> | | <code>EmitSound</code> | ||
| <code>void EmitSound(string)</code> | | <code>void EmitSound(string ''sound_name'')</code> | ||
| Plays a sound from this entity. | | Plays a sound from this entity. The sound must be precached first for it to play (using <code>PrecacheSound</code> or <code>PrecacheScriptSound</code>). | ||
{{warning|Looping sounds will not stop on the entity when it's destroyed and will persist forever! To workaround this, run <code>StopSound</code> in the <code>OnDestroy</code> callback.}} | |||
|- | |- | ||
| <code>EnableDraw</code> | | <code>EnableDraw</code> | ||
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| <code>GetBaseVelocity</code> | | <code>GetBaseVelocity</code> | ||
| <code>Vector GetBaseVelocity()</code> | | <code>Vector GetBaseVelocity()</code> | ||
| Returns any constant velocity currently being imparted onto the entity. This includes being pushed by effects like {{ent|trigger_push}} and players standing on moving geometry like elevators. Should always returns a zero vector if the entity is not affected by any movement effects. | | Returns any constant velocity currently being imparted onto the entity. This includes being pushed by effects like {{ent|trigger_push}} and players standing on moving geometry like elevators. Should always returns a zero vector if the entity is not affected by any movement effects. | ||
|- | |- | ||
| <code>GetBoundingMaxs</code> | | <code>GetBoundingMaxs</code> | ||
| <code>Vector GetBoundingMaxs()</code> | | <code>Vector GetBoundingMaxs()</code> | ||
| Get a vector containing max bounds, centered on object | | Get a vector containing max bounds, centered on object. | ||
|- | |- | ||
| <code>GetBoundingMaxsOriented</code> | | <code>GetBoundingMaxsOriented</code> | ||
| <code>Vector GetBoundingMaxsOriented()</code> | | <code>Vector GetBoundingMaxsOriented()</code> | ||
| Get a vector containing max bounds, centered on object, taking the object's orientation into account | | Get a vector containing max bounds, centered on object, taking the object's orientation into account. | ||
{{bug|hidetested=1|This does not transform the bounds correctly and in some cases the bounding box will not cover the whole entity. As a workaround, use the non-oriented bounds and perform an AABB transformation using a matrix constructed from the entity's origin and angles.}} | |||
|- | |- | ||
| <code>GetBoundingMins</code> | | <code>GetBoundingMins</code> | ||
| <code>Vector GetBoundingMins()</code> | | <code>Vector GetBoundingMins()</code> | ||
| Get a vector containing min bounds, centered on object | | Get a vector containing min bounds, centered on object. | ||
|- | |- | ||
| <code>GetBoundingMinsOriented</code> | | <code>GetBoundingMinsOriented</code> | ||
| <code>Vector GetBoundingMinsOriented()</code> | | <code>Vector GetBoundingMinsOriented()</code> | ||
| Get a vector containing min bounds, centered on object, taking the object's orientation into account | | Get a vector containing min bounds, centered on object, taking the object's orientation into account. | ||
{{bug|hidetested=1|This does not transform the bounds correctly and in some cases the bounding box will not cover the whole entity. As a workaround, use the non-oriented bounds and perform an AABB transformation using a matrix constructed from the entity's origin and angles.}} | |||
|- | |- | ||
| <code>GetCenter</code> | | <code>GetCenter</code> | ||
| <code>Vector GetCenter()</code> | | <code>Vector GetCenter()</code> | ||
| | | Gets center point of the entity in world coordinates. | ||
|- | |- | ||
| <code>GetClassname</code> | | <code>GetClassname</code> | ||
| <code>string GetClassname()</code> | | <code>string GetClassname()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetCollisionGroup</code> | | <code>GetCollisionGroup</code> | ||
| <code>GetCollisionGroup()</code> | | <code>int GetCollisionGroup()</code> | ||
| Gets the current collision group of the entity. | | Gets the current collision group of the entity. | ||
See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ECollisionGroup|Constants.ECollisionGroup]] | |||
|- | |- | ||
| <code>GetEFlags</code> | | <code>GetEFlags</code> | ||
| <code>int GetEFlags()</code> | | <code>int GetEFlags()</code> | ||
| | | Get the entity's engine flags. | ||
See [[Team_Fortress_2/Scripting/Script_Functions/Constants#FEntityEFlags|Constants.FEntityEFlags]]. | |||
|- | |- | ||
| <code>GetFlags</code> | | <code>GetFlags</code> | ||
| <code>int GetFlags()</code> | | <code>int GetFlags()</code> | ||
| | | Get the entity's flags. | ||
See [[Team_Fortress_2/Scripting/Script_Functions/Constants#FPlayer|Constants.FPlayer]]. | |||
{{tip|Example usage: | |||
<source lang=js> | |||
if (entity.GetFlags() & Constants.FPlayer.FL_ONGROUND) | |||
{ | |||
printl("Entity is on the ground!") | |||
} | |||
</source> | |||
}} | |||
|- | |- | ||
| <code>GetEntityHandle</code> | | <code>GetEntityHandle</code> | ||
| <code> | | <code>ehandle GetEntityHandle()</code> | ||
| Get the entity as an EHANDLE | | Get the entity as an EHANDLE. | ||
{{deprecated|Leftover from earlier versions of VScript.}} | |||
|- | |- | ||
| <code>GetEntityIndex</code> | | <code>GetEntityIndex</code> | ||
| <code>int GetEntityIndex()</code> | | <code>int GetEntityIndex()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetForwardVector</code> | | <code>GetForwardVector</code> | ||
| <code>Vector GetForwardVector()</code> | | <code>Vector GetForwardVector()</code> | ||
| Get the forward vector of the entity | | Get the forward vector of the entity. | ||
{{note|If you intend to get a player's eye forward vector, use <code>EyeAngles().Forward()</code> instead as it's more accurate.}} | |||
|- | |- | ||
| <code>GetFriction</code> | | <code>GetFriction</code> | ||
| <code>float GetFriction()</code> | | <code>float GetFriction()</code> | ||
| Get PLAYER friction, ignored for objects | | Get PLAYER friction, ignored for objects. | ||
|- | |- | ||
| <code>GetGravity</code> | | <code>GetGravity</code> | ||
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| <code>GetHealth</code> | | <code>GetHealth</code> | ||
| <code>int GetHealth()</code> | | <code>int GetHealth()</code> | ||
| | | | ||
|- | |- | ||
|style=white-space:nowrap| {{obs}} <code>GetLeftVector (→ GetRightVector)</code> | |style=white-space:nowrap| {{obs}} <code>GetLeftVector (→ GetRightVector)</code> | ||
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| <code>GetLocalAngles</code> | | <code>GetLocalAngles</code> | ||
| <code>QAngle GetLocalAngles()</code> | | <code>QAngle GetLocalAngles()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetLocalOrigin</code> | | <code>GetLocalOrigin</code> | ||
| <code>Vector GetLocalOrigin()</code> | | <code>Vector GetLocalOrigin()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetLocalVelocity</code> | | <code>GetLocalVelocity</code> | ||
| <code>Vector GetLocalVelocity()</code> | | <code>Vector GetLocalVelocity()</code> | ||
| Get Entity relative velocity | | Get Entity relative velocity. | ||
|- | |- | ||
| <code>GetMaxHealth</code> | | <code>GetMaxHealth</code> | ||
| <code>int GetMaxHealth()</code> | | <code>int GetMaxHealth()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetModelKeyValues</code> | | <code>GetModelKeyValues</code> | ||
| <code> | | <code>CScriptKeyValues GetModelKeyValues()</code> | ||
| Get a KeyValue class instance on this entity's model | | Get a KeyValue class instance on this entity's model. | ||
|- | |- | ||
| <code>GetModelName</code> | | <code>GetModelName</code> | ||
| <code>string GetModelName()</code> | | <code>string GetModelName()</code> | ||
| Returns the name of the model | | Returns the name of the model. | ||
{{note|When you try to call this method on weapons the returned model would be a player hand model. For naturally spawned weapons you can receive the model index from <code>m_iWorldModelIndex</code> netprop, however, artificially spawned weapons always have this netprop set to 0. Instead you can create a <code>tf_wearable</code> with the same definition index and get it's model: | |||
{{ExpandBox|<source lang="js"> | |||
function DefinitionIndexModel(index) | |||
{ | |||
local wearable = Entities.CreateByClassname("tf_wearable") | |||
NetProps.SetPropInt(wearable, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", index) | |||
NetProps.SetPropBool(wearable, "m_AttributeManager.m_Item.m_bInitialized", true) | |||
NetProps.SetPropBool(wearable, "m_bForcePurgeFixedupStrings", true) | |||
wearable.DispatchSpawn() | |||
local model = wearable.GetModelName() | |||
wearable.Destroy() | |||
return model | |||
} | |||
</source>}} | |||
}} | |||
|- | |- | ||
| <code>GetMoveParent</code> | | <code>GetMoveParent</code> | ||
| <code>handle GetMoveParent()</code> | | <code>handle GetMoveParent()</code> | ||
| If in hierarchy, retrieves the entity's parent | | If in hierarchy, retrieves the entity's parent. | ||
|- | |- | ||
| <code>GetMoveType</code> | | <code>GetMoveType</code> | ||
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| <code>GetName</code> | | <code>GetName</code> | ||
| <code>string GetName()</code> | | <code>string GetName()</code> | ||
| | | Get entity's targetname. | ||
|- | |- | ||
| <code>GetOrigin</code> | | <code>GetOrigin</code> | ||
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| <code>GetOwner</code> | | <code>GetOwner</code> | ||
| <code>handle GetOwner()</code> | | <code>handle GetOwner()</code> | ||
| Gets this entity's owner | | Gets this entity's owner. | ||
{{note|This is a wrapper for <code>m_hOwnerEntity</code> netprop. To get <code>m_hOwner</code> you would need to use <code>NetProps.GetPropEntity(entity, "m_hOwner")</code>.}} | |||
|- | |- | ||
| <code>GetPhysAngularVelocity</code> | | <code>GetPhysAngularVelocity</code> | ||
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| <code>GetPreTemplateName</code> | | <code>GetPreTemplateName</code> | ||
| <code>string GetPreTemplateName()</code> | | <code>string GetPreTemplateName()</code> | ||
| Get the entity name stripped of template unique decoration | | Get the entity name stripped of template unique decoration. | ||
|- | |- | ||
| <code>GetRightVector</code> | | <code>GetRightVector</code> | ||
| <code>Vector GetRightVector()</code> | | <code>Vector GetRightVector()</code> | ||
| Get the right vector of the entity | | Get the right vector of the entity. | ||
|- | |- | ||
| <code>GetRootMoveParent</code> | | <code>GetRootMoveParent</code> | ||
| <code>handle GetRootMoveParent()</code> | | <code>handle GetRootMoveParent()</code> | ||
| If in hierarchy, walks up the hierarchy to find the root parent | | If in hierarchy, walks up the hierarchy to find the root parent. | ||
|- | |- | ||
| <code>GetScriptId</code> | | <code>GetScriptId</code> | ||
Line 451: | Line 480: | ||
|- | |- | ||
| <code>GetScriptScope</code> | | <code>GetScriptScope</code> | ||
| <code> | | <code>table GetScriptScope()</code> | ||
| Retrieve the script-side data associated with an entity | | Retrieve the script-side data associated with an entity. | ||
|- | |- | ||
| <code>GetScriptThinkFunc</code> | | <code>GetScriptThinkFunc</code> | ||
| <code>string GetScriptThinkFunc()</code> | | <code>string GetScriptThinkFunc()</code> | ||
| Retrieve the name of the current script think func | | Retrieve the name of the current script think func. | ||
|- | |- | ||
| <code>GetSolid</code> | | <code>GetSolid</code> | ||
| <code>int GetSolid()</code> | | <code>int GetSolid()</code> | ||
| | | See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ESolidType|ESolidType]]. | ||
|- | |- | ||
| <code>GetSoundDuration</code> | | <code>GetSoundDuration</code> | ||
| <code>float GetSoundDuration(string, string)</code> | | <code>float GetSoundDuration(string ''sound_name'', string ''actor_model_name'')</code> | ||
| Returns float duration of the sound. | | Returns float duration of the sound. Actor model name is optional and can be left null. | ||
{{todo|Actor model name is likely a leftover from {{hl2|2}}}} | |||
{{warning|Does not work on dedicated servers as they do not have audio libraries built-in to load sounds.}} | {{warning|Does not work on dedicated servers as they do not have audio libraries built-in to load sounds.}} | ||
|- | |- | ||
| <code>GetTeam</code> | | <code>GetTeam</code> | ||
| <code>int GetTeam()</code> | | <code>int GetTeam()</code> | ||
| | | See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]]. | ||
|- | |- | ||
| <code>GetUpVector</code> | | <code>GetUpVector</code> | ||
| <code>Vector GetUpVector()</code> | | <code>Vector GetUpVector()</code> | ||
| Get the up vector of the entity | | Get the up vector of the entity. | ||
|- | |- | ||
| {{obs}} <code>GetVelocity (→ GetAbsVelocity)</code> | | {{obs}} <code>GetVelocity (→ GetAbsVelocity)</code> | ||
| <code>Vector GetVelocity()</code> | | <code>Vector GetVelocity()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetWaterLevel</code> | | <code>GetWaterLevel</code> | ||
| <code>int GetWaterLevel()</code> | | <code>int GetWaterLevel()</code> | ||
| | | This function tells you how much of the entity is underwater. It returns a value of 0 if not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position). | ||
{{note|Some entities might not return 1 despite touching water. In some cases you might get 0 and 3 only, or sometimes 0, 2 and 3.}} | |||
|- | |- | ||
| <code>GetWaterType</code> | | <code>GetWaterType</code> | ||
| <code>int GetWaterType()</code> | | <code>int GetWaterType()</code> | ||
| | | It returns the type of water the entity is currently submerged in. 32 for water and 16 for slime. | ||
|- | |||
| <code>IsAlive</code> | |||
| <code>bool IsAlive()</code> | |||
| Am I alive? | |||
|- | |- | ||
| <code>IsEFlagSet</code> | | <code>IsEFlagSet</code> | ||
| <code>bool IsEFlagSet( | | <code>bool IsEFlagSet([[Team_Fortress_2/Scripting/Script_Functions/Constants#FEntityEFlags|FEntityEFlags]] ''flag'')</code> | ||
| | | | ||
|- | |- | ||
| <code>IsPlayer</code> | | <code>IsPlayer</code> | ||
| <code>bool IsPlayer()</code> | | <code>bool IsPlayer()</code> | ||
| | | Checks whether the entity is a player or not. | ||
|- | |- | ||
| <code>IsSolid</code> | | <code>IsSolid</code> | ||
| <code>bool IsSolid()</code> | | <code>bool IsSolid()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsSolidFlagSet</code> | | <code>IsSolidFlagSet</code> | ||
| <code>bool IsSolidFlagSet( | | <code>bool IsSolidFlagSet([[Team_Fortress_2/Scripting/Script_Functions/Constants#FSolid|FSolid]] ''flag'')</code> | ||
| | | | ||
|- | |- | ||
Line 509: | Line 544: | ||
|- | |- | ||
| <code>KeyValueFromFloat</code> | | <code>KeyValueFromFloat</code> | ||
| <code>bool KeyValueFromFloat(string, float)</code> | | <code>bool KeyValueFromFloat(string ''key'', float ''value'')</code> | ||
| Executes KeyValue with a float | | Executes KeyValue with a float. | ||
{{warning|Does not update the internal network state of the entity, which can result in any desired visual changes being delayed for clients if used after spawning. [[ | {{warning|Does not update the internal network state of the entity, which can result in any desired visual changes being delayed for clients if used after spawning. [[#CNetPropManager|Netprops ↓]] can be used instead which correctly updates the networking state and results in an immediate update. An exception is the <code>origin</code> keyvalue, which does update network state immediately.}} | ||
|- | |- | ||
| <code>KeyValueFromInt</code> | | <code>KeyValueFromInt</code> | ||
| <code>bool KeyValueFromInt(string, int)</code> | | <code>bool KeyValueFromInt(string ''key'', int ''value'')</code> | ||
| Executes KeyValue with an int | | Executes KeyValue with an int. | ||
{{warning|See above.}} | {{warning|See above.}} | ||
|- | |- | ||
| <code>KeyValueFromString</code> | | <code>KeyValueFromString</code> | ||
| <code>bool KeyValueFromString(string, string)</code> | | <code>bool KeyValueFromString(string ''key'', string ''value'')</code> | ||
| Executes KeyValue with a string | | Executes KeyValue with a string. | ||
{{warning|See above.}} | {{warning|See above.}} | ||
|- | |- | ||
| <code>KeyValueFromVector</code> | | <code>KeyValueFromVector</code> | ||
| <code>bool KeyValueFromVector(string, Vector)</code> | | <code>bool KeyValueFromVector(string ''key'', Vector ''value'')</code> | ||
| Executes KeyValue with a vector | | Executes KeyValue with a vector. | ||
{{warning|See above.}} | {{warning|See above.}} | ||
|- | |- | ||
Line 531: | Line 566: | ||
| <code>void Kill()</code> | | <code>void Kill()</code> | ||
| Removes the entity. Equivalent of firing the <code>Kill</code> I/O input, but instantaneous. | | Removes the entity. Equivalent of firing the <code>Kill</code> I/O input, but instantaneous. | ||
{{warning|This clears the owner entity (<code>m_hOwnerEntity</code> netprop) before removing, this may cause unexpected problems with entities that rely on cleaning up data related to their owner, such as Medigun healing targets. In those cases, use <code>Destroy</code> instead.}} | |||
|- | |- | ||
| <code>LocalEyeAngles</code> | | <code>LocalEyeAngles</code> | ||
| <code> | | <code>QAngle LocalEyeAngles()</code> | ||
| Returns the entity's local eye angles | | Returns the entity's local eye angles. | ||
|- | |- | ||
| <code>NextMovePeer</code> | | <code>NextMovePeer</code> | ||
Line 541: | Line 577: | ||
|- | |- | ||
| <code>PrecacheModel</code> | | <code>PrecacheModel</code> | ||
| <code>void PrecacheModel(string)</code> | | <code>void PrecacheModel(string ''model_name'')</code> | ||
| | | Precache a model (<code>.mdl</code>) or sprite (<code>.vmt</code>). The extension must be specified. | ||
{{note|This has no return, unlike the global <code>PrecacheModel</code> function. Use the latter if you need the model index.}} | |||
{{note|Does not precache gibs. See <code>PrecacheEntityFromTable</code> instead.}} | |||
|- | |- | ||
| <code>PrecacheScriptSound</code> | | <code>PrecacheScriptSound</code> | ||
| <code>void PrecacheScriptSound(string)</code> | | <code>void PrecacheScriptSound(string ''sound_script'')</code> | ||
| | | Precache a sound script. Same as <code>PrecacheSoundScript</code>. | ||
|- | |- | ||
| <code>PrecacheSoundScript</code> | | <code>PrecacheSoundScript</code> | ||
| <code>void PrecacheSoundScript(string)</code> | | <code>void PrecacheSoundScript(string ''sound_script'')</code> | ||
| Precache a sound | | Precache a sound script. Same as <code>PrecacheScriptSound</code>. | ||
|- | |- | ||
| <code>RemoveEFlags</code> | | <code>RemoveEFlags</code> | ||
| <code>void RemoveEFlags( | | <code>void RemoveEFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FEntityEFlags|FEntityEFlags]] ''flags'')</code> | ||
| | | | ||
|- | |- | ||
| <code>RemoveFlag</code> | | <code>RemoveFlag</code> | ||
| <code>void RemoveFlag( | | <code>void RemoveFlag([[Team_Fortress_2/Scripting/Script_Functions/Constants#FPlayer|FPlayer]] ''flags'')</code> | ||
| | | | ||
|- | |- | ||
| <code>RemoveSolidFlags</code> | | <code>RemoveSolidFlags</code> | ||
| <code>void RemoveSolidFlags( | | <code>void RemoveSolidFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FSolid|FSolid]] ''flags'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetAbsAngles</code> | | <code>SetAbsAngles</code> | ||
| <code>void SetAbsAngles(QAngle)</code> | | <code>void SetAbsAngles(QAngle ''angles'')</code> | ||
| Set entity pitch, yaw, roll as QAngles | | Set entity pitch, yaw, roll as QAngles. Does not work on players, use <code>SnapEyeAngles</code> instead. | ||
|- | |- | ||
| <code>SetAbsVelocity</code> | | <code>SetAbsVelocity</code> | ||
| <code>void SetAbsVelocity(Vector)</code> | | <code>void SetAbsVelocity(Vector ''velocity'')</code> | ||
| Sets the current absolute velocity of the entity | | Sets the current absolute velocity of the entity. Does nothing on [[VPhysics]] objects (such as <code>prop_physics</code>). For those, use <code>SetPhysVelocity</code> instead. | ||
|- | |- | ||
| <code>SetAbsOrigin</code> | | <code>SetAbsOrigin</code> | ||
| <code>void SetAbsOrigin(Vector)</code> | | <code>void SetAbsOrigin(Vector ''origin'')</code> | ||
| | | Sets the absolute origin of the entity. | ||
{{note|On some entities, this won't interpolate positions and therefore moving entities might look jittery. In those cases, use <code>KeyValueFromVector("origin", pos)</code> instead.}} | |||
|- | |- | ||
| {{obs}} <code>SetAngles (→ SetAbsAngles)</code> | | {{obs}} <code>SetAngles (→ SetAbsAngles)</code> | ||
| <code>void SetAngles(float, float, float)</code> | | <code>void SetAngles(float ''pitch'', float ''yaw'', float ''roll'')</code> | ||
| Set entity | | Set entity angles. | ||
|- | |- | ||
| <code>SetAngularVelocity</code> | | <code>SetAngularVelocity</code> | ||
| <code>void SetAngularVelocity(float, float, float)</code> | | <code>void SetAngularVelocity(float ''pitch'', float ''yaw'', float ''roll'')</code> | ||
| Set the local angular velocity | | Set the local angular velocity. | ||
|- | |- | ||
| <code>SetCollisionGroup</code> | | <code>SetCollisionGroup</code> | ||
| <code>void SetCollisionGroup( | | <code>void SetCollisionGroup([[Team_Fortress_2/Scripting/Script_Functions/Constants#ECollisionGroup|ECollisionGroup]] ''group'')</code> | ||
| Set the current collision group of the entity. | | Set the current collision group of the entity. | ||
|- | |- | ||
| <code>SetDrawEnabled</code> | | <code>SetDrawEnabled</code> | ||
| <code>void SetDrawEnabled(bool)</code> | | <code>void SetDrawEnabled(bool ''toggle'')</code> | ||
| Enables drawing if you pass true, disables drawing if you pass false. | | Enables drawing if you pass true, disables drawing if you pass false. | ||
|- | |- | ||
| <code>SetEFlags</code> | | <code>SetEFlags</code> | ||
| <code>void SetEFlags( | | <code>void SetEFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FEntityEFlags|FEntityEFlags]] ''flags'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetForwardVector</code> | | <code>SetForwardVector</code> | ||
| <code>void SetForwardVector(Vector)</code> | | <code>void SetForwardVector(Vector ''forward'')</code> | ||
| Set the orientation of the entity to have this forward vector | | Set the orientation of the entity to have this forward vector. | ||
{{note|If used on the players the resulting orientation will not be normalized which can lead to console warnings in some cases. To avoid this convert the vector to an angle with the following function and pass the result into <code>SnapEyeAngles</code>: | |||
{{ExpandBox|<source lang=js> | |||
function VectorAngles(forward) | |||
{ | |||
local yaw, pitch | |||
if (forward.y == 0.0 && forward.x == 0.0) | |||
{ | |||
yaw = 0.0 | |||
if (forward.z > 0.0) | |||
pitch = 270.0 | |||
else | |||
pitch = 90.0 | |||
} | |||
else | |||
{ | |||
yaw = (atan2(forward.y, forward.x) * 180.0 / Constants.Math.Pi) | |||
if (yaw < 0.0) | |||
yaw += 360.0 | |||
pitch = (atan2(-forward.z, forward.Length2D()) * 180.0 / Constants.Math.Pi) | |||
if (pitch < 0.0) | |||
pitch += 360.0 | |||
} | |||
return QAngle(pitch, yaw, 0.0) | |||
} | |||
</source>}} | |||
}} | |||
{{note|If used on the players consider the note on <code>SnapEyeAngles</code> in [[#CBasePlayer|CBasePlayer ↓]].}} | |||
|- | |- | ||
| <code>SetFriction</code> | | <code>SetFriction</code> | ||
| <code>void SetFriction(float)</code> | | <code>void SetFriction(float ''friction'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetGravity</code> | | <code>SetGravity</code> | ||
| <code>void SetGravity(float)</code> | | <code>void SetGravity(float ''gravity'')</code> | ||
| | | Sets a multiplier for gravity. 1 is default gravity. | ||
{{note|0 gravity will not work. Instead, set it to something like <code>0.000001</code> as a workaround.}} | |||
|- | |- | ||
| <code>SetHealth</code> | | <code>SetHealth</code> | ||
| <code>void SetHealth(int)</code> | | <code>void SetHealth(int ''health'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetLocalAngles</code> | | <code>SetLocalAngles</code> | ||
| <code>void SetLocalAngles(QAngle)</code> | | <code>void SetLocalAngles(QAngle ''angles'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetLocalOrigin</code> | | <code>SetLocalOrigin</code> | ||
| <code>void SetLocalOrigin(Vector)</code> | | <code>void SetLocalOrigin(Vector ''origin'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetMaxHealth</code> | | <code>SetMaxHealth</code> | ||
| <code>void SetMaxHealth(int)</code> | | <code>void SetMaxHealth(int ''health'')</code> | ||
| | | Sets the maximum health this entity can have. Does not update the current health, so <code>SetHealth</code> should be used afterwards. | ||
{{note|Does nothing on players.}} | |||
{{workaround|Instead, use <code>AddCustomAttribute</code> to add an attribute like <code>max health additive bonus</code> or <code>hidden maxhealth non buffed</code>. The latter attribute works like the max health gained from the Heavy's [http://wiki.teamfortress.com/wiki/Dalokohs_Bar Dalokohs Bar], which doesn't affect max overheal amount.}} | |||
|- | |- | ||
| <code>SetModel</code> | | <code>SetModel</code> | ||
| <code>void SetModel(string)</code> | | <code>void SetModel(string ''model_name'')</code> | ||
| Set a model for this entity | | Set a model for this entity. | ||
{{note|Does nothing on players. Use <code>SetCustomModel</code> in that case.}} | |||
{{warning|Make sure the model was already precached before using this function or otherwise the game will crash! Alternatively, <code>SetModelSimple</code> will precache the entity for you.}} | |||
|- | |- | ||
| <code>SetMoveType</code> | | <code>SetMoveType</code> | ||
Line 635: | Line 705: | ||
|- | |- | ||
| {{obs}} <code>SetOrigin (→ SetAbsOrigin)</code> | | {{obs}} <code>SetOrigin (→ SetAbsOrigin)</code> | ||
| <code>void SetOrigin(Vector)</code> | | <code>void SetOrigin(Vector ''origin'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetOwner</code> | | <code>SetOwner</code> | ||
| <code>void SetOwner(handle)</code> | | <code>void SetOwner(handle ''entity'')</code> | ||
| Sets this entity's owner | | Sets this entity's owner. | ||
{{note|This is a wrapper for <code>m_hOwnerEntity</code> netprop. To set <code>m_hOwner</code> you would need to use <code>NetProps.SetPropEntity(entity, "m_hOwner", owner)</code>.}} | |||
|- | |- | ||
| <code>SetPhysAngularVelocity</code> | | <code>SetPhysAngularVelocity</code> | ||
| <code>void SetPhysAngularVelocity(Vector)</code> | | <code>void SetPhysAngularVelocity(Vector ''angular_velocity'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetPhysVelocity</code> | | <code>SetPhysVelocity</code> | ||
| <code>void SetPhysVelocity(Vector)</code> | | <code>void SetPhysVelocity(Vector ''velocity'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetSize</code> | | <code>SetSize</code> | ||
| <code>void SetSize(Vector mins, Vector maxs)</code> | | <code>void SetSize(Vector ''mins'', Vector ''maxs'')</code> | ||
| Sets the bounding box's scale for this entity. | | Sets the bounding box's scale for this entity. | ||
{{warning|If any component of mins/maxs is backwards (i.e. mins.x > maxs.x), the engine will exit with a fatal error.}} | |||
|- | |- | ||
| <code>SetSolid</code> | | <code>SetSolid</code> | ||
| <code>SetSolid( | | <code>void SetSolid([[Team_Fortress_2/Scripting/Script_Functions/Constants#ESolidType|ESolidType]] ''solid'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetSolidFlags</code> | | <code>SetSolidFlags</code> | ||
| <code>SetSolidFlags( | | <code>void SetSolidFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FSolid|FSolid]] ''flags'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetTeam</code> | | <code>SetTeam</code> | ||
| <code>void SetTeam( | | <code>void SetTeam([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| | | Sets entity team. | ||
{{note|Use <code>ForceChangeTeam</code> on players instead.}} | |||
|- | |- | ||
| <code>SetVelocity</code> | | {{obs}} <code>SetVelocity (→ SetAbsVelocity)</code> | ||
| <code>void SetVelocity(Vector)</code> | | <code>void SetVelocity(Vector ''velocity'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetWaterLevel</code> | | <code>SetWaterLevel</code> | ||
| <code>SetWaterLevel(int)</code> | | <code>void SetWaterLevel(int ''water_level'')</code> | ||
| | | This sets how much of the entity is underwater. Setting it to 0 means it is not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position). | ||
|- | |- | ||
| <code>SetWaterType</code> | | <code>SetWaterType</code> | ||
| <code>SetWaterType(int)</code> | | <code>void SetWaterType(int ''water_type'')</code> | ||
| | | Set the type of water the entity is currently submerged in. Generic values to use are 32 for water and 16 for slime. | ||
|- | |- | ||
| <code>StopSound</code> | | <code>StopSound</code> | ||
| <code>void StopSound(string)</code> | | <code>void StopSound(string ''sound_name'')</code> | ||
| Stops a sound on this entity. | | Stops a sound on this entity. | ||
|- | |- | ||
| <code>TakeDamage</code> | | <code>TakeDamage</code> | ||
| <code>void TakeDamage(float '' | | <code>void TakeDamage(float ''damage'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#FDmgType|FDmgType]] ''damage_type'', handle ''attacker'')</code> | ||
| | | Deals damage to the entity. | ||
|- | |||
| <code>TakeDamageEx</code> | |||
| <code>void TakeDamageEx(handle ''inflictor'', handle ''attacker'', handle ''weapon'', Vector ''damage_force'', Vector ''damage_position'', float ''damage'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#FDmgType|FDmgType]] ''damage_type'')</code> | |||
| Extended version of <code>TakeDamage</code>. | |||
{{note|If ''damage_force'' is Vector(0, 0, 0), the game will automatically calculate it from ''damage_position'' and ''damage''. However, specifying a custom damage force requires a really, really big value to have visible effect (in the hundreds of thousands).}} | |||
|- | |||
| <code>TakeDamageCustom</code> | |||
| <code>void TakeDamageCustom(handle ''inflictor'', handle ''attacker'', handle ''weapon'', Vector ''damage_force'', Vector ''damage_position'', float ''damage'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#FDmgType|FDmgType]] ''damage_type'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom|ETFDmgCustom]] ''custom_damage_type'')</code> | |||
| Extended version of <code>TakeDamageEx</code> that can apply a custom damage type. | |||
|- | |- | ||
| <code>Teleport</code> | | <code>Teleport</code> | ||
Line 692: | Line 774: | ||
| <code>TerminateScriptScope</code> | | <code>TerminateScriptScope</code> | ||
| <code>void TerminateScriptScope()</code> | | <code>void TerminateScriptScope()</code> | ||
| Clear the current script scope for this entity | | Clear the current script scope for this entity. | ||
|- | |- | ||
| <code>ToggleFlag</code> | | <code>ToggleFlag</code> | ||
| <code>ToggleFlag( | | <code>void ToggleFlag([[Team_Fortress_2/Scripting/Script_Functions/Constants#FPlayer|FPlayer]] ''flags'')</code> | ||
| | |||
| | | | ||
|- | |- | ||
| <code>ValidateScriptScope</code> | | <code>ValidateScriptScope</code> | ||
| <code>bool ValidateScriptScope()</code> | | <code>bool ValidateScriptScope()</code> | ||
| | | Create a script scope for an entity if it doesn't already exist. The return value is always true, unless the script VM is disabled in launch options. | ||
{{note|This is unnecessary to run on entities that have an entity script assigned. Entity scripts will already create the script scope themselves.}} | |||
{{tip|On players, this only needs to be called once. Script scopes remain permanent on players until their entity is removed, i.e. disconnected. The best place to call this is in the <code>player_spawn</code> event when <code>params.team</code> equals 0 (unassigned). The event is always fired once for team unassigned when the player entity spawns. Similarly, for engineer buildings, this function can also be called once. The <code>player_builtobject</code> is fired when an engineer building is created (or re-placed after moving, but this shouldn't matter).}} | |||
|} | |} | ||
Line 720: | Line 796: | ||
! Description | ! Description | ||
|- | |- | ||
| <code> | | <code>Input<''name''></code> | ||
| <code>bool | | <code>bool Input<''name''>()</code> | ||
| Called | | Called right before an entity receives a valid input from the I/O system that matches the function's name. The name of the function needs to be<code>Input</code>followed by the name of the input. E.g. for the FireUser1 input, it would be<code>InputFireUser1</code>. When the function is called, Script Handles of the activator and caller entities are accessible to the function under the variables<code>activator</code>and<code>caller</code>. The function needs to return a boolean value: returning<code>true</code>processes the input, while<code>false</code>cancels it. | ||
{{ | {{bug|hidetested=1|There is an inconsistency with the naming scheme of the inputs. Certain inputs are required in PascalCase format, others in lowercase format. For example, <code>ForceDrop</code> input on [[item_teamflag]] must be specified in lowercase, i.e. <code>Inputforcedrop</code>, but another input such as <code>Kill</code> input must be in PascalCase, i.e. <code>InputKill</code>. However, this inconsistency also varies between different entity classes as well. The cause of this is string caching in the game (I/O is case-insensitive so it normally doesn't matter, but Squirrel is case-sensitive).}} | ||
{{tip|It | {{tip|It is best to define both variants of these function and have one be a wrapper for the other, i.e. <code>Inputfireuser1 <- InputFireUser1</code>.}} | ||
{{tip|This hook is fired ''before'' the game processes the input internally. If a hook is required that runs ''after'' the game processes it, there is two options: | |||
* Asynchronous: Use a EntFire with a 0 delay to run code at the end of the frame. This is not instantly executed which may cause issues if multiple inputs get processed at once. | |||
* Synchronous: Using a quirk, it's possible to synchronously detect when the input has been processed. The game wipes the <code>activator</code> and <code>caller</code> variables from the root table after processing an input. A [https://developer.electricimp.com/resources/metamethods metamethod] that overrides the slot deletion operator can be used to detect this. The following example demonstrates a system to conveniently define pre- and post- input hooks using a <code>SetInputHook</code> function: | |||
{{ExpandBox|<source lang=js> | |||
// Implementation | |||
local PostInputFunc = null | |||
::SetInputHook <- function(entity, input, pre_func, post_func) | |||
{ | |||
entity.ValidateScriptScope() | |||
local scope = entity.GetScriptScope() | |||
if (post_func) | |||
{ | |||
post_func = post_func.bindenv(scope) | |||
local wrapper_func | |||
if (pre_func) | |||
{ | |||
pre_func = pre_func.bindenv(scope) | |||
wrapper_func = function() | |||
{ | |||
PostInputFunc = post_func | |||
return pre_func() | |||
} | |||
} | |||
else | |||
{ | |||
wrapper_func = function() | |||
{ | |||
PostInputFunc = post_func | |||
return true | |||
} | |||
} | |||
scope["Input" + input] <- wrapper_func | |||
scope["Input" + input.tolower()] <- wrapper_func | |||
} | |||
else if (pre_func) | |||
{ | |||
scope["Input" + input] <- pre_func | |||
scope["Input" + input.tolower()] <- pre_func | |||
} | |||
} | |||
'' | getroottable().setdelegate( | ||
|- | { | ||
| <code> | _delslot = function(key) { | ||
| <code>void | if (!(key in this)) | ||
| Called | throw format("the index '%s' does not exist", key) | ||
|- | |||
| <code>Precache</code> | if (PostInputFunc && key == "activator") | ||
{ | |||
PostInputFunc() | |||
PostInputFunc = null | |||
} | |||
return rawdelete(key) | |||
} | |||
}) | |||
// Example that hooks the RunScriptCode input on worldspawn | |||
function PreInputRunScriptCode() | |||
{ | |||
printl("INPUT PRE: RunScriptCode") | |||
printl("\tself: " + self) | |||
printl("\tactivator: " + activator) | |||
return true | |||
} | |||
function PostInputRunScriptCode() | |||
{ | |||
printl("INPUT POST: RunScriptCode") | |||
printl("\tself: " + self) | |||
printl("\tactivator: " + activator) | |||
} | |||
local world = Entities.FindByClassname(null, "worldspawn") | |||
SetInputHook(world, "RunScriptCode", PreInputRunScriptCode, PostInputRunScriptCode) | |||
EntFire("worldspawn", "RunScriptCode", "printl(`RunScriptCode executed`)", 0, GetListenServerHost()) | |||
</source>}} | |||
|} | |||
}} | |||
|- | |||
| <code>OnGameEvent_<''name''></code> | |||
| <code>void OnGameEvent_<''name''>(table ''params'')</code> | |||
| Called each time a game event with the specified name occurs. The name of the function needs to be <code>OnGameEvent_</code> followed by the name of the game event. E.g. for the player_spawn input, it would be <code>OnGameEvent_player_spawn</code>. | |||
When the function is called, a table is passed to the function with keys that vary depending on the event. For example, the player_spawn event passes a table with the keys <code>userid, team, class</code>, while the deadringer_cheat_death event passes a table with the keys <code>spy, attacker</code>. | |||
A call to <code>__CollectGameEventCallbacks</code> is required to register this hook. See the [[Source_SDK_Base_2013/Scripting/VScript_Examples#Listening_for_Events|examples page]]. | |||
See [[Team_Fortress_2/Scripting/Game_Events|this page for a list of game events]] as well as the table passed on each event. | |||
|- | |||
| <code>Precache</code> | |||
| <code>void Precache()</code> | | <code>void Precache()</code> | ||
| | | Entity function that is called after the script executes, but before the entity is initialized. Can be used to call precache functions for models and sounds on map load. | ||
{{tip|This can also be used to modify keyvalues on the entity, and it will use the new values when initializing.}} | |||
|- | |- | ||
| <code> | | <code>ConnectOutputs</code> | ||
| <code>void | | <code>void ConnectOutputs(table ''scope'')</code> | ||
| Called each time an entity takes damage. The script can modify the table entries not | | Global function called after an entity with an script assigned spawns (i.e. <code>vscripts</code> keyvalue is not blank). Unlike <code>OnPostSpawn</code>, this is called immediately and therefore on map respawn, some entities may not exist during this point. | ||
{{note|This is a ''global'' hook and therefore will only work in global scope, unlike <code>Precache</code> and <code>OnPostSpawn</code>.}} | |||
{{ | |- | ||
{{ | | <code>OnPostSpawn</code> | ||
{{tip|Listen for the <code>player_hurt</code> or <code>npc_hurt</code> [[TF2_VScript_Examples#Listening_for_Events|event]] to effectively have an OnTakeDamage callback ''after'' final damage calculations are done.}} | | <code>void OnPostSpawn()</code> | ||
| Entity function called after the entity is spawned and initialized, at the ''end'' of the frame. When map entities are respawned, this effectively runs after all scripts, players etc have been loaded. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way. | |||
|- | |||
| <code>OnScriptHook_OnTakeDamage</code> | |||
| <code>void OnScriptHook_OnTakeDamage(table ''params'')</code> | |||
| Called each time an entity takes damage. The script can modify the table entries not prefixed with ''const'', and these will be sent back to the game code. | |||
A call to <code>__CollectGameEventCallbacks</code> is required to register this hook. Internally, this hook is processed the same as a game event, but with the <code>OnScriptHook</code> prefix instead of <code>OnGameEvent</code>. Therefore, see the [[Source_2013_MP/Scripting/VScript_Examples#Listening_for_Events|example page for an explanation of how to register the hook]]. | |||
Example: | |||
{{ExpandBox|<source lang=js> | |||
local EventsID = UniqueString() | |||
getroottable()[EventsID] <- | |||
{ | |||
OnScriptHook_OnTakeDamage = function(params) | |||
{ | |||
printl("OnScriptHook_OnTakeDamage") | |||
if (params.const_entity.IsPlayer()) | |||
{ | |||
__DumpScope(1, params) // show parameters | |||
params.damage = 0 | |||
} | |||
} | |||
// Cleanup events on round restart | |||
OnGameEvent_scorestats_accumulated_update = function(_) { delete getroottable()[EventsID] } | |||
} | |||
local EventsTable = getroottable()[EventsID] | |||
foreach (name, callback in EventsTable) EventsTable[name] = callback.bindenv(this) | |||
__CollectGameEventCallbacks(EventsTable) | |||
</source>}} | |||
{{note|The [[worldspawn|world]] entity (brushes, static props etc) will not trigger this function by default as it normally can't 'receive' damage. However, the world can be made to 'allow' damage using the following code: <code>NetProps.SetPropInt(Entities.FindByClassname(null, "worldspawn"), "m_takedamage", 1)</code>. This does not appear to have any adverse side effects, and allows detecting when the world has been hit.}} | |||
{{note|If called where the damage source is a player's hitscan weapon, player positions or angles fetched within the [[lag compensation]] "cone" of the attacker will be using lag compensated positions rather than their real positions.}} | |||
{{note|Drowning damage does not trigger this hook. As a workaround, it can be detected in <code>player_hurt</code> event or disabled by setting <code>m_PainFinished</code> netprop to a very high value.}} | |||
{{warning|This is called before any actual damage processing is done. Certain entries might not be calculated or have different values compared to what ''will'' be calculated.}} | |||
{{tip|Listen for the <code>player_hurt</code> or <code>npc_hurt</code> (nextbots) [[TF2_VScript_Examples#Listening_for_Events|event]] to effectively have an OnTakeDamage callback ''after'' final damage calculations are done.}} | |||
{{tip|<code>DMG_ACID</code> is set in <code>damage_type</code> for critical damage, and <code>DMG_SLOWBURN</code> for falloff. These flags can be toggled to add/remove crits or falloff respectively.}} | |||
{{tip|The hitbox that got hit can be retrieved using the <code>m_LastHitGroup</code> netprop on [[player]] entities or [[generic_actor]]. The number corresponds to [[Team_Fortress_2/Scripting/Script_Functions/Constants#EHitGroup|Constants.EHitGroup]].}} | |||
The table contains the following keys: | The table contains the following keys: | ||
{| class="standard-table" style="width:100%" | {| class="standard-table" style="width:100%" | ||
Line 761: | Line 954: | ||
| <code>const_entity</code> | | <code>const_entity</code> | ||
| <code>handle</code> | | <code>handle</code> | ||
| The entity which took damage | | The entity which took damage. | ||
|- | |- | ||
| <code>inflictor</code> | | <code>inflictor</code> | ||
| <code>handle</code> | | <code>handle</code> | ||
| The entity which dealt the damage, can be null | | The entity which dealt the damage, can be null. | ||
|- | |- | ||
| <code>weapon</code> | | <code>weapon</code> | ||
| <code>handle</code> | | <code>handle</code> | ||
| The weapon which dealt the damage, can be null | | The weapon which dealt the damage, can be null. | ||
|- | |- | ||
| <code>attacker</code> | | <code>attacker</code> | ||
| <code>handle</code> | | <code>handle</code> | ||
| The owner of the damage, can be null | | The owner of the damage, can be null. | ||
|- | |- | ||
| <code>damage</code> | | <code>damage</code> | ||
| <code>float</code> | | <code>float</code> | ||
| Damage amount | | Damage amount. | ||
|- | |- | ||
| <code>max_damage</code> | | <code>max_damage</code> | ||
| <code>float</code> | | <code>float</code> | ||
| Damage cap | | Damage cap. | ||
|- | |- | ||
| <code>damage_bonus</code> | | <code>damage_bonus</code> | ||
| <code>float</code> | | <code>float</code> | ||
| Additional damage (e.g. from crits) | | Additional damage (e.g. from crits). | ||
{{warning|Always 0 because this hook is run before this is calculated.}} | |||
|- | |- | ||
| <code>damage_bonus_provider</code> | | <code>damage_bonus_provider</code> | ||
| <code>handle</code> | | <code>handle</code> | ||
| Owner of the damage bonus | | Owner of the damage bonus. | ||
{{warning|Always 0 because this hook is run before this is calculated.}} | |||
|- | |- | ||
| <code> | | <code>const_base_damage</code> | ||
| <code>float</code> | | <code>float</code> | ||
| Base damage | | Base damage. | ||
|- | |- | ||
| <code>damage_force</code> | | <code>damage_force</code> | ||
| <code>Vector</code> | | <code>Vector</code> | ||
| Damage force | | Damage force. | ||
|- | |- | ||
| <code>damage_for_force_calc</code> | | <code>damage_for_force_calc</code> | ||
| <code>float</code> | | <code>float</code> | ||
| | | {{bug|hidetested=1|This value does not seem to do anything.}} | ||
|- | |- | ||
| <code>damage_position</code> | | <code>damage_position</code> | ||
| <code>Vector</code> | | <code>Vector</code> | ||
| | | World position of where the damage came from. E.g. end position of a bullet or a rocket. | ||
|- | |- | ||
| <code>reported_position</code> | | <code>reported_position</code> | ||
| <code>Vector</code> | | <code>Vector</code> | ||
| | | World position of where the damage supposedly came from. | ||
|- | |- | ||
| <code>damage_type</code> | | <code>damage_type</code> | ||
| <code>int</code> | | <code>int</code> | ||
| | | Combination of damage types. See [[Team_Fortress_2/Scripting/Script_Functions/Constants#FDmgType|Constants.FDmgType]] | ||
|- | |- | ||
| <code>damage_custom</code> | | <code>damage_custom</code> | ||
| <code>int</code> | | <code>int</code> | ||
| | | {{bug|hidetested=1|Because of a code oversight, this value is read-only. Use <code>damage_stats</code> instead which can be read and written.}} | ||
|- | |- | ||
| <code>damage_stats</code> | | <code>damage_stats</code> | ||
| <code>int</code> | | <code>int</code> | ||
| | | Special damage type. See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom|Constants.ETFDmgCustom]]. Unlike <code>damage_type</code>, only one custom damage type can be set. | ||
|- | |- | ||
| <code>force_friendly_fire</code> | | <code>force_friendly_fire</code> | ||
| <code>bool</code> | | <code>bool</code> | ||
| If true, force the damage to friendlyfire, regardless of this entity's and attacker's team | | If true, force the damage to friendlyfire, regardless of this entity's and attacker's team. | ||
{{note|Hitscan/melee will not run OnTakeDamage unless the <code>mp_friendlyfire</code> convar is set to 1.}} | |||
|- | |- | ||
| <code>ammo_type</code> | | <code>ammo_type</code> | ||
| <code>int</code> | | <code>int</code> | ||
| Unused | | Unused. | ||
|- | |- | ||
| <code>player_penetration_count</code> | | <code>player_penetration_count</code> | ||
| <code>int</code> | | <code>int</code> | ||
| How many players the damage has penetrated so far | | How many players the damage has penetrated so far. | ||
|- | |- | ||
| <code>damaged_other_players</code> | | <code>damaged_other_players</code> | ||
| <code>int</code> | | <code>int</code> | ||
| How many players other than the attacker has the damage been applied to. Used for rocket jump damage reduction | | How many players other than the attacker has the damage been applied to. Used for rocket jump damage reduction. | ||
|- | |- | ||
| <code>crit_type</code> | | <code>crit_type</code> | ||
| <code>int</code> | | <code>int</code> | ||
| Type of crit damage. 0 - None, 1 - Mini, 2 - Full | | Type of crit damage. 0 - None, 1 - Mini, 2 - Full. The numbers correspond to [[Team_Fortress_2/Scripting/Script_Functions/Constants#ECritType|Constants.ECritType]]. | ||
|- | {{warning|Always 0 because this hook is run before this is set. You can check for <code>DMG_ACID</code> in <code>damage_type</code>, which is set when the shot will be critical, however, it doesn't show ordinary hits which would be converted to critical ones like Neon Annihilator hitting a soaked target or a Bushwacka hitting with a mini-crit. Alternative would be to check whether the damage is crit in <code>player_hurt</code> event, which also works for mini-crits as well, the downside is that this event happens only after the damage has been dealt so no changes inside the hook are possible. | ||
If you want to force the damage to be critical you need to set <code>DMG_ACID</code> to be included in <code>damage_type</code>: | |||
<source lang="js"> | |||
params.damage_type = params.damage_type | Constants.FDmgType.DMG_ACID | |||
</source> | |||
For players, if you want to force the damage to be a mini-crit you can add a mini-crit cond to the attacker inside this hook and remove it in <code>player_hurt</code> or <code>npc_hurt</code> respective events afterwards. Example: | |||
{{ExpandBox|<source lang=js> | |||
function RemoveBuff(player) | |||
{ | |||
local scope = player.GetScriptScope() | |||
if ("remove_buff" in scope && scope.remove_buff) | |||
{ | |||
player.RemoveCond(Constants.ETFCond.TF_COND_OFFENSEBUFF) | |||
scope.remove_buff = false | |||
} | |||
} | |||
events <- | |||
{ | |||
function OnScriptHook_OnTakeDamage(params) | |||
{ | |||
local attacker = params.attacker | |||
if (!attacker) | |||
return | |||
local scope = attacker.GetScriptScope() | |||
if (!("force_minicrit" in scope) || !scope.force_minicrit) | |||
return | |||
if (attacker.InCond(Constants.ETFCond.TF_COND_OFFENSEBUFF)) | |||
return | |||
if (params.const_entity.IsPlayer() || | |||
params.const_entity instanceof NextBotCombatCharacter) | |||
{ | |||
attacker.AddCond(Constants.ETFCond.TF_COND_OFFENSEBUFF) | |||
scope.remove_buff = true | |||
} | |||
} | |||
function OnGameEvent_player_hurt(params) | |||
{ | |||
local attacker = GetPlayerFromUserID(params.attacker) | |||
if (!attacker) | |||
return | |||
RemoveBuff(attacker) | |||
} | |||
function OnGameEvent_npc_hurt(params) | |||
{ | |||
local attacker = GetPlayerFromUserID(params.attacker_player) | |||
if (!attacker) | |||
return | |||
RemoveBuff(attacker) | |||
} | |||
} | |||
__CollectGameEventCallbacks(events) | |||
local player = GetListenServerHost() | |||
player.ValidateScriptScope() | |||
local scope = player.GetScriptScope() | |||
scope.force_minicrit <- true | |||
scope.remove_buff <- false | |||
</source> | |||
{{bug|hidetested=1|Only mini-crits if the owner was alive during the hit, e.g. firing a rocket and dying before the rocket lands will not result in a mini-crit. When hitting the players you can apply TF_COND_MARKEDFORDEATH on them instead which would fix this issue, however, any hits to the victim from other sources that were dealt in the same tick as your intended mini-crit hit will also turn into the mini-crits.The addconds cannot be applied on nextbots making this solution completely irrelevant to them.}} | |||
}} | |||
}} | |||
{{note|Setting this to 1 makes the damage act as a mini-crit, while producing full crit sounds and visuals, this can be used for cases where the attacker is not a player since only physical aspect of the damage would matter. Setting it to 2 has no effect.}} | |||
|- | |||
| <code>early_out</code> | | <code>early_out</code> | ||
| <code>bool</code> | | <code>bool</code> | ||
Line 848: | Line 1,117: | ||
|- | |- | ||
|} | |} | ||
|} | |||
==== Callbacks ==== | |||
===== OnDestroy ===== | |||
It is possible to setup an asynchronous hook which is fired when the entity is deleted, as shown below. It is processed at the end of the frame after the entity's own destroy callback, but before the entity is about to be removed from memory. The caveats are that it is not possible to rescue an entity nor its children in this callback, and the targetname of the entity is cleared (this can be workarounded by storing the name in the script scope if needed). A useful application of this hook is to stop looping sounds on an entity so they don't persist. | |||
{{ExpandBox|<source lang=js> | {{ExpandBox|<source lang=js> | ||
function | // Implementation | ||
function SetDestroyCallback(entity, callback) | |||
{ | { | ||
entity.ValidateScriptScope() | |||
local scope = entity.GetScriptScope() | |||
scope.setdelegate({}.setdelegate({ | |||
parent = scope.getdelegate() | |||
id = entity.GetScriptId() | |||
index = entity.entindex() | |||
callback = callback | |||
_get = function(k) | |||
{ | |||
return parent[k] | |||
} | |||
_delslot = function(k) | |||
{ | |||
if (k == id) | |||
{ | |||
entity = EntIndexToHScript(index) | |||
local scope = entity.GetScriptScope() | |||
scope.self <- entity | |||
callback.pcall(scope) | |||
} | |||
delete parent[k] | |||
} | |||
}) | |||
) | |||
} | |||
// Example | |||
local entity = SpawnEntityFromTable("prop_dynamic", | |||
{ | |||
model = "models/player/heavy.mdl" | |||
origin = Vector(1, 2, 3) | |||
}) | |||
SetDestroyCallback(entity, function() | |||
{ | |||
printf("Entity %s at %s was destroyed\n", self.GetClassname(), self.GetOrigin().ToKVString()) | |||
}) | |||
</source>}} | </source>}} | ||
|} | |||
{{note|All handles to the entity are destroyed when inside the callback. You must access the entity by using <code>self</code> only.}} | |||
Alternatively: if entities need to be rescued from a deletion on a round restart, for example a player parented to a vehicle, the <code>scorestats_accumulated_update</code> event can be used. This event is fired on round restart right before all entities are removed. Add the <code>EFL_KILLME</code> eflag to the entities to rescue, then remove it after entities have spawned. | |||
=== CBaseAnimating === | === CBaseAnimating === | ||
Extends [[#CBaseEntity|CBaseEntity]] | Extends [[#CBaseEntity|CBaseEntity ↑]] | ||
Script handle class for animatable entities, such as props. | Script handle class for animatable entities, such as props. | ||
Line 877: | Line 1,182: | ||
|- | |- | ||
| <code>DispatchAnimEvents</code> | | <code>DispatchAnimEvents</code> | ||
| <code>void DispatchAnimEvents( | | <code>void DispatchAnimEvents(CBaseAnimating ''entity'')</code> | ||
| Dispatch animation events to a CBaseAnimating entity. | | Dispatch animation events to a CBaseAnimating entity. | ||
|- | |- | ||
Line 885: | Line 1,190: | ||
|- | |- | ||
| <code>GetAttachmentAngles</code> | | <code>GetAttachmentAngles</code> | ||
| <code>QAngle GetAttachmentAngles(int '' | | <code>QAngle GetAttachmentAngles(int ''id'')</code> | ||
| Get an attachment's angles as a QAngle, by ID. | | Get an attachment's angles as a QAngle, by ID. | ||
|- | |- | ||
| <code>GetAttachmentBone</code> | | <code>GetAttachmentBone</code> | ||
| <code>int GetAttachmentBone(int '' | | <code>int GetAttachmentBone(int ''id'')</code> | ||
| Get an attachment's parent bone index by ID. | | Get an attachment's parent bone index by ID. | ||
|- | |- | ||
| <code>GetAttachmentOrigin</code> | | <code>GetAttachmentOrigin</code> | ||
| <code>Vector GetAttachmentOrigin(int '' | | <code>Vector GetAttachmentOrigin(int ''id'')</code> | ||
| Get an attachment's origin as a Vector, by ID. | | Get an attachment's origin as a Vector, by ID. | ||
|- | |- | ||
| <code>GetBodygroup</code> | | <code>GetBodygroup</code> | ||
| <code>int GetBodygroup(int '' | | <code>int GetBodygroup(int ''id'')</code> | ||
| Get the bodygroup value by bodygroup ID. | | Get the bodygroup value by bodygroup ID. | ||
|- | |- | ||
| <code>GetBodygroupName</code> | | <code>GetBodygroupName</code> | ||
| <code>string GetBodygroupName(int '' | | <code>string GetBodygroupName(int ''id'')</code> | ||
| Get the bodygroup's name by ID. | | Get the bodygroup's name by ID. | ||
|- | |- | ||
Line 909: | Line 1,214: | ||
|- | |- | ||
| <code>GetBoneAngles</code> | | <code>GetBoneAngles</code> | ||
| <code>QAngle GetBoneAngles(int '' | | <code>QAngle GetBoneAngles(int ''id'')</code> | ||
| Get the bone's angles as a QAngle, by ID. | | Get the bone's angles as a QAngle, by ID. | ||
{{warning|For performance, bone transforms are cached by the game. The cache is updated once per frame. Setting new sequences, cycles etc may cause this to access stale bone data. If this is a problem, then call <code>SetModelSimple</code> first, which will update the bone cache.}} | |||
|- | |- | ||
| <code>GetBoneOrigin</code> | | <code>GetBoneOrigin</code> | ||
| <code>Vector GetBoneOrigin(int '' | | <code>Vector GetBoneOrigin(int ''id'')</code> | ||
| Get the bone's origin Vector by ID. | | Get the bone's origin Vector by ID. | ||
{{warning|See above.}} | |||
|- | |- | ||
| <code>GetCycle</code> | | <code>GetCycle</code> | ||
| <code>float GetCycle()</code> | | <code>float GetCycle()</code> | ||
| Gets the model's current animation cycle rate. | | Gets the model's current animation cycle rate. Ranges from 0.0 to 1.0. | ||
|- | |- | ||
| <code>GetModelScale</code> | | <code>GetModelScale</code> | ||
Line 933: | Line 1,240: | ||
|- | |- | ||
| <code>GetSequenceActivityName</code> | | <code>GetSequenceActivityName</code> | ||
| <code>string GetSequenceActivityName(int '' | | <code>string GetSequenceActivityName(int ''id'')</code> | ||
| Get the activity name for a sequence by sequence ID. | | Get the activity name for a sequence by sequence ID. | ||
|- | |- | ||
| <code>GetSequenceDuration</code> | | <code>GetSequenceDuration</code> | ||
| <code>float GetSequenceDuration(int '' | | <code>float GetSequenceDuration(int ''id'')</code> | ||
| Get a sequence duration in seconds by sequence ID. | | Get a sequence duration in seconds by sequence ID. | ||
|- | |- | ||
| <code>GetSequenceName</code> | | <code>GetSequenceName</code> | ||
| <code>string GetSequenceName(int '' | | <code>string GetSequenceName(int ''id'')</code> | ||
| Get a sequence name by sequence ID. | | Get a sequence name by sequence ID. Returns "Not Found!" if ID is -1, "Unknown" if the sequence doesn't exist or "No model!" if no model is assigned. | ||
|- | |- | ||
| <code>GetSkin</code> | | <code>GetSkin</code> | ||
Line 963: | Line 1,270: | ||
| <code>int LookupBone(string ''bone'')</code> | | <code>int LookupBone(string ''bone'')</code> | ||
| Get the named bone index. Returns -1 if the bone does not exist. | | Get the named bone index. Returns -1 if the bone does not exist. | ||
|- | |||
| <code>LookupPoseParameter</code> | |||
| <code>int LookupPoseParameter(string ''name'')</code> | |||
| Gets the pose parameter's index. Returns -1 if the pose parameter does not exist. | |||
|- | |- | ||
| <code>LookupSequence</code> | | <code>LookupSequence</code> | ||
Line 969: | Line 1,280: | ||
|- | |- | ||
| <code>ResetSequence</code> | | <code>ResetSequence</code> | ||
| <code>void ResetSequence(int '' | | <code>void ResetSequence(int ''id'')</code> | ||
| Reset a sequence by sequence ID. If the ID is different than the current sequence, switch to the new sequence. | | Reset a sequence by sequence ID. If the ID is different than the current sequence, switch to the new sequence. | ||
|- | |- | ||
| <code>SetBodygroup</code> | | <code>SetBodygroup</code> | ||
| <code>void SetBodygroup(int '' | | <code>void SetBodygroup(int ''id'', int ''value'')</code> | ||
| Set the bodygroup by ID. | | Set the bodygroup by ID. | ||
|- | |- | ||
| <code>SetCycle</code> | | <code>SetCycle</code> | ||
| <code>void SetCycle(float)</code> | | <code>void SetCycle(float ''cycle'')</code> | ||
| Sets the model's current animation cycle | | Sets the model's current animation cycle from 0 to 1. | ||
{{note|This only works if the entity has <code>m_bClientSideAnimation</code> set to false. Some entities such as [[prop_dynamic]] have this true by default and therefore SetCycle will visually not do anything until that netprop is turned off.}} | |||
|- | |- | ||
| <code>SetModelSimple</code> | | <code>SetModelSimple</code> | ||
| <code>void SetModelSimple(string)</code> | | <code>void SetModelSimple(string ''model_name'')</code> | ||
| Set a model for this entity. Matches easier behaviour of the SetModel input, automatically precaches, maintains sequence/cycle if possible. | | Set a model for this entity. Matches easier behaviour of the SetModel input, automatically precaches, maintains sequence/cycle if possible. Also clears the bone cache. | ||
{{note|Does nothing on players. Use <code>SetCustomModel</code> in that case.}} | |||
|- | |- | ||
| <code>SetModelScale</code> | | <code>SetModelScale</code> | ||
Line 993: | Line 1,306: | ||
|- | |- | ||
| <code>SetPoseParameter</code> | | <code>SetPoseParameter</code> | ||
| <code>float SetPoseParameter(int '' | | <code>float SetPoseParameter(int ''id'', float ''value'')</code> | ||
| Sets a pose parameter value. Returns the effective value after clamping or looping. | | Sets a pose parameter value. Returns the effective value after clamping or looping. | ||
{{note|Does nothing on players. Pose parameters aren't networked on players.}} | |||
{{bug|hidetested=1|[[prop_dynamic]] will have visual glitches with server-sided pose parameters. Use [[point_posecontroller]], or another entity like [[base_boss]] or [[funCBaseFlex]].}} | |||
|- | |- | ||
| <code>SetSequence</code> | | <code>SetSequence</code> | ||
| <code>void SetSequence(int '' | | <code>void SetSequence(int ''id'')</code> | ||
| Plays a sequence by sequence ID. | | Plays a sequence by sequence ID. | ||
{{warning|This can | {{warning|This can cause animation stutters when transitioning between sequences, or sequences to not be set at all on some entities (such as [[obj_sentrygun]]). Using <code>ResetSequence</code> instead will prevent this. Only tested on [[base_boss]].}} | ||
{{note|Does nothing on players. Players use a different animation system.}} | |||
|- | |- | ||
| <code>SetSkin</code> | | <code>SetSkin</code> | ||
Line 1,007: | Line 1,323: | ||
| <code>StopAnimation</code> | | <code>StopAnimation</code> | ||
| <code>void StopAnimation()</code> | | <code>void StopAnimation()</code> | ||
| Stop the current animation (same as SetPlaybackRate 0.0) | | Stop the current animation (same as SetPlaybackRate 0.0). | ||
|- | |- | ||
| <code>StudioFrameAdvance</code> | | <code>StudioFrameAdvance</code> | ||
| <code>void StudioFrameAdvance()</code> | | <code>void StudioFrameAdvance()</code> | ||
| Advance animation frame to some time in the future with an automatically calculated interval | | Advance animation frame to some time in the future with an automatically calculated interval. | ||
|- | |- | ||
| <code>StudioFrameAdvanceManual</code> | | <code>StudioFrameAdvanceManual</code> | ||
| <code>void StudioFrameAdvanceManual(float)</code> | | <code>void StudioFrameAdvanceManual(float ''dt'')</code> | ||
| Advance animation frame to some time in the future with a manual interval | | Advance animation frame to some time in the future with a manual interval. | ||
|} | |} | ||
=== CBaseCombatWeapon === | === CBaseCombatWeapon === | ||
Extends [[#CBaseAnimating|CBaseAnimating]] | Extends [[#CBaseAnimating|CBaseAnimating ↑]] | ||
Script handle class for any weapon entities that can be part of a player's inventory.<br> | Script handle class for any weapon entities that can be part of a player's inventory.<br> | ||
Line 1,032: | Line 1,348: | ||
| <code>CanBeSelected</code> | | <code>CanBeSelected</code> | ||
| <code>bool CanBeSelected()</code> | | <code>bool CanBeSelected()</code> | ||
| Can this weapon be selected | | Can this weapon be selected. | ||
|- | |- | ||
| <code>Clip1</code> | | <code>Clip1</code> | ||
| <code>int Clip1()</code> | | <code>int Clip1()</code> | ||
| Current ammo in clip1 | | Current ammo in clip1. | ||
|- | |- | ||
| <code>Clip2</code> | | <code>Clip2</code> | ||
| <code>int Clip2()</code> | | <code>int Clip2()</code> | ||
| Current ammo in clip2 | | Current ammo in clip2. | ||
|- | |- | ||
| <code>GetDefaultClip1</code> | | <code>GetDefaultClip1</code> | ||
| <code>int GetDefaultClip1()</code> | | <code>int GetDefaultClip1()</code> | ||
| Default size of clip1 | | Default size of clip1. | ||
|- | |- | ||
| <code>GetDefaultClip2</code> | | <code>GetDefaultClip2</code> | ||
| <code>int GetDefaultClip2()</code> | | <code>int GetDefaultClip2()</code> | ||
| Default size of clip2 | | Default size of clip2. | ||
|- | |- | ||
| <code>GetMaxClip1</code> | | <code>GetMaxClip1</code> | ||
| <code>int GetMaxClip1()</code> | | <code>int GetMaxClip1()</code> | ||
| Max size of clip1 | | Max size of clip1. | ||
|- | |- | ||
| <code>GetMaxClip2</code> | | <code>GetMaxClip2</code> | ||
| <code>int GetMaxClip2()</code> | | <code>int GetMaxClip2()</code> | ||
| Max size of clip2 | | Max size of clip2. | ||
|- | |- | ||
| <code>GetName</code> | | <code>GetName</code> | ||
| <code>string GetName()</code> | | <code>string GetName()</code> | ||
| Gets the weapon's name | | Gets the weapon's internal name (not the targetname!) | ||
{{warning|This conflicts with CBaseEntity's <code>GetName</code> function. To get the targetname of the weapon, call it like this instead <code>CBaseEntity.GetName.call(weapon)</code>. Alternatively you can fetch the property directly <code>NetProps.GetPropString(weapon, "m_iName")</code>.}} | |||
|- | |- | ||
| <code>GetPosition</code> | | <code>GetPosition</code> | ||
| <code>int GetPosition()</code> | | <code>int GetPosition()</code> | ||
| Gets the weapon's current position | | Gets the weapon's current position. | ||
|- | |- | ||
| <code>GetPrimaryAmmoCount</code> | | <code>GetPrimaryAmmoCount</code> | ||
| <code>int GetPrimaryAmmoCount()</code> | | <code>int GetPrimaryAmmoCount()</code> | ||
| Current primary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF) | | Current primary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF). | ||
|- | |- | ||
| <code>GetPrimaryAmmoType</code> | | <code>GetPrimaryAmmoType</code> | ||
| <code>int GetPrimaryAmmoType()</code> | | <code>int GetPrimaryAmmoType()</code> | ||
| Returns the primary ammo type | | Returns the primary ammo type. | ||
|- | |- | ||
| <code>GetPrintName</code> | | <code>GetPrintName</code> | ||
| <code>string GetPrintName()</code> | | <code>string GetPrintName()</code> | ||
| Gets the weapon's print name | | Gets the weapon's print name. | ||
|- | |- | ||
| <code>GetSecondaryAmmoCount</code> | | <code>GetSecondaryAmmoCount</code> | ||
| <code>int GetSecondaryAmmoCount()</code> | | <code>int GetSecondaryAmmoCount()</code> | ||
| Current secondary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF) | | Current secondary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF). | ||
|- | |- | ||
| <code>GetSecondaryAmmoType</code> | | <code>GetSecondaryAmmoType</code> | ||
| <code>int GetSecondaryAmmoType()</code> | | <code>int GetSecondaryAmmoType()</code> | ||
| Returns the secondary ammo type | | Returns the secondary ammo type. | ||
|- | |- | ||
| <code>GetSlot</code> | | <code>GetSlot</code> | ||
| <code>int GetSlot()</code> | | <code>int GetSlot()</code> | ||
| Gets the weapon's current slot | | Gets the weapon's current slot. | ||
|- | |- | ||
| <code>GetSubType</code> | | <code>GetSubType</code> | ||
| <code>int GetSubType()</code> | | <code>int GetSubType()</code> | ||
| Get the weapon subtype | | Get the weapon subtype. | ||
|- | |- | ||
| <code>GetWeaponFlags</code> | | <code>GetWeaponFlags</code> | ||
| <code>int GetWeaponFlags()</code> | | <code>int GetWeaponFlags()</code> | ||
| Get the weapon flags | | Get the weapon flags. | ||
|- | |- | ||
| <code>GetWeight</code> | | <code>GetWeight</code> | ||
| <code>int GetWeight()</code> | | <code>int GetWeight()</code> | ||
| Get the weapon weighting/importance | | Get the weapon weighting/importance. | ||
|- | |- | ||
| <code>HasAnyAmmo</code> | | <code>HasAnyAmmo</code> | ||
Line 1,121: | Line 1,437: | ||
| <code>IsMeleeWeapon</code> | | <code>IsMeleeWeapon</code> | ||
| <code>bool IsMeleeWeapon()</code> | | <code>bool IsMeleeWeapon()</code> | ||
| Returns whether this is a melee weapon | | Returns whether this is a melee weapon. | ||
{{note|<code>tf_weapon_buff_item</code> (entity for Soldier's banner items), are considered melee in the code.}} | |||
|- | |- | ||
| <code>PrimaryAttack</code> | | <code>PrimaryAttack</code> | ||
| <code>void PrimaryAttack()</code> | | <code>void PrimaryAttack()</code> | ||
| Force a primary attack | | Force a primary attack. | ||
{{ | {{tip|This allows arbitrarily firing weapons that do not actually belong to any player. This can be useful for creating entities that might not fully work on their own, for example rockets. Most weapons will work as long as the <code>m_hOwner</code> netprop on the weapon is set to an existing player. Weapons spawned manually might also need <code>SetClip(-1)</code>, and <code>m_flNextPrimaryAttack</code> (or <code>m_flSecondaryPrimaryAttack</code>) set to 0 before calling this function to always allow firing without delays.}} | ||
{{warning|Hitscan and melee weapons require [[lag compensation]] information to be present, or the game will crash! Calling this from a player's think function or OnTakeDamage hook (whose source is a player's hitscan weapon) is sufficient. Alternatively, lag compensation can be temporarily disabled which allows calling this function from anywhere, with the side effect of poor hit registration for high latency players. This can be achieved by setting the <code>m_bLagCompensation</code> [[#CNetPropManager|netprop ↓]] on the player to to false, calling this function, and reverting it back to true.}} | |||
{{warning|This will play the weapon's fire sound to everyone except the owner. If the sound is desired, the sound can be played to the owner exclusively via <code>EmitSoundEx</code>. If the sound is not desired, it can be stopped by calling <code>StopSound</code> after this function.}} | |||
|- | |- | ||
| <code>SecondaryAttack</code> | | <code>SecondaryAttack</code> | ||
| <code>void SecondaryAttack()</code> | | <code>void SecondaryAttack()</code> | ||
| Force a secondary attack | | Force a secondary attack. | ||
{{ | {{warning|See above.}} | ||
|- | |- | ||
| <code>SetClip1</code> | | <code>SetClip1</code> | ||
Line 1,142: | Line 1,461: | ||
|- | |- | ||
| <code>SetCustomViewModel</code> | | <code>SetCustomViewModel</code> | ||
| <code>void SetCustomViewModel(string '' | | <code>void SetCustomViewModel(string ''model_name'')</code> | ||
| Sets a custom view model for this weapon by model name. | | Sets a custom view model for this weapon by model name. | ||
|- | |- | ||
| <code>SetCustomViewModelModelIndex</code> | | <code>SetCustomViewModelModelIndex</code> | ||
| <code>void SetCustomViewModelModelIndex(int '' | | <code>void SetCustomViewModelModelIndex(int ''model_index'')</code> | ||
| Sets a custom view model for this weapon by modelindex. | | Sets a custom view model for this weapon by modelindex. | ||
|- | |- | ||
| <code>SetSubType</code> | | <code>SetSubType</code> | ||
| <code>void SetSubType(int ''subtype'')</code> | | <code>void SetSubType(int ''subtype'')</code> | ||
| Set the weapon subtype | | Set the weapon subtype. | ||
|- | |- | ||
| <code>UsesClipsForAmmo1</code> | | <code>UsesClipsForAmmo1</code> | ||
Line 1,171: | Line 1,490: | ||
| <code>VisibleInWeaponSelection</code> | | <code>VisibleInWeaponSelection</code> | ||
| <code>bool VisibleInWeaponSelection()</code> | | <code>bool VisibleInWeaponSelection()</code> | ||
| Is this weapon visible in weapon selection | | Is this weapon visible in weapon selection? | ||
|} | |} | ||
=== CBaseFlex === | === CBaseFlex === | ||
Extends [[#CBaseAnimating|CBaseAnimating]] | Extends [[#CBaseAnimating|CBaseAnimating ↑]] | ||
Animated characters who have vertex flex capability (e.g., facial expressions). | Animated characters who have vertex flex capability (e.g., facial expressions). | ||
==== Methods ==== | ==== Methods ==== | ||
Line 1,186: | Line 1,505: | ||
|- | |- | ||
| <code>PlayScene</code> | | <code>PlayScene</code> | ||
| <code>float PlayScene(string '' | | <code>float PlayScene(string ''scene_file'', float ''delay'')</code> | ||
| Play the specified .vcd file, causing the related characters to speak and subtitles to play. | | Play the specified .vcd file, causing the related characters to speak and subtitles to play. | ||
{{tip|Open <code>tf2_misc_dir.vpk</code> and browse the files in <code>scripts/talker/...</code> to find .vcd files. Alternatively, use the <code>rr_debugresponses 1</code> command with <code>developer 1</code> to find .vcds from in-game voicelines.}} | |||
|} | |} | ||
=== CBaseCombatCharacter === | === CBaseCombatCharacter === | ||
Extends [[#CBaseFlex|CBaseFlex]] | Extends [[#CBaseFlex|CBaseFlex ↑]] | ||
Combat entities with similar movement capabilities to a player. | Combat entities with similar movement capabilities to a player. | ||
Line 1,203: | Line 1,523: | ||
| <code>handle GetLastKnownArea()</code> | | <code>handle GetLastKnownArea()</code> | ||
| Return the last nav area occupied, NULL if unknown. | | Return the last nav area occupied, NULL if unknown. | ||
See [[#CTFNavArea|CTFNavArea ↓]]. | |||
See [[#CTFNavArea|CTFNavArea]]. | |||
|} | |} | ||
=== CBasePlayer === | === CBasePlayer === | ||
Extends [[#CBaseCombatCharacter|CBaseCombatCharacter]] | Extends [[#CBaseCombatCharacter|CBaseCombatCharacter ↑]] | ||
Script handle class for player entities. | Script handle class for player entities. | ||
Line 1,240: | Line 1,559: | ||
|- | |- | ||
| <code>SetForceLocalDraw</code> | | <code>SetForceLocalDraw</code> | ||
| <code>void SetForceLocalDraw(bool '' | | <code>void SetForceLocalDraw(bool ''toggle'')</code> | ||
| Forces the player to be drawn as if they were in thirdperson. | | Forces the player to be drawn as if they were in thirdperson. | ||
|- | |- | ||
Line 1,250: | Line 1,569: | ||
| <code>void SnapEyeAngles(QAngle ''angles'')</code> | | <code>void SnapEyeAngles(QAngle ''angles'')</code> | ||
| Snap the player's eye angles to this. | | Snap the player's eye angles to this. | ||
{{note|Do not use this if you are setting the angles temporarily and reverting it in the same frame (for example if firing projectiles at a specific angle). This will cause camera jitter in multiplayer. Instead, modify the <code>pl.v_angle</code> netprop and then revert that (which is what the game reads for eye angles internally). Example: | |||
{{ExpandBox|<source lang=js> | |||
local eye_angles = player.LocalEyeAngles() | |||
NetProps.SetPropVector(player, "pl.v_angle", angles + Vector()) | |||
NetProps.SetPropEntity(flaregun, "m_hOwner", player) | |||
NetProps.SetPropFloat(flaregun, "m_flNextPrimaryAttack", 0) | |||
flaregun.PrimaryAttack() | |||
NetProps.SetPropVector(player, "pl.v_angle", eye_angles + Vector()) | |||
</source>}}}} | |||
|- | |- | ||
| <code>ViewPunch</code> | | <code>ViewPunch</code> | ||
| <code>void ViewPunch(QAngle '' | | <code>void ViewPunch(QAngle ''angle_offset'')</code> | ||
| Ow! Punches the player's view. | | Ow! Punches the player's view. | ||
|- | |- | ||
Line 1,261: | Line 1,591: | ||
=== CBaseMultiplayerPlayer === | === CBaseMultiplayerPlayer === | ||
Extends [[#CBasePlayer|CBasePlayer]] | Extends [[#CBasePlayer|CBasePlayer ↑]] | ||
Script handle sub-class for player entities in multiplayer games. No additional methods. | Script handle sub-class for player entities in multiplayer games. No additional methods. | ||
Line 1,269: | Line 1,599: | ||
=== CEconEntity === | === CEconEntity === | ||
Extends [[#CBaseAnimating|CBaseAnimating]] | Extends [[#CBaseAnimating|CBaseAnimating ↑]] | ||
Script handle class for economic exquisite equippables, meaning hats and weapons. | Script handle class for economic exquisite equippables, meaning hats and weapons. | ||
Line 1,280: | Line 1,610: | ||
|- | |- | ||
| <code>AddAttribute</code> | | <code>AddAttribute</code> | ||
| <code>void AddAttribute(string ''name'', float ''value'', float '' | | <code>void AddAttribute(string ''name'', float ''value'', float ''duration'')</code> | ||
| Add an attribute to the entity. Set | | Add an attribute to the entity. <s>Set duration to 0 or lower for the attribute to be applied forever</s> See the bug below. The attribute must be one that exists in the game, invalid ones will not be added. | ||
{{note|For players the attribute functions are named <code>AddCustomAttribute</code>, <code>GetCustomAttribute</code>, and <code>RemoveCustomAttribute</code>.}} | |||
{{bug|hidetested=1|This method will always produce attributes with infinite duration, making the <code>duration</code> parameter non-functional.}} | |||
{{warning|Some integer-valued attributes aren't being casted from floating point input number to an integer correctly. The game doesn't do a smart conversion from float to an integer (e.g. 230.0 -> 230), instead it just takes a bit representation of the input value and simply does a data type change (so 230.0 would actually become 1130758144, while they look a lot different in decimal, the bit representation of both numbers is the exact same). You're not allowed to pass in an integer as a value and the Squirrel does smart conversion to a float if you try to do so. The workaround is to wrap your integer value into <code>casti2f</code> which would do the same literal type change, but now from integer to the float, allowing the game to read it properly afterwards. | |||
<source lang="js"> | |||
weapon.AddAttribute("paintkit_proto_def_index", casti2f(230), 0) | |||
</source> | |||
}} | |||
|- | |||
| <code>GetAttribute</code> | |||
| <code>float GetAttribute(string ''name'', float ''default_value'')</code> | |||
| Get an attribute float from the entity. If the attribute does not exist, returns <code>default_value</code>. | |||
{{warning|See above, but in this case to receive the proper integer value use <code>castf2i</code>. Also make sure to restrict the number to 32 bit: | |||
<source lang="js"> | |||
castf2i(weapon.GetAttribute("paintkit_proto_def_index", 0.0)) & 0xFFFFFFFF | |||
</source> | |||
}} | |||
|- | |- | ||
| <code>RemoveAttribute</code> | | <code>RemoveAttribute</code> | ||
| <code>void RemoveAttribute(string ''name'')</code> | | <code>void RemoveAttribute(string ''name'')</code> | ||
| Remove an attribute from the entity. | | Remove an attribute from the entity. | ||
{{note|Static attributes (i.e. attributes that exist by default on the item) cannot be removed with this method.}} | |||
{{Workaround|Instead, set <code>m_AttributeManager.m_Item.m_bOnlyIterateItemViewAttributes</code> [[#CNetPropManager|netprop ↓]] to true to remove all static attributes from the item. This allows for re-application of attributes.}} | |||
|- | |- | ||
| <code>ReapplyProvision</code> | | <code>ReapplyProvision</code> | ||
Line 1,293: | Line 1,641: | ||
=== CTFPlayer === | === CTFPlayer === | ||
Extends [[#CBaseMultiplayerPlayer|CBaseMultiplayerPlayer]] | Extends [[#CBaseMultiplayerPlayer|CBaseMultiplayerPlayer ↑]] | ||
Script handle class for [[player]] entities of Team Fortress 2. | Script handle class for [[player]] entities of Team Fortress 2. | ||
Line 1,305: | Line 1,653: | ||
|- | |- | ||
| <code>AddCond</code> | | <code>AddCond</code> | ||
| <code>void AddCond(ETFCond ''cond'')</code> | | <code>void AddCond([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'')</code> | ||
| | | | ||
|- | |- | ||
| <code>AddCondEx</code> | | <code>AddCondEx</code> | ||
| <code>void AddCondEx(ETFCond ''cond'', float ''duration'', handle ''provider'')</code> | | <code>void AddCondEx([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'', float ''duration'', handle ''provider'')</code> | ||
| | | | ||
|- | |- | ||
| <code>AddCurrency</code> | | <code>AddCurrency</code> | ||
| <code>void AddCurrency(int)</code> | | <code>void AddCurrency(int ''amount'')</code> | ||
| Kaching! Give the player some cash for game modes with upgrades, ie. MvM | | Kaching! Give the player some cash for game modes with upgrades, ie. MvM. The new value is bounded between 0-30000. | ||
{{note|Using <code>RemoveCurrency</code>/<code>SetCurrency</code> instead or setting the <code>m_nCurrency</code> netprop directly will bypass the bounds checking.}} | |||
|- | |- | ||
| <code>AddCustomAttribute</code> | | <code>AddCustomAttribute</code> | ||
| <code>void AddCustomAttribute(string ''name'', float ''value'', float '' | | <code>void AddCustomAttribute(string ''name'', float ''value'', float ''duration'')</code> | ||
| Add a custom attribute to the player. Set | | Add a custom attribute to the player. Set duration to 0 or lower for the attribute to be applied forever. The attribute must be one that exists in the game, invalid ones will not be added. | ||
{{note|This does not work when applied in the <code>player_spawn</code> event, because custom attributes are cleared immediately after the event. As a workaround, it can be applied with a delay. See the [[Team_Fortress_2/Scripting/VScript_Examples#Adding_attributes_to_player_on_spawn|example]] code.}} | |||
{{note|For weapons and cosmetics, the attribute functions are named <code>AddAttribute</code>, <code>GetAttribute</code>, and <code>RemoveAttribute</code>.}} | |||
|- | |||
| <code>AddHudHideFlags</code> | |||
| <code>void AddHudHideFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FHideHUD|FHideHUD]] ''flags'')</code> | |||
| Hides a hud element(-s). | |||
|- | |- | ||
| <code>ApplyPunchImpulseX</code> | | <code>ApplyPunchImpulseX</code> | ||
| <code>bool ApplyPunchImpulseX(float)</code> | | <code>bool ApplyPunchImpulseX(float ''impulse'')</code> | ||
| | | Apply a view punch along the pitch angle. Used to flinch players when hit. If the player is a fully charged scoped-in sniper and the weapon has the <code>aiming_no_flinch</code> attribute, the punch will not apply. Returns true if the punch was applied. | ||
|- | |- | ||
| <code>BleedPlayer</code> | | <code>BleedPlayer</code> | ||
| <code>void BleedPlayer(float)</code> | | <code>void BleedPlayer(float ''duration'')</code> | ||
| | | Make a player bleed for a set duration of time. | ||
|- | |- | ||
| <code>BleedPlayerEx</code> | | <code>BleedPlayerEx</code> | ||
| <code>void BleedPlayerEx(float, int, bool, | | <code>void BleedPlayerEx(float ''duration'', int ''damage'', bool ''endless'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom|ETFDmgCustom]] ''custom_damage_type'')</code> | ||
| | | Make a player bleed for a set duration of time, or forever, with specific damage per tick and damage_custom index. | ||
|- | |||
| <code>CancelTaunt</code> | |||
| <code>void CancelTaunt()</code> | |||
| Cancels any taunt in progress. | |||
|- | |- | ||
| <code>CanAirDash</code> | | <code>CanAirDash</code> | ||
| <code>bool CanAirDash()</code> | | <code>bool CanAirDash()</code> | ||
| | | Can the player air dash/double jump? | ||
|- | |- | ||
| <code>CanBeDebuffed</code> | | <code>CanBeDebuffed</code> | ||
| <code>bool CanBeDebuffed()</code> | | <code>bool CanBeDebuffed()</code> | ||
| | | | ||
|- | |- | ||
| <code>CanBreatheUnderwater</code> | | <code>CanBreatheUnderwater</code> | ||
| <code>bool CanBreatheUnderwater()</code> | | <code>bool CanBreatheUnderwater()</code> | ||
| | | | ||
|- | |- | ||
| <code>CanDuck</code> | | <code>CanDuck</code> | ||
Line 1,350: | Line 1,709: | ||
| <code>CanGetWet</code> | | <code>CanGetWet</code> | ||
| <code>bool CanGetWet()</code> | | <code>bool CanGetWet()</code> | ||
| | | Can the player get wet by jarate/milk? | ||
|- | |- | ||
| <code>CanJump</code> | | <code>CanJump</code> | ||
| <code>bool CanJump()</code> | | <code>bool CanJump()</code> | ||
| Can the player jump? | | Can the player jump? Returns false if the player is taunting or if the <code>no_jump</code> attribute is present and non-zero. There is other conditions that prevent jumping but this function by itself doesn't check those. | ||
|- | |- | ||
| <code>ClearCustomModelRotation</code> | | <code>ClearCustomModelRotation</code> | ||
Line 1,363: | Line 1,722: | ||
| <code>void ClearSpells()</code> | | <code>void ClearSpells()</code> | ||
| | | | ||
|- | |||
| <code>ClearTauntAttack</code> | |||
| <code>void ClearTauntAttack()</code> | |||
| Stops active taunt from damaging or cancels Rock-Paper-Scissors result. | |||
|- | |- | ||
| <code>CanPlayerMove</code> | | <code>CanPlayerMove</code> | ||
| <code>bool CanPlayerMove()</code> | | <code>bool CanPlayerMove()</code> | ||
| Can the player move? | | Can the player move? | ||
|- | |||
| <code>DoTauntAttack</code> | |||
| <code>void DoTauntAttack()</code> | |||
| Performs taunts attacks if available. Player must be already taunting and taunt must have a valid attack assigned (<code>taunt attack name</code> attribute). | |||
|- | |- | ||
| <code>DropFlag</code> | | <code>DropFlag</code> | ||
| <code>void DropFlag(bool)</code> | | <code>void DropFlag(bool ''silent'')</code> | ||
| Force player to drop the flag. | | Force player to drop the flag (intelligence). | ||
|- | |- | ||
| <code>DropRune</code> | | <code>DropRune</code> | ||
| <code>void DropRune(bool, | | <code>void DropRune(bool ''apply_force'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| Force player to drop the rune. | | Force player to drop the rune. | ||
{{tip|This can be abused to spawn arbitrary Mannpower powerups. See [[Team_Fortress_2/Scripting/VScript_Examples#Creating_Mannpower_powerups|the example]].}} | |||
|- | |||
| <code>EndLongTaunt</code> | |||
| <code>void EndLongTaunt()</code> | |||
| Stops a looping taunt (obeys minimum time rules and plays outro animation if available). | |||
|- | |- | ||
| <code>EquipWearableViewModel</code> | | <code>EquipWearableViewModel</code> | ||
| <code>void EquipWearableViewModel(handle '' | | <code>void EquipWearableViewModel(handle ''entity'')</code> | ||
| Equips a | | Equips a wearable on the viewmodel. Intended to be used with [[tf_wearable_vm]] entities. | ||
|- | |- | ||
| <code>ExtinguishPlayerBurning</code> | | <code>ExtinguishPlayerBurning</code> | ||
Line 1,387: | Line 1,759: | ||
| <code>void FiringTalk()</code> | | <code>void FiringTalk()</code> | ||
| Makes eg. a heavy go AAAAAAAAAAaAaa like they are firing their minigun. | | Makes eg. a heavy go AAAAAAAAAAaAaa like they are firing their minigun. | ||
{{note|This only works in a few situations as it requires certain gameplay conditions to be true. An example of when this will work: when the player is invulnerable.}} | |||
{{bug|hidetested=1|Unfortunately does not work for Heavy's minigun due to the above quirk.}} | |||
{{workaround|The input <code>SpeakResponseConcept</code> can be used to play voicelines by supplying a [[Team_Fortress_2/Scripting/Script_Functions/Constants#MP_CONCEPT|Concept]].}} | |||
|- | |- | ||
| <code>ForceChangeTeam</code> | | <code>ForceChangeTeam</code> | ||
| <code>void ForceChangeTeam( | | <code>void ForceChangeTeam([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'', bool ''full_team_switch'')</code> | ||
| Force player to change their team. Setting the bool to true will not remove nemesis relationships or reset the player's class, | | Force player to change their team. Setting the bool to true will not remove nemesis relationships or reset the player's class, as well as not slaying the player. | ||
{{note|This will not work if a player is in a duel. Setting the <code>m_bIsCoaching</code> [[ | {{note|This will not work if a player is in a duel. Setting the <code>m_bIsCoaching</code> [[#CNetPropManager|netprop ↓]] to true on the player and reverting it afterwards is a workaround.}} | ||
|- | |- | ||
| <code>ForceRegenerateAndRespawn</code> | | <code>ForceRegenerateAndRespawn</code> | ||
| <code>void ForceRegenerateAndRespawn()</code> | | <code>void ForceRegenerateAndRespawn()</code> | ||
| Force regenerates and respawns the player | | Force regenerates and respawns the player. | ||
{{note|This will not work if the player does not have a desired class set. This can be worked around by setting the <code>m_Shared.m_iDesiredPlayerClass</code> netprop to a class index.}} | |||
|- | |- | ||
| <code>ForceRespawn</code> | | <code>ForceRespawn</code> | ||
| <code>void ForceRespawn()</code> | | <code>void ForceRespawn()</code> | ||
| Force respawns the player | | Force respawns the player. | ||
{{note|This will not work if the player does not have a desired class set. This can be worked around by setting the <code>m_Shared.m_iDesiredPlayerClass</code> netprop to a class index.}} | |||
|- | |- | ||
| <code>GetActiveWeapon</code> | | <code>GetActiveWeapon</code> | ||
| <code> | | <code>CTFWeapon GetActiveWeapon()</code> | ||
| Get the player's current weapon | | Get the player's current weapon. | ||
|- | |- | ||
| <code>GetBackstabs</code> | | <code>GetBackstabs</code> | ||
| <code>int GetBackstabs()</code> | | <code>int GetBackstabs()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetBonusPoints</code> | | <code>GetBonusPoints</code> | ||
Line 1,419: | Line 1,796: | ||
| <code>GetBuildingsDestroyed</code> | | <code>GetBuildingsDestroyed</code> | ||
| <code>int GetBuildingsDestroyed()</code> | | <code>int GetBuildingsDestroyed()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetCaptures</code> | | <code>GetCaptures</code> | ||
| <code>int GetCaptures()</code> | | <code>int GetCaptures()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetClassEyeHeight</code> | | <code>GetClassEyeHeight</code> | ||
| <code>Vector GetClassEyeHeight()</code> | | <code>Vector GetClassEyeHeight()</code> | ||
| Gets the eye height of the player | | Gets the eye height of the player. | ||
|- | |- | ||
| <code>GetCondDuration</code> | | <code>GetCondDuration</code> | ||
| <code>float GetCondDuration(ETFCond ''cond'')</code> | | <code>float GetCondDuration([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'')</code> | ||
| | | Returns duration of the condition. Returns 0 if the cond is not applied. Returns -1 if the cond is infinite. | ||
|- | |||
| <code>GetCustomAttribute</code> | |||
| <code>float GetCustomAttribute(string ''name'', float ''default_value'')</code> | |||
| Get an attribute float from the player. If the attribute does not exist, returns <code>default_value</code>. | |||
|- | |- | ||
| <code>GetCurrency</code> | | <code>GetCurrency</code> | ||
| <code>int GetCurrency()</code> | | <code>int GetCurrency()</code> | ||
| Get player's cash for game modes with upgrades, ie. MvM | | Get player's cash for game modes with upgrades, ie. MvM. | ||
|- | |- | ||
| <code>GetCurrentTauntMoveSpeed</code> | | <code>GetCurrentTauntMoveSpeed</code> | ||
| <code>float GetCurrentTauntMoveSpeed()</code> | | <code>float GetCurrentTauntMoveSpeed()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetDefenses</code> | | <code>GetDefenses</code> | ||
| <code>int GetDefenses()</code> | | <code>int GetDefenses()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetDisguiseAmmoCount</code> | | <code>GetDisguiseAmmoCount</code> | ||
| <code>int GetDisguiseAmmoCount()</code> | | <code>int GetDisguiseAmmoCount()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetDisguiseTarget</code> | | <code>GetDisguiseTarget</code> | ||
| <code> | | <code>CTFPlayer GetDisguiseTarget()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetDisguiseTeam</code> | | <code>GetDisguiseTeam</code> | ||
| <code>int GetDisguiseTeam()</code> | | <code>int GetDisguiseTeam()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetDominations</code> | | <code>GetDominations</code> | ||
| <code>int GetDominations()</code> | | <code>int GetDominations()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetGrapplingHookTarget</code> | | <code>GetGrapplingHookTarget</code> | ||
Line 1,467: | Line 1,848: | ||
| <code>GetHeadshots</code> | | <code>GetHeadshots</code> | ||
| <code>int GetHeadshots()</code> | | <code>int GetHeadshots()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetHealPoints</code> | | <code>GetHealPoints</code> | ||
| <code>int GetHealPoints()</code> | | <code>int GetHealPoints()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetHealTarget</code> | | <code>GetHealTarget</code> | ||
| <code>handle GetHealTarget()</code> | | <code>handle GetHealTarget()</code> | ||
| Who is the medic healing? | | Who is the medic healing? | ||
|- | |||
| <code>GetHudHideFlags</code> | |||
| <code>int GetHudHideFlags()</code> | |||
| Gets current hidden hud elements. | |||
See [[Team_Fortress_2/Scripting/Script_Functions/Constants#FHideHUD|Constants.FHideHUD]]. | |||
|- | |- | ||
| <code>GetInvulns</code> | | <code>GetInvulns</code> | ||
| <code>int GetInvulns()</code> | | <code>int GetInvulns()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetKillAssists</code> | | <code>GetKillAssists</code> | ||
| <code>int GetKillAssists()</code> | | <code>int GetKillAssists()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetLastWeapon</code> | | <code>GetLastWeapon</code> | ||
| <code>GetLastWeapon()</code> | | <code>CTFWeapon GetLastWeapon()</code> | ||
| | | | ||
|- | |- | ||
Line 1,507: | Line 1,893: | ||
| <code>GetRageMeter</code> | | <code>GetRageMeter</code> | ||
| <code>float GetRageMeter()</code> | | <code>float GetRageMeter()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetResupplyPoints</code> | | <code>GetResupplyPoints</code> | ||
| <code>int GetResupplyPoints()</code> | | <code>int GetResupplyPoints()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetRevenge</code> | | <code>GetRevenge</code> | ||
| <code>int GetRevenge()</code> | | <code>int GetRevenge()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetScoutHypeMeter</code> | | <code>GetScoutHypeMeter</code> | ||
| <code>float GetScoutHypeMeter()</code> | | <code>float GetScoutHypeMeter()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetSpyCloakMeter</code> | | <code>GetSpyCloakMeter</code> | ||
| <code>float GetSpyCloakMeter()</code> | | <code>float GetSpyCloakMeter()</code> | ||
| | | | ||
|- | |- | ||
| <code>GetTeleports</code> | | <code>GetTeleports</code> | ||
| <code>int GetTeleports()</code> | | <code>int GetTeleports()</code> | ||
| | | | ||
|- | |||
| <code>GetTauntAttackTime</code> | |||
| <code>float GetTauntAttackTime()</code> | |||
| Timestamp until a taunt attack "lasts". 0 if unavailable. | |||
|- | |||
| <code>GetTauntRemoveTime</code> | |||
| <code>float GetTauntRemoveTime()</code> | |||
| Timestamp until taunt is stopped. | |||
|- | |||
| <code>GetVehicleReverseTime</code> | |||
| <code>float GetVehicleReverseTime()</code> | |||
| Timestamp when kart was reversed. | |||
|- | |- | ||
| <code>GetTimeSinceCalledForMedic</code> | | <code>GetTimeSinceCalledForMedic</code> | ||
| <code>float GetTimeSinceCalledForMedic()</code> | | <code>float GetTimeSinceCalledForMedic()</code> | ||
| When did the player last call medic | | When did the player last call medic. | ||
|- | |- | ||
| <code>GrantOrRemoveAllUpgrades</code> | | <code>GrantOrRemoveAllUpgrades</code> | ||
| <code>GrantOrRemoveAllUpgrades(bool, bool)</code> | | <code>void GrantOrRemoveAllUpgrades(bool ''remove'', bool ''refund'')</code> | ||
| | | | ||
|- | |- | ||
| <code>HasItem</code> | | <code>HasItem</code> | ||
| <code>bool HasItem()</code> | | <code>bool HasItem()</code> | ||
| Currently holding an item? Eg. capture flag | | Currently holding an item? Eg. capture flag. | ||
{{tip|Fetch the <code>m_hItem</code> netprop to get the entity handle.}} | |||
|- | |||
| <code>HandleTauntCommand</code> | |||
| <code>void HandleTauntCommand(int ''taunt_slot'')</code> | |||
| Spoofs a taunt command from the player, as if they selected this taunt. This can be abused to give the player any taunt, see the [[Team_Fortress_2/Scripting/VScript_Examples#Giving a taunt|examples page]]. | |||
|- | |- | ||
| <code>IgnitePlayer</code> | | <code>IgnitePlayer</code> | ||
| <code>void IgnitePlayer()</code> | | <code>void IgnitePlayer()</code> | ||
| | | Supposed to set the player on fire, but... {{bug|hidetested=1|Does nothing except play on-fire sound and voicelines. {{workaround|Create a [[trigger_ignite]] and EntFire <code>StartTouch</code> input on it.}}}} | ||
|- | |- | ||
| <code>InAirDueToExplosion</code> | | <code>InAirDueToExplosion</code> | ||
| <code>bool InAirDueToExplosion()</code> | | <code>bool InAirDueToExplosion()</code> | ||
| | | | ||
|- | |- | ||
| <code>InAirDueToKnockback</code> | | <code>InAirDueToKnockback</code> | ||
| <code>bool InAirDueToKnockback()</code> | | <code>bool InAirDueToKnockback()</code> | ||
| | | | ||
|- | |- | ||
| <code>InCond</code> | | <code>InCond</code> | ||
| <code>bool InCond(ETFCond ''cond'')</code> | | <code>bool InCond([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'')</code> | ||
| | | | ||
|- | |- | ||
| <code>IsAirDashing</code> | | <code>IsAirDashing</code> | ||
| <code>bool IsAirDashing()</code> | | <code>bool IsAirDashing()</code> | ||
| | | | ||
|- | |||
| <code>IsAllowedToRemoveTaunt</code> | |||
| <code>bool IsAllowedToRemoveTaunt()</code> | |||
| Returns true if the taunt will be stopped. | |||
|- | |- | ||
| <code>IsAllowedToTaunt</code> | | <code>IsAllowedToTaunt</code> | ||
| <code>bool IsAllowedToTaunt()</code> | | <code>bool IsAllowedToTaunt()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsBotOfType</code> | | <code>IsBotOfType</code> | ||
| <code>bool IsBotOfType( | | <code>bool IsBotOfType([[Team_Fortress_2/Scripting/Script_Functions/Constants#EBotType|EBotType]] ''type'')</code> | ||
| | | Returns true if the player matches this bot type. Only one type of bot exists which is reserved for AI bots (not [https://wiki.teamfortress.com/wiki/Bots#Puppet_bots puppet bots]). 0 is used for real players or puppet bots. Use <code>IsFakeClient</code> to check for a puppet bot instead. | ||
|- | |- | ||
| <code>IsCallingForMedic</code> | | <code>IsCallingForMedic</code> | ||
Line 1,575: | Line 1,982: | ||
| <code>IsCarryingRune</code> | | <code>IsCarryingRune</code> | ||
| <code>bool IsCarryingRune()</code> | | <code>bool IsCarryingRune()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsControlStunned</code> | | <code>IsControlStunned</code> | ||
| <code>bool IsControlStunned()</code> | | <code>bool IsControlStunned()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsCritBoosted</code> | | <code>IsCritBoosted</code> | ||
| <code>bool IsCritBoosted()</code> | | <code>bool IsCritBoosted()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsFakeClient</code> | | <code>IsFakeClient</code> | ||
| <code>bool IsFakeClient()</code> | | <code>bool IsFakeClient()</code> | ||
| | | Returns true if the player is a puppet or AI bot. To check if the player is a AI bot (<code>CTFBot</code>) specifically, use <code>IsBotOfType</code> instead. | ||
|- | |- | ||
| <code>IsFireproof</code> | | <code>IsFireproof</code> | ||
| <code>bool IsFireproof()</code> | | <code>bool IsFireproof()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsFullyInvisible</code> | | <code>IsFullyInvisible</code> | ||
| <code>bool IsFullyInvisible()</code> | | <code>bool IsFullyInvisible()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsHypeBuffed</code> | | <code>IsHypeBuffed</code> | ||
| <code>bool IsHypeBuffed()</code> | | <code>bool IsHypeBuffed()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsImmuneToPushback</code> | | <code>IsImmuneToPushback</code> | ||
| <code>bool IsImmuneToPushback()</code> | | <code>bool IsImmuneToPushback()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsInspecting</code> | | <code>IsInspecting</code> | ||
| <code>bool IsInspecting()</code> | | <code>bool IsInspecting()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsInvulnerable</code> | | <code>IsInvulnerable</code> | ||
| <code>bool IsInvulnerable()</code> | | <code>bool IsInvulnerable()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsJumping</code> | | <code>IsJumping</code> | ||
| <code>bool IsJumping()</code> | | <code>bool IsJumping()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsMiniBoss</code> | | <code>IsMiniBoss</code> | ||
Line 1,623: | Line 2,030: | ||
| <code>IsParachuteEquipped</code> | | <code>IsParachuteEquipped</code> | ||
| <code>bool IsParachuteEquipped()</code> | | <code>bool IsParachuteEquipped()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsPlacingSapper</code> | | <code>IsPlacingSapper</code> | ||
| <code>bool IsPlacingSapper()</code> | | <code>bool IsPlacingSapper()</code> | ||
| Returns true if we placed a sapper in the last few moments | | Returns true if we placed a sapper in the last few moments. | ||
|- | |- | ||
| <code>IsRageDraining</code> | | <code>IsRageDraining</code> | ||
| <code>bool IsRageDraining()</code> | | <code>bool IsRageDraining()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsRegenerating</code> | | <code>IsRegenerating</code> | ||
| <code>bool IsRegenerating()</code> | | <code>bool IsRegenerating()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsSapping</code> | | <code>IsSapping</code> | ||
| <code>bool IsSapping()</code> | | <code>bool IsSapping()</code> | ||
| Returns true if we are currently sapping | | Returns true if we are currently sapping. | ||
|- | |- | ||
| <code>IsSnared</code> | | <code>IsSnared</code> | ||
| <code>bool IsSnared()</code> | | <code>bool IsSnared()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsStealthed</code> | | <code>IsStealthed</code> | ||
| <code>bool IsStealthed()</code> | | <code>bool IsStealthed()</code> | ||
| | | | ||
|- | |||
| <code>IsTaunting</code> | |||
| <code>bool IsTaunting()</code> | |||
| | |||
|- | |- | ||
| <code>IsUsingActionSlot</code> | | <code>IsUsingActionSlot</code> | ||
| <code>bool IsUsingActionSlot()</code> | | <code>bool IsUsingActionSlot()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsViewingCYOAPDA</code> | | <code>IsViewingCYOAPDA</code> | ||
| <code>bool IsViewingCYOAPDA()</code> | | <code>bool IsViewingCYOAPDA()</code> | ||
| | |||
| | |||
|- | |- | ||
| <code>Regenerate</code> | | <code>Regenerate</code> | ||
| <code>void Regenerate(bool)</code> | | <code>void Regenerate(bool ''refill_health_ammo'')</code> | ||
| Resupplies a player. If | | Resupplies a player. If refill health/ammo is set, clears negative conds, gives back player health/ammo. | ||
|- | |- | ||
| <code>RemoveAllItems</code> | | <code>RemoveAllItems</code> | ||
| <code>void RemoveAllItems(bool)</code> | | <code>void RemoveAllItems(bool ''unused'')</code> | ||
| | | {{bug|hidetested=1|This does not actually remove all items. It only drops the passtime ball, intelligence, disables radius healing, and hides the Spy invis watch. | ||
{{workaround|Iterate through player's children, and destroy subclass instances of CEconEntity. | |||
{{ExpandBox|<source lang=js> | |||
function RemoveAllItems(player) | |||
{ | |||
// If you destroy an entity it becomes invalid | |||
// It will not longer keep a track of the next child and .NextMovePeer method becomes unavailable so the next iteration will fail | |||
// To prevent this you can store a reference the next child | |||
for (local next, current = player.FirstMoveChild(); current != null; current = next) | |||
{ | |||
NetProps.SetPropBool(current, "m_bForcePurgeFixedupStrings", true) | |||
// Store the next handle | |||
next = current.NextMovePeer() | |||
if (current instanceof CEconEntity) | |||
current.Destroy() | |||
} | |||
} | |||
//Example | |||
RemoveAllItems(GetListenServerHost()) | |||
</source>}} | |||
}} | |||
}} | |||
|- | |- | ||
| <code>RemoveAllObjects</code> | | <code>RemoveAllObjects</code> | ||
| <code>void RemoveAllObjects(bool)</code> | | <code>void RemoveAllObjects(bool ''explode'')</code> | ||
| Remove all player objects. Eg. dispensers/sentries. | | Remove all player objects. Eg. dispensers/sentries. | ||
|- | |- | ||
| <code>RemoveCond</code> | | <code>RemoveCond</code> | ||
| <code>void RemoveCond(ETFCond ''cond'')</code> | | <code>void RemoveCond([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'')</code> | ||
| | | Removes a condition. Does not remove a condition if the minimum duration has not passed. Does nothing if the condition isn't added (interally does <code>InCond</code> check). | ||
|- | |- | ||
| <code>RemoveCondEx</code> | | <code>RemoveCondEx</code> | ||
| <code>void RemoveCondEx(ETFCond ''cond'', bool '' | | <code>void RemoveCondEx([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'', bool ''ignore_duration'')</code> | ||
| | | Extended version of above function. Allows forcefully removing the condition even if minimum duration is not met. | ||
|- | |- | ||
| <code>RemoveCurrency</code> | | <code>RemoveCurrency</code> | ||
| <code>void RemoveCurrency(int)</code> | | <code>void RemoveCurrency(int ''amount'')</code> | ||
| Take away money from a player for reasons such as ie. spending. | | Take away money from a player for reasons such as ie. spending. Lower bounded to 0. | ||
{{note|Unlike <code>AddCurrency</code>, negative values will go past the 30000 limit.}} | |||
|- | |- | ||
| <code>RemoveCustomAttribute</code> | | <code>RemoveCustomAttribute</code> | ||
| <code>void RemoveCustomAttribute(string)</code> | | <code>void RemoveCustomAttribute(string ''name'')</code> | ||
| Remove a custom attribute to the player | | Remove a custom attribute to the player. | ||
|- | |- | ||
| <code>RemoveDisguise</code> | | <code>RemoveDisguise</code> | ||
| <code>void RemoveDisguise()</code> | | <code>void RemoveDisguise()</code> | ||
| Undisguise a spy. | | Undisguise a spy. | ||
|- | |||
| <code>RemoveHudHideFlags</code> | |||
| <code>void RemoveHudHideFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FHideHUD|FHideHUD]] ''flags'')</code> | |||
| Unhides a hud element(-s). | |||
|- | |- | ||
| <code>RemoveInvisibility</code> | | <code>RemoveInvisibility</code> | ||
Line 1,707: | Line 2,137: | ||
| <code>ResetScores</code> | | <code>ResetScores</code> | ||
| <code>void ResetScores()</code> | | <code>void ResetScores()</code> | ||
| | | | ||
|- | |- | ||
| <code>RollRareSpell</code> | | <code>RollRareSpell</code> | ||
Line 1,714: | Line 2,144: | ||
|- | |- | ||
| <code>SetCondDuration</code> | | <code>SetCondDuration</code> | ||
| <code>void SetCondDuration(ETFCond ''cond'', float ''duration'')</code> | | <code>void SetCondDuration([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'', float ''duration'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetCurrency</code> | | <code>SetCurrency</code> | ||
| <code>void SetCurrency(int)</code> | | <code>void SetCurrency(int ''amount'')</code> | ||
| Set player's cash for game modes with upgrades, ie. MvM | | Set player's cash for game modes with upgrades, ie. MvM. Does not have any bounds checking. | ||
|- | |- | ||
| <code>SetCurrentTauntMoveSpeed</code> | | <code>SetCurrentTauntMoveSpeed</code> | ||
| <code>void SetCurrentTauntMoveSpeed(float)</code> | | <code>void SetCurrentTauntMoveSpeed(float ''speed'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetCustomModel</code> | | <code>SetCustomModel</code> | ||
| <code>void SetCustomModel(string)</code> | | <code>void SetCustomModel(string ''model_name'')</code> | ||
| | | Sets a custom player model without animations (model will T-pose). To enable animations, use <code>SetCustomModelWithClassAnimations</code> instead. | ||
|- | |- | ||
| <code>SetCustomModelOffset</code> | | <code>SetCustomModelOffset</code> | ||
| <code>void SetCustomModelOffset(Vector)</code> | | <code>void SetCustomModelOffset(Vector ''offset'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetCustomModelRotates</code> | | <code>SetCustomModelRotates</code> | ||
| <code>void SetCustomModelRotates(bool)</code> | | <code>void SetCustomModelRotates(bool ''toggle'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetCustomModelRotation</code> | | <code>SetCustomModelRotation</code> | ||
| <code>void SetCustomModelRotation(QAngle)</code> | | <code>void SetCustomModelRotation(QAngle ''angles'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetCustomModelVisibleToSelf</code> | | <code>SetCustomModelVisibleToSelf</code> | ||
| <code>void SetCustomModelVisibleToSelf(bool)</code> | | <code>void SetCustomModelVisibleToSelf(bool ''toggle'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetCustomModelWithClassAnimations</code> | | <code>SetCustomModelWithClassAnimations</code> | ||
| <code>void SetCustomModelWithClassAnimations(string)</code> | | <code>void SetCustomModelWithClassAnimations(string ''model_name'')</code> | ||
| | | Sets a custom player model with full animations. | ||
|- | |- | ||
| <code>SetDisguiseAmmoCount</code> | | <code>SetDisguiseAmmoCount</code> | ||
| <code>void SetDisguiseAmmoCount(int)</code> | | <code>void SetDisguiseAmmoCount(int ''count'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetForcedTauntCam</code> | | <code>SetForcedTauntCam</code> | ||
| <code>void SetForcedTauntCam(int)</code> | | <code>void SetForcedTauntCam(int ''toggle'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetGrapplingHookTarget</code> | | <code>SetGrapplingHookTarget</code> | ||
| <code>void SetGrapplingHookTarget(handle, bool)</code> | | <code>void SetGrapplingHookTarget(handle ''entity'', bool ''bleed'')</code> | ||
| Set the player's target grapple entity | | Set the player's target grapple entity. | ||
|- | |||
| <code>SetHudHideFlags</code> | |||
| <code>void SetHudHideFlags([[Team_Fortress_2/Scripting/Script_Functions/Constants#FHideHUD|FHideHUD]] ''flags'')</code> | |||
| Force hud hide flags to a value. | |||
|- | |- | ||
| <code>SetIsMiniBoss</code> | | <code>SetIsMiniBoss</code> | ||
| <code>void SetIsMiniBoss(bool)</code> | | <code>void SetIsMiniBoss(bool ''toggle'')</code> | ||
| Make this player an MvM mini-boss. | | Make this player an MvM mini-boss. | ||
|- | |- | ||
| <code>SetNextChangeClassTime</code> | | <code>SetNextChangeClassTime</code> | ||
| <code>void SetNextChangeClassTime(float)</code> | | <code>void SetNextChangeClassTime(float ''time'')</code> | ||
| Set next change class time. | | Set next change class time. | ||
|- | |- | ||
| <code>SetNextChangeTeamTime</code> | | <code>SetNextChangeTeamTime</code> | ||
| <code>void SetNextChangeTeamTime(float)</code> | | <code>void SetNextChangeTeamTime(float ''time'')</code> | ||
| Set next change team time. | | Set next change team time. | ||
|- | |- | ||
| <code>SetNextRegenTime</code> | | <code>SetNextRegenTime</code> | ||
| <code>void SetNextRegenTime(float)</code> | | <code>void SetNextRegenTime(float ''time'')</code> | ||
| Set next | | Set next available resupply time. | ||
|- | |- | ||
| <code>SetPlayerClass</code> | | <code>SetPlayerClass</code> | ||
| <code>void SetPlayerClass( | | <code>void SetPlayerClass([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFClass|ETFClass]] ''class_index'')</code> | ||
| Sets the player class. Updates the player's visuals and model. | | Sets the player class. Updates the player's visuals and model. | ||
{{note|Does not force the class to be changed and can be buggy for server-side scripts. This can be resolved by calling <code>NetProps.SetPropInt(player, "m_Shared.m_iDesiredPlayerClass", class_index)</code> after <code>SetPlayerClass</code> and before <code>ForceRegenerateAndRespawn</code>. This resolves issues like the player respawning as their "desired" class instead or loadout showing the desired class rather than what they are.}} | |||
{{note|Does not regenerate class properties, such as health or weapons. This can be done by calling <code>ForceRegenerateAndRespawn</code> afterwards.}} | {{note|Does not regenerate class properties, such as health or weapons. This can be done by calling <code>ForceRegenerateAndRespawn</code> afterwards.}} | ||
{{warning|If the player is not respawned, the hitbox set will be used from the old class! Calling <code>SetCustomModel</code> with a blank parameter is sufficient to update it.}} | {{warning|If the player is not respawned, the hitbox set will be used from the old class! Calling <code>SetCustomModel</code> with a blank parameter is sufficient to update it.}} | ||
|- | |- | ||
| <code>SetRageMeter</code> | | <code>SetRageMeter</code> | ||
| <code>void SetRageMeter(float)</code> | | <code>void SetRageMeter(float ''percent'')</code> | ||
| | | Sets rage meter from 0 - 100. | ||
|- | |||
| <code>SetRPSResult</code> | |||
| <code>void SetRPSResult(int ''result'')</code> | |||
| Rig the result of Rock-Paper-Scissors (0 - rock, 1 - paper, 2 - scissors). | |||
|- | |- | ||
| <code>SetScoutHypeMeter</code> | | <code>SetScoutHypeMeter</code> | ||
| <code>void SetScoutHypeMeter(float)</code> | | <code>void SetScoutHypeMeter(float ''percent'')</code> | ||
| | | Sets hype meter from 0 - 100. | ||
|- | |- | ||
| <code>SetSpyCloakMeter</code> | | <code>SetSpyCloakMeter</code> | ||
| <code>void SetSpyCloakMeter(float)</code> | | <code>void SetSpyCloakMeter(float)</code> | ||
| | | Sets cloakmeter from 0 - 100. | ||
|- | |||
| <code>SetVehicleReverseTime</code> | |||
| <code>void SetVehicleReverseTime(float ''time'')</code> | |||
| Set the timestamp when kart was reversed. | |||
|- | |- | ||
| <code>SetUseBossHealthBar</code> | | <code>SetUseBossHealthBar</code> | ||
| <code>void SetUseBossHealthBar(bool)</code> | | <code>void SetUseBossHealthBar(bool ''toggle'')</code> | ||
| | | | ||
|- | |||
| <code>StopTaunt</code> | |||
| <code>void StopTaunt(bool ''remove_prop'')</code> | |||
| Stops current taunt. If ''remove_prop'' is true, the taunt prop will be immediately deleted instead of potentially delaying. | |||
|- | |||
| <code>StunPlayer</code> | |||
| <code>void StunPlayer(float ''duration'', float ''move_speed_reduction'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#TF_STUN|TF_STUN]] ''flags'', handle ''attacker'')</code> | |||
| Stuns the player for a specified duration. Move speed reduction is a fraction (0 = no reduction. 1 = total reduction, no movement). Flag combinations control the stun type and behavior. {{tip|To produce "scared" particle effects and sounds use the combination <code>TF_STUN_LOSER_STATE|TF_STUN_BY_TRIGGER</code> as stun flags.}} | |||
|- | |||
| <code>Taunt</code> | |||
| <code>void Taunt([[Team_Fortress_2/Scripting/Script_Functions/Constants#FTaunts|FTaunts]] ''taunt_index'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#MP_CONCEPT|MP_CONCEPT]] ''taunt_concept'')</code> | |||
| Performs a taunt if allowed. Concept is the "voiceline" index to use with the taunt. For <code>TAUNT_SHOW_ITEM</code> and <code>TAUNT_BASE_WEAPON</code> this is set automatically. <code>TAUNT_LONG</code> is not supported. | |||
{{tip|TAUNT_MISC_ITEM with a concept of <code>MP_CONCEPT_TAUNT_LAUGH</code> will make the player laugh. Concept <code>MP_CONCEPT_TAUNT_REPLAY</code> will play the replay taunt.}} | |||
{{tip|To perform any taunt such as conga, see the [[Team_Fortress_2/Scripting/VScript_Examples#Giving a taunt|examples page]].}} | |||
|- | |- | ||
| <code>TryToPickupBuilding</code> | | <code>TryToPickupBuilding</code> | ||
| <code>bool TryToPickupBuilding()</code> | | <code>bool TryToPickupBuilding()</code> | ||
| Make the player attempt to pick up a building in front of them | | Make the player attempt to pick up a building in front of them. | ||
|- | |- | ||
| <code>UpdateSkin</code> | | <code>UpdateSkin</code> | ||
| <code>UpdateSkin( | | <code>void UpdateSkin(int ''skin'')</code> | ||
| | | | ||
|- | |- | ||
| <code>WasInCond</code> | | <code>WasInCond</code> | ||
| <code>bool WasInCond(ETFCond ''cond'')</code> | | <code>bool WasInCond([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFCond|ETFCond]] ''cond'')</code> | ||
| | | | ||
|- | |- | ||
| <code>Weapon_CanUse</code> | | <code>Weapon_CanUse</code> | ||
| <code>bool Weapon_CanUse( | | <code>bool Weapon_CanUse(CTFWeapon ''weapon'')</code> | ||
| | | | ||
|- | |- | ||
| <code>Weapon_Drop</code> | | <code>Weapon_Drop</code> | ||
| <code>void | | <code>void Weapon_Drop(CTFWeapon ''weapon'')</code> | ||
| Does nothing! | | Does nothing! | ||
|- | |- | ||
| <code>Weapon_DropEx</code> | | <code>Weapon_DropEx</code> | ||
| <code>void Weapon_DropEx( | | <code>void Weapon_DropEx(CTFWeapon ''weapon'', Vector ''target'', Vector ''velocity'')</code> | ||
| | | Does nothing! | ||
|- | |- | ||
| <code>Weapon_Equip</code> | | <code>Weapon_Equip</code> | ||
| <code>void Weapon_Equip( | | <code>void Weapon_Equip(CTFWeapon ''weapon'')</code> | ||
| | | Equips a weapon in the player. This places it inside the <code>m_hMyWeapons</code> array. | ||
|- | |- | ||
| <code>Weapon_SetLast</code> | | <code>Weapon_SetLast</code> | ||
| <code>void Weapon_SetLast( | | <code>void Weapon_SetLast(CTFWeapon ''weapon'')</code> | ||
| | | | ||
|- | |- | ||
| <code>Weapon_ShootPosition</code> | | <code>Weapon_ShootPosition</code> | ||
| <code>Vector Weapon_ShootPosition()</code> | | <code>Vector Weapon_ShootPosition()</code> | ||
| | | The same as calling <code>EyePosition</code>. | ||
{{note|While the weapon shoot position matches with eye position for hitscan and melee weapons, it does not reflect the actual shoot position of most projectile weapons since they have an additional offset from the eye location. To get the exact shoot position you can use the following function: | |||
{{ExpandBox|<source lang=js> | |||
function GetWeaponShootPosition(player) | |||
{ | |||
local weapon = player.GetActiveWeapon() | |||
local offset = null | |||
switch (NetProps.GetPropInt(weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex")) | |||
{ | |||
case 441: // The Cow Mangler | |||
offset = Vector(23.5, 8.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0) | |||
break | |||
case 513: // The Original | |||
offset = Vector(23.5, 0.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0) | |||
break | |||
case 18: // Rocket Launcher | |||
case 127: // The Direct Hit | |||
case 1104: // The Air Strike | |||
case 205: // Rocket Launcher (Renamed/Strange) | |||
case 228: // The Black Box | |||
case 237: // Rocket Jumper | |||
case 414: // The Liberty Launcher | |||
case 658: // Festive Rocket Launcher | |||
case 730: // The Beggar's Bazooka | |||
case 800: // Silver Botkiller Rocket Launcher Mk.I | |||
case 809: // Gold Botkiller Rocket Launcher Mk.I | |||
case 889: // Rust Botkiller Rocket Launcher Mk.I | |||
case 898: // Blood Botkiller Rocket Launcher Mk.I | |||
case 907: // Carbonado Botkiller Rocket Launcher Mk.I | |||
case 916: // Diamond Botkiller Rocket Launcher Mk.I | |||
case 965: // Silver Botkiller Rocket Launcher Mk.II | |||
case 974: // Gold Botkiller Rocket Launcher Mk.II | |||
case 1085: // Festive Black Box | |||
case 15006: // Woodland Warrior | |||
case 15014: // Sand Cannon | |||
case 15028: // American Pastoral | |||
case 15043: // Smalltown Bringdown | |||
case 15052: // Shell Shocker | |||
case 15057: // Aqua Marine | |||
case 15081: // Autumn | |||
case 15104: // Blue Mew | |||
case 15105: // Brain Candy | |||
case 15129: // Coffin Nail | |||
case 15130: // High Roller's | |||
case 15150: // Warhawk | |||
case 39: // The Flare Gun | |||
case 351: // The Detonator | |||
case 595: // The Manmelter | |||
case 740: // The Scorch Shot | |||
case 1081: // Festive Flare Gun | |||
offset = Vector(23.5, 12.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0) | |||
break | |||
case 56: // Hunstman | |||
case 1005: // Festive Huntsman | |||
case 1092: // The Fortified Compound | |||
case 997: // Rescue Ranger | |||
case 305: // Crusader's Crossbow | |||
case 1079: // Festive Crusader's Crossbow | |||
offset = Vector(23.5, 12.0, -3.0) | |||
break | |||
case 442: // The Righteous Bison | |||
case 588: // The Pomson 6000 | |||
offset = Vector(23.5, 8.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0) | |||
break | |||
case 222: // The Mad Milk | |||
case 1121: // Mutated Milk | |||
case 1180: // Gas Passer | |||
case 58: // Jarate | |||
case 751: // Festive Jarate | |||
case 1105: // The Self-Aware Beauty Mark | |||
case 19: // Grenade Launcher | |||
case 206: // Grenade Launcher (Renamed/Strange) | |||
case 308: // The Loch-n-Load | |||
case 996: // The Loose Cannon | |||
case 1007: // Festive Grenade Launcher | |||
case 1151: // The Iron Bomber | |||
case 15077: // Autumn | |||
case 15079: // Macabre Web | |||
case 15091: // Rainbow | |||
case 15092: // Sweet Dreams | |||
case 15116: // Coffin Nail | |||
case 15117: // Top Shelf | |||
case 15142: // Warhawk | |||
case 15158: // Butcher Bird | |||
case 20: // Stickybomb Launcher | |||
case 207: // Stickybomb Launcher (Renamed/Strange) | |||
case 130: // The Scottish Resistance | |||
case 265: // Sticky Jumper | |||
case 661: // Festive Stickybomb Launcher | |||
case 797: // Silver Botkiller Stickybomb Launcher Mk.I | |||
case 806: // Gold Botkiller Stickybomb Launcher Mk.I | |||
case 886: // Rust Botkiller Stickybomb Launcher Mk.I | |||
case 895: // Blood Botkiller Stickybomb Launcher Mk.I | |||
case 904: // Carbonado Botkiller Stickybomb Launcher Mk.I | |||
case 913: // Diamond Botkiller Stickybomb Launcher Mk.I | |||
case 962: // Silver Botkiller Stickybomb Launcher Mk.II | |||
case 971: // Gold Botkiller Stickybomb Launcher Mk.II | |||
case 1150: // The Quickiebomb Launcher | |||
case 15009: // Sudden Flurry | |||
case 15012: // Carpet Bomber | |||
case 15024: // Blasted Bombardier | |||
case 15038: // Rooftop Wrangler | |||
case 15045: // Liquid Asset | |||
case 15048: // Pink Elephant | |||
case 15082: // Autumn | |||
case 15083: // Pumpkin Patch | |||
case 15084: // Macabre Web | |||
case 15113: // Sweet Dreams | |||
case 15137: // Coffin Nail | |||
case 15138: // Dressed to Kill | |||
case 15155: // Blitzkrieg | |||
offset = Vector(16.0, 8.0, -6.0) | |||
break | |||
case 17: // Syringe Gun | |||
case 204: // Syringe Gun (Renamed/Strange) | |||
case 36: // The Blutsauger | |||
case 412: // The Overdose | |||
offset = Vector(16.0, 6.0, -8.0) | |||
break | |||
case 812: // The Flying Guillotine | |||
case 833: // The Flying Guillotine (Genuine) | |||
offset = Vector(32.0, 0.0, 15.0) | |||
break | |||
case 528: // The Short Curcuit | |||
offset = Vector(40.0, 15.0, -10.0) | |||
break | |||
case 44: // Sandman | |||
case 648: // The Wrap Assassin | |||
return player.GetOrigin() + player.GetModelScale() * | |||
(player.EyeAngles().Forward() * 32.0 + Vector(0.0, 0.0, 50.0)) | |||
default: | |||
return player.EyePosition() | |||
} | |||
if (Convars.GetClientConvarValue("cl_flipviewmodels", player.entindex()) == "1") | |||
offset.y *= -1 | |||
local eye_angles = player.EyeAngles() | |||
return player.EyePosition() + | |||
eye_angles.Up() * offset.z + | |||
eye_angles.Left() * offset.y + | |||
eye_angles.Forward() * offset.x | |||
} | |||
// Example usage | |||
// Works only for the rocket launchers | |||
local player = GetListenServerHost() | |||
local eye_position = player.EyePosition() | |||
local shoot_position = GetWeaponShootPosition(player) | |||
local eye_vector = player.EyeAngles().Forward() | |||
local trace = | |||
{ | |||
start = shoot_position | |||
end = eye_position + eye_vector * 32768.0 | |||
ignore = player | |||
hullmin = Vector(-1.0, -1.0, -1.0) | |||
hullmax = Vector(1.0, 1.0, 1.0) | |||
} | |||
TraceHull(trace) | |||
DebugDrawLine(shoot_position, trace.pos, 255, 255, 255, false, 5.0) | |||
DebugDrawBox(trace.pos, Vector(-2.0, -2.0, -2.0), Vector(2.0, 2.0, 2.0), 255, 0, 0, 255, 5.0) | |||
</source>}} | |||
}} | |||
|- | |- | ||
| <code>Weapon_Switch</code> | | <code>Weapon_Switch</code> | ||
| <code>void Weapon_Switch( | | <code>void Weapon_Switch(CTFWeapon ''weapon'')</code> | ||
| | | Attempts a switch to the given weapon, if present in the player's inventory (<code>m_hMyWeapons</code> array). | ||
{{note|Most of the time a weapon switch will succeed, except in these circumstances. Workarounds are provided in each case to allow a forced switch. | |||
* Revved with a minigun | |||
* Just fired with a sniper rifle | |||
* Blowing the horn of a banner item | |||
* Holding Half-Zatoichi and under 50 health | |||
* Backstab stun from a Razorback | |||
-> Set <code>m_hActiveWeapon</code> netprop on the player to null. {{warning|Do not take the lazy way out and run this workaround for every weapon, it will break other weapons like the Huntsman. Only run this workaround for the specific class of weapons above.}} | |||
* Player has <code>TF_COND_CANNOT_SWITCH_FROM_MELEE</code> condition (from eating Buffalo Steak Sandvich) and is holding a melee | |||
-> Remove <code>TF_COND_CANNOT_SWITCH_FROM_MELEE</code> condition. | |||
* Using the Thermal Thruster: | |||
<source lang=js> | |||
// assuming "weapon" is the thermal thruster | |||
NetProps.SetPropEntity(player, "m_hActiveWeapon", null) | |||
if (player.InCond(Constants.ETFCond.TF_COND_ROCKETPACK)) | |||
{ | |||
// needed to stop air sound | |||
SendGlobalGameEvent("rocketpack_landed", { userid = GetPlayerUserID(player) }) | |||
player.RemoveCond(Constants.ETFCond.TF_COND_ROCKETPACK) | |||
} | |||
</source> | |||
}} | |||
|} | |} | ||
=== CTFBot === | === CTFBot === | ||
Extends [[#CTFPlayer|CTFPlayer]] and [[#NextBotCombatCharacter|NextBotCombatCharacter]] | Extends [[#CTFPlayer|CTFPlayer ↑]] and [[#NextBotCombatCharacter|NextBotCombatCharacter ↓]] | ||
Script handle class for bot-controlled players aka [[tf_bot]]. Beep boop. | Script handle class for bot-controlled players aka [[tf_bot]]. Beep boop. | ||
{{note|[https://wiki.teamfortress.com/wiki/Bots#Puppet_bots Puppet bots] do ''not'' inherit from this class.}} | |||
==== Methods ==== | ==== Methods ==== | ||
Line 1,853: | Line 2,501: | ||
|- | |- | ||
| <code>AddBotAttribute</code> | | <code>AddBotAttribute</code> | ||
| <code>void AddBotAttribute( | | <code>void AddBotAttribute([[Team_Fortress_2/Scripting/Script_Functions/Constants#FTFBotAttributeType|FTFBotAttributeType]] ''attribute'')</code> | ||
| Sets attribute flags on this TFBot | | Sets attribute flags on this TFBot. | ||
|- | |- | ||
| <code>AddBotTag</code> | | <code>AddBotTag</code> | ||
| <code>void AddBotTag(string)</code> | | <code>void AddBotTag(string ''tag'')</code> | ||
| Adds a bot tag | | Adds a bot tag. | ||
|- | |- | ||
| <code>AddWeaponRestriction</code> | | <code>AddWeaponRestriction</code> | ||
| <code>void AddWeaponRestriction( | | <code>void AddWeaponRestriction([[Team_Fortress_2/Scripting/Script_Functions/Constants#TFBotWeaponRestrictionType|TFBotWeaponRestrictionType]] ''flags'')</code> | ||
| Adds weapon restriction flags | | Adds weapon restriction flags. | ||
|- | |- | ||
| <code>ClearAllBotAttributes</code> | | <code>ClearAllBotAttributes</code> | ||
| <code>void ClearAllBotAttributes()</code> | | <code>void ClearAllBotAttributes()</code> | ||
| Clears all attribute flags on this TFBot | | Clears all attribute flags on this TFBot. | ||
|- | |- | ||
| <code>ClearAllBotTags</code> | | <code>ClearAllBotTags</code> | ||
| <code>void ClearAllBotTags()</code> | | <code>void ClearAllBotTags()</code> | ||
| Clears bot tags | | Clears bot tags. | ||
|- | |- | ||
| <code>ClearAllWeaponRestrictions</code> | | <code>ClearAllWeaponRestrictions</code> | ||
| <code>void ClearAllWeaponRestrictions()</code> | | <code>void ClearAllWeaponRestrictions()</code> | ||
| Removes all weapon restriction flags | | Removes all weapon restriction flags. | ||
|- | |- | ||
| <code>ClearAttentionFocus</code> | | <code>ClearAttentionFocus</code> | ||
| <code>void ClearAttentionFocus()</code> | | <code>void ClearAttentionFocus()</code> | ||
| Clear current focus | | Clear current focus. | ||
|- | |||
| <code>ClearBehaviorFlag</code> | |||
| <code>void ClearBehaviorFlag([[Team_Fortress_2/Scripting/Script_Functions/Constants#TFBOT_BEHAVIOR|TFBOT_BEHAVIOR]] ''flags'')</code> | |||
| Clear the given behavior flag(s) for this bot. | |||
|- | |- | ||
| <code>DelayedThreatNotice</code> | | <code>DelayedThreatNotice</code> | ||
| <code>void DelayedThreatNotice(handle, float)</code> | | <code>void DelayedThreatNotice(handle ''threat'', float ''delay'')</code> | ||
| Notice the threat after a delay in seconds. | |||
|- | |- | ||
| <code>DisbandCurrentSquad</code> | | <code>DisbandCurrentSquad</code> | ||
| <code>void DisbandCurrentSquad()</code> | | <code>void DisbandCurrentSquad()</code> | ||
| Forces the current squad to be entirely disbanded by everyone | | Forces the current squad to be entirely disbanded by everyone. | ||
|- | |- | ||
| <code>FindVantagePoint</code> | | <code>FindVantagePoint</code> | ||
| <code> | | <code>CTFNavArea FindVantagePoint(float ''max_distance'')</code> | ||
| Get the nav area of the closest vantage point (within distance) | | Get the nav area of the closest vantage point (within distance). | ||
|- | |- | ||
| <code>GenerateAndWearItem</code> | | <code>GenerateAndWearItem</code> | ||
| <code>void GenerateAndWearItem(string)</code> | | <code>void GenerateAndWearItem(string ''item_name'')</code> | ||
| Give me an item! | | Give me an item! | ||
|- | |||
| <code>GetActionPoint</code> | |||
| <code>handle GetActionPoint()</code> | |||
| Get the given action point for this bot. | |||
|- | |||
| <code>GetAllBotTags</code> | |||
| <code>void GetAllBotTags(table ''result'')</code> | |||
| Get all bot tags. The key is the index, and the value is the tag. | |||
|- | |- | ||
| <code>GetHomeArea</code> | | <code>GetHomeArea</code> | ||
| <code> | | <code>CTFNavArea GetHomeArea()</code> | ||
| Sets the home nav area of the bot | | Sets the home nav area of the bot. | ||
|- | |- | ||
| <code>GetDifficulty</code> | | <code>GetDifficulty</code> | ||
| <code> | | <code>int GetDifficulty()</code> | ||
| Returns the bot's difficulty level | | Returns the bot's difficulty level. See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotDifficultyType|Constants.ETFBotDifficultyType]]. | ||
|- | |- | ||
| <code>GetMaxVisionRangeOverride</code> | | <code>GetMaxVisionRangeOverride</code> | ||
| <code>float GetMaxVisionRangeOverride()</code> | | <code>float GetMaxVisionRangeOverride()</code> | ||
| Gets the max vision range override for the bot {{warning|MaxVisionRange overrides, as well as certain other bot modifiers, can persist after a bot has been moved to spectator and assigned a new class/loadout in MvM! Identifying MvM bots by the MaxVisionRange override set in a popfile may not be reliable.}} | | Gets the max vision range override for the bot {{warning|MaxVisionRange overrides, as well as certain other bot modifiers, can persist after a bot has been moved to spectator and assigned a new class/loadout in MvM! Identifying MvM bots by the MaxVisionRange override set in a popfile may not be reliable.}} | ||
|- | |||
| <code>GetMission</code> | |||
| <code>int GetMission()</code> | |||
| Get this bot's current mission. See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotMissionType|ETFBotMissionType]]. | |||
|- | |||
| <code>GetMissionTarget</code> | |||
| <code>handle GetMissionTarget()</code> | |||
| Get this bot's current mission target. | |||
|- | |- | ||
| <code>GetNearestKnownSappableTarget</code> | | <code>GetNearestKnownSappableTarget</code> | ||
| <code>handle GetNearestKnownSappableTarget()</code> | | <code>handle GetNearestKnownSappableTarget()</code> | ||
| Gets the nearest known sappable target | | Gets the nearest known sappable target. | ||
|- | |||
| <code>GetPrevMission</code> | |||
| <code>int GetPrevMission()</code> | |||
| Get this bot's previous mission. See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotMissionType|ETFBotMissionType]]. | |||
|- | |- | ||
| <code>GetSpawnArea</code> | | <code>GetSpawnArea</code> | ||
| <code> | | <code>CTFNavArea GetSpawnArea()</code> | ||
| Return the nav area of where we spawned | | Return the nav area of where we spawned. | ||
|- | |- | ||
| <code>GetSquadFormationError</code> | | <code>GetSquadFormationError</code> | ||
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|- | |- | ||
| <code>HasBotAttribute</code> | | <code>HasBotAttribute</code> | ||
| <code>bool HasBotAttribute( | | <code>bool HasBotAttribute([[Team_Fortress_2/Scripting/Script_Functions/Constants#FTFBotAttributeType|FTFBotAttributeType]] ''attribute'')</code> | ||
| Checks if this TFBot has the given attributes | | Checks if this TFBot has the given attributes. | ||
|- | |- | ||
| <code>HasBotTag</code> | | <code>HasBotTag</code> | ||
| <code>bool HasBotTag(string)</code> | | <code>bool HasBotTag(string ''tag'')</code> | ||
| Checks if this TFBot has the given bot tag | | Checks if this TFBot has the given bot tag. | ||
|- | |||
| <code>HasMission</code> | |||
| <code>bool HasMission([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotMissionType|ETFBotMissionType]] ''mission'')</code> | |||
| Return true if the given mission is this bot's current mission. | |||
|- | |- | ||
| <code>HasWeaponRestriction</code> | | <code>HasWeaponRestriction</code> | ||
| <code>bool HasWeaponRestriction( | | <code>bool HasWeaponRestriction([[Team_Fortress_2/Scripting/Script_Functions/Constants#TFBotWeaponRestrictionType|TFBotWeaponRestrictionType]] ''flags'')</code> | ||
| Checks if this TFBot has the given weapon restriction flags | | Checks if this TFBot has the given weapon restriction flags. | ||
|- | |- | ||
| <code>IsAmmoFull</code> | | <code>IsAmmoFull</code> | ||
| <code>bool IsAmmoFull()</code> | | <code>bool IsAmmoFull()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsAmmoLow</code> | | <code>IsAmmoLow</code> | ||
| <code>bool IsAmmoLow()</code> | | <code>bool IsAmmoLow()</code> | ||
| | | | ||
|- | |- | ||
| <code>IsAttentionFocused</code> | | <code>IsAttentionFocused</code> | ||
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|- | |- | ||
| <code>IsAttentionFocusedOn</code> | | <code>IsAttentionFocusedOn</code> | ||
| <code>bool IsAttentionFocusedOn(handle)</code> | | <code>bool IsAttentionFocusedOn(handle ''entity'')</code> | ||
| Is our attention focused on this entity | | Is our attention focused on this entity. | ||
|- | |||
| <code>IsBehaviorFlagSet</code> | |||
| <code>bool IsBehaviorFlagSet([[Team_Fortress_2/Scripting/Script_Functions/Constants#TFBOT_BEHAVIOR|TFBOT_BEHAVIOR]] ''flags'')</code> | |||
| Return true if the given behavior flag(s) are set for this bot. | |||
|- | |- | ||
| <code>IsDifficulty</code> | | <code>IsDifficulty</code> | ||
| <code>bool IsDifficulty( | | <code>bool IsDifficulty([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotDifficultyType|ETFBotDifficultyType]] ''difficulty'')</code> | ||
| Returns true/false if the bot's difficulty level matches. | | Returns true/false if the bot's difficulty level matches. | ||
|- | |- | ||
| <code>IsInASquad</code> | | <code>IsInASquad</code> | ||
| <code>bool IsInASquad()</code> | | <code>bool IsInASquad()</code> | ||
| Checks if we are in a squad | | Checks if we are in a squad. | ||
|- | |||
| <code>IsOnAnyMission</code> | |||
| <code>bool IsOnAnyMission()</code> | |||
| Return true if this bot has a current mission. | |||
|- | |- | ||
| <code>IsWeaponRestricted</code> | | <code>IsWeaponRestricted</code> | ||
| <code>bool IsWeaponRestricted(handle)</code> | | <code>bool IsWeaponRestricted(handle ''weapon'')</code> | ||
| Checks if the given weapon is restricted for use on the bot | | Checks if the given weapon is restricted for use on the bot. | ||
|- | |- | ||
| <code>LeaveSquad</code> | | <code>LeaveSquad</code> | ||
| <code>void LeaveSquad()</code> | | <code>void LeaveSquad()</code> | ||
| Makes us leave the current squad (if any) | | Makes us leave the current squad (if any). | ||
|- | |- | ||
| <code>PressAltFireButton</code> | | <code>PressAltFireButton</code> | ||
| <code>void PressAltFireButton(float ''duration'')</code> | | <code>void PressAltFireButton(float ''duration'' = -1)</code> | ||
| | | | ||
|- | |- | ||
| <code>PressFireButton</code> | | <code>PressFireButton</code> | ||
| <code>void PressFireButton(float ''duration'')</code> | | <code>void PressFireButton(float ''duration'' = -1)</code> | ||
| | | | ||
|- | |- | ||
| <code>PressSpecialFireButton</code> | | <code>PressSpecialFireButton</code> | ||
| <code>void PressSpecialFireButton(float ''duration'')</code> | | <code>void PressSpecialFireButton(float ''duration'' = -1)</code> | ||
| | |||
|- | |- | ||
| <code>RemoveBotAttribute</code> | | <code>RemoveBotAttribute</code> | ||
| <code>void RemoveBotAttribute( | | <code>void RemoveBotAttribute([[Team_Fortress_2/Scripting/Script_Functions/Constants#FTFBotAttributeType|FTFBotAttributeType]] ''attribute'')</code> | ||
| Removes attribute flags on this TFBot | | Removes attribute flags on this TFBot. | ||
|- | |- | ||
| <code>RemoveBotTag</code> | | <code>RemoveBotTag</code> | ||
| <code>void RemoveBotTag(string)</code> | | <code>void RemoveBotTag(string ''tag'')</code> | ||
| Removes a bot tag | | Removes a bot tag. | ||
|- | |- | ||
| <code>RemoveWeaponRestriction</code> | | <code>RemoveWeaponRestriction</code> | ||
| <code>void RemoveWeaponRestriction( | | <code>void RemoveWeaponRestriction([[Team_Fortress_2/Scripting/Script_Functions/Constants#TFBotWeaponRestrictionType|TFBotWeaponRestrictionType]] ''flags'')</code> | ||
| Removes weapon restriction flags | | Removes weapon restriction flags. | ||
|- | |||
| <code>SetActionPoint</code> | |||
| <code>void SetActionPoint(handle ''entity'')</code> | |||
| Set the given action point for this bot. | |||
|- | |- | ||
| <code>SetAttentionFocus</code> | | <code>SetAttentionFocus</code> | ||
| <code>void SetAttentionFocus(handle)</code> | | <code>void SetAttentionFocus(handle ''entity'')</code> | ||
| Sets our current attention focus to this entity | | Sets our current attention focus to this entity. | ||
|- | |- | ||
| <code>SetAutoJump</code> | | <code>SetAutoJump</code> | ||
| <code>void SetAutoJump(float '' | | <code>void SetAutoJump(float ''min_time'', float ''max_time'')</code> | ||
| Sets if the bot should automatically jump, and how often. | | Sets if the bot should automatically jump, and how often. | ||
|- | |||
| <code>SetBehaviorFlag</code> | |||
| <code>void SetBehaviorFlag([[Team_Fortress_2/Scripting/Script_Functions/Constants#TFBOT_BEHAVIOR|TFBOT_BEHAVIOR]] ''flags'')</code> | |||
| Set the given behavior flag(s) for this bot. | |||
|- | |- | ||
| <code>SetDifficulty</code> | | <code>SetDifficulty</code> | ||
| <code>void SetDifficulty( | | <code>void SetDifficulty([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotDifficultyType|ETFBotDifficultyType]] ''difficulty'')</code> | ||
| Sets the bots difficulty level | | Sets the bots difficulty level. | ||
|- | |- | ||
| <code>SetHomeArea</code> | | <code>SetHomeArea</code> | ||
| <code>void SetHomeArea( | | <code>void SetHomeArea(CTFNavArea ''area'')</code> | ||
| | | Set the home nav area of the bot, may be null. | ||
|- | |- | ||
| <code>SetMaxVisionRangeOverride</code> | | <code>SetMaxVisionRangeOverride</code> | ||
| <code>void SetMaxVisionRangeOverride(float)</code> | | <code>void SetMaxVisionRangeOverride(float ''range'')</code> | ||
| Sets max vision range override for the bot | | Sets max vision range override for the bot. | ||
|- | |||
| <code>SetMission</code> | |||
| <code>void SetMission([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotMissionType|ETFBotMissionType]] ''mission'', bool ''reset_behavior'')</code> | |||
| Set this bot's current mission to the given mission. | |||
|- | |||
| <code>SetMissionTarget</code> | |||
| <code>void SetMissionTarget(handle ''entity'')</code> | |||
| Set this bot's mission target to the given entity. | |||
|- | |||
| <code>SetPrevMission</code> | |||
| <code>void SetPrevMission([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFBotMissionType|ETFBotMissionType]] ''mission'')</code> | |||
| Set this bot's previous mission to the given mission. | |||
|- | |- | ||
| <code>SetScaleOverride</code> | | <code>SetScaleOverride</code> | ||
| <code>void SetScaleOverride(float)</code> | | <code>void SetScaleOverride(float ''scale'')</code> | ||
| Sets the scale override for the bot | | Sets the scale override for the bot. | ||
|- | |- | ||
| <code>SetShouldQuickBuild</code> | | <code>SetShouldQuickBuild</code> | ||
| <code>void SetShouldQuickBuild(bool)</code> | | <code>void SetShouldQuickBuild(bool ''toggle'')</code> | ||
| Sets if the bot should build instantly | | Sets if the bot should build instantly. | ||
|- | |- | ||
| <code>SetSquadFormationError</code> | | <code>SetSquadFormationError</code> | ||
| <code>void SetSquadFormationError(float)</code> | | <code>void SetSquadFormationError(float ''coefficient'')</code> | ||
| Sets our formation error coefficient. | | Sets our formation error coefficient. | ||
|- | |- | ||
| <code>ShouldAutoJump</code> | | <code>ShouldAutoJump</code> | ||
| <code>bool ShouldAutoJump()</code> | | <code>bool ShouldAutoJump()</code> | ||
| Returns if the bot should automatically jump | | Returns if the bot should automatically jump. | ||
|- | |- | ||
| <code>ShouldQuickBuild</code> | | <code>ShouldQuickBuild</code> | ||
| <code>bool ShouldQuickBuild()</code> | | <code>bool ShouldQuickBuild()</code> | ||
| Returns if the bot should build instantly | | Returns if the bot should build instantly. | ||
|- | |- | ||
| <code>UpdateDelayedThreatNotices</code> | | <code>UpdateDelayedThreatNotices</code> | ||
| <code>void UpdateDelayedThreatNotices()</code> | | <code>void UpdateDelayedThreatNotices()</code> | ||
| | |||
|} | |} | ||
=== CTFBaseBoss === | |||
Extends [[#NextBotCombatCharacter|NextBotCombatCharacter ↓]] | |||
Base class intended for custom NPCs. Officially this is only used as part of [[tank_boss|MvM tank]]. | |||
==== Methods ==== | |||
{| class="standard-table" style="width:100%" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>SetResolvePlayerCollisions</code> | |||
| <code>void SetResolvePlayerCollisions(bool ''toggle'')</code> | |||
| Sets whether the entity should push away players intersecting its bounding box. On by default. | |||
|} | |||
{{note|There's more methods in input form. See [[base_boss]] page.}} | |||
=== Convars === | === Convars === | ||
Line 2,035: | Line 2,759: | ||
An interface to manipulate the [[ConVar|convars]] on the server. | An interface to manipulate the [[ConVar|convars]] on the server. | ||
{{ | {{note|Protected convars (e.g. <code>rcon_password</code>) cannot be accessed.}} | ||
<!-- | <!-- | ||
The class for this isn't directly available but is <code>CScriptConvarAccessor</code>. Not that it's important. | The class for this isn't directly available but is <code>CScriptConvarAccessor</code>. Not that it's important. | ||
Line 2,048: | Line 2,772: | ||
|- | |- | ||
| <code>GetBool</code> | | <code>GetBool</code> | ||
| <code>bool | | <code>bool GetBool(string ''name'')</code> | ||
| Returns the convar as a bool. May return null if no such convar. | | Returns the convar as a bool. May return null if no such convar. | ||
|- | |- | ||
| <code>GetClientConvarValue</code> | | <code>GetClientConvarValue</code> | ||
| <code>string GetClientConvarValue(string ''name'', int ''entindex'')</code> | | <code>string GetClientConvarValue(string ''name'', int ''entindex'')</code> | ||
| Returns the convar value for the entindex as a string. Only works on client convars with the FCVAR_USERINFO flag. | | Returns the convar value for the entindex as a string. Only works on client convars with the FCVAR_USERINFO flag. | ||
{{tip|The list of available client convars can be printed in console using the <code>findflags USERINFO</code> command.}} | |||
{{note|Notable client convars available: | |||
* cl_autoreload : Whether the client wants autoreload after each shot | |||
* cl_autorezoom : Whether the client wants auto scope-in after firing a sniper rifle | |||
* cl_connectmethod : How the client joined the server. E.g. ''listenserver'', ''serverbrowser_internet'', ''serverbrowser_favorites'' {{todo|List all of them}} | |||
* cl_flipviewmodels : Whether the client has flipped viewmodels | |||
* cl_language : The client's language setting | |||
* cl_spec_mode : Currently observer mode, corresponds to the [[Team_Fortress_2/Scripting/Script_Functions/Constants#ESpectatorMode|ESpectatorMode]]. | |||
* fov_desired : The client's FOV | |||
* hud_classautokill : If the client wants to suicide after choosing a new class | |||
* hud_combattext : Whether damage numbers are enabled | |||
* name : The client's name | |||
* closecaption : Whether the client has [[closed caption]]s enabled. | |||
}} | |||
|- | |- | ||
| <code>GetInt</code> | | <code>GetInt</code> | ||
| <code>int GetInt(string ''name'')</code> | | <code>int GetInt(string ''name'')</code> | ||
| Returns the convar as an int. May return null if no such convar. | | Returns the convar as an int. May return null if no such convar. | ||
{{warning|The entire convar list is searched each time this is called (which is slow!). If you are going to be using it several times per frame, cache off the result.}} | |||
|- | |- | ||
| <code>GetStr</code> | | <code>GetStr</code> | ||
| <code>string GetStr(string ''name'')</code> | | <code>string GetStr(string ''name'')</code> | ||
| Returns the convar as a string. May return null if no such convar. | | Returns the convar as a string. May return null if no such convar. Returns <code>hunter2</code> if a protected convar is accessed. | ||
{{warning|See above.}} | |||
|- | |- | ||
| <code>GetFloat</code> | | <code>GetFloat</code> | ||
| <code>float GetFloat(string ''name'')</code> | | <code>float GetFloat(string ''name'')</code> | ||
| Returns the convar as a float. May return null if no such convar. | | Returns the convar as a float. May return null if no such convar. | ||
{{warning|See above.}} | |||
|- | |- | ||
| <code>IsConVarOnAllowList</code> | | <code>IsConVarOnAllowList</code> | ||
Line 2,073: | Line 2,814: | ||
| <code>SetValue</code> | | <code>SetValue</code> | ||
| <code>void SetValue(string ''name'', any ''value'')</code> | | <code>void SetValue(string ''name'', any ''value'')</code> | ||
| Sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Convars marked as cheat-only can be set even if ''sv_cheats'' is off. Convars marked as dev-only (i.e. not visible in console) can also be set. Supported types are bool, int, float, string. | | Sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Convars marked as cheat-only can be set even if ''sv_cheats'' is off. Convars marked as dev-only (i.e. not visible in console) can also be set. Supported types are bool, int, float, string. The original value of the convar is saved and is reset on map change, in other words convar changes will not persist across maps. | ||
{{warning|For changes intended to persist for the whole map, set these at the start of each round instead of only once. Otherwise, custom server configs may load after the initial script and not use the correct settings.}} | |||
|} | |} | ||
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| | | | ||
<source lang=js> | <source lang=js> | ||
local ent = null | local ent = null | ||
while ( ent = Entities.FindByClassname(ent, "tf_weapon_*") ) | while ( ent = Entities.FindByClassname(ent, "tf_weapon_*") ) | ||
{ | { | ||
Line 2,102: | Line 2,844: | ||
|} | |} | ||
{{ | {{note | | ||
* The variable name <code>ent</code> is arbitrary. | * The variable name <code>ent</code> is arbitrary. | ||
* Indeed, we mean "{{=}}" and not "{{=}}{{=}}" in the loop conditions! The loops end if <code>ent</code> becomes <code>null</code>, which happens when no matching entities have an [[entity index]] higher to the one in ''previous'' parameter. | * Indeed, we mean "{{=}}" and not "{{=}}{{=}}" in the loop conditions! The loops end if <code>ent</code> becomes <code>null</code>, which happens when no matching entities have an [[entity index]] higher to the one in ''previous'' parameter. | ||
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| <code>CreateByClassname</code> | | <code>CreateByClassname</code> | ||
| <code>handle CreateByClassname(string ''classname'')</code> | | <code>handle CreateByClassname(string ''classname'')</code> | ||
| Creates an entity by classname | | Creates an entity by classname. | ||
{{tip|Example usage: <source lang=js>local prop = Entities.CreateByClassname("prop_dynamic")</source>}} | |||
|- | |- | ||
| <code>DispatchSpawn</code> | | <code>DispatchSpawn</code> | ||
| <code>void DispatchSpawn(handle ''entity'')</code> | | <code>void DispatchSpawn(handle ''entity'')</code> | ||
| Dispatches spawn of an entity! | | Dispatches spawn of an entity! Use this on entities created via <code>CreateByClassname</code> to actually spawn them into the world. | ||
{{note|Calling this on players will cause them to respawn. In {{css}}, set the <code>m_iPlayerState</code> netprop to 0 before calling this to fully respawn.}} | |||
|- | |- | ||
| <code>FindByClassname</code> | | <code>FindByClassname</code> | ||
| <code>handle FindByClassname(handle ''previous'', string ''classname'')</code> | | <code>handle FindByClassname(handle ''previous'', string ''classname'')</code> | ||
| Find entities by the | | Find entities by the string of their <code>classname</code> keyvalue. Pass 'null' value to start an iteration, or reference to a previously found entity to continue a search. | ||
{{ | {{note|The classname keyvalue of an entity can be manipulated and does not necessarily reflect its code class. There might be entities that have a different classname than the one they are created with. For example you can spawn a "prop_dynamic" then change its classname to "my_prop", and it will retain the functionality of its code class while also not showing up when searching for "prop_dynamic".}} | ||
|- | |- | ||
| <code>FindByClassnameNearest</code> | | <code>FindByClassnameNearest</code> | ||
| <code>handle FindByClassnameNearest(string ''classname'', Vector ''center'', float ''radius'')</code> | | <code>handle FindByClassnameNearest(string ''classname'', Vector ''center'', float ''radius'')</code> | ||
| Find entities by classname nearest to a point. | | Find entities by classname nearest to a point within a radius. | ||
|- | |- | ||
| <code>FindByClassnameWithin</code> | | <code>FindByClassnameWithin</code> | ||
| <code>handle FindByClassnameWithin(handle ''previous'', string ''classname'', Vector ''center'', float ''radius'')</code> | | <code>handle FindByClassnameWithin(handle ''previous'', string ''classname'', Vector ''center'', float ''radius'')</code> | ||
| Find entities by classname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search | | Find entities by classname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. | ||
|- | |- | ||
| <code>FindByModel</code> | | <code>FindByModel</code> | ||
| <code>handle FindByModel(handle ''previous'', string '' | | <code>handle FindByModel(handle ''previous'', string ''model_name'')</code> | ||
| Find entities by the | | Find entities by the string of their <code>model</code> keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. | ||
|- | |- | ||
| <code>FindByName</code> | | <code>FindByName</code> | ||
| <code>handle FindByName(handle ''previous'', string ''targetname'')</code> | | <code>handle FindByName(handle ''previous'', string ''targetname'')</code> | ||
| Find entities by the | | Find entities by the string of their {{ent|targetname}} keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. | ||
|- | |- | ||
| <code>FindByNameNearest</code> | | <code>FindByNameNearest</code> | ||
| <code>handle FindByNameNearest(string ''targetname'', Vector ''center'', float ''radius'')</code> | | <code>handle FindByNameNearest(string ''targetname'', Vector ''center'', float ''radius'')</code> | ||
| Find entities by targetname nearest to a point. | | Find entities by targetname nearest to a point within a radius. | ||
|- | |- | ||
| <code>FindByNameWithin</code> | | <code>FindByNameWithin</code> | ||
| <code>handle FindByNameWithin(handle ''previous'', string ''targetname'', Vector ''center'', float ''radius'')</code> | | <code>handle FindByNameWithin(handle ''previous'', string ''targetname'', Vector ''center'', float ''radius'')</code> | ||
| Find entities by targetname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search | | Find entities by targetname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. | ||
|- | |- | ||
| <code>FindByTarget</code> | | <code>FindByTarget</code> | ||
| <code>handle FindByTarget(handle ''previous'', string ''target'')</code> | | <code>handle FindByTarget(handle ''previous'', string ''target'')</code> | ||
| Find entities by the | | Find entities by the string of their <code>target</code> keyvalue.{{confirm}} Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. | ||
|- | |- | ||
| <code>FindInSphere</code> | | <code>FindInSphere</code> | ||
| <code>handle FindInSphere(handle ''previous'', Vector ''center'', float ''radius'')</code> | | <code>handle FindInSphere(handle ''previous'', Vector ''center'', float ''radius'')</code> | ||
| Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search | | Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. | ||
|- | |- | ||
| <code>First</code> | | <code>First</code> | ||
| <code>handle First()</code> | | <code>handle First()</code> | ||
| Begin an iteration over the list of entities | | Begin an iteration over the list of entities. The first entity is always [[worldspawn]]. | ||
|- | |- | ||
| <code>Next</code> | | <code>Next</code> | ||
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|- | |- | ||
| <code>AddIncomingConnection</code> | | <code>AddIncomingConnection</code> | ||
| <code>void AddIncomingConnection( | | <code>void AddIncomingConnection(CTFNavArea ''area'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Add areas that connect TO this area by a ONE-WAY link | | Add areas that connect TO this area by a ONE-WAY link. | ||
|- | |- | ||
| <code>ClearAttributeTF</code> | | <code>ClearAttributeTF</code> | ||
| <code>void ClearAttributeTF( | | <code>void ClearAttributeTF([[Team_Fortress_2/Scripting/Script_Functions/Constants#FTFNavAttributeType|FTFNavAttributeType]] ''bits'')</code> | ||
| Clear TF-specific area attribute bits. | | Clear TF-specific area attribute bits. | ||
|- | |- | ||
| <code>ComputeClosestPointInPortal</code> | | <code>ComputeClosestPointInPortal</code> | ||
| <code>Vector ComputeClosestPointInPortal( | | <code>Vector ComputeClosestPointInPortal(CTFNavArea ''to'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'', Vector ''close_pos'')</code> | ||
| Compute closest point within the "portal" between to an area's direction from the given position. | | Compute closest point within the "portal" between to an area's direction from the given position. | ||
|- | |- | ||
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|- | |- | ||
| <code>ConnectTo</code> | | <code>ConnectTo</code> | ||
| <code>void ConnectTo( | | <code>void ConnectTo(CTFNavArea ''area'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Connect this area to given area in given direction. | | Connect this area to given area in given direction. | ||
|- | |- | ||
| <code>Contains</code> | | <code>Contains</code> | ||
| <code>bool Contains( | | <code>bool Contains(CTFNavArea ''area'')</code> | ||
| Return true if other area is on or above this area, but no others. | | Return true if other area is on or above this area, but no others. | ||
|- | |- | ||
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|- | |- | ||
| <code>DebugDrawFilled</code> | | <code>DebugDrawFilled</code> | ||
| <code>void DebugDrawFilled(int ''r'', int ''g'', int ''b'', int ''a'', float ''duration'', bool '' | | <code>void DebugDrawFilled(int ''r'', int ''g'', int ''b'', int ''a'', float ''duration'', bool ''no_depth_test'', float ''margin'')</code> | ||
| Draw area as a filled rectangle of the given color. | | Draw area as a filled rectangle of the given color. | ||
|- | |- | ||
| <code>Disconnect</code> | | <code>Disconnect</code> | ||
| <code>void Disconnect( | | <code>void Disconnect(CTFNavArea ''area'')</code> | ||
| Disconnect this area from given area. | | Disconnect this area from given area. | ||
|- | |- | ||
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|- | |- | ||
| <code>GetAdjacentArea</code> | | <code>GetAdjacentArea</code> | ||
| <code>handle GetAdjacentArea( | | <code>handle GetAdjacentArea([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'', int ''n'')</code> | ||
| Return the n'th adjacent area in the given direction | | Return the n'th adjacent area in the given direction. | ||
{{note|'Adjacent area' really means ''outgoing'' connection. Adjacent areas don't necessarily have to physically be touching, there can be a height discrepancy (e.g. at a drop ledge).}} | |||
|- | |- | ||
| <code>GetAdjacentAreas</code> | | <code>GetAdjacentAreas</code> | ||
| <code>void GetAdjacentAreas( | | <code>void GetAdjacentAreas([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'', table ''result'')</code> | ||
| Fills a passed in table with all adjacent areas in the given direction. | | Fills a passed in table with all adjacent areas in the given direction. | ||
|- | |- | ||
| <code>GetAdjacentCount</code> | | <code>GetAdjacentCount</code> | ||
| <code>int GetAdjacentCount(ENavDirType ''dir'')</code> | | <code>int GetAdjacentCount([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Get the number of adjacent areas in the given direction. | | Get the number of adjacent areas in the given direction. | ||
|- | |- | ||
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| <code>int GetAttributes()</code> | | <code>int GetAttributes()</code> | ||
| Get area attribute bits. | | Get area attribute bits. | ||
See [[Team_Fortress_2/Scripting/Script_Functions/Constants#FNavAttributeType|FNavAttributeType]]. | |||
|- | |- | ||
| <code>GetAvoidanceObstacleHeight</code> | | <code>GetAvoidanceObstacleHeight</code> | ||
Line 2,246: | Line 2,992: | ||
|- | |- | ||
| <code>GetCorner</code> | | <code>GetCorner</code> | ||
| <code>Vector GetCorner(ENavDirType ''dir'')</code> | | <code>Vector GetCorner([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Get corner origin of area. | | Get corner origin of area. | ||
|- | |- | ||
Line 2,254: | Line 3,000: | ||
|- | |- | ||
| <code>GetDoor</code> | | <code>GetDoor</code> | ||
| <code> | | <code>CBaseAnimating GetDoor()</code> | ||
| Returns the door entity above the area. | | Returns the door entity above the area. | ||
|- | |- | ||
| <code>GetElevator</code> | | <code>GetElevator</code> | ||
| <code> | | <code>CBaseAnimating GetElevator()</code> | ||
| Returns the elevator if in an elevator's path. | | Returns the elevator if in an elevator's path. | ||
|- | |- | ||
| <code>GetElevatorAreas</code> | | <code>GetElevatorAreas</code> | ||
| <code>void GetElevatorAreas( | | <code>void GetElevatorAreas(table ''result'')</code> | ||
| Fills table with a collection of areas reachable via elevator from this area. | | Fills table with a collection of areas reachable via elevator from this area. | ||
|- | |- | ||
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|- | |- | ||
| <code>GetIncomingConnections</code> | | <code>GetIncomingConnections</code> | ||
| <code>void GetIncomingConnections(ENavDirType ''dir'', | | <code>void GetIncomingConnections([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'', table ''result'')</code> | ||
| Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them). | | Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them). | ||
|- | |- | ||
| <code>GetParent</code> | | <code>GetParent</code> | ||
| <code> | | <code>CTFNavArea GetParent()</code> | ||
| Returns the area just prior to this one in the search path. | | Returns the area just prior to this one in the search path. | ||
|- | |- | ||
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|- | |- | ||
| <code>GetPlayerCount</code> | | <code>GetPlayerCount</code> | ||
| <code>int GetPlayerCount( | | <code>int GetPlayerCount([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| Return number of players of given team currently within this area (team of zero means any/all). | | Return number of players of given team currently within this area (team of zero means any/all). | ||
|- | |- | ||
| <code>GetRandomAdjacentArea</code> | | <code>GetRandomAdjacentArea</code> | ||
| <code> | | <code>CTFNavArea GetRandomAdjacentArea([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Return a random adjacent area in the given direction. | | Return a random adjacent area in the given direction. | ||
|- | |- | ||
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| <code>GetZ</code> | | <code>GetZ</code> | ||
| <code>float GetZ(Vector ''pos'')</code> | | <code>float GetZ(Vector ''pos'')</code> | ||
| Return Z of area at (x,y) of 'pos' | | Return Z of area at (x,y) of 'pos'. | ||
|- | |- | ||
| <code>HasAttributeTF</code> | | <code>HasAttributeTF</code> | ||
| <code>bool HasAttributeTF( | | <code>bool HasAttributeTF([[Team_Fortress_2/Scripting/Script_Functions/Constants#FTFNavAttributeType|FTFNavAttributeType]] ''bits'')</code> | ||
| Has TF-specific area attribute bits of the given ones. | | Has TF-specific area attribute bits of the given ones. The name is slightly misleading, think of this one as "HasAttribute'''s'''TF". | ||
|- | |- | ||
| <code>HasAttributes</code> | | <code>HasAttributes</code> | ||
| <code>bool HasAttributes( | | <code>bool HasAttributes([[Team_Fortress_2/Scripting/Script_Functions/Constants#FNavAttributeType|FNavAttributeType]] ''bits'')</code> | ||
| Has area attribute bits of the given ones?. | | Has area attribute bits of the given ones?. | ||
|- | |- | ||
| <code>HasAvoidanceObstacle</code> | | <code>HasAvoidanceObstacle</code> | ||
| <code>bool HasAvoidanceObstacle(float '' | | <code>bool HasAvoidanceObstacle(float ''max_height'')</code> | ||
| Returns true if there's a large, immobile object obstructing this area | | Returns true if there's a large, immobile object obstructing this area. | ||
|- | |- | ||
| <code>IsBlocked</code> | | <code>IsBlocked</code> | ||
| <code>bool IsBlocked( | | <code>bool IsBlocked([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'', bool ''affects_flow'')</code> | ||
| Return true if team is blocked in this area. | | Return true if team is blocked in this area. | ||
|- | |- | ||
| <code>IsBottleneck</code> | | <code>IsBottleneck</code> | ||
| <code>bool IsBottleneck()</code> | | <code>bool IsBottleneck()</code> | ||
| Returns true if area is a bottleneck. (tiny narrow areas with only one path) | | Returns true if area is a bottleneck. (tiny narrow areas with only one path). | ||
|- | |- | ||
| <code>IsCompletelyVisibleToTeam</code> | | <code>IsCompletelyVisibleToTeam</code> | ||
| <code>bool IsCompletelyVisibleToTeam( | | <code>bool IsCompletelyVisibleToTeam([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| Return true if given area is completely visible from somewhere in this area by someone on the team. | | Return true if given area is completely visible from somewhere in this area by someone on the team. | ||
|- | |- | ||
| <code>IsConnected</code> | | <code>IsConnected</code> | ||
| <code>bool IsConnected(handle ''area'', ENavDirType ''dir'')</code> | | <code>bool IsConnected(handle ''area'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Return true if this area is connected to other area in given direction. (If you set direction to -1 or 4, it will automatically check all directions for a connection). | | Return true if this area is connected to other area in given direction. (If you set direction to -1 or 4, it will automatically check all directions for a connection). | ||
|- | |- | ||
| <code>IsCoplanar</code> | | <code>IsCoplanar</code> | ||
| <code>bool IsCoplanar(handle ''area'')</code> | | <code>bool IsCoplanar(handle ''area'')</code> | ||
| Return true if this area and given. area are approximately co-planar | | Return true if this area and given. area are approximately co-planar. | ||
|- | |- | ||
| <code>IsDamaging</code> | | <code>IsDamaging</code> | ||
Line 2,350: | Line 3,096: | ||
|- | |- | ||
| <code>IsEdge</code> | | <code>IsEdge</code> | ||
| <code>bool IsEdge(ENavDirType ''dir'')</code> | | <code>bool IsEdge([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Return true if there are no bi-directional links on the given side. | | Return true if there are no bi-directional links on the given side. | ||
|- | |- | ||
Line 2,366: | Line 3,112: | ||
|- | |- | ||
| <code>IsPotentiallyVisibleToTeam</code> | | <code>IsPotentiallyVisibleToTeam</code> | ||
| <code>bool IsPotentiallyVisibleToTeam( | | <code>bool IsPotentiallyVisibleToTeam([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| Return true if any portion of this area is visible to anyone on the given team. | | Return true if any portion of this area is visible to anyone on the given team. | ||
|- | |- | ||
| <code>IsReachableByTeam</code> | | <code>IsReachableByTeam</code> | ||
| <code>bool IsReachableByTeam( | | <code>bool IsReachableByTeam([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| Is this area reachable by the given team? | | Is this area reachable by the given team? | ||
|- | |- | ||
Line 2,394: | Line 3,140: | ||
|- | |- | ||
| <code>MarkAsBlocked</code> | | <code>MarkAsBlocked</code> | ||
| <code>void MarkAsBlocked( | | <code>void MarkAsBlocked([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| Mark this area as blocked for team. | | Mark this area as blocked for team. | ||
|- | |- | ||
Line 2,406: | Line 3,152: | ||
|- | |- | ||
| <code>RemoveAttributes</code> | | <code>RemoveAttributes</code> | ||
| <code>void RemoveAttributes( | | <code>void RemoveAttributes([[Team_Fortress_2/Scripting/Script_Functions/Constants#FNavAttributeType|FNavAttributeType]] ''bits'')</code> | ||
| Removes area attribute bits. | | Removes area attribute bits. | ||
|- | |- | ||
| <code>RemoveOrthogonalConnections</code> | | <code>RemoveOrthogonalConnections</code> | ||
| <code>void RemoveOrthogonalConnections(ENavDirType ''dir'')</code> | | <code>void RemoveOrthogonalConnections([[Team_Fortress_2/Scripting/Script_Functions/Constants#ENavDirType|ENavDirType]] ''dir'')</code> | ||
| Removes all connections in directions to left and right of specified direction. | | Removes all connections in directions to left and right of specified direction. | ||
|- | |- | ||
| <code>SetAttributeTF</code> | | <code>SetAttributeTF</code> | ||
| <code>void SetAttributeTF( | | <code>void SetAttributeTF([[Team_Fortress_2/Scripting/Script_Functions/Constants#FTFNavAttributeType|FTFNavAttributeType]] ''bits'')</code> | ||
| Set TF-specific area attributes. | | Set TF-specific area attributes. | ||
|- | |- | ||
| <code>SetAttributes</code> | | <code>SetAttributes</code> | ||
| <code>void SetAttributes( | | <code>void SetAttributes([[Team_Fortress_2/Scripting/Script_Functions/Constants#FNavAttributeType|FNavAttributeType]] ''bits'')</code> | ||
| Set area attribute bits. | | Set area attribute bits. | ||
|- | |- | ||
Line 2,447: | Line 3,193: | ||
|- | |- | ||
| <code>FindNavAreaAlongRay</code> | | <code>FindNavAreaAlongRay</code> | ||
| <code> | | <code>CTFNavArea FindNavAreaAlongRay(Vector ''start_pos'', Vector ''end_pos'', handle ''ignore_area'')</code> | ||
| | | Get nav area from ray. | ||
|- | |- | ||
| <code>GetAllAreas</code> | | <code>GetAllAreas</code> | ||
| <code>void GetAllAreas( | | <code>void GetAllAreas(table ''result'')</code> | ||
| | | Fills a passed in table of all nav areas. | ||
|- | |- | ||
| <code>GetAreasWithAttributes</code> | | <code>GetAreasWithAttributes</code> | ||
| <code>void GetAreasWithAttributes( | | <code>void GetAreasWithAttributes([[Team_Fortress_2/Scripting/Script_Functions/Constants#FNavAttributeType|FNavAttributeType]] ''bits'', table ''result'')</code> | ||
| | | Fills a passed in table of all nav areas that have the specified attributes. | ||
|- | |- | ||
| <code>GetNavArea</code> | | <code>GetNavArea</code> | ||
| <code> | | <code>CTFNavArea GetNavArea(Vector ''origin'', float ''beneath'')</code> | ||
| | | Given a position in the world, return the nav area that is closest to or below that height. | ||
|- | |- | ||
| <code>GetNavAreaByID</code> | | <code>GetNavAreaByID</code> | ||
| <code> | | <code>CTFNavArea GetNavAreaByID(int ''area_id'')</code> | ||
| | | Get nav area by ID. | ||
|- | |- | ||
| <code>GetNavAreaCount</code> | | <code>GetNavAreaCount</code> | ||
| <code>int GetNavAreaCount()</code> | | <code>int GetNavAreaCount()</code> | ||
| | | Return total number of nav areas. | ||
|- | |- | ||
| <code>GetNavAreasFromBuildPath</code> | | <code>GetNavAreasFromBuildPath</code> | ||
| <code>bool GetNavAreasFromBuildPath( | | <code>bool GetNavAreasFromBuildPath(CTFNavArea ''start_area'', CTFNavArea ''end_area'', Vector ''goal_pos'', float ''max_path_length'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'', bool ''ignore_nav_blockers'', table ''result'')</code> | ||
| Fills the table with areas from a path. Returns whether a path was found. If ' | | Fills the table with areas from a path. Returns whether a path was found. If 'end_area' is NULL, will compute a path as close as possible to 'goal_pos'. | ||
{{note|The areas are passed from end area to the start area.}} | |||
|- | |- | ||
| <code>GetNavAreasInRadius</code> | | <code>GetNavAreasInRadius</code> | ||
| <code>void GetNavAreasInRadius(Vector ''origin'', float ''radius'', | | <code>void GetNavAreasInRadius(Vector ''origin'', float ''radius'', table ''result'')</code> | ||
| | | Fills a passed in table of nav areas within radius. | ||
|- | |- | ||
| <code>GetNavAreasOverlappingEntityExtent</code> | | <code>GetNavAreasOverlappingEntityExtent</code> | ||
| <code>void GetNavAreasOverlappingEntityExtent(handle ''entity'', | | <code>void GetNavAreasOverlappingEntityExtent(handle ''entity'', table ''result'')</code> | ||
| | | Fills passed in table with areas overlapping entity's extent. | ||
|- | |- | ||
| <code>GetNearestNavArea</code> | | <code>GetNearestNavArea</code> | ||
| <code> | | <code>CTFNavArea GetNearestNavArea(Vector ''origin'', float ''max_distance'', bool ''check_los'', bool ''check_ground'')</code> | ||
| | | Given a position in the world, return the nav area that is closest to or below that height. | ||
|- | |- | ||
| <code>GetObstructingEntities</code> | | <code>GetObstructingEntities</code> | ||
| <code>void GetObstructingEntities( | | <code>void GetObstructingEntities(table ''result'')</code> | ||
| | | Fills a passed in table of all obstructing entities. | ||
|- | |- | ||
| <code>NavAreaBuildPath</code> | | <code>NavAreaBuildPath</code> | ||
| <code>bool NavAreaBuildPath( | | <code>bool NavAreaBuildPath(CTFNavArea ''start_area'', CTFNavArea ''end_erea'', Vector ''goal_pos'', float ''max_path_length'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'', bool ''ignore_nav_blockers'')</code> | ||
| | | Returns true if a path exists. | ||
|- | |- | ||
| <code>NavAreaTravelDistance</code> | | <code>NavAreaTravelDistance</code> | ||
| <code>float NavAreaTravelDistance( | | <code>float NavAreaTravelDistance(CTFNavArea ''start_area'', CTFNavArea ''end_area'', float ''max_path_length'')</code> | ||
| | | Compute distance between two areas. Return -1.0 if can't reach 'end_area' from 'start_area'. | ||
|- | |- | ||
| <code>RegisterAvoidanceObstacle</code> | | <code>RegisterAvoidanceObstacle</code> | ||
| <code>void RegisterAvoidanceObstacle(handle ''entity'')</code> | | <code>void RegisterAvoidanceObstacle(handle ''entity'')</code> | ||
| | | Registers avoidance obstacle. | ||
|- | |- | ||
| <code>UnregisterAvoidanceObstacle</code> | | <code>UnregisterAvoidanceObstacle</code> | ||
| <code>void UnregisterAvoidanceObstacle(handle ''entity'')</code> | | <code>void UnregisterAvoidanceObstacle(handle ''entity'')</code> | ||
| | | Unregisters avoidance obstacle. | ||
|} | |} | ||
Line 2,510: | Line 3,257: | ||
Game Instance: <code>NetProps</code> | Game Instance: <code>NetProps</code> | ||
Allows reading and updating the [[Networking_Entities#Network_Variables|network properties]] and | Allows reading and updating the [[Networking_Entities#Network_Variables|network properties]] and data-maps of an entity. A brief explanation: all entities in the game have 2 types of internal properties: networked and saved (called "data" by the game). Networked properties are transmitted to the client, while data properties are a leftover from singleplayer games, which are properties that get saved to a save file (that can be re-loaded later). Some properties may exist in both lists, or one list but not the other and vice versa, so it's best to check both lists. Entities follow an inheritance tree, and they inherit the properties of their parent(s). For organization/optimization purposes, properties also tend to be nested inside "tables". | ||
Netprops nested in a table can be accessed using dot notation similar to a [[Squirrel]] table. Example: to access the netprop <code>m_bJumping</code> on a player, you would specify <code>m_Shared.m_bJumping</code>. | |||
{{note|Sometimes the table structure is figured out automatically and doesn't need to be specified explicitly. The easiest way to check is to use <code>HasProp</code> to see if its correct. For example, <code>LocalWeaponData</code> and <code>LocalActiveWeaponData</code> don't need to be specified. But on the contrary, <code>m_Collision</code>, <code>m_Shared</code> and <code>m_AttributeManager</code> (+ <code>m_Item</code>) must be explicitly specified.}} | |||
{{tip|Resources for finding netprops and datamaps of entities: | {{tip|Resources for finding netprops and datamaps of entities: | ||
* Interactive viewer of netprops: https://jackz.me/netprops/tf2 | * Interactive viewer of netprops: https://jackz.me/netprops/tf2 | ||
* Formatted list of netprops and datamaps: https://sigwiki.potato.tf/index.php/Entity_Properties | * Formatted list of netprops and datamaps: https://sigwiki.potato.tf/index.php/Entity_Properties | ||
* Raw list of netprops and datamaps: https://www.invalidvertex.com/tf2dump.php | * Raw list of netprops and datamaps: https://www.invalidvertex.com/tf2dump.php | ||
}} | }} | ||
{{ | {{warning|Each netprop has a set size in bits, exceeding the size may desync the clients from the server causing unpredictable behavior.}} | ||
{{note|Netprops containing the substring <code>EntityQuality</code> or <code>AccountID</code> are banned and cannot be set nor fetched, to prevent spoofing economy items as legitimate.}} | {{note|Netprops containing the substring <code>EntityQuality</code> or <code>AccountID</code> are banned and cannot be set nor fetched, to prevent spoofing economy items as legitimate.}} | ||
{{tip|Run the code below to fold netprop functions for easier and more efficient usage. E.g. <code>NetProps.GetPropInt</code> would simply become <code>GetPropInt</code>. | |||
<source lang=js> | |||
foreach (name, method in ::NetProps.getclass()) | |||
if (name != "IsValid") | |||
getroottable()[name] <- method.bindenv(::NetProps) | |||
</source> | |||
}} | |||
==== Methods ==== | ==== Methods ==== | ||
Line 2,532: | Line 3,287: | ||
|- | |- | ||
| <code>GetPropArraySize</code> | | <code>GetPropArraySize</code> | ||
| <code>int GetPropArraySize(handle ''entity'', string '' | | <code>int GetPropArraySize(handle ''entity'', string ''property_name'')</code> | ||
| Returns the size of an netprop array, or -1. | | Returns the size of an netprop array, or -1. | ||
|- | |- | ||
| <code>GetPropEntity</code> | | <code>GetPropEntity</code> | ||
| <code>handle GetPropEntity(handle ''entity'', string '' | | <code>handle GetPropEntity(handle ''entity'', string ''property_name'')</code> | ||
| Reads an EHANDLE-valued netprop (21 bit integer). Returns the script handle of the entity. | | Reads an EHANDLE-valued netprop (21 bit integer). Returns the script handle of the entity. | ||
|- | |- | ||
| <code>GetPropEntityArray</code> | | <code>GetPropEntityArray</code> | ||
| <code>handle GetPropEntityArray(handle ''entity'', string '' | | <code>handle GetPropEntityArray(handle ''entity'', string ''property_name'', int ''array_element'')</code> | ||
| Reads an EHANDLE-valued netprop (21 bit integer) from an array. Returns the script handle of the entity. | | Reads an EHANDLE-valued netprop (21 bit integer) from an array. Returns the script handle of the entity. | ||
|- | |- | ||
| <code>GetPropBool</code> | | <code>GetPropBool</code> | ||
| <code>bool GetPropBool(handle ''entity'', string '' | | <code>bool GetPropBool(handle ''entity'', string ''property_name'')</code> | ||
| Reads a boolean-valued netprop. | | Reads a boolean-valued netprop. | ||
|- | |- | ||
| <code>GetPropBoolArray</code> | | <code>GetPropBoolArray</code> | ||
| <code>bool GetPropBoolArray(handle ''entity'', string '' | | <code>bool GetPropBoolArray(handle ''entity'', string ''property_name'', int ''array_element'')</code> | ||
| Reads a boolean-valued netprop from an array. | | Reads a boolean-valued netprop from an array. | ||
|- | |- | ||
| <code>GetPropFloat</code> | | <code>GetPropFloat</code> | ||
| <code>float GetPropFloat(handle ''entity'', string '' | | <code>float GetPropFloat(handle ''entity'', string ''property_name'')</code> | ||
| Reads a float-valued netprop. | | Reads a float-valued netprop. | ||
|- | |- | ||
| <code>GetPropFloatArray</code> | | <code>GetPropFloatArray</code> | ||
| <code>float GetPropFloatArray(handle ''entity'', string '' | | <code>float GetPropFloatArray(handle ''entity'', string ''property_name'', int ''array_element'')</code> | ||
| Reads a float-valued netprop from an array. | | Reads a float-valued netprop from an array. | ||
|- | |- | ||
| <code>GetPropInfo</code> | | <code>GetPropInfo</code> | ||
| <code>bool GetPropInfo(handle ''entity'', string '' | | <code>bool GetPropInfo(handle ''entity'', string ''property_name'', int ''array_element'', table ''result'')</code> | ||
| Fills in a passed table with property info for the provided entity. | | Fills in a passed table with property info for the provided entity. | ||
|- | |- | ||
| <code>GetPropInt</code> | | <code>GetPropInt</code> | ||
| <code>int GetPropInt(handle ''entity'', string '' | | <code>int GetPropInt(handle ''entity'', string ''property_name'')</code> | ||
| Reads an integer-valued netprop. | | Reads an integer-valued netprop. | ||
|- | |- | ||
| <code>GetPropIntArray</code> | | <code>GetPropIntArray</code> | ||
| <code>int GetPropIntArray(handle ''entity'', string '' | | <code>int GetPropIntArray(handle ''entity'', string ''property_name'', int ''array_element'')</code> | ||
| Reads an integer-valued netprop from an array. | | Reads an integer-valued netprop from an array. | ||
|- | |- | ||
| <code>GetPropString</code> | | <code>GetPropString</code> | ||
| <code>string GetPropString(handle ''entity'', string '' | | <code>string GetPropString(handle ''entity'', string ''property_name'')</code> | ||
| Reads an string-valued netprop. | | Reads an string-valued netprop. | ||
|- | |- | ||
| <code>GetPropStringArray</code> | | <code>GetPropStringArray</code> | ||
| <code>string GetPropStringArray(handle ''entity'', string '' | | <code>string GetPropStringArray(handle ''entity'', string ''property_name'', int ''array_element'')</code> | ||
| Reads an string-valued netprop from an array. | | Reads an string-valued netprop from an array. | ||
|- | |- | ||
| <code>GetPropType</code> | | <code>GetPropType</code> | ||
| <code>string GetPropType(handle ''entity'', string '' | | <code>string GetPropType(handle ''entity'', string ''property_name'')</code> | ||
| Returns the name of the netprop type as a string. | | Returns the name of the netprop type as a string. | ||
|- | |- | ||
| <code>GetPropVector</code> | | <code>GetPropVector</code> | ||
| <code>Vector GetPropVector(handle ''entity'', string '' | | <code>Vector GetPropVector(handle ''entity'', string ''property_name'')</code> | ||
| Reads a 3D vector-valued netprop. | | Reads a 3D vector-valued netprop. | ||
|- | |- | ||
| <code>GetPropVectorArray</code> | | <code>GetPropVectorArray</code> | ||
| <code>Vector GetPropVectorArray(handle ''entity'', string '' | | <code>Vector GetPropVectorArray(handle ''entity'', string ''property_name'', int ''array_element'')</code> | ||
| Reads a 3D vector-valued netprop from an array. | | Reads a 3D vector-valued netprop from an array. | ||
|- | |- | ||
| <code>GetTable</code> | | <code>GetTable</code> | ||
| <code>void GetTable(handle ''entity'', int '' | | <code>void GetTable(handle ''entity'', int ''prop_type'', table ''result'')</code> | ||
| Fills in a passed table with all props of a specified type for the provided entity (set | | Fills in a passed table with all props of a specified type for the provided entity (set prop_type to 0 for SendTable or 1 for DataMap). | ||
|- | |- | ||
| <code>HasProp</code> | | <code>HasProp</code> | ||
| <code>bool HasProp(handle ''entity'', string '' | | <code>bool HasProp(handle ''entity'', string ''property_name'')</code> | ||
| Checks if a netprop exists. | | Checks if a netprop exists. | ||
|- | |- | ||
| <code>SetPropBool</code> | | <code>SetPropBool</code> | ||
| <code>void SetPropBool(handle ''entity'', string '' | | <code>void SetPropBool(handle ''entity'', string ''property_name'', bool ''value'')</code> | ||
| Sets a netprop to the specified boolean. | | Sets a netprop to the specified boolean. | ||
|- | |- | ||
| <code>SetPropBoolArray</code> | | <code>SetPropBoolArray</code> | ||
| <code>void SetPropBoolArray(handle ''entity'', string '' | | <code>void SetPropBoolArray(handle ''entity'', string ''property_name'', bool ''value'', int ''array_element'')</code> | ||
| Sets a netprop from an array to the specified boolean. | | Sets a netprop from an array to the specified boolean. | ||
|- | |- | ||
| <code>SetPropEntity</code> | | <code>SetPropEntity</code> | ||
| <code>void SetPropEntity(handle ''entity'', string '' | | <code>void SetPropEntity(handle ''entity'', string ''property_name'', handle ''value'')</code> | ||
| Sets an EHANDLE-valued netprop (21 bit integer) to reference the specified entity. | | Sets an EHANDLE-valued netprop (21 bit integer) to reference the specified entity. | ||
|- | |- | ||
| <code>SetPropEntityArray</code> | | <code>SetPropEntityArray</code> | ||
| <code>void SetPropEntityArray(handle ''entity'', string '' | | <code>void SetPropEntityArray(handle ''entity'', string ''property_name'', handle ''value'', int ''array_element'')</code> | ||
| Sets an EHANDLE-valued netprop (21 bit integer) from an array to reference the specified entity. | | Sets an EHANDLE-valued netprop (21 bit integer) from an array to reference the specified entity. | ||
|- | |- | ||
| <code>SetPropFloat</code> | | <code>SetPropFloat</code> | ||
| <code>void SetPropFloat(handle ''entity'', string '' | | <code>void SetPropFloat(handle ''entity'', string ''property_name'', float ''value'')</code> | ||
| Sets a netprop to the specified float. | | Sets a netprop to the specified float. | ||
|- | |- | ||
| <code>SetPropFloatArray</code> | | <code>SetPropFloatArray</code> | ||
| <code>void SetPropFloatArray(handle ''entity'', string '' | | <code>void SetPropFloatArray(handle ''entity'', string ''property_name'', float ''value'', int ''array_element'')</code> | ||
| Sets a netprop from an array to the specified float. | | Sets a netprop from an array to the specified float. | ||
|- | |- | ||
| <code>SetPropInt</code> | | <code>SetPropInt</code> | ||
| <code>void SetPropInt(handle ''entity'', string '' | | <code>void SetPropInt(handle ''entity'', string ''property_name'', int ''value'')</code> | ||
| Sets a netprop to the specified integer. | | Sets a netprop to the specified integer. | ||
{{warning|Do not override <code>m_iTeamNum</code> netprops on players or Engineer buildings permanently. Use <code>ForceChangeTeam</code> or <code>SetTeam</code> or respectively. Not doing so will result in unpredictable server crashes later on. Overriding m_iTeamNum temporarily and then reverting it in the same frame is safe however.}} | |||
|- | |- | ||
| <code>SetPropIntArray</code> | | <code>SetPropIntArray</code> | ||
| <code>void SetPropIntArray(handle ''entity'', string '' | | <code>void SetPropIntArray(handle ''entity'', string ''property_name'', int ''value'', int ''array_element'')</code> | ||
| Sets a netprop from an array to the specified integer. | | Sets a netprop from an array to the specified integer. | ||
|- | |- | ||
| <code>SetPropString</code> | | <code>SetPropString</code> | ||
| <code>void SetPropString(handle ''entity'', string '' | | <code>void SetPropString(handle ''entity'', string ''property_name'', string ''value'')</code> | ||
| Sets a netprop to the specified string. | | Sets a netprop to the specified string. | ||
|- | |- | ||
| <code>SetPropStringArray</code> | | <code>SetPropStringArray</code> | ||
| <code>void SetPropStringArray(handle ''entity'', string '' | | <code>void SetPropStringArray(handle ''entity'', string ''property_name'', string ''value'', int ''array_element'')</code> | ||
| Sets a netprop from an array to the specified string. | | Sets a netprop from an array to the specified string. | ||
|- | |- | ||
| <code>SetPropVector</code> | | <code>SetPropVector</code> | ||
| <code>void SetPropVector(handle ''entity'', string '' | | <code>void SetPropVector(handle ''entity'', string ''property_name'', Vector ''value'')</code> | ||
| Sets a netprop to the specified vector. | | Sets a netprop to the specified vector. | ||
|- | |- | ||
| <code>SetPropVectorArray</code> | | <code>SetPropVectorArray</code> | ||
| <code>void SetPropVectorArray(handle ''entity'', string '' | | <code>void SetPropVectorArray(handle ''entity'', string ''property_name'', Vector ''value'', int ''array_element'')</code> | ||
| Sets a netprop from an array to the specified vector. | | Sets a netprop from an array to the specified vector. | ||
|} | |} | ||
Line 2,661: | Line 3,417: | ||
|- | |- | ||
| <code>AddOutput</code> | | <code>AddOutput</code> | ||
| <code>void AddOutput(handle ''entity'', string '' | | <code>void AddOutput(handle ''entity'', string ''output_name'', string ''targetname'', string ''input_name'', string ''parameter'', float ''delay'', int ''times_to_fire'')</code> | ||
| Adds a new output to the entity. | | Adds a new output to the entity. | ||
|- | |- | ||
| <code>GetNumElements</code> | | <code>GetNumElements</code> | ||
| <code>int GetNumElements(handle | | <code>int GetNumElements(handle ''entity'', string ''output_name'')</code> | ||
| Returns the number of array elements. | | Returns the number of array elements. | ||
|- | |- | ||
| <code>GetOutputTable</code> | | <code>GetOutputTable</code> | ||
| <code>void GetOutputTable(handle ''entity'', string '' | | <code>void GetOutputTable(handle ''entity'', string ''output_name'', table, int ''array_element'')</code> | ||
| Fills the passed table with output information. | | Fills the passed table with output information. | ||
|- | |- | ||
| <code>HasAction</code> | | <code>HasAction</code> | ||
| <code>bool HasAction(handle ''entity'', string '' | | <code>bool HasAction(handle ''entity'', string ''output_name'')</code> | ||
| Returns true if an action exists for the output. | | Returns true if an action exists for the output. | ||
|- | |- | ||
| <code>HasOutput</code> | | <code>HasOutput</code> | ||
| <code>bool HasOutput(handle ''entity'', string '' | | <code>bool HasOutput(handle ''entity'', string ''output_name'')</code> | ||
| Returns true if the output exists. | | Returns true if the output exists. | ||
|- | |- | ||
| <code>RemoveOutput</code> | | <code>RemoveOutput</code> | ||
| <code>void RemoveOutput(handle ''entity'', string '' | | <code>void RemoveOutput(handle ''entity'', string ''output_name'', string ''targetname'', string ''input_name'', string ''parameter'')</code> | ||
| Removes an output from the entity. | | Removes an output from the entity. | ||
{{note|The order of the internal output data may change after this is performed, which can be problematic if iterating outputs. As a workaround, all the outputs can be stored in an array of tables first and then removed while iterating the array.}} | |||
|} | |} | ||
=== CScriptKeyValues === | === CScriptKeyValues === | ||
Line 2,696: | Line 3,452: | ||
! Signature | ! Signature | ||
! Description | ! Description | ||
|- | |- | ||
| <code>FindKey</code> | | <code>FindKey</code> | ||
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|- | |- | ||
| <code>GetPlayerSpeechDuration</code> | | <code>GetPlayerSpeechDuration</code> | ||
| <code>float GetPlayerSpeechDuration(int '' | | <code>float GetPlayerSpeechDuration(int ''player_index'')</code> | ||
| Returns the number of seconds the player has been continuously speaking. | | Returns the number of seconds the player has been continuously speaking. | ||
|- | |- | ||
| <code>IsPlayerSpeaking</code> | | <code>IsPlayerSpeaking</code> | ||
| <code>bool IsPlayerSpeaking(int '' | | <code>bool IsPlayerSpeaking(int ''player_index'')</code> | ||
| Returns whether the player specified is speaking. | | Returns whether the player specified is speaking. | ||
|} | |} | ||
=== CEnvEntityMaker === | === CEnvEntityMaker === | ||
Extends [[#CBaseEntity|CBaseEntity]] | Extends [[#CBaseEntity|CBaseEntity ↑]] | ||
Script handle class for [[env_entity_maker]] | Script handle class for [[env_entity_maker]]. | ||
==== Methods ==== | ==== Methods ==== | ||
Line 2,774: | Line 3,528: | ||
| <code>SpawnEntity</code> | | <code>SpawnEntity</code> | ||
| <code>void SpawnEntity()</code> | | <code>void SpawnEntity()</code> | ||
| Create an entity at the location of the maker | | Create an entity at the location of the maker. | ||
|- | |- | ||
| <code>SpawnEntityAtEntityOrigin</code> | | <code>SpawnEntityAtEntityOrigin</code> | ||
Line 2,791: | Line 3,545: | ||
=== CPointTemplate === | === CPointTemplate === | ||
Extends [[#CBaseEntity|CBaseEntity]] | Extends [[#CBaseEntity|CBaseEntity ↑]] | ||
Script handle class for {{ent|point_template}}. | Script handle class for {{ent|point_template}}. | ||
==== Hooks ==== | ==== Hooks ==== | ||
;<code>table PreSpawnInstance(string '' | ;<code>table PreSpawnInstance(string ''entity_class'', string ''entity_name'')</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. | :If this is defined, it will be called right before the entity is created, and any keyvalues returned will be assigned to the entity. | ||
{{ExpandBox|<source lang= | {{ExpandBox|<source lang=js> | ||
function PreSpawnInstance( | function PreSpawnInstance(entity_class, entity_name) | ||
{ | { | ||
local keyvalues = | local keyvalues = | ||
{ | { | ||
rendercolor = "0 255 0", | |||
targetname = "my_spawned_entity" | |||
} | } | ||
Line 2,813: | Line 3,567: | ||
;<code>void PostSpawn(table ''entities'')</code> | ;<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. | :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. | ||
{{ | {{note|PostSpawn() will not be called unless the PreSpawnInstance() function is also defined in the script.}} | ||
{{ExpandBox|<source lang= | {{ExpandBox|<source lang=js> | ||
function PostSpawn( entities ) | function PostSpawn( entities ) | ||
{ | { | ||
foreach( targetname, handle in entities ) | foreach(targetname, handle in entities) | ||
{ | { | ||
printl( targetname + ": " + handle ) | printl(targetname + ": " + handle) | ||
} | } | ||
} | } | ||
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===== Example ===== | ===== Example ===== | ||
Spawned entities can be accessed synchronously in script by using an entity maker. The following generalised example creates a global <code>SpawnMyEntity()</code> function which spawns and returns the templated entity. It can be modified to support multiple templated entities. | Spawned entities can be accessed synchronously in script by using an entity maker. The following generalised example creates a global <code>SpawnMyEntity()</code> function which spawns and returns the templated entity. It can be modified to support multiple templated entities. | ||
{{ExpandBox|<source lang= | {{ExpandBox|<source lang=js> | ||
m_hSpawnedEntity <- null | m_hSpawnedEntity <- null | ||
m_KeyValues <- null | m_KeyValues <- null | ||
m_hSpawner <- Entities.CreateByClassname( "env_entity_maker" ) | m_hSpawner <- Entities.CreateByClassname("env_entity_maker") | ||
m_hSpawner.__KeyValueFromString( "EntityTemplate", self.GetName() ) | m_hSpawner.__KeyValueFromString("EntityTemplate", self.GetName()) | ||
function PreSpawnInstance( classname, targetname ) | function PreSpawnInstance(classname, targetname) | ||
{ | { | ||
return m_KeyValues | return m_KeyValues | ||
} | } | ||
function PostSpawn( entities ) | function PostSpawn(entities) | ||
{ | { | ||
foreach ( targetname, entity in entities ) | foreach (targetname, entity in entities) | ||
{ | { | ||
m_hSpawnedEntity = entity | m_hSpawnedEntity = entity | ||
break | break | ||
} | } | ||
} | } | ||
::SpawnMyEntity <- function( keyvalues = null ) | ::SpawnMyEntity <- function(keyvalues = null) | ||
{ | { | ||
m_KeyValues = keyvalues | m_KeyValues = keyvalues | ||
m_hSpawner.SpawnEntity() | m_hSpawner.SpawnEntity() | ||
return m_hSpawnedEntity | return m_hSpawnedEntity | ||
}.bindenv(this) | }.bindenv(this) | ||
</source>}} | </source>}} | ||
Spawn templated entities from any script. | Spawn templated entities from any script. | ||
{{ExpandBox|<source lang= | {{ExpandBox|<source lang=js> | ||
local ent = SpawnMyEntity( { | local ent = SpawnMyEntity({ | ||
rendercolor = Vector( RandomInt(0, 255), RandomInt(0, 255), RandomInt(0, 255) ) | rendercolor = Vector(RandomInt(0, 255), RandomInt(0, 255), RandomInt(0, 255)) | ||
} ) | }) | ||
printl( ent ) | printl( ent ) | ||
Line 2,865: | Line 3,619: | ||
=== CFuncTrackTrain === | === CFuncTrackTrain === | ||
Extends [[#CBaseEntity|CBaseEntity]] | Extends [[#CBaseEntity|CBaseEntity ↑]] | ||
Script handle class for {{ent|func_tracktrain}}. | Script handle class for {{ent|func_tracktrain}}. | ||
Line 2,883: | Line 3,637: | ||
=== CPointScriptTemplate === | === CPointScriptTemplate === | ||
Extends [[#CBaseEntity|CBaseEntity]] | Extends [[#CBaseEntity|CBaseEntity ↑]] | ||
Script handle class for {{ent|point_script_template}}. | Script handle class for {{ent|point_script_template}}. | ||
Line 2,894: | Line 3,648: | ||
|- | |- | ||
| <code>AddTemplate</code> | | <code>AddTemplate</code> | ||
| <code>void AddTemplate(string, table)</code> | | <code>void AddTemplate(string ''classname'', table ''keyvalues'')</code> | ||
| Add an entity to the template spawner | | Add an entity with the given keyvalues to the template spawner, similar to <code>SpawnEntityFromTable</code>. The number of templates allowed is unlimited. | ||
|- | |- | ||
| <code>SetGroupSpawnTables</code> | | <code>SetGroupSpawnTables</code> | ||
| <code>void SetGroupSpawnTables(table)</code> | | <code>void SetGroupSpawnTables(table ''group'', table ''spawn'')</code> | ||
| | | Unused. This only stores a reference to the two tables which is removed when the {{ent|point_script_template}} is deleted. | ||
|} | |} | ||
{{note|To spawn every added template, fire the <code>ForceSpawn</code> input onto the {{ent|point_script_template}} with <code>AcceptInput</code>.}} | |||
==== Hooks ==== | |||
<code>PreSpawnInstance</code> hook from {{ent|point_template}} is not available. | |||
;<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. | |||
{{bug|hidetested=1|As the <code>PreSpawnInstance</code> hook is not implemented, this callback is never fired. This can be fixed however by defining an entity table named <code>__EntityMakerResult</code> in the entity's scope.}} | |||
{{tip|Due to tables requiring unique keys, templated entities that have no targetname or have conflicting ones will not be present in the table. A workaround is to intercept the <code>__EntityMakerResult</code> table and add every entity to an array instead, as shown in the following example: {{ExpandBox|<source lang=js> | |||
local template = SpawnEntityFromTable("point_script_template", {}) | |||
template.SetGroupSpawnTables({}) | |||
local scope = template.GetScriptScope() | |||
scope.Entities <- [] | |||
scope.__EntityMakerResult <- {entities = scope.Entities}.setdelegate({_newslot = function(_, value) {entities.append(value)}}) | |||
scope.PostSpawn <- function(named_entities) | |||
{ | |||
__DumpScope(0, Entities) | |||
} | |||
template.AddTemplate("prop_dynamic", | |||
{ | |||
model = "models/player/heavy.mdl", | |||
origin = Vector(247, -281, -123) | |||
}) | |||
template.AddTemplate("prop_dynamic", | |||
{ | |||
model = "models/player/spy.mdl", | |||
origin = Vector(247, -381, -123) | |||
}) | |||
template.AcceptInput("ForceSpawn", "", null, null) | |||
</source>}}}} | |||
=== CSceneEntity === | === CSceneEntity === | ||
Extends [[#CBaseEntity|CBaseEntity]] | Extends [[#CBaseEntity|CBaseEntity ↑]] | ||
Script handle class for {{ent|scripted_scene}}, which make use of [[VCD]] data. | Script handle class for {{ent|scripted_scene}}, which make use of [[VCD]] data. | ||
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| <code>FindNamedEntity</code> | | <code>FindNamedEntity</code> | ||
| <code>handle FindNamedEntity(string ''reference'')</code> | | <code>handle FindNamedEntity(string ''reference'')</code> | ||
| Given an entity reference, such as !target, get actual entity from scene object | | Given an entity reference, such as !target, get actual entity from scene object. | ||
|- | |- | ||
| <code>IsPaused</code> | | <code>IsPaused</code> | ||
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|- | |- | ||
| <code>LoadSceneFromString</code> | | <code>LoadSceneFromString</code> | ||
| <code>bool LoadSceneFromString(string '' | | <code>bool LoadSceneFromString(string ''scene_name'', string ''scene'')</code> | ||
| Given a dummy scene name and a vcd string, load the scene. | | Given a dummy scene name and a vcd string, load the scene. | ||
|- | |- | ||
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|- | |- | ||
| <code>constructor</code> | | <code>constructor</code> | ||
| <code>CCallChainer(string '' | | <code>CCallChainer(string ''function_prefix'', table ''scope'' = null)</code> | ||
| Creates a CCallChainer object that'll collect functions that have a matching prefix in the given scope. | | Creates a CCallChainer object that'll collect functions that have a matching prefix in the given scope. | ||
|- | |- | ||
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=== CSimpleCallChainer === | === 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. | 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>. | This class is also used internally by these [[#CBaseEntity|CBaseEntity ↑]] hooks: <code>Precache()</code> and <code>OnPostSpawn()</code>. | ||
==== Methods ==== | ==== Methods ==== | ||
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|- | |- | ||
| <code>constructor</code> | | <code>constructor</code> | ||
| <code>CSimpleCallChainer(string '' | | <code>CSimpleCallChainer(string ''prefix'', 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. | | 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. | ||
|- | |- | ||
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=== NextBotCombatCharacter === | === NextBotCombatCharacter === | ||
Extends [[#CBaseCombatCharacter|CBaseCombatCharacter]] | Extends [[#CBaseCombatCharacter|CBaseCombatCharacter ↑]] | ||
Script handle class for non-playable combat characters operating under the [[NextBot]] system. | Script handle class for non-playable combat characters operating under the [[NextBot]] system. | ||
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| <code>ClearImmobileStatus</code> | | <code>ClearImmobileStatus</code> | ||
| <code>void ClearImmobileStatus()</code> | | <code>void ClearImmobileStatus()</code> | ||
| Clear immobile status | | Clear immobile status. | ||
|- | |- | ||
| <code>FlagForUpdate</code> | | <code>FlagForUpdate</code> | ||
| <code>void FlagForUpdate(bool)</code> | | <code>void FlagForUpdate(bool ''toggle'')</code> | ||
| Flag this bot for update | | Flag this bot for update (or not to update if ''toggle'' is false). | ||
{{tip|Use this in a think function to update nextbots faster than <code>nb_update_frequency</code>. 0.05 is enough to make existing nextbots such as [[Ghost]] look smooth.}} | |||
|- | |- | ||
| <code>GetBodyInterface</code> | | <code>GetBodyInterface</code> | ||
| <code>INextBotComponent GetBodyInterface()</code> | | <code>INextBotComponent GetBodyInterface()</code> | ||
| Get this bot's body interface | | Get this bot's body interface. | ||
{{note|Not actually exposed, no functions exist.}} | |||
|- | |- | ||
| <code>GetBotId</code> | | <code>GetBotId</code> | ||
| <code>int GetBotId()</code> | | <code>int GetBotId()</code> | ||
| Get this bot's id | | Get this bot's id. | ||
|- | |- | ||
| <code>GetImmobileDuration</code> | | <code>GetImmobileDuration</code> | ||
| <code>float GetImmobileDuration()</code> | | <code>float GetImmobileDuration()</code> | ||
| How long have we been immobile | | How long have we been immobile. | ||
|- | |- | ||
| <code>GetImmobileSpeedThreshold</code> | | <code>GetImmobileSpeedThreshold</code> | ||
| <code>float GetImmobileSpeedThreshold()</code> | | <code>float GetImmobileSpeedThreshold()</code> | ||
| Return units/second below which this actor is considered immobile | | Return units/second below which this actor is considered immobile. | ||
|- | |- | ||
| <code>GetIntentionInterface</code> | | <code>GetIntentionInterface</code> | ||
| <code>INextBotComponent GetIntentionInterface()</code> | | <code>INextBotComponent GetIntentionInterface()</code> | ||
| Get this bot's intention interface | | Get this bot's intention interface. | ||
{{note|Not actually exposed, no functions exist.}} | |||
|- | |- | ||
| <code>GetLocomotionInterface</code> | | <code>GetLocomotionInterface</code> | ||
| <code>ILocomotion GetLocomotionInterface()</code> | | <code>ILocomotion GetLocomotionInterface()</code> | ||
| Get this bot's locomotion interface | | Get this bot's locomotion interface. | ||
|- | |- | ||
| <code>GetTickLastUpdate</code> | | <code>GetTickLastUpdate</code> | ||
| <code>int GetTickLastUpdate()</code> | | <code>int GetTickLastUpdate()</code> | ||
| Get last update tick | | Get last update tick. | ||
|- | |- | ||
| <code>GetVisionInterface</code> | | <code>GetVisionInterface</code> | ||
| <code>INextBotComponent GetVisionInterface()</code> | | <code>INextBotComponent GetVisionInterface()</code> | ||
| Get this bot's vision interface | | Get this bot's vision interface. | ||
{{note|Not actually exposed, no functions exist.}} | |||
|- | |- | ||
| <code>IsEnemy</code> | | <code>IsEnemy</code> | ||
| <code>bool IsEnemy(handle)</code> | | <code>bool IsEnemy(handle ''entity'')</code> | ||
| Return true if given entity is our enemy | | Return true if given entity is our enemy. | ||
|- | |- | ||
| <code>IsFlaggedForUpdate</code> | | <code>IsFlaggedForUpdate</code> | ||
| <code>bool IsFlaggedForUpdate()</code> | | <code>bool IsFlaggedForUpdate()</code> | ||
| Is this bot flagged for update | | Is this bot flagged for update. | ||
|- | |- | ||
| <code>IsFriend</code> | | <code>IsFriend</code> | ||
| <code>bool IsFriend(handle)</code> | | <code>bool IsFriend(handle ''entity'')</code> | ||
| Return true if given entity is our friend | | Return true if given entity is our friend. | ||
|- | |- | ||
| <code>IsImmobile</code> | | <code>IsImmobile</code> | ||
| <code>bool IsImmobile()</code> | | <code>bool IsImmobile()</code> | ||
| Return true if we haven't moved in awhile | | Return true if we haven't moved in awhile. | ||
|} | |} | ||
=== INextBotComponent === | === INextBotComponent === | ||
Base script handle class for any interfaces belonging to an individual [[#NextBotCombatCharacter|NextBotCombatCharacter]] entity. | Base script handle class for any interfaces belonging to an individual [[#NextBotCombatCharacter|NextBotCombatCharacter ↑]] entity. | ||
==== Methods ==== | ==== Methods ==== | ||
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| <code>ComputeUpdateInterval</code> | | <code>ComputeUpdateInterval</code> | ||
| <code>bool ComputeUpdateInterval()</code> | | <code>bool ComputeUpdateInterval()</code> | ||
| Recomputes the component update interval | | Recomputes the component update interval. | ||
|- | |- | ||
| <code>GetUpdateInterval</code> | | <code>GetUpdateInterval</code> | ||
| <code>float GetUpdateInterval()</code> | | <code>float GetUpdateInterval()</code> | ||
| Returns the component update interval | | Returns the component update interval. | ||
|- | |- | ||
| <code>Reset</code> | | <code>Reset</code> | ||
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=== ILocomotion === | === ILocomotion === | ||
Extends [[#INextBotComponent|INextBotComponent]] | Extends [[#INextBotComponent|INextBotComponent ↑]] | ||
The interface for interacting with a specific NextBot's movement brain. | The interface for interacting with a specific NextBot's movement brain. | ||
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|- | |- | ||
| <code>Approach</code> | | <code>Approach</code> | ||
| <code>void Approach(Vector, float)</code> | | <code>void Approach(Vector ''goal'', float ''goal_weight'')</code> | ||
| The primary locomotive method. | | The primary locomotive method. Goal determines the destination position to move towards. goal_weight determines the priority of this path, you can set this to 1.0 generally speaking. | ||
{{tip|To make the entity move smoothly towards its destination make sure to put this under a think function.}} | |||
|- | |- | ||
| <code>ClearStuckStatus</code> | | <code>ClearStuckStatus</code> | ||
| <code>void ClearStuckStatus(string)</code> | | <code>void ClearStuckStatus(string ''reason'')</code> | ||
| Reset stuck status to un-stuck | | Reset stuck status to un-stuck. Reason message is shown when debugging nextbots. | ||
|- | |- | ||
| <code>ClimbUpToLedge</code> | | <code>ClimbUpToLedge</code> | ||
| <code>bool ClimbUpToLedge(Vector, Vector, handle)</code> | | <code>bool ClimbUpToLedge(Vector ''goal_pos'', Vector ''goal_forward'', handle ''obstacle'')</code> | ||
| Initiate a jump to an adjacent high ledge, return false if climb can't start | | Initiate a jump to an adjacent high ledge, return false if climb can't start. | ||
|- | |- | ||
| <code>ComputeUpdateInterval</code> | | <code>ComputeUpdateInterval</code> | ||
| <code>ComputeUpdateInterval()</code> | | <code>bool ComputeUpdateInterval()</code> | ||
| | | Returns false if no time has elapsed. | ||
|- | |- | ||
| <code>DriveTo</code> | | <code>DriveTo</code> | ||
| <code>void DriveTo(Vector)</code> | | <code>void DriveTo(Vector ''pos'')</code> | ||
| Move the bot to the precise given position immediately, updating internal state | | Move the bot to the precise given position immediately, updating internal state. | ||
|- | |- | ||
| <code>FaceTowards</code> | | <code>FaceTowards</code> | ||
| <code>void FaceTowards(Vector)</code> | | <code>void FaceTowards(Vector ''target'')</code> | ||
| Rotate body to face towards target | | Rotate body to face towards target. | ||
{{tip|To make the entity look smoothly towards a spot make sure to put this under a think function, as using the function only once makes the entity only look towards it a bit but not fully, rotating ever so slightly.}} | |||
|- | |- | ||
| <code>FractionPotentialGap</code> | | <code>FractionPotentialGap</code> | ||
| <code>float FractionPotentialGap(Vector, Vector)</code> | | <code>float FractionPotentialGap(Vector ''from'', Vector ''to'')</code> | ||
| If the locomotor cannot jump over the gap, returns the fraction of the jumpable ray | | If the locomotor cannot jump over the gap, returns the fraction of the jumpable ray. | ||
|- | |- | ||
| <code>FractionPotentiallyTraversable</code> | | <code>FractionPotentiallyTraversable</code> | ||
| <code>float FractionPotentiallyTraversable(Vector, Vector, bool)</code> | | <code>float FractionPotentiallyTraversable(Vector ''from'', Vector ''to'', bool ''immediately'')</code> | ||
| If the locomotor could not move along the line given, returns the fraction of the walkable ray. | | If the locomotor could not move along the line given, returns the fraction of the walkable ray. If ''immediately'' is true, breakables are considered non-traverseable. | ||
|- | |- | ||
| <code>GetDeathDropHeight</code> | | <code>GetDeathDropHeight</code> | ||
| <code>float GetDeathDropHeight()</code> | | <code>float GetDeathDropHeight()</code> | ||
| Distance at which we will die if we fall | | Distance at which we will die if we fall. | ||
|- | |- | ||
| <code>GetDesiredSpeed</code> | | <code>GetDesiredSpeed</code> | ||
| <code>float GetDesiredSpeed()</code> | | <code>float GetDesiredSpeed()</code> | ||
| Get desired speed for locomotor movement | | Get desired speed for locomotor movement. | ||
|- | |- | ||
| <code>GetFeet</code> | | <code>GetFeet</code> | ||
| <code>Vector GetFeet()</code> | | <code>Vector GetFeet()</code> | ||
| Return position of feet - the driving point where the bot contacts the ground | | Return position of feet - the driving point where the bot contacts the ground. | ||
|- | |- | ||
| <code>GetGround</code> | | <code>GetGround</code> | ||
| <code>handle GetGround()</code> | | <code>handle GetGround()</code> | ||
| Return the current ground entity or NULL if not on the ground | | Return the current ground entity or NULL if not on the ground. | ||
|- | |- | ||
| <code>GetGroundMotionVector</code> | | <code>GetGroundMotionVector</code> | ||
| <code>Vector GetGroundMotionVector()</code> | | <code>Vector GetGroundMotionVector()</code> | ||
| Return unit vector in XY plane describing our direction of motion - even if we are currently not moving | | Return unit vector in XY plane describing our direction of motion - even if we are currently not moving. | ||
|- | |- | ||
| <code>GetGroundNormal</code> | | <code>GetGroundNormal</code> | ||
| <code>Vector GetGroundNormal()</code> | | <code>Vector GetGroundNormal()</code> | ||
| Surface normal of the ground we are in contact with | | Surface normal of the ground we are in contact with. | ||
|- | |- | ||
| <code>GetGroundSpeed</code> | | <code>GetGroundSpeed</code> | ||
| <code>float GetGroundSpeed()</code> | | <code>float GetGroundSpeed()</code> | ||
| Return current world space speed in XY plane | | Return current world space speed in XY plane. | ||
|- | |- | ||
| <code>GetMaxAcceleration</code> | | <code>GetMaxAcceleration</code> | ||
| <code>float GetMaxAcceleration()</code> | | <code>float GetMaxAcceleration()</code> | ||
| Return maximum acceleration of locomotor | | Return maximum acceleration of locomotor. | ||
|- | |- | ||
| <code>GetMaxDeceleration</code> | | <code>GetMaxDeceleration</code> | ||
| <code>float GetMaxDeceleration()</code> | | <code>float GetMaxDeceleration()</code> | ||
| Return maximum deceleration of locomotor | | Return maximum deceleration of locomotor. | ||
|- | |- | ||
| <code>GetMaxJumpHeight</code> | | <code>GetMaxJumpHeight</code> | ||
| <code>float GetMaxJumpHeight()</code> | | <code>float GetMaxJumpHeight()</code> | ||
| Return maximum height of a jump | | Return maximum height of a jump. | ||
{{tip|If using a <code>base_boss</code> entity, as there is currently no available method to modify this value, you can fire the input <code>SetMaxJumpHeight</code> to change it.}} | |||
|- | |- | ||
| <code>GetMotionVector</code> | | <code>GetMotionVector</code> | ||
| <code>Vector GetMotionVector()</code> | | <code>Vector GetMotionVector()</code> | ||
| Return unit vector describing our direction of motion - even if we are currently not moving | | Return unit vector describing our direction of motion - even if we are currently not moving. | ||
|- | |- | ||
| <code>GetRunSpeed</code> | | <code>GetRunSpeed</code> | ||
| <code>float GetRunSpeed()</code> | | <code>float GetRunSpeed()</code> | ||
| Get maximum running speed | | Get maximum running speed. | ||
|- | |- | ||
| <code>GetSpeed</code> | | <code>GetSpeed</code> | ||
| <code>float GetSpeed()</code> | | <code>float GetSpeed()</code> | ||
| Return current world space speed (magnitude of velocity) | | Return current world space speed (magnitude of velocity). | ||
|- | |- | ||
| <code>GetSpeedLimit</code> | | <code>GetSpeedLimit</code> | ||
| <code>float GetSpeedLimit()</code> | | <code>float GetSpeedLimit()</code> | ||
| Get maximum speed bot can reach, regardless of desired speed | | Get maximum speed bot can reach, regardless of desired speed. | ||
|- | |- | ||
| <code>GetStepHeight</code> | | <code>GetStepHeight</code> | ||
| <code>float GetStepHeight()</code> | | <code>float GetStepHeight()</code> | ||
| If delta Z is greater than this, we have to jump to get up | | If delta Z is lower than this, we can step up the surface (like a stair step), but if delta Z is greater than this, we have to jump to get up. | ||
{{tip|If using a <code>base_boss</code> entity, as there is currently no available method to modify this value, you can fire the input <code>SetStepHeight</code> to change it.}} | |||
|- | |- | ||
| <code>GetStuckDuration</code> | | <code>GetStuckDuration</code> | ||
| <code>float GetStuckDuration()</code> | | <code>float GetStuckDuration()</code> | ||
| Return how long we've been stuck | | Return how long we've been stuck. | ||
|- | |- | ||
| <code>GetTraversableSlopeLimit</code> | | <code>GetTraversableSlopeLimit</code> | ||
| <code>float GetTraversableSlopeLimit()</code> | | <code>float GetTraversableSlopeLimit()</code> | ||
| Return Z component of unit normal of steepest traversable slope | | Return Z component of unit normal of steepest traversable slope. | ||
|- | |- | ||
| <code>GetUpdateInterval</code> | | <code>GetUpdateInterval</code> | ||
| <code>GetUpdateInterval()</code> | | <code>float GetUpdateInterval()</code> | ||
| | | Returns time between updates. | ||
|- | |- | ||
| <code>GetVelocity</code> | | <code>GetVelocity</code> | ||
| <code>Vector GetVelocity()</code> | | <code>Vector GetVelocity()</code> | ||
| Return current world space velocity | | Return current world space velocity. | ||
|- | |- | ||
| <code>GetWalkSpeed</code> | | <code>GetWalkSpeed</code> | ||
| <code>float GetWalkSpeed()</code> | | <code>float GetWalkSpeed()</code> | ||
| Get maximum walking speed | | Get maximum walking speed. | ||
|- | |- | ||
| <code>HasPotentialGap</code> | | <code>HasPotentialGap</code> | ||
| <code>float HasPotentialGap(Vector, Vector)</code> | | <code>float HasPotentialGap(Vector ''from'', Vector ''to'')</code> | ||
| | | Checks if there is a possible gap that will need to be jumped over. Returns fraction of ray from 0 to 1. | ||
|- | |- | ||
| <code>IsAbleToClimb</code> | | <code>IsAbleToClimb</code> | ||
| <code>bool IsAbleToClimb()</code> | | <code>bool IsAbleToClimb()</code> | ||
| Return true if this bot can climb arbitrary geometry it encounters | | Return true if this bot can climb arbitrary geometry it encounters. | ||
|- | |- | ||
| <code>IsAbleToJumpAcrossGaps</code> | | <code>IsAbleToJumpAcrossGaps</code> | ||
| <code>bool IsAbleToJumpAcrossGaps()</code> | | <code>bool IsAbleToJumpAcrossGaps()</code> | ||
| Return true if this bot can jump across gaps in its path | | Return true if this bot can jump across gaps in its path. | ||
|- | |- | ||
| <code>IsAreaTraversable</code> | | <code>IsAreaTraversable</code> | ||
| <code>bool IsAreaTraversable(handle)</code> | | <code>bool IsAreaTraversable(handle ''area'')</code> | ||
| Return true if given area can be used for navigation | | Return true if given area can be used for navigation. | ||
|- | |- | ||
| <code>IsAttemptingToMove</code> | | <code>IsAttemptingToMove</code> | ||
| <code>bool IsAttemptingToMove()</code> | | <code>bool IsAttemptingToMove()</code> | ||
| Return true if we have tried to Approach() or DriveTo() very recently | | Return true if we have tried to Approach() or DriveTo() very recently. | ||
|- | |- | ||
| <code>IsClimbingOrJumping</code> | | <code>IsClimbingOrJumping</code> | ||
| <code>bool IsClimbingOrJumping()</code> | | <code>bool IsClimbingOrJumping()</code> | ||
| Is jumping in any form | | Is jumping in any form. | ||
|- | |- | ||
| <code>IsClimbingUpToLedge</code> | | <code>IsClimbingUpToLedge</code> | ||
| <code>bool IsClimbingUpToLedge()</code> | | <code>bool IsClimbingUpToLedge()</code> | ||
| Is climbing up to a high ledge | | Is climbing up to a high ledge. | ||
|- | |- | ||
| <code>IsEntityTraversable</code> | | <code>IsEntityTraversable</code> | ||
| <code>bool IsEntityTraversable(handle, bool)</code> | | <code>bool IsEntityTraversable(handle ''entity'', bool ''immediately'')</code> | ||
| Return true if the entity handle is traversable | | Return true if the entity handle is traversable. If ''immediately'' is true, breakables are considered non-traverseable. | ||
|- | |- | ||
| <code>IsGap</code> | | <code>IsGap</code> | ||
| <code>bool IsGap(Vector, Vector)</code> | | <code>bool IsGap(Vector ''pos'', Vector ''forward'')</code> | ||
| Return true if there is a gap | | Return true if there is a gap at this position. | ||
{{note|''forward'' is unused.}}. | |||
|- | |- | ||
| <code>IsJumpingAcrossGap</code> | | <code>IsJumpingAcrossGap</code> | ||
| <code>bool IsJumpingAcrossGap()</code> | | <code>bool IsJumpingAcrossGap()</code> | ||
| Is jumping across a gap to the far side | | Is jumping across a gap to the far side. | ||
|- | |- | ||
| <code>IsOnGround</code> | | <code>IsOnGround</code> | ||
| <code>bool IsOnGround()</code> | | <code>bool IsOnGround()</code> | ||
| Return true if standing on something | | Return true if standing on something. | ||
|- | |- | ||
| <code>IsPotentiallyTraversable</code> | | <code>IsPotentiallyTraversable</code> | ||
| <code>float IsPotentiallyTraversable(Vector, Vector, bool)</code> | | <code>float IsPotentiallyTraversable(Vector ''from'', Vector ''to'', bool ''immediately'')</code> | ||
| | | Checks if this locomotor could potentially move along the line given. Returns fraction of trace result (1 = clear). If ''immediately'' is true, breakables are considered non-traverseable. | ||
|- | |- | ||
| <code>IsRunning</code> | | <code>IsRunning</code> | ||
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| <code>IsScrambling</code> | | <code>IsScrambling</code> | ||
| <code>bool IsScrambling()</code> | | <code>bool IsScrambling()</code> | ||
| Is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted | | Is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted. | ||
|- | |- | ||
| <code>IsStuck</code> | | <code>IsStuck</code> | ||
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| <code>Jump</code> | | <code>Jump</code> | ||
| <code>void Jump()</code> | | <code>void Jump()</code> | ||
| Initiate a simple undirected jump in the air | | Initiate a simple undirected jump in the air. | ||
|- | |- | ||
| <code>JumpAcrossGap</code> | | <code>JumpAcrossGap</code> | ||
| <code>void JumpAcrossGap(Vector, Vector)</code> | | <code>void JumpAcrossGap(Vector ''goal_pos'', Vector ''goal_forward'')</code> | ||
| Initiate a jump across an empty volume of space to far side | | Initiate a jump across an empty volume of space to far side. | ||
{{note|''goal_forward'' is unused.}} | |||
|- | |- | ||
| <code>OnLandOnGround</code> | | <code>OnLandOnGround</code> | ||
| <code>void OnLandOnGround(handle)</code> | | <code>void OnLandOnGround(handle ''ground'')</code> | ||
| Manually run the OnLandOnGround callback. Typically invoked when bot lands on the ground after being in the air | | Manually run the OnLandOnGround callback. Typically invoked when bot lands on the ground after being in the air. | ||
|- | |- | ||
| <code>OnLeaveGround</code> | | <code>OnLeaveGround</code> | ||
| <code>void OnLeaveGround(handle)</code> | | <code>void OnLeaveGround(handle ''ground'')</code> | ||
| Manually run the OnLeaveGround callback. Typically invoked when bot leaves ground for any reason | | Manually run the OnLeaveGround callback. Typically invoked when bot leaves ground for any reason. | ||
|- | |- | ||
| <code>Reset</code> | | <code>Reset</code> | ||
| <code>Reset()</code> | | <code>void Reset()</code> | ||
| | | Resets motion, stuck state etc. | ||
|- | |- | ||
| <code>Run</code> | | <code>Run</code> | ||
| <code>void Run()</code> | | <code>void Run()</code> | ||
| Set desired movement speed to running | | Set desired movement speed to running. | ||
|- | |- | ||
| <code>SetDesiredSpeed</code> | | <code>SetDesiredSpeed</code> | ||
| <code>void SetDesiredSpeed(float)</code> | | <code>void SetDesiredSpeed(float ''speed'')</code> | ||
| Set desired speed for locomotor movement | | Set desired speed for locomotor movement. | ||
|- | |- | ||
| <code>SetSpeedLimit</code> | | <code>SetSpeedLimit</code> | ||
| <code>void SetSpeedLimit(float)</code> | | <code>void SetSpeedLimit(float ''limit'')</code> | ||
| Set maximum speed bot can reach, regardless of desired speed | | Set maximum speed bot can reach, regardless of desired speed. | ||
|- | |- | ||
| <code>Stop</code> | | <code>Stop</code> | ||
| <code>void Stop()</code> | | <code>void Stop()</code> | ||
| Set desired movement speed to stopped | | Set desired movement speed to stopped. | ||
|- | |- | ||
| <code>Walk</code> | | <code>Walk</code> | ||
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|- | |- | ||
| <code>Begin</code> | | <code>Begin</code> | ||
| | | | ||
| | | | ||
|- | |- | ||
| <code>End</code> | | <code>End</code> | ||
| | | | ||
| | | | ||
|- | |- | ||
| <code>EstablishDelegation</code> | | <code>EstablishDelegation</code> | ||
| | | | ||
| | | | ||
|- | |- | ||
| <code>HookRootMetamethod</code> | | <code>HookRootMetamethod</code> | ||
| | | | ||
| | | | ||
|- | |- | ||
| <code>UnhookRootMetamethod</code> | | <code>UnhookRootMetamethod</code> | ||
| | | | ||
| | | | ||
|- | |- | ||
| <code>RemoveDelegation</code> | | <code>RemoveDelegation</code> | ||
| | | | ||
| | | | ||
|- | |- | ||
| <code>Resolve</code> | | <code>Resolve</code> | ||
| | | | ||
| | | | ||
|} | |} | ||
Line 3,397: | Line 4,197: | ||
| <code>m_bindNamesStack</code> | | <code>m_bindNamesStack</code> | ||
| <code>array</code> | | <code>array</code> | ||
| | | | ||
|- | |- | ||
| <code>m_fixupSet</code> | | <code>m_fixupSet</code> | ||
| <code>array</code> | | <code>array</code> | ||
| | | | ||
|- | |- | ||
| <code>m_log</code> | | <code>m_log</code> | ||
| <code>bool</code> | | <code>bool</code> | ||
| | | | ||
|- | |- | ||
| <code>m_logIndent</code> | | <code>m_logIndent</code> | ||
| <code>int</code> | | <code>int</code> | ||
| | | | ||
|- | |- | ||
| <code>m_targetTable</code> | | <code>m_targetTable</code> | ||
| <code>table?(null)</code> | | <code>table?(null)</code> | ||
| | | | ||
|- | |- | ||
|} | |} | ||
=== | == Data Types == | ||
=== Vector === | |||
Squirrel equivalent of the C++ [[Vector]] class. A three-dimensional vector with overloaded arithmetic operations for both Vectors and scalar values. | |||
==== Methods ==== | ==== Methods ==== | ||
Line 3,428: | Line 4,230: | ||
|- | |- | ||
| <code>constructor</code> | | <code>constructor</code> | ||
| <code> | | <code>Vector(float ''x'' = 0.0, float ''y'' = 0.0, float ''z'' = 0.0)</code> | ||
| | | Creates a new vector with the specified Cartesian coordiantes. | ||
|- | |- | ||
| <code> | | <code>Cross</code> | ||
| <code> | | <code>Vector Cross(Vector ''factor'')</code> | ||
| | | The vector product of two vectors. Returns a vector orthogonal to the input vectors. | ||
|- | |- | ||
| <code> | | <code>Dot</code> | ||
| <code> | | <code>float Dot(Vector ''factor'')</code> | ||
| | | The scalar product of two vectors. | ||
|- | |- | ||
| <code>Length</code> | |||
| <code>Length</code> | |||
| <code>float Length()</code> | | <code>float Length()</code> | ||
| Magnitude of the vector. | | Magnitude of the vector. | ||
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| <code>LengthSqr</code> | | <code>LengthSqr</code> | ||
| <code>float LengthSqr()</code> | | <code>float LengthSqr()</code> | ||
| The magnitude of the vector squared. | | The magnitude of the vector squared. | ||
{{tip|This can be used to quickly check if the vector is equal to 0 0 0, by checking if the magnitude is 0.}} | |||
|- | |- | ||
| <code>Length2D</code> | | <code>Length2D</code> | ||
| <code>float Length2D()</code> | | <code>float Length2D()</code> | ||
| Returns the magnitude of the vector on the x-y plane | | Returns the magnitude of the vector on the x-y plane. | ||
|- | |- | ||
| <code>Length2DSqr</code> | | <code>Length2DSqr</code> | ||
| <code>float Length2DSqr()</code> | | <code>float Length2DSqr()</code> | ||
| Returns the square of the magnitude of the vector on the x-y plane | | Returns the square of the magnitude of the vector on the x-y plane. | ||
|- | |- | ||
| <code>Norm</code> | | <code>Norm</code> | ||
Line 3,534: | Line 4,304: | ||
| <code>Vector + Vector</code> | | <code>Vector + Vector</code> | ||
|rowspan="2"| <code>Vector</code> | |rowspan="2"| <code>Vector</code> | ||
|rowspan="2"| Returns the sum of both classes's members | |rowspan="2"| Returns the sum of both classes's members. | ||
|- | |- | ||
| <code>QAngle + Vector</code> | | <code>QAngle + Vector</code> | ||
Line 3,540: | Line 4,310: | ||
| <code>Vector - Vector</code> | | <code>Vector - Vector</code> | ||
|rowspan="2"| <code>Vector</code> | |rowspan="2"| <code>Vector</code> | ||
|rowspan="2"| Returns the subtraction of both classes's members | |rowspan="2"| Returns the subtraction of both classes's members. | ||
|- | |- | ||
| <code>QAngle | | <code>QAngle - Vector</code> | ||
|- | |- | ||
| <code>Vector * integer</code> | | <code>Vector * integer</code> | ||
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|- | |- | ||
| <code>constructor</code> | | <code>constructor</code> | ||
| <code>QAngle(float ''pitch'' = 0, float ''yaw'' = 0, float ''roll'' = 0)</code> | | <code>QAngle(float ''pitch'' = 0.0, float ''yaw'' = 0.0, float ''roll'' = 0.0)</code> | ||
| Creates a new QAngle. | | Creates a new QAngle. | ||
|- | |- | ||
| <code>Forward </code> | | <code>Forward </code> | ||
| <code>Vector Forward()</code> | | <code>Vector Forward()</code> | ||
| Returns the Forward Vector of the angles. | | Returns the Forward Vector of the angles. | ||
|- | |- | ||
| <code>Left</code> | | <code>Left</code> | ||
| <code>Vector Left()</code> | | <code>Vector Left()</code> | ||
| Returns the | | {{note|Returns the ''right'' Vector of the angles.}} | ||
|- | |- | ||
| <code>Pitch</code> | | <code>Pitch</code> | ||
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| <code>QAngle + QAngle</code> | | <code>QAngle + QAngle</code> | ||
|rowspan="2"| <code>QAngle</code> | |rowspan="2"| <code>QAngle</code> | ||
|rowspan="2"| Sum of both classes's members (XYZ). | |rowspan="2"| Sum of both classes's members (XYZ). | ||
|- | |- | ||
| <code>Vector + QAngle</code> | | <code>Vector + QAngle</code> | ||
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=== Vector2D, Vector4D === | === Vector2D, Vector4D === | ||
Two and four-dimensional equivalents to Vector. | Two and four-dimensional equivalents to Vector with less amount of methods. | ||
==== Methods ==== | ==== Methods ==== | ||
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|- | |- | ||
| <code>constructor</code> | | <code>constructor</code> | ||
| <code> | | <code>Vector2D(float ''x'' = 0.0, float ''y'' = 0.0)</code> | ||
| Creates a new vector with the specified Cartesian coordiantes. | | Creates a new 2-dimensional vector with the specified Cartesian coordiantes. | ||
|- | |||
| <code>constructor</code> | |||
| <code>Vector4D(float ''x'' = 0.0, float ''y'' = 0.0, float ''z'' = 0.0, float ''w'' = 0.0)</code> | |||
| Creates a new 4-dimensional vector with the specified Cartesian coordiantes. | |||
|- | |- | ||
| <code>Dot</code> | | <code>Dot</code> | ||
Line 3,670: | Line 4,444: | ||
| <code>LengthSqr</code> | | <code>LengthSqr</code> | ||
| <code>float LengthSqr()</code> | | <code>float LengthSqr()</code> | ||
| The magnitude of the vector squared. | | The magnitude of the vector squared. | ||
{{tip|This can be used to quickly check if the vector's members are all 0, by checking if the magnitude is 0.}} | |||
|- | |- | ||
| <code>Norm</code> | | <code>Norm</code> | ||
| <code>float Norm()</code> | | <code>float Norm()</code> | ||
| | | Normalizes the vector in place and returns it's length. | ||
|- | |- | ||
| <code>ToKVString</code> | | <code>ToKVString</code> | ||
Line 3,694: | Line 4,469: | ||
| <code>constructor</code> | | <code>constructor</code> | ||
| <code>Quaternion()</code> | | <code>Quaternion()</code> | ||
| Creates a new identity quaternion. | | Creates a new identity quaternion. (0, 0, 0, 1) | ||
|- | |- | ||
| <code>constructor</code> | | <code>constructor</code> | ||
| <code>Quaternion(float ''x'',float ''y'',float ''z'',float ''w'')</code> | | <code>Quaternion(float ''x'', float ''y'' = 0.0, float ''z'' = 0.0, float ''w'' = 0.0)</code> | ||
| Creates a new quaternion of the form <code>''w'' + ''x'''''i''' + ''y'''''j''' + ''z'''''k'''</code>. | | Creates a new quaternion of the form <code>''w'' + ''x'''''i''' + ''y'''''j''' + ''z'''''k'''</code>. | ||
|- | |- | ||
Line 3,709: | Line 4,484: | ||
|- | |- | ||
| <code>Norm</code> | | <code>Norm</code> | ||
| <code> | | <code>float Norm()</code> | ||
| Normalizes the | | Normalizes the quaternion. | ||
|- | |- | ||
| <code>SetPitchYawRoll</code> | | <code>SetPitchYawRoll</code> | ||
Line 3,780: | Line 4,555: | ||
|- | |- | ||
| <code>AddThinkToEnt</code> | | <code>AddThinkToEnt</code> | ||
| <code>void AddThinkToEnt(handle ''entity'', string '' | | <code>void AddThinkToEnt(handle ''entity'', string ''function_name'')</code> | ||
| Sets a function in the entity's script to rerun by itself constantly. Pass null as the function name to remove a think function. The default think interval is 0.1s, unless overridden by returning a different time interval in seconds in the think function | | Sets a function in the entity's script to rerun by itself constantly. Pass null as the function name to remove a think function. | ||
The default think interval is 0.1s, unless overridden by returning a different time interval in seconds in the think function. TF2 runs at 66 ticks per second, so the lowest possible interval is 0.015 seconds. | |||
{{note|If trying to clear a think function while inside a think function, | Return -1 to think every tick (do not return 0 or 0.015, this will give inconsistent intervals). | ||
The highest interval where all clients will [[Interpolation|interpolate]] entities. regardless of network settings, is 0.05 (20 times per second). | |||
{{note|If trying to clear a think function while inside a think function, <code>AddThinkToEnt</code> will not work as the think function is restored on the entity after it's finished. <br><code>NetProps.SetPropString(self, "m_iszScriptThinkFunction", "")</code> must be used to remove the think function. | |||
{{warning|This can apply to events if they are chained from a think function, for example killing a player with <code>TakeDamage</code> and then trying to clear the think function in <code>player_death</code> event. The think function will not be cleared unless the line above is also added.}}}} | {{warning|This can apply to events if they are chained from a think function, for example killing a player with <code>TakeDamage</code> and then trying to clear the think function in <code>player_death</code> event. The think function will not be cleared unless the line above is also added.}}}} | ||
{{bug|The think function name stored in the entity is not reset if null is passed as the function name. However this is harmless, and it will only show a warning in console.}} | {{note|Some entities are sensitive to when this think function executes within a frame. A notable example is modifying the [[tf_player_manager]] entity. The think function must be applied to the manager entity for netprop changes to work correctly, and not any other entity, otherwise modifying its properties will be inconsistent.}} | ||
{{bug|hidetested=1|The think function name stored in the entity is not reset if null is passed as the function name. However this is harmless, and it will only show a warning in console.}} | |||
{{warning|Entities with <code>EFL_KILLME</code> and/or <code>EFL_NO_THINK_FUNCTION</code> entity flags set do not process thinks.}} | |||
|- | |- | ||
| <code>AddToScriptHelp</code> | | <code>AddToScriptHelp</code> | ||
| <code>AddToScriptHelp()</code> | | <code>void AddToScriptHelp(table ''help'')</code> | ||
| | | | ||
|- | |- | ||
| <code>Assert</code> | |||
| <code>void Assert(bool ''value'', string ''optional_message'' = null)</code> | |||
| Test value and if not true, throws exception, optionally with message. | |||
| <code>Assert</code> | |||
| <code>void Assert(bool ''value'', string '' | |||
| Test value and if not true, throws exception, optionally with message. | |||
|- | |- | ||
| <code>ClearGameEventCallbacks</code> | | <code>ClearGameEventCallbacks</code> | ||
| <code>void ClearGameEventCallbacks()</code> | | <code>void ClearGameEventCallbacks()</code> | ||
| Empties the tables of game event callback functions. | | Empties the tables of game event callback functions. | ||
| | {{deprecated|'''Do NOT use this!''' It removes all events, including those from other scripts, and is a common source of script conflicts. Instead, update your event code to use a namespace (define and contain your callback functions inside of a table), which will clean up automatically when this table is removed without interfering with other scripts. Refer to the [[Source_SDK_Base_2013/Scripting/VScript_Examples#Listening_for_Events|examples page]] and expand the example for Team Fortress 2 for guidance on how to set an automatic system for this.}} | ||
| | |||
|- | |- | ||
| <code>CreateProp</code> | | <code>CreateProp</code> | ||
| <code> | | <code>CBaseAnimating CreateProp(string ''classname'', Vector ''origin'', string ''model_name'', int ''activity'')</code> | ||
| Create a | | Create a prop. | ||
|- | |- | ||
| <code>CreateSceneEntity</code> | | <code>CreateSceneEntity</code> | ||
| <code> | | <code>CBaseAnimating CreateSceneEntity(string ''scene'')</code> | ||
| Create a scene entity to play the specified scene. | | Create a scene entity to play the specified scene. | ||
|- | |- | ||
Line 3,824: | Line 4,592: | ||
|- | |- | ||
| <code>DispatchParticleEffect</code> | | <code>DispatchParticleEffect</code> | ||
| <code>void DispatchParticleEffect(string ''name'', Vector ''origin'', Vector '' | | <code>void DispatchParticleEffect(string ''name'', Vector ''origin'', Vector ''direction'')</code> | ||
| Dispatches a one-off particle system {{ | | Dispatches a one-off particle system. To pass angles into this, use the <code>.Forward()</code> method on a QAngle. | ||
{{note|For more control over particles such as parenting them to entities, see the [[Source_SDK_Base_2013/Scripting/VScript_Examples#Spawning_a_Particle|examples page]] for alternative methods.}} | |||
{{warning|Does NOT work if called from a player think or OnTakeDamage caused by hitscan/melee due to [[prediction]] suppressing it. Can be workarounded by spawning the particle with a 0 delayed EntFire or spawning [[info_particle_system]] entity}} | |||
{{warning|This does not precache custom particles. As a result, custom particles may show as a burst of red Xs instead on dedicated servers. To precache a particle, use the following function: | |||
{{ExpandBox|<source lang=js> | |||
function PrecacheParticle(name) | |||
{ | |||
PrecacheEntityFromTable({ classname = "info_particle_system", effect_name = name }) | |||
} | |||
</source>}} | |||
}} | |||
|- | |- | ||
| <code>Document</code> | | <code>Document</code> | ||
| <code>void Document(unknown '' | | <code>void Document(unknown ''symbol_or_table'', unknown ''item_if_symbol'' = null, string ''description_if_symbol'' = null)</code> | ||
| | |||
|- | |- | ||
| <code>DoEntFire</code> | | <code>DoEntFire</code> | ||
| <code>void DoEntFire(string ''target'', string ''action'', string ''value'', float ''delay'', handle ''activator'', handle ''caller'')</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'' and ''activator'' argument takes a ''CBaseEntity'' script handle, and entities assigned can receive inputs with ''target'' set to ''!self'', or ''!activator'' / ''!caller''. | | Generate an entity I/O event. The ''caller'' and ''activator'' argument takes a ''CBaseEntity'' script handle, and entities assigned can receive inputs with ''target'' set to ''!self'', or ''!activator'' / ''!caller''. Negative delays are clamped to 0. | ||
{{ | {{note|Does not work if the ''target'' string is <code>point_servercommand</code>.}} | ||
|- | |- | ||
| <code>DoIncludeScript</code> | | <code>DoIncludeScript</code> | ||
| <code>bool DoIncludeScript(string ''file'', handle/table ''scope'')</code> | | <code>bool DoIncludeScript(string ''file'', handle/table ''scope'')</code> | ||
| Execute a script | | Execute a script and put all its content for the argument passed to the<code>''scope''</code>parameter. The file must have the <code>.nut</code> extension. | ||
{{warning|Do not put uppercase letters in the path, doing so will cause Linux to fail loading the script from loose directories.}} | |||
|- | |- | ||
| <code>IncludeScript</code> | | <code>IncludeScript</code> | ||
| <code>bool IncludeScript(string ''file'', | | <code>bool IncludeScript(string ''file'', table ''scope'' = null)</code> | ||
| Wrapper for DoIncludeScript | | Wrapper for DoIncludeScript. | ||
|- | |- | ||
| <code>EmitAmbientSoundOn</code> | | <code>EmitAmbientSoundOn</code> | ||
| <code>void EmitAmbientSoundOn(string '' | | <code>void EmitAmbientSoundOn(string ''sound_name'', float ''volume'', int ''soundlevel'', int ''pitch'', handle ''entity'')</code> | ||
| Play named sound on an entity using configurations similar to [[ambient_generic]]. Soundlevel is in decibels, see [[Soundscripts#SoundLevel|this page]] for real world equivalents. | | Play named sound on an entity using configurations similar to [[ambient_generic]]. Soundlevel is in decibels, see [[Soundscripts#SoundLevel|this page]] for real world equivalents. | ||
{{tip|Sounds may be hard to hear even at full volume. Naming custom sounds according to the [[soundmixer]] can be used to make them naturally louder.}} | {{tip|Sounds may be hard to hear even at full volume. Naming custom sounds according to the [[soundmixer]] can be used to make them naturally louder.}} | ||
{{tip|To convert radius in Hammer units to decibels (similar to [[ambient_generic]]), use the following formula: | |||
<source lang=js> | |||
local soundlevel = (40 + (20 * log10(radius / 36.0))).tointeger() | |||
</source> | |||
}} | |||
|- | |- | ||
| <code>StopAmbientSoundOn</code> | | <code>StopAmbientSoundOn</code> | ||
| <code>void StopAmbientSoundOn(string '' | | <code>void StopAmbientSoundOn(string ''sound_name'', handle ''entity'')</code> | ||
| Stop named sound on an entity using configurations similar to [[ambient_generic]]. | | Stop named sound on an entity using configurations similar to [[ambient_generic]]. | ||
|- | |- | ||
| <code>EmitSoundEx</code> | | <code>[[Team Fortress 2/Scripting/Script Functions/EmitSoundEx|EmitSoundEx]]</code> | ||
| <code>void EmitSoundEx( | | <code>void EmitSoundEx(table ''params'')</code> | ||
| Play a sound. Takes in a script table of params. All parameters are optional except ''sound_name''. | | Play a sound. Takes in a script table of params: <code>sound_name</code>, <code>channel</code>, <code>volume</code>, <code>sound_level</code>, <code>flags</code>, <code>pitch</code>, <code>special_dsp</code>, <code>origin</code>, <code>delay</code>, <code>sound_time</code>, <code>entity</code>, <code>speaker_entity</code>, <code>filter_type</code>, <code>filter_param</code>. All parameters are optional except ''sound_name''. See the [[Team Fortress 2/Scripting/Script Functions/EmitSoundEx|main page]] for more details. | ||
|- | |- | ||
| <code> | | <code>EmitSoundOn</code> | ||
| <code>string</code> | | <code>void EmitSoundOn(string ''sound_script'', handle ''entity'')</code> | ||
| | | Play named sound on given entity. The sound must be precached first for it to play (using <code>PrecacheSound</code> or <code>PrecacheScriptSound</code>). | ||
{{warning|Looping sounds will not stop on the entity when it's destroyed and will persist forever! To workaround this, run <code>StopSound</code> in the <code>OnDestroy</code> callback.}} | |||
|- | |- | ||
| <code> | | <code>StopSoundOn</code> | ||
| <code> | | <code>void StopSoundOn(string ''sound_script'', handle ''entity'')</code> | ||
| | | Stop named sound on an entity. | ||
|- | |- | ||
| <code> | | <code>EmitSoundOnClient</code> | ||
| <code> | | <code>void EmitSoundOnClient(string ''sound_script'', handle ''player'')</code> | ||
| | | Play named sound only on the client for the specified player. The sound must be precached first for it to play (<code>PrecacheScriptSound</code>). | ||
{{note|This only supports soundscripts.}} | |||
|- | |- | ||
| <code> | | <code>EntFire</code> | ||
| <code> | | <code>void EntFire(string ''target'', string ''action'', string ''value'' = null, float ''delay'' = 0, handle ''activator'' = null)</code> | ||
| 0 | | Wrapper for DoEntFire() that sets<code>''activator''</code> to null, but has no<code>''caller''</code>param. Negative delays are clamped to 0. | ||
| | {{note|Does not work if the ''target'' string is <code>point_servercommand</code>.}} | ||
|- | |- | ||
| <code> | | <code>EntFireByHandle</code> | ||
| <code> | | <code>void EntFireByHandle(handle ''entity'', string ''action'', string ''value'', float ''delay'', handle ''activator'', handle ''caller'')</code> | ||
| 0 | | Generate an entity I/O event. First parameter is an entity instance. Negative delays are clamped to 0. | ||
| | {{note|With a 0 delay, this will be processed at the end of the frame rather than instantly. If you need an instant, synchronous I/O event then use <code>AcceptInput</code> instead.}} | ||
{| | {{warning|Calling <code>RunScriptCode</code> input will add the value provided to the string table. If your code uses a big range of distinct values provided to this input (for example passing a float like timestamp) the string table will eventually exceed it's limit of 65k strings causing the server to crash (CUtlRBTree overflow). To prevent this issue from occurring you can use custom delay function, such as the one implemented in [[Source_2013_MP/Scripting/VScript_Examples#EntFire(ByHandle)|Source SDK 2013 VScript Examples]]. | ||
{{note|This also affects <code>SetText</code> input on [[game_text]], but accounting for it is not as vital.}} | |||
}} | |||
|- | |- | ||
| <code> | | <code>EntIndexToHScript</code> | ||
| <code> | | <code>handle EntIndexToHScript(int ''entindex'')</code> | ||
| | | Turn an entity index integer to an HScript representing that entity's script instance. | ||
|- | |- | ||
| <code> | | <code>FileToString</code> | ||
| <code> | | <code>string FileToString(string ''file'')</code> | ||
| | | Reads a string from file located in the game's ''scriptdata'' folder. Returns the string from the file, null if no file or file is greater than 16384 bytes. | ||
{{note|Files packed inside the [[BSP]] cannot be read.}} | |||
{{note|This opens files in text mode, therefore binary files will not be parsed correctly.}} | |||
|- | |- | ||
| <code> | | <code>FindCircularReference</code> | ||
| <code> | | <code>FindCircularReference()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>FindCircularReferences</code> | ||
| <code> | | <code>FindCircularReferences()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>FireGameEvent</code> | ||
| <code> | | <code>bool FireGameEvent(string ''name'', table ''params'')</code> | ||
| | | Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table. | ||
{{note|The name might be misleading. This does not fire an event that the game will pick up, the function that sends a real game event is named <code>SendGlobalGameEvent</code>.}} | |||
|- | |- | ||
| <code> | | <code>FireScriptHook</code> | ||
| <code> | | <code>bool FireScriptHook(string ''name'', table ''params'')</code> | ||
| | | Fire a script hook to a listening callback function in script. Parameters are passed in a squirrel table. | ||
|- | |- | ||
| <code> | | <code>FireScriptEvent</code> | ||
| <code> | | <code>void FireScriptEvent(string ''event'', table ''params'')</code> | ||
| | | Wrapper for <code>__RunEventCallbacks()</code>. | ||
|- | |- | ||
| <code> | | <code>FrameTime</code> | ||
| <code> | | <code>float FrameTime()</code> | ||
| | | Get the time spent on the server in the last frame. Usually this will be 0.015 (the default tickrate). | ||
|- | |- | ||
| <code> | | <code>GetDeveloperLevel</code> | ||
| <code> | | <code>int GetDeveloperLevel()</code> | ||
| | | Gets the level of 'developer' | ||
|- | |- | ||
| <code> | | <code>GetFrameCount</code> | ||
| <code> | | <code>int GetFrameCount()</code> | ||
| | | Returns the engines current frame count. The counter does not reset between map changes. This is NOT the tick count. | ||
{{tip|To get the current tick count, read the <code>m_nSimulationTick</code> netprop from any player or moving entity.}} | |||
|- | |- | ||
| <code> | | <code>GetFriction</code> | ||
| <code> | | <code>float GetFriction(CTFPlayer ''player'')</code> | ||
| | | Returns the Friction on a player entity, meaningless if not a player. | ||
|- | |- | ||
| <code> | | <code>GetFunctionSignature</code> | ||
| <code> | | <code>string GetFunctionSignature(function ''func'', string ''prefix'')</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>GetListenServerHost</code> | ||
| <code> | | <code>CTFPlayer GetListenServerHost()</code> | ||
| | | Get the local player on a listen server. Returns null on dedicated servers. | ||
| | {{note|This depends on the player entity, and therefore this might return null on a listen server if the player doesn't exist yet during map load. Use <code>IsDedicatedServer</code> instead to check if the server is a listen or dedicated server, as it checks it in a different way.}} | ||
{{tip|Alternatively, use <code>PlayerInstanceFromIndex(1)</code> to fetch the first player on the server. For convenience sake (e.g. for script compatibility), you can map this to that function using the following: | |||
<source lang=js> | |||
::GetListenServerHost <- @() PlayerInstanceFromIndex(1) | |||
</source>}} | |||
|- | |- | ||
| <code> | | <code>GetMapName</code> | ||
| <code> | | <code>string GetMapName()</code> | ||
| | | Get the name of the map without extension, e.g. <code>ctf_2fort</code>. For workshop maps, this will be in the format <code>workshop/[name].ugc[id]</code>. | ||
|- | |- | ||
| <code> | | <code>GetModelIndex</code> | ||
| <code> | | <code>int GetModelIndex(string ''model_name'')</code> | ||
| | | Returns the index of the named model. | ||
|- | |- | ||
| <code> | | {{obs}} <code>GetPhysAngularVelocity</code> | ||
| <code> | | <code>Vector GetPhysAngularVelocity(handle ''entity'')</code> | ||
| | | Returns the Angular velocity of the entity. Deprecated, use the <code>GetPhysAngularVelocity</code> method on the entity instead. | ||
|- | |- | ||
| <code> | | {{obs}} <code>GetPhysVelocity</code> | ||
| <code> | | <code>Vector GetPhysVelocity(handle ''entity'')</code> | ||
| | | Returns the velocity of the entity. Deprecated, use the <code>GetPhysVelocity</code> method on the entity instead. | ||
|- | |- | ||
| <code> | | <code>GetPlayerFromUserID</code> | ||
| <code> | | <code>CTFPlayer GetPlayerFromUserID(int ''userid'')</code> | ||
| null | | Given a user id, return the entity, or null. | ||
| | {{note|The 'fake' [[SourceTV]] player will always be returned as null. If you need to actually retrieve the SourceTV player, use <code>EntIndexToHScript</code>.}} | ||
{{tip|For the opposite, getting the user id from an entity, see the [[Source_SDK_Base_2013/Scripting/VScript_Examples#Getting_the_userid_from_a_player_handle|examples page]].}} | |||
|- | |- | ||
| <code> | | <code>GetSoundDuration</code> | ||
| <code> | | <code>float GetSoundDuration(string ''sound_name'', string ''actor_model_name'')</code> | ||
| null | | Returns float duration of the sound. Actor model name is optional and can be left null. | ||
| | {{todo|Actor model name is likely a leftover from {{hl2|2}}}} | ||
{{warning|Does not work on dedicated servers as they do not have audio libraries built-in to load sounds.}} | |||
|- | |- | ||
| <code> | | <code>IsDedicatedServer</code> | ||
| <code> | | <code>bool IsDedicatedServer()</code> | ||
| | | Returns true if this server is a dedicated server. | ||
|- | |- | ||
| <code> | | <code>IsModelPrecached</code> | ||
| <code> | | <code>bool IsModelPrecached(string ''model_name'')</code> | ||
| | | Checks if the ''model_name'' is precached. | ||
|- | |- | ||
| <code> | | <code>IsSoundPrecached</code> | ||
| <code> | | <code>bool IsSoundPrecached(string ''sound_name'')</code> | ||
| | | Checks if the ''sound_name'' is precached. | ||
|- | |- | ||
| <code> | | <code>IsPlayerABot</code> | ||
| <code> | | <code>bool IsPlayerABot(CTFPlayer ''player'')</code> | ||
| | | Is this player/entity a puppet or AI bot. To check if the player is a AI bot (<code>CTFBot</code>) specifically, use <code>IsBotOfType</code> instead. | ||
|- | |- | ||
| <code> | | <code>IsWeakref</code> | ||
| <code> | | <code>bool IsWeakref()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>LocalTime</code> | ||
| <code>void | | <code>void LocalTime(table ''result'')</code> | ||
| | | Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings). This mirrors the <code>tm</code> structure in C++, see the [https://cplusplus.com/reference/ctime/tm/ reference page] for more information. | ||
{{ | {{warning|The month will be 1-12 rather than 0-11.}} | ||
|- | |- | ||
| <code> | | <code>MakeNamespace</code> | ||
| <code> | | <code>MakeNamespace()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>MaxClients</code> | ||
| <code> | | <code>float MaxClients()</code> | ||
| | | Get the current number of max clients set by the maxplayers command. | ||
{{bug|hidetested=1|The return value is mistakenly defined as a float. It is best to use <code>.tointeger()</code> after calling this.}} | |||
|- | |- | ||
| <code> | | <code>PickupObject</code> | ||
| <code> | | <code>void PickupObject(CTFPlayer ''player'', handle ''entity'')</code> | ||
| | | Object from world is put into the "Held" slot of the player. Warning: it will smoothly interpolate from where it is to the players hand - which is a bit goofy if it is on other side of level. | ||
{{ | {{note|Does nothing in {{tf2|2}} as the code is not implemented.}} | ||
|- | |- | ||
| <code> | | <code>PlayerInstanceFromIndex</code> | ||
| <code> | | <code>CTFPlayer PlayerInstanceFromIndex(int ''index'')</code> | ||
| | | Get a script handle of a player using the player index. | ||
{{note|The 'fake' [[SourceTV]] player will always be returned as null. If you need to actually retrieve the SourceTV player, use <code>EntIndexToHScript</code>.}} | |||
|- | |- | ||
| <code> | | <code>PrecacheEntityFromTable</code> | ||
| <code> | | <code>bool PrecacheEntityFromTable(table ''keyvalues'')</code> | ||
| | | Precache an entity from [[KeyValues]] in a table. Internally this function creates the entity, fire <code>DispatchSpawn</code> and removes it instantly. Returns false if the table has no ''classname'' key, if the value of ''classname'' is null or empty, or if the entity failed to be created. | ||
{{tip|Can be used to precache gibs for a model on any entity by using [[tf_generic_bomb]]. Example: <source>PrecacheEntityFromTable({ classname = "tf_generic_bomb", model = MODEL_NAME })</source>}} | |||
|- | |- | ||
| <code> | | <code>PrecacheModel</code> | ||
| <code> | | <code>int PrecacheModel(string ''model_name'')</code> | ||
| | | Precache a model (<code>.mdl</code>) or sprite (<code>.vmt</code>) and return model index. The extension must be specified. Returns -1 if null or empty ''model_name'' is passed in. Missing models/sprites will still return a new index. | ||
{{note|Does not precache gibs. See <code>PrecacheEntityFromTable</code> instead.}} | |||
|- | |- | ||
| <code> | | <code>PrecacheScriptSound</code> | ||
| <code>bool | | <code>bool PrecacheScriptSound(string ''sound_name'')</code> | ||
| | | Precache a soundscript. Returns false if soundscript is missing, or if a null or empty sound name is passed in. | ||
|- | |- | ||
| <code> | | <code>PrecacheSound</code> | ||
| <code> | | <code>bool PrecacheSound(string ''sound_name'')</code> | ||
| | | Precache a raw sound. Returns false if a null or empty sound name is passed in. | ||
|- | |- | ||
| <code> | | <code>PrintHelp</code> | ||
| <code>void | | <code>void PrintHelp()</code> | ||
| | | Equivalent to running <code>script_help</code> command. | ||
|- | |- | ||
| <code> | | <code>RandomFloat</code> | ||
| <code> | | <code>float RandomFloat(float ''min'', float ''max'')</code> | ||
| | | Generate a random floating-point number within a range, inclusive. | ||
|- | |- | ||
| <code> | | <code>RandomInt</code> | ||
| <code> | | <code>int RandomInt(int ''min'', int ''max'')</code> | ||
| | | Generate a random integer within a range, inclusive. | ||
|- | |- | ||
| <code> | | <code>RegisterFunctionDocumentation</code> | ||
| <code> | | <code>void RegisterFunctionDocumentation(function ''func'', string ''name'', string ''signature'', string ''description'')</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>RegisterScriptGameEventListener</code> | ||
| <code> | | <code>void RegisterScriptGameEventListener(string ''event_name'')</code> | ||
| | | Register as a listener for a game event from script. It's what <code>__CollectGameEventCallbacks()</code> uses to register event callbacks to the C++ code. | ||
{{note|This cannot be used to register non-existent game events.}} | |||
|- | |- | ||
| <code> | | <code>RegisterScriptHookListener</code> | ||
| <code> | | <code>void RegisterScriptHookListener(string ''name'')</code> | ||
| | | Register as a listener for a script hook from script. | ||
|- | |- | ||
| <code> | | <code>RetrieveNativeSignature</code> | ||
| <code> | | <code>string RetrieveNativeSignature(function ''func'')</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>RotateOrientation</code> | ||
| <code> | | <code>QAngle RotateOrientation(QAngle ''initial'', QAngle ''rotation'')</code> | ||
| | | Rotate a QAngle by another QAngle. | ||
|- | |- | ||
| <code> | | <code>RotatePosition</code> | ||
| <code> | | <code>Vector RotatePosition(Vector ''origin'', QAngle ''rotation'', Vector ''input'')</code> | ||
| | | Rotate the input Vector around an origin. | ||
{{bug|hidetested=1|This is not calculated correctly and the rotation will always be relative to (0, 0, 0). As a workaround, subtract the origin from the input, call this function and then add the origin back which will perform the expected result.}} | |||
|- | |- | ||
| <code> | | <code>ScreenFade</code> | ||
| <code>int | | <code>void ScreenFade(CTFPlayer ''player'', int ''red'', int ''green'', int ''blue'', int ''alpha'', float ''fade_time'', float ''fade_hold'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#FFADE|FFADE]] ''flags'')</code> | ||
| | | Start a customisable screenfade. If no player is specified, the fade will apply to all players. | ||
|- | |- | ||
| <code> | | <code>ScreenShake</code> | ||
| <code>float | | <code>void ScreenShake(Vector ''center'', float ''amplitude'', float ''frequency'', float ''duration'', float ''radius'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#SHAKE_COMMAND|SHAKE_COMMAND]] ''command'', bool ''air_shake'')</code> | ||
| | | Start a customisable screenshake. Set ''command'' to 0 to start a shake, or 1 to stop an existing shake. ''air_shake'' determines whether the airborne players should be affected by the shake as well. | ||
|- | |- | ||
| <code> | | <code>ScriptHooksEnabled</code> | ||
| <code> | | <code>bool ScriptHooksEnabled()</code> | ||
| | | Returns whether script hooks are currently enabled. | ||
|- | |- | ||
| <code> | | <code>SendGlobalGameEvent</code> | ||
| <code> | | <code>bool SendGlobalGameEvent(string ''event_name'', table ''params'')</code> | ||
| | | Sends a real game event to everything. Parameters are passed in a squirrel table. | ||
| | {{warning|Certain events that are usually clientside only will not work when fired by this function, with an error complaining that "no listeners are registered for this event". However, defining an empty event listener will make it work.}} | ||
| <code> | {{warning|Events that upload statistics to Steam servers such as <code>player_escort_score</code> can take as long as 1 millisecond to execute! This can be prevented by temporarily giving the player the <code>FL_FAKECLIENT</code> flag and reverting it afterwards (however be careful not to revert it on actual bots!). | ||
Example: | |||
| | {{ExpandBox|<source lang=js> | ||
local is_bot = player.IsFakeClient() | |||
if (!is_bot) player.AddFlag(Constants.FPlayer.FL_FAKECLIENT) | |||
SendGlobalGameEvent("player_escort_score", | |||
{ | |||
player = player.entindex(), | |||
points = 1 | |||
}) | |||
if (!is_bot) player.RemoveFlag(Constants.FPlayer.FL_FAKECLIENT) | |||
</source> | |||
}}}} | |||
|- | |- | ||
| <code> | | <code>SendToConsole</code> | ||
| <code>string | | <code>void SendToConsole(string ''command'')</code> | ||
| | | Issues a command to the local client, as if they typed in the command in their console. Does nothing on dedicated servers. | ||
|- | |- | ||
| <code> | | <code>SendToServerConsole</code> | ||
| <code> | | <code>void SendToServerConsole(string ''command'')</code> | ||
| | | Issues a command to the server, as if typed in the console. | ||
{{note|This obeys the behavior of the <code>sv_allow_point_servercommand</code> convar. By default, this command will do nothing unless the server has this command to set to "always" | |||
{{todo|using this on listen servers without allowing point_servercommand is seemingly inconsistent, check <code>IsDedicatedServer()</code> and use <code>SendToConsole</code> instead.}} | |||
}} | |||
|- | |- | ||
| <code> | | <code>SendToConsoleServer</code> | ||
| <code> | | <code>void SendToConsoleServer(string ''command'')</code> | ||
| | | Copy of SendToServerConsole with another name for compat. | ||
|- | |- | ||
| <code> | | <code>SetFakeClientConVarValue</code> | ||
| <code> | | <code>void SetFakeClientConVarValue(CTFBot ''bot'', string ''cvar'', string ''value'')</code> | ||
| | | Sets a USERINFO client ConVar for a fakeclient. | ||
{{tip|This can be used to change the name of a bot by using the <code>name</code> cvar.}} | |||
|- | |- | ||
| <code> | | <code>SetSkyboxTexture</code> | ||
| <code> | | <code>void SetSkyboxTexture(string ''texture'')</code> | ||
| | | Sets the current skybox texture. The path is relative to "materials/skybox/". Only the main name of a skybox texture is needed, for example "sky_gravel_01". | ||
|- | |- | ||
| <code> | | <code>SpawnEntityFromTable</code> | ||
| <code>handle | | <code>handle SpawnEntityFromTable(string ''name'', table ''keyvalues'')</code> | ||
| | | Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn. | ||
{{ | {{note|Multiple keys of the same name can be specified by appending the key with an incremental #x suffix.}} | ||
|- | {{note|<code>parentname</code> is not resolved and therefore will not work. Instead, fire <code>AcceptInput</code> after spawning (with <code>SetParent !activator</code> parameters), or use <code>SpawnEntityGroupFromTable</code>.}} | ||
| <code> | {{tip|If spawning multiple entities at once, use <code>SpawnEntityGroupFromTable</code> as it will be more efficient.}} | ||
Example: | |||
| | {{ExpandBox|<source lang=js> | ||
SpawnEntityFromTable("logic_timer", { | |||
targetname = "cool" | |||
RefireTime = 60 | |||
"OnTimer#1" : "entity,Trigger,,0,-1" | |||
"OnTimer#2" : "somethingelse,Disable,,0,-1" | |||
}) | |||
</source> | |||
}} | |||
{{warning|If using commas inside the parameter field of a output key, it will not be parsed correctly as the comma will be treated as delimiter. | |||
To fix this, an special delimiter also supported by the game can be used named 'ESC'. This cannot be typed on a keyboard normally, and must be copied from another source. The easiest way is to [https://pastebin.com/raw/TaJ7pnVC open this link], and copy + paste the character in a supporting editor such as Notepad++.<br> | |||
Example (the character will not display correctly on this page):<br><code>"OnTrigger#5": "res,RunScriptCode,NetProps.SetPropString(self, `m_iszMvMPopfileName`, `test`),0,-1"</code><br>would instead be changed to<br> | |||
<code>"OnTrigger#5": "res�RunScriptCode�NetProps.SetPropString(self, `m_iszMvMPopfileName`, `test`)�0�-1"</code>}} | |||
{{note|If using a complex model, usually custom models, it might cause stutters to the server when spawning it. To work around this issue instead spawn it with <code>CreateByClassname</code> and set its netprops manually, and don't forget to make sure the model is precached properly too.}} | |||
|- | |- | ||
| <code> | | <code>SpawnEntityGroupFromTable</code> | ||
| <code> | | <code>bool SpawnEntityGroupFromTable(table ''groups'')</code> | ||
| | | Hierarchically spawn an entity group from a set of spawn tables. This computes a spawn order for entities so that parenting is resolved correctly. | ||
{{ | The table for this must take the following format. <code>group</code> can be any name, as long as it's unique. Each group can only contain one entity. (The table is formatted like this as otherwise it wouldn't be possible to spawn multiple entities of the same classname). The function always returns true, even if entity spawning fails. | ||
<source lang=js> | |||
{ | |||
<group> = | |||
{ | |||
<classname> = | |||
{ | |||
// key - values | |||
} | |||
}, | |||
// ... | |||
} | |||
</source> | |||
Example usage: | |||
{{ExpandBox|<source lang=js> | |||
SpawnEntityGroupFromTable( | |||
{ | |||
a = | |||
{ | |||
info_particle_system = | |||
{ | |||
origin = GetListenServerHost().GetOrigin(), | |||
parentname = "mytarget", | |||
effect_name = "soldierbuff_blue_soldier", | |||
start_active = true | |||
} | |||
}, | |||
b = | |||
{ | |||
info_particle_system = | |||
{ | |||
origin = GetListenServerHost().GetOrigin(), | |||
parentname = "mytarget", | |||
effect_name = "soldierbuff_red_soldier", | |||
start_active = true | |||
} | |||
}, | |||
}) | |||
</source> | |||
}} | |||
{{Note|You will need to hijack an unused string netprop and set the bounding box data for brush entities there, then run a script on the entity to parse it. Example: {{ExpandBox| | |||
Make a script file named "make_brush.nut" that contains the following: | |||
<source lang=js> | |||
function OnPostSpawn() | |||
{ | |||
local buf = split(NetProps.GetPropString(self, "m_iszResponseContext"), " ") | |||
self.SetSize(Vector(buf[0], buf[1], buf[2]), Vector(buf[3], buf[4], buf[5])) | |||
self.SetSolid(2) | |||
} | |||
</source> | |||
Now you can set the min/max bounding box values for a brush ent directly in the ent key/values like so: | |||
<source lang=js> | |||
SpawnEntityGroupFromTable({ | |||
[0] = { | |||
func_rotating = | |||
{ | |||
message = "hl1/ambience/labdrone2.wav", | |||
responsecontext = "-1 -1 -1 1 1 1", | |||
vscripts = "make_brush", | |||
volume = 8, | |||
targetname = "crystal_spin", | |||
spawnflags = 65, | |||
solidbsp = 0, | |||
rendermode = 10, | |||
rendercolor = "255 255 255", | |||
renderamt = 255, | |||
maxspeed = 48, | |||
fanfriction = 20, | |||
angles = QAngle(), | |||
origin = Vector(), | |||
} | |||
}, | |||
[1] = { | |||
trigger_multiple = | |||
{ | |||
targetname = "trigger1", | |||
responsecontext = "-250 -250 -250 250 250 250", | |||
vscripts = "make_brush", | |||
parentname = "crystal_spin", | |||
spawnflags = 1, | |||
"OnStartTouchAll#1": "!activator�RunScriptCode�ClientPrint(self, 3, `I am in trigger1`)�0�-1", | |||
} | |||
}, | |||
[2] = { | |||
prop_dynamic = | |||
{ | |||
targetname = "crystal", | |||
solid = 6, | |||
renderfx = 15, | |||
rendercolor = "255 255 255", | |||
renderamt = 255, | |||
physdamagescale = 1.0, | |||
parentname = "crystal_spin", | |||
modelscale = 1.3, | |||
model = "models/props_moonbase/moon_gravel_crystal_blue.mdl", | |||
MinAnimTime = 5, | |||
MaxAnimTime = 10, | |||
fadescale = 1.0, | |||
fademindist = -1.0, | |||
origin = Vector(), | |||
angles = QAngle(45, 0, 0) | |||
} | |||
}, | |||
}) | |||
</source> | |||
}}}} | |||
{{tip|If a list of entity handles created from this function is needed, there is two workarounds: | |||
*1 - Assign a <code>vscripts</code> file that appends <code>this</code> to a global array. | |||
*2 - Use a <code>point_script_template</code>, see the [[#CPointScriptTemplate|spawn hook example ↑]].}} | |||
|- | |- | ||
| <code> | | <code>StringToFile</code> | ||
| <code> | | <code>void StringToFile(string ''file'', string ''string'')</code> | ||
| | | Stores a string as a file, located in the game's ''scriptdata'' folder. | ||
{{warning|Since this writes to the disk, the performance will vary depending on the hardware (i.e. HDD or SSD). This function should only be called at checkpoints such as round restart or before level change, and not during gameplay to prevent hitches.}} | |||
{{warning|This writes files in text mode, therefore binary files will not be written correctly. As another consequence, if writing multi-line strings directly, this may cause issues due to Window's encoding new lines as \r\n, but Mac/Linux encodes as \n. This can be fixed by setting EOL (end-of-line) encoding to ''Unix'' or ''CR'' in your text editor.}} | |||
{{bug|hidetested=1|A single NULL byte will always be appended to the end of the file.}} | |||
|- | |- | ||
| <code> | | <code>Time</code> | ||
| <code> | | <code>float Time()</code> | ||
| | | Get the current time since map load in seconds. The time resets on map change. | ||
The time may be different compared to the global time if running in the context of a player, such as a player think function or damage callback caused by a player. This adjustment is for [[lag compensation]] and may be up to 1 second (<code>sv_maxunlag</code>). Therefore use <code>GetFrameCount</code> if you need to compare if events happened in the same tick. | |||
|- | |- | ||
| <code> | | <code>TraceLine</code> | ||
| <code> | | <code>float TraceLine(Vector ''start'', Vector ''end'', handle ''ignore'')</code> | ||
| | | Trace a ray. Return fraction along line that hits world or models. Optionally, ignore the specified entity. | ||
{{tip|Specify the same start and end point to check whether a point is inside solid geometry/out of bounds.}} | |||
|- | |- | ||
| <code> | | <code>TraceLinePlayersIncluded</code> | ||
| <code> | | <code>float TraceLinePlayersIncluded(Vector ''start'', Vector ''end'', handle ''ignore'')</code> | ||
| | | Different version of <code>TraceLine</code> that also hits players and NPCs. | ||
|- | |- | ||
| <code> | | <code>[[Team Fortress 2/Scripting/Script Functions/TraceLineEx|TraceLineEx]]</code> | ||
| <code>bool | | <code>bool TraceLineEx(table ''params'')</code> | ||
| | | Extended version of <code>TraceLine</code>. See the [[Team Fortress 2/Scripting/Script Functions/TraceLineEx|main page]] for more details. | ||
{{warning|Setting any input parameters which expect an instance (vector or entity) to a primitive type like integer will lead to a server crash. Setting it to <code>null</code> however will not cause such issue.}} | |||
|- | |- | ||
| <code> | | <code>[[Team Fortress 2/Scripting/Script Functions/TraceHull|TraceHull]]</code> | ||
| <code>bool | | <code>bool TraceHull(table ''params'')</code> | ||
| | | Trace a [[Bounding_box|box (AABB)]]. See the [[Team Fortress 2/Scripting/Script Functions/TraceHull|main page]] for more details. | ||
{{warning|See above.}} | |||
|- | |- | ||
| <code> | | <code>UniqueString</code> | ||
| <code> | | <code>string UniqueString(string ''suffix'' = null)</code> | ||
| | | Generate a string guaranteed to be unique across the life of the script VM, with an optional suffix. Useful for adding data to tables when not sure what keys are already in use in that table. | ||
The format of the string is <code>_%x%llx_%s</code>, with arguments as follows: random number between 0 and 4095, an incrementing 64-bit counter, and ''suffix''. | |||
|- | |- | ||
| <code> | | <code>DoUniqueString</code> | ||
| <code> | | <code>string DoUniqueString(string ''suffix'')</code> | ||
| | | Internal function called by <code>UniqueString</code>. | ||
|- | |- | ||
| <code> | | <code>VSquirrel_OnCreateScope</code> | ||
| <code> | | <code>table VSquirrel_OnCreateScope(any ''value'', table ''scope'')</code> | ||
| | | Creates a new scope with the name of value in the submitted table (includes unique params). | ||
|- | |- | ||
| <code> | | <code>VSquirrel_OnReleaseScope</code> | ||
| <code> | | <code>void VSquirrel_OnReleaseScope(table ''created_scope'')</code> | ||
| | | Removes a scope created via VSquirrel_OnCreateScope. | ||
|- | |- | ||
| <code> | | <code>__CollectEventCallbacks</code> | ||
| <code> | | <code>void __CollectEventCallbacks(scope, prefix, global_table_name, reg_func)</code> | ||
| | | Overloaded function. Its only used for this: <code>__CollectEventCallbacks(scope, "OnGameEvent_", "GameEventCallbacks", ::RegisterScriptGameEventListener)</code>. | ||
|- | |- | ||
| <code> | | <code>__CollectGameEventCallbacks</code> | ||
| <code> | | <code>void __CollectGameEventCallbacks(table ''scope'')</code> | ||
| | | Wrapper that registers callbacks for both [[#Hooks|OnGameEvent_''x'' ↑]] and <code>OnScriptEvent_</code> functions. Done using the <code>__CollectEventCallbacks</code> function. | ||
|- | |- | ||
| <code> | | <code>__ReplaceClosures</code> | ||
| <code> | | <code>void __ReplaceClosures(script, scope)</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>__RunEventCallbacks</code> | ||
| <code>bool | | <code>void __RunEventCallbacks(event, params, prefix, global_table_name, bool warn_if_missing)</code> | ||
| | | Call all functions in the callback array for the given game event. | ||
|- | |- | ||
| <code> | | <code>__RunGameEventCallbacks</code> | ||
| <code> | | <code>void __RunGameEventCallbacks(event, params)</code> | ||
| | | Wrapper for <code>__RunEventCallbacks()</code>. | ||
|- | |- | ||
| <code> | | <code>__RunScriptHookCallbacks</code> | ||
| <code> | | <code>void __RunScriptHookCallbacks(event, param)</code> | ||
| | | | ||
|} | |||
=== Team Fortress 2 === | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |- | ||
| <code> | | <code>AllowThirdPersonCamera</code> | ||
| <code>bool | | <code>bool AllowThirdPersonCamera()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>ArePlayersInHell</code> | ||
| <code>bool | | <code>bool ArePlayersInHell()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>FlagsMayBeCapped</code> | ||
| <code>bool | | <code>bool FlagsMayBeCapped()</code> | ||
| | | May a flag be captured? | ||
|- | |- | ||
| <code> | | <code>ForceEnableUpgrades</code> | ||
| <code> | | <code>void ForceEnableUpgrades(int ''state'')</code> | ||
| | | Whether to force on MvM-styled upgrades on/off. 0 -> default, 1 -> force off, 2 -> force on. | ||
|- | |- | ||
| <code> | | <code>ForceEscortPushLogic</code> | ||
| <code> | | <code>void ForceEscortPushLogic(int ''state'')</code> | ||
| | | Forces payload pushing logic. 0 -> default, 1 -> force off, 2 -> force on. | ||
|- | |- | ||
| <code> | | <code>GameModeUsesCurrency</code> | ||
| <code>bool | | <code>bool GameModeUsesCurrency()</code> | ||
| | | Does the current gamemode have currency? | ||
|- | |- | ||
| <code> | | <code>GameModeUsesMiniBosses</code> | ||
| <code>bool | | <code>bool GameModeUsesMiniBosses()</code> | ||
| | | Does the current gamemode have minibosses? | ||
|- | |- | ||
| <code> | | <code>GameModeUsesUpgrades</code> | ||
| <code>bool | | <code>bool GameModeUsesUpgrades()</code> | ||
| | | Does the current gamemode have upgrades? | ||
|- | |- | ||
| <code> | | <code>GetClassLimit</code> | ||
| <code> | | <code>int GetClassLimit([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFClass|ETFClass]] ''class'')</code> | ||
| | | Get class limit for class. | ||
|- | |- | ||
| <code> | | <code>GetGravityMultiplier</code> | ||
| <code> | | <code>float GetGravityMultiplier()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>GetMannVsMachineAlarmStatus</code> | ||
| <code>bool | | <code>bool GetMannVsMachineAlarmStatus()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>GetOvertimeAllowedForCTF</code> | ||
| <code>bool | | <code>bool GetOvertimeAllowedForCTF()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>GetRoundState</code> | ||
| <code> | | <code>int GetRoundState()</code> | ||
| | | Get current round state. See [[Team_Fortress_2/Scripting/Script_Functions/Constants#ERoundState|Constants.ERoundState]]. | ||
|- | |- | ||
| <code> | | <code>GetStopWatchState</code> | ||
| <code> | | <code>int GetStopWatchState()</code> | ||
| | | Get the current stopwatch state. See [[Team_Fortress_2/Scripting/Script_Functions/Constants#EStopwatchState|Constants.EStopwatchState]]. | ||
|- | |- | ||
| <code> | | <code>GetWinningTeam</code> | ||
| <code> | | <code>int GetWinningTeam()</code> | ||
| | | Who won! | ||
|- | |- | ||
| <code> | | <code>HaveStopWatchWinner</code> | ||
| <code> | | <code>bool HaveStopWatchWinner()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>InMatchStartCountdown</code> | ||
| <code> | | <code>bool InMatchStartCountdown()</code> | ||
| | | Are we in the pre-match/setup state? | ||
|- | |- | ||
| <code> | | <code>InOvertime</code> | ||
| <code>bool | | <code>bool InOvertime()</code> | ||
| | | Currently in overtime? | ||
|- | |- | ||
| <code> | | <code>IsAttackDefenseMode</code> | ||
| <code>bool | | <code>bool IsAttackDefenseMode()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>IsBirthday</code> | ||
| <code> | | <code>bool IsBirthday()</code> | ||
| | | Are we in birthday mode? | ||
|- | |- | ||
| <code> | | <code>IsCompetitiveMode</code> | ||
| <code> | | <code>bool IsCompetitiveMode()</code> | ||
| | | Playing competitive? | ||
|- | |- | ||
| <code> | | <code>IsDefaultGameMode</code> | ||
| <code> | | <code>bool IsDefaultGameMode()</code> | ||
| | | The absence of arena, mvm, tournament mode, etc. | ||
|- | |- | ||
| <code> | | <code>IsHolidayActive</code> | ||
| <code>bool | | <code>bool IsHolidayActive([[Team_Fortress_2/Scripting/Script_Functions/Constants#EHoliday|EHoliday]] ''holiday'')</code> | ||
| | | Is the given holiday active? | ||
|- | |- | ||
| <code> | | <code>IsHolidayMap</code> | ||
| <code>bool | | <code>bool IsHolidayMap([[Team_Fortress_2/Scripting/Script_Functions/Constants#EHoliday|EHoliday]] ''holiday'')</code> | ||
| | | Playing a holiday map? | ||
|- | |- | ||
| <code> | | <code>IsInArenaMode</code> | ||
| <code> | | <code>bool IsInArenaMode()</code> | ||
| | | Playing arena mode? | ||
|- | |- | ||
| <code> | | <code>IsInKothMode</code> | ||
| <code>bool | | <code>bool IsInKothMode()</code> | ||
| | | Playing king of the hill mode? | ||
|- | |- | ||
| <code> | | <code>IsInMedievalMode</code> | ||
| <code>bool | | <code>bool IsInMedievalMode()</code> | ||
| | | Playing medieval mode? | ||
|- | |- | ||
| <code> | | <code>IsInWaitingForPlayers</code> | ||
| <code>bool | | <code>bool IsInWaitingForPlayers()</code> | ||
| | | Are we waiting for some stragglers? | ||
|- | |- | ||
| <code> | | <code>IsMannVsMachineMode</code> | ||
| <code> | | <code>bool IsMannVsMachineMode()</code> | ||
| | | Playing MvM? Beep boop. | ||
|- | |- | ||
| <code> | | <code>IsMannVsMachineRespecEnabled</code> | ||
| <code>bool | | <code>bool IsMannVsMachineRespecEnabled()</code> | ||
| | | Are players allowed to refund their upgrades? | ||
|- | |- | ||
| <code> | | <code>IsMatchTypeCasual</code> | ||
| <code>bool | | <code>bool IsMatchTypeCasual()</code> | ||
| | | Playing casual? | ||
|- | |- | ||
| <code> | | <code>IsMatchTypeCompetitive</code> | ||
| <code> | | <code>bool IsMatchTypeCompetitive()</code> | ||
| | | Playing competitive? | ||
|- | |- | ||
| <code> | | <code>IsPasstimeMode</code> | ||
| <code> | | <code>bool IsPasstimeMode()</code> | ||
| | | No ball games. | ||
|- | |- | ||
| <code> | | <code>IsPowerupMode</code> | ||
| <code> | | <code>bool IsPowerupMode()</code> | ||
| | | Playing powerup mode? Not compatible with MvM. | ||
|- | |- | ||
| <code> | | <code>IsPVEModeActive</code> | ||
| <code> | | <code>bool IsPVEModeActive()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>IsQuickBuildTime</code> | ||
| <code> | | <code>bool IsQuickBuildTime()</code> | ||
| | | If an engie places a building, will it immediately upgrade? Eg. MvM pre-round etc. | ||
|- | |- | ||
| <code> | | <code>IsTruceActive</code> | ||
| <code> | | <code>bool IsTruceActive()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>IsUsingGrapplingHook</code> | ||
| <code> | | <code>bool IsUsingGrapplingHook()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>IsUsingSpells</code> | ||
| <code> | | <code>bool IsUsingSpells()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>MapHasMatchSummaryStage</code> | ||
| <code> | | <code>bool MapHasMatchSummaryStage()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>MatchmakingShouldUseStopwatchMode</code> | ||
| <code> | | <code>bool MatchmakingShouldUseStopwatchMode()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>PlayerReadyStatus_ArePlayersOnTeamReady</code> | ||
| <code> | | <code>bool PlayerReadyStatus_ArePlayersOnTeamReady([[Team_Fortress_2/Scripting/Script_Functions/Constants#ETFTeam|ETFTeam]] ''team'')</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>PlayerReadyStatus_HaveMinPlayersToEnable</code> | ||
| <code>bool | | <code>bool PlayerReadyStatus_HaveMinPlayersToEnable()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>PlayerReadyStatus_ResetState</code> | ||
| <code> | | <code>void PlayerReadyStatus_ResetState()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>PlayersAreOnMatchSummaryStage</code> | ||
| <code> | | <code>bool PlayersAreOnMatchSummaryStage()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>PointsMayBeCaptured</code> | ||
| <code> | | <code>bool PointsMayBeCaptured()</code> | ||
| | | Are points able to be captured? | ||
|- | |- | ||
| <code>SetGravityMultiplier</code> | |||
| <code>SetGravityMultiplier</code> | |||
| <code>void SetGravityMultiplier(float ''multiplier'')</code> | | <code>void SetGravityMultiplier(float ''multiplier'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetMannVsMachineAlarmStatus</code> | | <code>SetMannVsMachineAlarmStatus</code> | ||
| <code>void SetMannVsMachineAlarmStatus(bool ''status'')</code> | | <code>void SetMannVsMachineAlarmStatus(bool ''status'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetOvertimeAllowedForCTF</code> | | <code>SetOvertimeAllowedForCTF</code> | ||
| <code>void SetOvertimeAllowedForCTF(bool ''state'')</code> | | <code>void SetOvertimeAllowedForCTF(bool ''state'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetPlayersInHell</code> | | <code>SetPlayersInHell</code> | ||
| <code>void SetPlayersInHell(bool ''state'')</code> | | <code>void SetPlayersInHell(bool ''state'')</code> | ||
| | | | ||
|- | |- | ||
| <code>SetUsingSpells</code> | | <code>SetUsingSpells</code> | ||
| <code>void SetUsingSpells(bool ''state'')</code> | | <code>void SetUsingSpells(bool ''state'')</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>UsePlayerReadyStatusMode</code> | ||
| <code> | | <code>bool UsePlayerReadyStatusMode()</code> | ||
| | | | ||
|} | |||
=== Printing and Drawing === | |||
Functions for printing out messages or drawing elements in the world, mostly for debugging reasons. | |||
{{warning|Any function with the <code>Debug</code> prefix requires the cvar <code>developer</code> be enabled and the game unpaused.<br>They also do not appear in multiplayer, only on a local server.}} | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
{{warning| | |||
|- | |- | ||
| <code> | | <code>ClientPrint</code> | ||
| <code> | | <code>void ClientPrint(CTFPlayer ''player'', [[Team_Fortress_2/Scripting/Script_Functions/Constants#EHudNotify|EHudNotify]] ''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. | ||
When printing to chat (''HUD_PRINTTALK''), the color of the text can be changed with certain hex codes: | |||
* <code>\x01</code> - Default chat color | |||
* <code>\x03</code> - Lime | |||
* <code>\x04</code> - Green | |||
* <code>\x05</code> - Olive | |||
* <code>\x06</code> - Black | |||
* <code>\x07</code> - custom color in hexadecimal RRGGBB format. Example: <code>\x07FF3F3F</code> | |||
* <code>\x08</code> - custom color in hexadecimal RRGGBBAA format (i.e. with transparency). Example: <code>\x08FF3F3FCC</code> | |||
Chat messages can contain multiple of these codes. If using color sequences, there MUST be a color sequence at the beginning of the string, or color codes won't work!. | |||
{{warning|{{hammer}} Will not accept these escape sequences. As a result, you cannot print colored text with a simple RunScriptCode input. | |||
{{workaround|See the [[Source_SDK_Base_2013/Scripting/VScript_Examples#Printing_colored_text_from_Hammer_I/O|VScript Examples]] page for a workaround that replaces a normal character with <code>\x07</code> at run-time.}} | |||
}} | |||
{{tip|Standard chat colors: | |||
* Default: <code>FBECCB</code> | |||
* RED: <code>FF3F3F</code> | |||
* BLUE: <code>99CCFF</code> | |||
* Unassigned/spectator: <code>CCCCCC</code>}} | |||
|- | |- | ||
| <code> | | <code>DebugDrawBox</code> | ||
| <code>void | | <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> | | <code>DebugDrawBoxAngles</code> | ||
| <code>float | | <code>void DebugDrawBoxAngles(Vector ''origin'', Vector ''min'', Vector ''max'', QAngle ''direction'', Vector ''rgb'', int ''alpha'', float ''duration'')</code> | ||
| | | Draw a debug oriented box. | ||
|- | |- | ||
| <code> | | <code>DebugDrawBoxDirection</code> | ||
| <code> | | <code>void DebugDrawBoxDirection(Vector ''center'', Vector ''min'', Vector ''max'', Vector ''forward'', Vector ''rgb'', float ''alpha'', float ''duration'')</code> | ||
| | | Draw a debug forward box. | ||
|- | |- | ||
| <code> | | <code>DebugDrawCircle</code> | ||
| <code> | | <code>void DebugDrawCircle(Vector ''center'', Vector ''rgb'', float ''alpha'', float ''radius'', bool ''ztest'', float ''duration'')</code> | ||
| Draw a debug circle. | |||
|- | |- | ||
| <code> | | <code>DebugDrawClear</code> | ||
| <code> | | <code>void DebugDrawClear()</code> | ||
| | | Try to clear all the debug overlay info. | ||
|- | |- | ||
| <code> | | <code>DebugDrawLine</code> | ||
| <code> | | <code>void DebugDrawLine(Vector ''start'', Vector ''end'', int ''red'', int ''green'', int ''blue', bool ''z_test'', float ''time'')</code> | ||
| Draw a debug overlay line. | |||
|- | |- | ||
| <code> | | <code>DebugDrawLine_vCol</code> | ||
| <code> | | <code>void DebugDrawLine_vCol(Vector ''start'', Vector ''end'', Vector ''rgb'', bool ''ztest'', float ''duration'')</code> | ||
| | | Draw a debug line using color vec. | ||
|- | |- | ||
| <code> | | <code>DebugDrawScreenTextLine</code> | ||
| <code> | | <code>void DebugDrawScreenTextLine(float ''x'', float ''y'', int ''line_offset'', string ''text'', int ''r'', int ''g'', int ''b'', int ''a'', float ''duration'')</code> | ||
| | | Draw text with a line offset. | ||
|- | |- | ||
| <code> | | <code>DebugDrawText</code> | ||
| <code>bool | | <code>void DebugDrawText(Vector ''origin'', string ''text'', bool ''use_view_check'', float ''duration'')</code> | ||
| | | Draw text on the screen, starting on the position of ''origin''. | ||
|- | |- | ||
| <code> | | <code>__DumpScope</code> | ||
| <code> | | <code>void __DumpScope(int ''indentation'', table ''scope'')</code> | ||
| | | Dumps a scope's contents and expands all tables and arrays; this is what the <code>ent_script_dump</code> command uses. | ||
{{tip|You can use this to print tables/arrays.}} | |||
{{Expand|title=Example| | |||
Using this code: | |||
<source lang=js> | |||
local test_table = | |||
{ | |||
integer = 20, | |||
string = "hello", | |||
array = [1, 2, 3] | |||
} | |||
printl("{") | |||
__DumpScope(1, test_table) | |||
printl("}") | |||
</source> | |||
Will print the following in console: | |||
<source lang=js> | |||
{ | |||
string = "hello" | |||
array(ARRAY) | |||
[ | |||
0 = 1 | |||
1 = 2 | |||
2 = 3 | |||
] | |||
integer = 20 | |||
} | |||
</source> | |||
}} | |||
{{Note|The output will be unordered and/or incorrectly indented with multithreading enabled. Set <code>mat_queue_mode</code> to 0 before using this for the expected output. This applies to all printing and drawing functions, but is most noticeable here}} | |||
|- | |- | ||
| <code> | | <code>DumpObject</code> | ||
| <code>void | | <code>void DumpObject(handle ''object'')</code> | ||
| | | Dumps information about a class or instance. | ||
|- | |- | ||
| <code> | | <code>Msg</code> | ||
| <code>void | | <code>void Msg(string ''message'')</code> | ||
| | | Prints message to console without any line feed after. | ||
|- | |- | ||
| <code> | | <code>printf</code> | ||
| <code>void | | <code>void printf(string ''format'', args...)</code> | ||
| Prints message to console with C style formatting. The line feed is not included. | |||
|- | |- | ||
| <code> | | <code>printl</code> | ||
| <code>void | | <code>void printl(string ''message'')</code> | ||
| | | Prints message to console with a line feed after. | ||
|- | |- | ||
| <code> | | <code>realPrint</code> | ||
| <code>void | | <code>void realPrint(string ''message'')</code> | ||
| | | Identical to print. print seems to be a wrapper for this. | ||
|- | |- | ||
| <code> | | <code>Say</code> | ||
| <code>void | | <code>void Say(CTFPlayer ''player'', string ''message'', bool ''team_only'') </code> | ||
| | | Calling this will have the specified player send the message to chat, either to team_only (true) or to everyone. | ||
|- | |- | ||
| <code> | | <code>ShowMessage</code> | ||
| <code>void | | <code>void ShowMessage(string ''message'')</code> | ||
| | | Displays a HUD message defined in <code>scripts/titles.txt</code> to all clients, similar to an [[env_message]] entity. | ||
|} | |} | ||
=== | === Squirrel Standard Library === | ||
Functions | {{sq}} Functions of both Squirrel's [https://web.archive.org/web/20131225032439/http://www.squirrel-lang.org/doc/squirrel3.html#d0e2358 built-in functions] and [https://web.archive.org/web/20131225032319/http://www.squirrel-lang.org/doc/sqstdlib3.html standard library]. | ||
==== Global ==== | |||
{| class="standard-table" style="width:100%" | {| class="standard-table" style="width:100%" | ||
|- style="position:sticky; z-index:10; top:0" | |- style="position:sticky; z-index:10; top:0" | ||
Line 4,533: | Line 5,482: | ||
! Description | ! Description | ||
|- | |- | ||
| <code> | | <code>assert</code> | ||
| <code> | | <code>assert(bool ''exp'')</code> | ||
| | | Throws an assertion error if the given expression evaluates to <code>false</code> (i.e. the values <tt>0, 0.0, null</tt> and <tt>false</tt>). | ||
|- | |- | ||
| <code> | | <code>callee</code> | ||
| <code> | | <code>function callee()</code> | ||
| | | Returns the currently running closure. | ||
|- | |- | ||
| <code> | | <code>castf2i</code> | ||
| <code> | | <code>int castf2i(float ''value'')</code> | ||
| | | Interprets the float's bytes as if it were a 32-bit integer representation. | ||
{{warning|This is a '''bit''' reinterpretation, i.e. 1.0 will not result in 1, it will be 1065353216! Use the <code>tointeger()</code> method for an actual conversion.}} | |||
{{bug|hidetested=1|Does not return correct results since it takes a 32-bit float and returns a 64-bit integer. | |||
{{workaround|Truncate the resulting number to 32-bit. Example: | |||
<source lang="js"> | |||
castf2i(2.01787e-43) & 0xFFFFFFFF | |||
</source> | |||
}} | |||
}} | |||
|- | |- | ||
| <code> | | <code>casti2f</code> | ||
| <code> | | <code>float casti2f(int ''value'')</code> | ||
| Interprets the integer's bytes as if it were a floating-point encoding. | |||
{{warning|This is a '''bit''' reinterpretation, i.e. 420 will not result in 420.0, it will be 5.88545e^-43! Use the <code>tofloat()</code> method for an actual conversion.}} | |||
|- | |- | ||
| <code> | | <code>collectgarbage</code> | ||
| <code> | | <code>int collectgarbage()</code> | ||
| | | Runs the garbage collector and returns the number of reference cycles found(and deleted) This function only works on garbage collector builds. | ||
|- | |- | ||
| <code> | | <code>compilestring</code> | ||
| <code> | | <code>any compilestring(string ''string'', string ''buffer_name'' = null)</code> | ||
| | | Compiles a string containing a squirrel script into a function and returns it. | ||
|- | |- | ||
| <code> | | <code>dummy</code> | ||
| <code> | | <code>dummy()</code> | ||
| | | | ||
|- | |- | ||
| <code> | | <code>enabledebuginfo</code> | ||
| <code>void | | <code>void enabledebuginfo(any ''enable'')</code> | ||
| | | Enable/disable the debug line information generation at compile time. enable != null enables . enable == null disables. | ||
|- | |- | ||
| <code> | | <code>error</code> | ||
| <code>void | | <code>void error(string ''x'')</code> | ||
| | | Prints x in the standard error output . | ||
|- | |- | ||
| <code> | | <code>getconsttable</code> | ||
| <code> | | <code>table getconsttable()</code> | ||
| | | Returns the const table of the VM. | ||
|- | |- | ||
| <code> | | <code>getroottable</code> | ||
| <code> | | <code>table getroottable()</code> | ||
| | | Returns the root table of the VM. | ||
|- | |- | ||
| <code> | | <code>getstackinfos</code> | ||
| <code> | | <code>table getstackinfos(int ''level'')</code> | ||
| | | Returns the stack frame informations at the given stack level (0 is the current function 1 is the caller and so on). If the stack level doesn't exist the function returns null. | ||
{{Expand|title=Example| | |||
{{pre| | |||
{ | |||
func {{=}} "DoStuff", // function name | |||
src {{=}} "test.nut", // source file | |||
line {{=}} 10, // line number | |||
locals {{=}} // a table containing the local variables | |||
{ | |||
a {{=}} 10, | |||
testy {{=}} "I'm a string" | |||
} | |||
} | |||
}}}} | |||
|- | |- | ||
| <code> | | <code>print</code> | ||
| <code>void | | <code>void print(string ''message'')</code> | ||
| Prints | | Prints the given parameter but with no newline unlike <code>printl()</code>. | ||
|- | |- | ||
| <code> | | <code>resurrectunreachable</code> | ||
| <code>void | | <code>array resurrectunreachable()</code> | ||
| | | Runs the garbage collector and returns an array containing all unreachable object found. If no unreachable object is found, null is returned instead. This function is meant to help debugging reference cycles. This function only works on garbage collector builds. | ||
|- | |||
| <code>setconsttable</code> | |||
| <code>table setconsttable(table ''new_const'')</code> | |||
| Sets the const table of the VM which also returns the previous const table. | |||
|- | |||
| <code>setdebughook</code> | |||
| <code>void setdebughook(function<type, file, line, func_name> ''hook_func'')</code> | |||
| Sets the debug hook. | |||
|- | |||
| <code>seterrorhandler</code> | |||
| <code>void seterrorhandler(function<error> ''error_handler'')</code> | |||
| Sets the runtime error handler . | |||
|- | |||
| <code>setroottable</code> | |||
| <code>table setroottable(table ''new_root'')</code> | |||
| Sets the root table of the VM which also returns the previous root table. | |||
|- | |||
| <code>swap2</code> | |||
| <code>int swap2(int ''value'')</code> | |||
| Swaps bytes 1 and 2 of the integer. | |||
|- | |- | ||
| <code> | | <code>swap4</code> | ||
| <code> | | <code>int swap4(int ''value'')</code> | ||
| | | Reverse byte order of the four bytes. | ||
|- | |- | ||
| <code> | | <code>swapfloat</code> | ||
| <code> | | <code>float swapfloat(float ''value'')</code> | ||
| | | Reverse byte order of the four bytes. | ||
|- | |- | ||
| <code> | | <code>type</code> | ||
| <code> | | <code>type(var)</code> | ||
| | | Returns var._typeof(), i.e. the type of the given parameter as a string | ||
|} | |} | ||
=== | ==== Math ==== | ||
{{ | {{note|Trigonometric functions (<code>sin</code>, <code>cos</code>, <code>acos</code>, etc.) operate on angles in radians. Use <code>degrees * PI / 180</code> to convert degrees to radians when trying to pass the degrees into these functions, and <code>radians * 180 / PI</code> to convert radians to degrees if you want to receive degrees from inverse functions such as <code>acos</code>.}} | ||
{| class="standard-table" style="width:100%" | {| class="standard-table" style="width:100%" | ||
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! Description | ! Description | ||
|- | |- | ||
| <code> | | <code>abs</code> | ||
| <code> | | <code>int abs(float ''x'')</code> | ||
| Returns | | Returns <nowiki>|x|</nowiki> as integer unlike <code>fabs()</code>. | ||
|- | |- | ||
| <code> | | <code>acos</code> | ||
| <code> | | <code>float acos(float ''x'')</code> | ||
| | | Returns cos<sup>-1</sup>(x), -1 ≤ x ≤ 1. | ||
|- | |- | ||
| <code> | | <code>asin</code> | ||
| <code> | | <code>float asin(float ''x'')</code> | ||
| Returns the | | Returns sin<sup>-1</sup>(x), -1 ≤ x ≤ 1. | ||
|- | |||
| <code>atan</code> | |||
| <code>float atan(float ''x'')</code> | |||
| Returns tan<sup>-1</sup>(x). | |||
|- | |||
| <code>atan2</code> | |||
| <code>float atan2(float ''y'', float ''x'')</code> (!) | |||
| Returns the angle between the ray from the point (0, 0) through (x, y) and the positive x-axis, confined to (−PI, PI], See also [[w:atan2|atan2]]. Note the order of the parameters x and y! | |||
|- | |- | ||
| <code> | | <code>ceil</code> | ||
| <code>int | | <code>int ceil(float ''x'')</code> | ||
| | | Returns the smallest integer that is ≥ x. | ||
|- | |- | ||
| <code> | | <code>cos</code> | ||
| <code>float | | <code>float cos(float ''x'')</code> | ||
| | | Returns cos(x). | ||
|- | |- | ||
| <code> | | <code>exp</code> | ||
| <code> | | <code>float exp(float ''x'')</code> | ||
| | | Returns exp(x) = e<sup>x</sup>. | ||
|- | |- | ||
| <code> | | <code>fabs</code> | ||
| <code> | | <code>float fabs(float ''x'')</code> | ||
| | | Returns <nowiki>|x|</nowiki> as float unlike <code>abs()</code>. | ||
|- | |- | ||
| <code> | | <code>floor</code> | ||
| <code> | | <code>int floor(float ''x'')</code> | ||
| | | Returns the largest integer that is ≤ x. | ||
|- | |- | ||
| <code> | | <code>log</code> | ||
| <code> | | <code>float log(float ''x'')</code> | ||
| | | Returns log<sub>e</sub>(x) = ln(x). | ||
|- | |- | ||
| <code> | | <code>log10</code> | ||
| <code> | | <code>float log10(float ''x'')</code> | ||
| | | Returns log<sub>10</sub>(x). | ||
|- | |- | ||
| <code> | | <code>pow</code> | ||
| <code> | | <code>float pow(float ''x'', float ''y'')</code> | ||
| Returns | | Returns x<sup>y</sup>. | ||
|- | |- | ||
| <code> | | <code>rand</code> | ||
| <code> | | <code>int rand()</code> | ||
| Returns | | Returns a random integer with <code>0 ≤ rand() ≤ RAND_MAX</code>. | ||
{{warning|The value of <code>RAND_MAX</code> is 32768 on Windows, but 2147483647 on Linux. This can cause undeterministic behavior between a server running on Windows vs Linux even if the same seed is used with <code>srand</code>. If determinism is needed, [https://learn.microsoft.com/en-us/archive/msdn-magazine/2016/august/test-run-lightweight-random-number-generation roll your own random number generator].}} | |||
|- | |- | ||
| <code> | | <code>sin</code> | ||
| <code> | | <code>float sin(float ''x'')</code> | ||
| Returns | | Returns sin(x). | ||
|- | |- | ||
| <code> | | <code>sqrt</code> | ||
| <code> | | <code>float sqrt(float ''x'')</code> | ||
| | | Returns the square root of x. | ||
|- | |- | ||
| <code> | | <code>srand</code> | ||
| <code> | | <code>void srand(int ''seed'')</code> | ||
| | | Sets the starting point for generating a series of pseudorandom integers. | ||
|- | |- | ||
| <code> | | <code>tan</code> | ||
| <code>float tan(float ''x'')</code> | |||
| Returns tan(x) | |||
| <code>float | |||
| Returns | |||
|} | |} | ||
==== | ==== Integer ==== | ||
{| class="standard-table" style="width:100%" | {| class="standard-table" style="width:100%" | ||
|- style="position:sticky; z-index:10; top:0" | |- style="position:sticky; z-index:10; top:0" | ||
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! Description | ! Description | ||
|- | |- | ||
| <code> | | <code>tofloat</code> | ||
| <code> | | <code>float tofloat()</code> | ||
| | | Converts the integer to float and returns it. | ||
|- | |- | ||
| <code> | | <code>tostring</code> | ||
| <code> | | <code>string tostring()</code> | ||
| | | Converts the integer to string and returns it. | ||
|- | |- | ||
| <code> | | <code>tochar</code> | ||
| <code> | | <code>string tochar()</code> | ||
| | | Returns a string containing a single character represented by the integer. | ||
|} | |||
==== Float ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |- | ||
| <code> | | <code>tointeger</code> | ||
| <code>int | | <code>int tointeger()</code> | ||
| | | Converts the float to integer and returns it. | ||
|- | |- | ||
| <code> | | <code>tostring</code> | ||
| <code> | | <code>string tostring()</code> | ||
| | | Converts the integer to string and returns it. | ||
|- | |- | ||
| <code> | | <code>tochar</code> | ||
| <code> | | <code>string tochar()</code> | ||
| | | Returns a string containing a single character represented by the integer part of the float. | ||
|} | |||
==== Bool ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |- | ||
| <code> | | <code>tofloat</code> | ||
| <code> | | <code>float tofloat()</code> | ||
| | | Returns <code>1.0</code> for true <code>0.0</code> for false. | ||
|- | |- | ||
| <code> | | <code>tointeger</code> | ||
| <code>int | | <code>int tointeger()</code> | ||
| | | Returns <code>1</code> for true <code>0</code> for false. | ||
|- | |- | ||
| <code> | | <code>tostring</code> | ||
| <code> | | <code>string tostring()</code> | ||
| | | Returns "true" for true and "false" for false. | ||
|} | |} | ||
==== | ==== String ==== | ||
The following belong as member methods of the string object, in other words they must be called with the dot operator on a string, e.g. <code>str.slice(0, 5)</code>. | |||
{| class="standard-table" style="width:100%" | {| class="standard-table" style="width:100%" | ||
|- style="position:sticky; z-index:10; top:0" | |- style="position:sticky; z-index:10; top:0" | ||
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! Description | ! Description | ||
|- | |- | ||
| <code> | | <code>find</code> | ||
| <code> | | <code>int find(string ''search_string'', int ''start_index'' = 0)</code> | ||
| | | Looks for the sub-string passed as its first parameter, starting at either the beginning of the string or at a specific character index if one is provided as a second parameter. If the sub-string is found, returns the index at which it first occurs, otherwise returns null. | ||
|- | |- | ||
| <code> | | <code>len</code> | ||
| <code> | | <code>int len()</code> | ||
| Returns | | Returns the length of the string, ie. the number of characters it comprises. | ||
|- | |- | ||
| <code> | | <code>slice</code> | ||
| <code> | | <code>string slice(int ''start_index'', int ''end_index'' = null)</code> | ||
| | | Creates a sub-string from a string. Copies characters from ''start_index'' to ''end_index''. The sub-string includes the character at ''start_index'', but excludes the one at ''end_index''. If ''end_index'' is not specified, copies until the last character. If the provided end index is beyond the string, an exception is thrown. If the numbers are negative the count will start from the end of the string (e.g. -2 represents a second last character). | ||
|- | |- | ||
| <code> | | <code>tofloat</code> | ||
| <code> | | <code>float tofloat()</code> | ||
| Returns | | Returns float value represented by the string. Must only contain numeric characters and/or plus and minus symbols. An exception is thrown otherwise. | ||
|- | |- | ||
| <code> | | <code>tointeger</code> | ||
| <code> | | <code>int tointeger(int ''base'' = 10)</code> | ||
| Returns the | | Returns integer value represented by the string. Must only contain numeric characters. An exception is thrown otherwise. Hexadecimal notation is supported (i.e. <code>0xFF</code>). If a hexadecimal string contains more than 10 characters, including the <code>0x</code>, returns -1. | ||
|- | |- | ||
| <code> | | <code>tolower</code> | ||
| <code> | | <code>string tolower()</code> | ||
| Returns | | Returns a new string with all upper-case characters converted to lower-case. | ||
|- | |- | ||
| <code> | | <code>toupper</code> | ||
| <code> | | <code>string toupper()</code> | ||
| Returns | | Returns a new string with all lower-case characters converted to upper-case. | ||
|} | |||
The following belong as global string functions, e.g. <code>str = format("%d", num)</code>. | |||
{| class="standard-table" style="width:100%" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |- | ||
| <code> | | <code>endswith</code> | ||
| <code> | | <code>bool endswith(string ''str'', string ''cmp'')</code> | ||
| Returns | | Returns true if the end of the string matches the comparison string. | ||
|- | |- | ||
| <code> | | <code>escape</code> | ||
| <code> | | <code>string escape(string ''str'')</code> | ||
| Returns | | Returns a string with backslashes before characters that need to be escaped: <code>“ a b t n v f r \ ” ’ 0 xNN</code>. | ||
|- | |- | ||
| <code> | | <code>format</code> | ||
| <code> | | <code>string format(string ''format'', args...)</code> | ||
| Returns the | | Returns a [[w:printf format string|formatted string]]. Same rules as the standard C functions (except * is not supported). | ||
|- | |- | ||
| <code> | | <code>lstrip</code> | ||
| <code> | | <code>string lstrip(string ''str'')</code> | ||
| | | Removes whitespace at the beginning of the given string. | ||
|- | |- | ||
| <code> | | <code>rstrip</code> | ||
| <code> | | <code>string rstrip(string ''str'')</code> | ||
| | | Removes whitespace at the end of the given string. | ||
|- | |- | ||
| <code> | | <code>split</code> | ||
| <code> | | <code>array split(string ''str'', string ''separator'', bool ''skip_empty'' = false)</code> | ||
| Returns | | Returns an array of strings split at each point where a separator character occurs in str. The separator is not returned as part of any array element. the parameter separators is a string that specifies the characters as to be used for the splitting. If skipempty is true, empty strings are not added to array. | ||
{{Warning|Passing <code>null</code> as the first parameter will crash the server}} | |||
|- | |- | ||
| <code> | | <code>startswith</code> | ||
| <code> | | <code>bool startswith(string ''str'', string ''cmp'')</code> | ||
| Returns | | Returns true if the beginning of the string matches the comparison string. | ||
|- | |- | ||
| <code> | | <code>strip</code> | ||
| <code> | | <code>string strip(string ''str'')</code> | ||
| | | Removes whitespace at the beginning and end of the given string | ||
|} | |} | ||
==== | ==== Array ==== | ||
{| class="standard-table" style="width:100%" | {| class="standard-table" style="width:100%" | ||
|- style="position:sticky; z-index:10; top:0" | |- style="position:sticky; z-index:10; top:0" | ||
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! Description | ! Description | ||
|- | |- | ||
| <code> | | <code>array</code> | ||
| <code>int | | <code>array(int ''length'', any ''fill'' = null)</code> | ||
| | | Returns a new array of the given length where each element is set to <tt>''fill''</tt>. | ||
|- | |||
| <code>append</code> | |||
| <code>void append(any ''item'')</code> | |||
| Adds an item to the end of an array. | |||
|- | |- | ||
| <code>len</code> | | <code>apply</code> | ||
| <code>void apply(function<value, [index, array_ref]> ''func'')</code> | |||
| Applies a function to all of an array's items and replace the original value of the element with the return value of the function. Provided func can accept up to 3 arguments: array item value (required), array item index (optional), reference to array itself (optional). | |||
|- | |||
| <code>clear</code> | |||
| <code>void clear()</code> | |||
| Removes all of the items from an array. | |||
|- | |||
| <code>extend</code> | |||
| <code>array extend(array ''other'')</code> | |||
| Combines two arrays into one. | |||
|- | |||
| <code>filter</code> | |||
| <code>array filter(function<index, value> ''condition'')</code> | |||
| Applies a filter function to an array's items, storing the results in a new array. | |||
|- | |||
| <code>find</code> | |||
| <code>int find(any ''element'')</code> | |||
| Looks for the element passed as its parameter, starting at either the beginning of the array. If the element is found, returns the index at which it first occurs, otherwise returns null. | |||
|- | |||
| <code>insert</code> | |||
| <code>void insert(int ''index'', any ''item'')</code> | |||
| Inserts an item into an array at the specified index. | |||
|- | |||
| <code>len</code> | |||
| <code>int len()</code> | | <code>int len()</code> | ||
| Returns the length of the | | Returns the length of the array, ie. the number of elements it has. | ||
|- | |||
| <code>map</code> | |||
| <code>array map(function<value, [index, array_ref]> ''func'')</code> | |||
| Creates a new array of the same size. For each element in the original array invokes the function ‘func’ and assigns the return value of the function to the corresponding element of the newly created array. Provided func can accept up to 3 arguments: array item value (required), array item index (optional), reference to array itself (optional). | |||
|- | |- | ||
| <code> | | <code>pop</code> | ||
| <code> | | <code>any pop()</code> | ||
| | | Returns and removes the value at the end of the array. | ||
|- | |- | ||
| <code> | | <code>push</code> | ||
| <code> | | <code>void push(any ''item'')</code> | ||
| | | Adds an item to the end of an array. | ||
|- | |- | ||
| <code> | | <code>reduce</code> | ||
| <code> | | <code>any reduce(function<pre_value, current_value> ''func'', any ''init'' = null)</code> | ||
| | | This method applies the supplied function to all of the items in the target array, starting with the first two. The function returns a single value which is then combined with the next (third) item in the array — and so on until all of the items have been combined into a single value which the method returns. | ||
|- | |- | ||
| <code> | | <code>remove</code> | ||
| <code> | | <code>any remove(int ''index'')</code> | ||
| Returns a | | Returns and removes an array item at a specified index. | ||
|- | |- | ||
| <code> | | <code>resize</code> | ||
| <code> | | <code>void resize(int ''new_size'', any ''fill'' = null)</code> | ||
| | | Increases or decreases the size of an array. In case of increasing fills the new spots with ''fill'' parameter. | ||
|- | |- | ||
| <code> | | <code>reverse</code> | ||
| <code> | | <code>void reverse()</code> | ||
| | | Reverses the order of the elements in an array. | ||
|- | |- | ||
| <code> | | <code>slice</code> | ||
| <code> | | <code>array slice(int ''start_index'', int ''end_index'' = null)</code> | ||
| | | Creates a new array from an array. Copies elements from ''start_index'' to ''end_index''. The new array includes the element at ''start_index'', but excludes the one at ''end_index''. If ''end_index'' is not specified, copies until the last element. If the provided end index is beyond the array, an exception is thrown. If the numbers are negative the count will start from the end of the array (e.g. -2 represents a second last character). | ||
|- | |- | ||
| <code> | | <code>sort</code> | ||
| <code> | | <code>void sort(function<a, b> ''compare'' = null)</code> | ||
| | | This method sorts the items within the target array into either a lowest-to-highest order or according to the results of an optional comparison function which may be passed to the method as a parameter. If the items are arrays, blobs, functions, objects and/or tables, they will be sorted by reference not value. The optional comparison function should take two parameters: two values which will be compared in some way. It should return the value -1 if the first value should be placed before the second, or 1 if it should follow the second value. Return 0 if the two values are equivalent. Spaceship operator <code><=></code> may come in handy if trying to sort by some field value. E.g. <source lang=js>arr.sort(@(a, b) a.distance <=> b.distance)</source> | ||
|- | |- | ||
| <code> | | <code>top</code> | ||
| <code> | | <code>any top()</code> | ||
| Returns | | Returns the value at the end of an array. | ||
|- | |- | ||
| <code> | | <code>tostring</code> | ||
| <code> | | <code>string tostring()</code> | ||
| | | Returns the string "(array : ''pointer'')" | ||
|} | |} | ||
=== | ==== Table ==== | ||
{| class="standard-table" style="width:100%" | {| class="standard-table" style="width:100%" | ||
|- style="position:sticky; z-index:10; top:0" | |- style="position:sticky; z-index:10; top:0" | ||
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! Description | ! Description | ||
|- | |- | ||
| <code> | | <code>clear</code> | ||
| <code>void | | <code>void clear()</code> | ||
| | | Removes all of the items from a table. | ||
|- | |- | ||
| <code> | | <code>filter</code> | ||
| <code> | | <code>table filter(function<key, value> ''func'')</code> | ||
| | | Creates a new table with all values that pass the test implemented by the provided function. In detail, it creates a new table, invokes the specified function for each key-value pair in the original table; if the function returns ‘true’, then the value is added to the newly created table at the same key. | ||
|- | |- | ||
| <code> | | <code>getdelegate</code> | ||
| <code> | | <code>table getdelegate()</code> | ||
| | | Returns a table's delegate. | ||
|- | |- | ||
| <code> | | <code>keys</code> | ||
| <code> | | <code>array keys()</code> | ||
| | | Returns an array containing all the keys of the table slots. | ||
|- | |- | ||
| <code> | | <code>len</code> | ||
| <code> | | <code>int len()</code> | ||
| | | Returns the length of the table, ie. the number of entries it has. | ||
|- | |- | ||
| <code> | | <code>rawdelete</code> | ||
| <code> | | <code>any rawdelete(any ''key'')</code> | ||
| | | This method deletes the target slot without employing delegation. If the table lacks the target slot, the methods returns null, otherwise it returns the value associated with that slot. | ||
|- | |- | ||
| <code> | | <code>rawget</code> | ||
| <code> | | <code>any rawget(any ''key'')</code> | ||
| | | Retrieves the value of the specified key without employing delegation. | ||
|- | |- | ||
| <code> | | <code>rawin</code> | ||
| <code> | | <code>bool rawin(any ''key'')</code> | ||
| | | Checks for the presence of the specified key in the table/class/handle without employing delegation. | ||
|- | |- | ||
| <code> | | <code>rawset</code> | ||
| <code> | | <code>table rawset(any ''key'', any ''value'')</code> | ||
| | | Sets the value of the specified key without employing delegation. Returns table itself. | ||
|- | |- | ||
| <code> | | <code>setdelegate</code> | ||
| <code> | | <code>table setdelegate(table ''delegate'')</code> | ||
| | | This method assigns the passed table as the target’s new custom delegate. The method always returns the target.To remove a delegate, either assign the target with a new delegate, or pass null. | ||
|- | |- | ||
| <code> | | <code>values</code> | ||
| <code> | | <code>array values()</code> | ||
| | | Returns an array containing all the values of the table slots. | ||
|- | |- | ||
| <code> | | <code>tostring</code> | ||
| <code> | | <code>string tostring()</code> | ||
| | | Tries to invoke the <code>_tostring</code> metamethod. If that fails returns the string "(table: ''pointer'')". | ||
|} | |||
==== Function ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |- | ||
| <code> | | <code>acall</code> | ||
| <code> | | <code>any acall(array ''args'')</code> | ||
| | | Calls the target function and passes array values into its parameters. First element of the array should be the non-default context object. | ||
|- | |- | ||
| <code> | | <code>bindenv</code> | ||
| <code> | | <code>function bindenv(table ''environment'')</code> | ||
| | | Clones the target function and binds it to a specified context object. | ||
|- | |- | ||
| <code> | | <code>call</code> | ||
| <code> | | <code>any call(table ''environment'', any ''args''...)</code> | ||
| | | Calls the function with a non-default context object. | ||
|- | |- | ||
| <code> | | <code>getinfos</code> | ||
| <code> | | <code>table getinfos()</code> | ||
| | | Returns a table containing informations about the function, like parameters, name and source name. | ||
{{Expand|title=Example| | |||
{{pre| | |||
//pure squirrel function | |||
{ | |||
native {{=}} false | |||
name {{=}} "zefuncname" | |||
src {{=}} "/somthing/something.nut" | |||
parameters {{=}} ["a","b","c"] | |||
defparams {{=}} [1,"def"] | |||
varargs {{=}} 2 | |||
} | |||
//native C function | |||
{ | |||
native {{=}} true | |||
name {{=}} "zefuncname" | |||
paramscheck {{=}} 2 | |||
typecheck {{=}} [83886082,83886384] //this is the typemask (see C defines OT_INTEGER,OT_FLOAT etc...) | |||
} | |||
}}}} | |||
|- | |- | ||
| <code> | | <code>getroot</code> | ||
| <code> | | <code>table getroot()</code> | ||
| | | Returns the root table of the closure. | ||
|- | |- | ||
| <code> | | <code>pacall</code> | ||
| <code> | | <code>any pacall(array ''args'')</code> | ||
| | | Calls the function with an array of parameters, bypassing Squirrel error callbacks. First element of the array should be the non-default context object. | ||
|- | |- | ||
| <code> | | <code>pcall</code> | ||
| <code> | | <code>any pcall(table ''environment'', any ''args''...)</code> | ||
| | | Calls the function with a non-default context object, bypassing Squirrel error callbacks. | ||
|- | |- | ||
| <code> | | <code>setroot</code> | ||
| <code>void | | <code>void setroot(table ''root'')</code> | ||
| | | Sets the root table of a closure. | ||
|- | |- | ||
| <code> | | <code>tostring</code> | ||
| <code>void | | <code>string tostring()</code> | ||
| | | Returns the string "(closure: ''pointer'')". | ||
|} | |||
==== Class ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>getattributes</code> | |||
| <code>any getattributes(string ''member_name'')</code> | |||
| Returns the attributes of the specified member. If the parameter member is null, the function returns the class-level attributes. | |||
|- | |||
| <code>instance</code> | |||
| <code>instance instance()</code> | |||
| Returns a new instance of the class. This function does not invoke the instance constructor. The constructor must be explicitly called (e.g., <code>class_inst.constructor(class_inst)</code>). | |||
|- | |||
| <code>newmember</code> | |||
| <code>void newmember(any ''key'', any ''value'', table ''attributes'' = {}, bool ''static'' = false)</code> | |||
| Sets/adds the slot <code>key</code> with the value <code>val</code> and attributes <code>attributes</code> and, if present, invokes the <code>_newmember</code> metamethod. If <code>static</code> is true, the slot will be added as static. If the slot does not exist, it will be created. | |||
|- | |||
| <code>rawdelete</code> | |||
| <code>any rawdelete(any ''key'')</code> | |||
| Deletes the target slot without employing delegation. Returns null if the slot is missing; otherwise, returns the associated value. | |||
|- | |||
| <code>rawget</code> | |||
| <code>any rawget(any ''key'')</code> | |||
| Retrieves the value of the specified key without employing delegation. | |||
|- | |- | ||
| <code> | | <code>rawin</code> | ||
| <code> | | <code>bool rawin(any ''key'')</code> | ||
| | | Checks for the presence of the specified key in the class without employing delegation. | ||
|- | |- | ||
| <code> | | <code>rawnewmember</code> | ||
| <code>void | | <code>void rawnewmember(any ''key'', any ''value'', table ''attributes'' = {}, bool ''static'' = false)</code> | ||
| | | Sets/adds the slot <code>key</code> with the value <code>val</code> and attributes <code>attributes</code>. If <code>static</code> is true, the slot will be added as static. If the slot does not exist, it will be created. | ||
|- | |- | ||
| <code> | | <code>rawset</code> | ||
| <code> | | <code>class rawset(any ''key'', any ''value'')</code> | ||
| | | Sets the value of the specified key without employing delegation. Returns the class itself. | ||
|- | |- | ||
| <code> | | <code>setattributes</code> | ||
| <code> | | <code>any setattributes(string ''member_name'', any ''value'')</code> | ||
| | | Sets the attribute of the specified member and returns the previous attribute value. If the parameter member is null, sets the class-level attributes. | ||
|- | |- | ||
| <code> | | <code>tostring</code> | ||
| <code> | | <code>string tostring()</code> | ||
| | | Returns the string "(class: ''pointer'')". | ||
|} | |||
==== Class instance ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |- | ||
| <code> | | <code>getclass</code> | ||
| <code> | | <code>class getclass()</code> | ||
| | | Returns the class that created the instance. | ||
|- | |- | ||
| <code>__VScriptServerDebugHook</code> | | <code>rawget</code> | ||
| <code>__VScriptServerDebugHook()</code> | | <code>any rawget(any ''key'')</code> | ||
| | | Retrieves the value of the specified key without employing delegation. | ||
|- | |||
| <code>rawin</code> | |||
| <code>bool rawin(any ''key'')</code> | |||
| Checks for the presence of the specified key in the instance without employing delegation. | |||
|- | |||
| <code>rawset</code> | |||
| <code>instance rawset(any ''key'', any ''value'')</code> | |||
| Sets the value of the specified key without employing delegation. Returns the instance itself. | |||
|- | |||
| <code>tostring</code> | |||
| <code>string tostring()</code> | |||
| Tries to invoke the <code>_tostring</code> metamethod. If that fails returns the string "(instance: ''pointer'')". | |||
|} | |||
==== Generator ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>getstatus</code> | |||
| <code>string getstatus()</code> | |||
| Returns the status of the generator as string: "running", "dead" or "suspended". | |||
|- | |||
| <code>tostring</code> | |||
| <code>string tostring()</code> | |||
| Returns the string "(generator : ''pointer'')". | |||
|} | |||
==== Thread ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>newthread</code> | |||
| <code>thread newthread(function ''threadfunc'')</code> | |||
| Creates a new cooperative thread object(coroutine) and returns it. | |||
{{warning|Coroutines introduce their own additional overhead and require very specific configuration to avoid server crashes. {{workaround|Use a [https://developer.electricimp.com/squirrel/squirrel-guide/functions#generator-functions generator function] instead. Generators can spread expensive functions across multiple frames to avoid stutters/timeouts. | |||
[https://github.com/ficool2/TF2Ware_Ultimate/blob/d698583894b87f5b94f99a0535f40fafd34a98ce/scripts/vscripts/tf2ware_ultimate/main.nut#L416 Real world TF2 example]}}}} | |||
|- | |||
| <code>call</code> | |||
| <code>any call(any ''args''...)</code> | |||
| Starts the thread with the specified parameters. Returns either the first <code>suspend</code> value or the returned value of the function if none suspends were triggered. | |||
|- | |||
| <code>getstackinfos</code> | |||
| <code>table getstackinfos(int ''level'')</code> | |||
| Returns the stack frame informations at the given stack level (0 is the current function 1 is the caller and so on). If the stack level doesn't exist the function returns null. | |||
|- | |||
| <code>getstatus</code> | |||
| <code>string getstatus()</code> | |||
| Returns the status of the thread ("idle", "running", "suspended"). | |||
|- | |||
| <code>tostring</code> | |||
| <code>string tostring()</code> | |||
| Returns the string "(thread : ''pointer'')". | |||
|- | |||
| <code>wakeup</code> | |||
| <code>any wakeup(any ''return'' = null)</code> | |||
| Wakes up a suspended thread, accepts a optional parameter that will be used as return value for the function that suspended the thread(<code>suspend</code> method). The returned value will be received on the next thread suspension depending on what was passed in the <code>suspend</code> method. | |||
|- | |||
| <code>wakeupthrow</code> | |||
| <code>any wakeupthrow(any ''obj_to_throw'', ''propagate_error'' = true)</code> | |||
| Wakes up a suspended thread, throwing an exception in the awaken thread, throwing the object ''obj_to_throw''. | |||
|} | |||
This is meant to be used with the thread. | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>suspend</code> | |||
| <code>any suspend(any ''return'' = this)</code> | |||
| Suspends the coroutine that called this function. Needs to be called inside the thread's function body. Accepts a optional parameter that will be used as return value for the function that woke up the thread(<code>wakeup</code> method). If nothing is passed defaults to <code>this</code>(the scope in which this function was called). The returned value will be received on the next thread wake up depending on what was passed in the <code>wakeup</code> method. | |||
|} | |||
==== Weak reference ==== | |||
Weak references let you reference an object without preventing it from being garbage collected. They're useful when you want to refer to an object, but don't want to increase its reference count and keep it alive unnecessarily. When the object pointed by weak reference is destroyed, the weak reference is automatically set to null. <code>weakref</code> method that returns weak reference to an object exist on every object in squirrel, but primitive types like numbers will return itself since they're stored differently, therefore making this method redundant. Everything else works as expected. | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>ref</code> | |||
| <code>instance ref()</code> | |||
| Returns the object that the weak reference is pointing at. null if the object that was point at was destroyed. | |||
|- | |||
| <code>tostring</code> | |||
| <code>string tostring()</code> | |||
| Returns the string "(weakref : ''pointer'')". | |||
|} | |||
==== regexp ==== | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>regexp</code> | |||
| <code>regexp(string ''pattern'')</code> | |||
| Create and compile a regular expression represented by the ''pattern''. | |||
{{Note|Make sure to use double back slashes (<code>\\</code> instead of <code>\</code>) if you want to insert one in the regex instead of escaping a character.}} | |||
{{Warning|Do not create a regular expression with empty string as it will lead to out of memory server crash.}} | |||
|- | |||
| <code>capture</code> | |||
| <code>table capture(string ''str'', int ''start'' = 0)</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(string ''str'')</code> | |||
| Returns a true if the regular expression matches the string str, otherwise returns false. | |||
|- | |||
| <code>search</code> | |||
| <code>table search(string ''str'', int ''start'' = 0)</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> | |||
| <code>int subexpcount()</code> | |||
| Counts the amount of groups present in the regular expression, note that the whole regex is considered a group so the result will always be ≥ 1. | |||
|} | |||
==== Blob ==== | |||
A blob stores a block of binary data. See [https://developer.electricimp.com/squirrel/blob official documentation] for more information. | |||
{{note|Each blob is restricted to a maximum size of 16 megabytes. Blobs are also limited to 32 megabytes total at any given time.}} | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>blob</code> | |||
| <code>blob(int ''init_size'' = 0)</code> | |||
| | |||
|- | |||
| <code>eos</code> | |||
| <code>int eos()</code> | |||
| | |||
|- | |||
| <code>flush</code> | |||
| <code>flush()</code> | |||
| | |||
|- | |||
| <code>len</code> | |||
| <code>int len()</code> | |||
| | |||
|- | |||
| <code>readblob</code> | |||
| <code>blob readblob(int ''number_of_bytes'')</code> | |||
| | |||
|- | |||
| <code>readn</code> | |||
| <code>any readn(char ''data_type'')</code> | |||
| | |||
|- | |||
| <code>resize</code> | |||
| <code>void resize(int ''new_size'')</code> | |||
| | |||
|- | |||
| <code>seek</code> | |||
| <code>int seek(int ''offset'', int ''offset_basis'')</code> | |||
| | |||
|- | |||
| <code>swap2</code> | |||
| <code>void swap2()</code> | |||
| | |||
|- | |||
| <code>swap4</code> | |||
| <code>void swap4()</code> | |||
| | |||
|- | |||
| <code>tell</code> | |||
| <code>int tell()</code> | |||
| | |||
|- | |||
| <code>writeblob</code> | |||
| <code>void writeblob(blob ''blob'')</code> | |||
| | |||
|- | |||
| <code>writen</code> | |||
| <code>void writen(number ''value'', char ''data_type'')</code> | |||
| | |||
|} | |||
=== Script Debug === | |||
Functions for interacting with the debugger. Some of them are documented [[L4D2_EMS/Appendix:_Debugging|here]]. | |||
{| class="standard-table" style="width:100%" | |||
|- style="position:sticky; z-index:10; top:0" | |||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
| <code>BeginScriptDebug</code> | |||
| <code>void BeginScriptDebug()</code> | |||
| | |||
|- | |||
| <code>EndScriptDebug</code> | |||
| <code>void EndScriptDebug()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugAddTextFilter</code> | |||
| <code>void ScriptDebugAddTextFilter()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugAddTrace</code> | |||
| <code>void ScriptDebugAddTrace()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugAddWatch</code> | |||
| <code>void ScriptDebugAddWatch()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugAddWatches</code> | |||
| <code>void ScriptDebugAddWatches()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugAddWatchPattern</code> | |||
| <code>void ScriptDebugAddWatchPattern()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugClearTraces</code> | |||
| <code>void ScriptDebugClearTraces()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugClearWatches</code> | |||
| <code>void ScriptDebugClearWatches()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugDefaultWatchColor</code> | |||
| <code>void ScriptDebugDefaultWatchColor()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugDraw</code> | |||
| <code>void ScriptDebugDraw()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugDrawWatches</code> | |||
| <code>void ScriptDebugDrawWatches()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugDumpKeys</code> | |||
| <code>void ScriptDebugDumpKeys()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugHook</code> | |||
| <code>void ScriptDebugHook()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugIterateKeys</code> | |||
| <code>void ScriptDebugIterateKeys()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugIterateKeysRecursive</code> | |||
| <code>void ScriptDebugIterateKeysRecursive()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugRemoveTextFilter</code> | |||
| <code>void ScriptDebugRemoveTextFilter()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugRemoveTrace</code> | |||
| <code>void ScriptDebugRemoveTrace()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugRemoveWatch</code> | |||
| <code>void ScriptDebugRemoveWatch()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugRemoveWatches</code> | |||
| <code>void ScriptDebugRemoveWatches()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugRemoveWatchPattern</code> | |||
| <code>void ScriptDebugRemoveWatchPattern()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugText</code> | |||
| <code>void ScriptDebugText()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugTextDraw</code> | |||
| <code>void ScriptDebugTextDraw()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugTextPrint</code> | |||
| <code>void ScriptDebugTextPrint()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugTextTrace</code> | |||
| <code>void ScriptDebugTextTrace()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugTraceAll</code> | |||
| <code>void ScriptDebugTraceAll()</code> | |||
| | |||
|- | |||
| <code>ScriptDebugWatches</code> | |||
| <code>void ScriptDebugWatches()</code> | |||
| | |||
|- | |||
| <code>__VScriptServerDebugHook</code> | |||
| <code>__VScriptServerDebugHook()</code> | |||
| | |||
|} | |} | ||
Line 5,073: | Line 6,409: | ||
* {{sq}} [[Squirrel]] | * {{sq}} [[Squirrel]] | ||
* {{tf2}} [[TF2 VScript Examples|VScript Examples]] | * {{tf2}} [[TF2 VScript Examples|VScript Examples]] | ||
* {{src13}} [[Source SDK Base 2013/Scripting/VScript Examples|List of Source SDK Base 2013 VScript Examples]] | |||
* {{csgo}} [[List of CS:GO Script Functions]] | * {{csgo}} [[List of CS:GO Script Functions]] | ||
* {{l4d2}} [[Left 4 Dead 2/Script Functions|List of L4D2 Script Functions]] | * {{l4d2}} [[Left 4 Dead 2/Script Functions|List of L4D2 Script Functions]] | ||
Line 5,078: | Line 6,415: | ||
* {{asrd}} [[List of Reactive Drop Script Functions|List of AS:RD Script Functions]] | * {{asrd}} [[List of Reactive Drop Script Functions|List of AS:RD Script Functions]] | ||
* [[List of Script Libraries]] | * [[List of Script Libraries]] | ||
[[Category:VScript functions]] | |||
[[Category:Scripting]] |
Latest revision as of 03:41, 25 August 2025
This list contains the engine-related Squirrel classes, functions and variables available for VScript in
Team Fortress 2
The official documentation can be printed in the console by setting developer
to non-zero, loading a map, and executing script_help
. However, this documentation does not list everything, requiring them to be found by other means instead.


Instances
Name | Class | Description |
---|---|---|
Convars
|
Convars ↓
|
Provides an interface to read and change the values of console variables. |
Entities
|
CEntities ↓
|
Provides access to currently spawned entities. |
EntityOutputs
|
CScriptEntityOutputs ↓
|
Allows manipulation of entity output data. |
NavMesh
|
CNavMesh ↓
|
Provides access to the maps NavMesh and NavAreas. |
NetProps
|
CNetPropManager ↓
|
Allows reading and updating the network properties of an entity. |
PlayerVoiceListener
|
CPlayerVoiceListener ↓
|
Tracks if any player is using voice and for how long. |
Variables
Name | Type | Value / Description |
---|---|---|
__FILE__
|
string | File name of the currently executing script. |
__LINE__
|
integer | Line number of the currently executing code. |
Constants
|
table | Enumerations for various function arguments or netprops. |
Documentation
|
table | Contains the printed strings from the script_help command.
|
GameEventCallbacks
|
table | Table of registered game event callbacks. |
print_indent
|
integer | 0. Spaces to indent prints by, except ones from realPrint .
|
_PublishedHelp
|
table | NONE |
ScriptEventCallbacks
|
table | Table of registered script event callbacks. |
ScriptHookCallbacks
|
table | Table of registered script hook callbacks. |
Script Debug
Name | Type | Value |
---|---|---|
ScriptDebugDefaultWatchColor
|
array | [0, 192, 0] |
ScriptDebugDrawTextEnabled
|
bool | true |
ScriptDebugDrawWatchesEnabled
|
bool | true |
ScriptDebugInDebugDraw
|
bool | false |
ScriptDebugText
|
array | NONE |
ScriptDebugTextIndent
|
integer | 0 |
ScriptDebugTextFilters
|
table | NONE |
ScriptDebugTraces
|
table | NONE |
ScriptDebugTraceAllOn
|
bool | false |
ScriptDebugWatches
|
array | NONE |
Constants
A constant is a variable whose value cannot be altered during program runtime, usually made to rid any instances of magic numbers by giving them self-documenting names.
Name | Type | Value |
---|---|---|
_charsize_
|
integer | 1 |
_floatsize_
|
integer | 4 |
_intsize_
|
integer | 32-bit: 4
64-bit: 8 |
_version_
|
string | "Squirrel 3.2 stable" |
_versionnumber_
|
integer | 320 |
RAND_MAX
|
integer | Windows: 32768
Linux: 2147483647 |
PI
|
float | 3.14159 |
Enums
- See this page for all enums under the
Constants
table.
There are also enums kept within the Constants
table, all with their own constants. For an example of accessing an enum's constant, the HIDEHUD_CROSSHAIR
constant of the enum HideHUD
is accessed by doing Constants.HideHUD.HIDEHUD_CROSSHAIR
.
Classes

string
imply that you can pass null
in it's place as well and the result would be equal to passing in an empty string. int
parameter can be substituted with float
(the floating part will be cut off) and vice versa. handle
or table
parameters have a poor error detection since you can pass parameter of any type into them and VM wouldn't throw any errors, this however will obviously lead to wrong or most likely completely non-functional behaviour, the only other proper parameter is null
depending on whether method description advocates for it.CBaseEntity
This is a script handle class for entities. All entities have a script handle using this class, sometimes as one of its subclasses.
An entity's own handle are accessed with:
Entities ↓
instance.EntIndexToHScript
function.- Entity Scripts only - The
self
keyword.
Methods
Function | Signature | Description |
---|---|---|
![]() __KeyValueFromFloat (→ KeyValueFromFloat)
|
bool __KeyValueFromFloat(string key, float value)
|
Behaves the same as KeyValueFromFloat , use that instead.
|
![]() __KeyValueFromInt (→ KeyValueFromInt)
|
bool __KeyValueFromInt(string key, int value)
|
Behaves the same as KeyValueFromInt , use that instead.
|
![]() __KeyValueFromString (→ KeyValueFromString)
|
bool __KeyValueFromString(string key, string value)
|
Behaves the same as KeyValueFromString , use that instead.
|
![]() __KeyValueFromVector (→ KeyValueFromVector)
|
bool __KeyValueFromVector(string key, Vector value)
|
Behaves the same as KeyValueFromVector , use that instead.
|
AcceptInput
|
bool AcceptInput(string input, string param, handle activator, handle caller)
|
Generate a synchronous I/O event. Unlike EntFireByHandle , this is processed immediately. Returns false if input is a null/empty string, or if the input wasn't handled.
|
AddEFlags
|
void AddEFlags(FEntityEFlags flags)
|
Adds the supplied flags to the Entity Flags in the entity. (m_iEFlags datamap)
![]() EFL_KILLME will make the entity unkillable, even on round resets, until the flag is removed. |
AddFlag
|
void AddFlag(FPlayer flags)
|
Adds the supplied flags to another separate player-related entity flags system in the entity. (m_fFlags datamap) |
AddSolidFlags
|
void AddSolidFlags(FSolid flags)
|
Adds the supplied flags to the Solid Flags in the entity. (m_Collision.m_usSolidFlags datamap) |
ApplyAbsVelocityImpulse
|
void ApplyAbsVelocityImpulse(Vector impulse)
|
Apply a Velocity Impulse as a world space impulse vector. Works for most physics-based objects including dropped weapons and even dropped Sandviches. |
ApplyLocalAngularVelocityImpulse
|
void ApplyLocalAngularVelocityImpulse(Vector impulse)
|
Apply an Angular Velocity Impulse in entity local space. The direction of the input vector is the rotation axis, and the length is the magnitude of the impulse. |
BecomeRagdollOnClient
|
bool BecomeRagdollOnClient(Vector impulse)
|
Acts like the BecomeRagdoll input, with the required impulse value applied as a force on the ragdoll. Does NOT spawn a prop_ragdoll or any other entity.
![]() |
ClearFlags
|
void ClearFlags()
|
Sets the player-related entity flags to 0 on an entity, clearing them. |
ClearSolidFlags
|
void ClearSolidFlags()
|
Sets Solid Flags to 0 on an entity, clearing them. |
ConnectOutput
|
void ConnectOutput(string output_name, string function_name)
|
Adds an I/O connection that will call the named function when the specified output fires.
![]() activator and caller in the called function and it doesn't exist, this means the entity has no script scope. Use ValidateScriptScope to fix this. |
Destroy
|
void Destroy()
|
Removes the entity. Simply calls UTIL_Remove. |
DisableDraw
|
void DisableDraw()
|
Disable drawing and transmitting the entity to clients. (adds EF_NODRAW) |
DisconnectOutput
|
void DisconnectOutput(string output_name, string function_name)
|
Removes a connected script function from an I/O event. |
DispatchSpawn
|
void DispatchSpawn()
|
Alternative dispatch spawn, same as the one in CEntities, for convenience. |
EmitSound
|
void EmitSound(string sound_name)
|
Plays a sound from this entity. The sound must be precached first for it to play (using PrecacheSound or PrecacheScriptSound ).
![]() StopSound in the OnDestroy callback. |
EnableDraw
|
void EnableDraw()
|
Enable drawing and transmitting the entity to clients. (removes EF_NODRAW) |
entindex
|
int entindex()
|
Returns the entity index. |
EyeAngles
|
QAngle EyeAngles()
|
Returns the entity's eye angles. Acts like GetAbsAngles if the entity does not support it.
|
EyePosition
|
Vector EyePosition()
|
Get vector to eye position - absolute coords. Acts like GetOrigin if the entity does not support it.
|
FirstMoveChild
|
handle FirstMoveChild()
|
Returns the most-recent entity parented to this one.
![]() for (local child = entity.FirstMoveChild(); child != null; child = child.NextMovePeer())
|
GetAbsAngles
|
QAngle GetAbsAngles()
|
Get the entity's pitch, yaw, and roll as QAngles. |
GetAbsVelocity
|
Vector GetAbsVelocity()
|
Returns the current absolute velocity of the entity. |
![]() GetAngles (→ GetAbsAngles)
|
Vector GetAngles()
|
Get the entity's pitch, yaw, and roll as a Vector. |
GetAngularVelocity
|
Vector GetAngularVelocity()
|
Get the local angular velocity - returns a Vector of pitch, yaw, and roll. |
GetBaseVelocity
|
Vector GetBaseVelocity()
|
Returns any constant velocity currently being imparted onto the entity. This includes being pushed by effects like trigger_push and players standing on moving geometry like elevators. Should always returns a zero vector if the entity is not affected by any movement effects. |
GetBoundingMaxs
|
Vector GetBoundingMaxs()
|
Get a vector containing max bounds, centered on object. |
GetBoundingMaxsOriented
|
Vector GetBoundingMaxsOriented()
|
Get a vector containing max bounds, centered on object, taking the object's orientation into account.
![]() |
GetBoundingMins
|
Vector GetBoundingMins()
|
Get a vector containing min bounds, centered on object. |
GetBoundingMinsOriented
|
Vector GetBoundingMinsOriented()
|
Get a vector containing min bounds, centered on object, taking the object's orientation into account.
![]() |
GetCenter
|
Vector GetCenter()
|
Gets center point of the entity in world coordinates. |
GetClassname
|
string GetClassname()
|
|
GetCollisionGroup
|
int GetCollisionGroup()
|
Gets the current collision group of the entity. |
GetEFlags
|
int GetEFlags()
|
Get the entity's engine flags. |
GetFlags
|
int GetFlags()
|
Get the entity's flags.
See Constants.FPlayer. ![]() if (entity.GetFlags() & Constants.FPlayer.FL_ONGROUND)
{
printl("Entity is on the ground!")
}
|
GetEntityHandle
|
ehandle GetEntityHandle()
|
Get the entity as an EHANDLE.
![]() |
GetEntityIndex
|
int GetEntityIndex()
|
|
GetForwardVector
|
Vector GetForwardVector()
|
Get the forward vector of the entity.
![]() EyeAngles().Forward() instead as it's more accurate. |
GetFriction
|
float GetFriction()
|
Get PLAYER friction, ignored for objects. |
GetGravity
|
float GetGravity()
|
|
GetHealth
|
int GetHealth()
|
|
![]() GetLeftVector (→ GetRightVector)
|
Vector GetLeftVector()
|
Get the right vector of the entity. This is purely for compatibility. |
GetLocalAngles
|
QAngle GetLocalAngles()
|
|
GetLocalOrigin
|
Vector GetLocalOrigin()
|
|
GetLocalVelocity
|
Vector GetLocalVelocity()
|
Get Entity relative velocity. |
GetMaxHealth
|
int GetMaxHealth()
|
|
GetModelKeyValues
|
CScriptKeyValues GetModelKeyValues()
|
Get a KeyValue class instance on this entity's model. |
GetModelName
|
string GetModelName()
|
Returns the name of the model.
![]() m_iWorldModelIndex netprop, however, artificially spawned weapons always have this netprop set to 0. Instead you can create a tf_wearable with the same definition index and get it's model:
function DefinitionIndexModel(index)
{
local wearable = Entities.CreateByClassname("tf_wearable")
NetProps.SetPropInt(wearable, "m_AttributeManager.m_Item.m_iItemDefinitionIndex", index)
NetProps.SetPropBool(wearable, "m_AttributeManager.m_Item.m_bInitialized", true)
NetProps.SetPropBool(wearable, "m_bForcePurgeFixedupStrings", true)
wearable.DispatchSpawn()
local model = wearable.GetModelName()
wearable.Destroy()
return model
}
|
GetMoveParent
|
handle GetMoveParent()
|
If in hierarchy, retrieves the entity's parent. |
GetMoveType
|
int GetMoveType()
|
|
GetName
|
string GetName()
|
Get entity's targetname. |
GetOrigin
|
Vector GetOrigin()
|
This is GetAbsOrigin with a funny script name for some reason. Not changing it for legacy compat though.
|
GetOwner
|
handle GetOwner()
|
Gets this entity's owner.
![]() m_hOwnerEntity netprop. To get m_hOwner you would need to use NetProps.GetPropEntity(entity, "m_hOwner") . |
GetPhysAngularVelocity
|
Vector GetPhysAngularVelocity()
|
|
GetPhysVelocity
|
Vector GetPhysVelocity()
|
|
GetPreTemplateName
|
string GetPreTemplateName()
|
Get the entity name stripped of template unique decoration. |
GetRightVector
|
Vector GetRightVector()
|
Get the right vector of the entity. |
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
|
table GetScriptScope()
|
Retrieve the script-side data associated with an entity. |
GetScriptThinkFunc
|
string GetScriptThinkFunc()
|
Retrieve the name of the current script think func. |
GetSolid
|
int GetSolid()
|
See ESolidType. |
GetSoundDuration
|
float GetSoundDuration(string sound_name, string actor_model_name)
|
Returns float duration of the sound. Actor model name is optional and can be left null.
Todo: Actor model name is likely a leftover from
![]() ![]() |
GetTeam
|
int GetTeam()
|
See ETFTeam. |
GetUpVector
|
Vector GetUpVector()
|
Get the up vector of the entity. |
![]() GetVelocity (→ GetAbsVelocity)
|
Vector GetVelocity()
|
|
GetWaterLevel
|
int GetWaterLevel()
|
This function tells you how much of the entity is underwater. It returns a value of 0 if not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position).
![]() |
GetWaterType
|
int GetWaterType()
|
It returns the type of water the entity is currently submerged in. 32 for water and 16 for slime. |
IsAlive
|
bool IsAlive()
|
Am I alive? |
IsEFlagSet
|
bool IsEFlagSet(FEntityEFlags flag)
|
|
IsPlayer
|
bool IsPlayer()
|
Checks whether the entity is a player or not. |
IsSolid
|
bool IsSolid()
|
|
IsSolidFlagSet
|
bool IsSolidFlagSet(FSolid flag)
|
|
IsValid
|
bool IsValid()
|
Checks whether the entity still exists. Useful when storing entity handles and needing to check if the entity was not deleted.
![]() null . |
KeyValueFromFloat
|
bool KeyValueFromFloat(string key, float value)
|
Executes KeyValue with a float.
![]() origin keyvalue, which does update network state immediately. |
KeyValueFromInt
|
bool KeyValueFromInt(string key, int value)
|
Executes KeyValue with an int.
![]() |
KeyValueFromString
|
bool KeyValueFromString(string key, string value)
|
Executes KeyValue with a string.
![]() |
KeyValueFromVector
|
bool KeyValueFromVector(string key, Vector value)
|
Executes KeyValue with a vector.
![]() |
Kill
|
void Kill()
|
Removes the entity. Equivalent of firing the Kill I/O input, but instantaneous.
![]() m_hOwnerEntity netprop) before removing, this may cause unexpected problems with entities that rely on cleaning up data related to their owner, such as Medigun healing targets. In those cases, use Destroy instead. |
LocalEyeAngles
|
QAngle LocalEyeAngles()
|
Returns the entity's local eye angles. |
NextMovePeer
|
handle NextMovePeer()
|
Returns the next entity parented with the entity. Intended for iteration use with FirstMoveChild() .
|
PrecacheModel
|
void PrecacheModel(string model_name)
|
Precache a model (.mdl ) or sprite (.vmt ). The extension must be specified.
![]() PrecacheModel function. Use the latter if you need the model index.![]() PrecacheEntityFromTable instead. |
PrecacheScriptSound
|
void PrecacheScriptSound(string sound_script)
|
Precache a sound script. Same as PrecacheSoundScript .
|
PrecacheSoundScript
|
void PrecacheSoundScript(string sound_script)
|
Precache a sound script. Same as PrecacheScriptSound .
|
RemoveEFlags
|
void RemoveEFlags(FEntityEFlags flags)
|
|
RemoveFlag
|
void RemoveFlag(FPlayer flags)
|
|
RemoveSolidFlags
|
void RemoveSolidFlags(FSolid flags)
|
|
SetAbsAngles
|
void SetAbsAngles(QAngle angles)
|
Set entity pitch, yaw, roll as QAngles. Does not work on players, use SnapEyeAngles instead.
|
SetAbsVelocity
|
void SetAbsVelocity(Vector velocity)
|
Sets the current absolute velocity of the entity. Does nothing on VPhysics objects (such as prop_physics ). For those, use SetPhysVelocity instead.
|
SetAbsOrigin
|
void SetAbsOrigin(Vector origin)
|
Sets the absolute origin of the entity.
![]() KeyValueFromVector("origin", pos) instead. |
![]() SetAngles (→ SetAbsAngles)
|
void SetAngles(float pitch, float yaw, float roll)
|
Set entity angles. |
SetAngularVelocity
|
void SetAngularVelocity(float pitch, float yaw, float roll)
|
Set the local angular velocity. |
SetCollisionGroup
|
void SetCollisionGroup(ECollisionGroup group)
|
Set the current collision group of the entity. |
SetDrawEnabled
|
void SetDrawEnabled(bool toggle)
|
Enables drawing if you pass true, disables drawing if you pass false. |
SetEFlags
|
void SetEFlags(FEntityEFlags flags)
|
|
SetForwardVector
|
void SetForwardVector(Vector forward)
|
Set the orientation of the entity to have this forward vector.
![]() SnapEyeAngles :
function VectorAngles(forward)
{
local yaw, pitch
if (forward.y == 0.0 && forward.x == 0.0)
{
yaw = 0.0
if (forward.z > 0.0)
pitch = 270.0
else
pitch = 90.0
}
else
{
yaw = (atan2(forward.y, forward.x) * 180.0 / Constants.Math.Pi)
if (yaw < 0.0)
yaw += 360.0
pitch = (atan2(-forward.z, forward.Length2D()) * 180.0 / Constants.Math.Pi)
if (pitch < 0.0)
pitch += 360.0
}
return QAngle(pitch, yaw, 0.0)
}
![]() SnapEyeAngles in CBasePlayer ↓. |
SetFriction
|
void SetFriction(float friction)
|
|
SetGravity
|
void SetGravity(float gravity)
|
Sets a multiplier for gravity. 1 is default gravity.
![]() 0.000001 as a workaround. |
SetHealth
|
void SetHealth(int health)
|
|
SetLocalAngles
|
void SetLocalAngles(QAngle angles)
|
|
SetLocalOrigin
|
void SetLocalOrigin(Vector origin)
|
|
SetMaxHealth
|
void SetMaxHealth(int health)
|
Sets the maximum health this entity can have. Does not update the current health, so SetHealth should be used afterwards.
![]() ![]() AddCustomAttribute to add an attribute like max health additive bonus or hidden maxhealth non buffed . The latter attribute works like the max health gained from the Heavy's Dalokohs Bar, which doesn't affect max overheal amount. |
SetModel
|
void SetModel(string model_name)
|
Set a model for this entity.
![]() SetCustomModel in that case.![]() SetModelSimple will precache the entity for you. |
SetMoveType
|
void SetMoveType(EMoveType movetype, EMoveCollide movecollide)
|
|
![]() SetOrigin (→ SetAbsOrigin)
|
void SetOrigin(Vector origin)
|
|
SetOwner
|
void SetOwner(handle entity)
|
Sets this entity's owner.
![]() m_hOwnerEntity netprop. To set m_hOwner you would need to use NetProps.SetPropEntity(entity, "m_hOwner", owner) . |
SetPhysAngularVelocity
|
void SetPhysAngularVelocity(Vector angular_velocity)
|
|
SetPhysVelocity
|
void SetPhysVelocity(Vector velocity)
|
|
SetSize
|
void SetSize(Vector mins, Vector maxs)
|
Sets the bounding box's scale for this entity.
![]() |
SetSolid
|
void SetSolid(ESolidType solid)
|
|
SetSolidFlags
|
void SetSolidFlags(FSolid flags)
|
|
SetTeam
|
void SetTeam(ETFTeam team)
|
Sets entity team.
![]() ForceChangeTeam on players instead. |
![]() SetVelocity (→ SetAbsVelocity)
|
void SetVelocity(Vector velocity)
|
|
SetWaterLevel
|
void SetWaterLevel(int water_level)
|
This sets how much of the entity is underwater. Setting it to 0 means it is not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position). |
SetWaterType
|
void SetWaterType(int water_type)
|
Set the type of water the entity is currently submerged in. Generic values to use are 32 for water and 16 for slime. |
StopSound
|
void StopSound(string sound_name)
|
Stops a sound on this entity. |
TakeDamage
|
void TakeDamage(float damage, FDmgType damage_type, handle attacker)
|
Deals damage to the entity. |
TakeDamageEx
|
void TakeDamageEx(handle inflictor, handle attacker, handle weapon, Vector damage_force, Vector damage_position, float damage, FDmgType damage_type)
|
Extended version of TakeDamage .
![]() |
TakeDamageCustom
|
void TakeDamageCustom(handle inflictor, handle attacker, handle weapon, Vector damage_force, Vector damage_position, float damage, FDmgType damage_type, ETFDmgCustom custom_damage_type)
|
Extended version of TakeDamageEx that can apply a custom damage type.
|
Teleport
|
void Teleport(bool use_origin, Vector origin, bool use_angles, QAngle angles, bool use_velocity, Vector velocity)
|
Teleports this entity. For this function, set the bools to false if you want that entity's property unchanged. (do not use null arguments!) |
TerminateScriptScope
|
void TerminateScriptScope()
|
Clear the current script scope for this entity. |
ToggleFlag
|
void ToggleFlag(FPlayer flags)
|
|
ValidateScriptScope
|
bool ValidateScriptScope()
|
Create a script scope for an entity if it doesn't already exist. The return value is always true, unless the script VM is disabled in launch options.
![]() ![]() player_spawn event when params.team equals 0 (unassigned). The event is always fired once for team unassigned when the player entity spawns. Similarly, for engineer buildings, this function can also be called once. The player_builtobject is fired when an engineer building is created (or re-placed after moving, but this shouldn't matter). |
Hooks
Hooks are functions that are called by the game code at appropriate moments. For example, when an entity takes damage, the OnTakeDamage hook would be executed.
Function | Signature | Description | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input<name>
|
bool Input<name>()
|
Called right before an entity receives a valid input from the I/O system that matches the function's name. The name of the function needs to beInput followed by the name of the input. E.g. for the FireUser1 input, it would beInputFireUser1 . When the function is called, Script Handles of the activator and caller entities are accessible to the function under the variablesactivator andcaller . The function needs to return a boolean value: returningtrue processes the input, whilefalse cancels it.
![]() ForceDrop input on item_teamflag must be specified in lowercase, i.e. Inputforcedrop , but another input such as Kill input must be in PascalCase, i.e. InputKill . However, this inconsistency also varies between different entity classes as well. The cause of this is string caching in the game (I/O is case-insensitive so it normally doesn't matter, but Squirrel is case-sensitive).![]() Inputfireuser1 <- InputFireUser1 .![]()
// Implementation
local PostInputFunc = null
::SetInputHook <- function(entity, input, pre_func, post_func)
{
entity.ValidateScriptScope()
local scope = entity.GetScriptScope()
if (post_func)
{
post_func = post_func.bindenv(scope)
local wrapper_func
if (pre_func)
{
pre_func = pre_func.bindenv(scope)
wrapper_func = function()
{
PostInputFunc = post_func
return pre_func()
}
}
else
{
wrapper_func = function()
{
PostInputFunc = post_func
return true
}
}
scope["Input" + input] <- wrapper_func
scope["Input" + input.tolower()] <- wrapper_func
}
else if (pre_func)
{
scope["Input" + input] <- pre_func
scope["Input" + input.tolower()] <- pre_func
}
}
getroottable().setdelegate(
{
_delslot = function(key) {
if (!(key in this))
throw format("the index '%s' does not exist", key)
if (PostInputFunc && key == "activator")
{
PostInputFunc()
PostInputFunc = null
}
return rawdelete(key)
}
})
// Example that hooks the RunScriptCode input on worldspawn
function PreInputRunScriptCode()
{
printl("INPUT PRE: RunScriptCode")
printl("\tself: " + self)
printl("\tactivator: " + activator)
return true
}
function PostInputRunScriptCode()
{
printl("INPUT POST: RunScriptCode")
printl("\tself: " + self)
printl("\tactivator: " + activator)
}
local world = Entities.FindByClassname(null, "worldspawn")
SetInputHook(world, "RunScriptCode", PreInputRunScriptCode, PostInputRunScriptCode)
EntFire("worldspawn", "RunScriptCode", "printl(`RunScriptCode executed`)", 0, GetListenServerHost())
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OnGameEvent_<name>
|
void OnGameEvent_<name>(table params)
|
Called each time a game event with the specified name occurs. The name of the function needs to be OnGameEvent_ followed by the name of the game event. E.g. for the player_spawn input, it would be OnGameEvent_player_spawn .
When the function is called, a table is passed to the function with keys that vary depending on the event. For example, the player_spawn event passes a table with the keys A call to See this page for a list of game events as well as the table passed on each event. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Precache
|
void Precache()
|
Entity function that is called after the script executes, but before the entity is initialized. Can be used to call precache functions for models and sounds on map load.
![]() | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ConnectOutputs
|
void ConnectOutputs(table scope)
|
Global function called after an entity with an script assigned spawns (i.e. vscripts keyvalue is not blank). Unlike OnPostSpawn , this is called immediately and therefore on map respawn, some entities may not exist during this point.
![]() Precache and OnPostSpawn . | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OnPostSpawn
|
void OnPostSpawn()
|
Entity function called after the entity is spawned and initialized, at the end of the frame. When map entities are respawned, this effectively runs after all scripts, players etc have been loaded. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OnScriptHook_OnTakeDamage
|
void OnScriptHook_OnTakeDamage(table params)
|
Called each time an entity takes damage. The script can modify the table entries not prefixed with const, and these will be sent back to the game code.
A call to local EventsID = UniqueString()
getroottable()[EventsID] <-
{
OnScriptHook_OnTakeDamage = function(params)
{
printl("OnScriptHook_OnTakeDamage")
if (params.const_entity.IsPlayer())
{
__DumpScope(1, params) // show parameters
params.damage = 0
}
}
// Cleanup events on round restart
OnGameEvent_scorestats_accumulated_update = function(_) { delete getroottable()[EventsID] }
}
local EventsTable = getroottable()[EventsID]
foreach (name, callback in EventsTable) EventsTable[name] = callback.bindenv(this)
__CollectGameEventCallbacks(EventsTable)
![]() NetProps.SetPropInt(Entities.FindByClassname(null, "worldspawn"), "m_takedamage", 1) . This does not appear to have any adverse side effects, and allows detecting when the world has been hit.![]() ![]() player_hurt event or disabled by setting m_PainFinished netprop to a very high value.![]() ![]() player_hurt or npc_hurt (nextbots) event to effectively have an OnTakeDamage callback after final damage calculations are done.![]() DMG_ACID is set in damage_type for critical damage, and DMG_SLOWBURN for falloff. These flags can be toggled to add/remove crits or falloff respectively.![]() m_LastHitGroup netprop on player entities or generic_actor. The number corresponds to Constants.EHitGroup.The table contains the following keys:
|
Callbacks
OnDestroy
It is possible to setup an asynchronous hook which is fired when the entity is deleted, as shown below. It is processed at the end of the frame after the entity's own destroy callback, but before the entity is about to be removed from memory. The caveats are that it is not possible to rescue an entity nor its children in this callback, and the targetname of the entity is cleared (this can be workarounded by storing the name in the script scope if needed). A useful application of this hook is to stop looping sounds on an entity so they don't persist.
// Implementation
function SetDestroyCallback(entity, callback)
{
entity.ValidateScriptScope()
local scope = entity.GetScriptScope()
scope.setdelegate({}.setdelegate({
parent = scope.getdelegate()
id = entity.GetScriptId()
index = entity.entindex()
callback = callback
_get = function(k)
{
return parent[k]
}
_delslot = function(k)
{
if (k == id)
{
entity = EntIndexToHScript(index)
local scope = entity.GetScriptScope()
scope.self <- entity
callback.pcall(scope)
}
delete parent[k]
}
})
)
}
// Example
local entity = SpawnEntityFromTable("prop_dynamic",
{
model = "models/player/heavy.mdl"
origin = Vector(1, 2, 3)
})
SetDestroyCallback(entity, function()
{
printf("Entity %s at %s was destroyed\n", self.GetClassname(), self.GetOrigin().ToKVString())
})

self
only.Alternatively: if entities need to be rescued from a deletion on a round restart, for example a player parented to a vehicle, the scorestats_accumulated_update
event can be used. This event is fired on round restart right before all entities are removed. Add the EFL_KILLME
eflag to the entities to rescue, then remove it after entities have spawned.
CBaseAnimating
Extends CBaseEntity ↑
Script handle class for animatable entities, such as props.
Methods
Function | Signature | Description |
---|---|---|
DispatchAnimEvents
|
void DispatchAnimEvents(CBaseAnimating entity)
|
Dispatch animation events to a CBaseAnimating entity. |
FindBodygroupByName
|
int FindBodygroupByName(string name)
|
Find a bodygroup ID by name. Returns -1 if the bodygroup does not exist. |
GetAttachmentAngles
|
QAngle GetAttachmentAngles(int id)
|
Get an attachment's angles as a QAngle, by ID. |
GetAttachmentBone
|
int GetAttachmentBone(int id)
|
Get an attachment's parent bone index by ID. |
GetAttachmentOrigin
|
Vector GetAttachmentOrigin(int id)
|
Get an attachment's origin as a Vector, by ID. |
GetBodygroup
|
int GetBodygroup(int id)
|
Get the bodygroup value by bodygroup ID. |
GetBodygroupName
|
string GetBodygroupName(int id)
|
Get the bodygroup's name by ID. |
GetBodygroupPartName
|
string GetBodygroupPartName(int group, int part)
|
Get the bodygroup's name by group and part. |
GetBoneAngles
|
QAngle GetBoneAngles(int id)
|
Get the bone's angles as a QAngle, by ID.
![]() SetModelSimple first, which will update the bone cache. |
GetBoneOrigin
|
Vector GetBoneOrigin(int id)
|
Get the bone's origin Vector by ID.
![]() |
GetCycle
|
float GetCycle()
|
Gets the model's current animation cycle rate. Ranges from 0.0 to 1.0. |
GetModelScale
|
float GetModelScale()
|
Get the model's scale. |
GetPlaybackRate
|
float GetPlaybackRate()
|
Get the current animation's playback rate. |
GetSequence
|
int GetSequence()
|
Get the current-playing sequence's ID. |
GetSequenceActivityName
|
string GetSequenceActivityName(int id)
|
Get the activity name for a sequence by sequence ID. |
GetSequenceDuration
|
float GetSequenceDuration(int id)
|
Get a sequence duration in seconds by sequence ID. |
GetSequenceName
|
string GetSequenceName(int id)
|
Get a sequence name by sequence ID. Returns "Not Found!" if ID is -1, "Unknown" if the sequence doesn't exist or "No model!" if no model is assigned. |
GetSkin
|
int GetSkin()
|
Gets the current skin index. |
IsSequenceFinished
|
bool IsSequenceFinished()
|
Ask whether the main sequence is done playing. |
LookupActivity
|
int LookupActivity(string activity)
|
Get the named activity index. Returns -1 if the activity does not exist. |
LookupAttachment
|
int LookupAttachment(string name)
|
Get the named attachment index. Returns 0 if the attachment does not exist. |
LookupBone
|
int LookupBone(string bone)
|
Get the named bone index. Returns -1 if the bone does not exist. |
LookupPoseParameter
|
int LookupPoseParameter(string name)
|
Gets the pose parameter's index. Returns -1 if the pose parameter does not exist. |
LookupSequence
|
int LookupSequence(string name)
|
Looks up a sequence by names of sequences or activities. Returns -1 if the sequence does not exist. |
ResetSequence
|
void ResetSequence(int id)
|
Reset a sequence by sequence ID. If the ID is different than the current sequence, switch to the new sequence. |
SetBodygroup
|
void SetBodygroup(int id, int value)
|
Set the bodygroup by ID. |
SetCycle
|
void SetCycle(float cycle)
|
Sets the model's current animation cycle from 0 to 1.
![]() m_bClientSideAnimation set to false. Some entities such as prop_dynamic have this true by default and therefore SetCycle will visually not do anything until that netprop is turned off. |
SetModelSimple
|
void SetModelSimple(string model_name)
|
Set a model for this entity. Matches easier behaviour of the SetModel input, automatically precaches, maintains sequence/cycle if possible. Also clears the bone cache.
![]() SetCustomModel in that case. |
SetModelScale
|
void SetModelScale(float scale, float change_duration)
|
Changes a model's scale over time. Set the change duration to 0.0 to change the scale instantly. |
SetPlaybackRate
|
void SetPlaybackRate(float rate)
|
Set the current animation's playback rate. |
SetPoseParameter
|
float SetPoseParameter(int id, float value)
|
Sets a pose parameter value. Returns the effective value after clamping or looping.
![]() ![]() |
SetSequence
|
void SetSequence(int id)
|
Plays a sequence by sequence ID.
![]() ResetSequence instead will prevent this. Only tested on base_boss.![]() |
SetSkin
|
void SetSkin(int index)
|
Sets the model's skin. |
StopAnimation
|
void StopAnimation()
|
Stop the current animation (same as SetPlaybackRate 0.0). |
StudioFrameAdvance
|
void StudioFrameAdvance()
|
Advance animation frame to some time in the future with an automatically calculated interval. |
StudioFrameAdvanceManual
|
void StudioFrameAdvanceManual(float dt)
|
Advance animation frame to some time in the future with a manual interval. |
CBaseCombatWeapon
Extends CBaseAnimating ↑
Script handle class for any weapon entities that can be part of a player's inventory.
Team Fortress 2's weapons leave Clip2
unused, so those functions can be ignored
Methods
Function | Signature | Description |
---|---|---|
CanBeSelected
|
bool CanBeSelected()
|
Can this weapon be selected. |
Clip1
|
int Clip1()
|
Current ammo in clip1. |
Clip2
|
int Clip2()
|
Current ammo in clip2. |
GetDefaultClip1
|
int GetDefaultClip1()
|
Default size of clip1. |
GetDefaultClip2
|
int GetDefaultClip2()
|
Default size of clip2. |
GetMaxClip1
|
int GetMaxClip1()
|
Max size of clip1. |
GetMaxClip2
|
int GetMaxClip2()
|
Max size of clip2. |
GetName
|
string GetName()
|
Gets the weapon's internal name (not the targetname!)
![]() GetName function. To get the targetname of the weapon, call it like this instead CBaseEntity.GetName.call(weapon) . Alternatively you can fetch the property directly NetProps.GetPropString(weapon, "m_iName") . |
GetPosition
|
int GetPosition()
|
Gets the weapon's current position. |
GetPrimaryAmmoCount
|
int GetPrimaryAmmoCount()
|
Current primary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF). |
GetPrimaryAmmoType
|
int GetPrimaryAmmoType()
|
Returns the primary ammo type. |
GetPrintName
|
string GetPrintName()
|
Gets the weapon's print name. |
GetSecondaryAmmoCount
|
int GetSecondaryAmmoCount()
|
Current secondary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF). |
GetSecondaryAmmoType
|
int GetSecondaryAmmoType()
|
Returns the secondary ammo type. |
GetSlot
|
int GetSlot()
|
Gets the weapon's current slot. |
GetSubType
|
int GetSubType()
|
Get the weapon subtype. |
GetWeaponFlags
|
int GetWeaponFlags()
|
Get the weapon flags. |
GetWeight
|
int GetWeight()
|
Get the weapon weighting/importance. |
HasAnyAmmo
|
bool HasAnyAmmo()
|
Do we have any ammo? |
HasPrimaryAmmo
|
bool HasPrimaryAmmo()
|
Do we have any primary ammo? |
HasSecondaryAmmo
|
bool HasSecondaryAmmo()
|
Do we have any secondary ammo? |
IsAllowedToSwitch
|
bool IsAllowedToSwitch()
|
Are we allowed to switch to this weapon? |
IsMeleeWeapon
|
bool IsMeleeWeapon()
|
Returns whether this is a melee weapon.
![]() tf_weapon_buff_item (entity for Soldier's banner items), are considered melee in the code. |
PrimaryAttack
|
void PrimaryAttack()
|
Force a primary attack.
![]() m_hOwner netprop on the weapon is set to an existing player. Weapons spawned manually might also need SetClip(-1) , and m_flNextPrimaryAttack (or m_flSecondaryPrimaryAttack ) set to 0 before calling this function to always allow firing without delays.![]() m_bLagCompensation netprop ↓ on the player to to false, calling this function, and reverting it back to true.![]() EmitSoundEx . If the sound is not desired, it can be stopped by calling StopSound after this function. |
SecondaryAttack
|
void SecondaryAttack()
|
Force a secondary attack.
![]() |
SetClip1
|
void SetClip1(int amount)
|
Set current ammo in clip1. |
SetClip2
|
void SetClip2(int amount)
|
Set current ammo in clip2. |
SetCustomViewModel
|
void SetCustomViewModel(string model_name)
|
Sets a custom view model for this weapon by model name. |
SetCustomViewModelModelIndex
|
void SetCustomViewModelModelIndex(int model_index)
|
Sets a custom view model for this weapon by modelindex. |
SetSubType
|
void SetSubType(int subtype)
|
Set the weapon subtype. |
UsesClipsForAmmo1
|
bool UsesClipsForAmmo1()
|
Do we use clips for ammo 1? |
UsesClipsForAmmo2
|
bool UsesClipsForAmmo2()
|
Do we use clips for ammo 2? |
UsesPrimaryAmmo
|
bool UsesPrimaryAmmo()
|
Do we use primary ammo? |
UsesSecondaryAmmo
|
bool UsesSecondaryAmmo()
|
Do we use secondary ammo? |
VisibleInWeaponSelection
|
bool VisibleInWeaponSelection()
|
Is this weapon visible in weapon selection? |
CBaseFlex
Extends CBaseAnimating ↑
Animated characters who have vertex flex capability (e.g., facial expressions).
Methods
Function | Signature | Description |
---|---|---|
PlayScene
|
float PlayScene(string scene_file, float delay)
|
Play the specified .vcd file, causing the related characters to speak and subtitles to play.
![]() tf2_misc_dir.vpk and browse the files in scripts/talker/... to find .vcd files. Alternatively, use the rr_debugresponses 1 command with developer 1 to find .vcds from in-game voicelines. |
CBaseCombatCharacter
Extends CBaseFlex ↑
Combat entities with similar movement capabilities to a player.
Methods
Function | Signature | Description |
---|---|---|
GetLastKnownArea
|
handle GetLastKnownArea()
|
Return the last nav area occupied, NULL if unknown.
See CTFNavArea ↓. |
CBasePlayer
Extends CBaseCombatCharacter ↑
Script handle class for player entities.
Methods
Function | Signature | Description |
---|---|---|
GetForceLocalDraw
|
bool GetForceLocalDraw()
|
Whether the player is being forced by SetForceLocalDraw to be drawn. |
GetPlayerMaxs
|
Vector GetPlayerMaxs()
|
Get a vector containing max bounds of the player in local space. The player's model scale will affect the result. |
GetPlayerMins
|
Vector GetPlayerMins()
|
Get a vector containing min bounds of the player in local space. The player's model scale will affect the result. |
GetScriptOverlayMaterial
|
string GetScriptOverlayMaterial()
|
Gets the current overlay material set by SetScriptOverlayMaterial. |
IsNoclipping
|
bool IsNoclipping()
|
Returns true if the player is in noclip mode. |
SetForceLocalDraw
|
void SetForceLocalDraw(bool toggle)
|
Forces the player to be drawn as if they were in thirdperson. |
SetScriptOverlayMaterial
|
void SetScriptOverlayMaterial(string material)
|
Sets the overlay material that can't be overriden by other overlays. E.g. Jarate. |
SnapEyeAngles
|
void SnapEyeAngles(QAngle angles)
|
Snap the player's eye angles to this.
![]() pl.v_angle netprop and then revert that (which is what the game reads for eye angles internally). Example:
local eye_angles = player.LocalEyeAngles()
NetProps.SetPropVector(player, "pl.v_angle", angles + Vector())
NetProps.SetPropEntity(flaregun, "m_hOwner", player)
NetProps.SetPropFloat(flaregun, "m_flNextPrimaryAttack", 0)
flaregun.PrimaryAttack()
NetProps.SetPropVector(player, "pl.v_angle", eye_angles + Vector())
|
ViewPunch
|
void ViewPunch(QAngle angle_offset)
|
Ow! Punches the player's view. |
ViewPunchReset
|
void ViewPunchReset(float tolerance)
|
Reset's the player's view punch if the offset stays below the given tolerance. |
CBaseMultiplayerPlayer
Extends CBasePlayer ↑
Script handle sub-class for player entities in multiplayer games. No additional methods.
CEconEntity
Extends CBaseAnimating ↑
Script handle class for economic exquisite equippables, meaning hats and weapons.
Methods
Function | Signature | Description |
---|---|---|
AddAttribute
|
void AddAttribute(string name, float value, float duration)
|
Add an attribute to the entity. ![]() AddCustomAttribute , GetCustomAttribute , and RemoveCustomAttribute .![]() duration parameter non-functional.![]() casti2f which would do the same literal type change, but now from integer to the float, allowing the game to read it properly afterwards.
weapon.AddAttribute("paintkit_proto_def_index", casti2f(230), 0)
|
GetAttribute
|
float GetAttribute(string name, float default_value)
|
Get an attribute float from the entity. If the attribute does not exist, returns default_value .
![]() castf2i . Also make sure to restrict the number to 32 bit:
castf2i(weapon.GetAttribute("paintkit_proto_def_index", 0.0)) & 0xFFFFFFFF
|
RemoveAttribute
|
void RemoveAttribute(string name)
|
Remove an attribute from the entity.
![]() ![]() m_AttributeManager.m_Item.m_bOnlyIterateItemViewAttributes netprop ↓ to true to remove all static attributes from the item. This allows for re-application of attributes. |
ReapplyProvision
|
void ReapplyProvision()
|
Relinks attributes to provisioners, e.g. calling this on a weapon will add it's attributes to the player. |
CTFPlayer
Extends CBaseMultiplayerPlayer ↑
Script handle class for player entities of Team Fortress 2.
Methods
Function | Signature | Description |
---|---|---|
AddCond
|
void AddCond(ETFCond cond)
|
|
AddCondEx
|
void AddCondEx(ETFCond cond, float duration, handle provider)
|
|
AddCurrency
|
void AddCurrency(int amount)
|
Kaching! Give the player some cash for game modes with upgrades, ie. MvM. The new value is bounded between 0-30000.
![]() RemoveCurrency /SetCurrency instead or setting the m_nCurrency netprop directly will bypass the bounds checking. |
AddCustomAttribute
|
void AddCustomAttribute(string name, float value, float duration)
|
Add a custom attribute to the player. Set duration to 0 or lower for the attribute to be applied forever. The attribute must be one that exists in the game, invalid ones will not be added.
![]() player_spawn event, because custom attributes are cleared immediately after the event. As a workaround, it can be applied with a delay. See the example code.![]() AddAttribute , GetAttribute , and RemoveAttribute . |
AddHudHideFlags
|
void AddHudHideFlags(FHideHUD flags)
|
Hides a hud element(-s). |
ApplyPunchImpulseX
|
bool ApplyPunchImpulseX(float impulse)
|
Apply a view punch along the pitch angle. Used to flinch players when hit. If the player is a fully charged scoped-in sniper and the weapon has the aiming_no_flinch attribute, the punch will not apply. Returns true if the punch was applied.
|
BleedPlayer
|
void BleedPlayer(float duration)
|
Make a player bleed for a set duration of time. |
BleedPlayerEx
|
void BleedPlayerEx(float duration, int damage, bool endless, ETFDmgCustom custom_damage_type)
|
Make a player bleed for a set duration of time, or forever, with specific damage per tick and damage_custom index. |
CancelTaunt
|
void CancelTaunt()
|
Cancels any taunt in progress. |
CanAirDash
|
bool CanAirDash()
|
Can the player air dash/double jump? |
CanBeDebuffed
|
bool CanBeDebuffed()
|
|
CanBreatheUnderwater
|
bool CanBreatheUnderwater()
|
|
CanDuck
|
bool CanDuck()
|
Can the player duck? |
CanGetWet
|
bool CanGetWet()
|
Can the player get wet by jarate/milk? |
CanJump
|
bool CanJump()
|
Can the player jump? Returns false if the player is taunting or if the no_jump attribute is present and non-zero. There is other conditions that prevent jumping but this function by itself doesn't check those.
|
ClearCustomModelRotation
|
void ClearCustomModelRotation()
|
|
ClearSpells
|
void ClearSpells()
|
|
ClearTauntAttack
|
void ClearTauntAttack()
|
Stops active taunt from damaging or cancels Rock-Paper-Scissors result. |
CanPlayerMove
|
bool CanPlayerMove()
|
Can the player move? |
DoTauntAttack
|
void DoTauntAttack()
|
Performs taunts attacks if available. Player must be already taunting and taunt must have a valid attack assigned (taunt attack name attribute).
|
DropFlag
|
void DropFlag(bool silent)
|
Force player to drop the flag (intelligence). |
DropRune
|
void DropRune(bool apply_force, ETFTeam team)
|
Force player to drop the rune.
![]() |
EndLongTaunt
|
void EndLongTaunt()
|
Stops a looping taunt (obeys minimum time rules and plays outro animation if available). |
EquipWearableViewModel
|
void EquipWearableViewModel(handle entity)
|
Equips a wearable on the viewmodel. Intended to be used with tf_wearable_vm entities. |
ExtinguishPlayerBurning
|
void ExtinguishPlayerBurning()
|
|
FiringTalk
|
void FiringTalk()
|
Makes eg. a heavy go AAAAAAAAAAaAaa like they are firing their minigun.
![]() ![]() ![]() SpeakResponseConcept can be used to play voicelines by supplying a Concept. |
ForceChangeTeam
|
void ForceChangeTeam(ETFTeam team, bool full_team_switch)
|
Force player to change their team. Setting the bool to true will not remove nemesis relationships or reset the player's class, as well as not slaying the player.
![]() m_bIsCoaching netprop ↓ to true on the player and reverting it afterwards is a workaround. |
ForceRegenerateAndRespawn
|
void ForceRegenerateAndRespawn()
|
Force regenerates and respawns the player.
![]() m_Shared.m_iDesiredPlayerClass netprop to a class index. |
ForceRespawn
|
void ForceRespawn()
|
Force respawns the player.
![]() m_Shared.m_iDesiredPlayerClass netprop to a class index. |
GetActiveWeapon
|
CTFWeapon GetActiveWeapon()
|
Get the player's current weapon. |
GetBackstabs
|
int GetBackstabs()
|
|
GetBonusPoints
|
int GetBonusPoints()
|
|
GetBotType
|
int GetBotType()
|
|
GetBuildingsDestroyed
|
int GetBuildingsDestroyed()
|
|
GetCaptures
|
int GetCaptures()
|
|
GetClassEyeHeight
|
Vector GetClassEyeHeight()
|
Gets the eye height of the player. |
GetCondDuration
|
float GetCondDuration(ETFCond cond)
|
Returns duration of the condition. Returns 0 if the cond is not applied. Returns -1 if the cond is infinite. |
GetCustomAttribute
|
float GetCustomAttribute(string name, float default_value)
|
Get an attribute float from the player. If the attribute does not exist, returns default_value .
|
GetCurrency
|
int GetCurrency()
|
Get player's cash for game modes with upgrades, ie. MvM. |
GetCurrentTauntMoveSpeed
|
float GetCurrentTauntMoveSpeed()
|
|
GetDefenses
|
int GetDefenses()
|
|
GetDisguiseAmmoCount
|
int GetDisguiseAmmoCount()
|
|
GetDisguiseTarget
|
CTFPlayer GetDisguiseTarget()
|
|
GetDisguiseTeam
|
int GetDisguiseTeam()
|
|
GetDominations
|
int GetDominations()
|
|
GetGrapplingHookTarget
|
handle GetGrapplingHookTarget()
|
What entity is the player grappling? |
GetHeadshots
|
int GetHeadshots()
|
|
GetHealPoints
|
int GetHealPoints()
|
|
GetHealTarget
|
handle GetHealTarget()
|
Who is the medic healing? |
GetHudHideFlags
|
int GetHudHideFlags()
|
Gets current hidden hud elements.
See Constants.FHideHUD. |
GetInvulns
|
int GetInvulns()
|
|
GetKillAssists
|
int GetKillAssists()
|
|
GetLastWeapon
|
CTFWeapon GetLastWeapon()
|
|
GetNextChangeClassTime
|
float GetNextChangeClassTime()
|
Get next change class time. |
GetNextChangeTeamTime
|
float GetNextChangeTeamTime()
|
Get next change team time. |
GetNextRegenTime
|
float GetNextRegenTime()
|
Get next health regen time. |
GetPlayerClass
|
int GetPlayerClass()
|
|
GetRageMeter
|
float GetRageMeter()
|
|
GetResupplyPoints
|
int GetResupplyPoints()
|
|
GetRevenge
|
int GetRevenge()
|
|
GetScoutHypeMeter
|
float GetScoutHypeMeter()
|
|
GetSpyCloakMeter
|
float GetSpyCloakMeter()
|
|
GetTeleports
|
int GetTeleports()
|
|
GetTauntAttackTime
|
float GetTauntAttackTime()
|
Timestamp until a taunt attack "lasts". 0 if unavailable. |
GetTauntRemoveTime
|
float GetTauntRemoveTime()
|
Timestamp until taunt is stopped. |
GetVehicleReverseTime
|
float GetVehicleReverseTime()
|
Timestamp when kart was reversed. |
GetTimeSinceCalledForMedic
|
float GetTimeSinceCalledForMedic()
|
When did the player last call medic. |
GrantOrRemoveAllUpgrades
|
void GrantOrRemoveAllUpgrades(bool remove, bool refund)
|
|
HasItem
|
bool HasItem()
|
Currently holding an item? Eg. capture flag.
![]() m_hItem netprop to get the entity handle. |
HandleTauntCommand
|
void HandleTauntCommand(int taunt_slot)
|
Spoofs a taunt command from the player, as if they selected this taunt. This can be abused to give the player any taunt, see the examples page. |
IgnitePlayer
|
void IgnitePlayer()
|
Supposed to set the player on fire, but... ![]() ![]() StartTouch input on it. |
InAirDueToExplosion
|
bool InAirDueToExplosion()
|
|
InAirDueToKnockback
|
bool InAirDueToKnockback()
|
|
InCond
|
bool InCond(ETFCond cond)
|
|
IsAirDashing
|
bool IsAirDashing()
|
|
IsAllowedToRemoveTaunt
|
bool IsAllowedToRemoveTaunt()
|
Returns true if the taunt will be stopped. |
IsAllowedToTaunt
|
bool IsAllowedToTaunt()
|
|
IsBotOfType
|
bool IsBotOfType(EBotType type)
|
Returns true if the player matches this bot type. Only one type of bot exists which is reserved for AI bots (not puppet bots). 0 is used for real players or puppet bots. Use IsFakeClient to check for a puppet bot instead.
|
IsCallingForMedic
|
bool IsCallingForMedic()
|
Is this player calling for medic? |
IsCarryingRune
|
bool IsCarryingRune()
|
|
IsControlStunned
|
bool IsControlStunned()
|
|
IsCritBoosted
|
bool IsCritBoosted()
|
|
IsFakeClient
|
bool IsFakeClient()
|
Returns true if the player is a puppet or AI bot. To check if the player is a AI bot (CTFBot ) specifically, use IsBotOfType instead.
|
IsFireproof
|
bool IsFireproof()
|
|
IsFullyInvisible
|
bool IsFullyInvisible()
|
|
IsHypeBuffed
|
bool IsHypeBuffed()
|
|
IsImmuneToPushback
|
bool IsImmuneToPushback()
|
|
IsInspecting
|
bool IsInspecting()
|
|
IsInvulnerable
|
bool IsInvulnerable()
|
|
IsJumping
|
bool IsJumping()
|
|
IsMiniBoss
|
bool IsMiniBoss()
|
Is this player an MvM mini-boss? |
IsParachuteEquipped
|
bool IsParachuteEquipped()
|
|
IsPlacingSapper
|
bool IsPlacingSapper()
|
Returns true if we placed a sapper in the last few moments. |
IsRageDraining
|
bool IsRageDraining()
|
|
IsRegenerating
|
bool IsRegenerating()
|
|
IsSapping
|
bool IsSapping()
|
Returns true if we are currently sapping. |
IsSnared
|
bool IsSnared()
|
|
IsStealthed
|
bool IsStealthed()
|
|
IsTaunting
|
bool IsTaunting()
|
|
IsUsingActionSlot
|
bool IsUsingActionSlot()
|
|
IsViewingCYOAPDA
|
bool IsViewingCYOAPDA()
|
|
Regenerate
|
void Regenerate(bool refill_health_ammo)
|
Resupplies a player. If refill health/ammo is set, clears negative conds, gives back player health/ammo. |
RemoveAllItems
|
void RemoveAllItems(bool unused)
|
![]() ![]() function RemoveAllItems(player)
{
// If you destroy an entity it becomes invalid
// It will not longer keep a track of the next child and .NextMovePeer method becomes unavailable so the next iteration will fail
// To prevent this you can store a reference the next child
for (local next, current = player.FirstMoveChild(); current != null; current = next)
{
NetProps.SetPropBool(current, "m_bForcePurgeFixedupStrings", true)
// Store the next handle
next = current.NextMovePeer()
if (current instanceof CEconEntity)
current.Destroy()
}
}
//Example
RemoveAllItems(GetListenServerHost())
|
RemoveAllObjects
|
void RemoveAllObjects(bool explode)
|
Remove all player objects. Eg. dispensers/sentries. |
RemoveCond
|
void RemoveCond(ETFCond cond)
|
Removes a condition. Does not remove a condition if the minimum duration has not passed. Does nothing if the condition isn't added (interally does InCond check).
|
RemoveCondEx
|
void RemoveCondEx(ETFCond cond, bool ignore_duration)
|
Extended version of above function. Allows forcefully removing the condition even if minimum duration is not met. |
RemoveCurrency
|
void RemoveCurrency(int amount)
|
Take away money from a player for reasons such as ie. spending. Lower bounded to 0.
![]() AddCurrency , negative values will go past the 30000 limit. |
RemoveCustomAttribute
|
void RemoveCustomAttribute(string name)
|
Remove a custom attribute to the player. |
RemoveDisguise
|
void RemoveDisguise()
|
Undisguise a spy. |
RemoveHudHideFlags
|
void RemoveHudHideFlags(FHideHUD flags)
|
Unhides a hud element(-s). |
RemoveInvisibility
|
void RemoveInvisibility()
|
Un-invisible a spy. |
RemoveTeleportEffect
|
void RemoveTeleportEffect()
|
|
ResetScores
|
void ResetScores()
|
|
RollRareSpell
|
void RollRareSpell()
|
|
SetCondDuration
|
void SetCondDuration(ETFCond cond, float duration)
|
|
SetCurrency
|
void SetCurrency(int amount)
|
Set player's cash for game modes with upgrades, ie. MvM. Does not have any bounds checking. |
SetCurrentTauntMoveSpeed
|
void SetCurrentTauntMoveSpeed(float speed)
|
|
SetCustomModel
|
void SetCustomModel(string model_name)
|
Sets a custom player model without animations (model will T-pose). To enable animations, use SetCustomModelWithClassAnimations instead.
|
SetCustomModelOffset
|
void SetCustomModelOffset(Vector offset)
|
|
SetCustomModelRotates
|
void SetCustomModelRotates(bool toggle)
|
|
SetCustomModelRotation
|
void SetCustomModelRotation(QAngle angles)
|
|
SetCustomModelVisibleToSelf
|
void SetCustomModelVisibleToSelf(bool toggle)
|
|
SetCustomModelWithClassAnimations
|
void SetCustomModelWithClassAnimations(string model_name)
|
Sets a custom player model with full animations. |
SetDisguiseAmmoCount
|
void SetDisguiseAmmoCount(int count)
|
|
SetForcedTauntCam
|
void SetForcedTauntCam(int toggle)
|
|
SetGrapplingHookTarget
|
void SetGrapplingHookTarget(handle entity, bool bleed)
|
Set the player's target grapple entity. |
SetHudHideFlags
|
void SetHudHideFlags(FHideHUD flags)
|
Force hud hide flags to a value. |
SetIsMiniBoss
|
void SetIsMiniBoss(bool toggle)
|
Make this player an MvM mini-boss. |
SetNextChangeClassTime
|
void SetNextChangeClassTime(float time)
|
Set next change class time. |
SetNextChangeTeamTime
|
void SetNextChangeTeamTime(float time)
|
Set next change team time. |
SetNextRegenTime
|
void SetNextRegenTime(float time)
|
Set next available resupply time. |
SetPlayerClass
|
void SetPlayerClass(ETFClass class_index)
|
Sets the player class. Updates the player's visuals and model.
![]() NetProps.SetPropInt(player, "m_Shared.m_iDesiredPlayerClass", class_index) after SetPlayerClass and before ForceRegenerateAndRespawn . This resolves issues like the player respawning as their "desired" class instead or loadout showing the desired class rather than what they are.![]() ForceRegenerateAndRespawn afterwards.![]() SetCustomModel with a blank parameter is sufficient to update it. |
SetRageMeter
|
void SetRageMeter(float percent)
|
Sets rage meter from 0 - 100. |
SetRPSResult
|
void SetRPSResult(int result)
|
Rig the result of Rock-Paper-Scissors (0 - rock, 1 - paper, 2 - scissors). |
SetScoutHypeMeter
|
void SetScoutHypeMeter(float percent)
|
Sets hype meter from 0 - 100. |
SetSpyCloakMeter
|
void SetSpyCloakMeter(float)
|
Sets cloakmeter from 0 - 100. |
SetVehicleReverseTime
|
void SetVehicleReverseTime(float time)
|
Set the timestamp when kart was reversed. |
SetUseBossHealthBar
|
void SetUseBossHealthBar(bool toggle)
|
|
StopTaunt
|
void StopTaunt(bool remove_prop)
|
Stops current taunt. If remove_prop is true, the taunt prop will be immediately deleted instead of potentially delaying. |
StunPlayer
|
void StunPlayer(float duration, float move_speed_reduction, TF_STUN flags, handle attacker)
|
Stuns the player for a specified duration. Move speed reduction is a fraction (0 = no reduction. 1 = total reduction, no movement). Flag combinations control the stun type and behavior. ![]() TF_STUN_LOSER_STATE|TF_STUN_BY_TRIGGER as stun flags. |
Taunt
|
void Taunt(FTaunts taunt_index, MP_CONCEPT taunt_concept)
|
Performs a taunt if allowed. Concept is the "voiceline" index to use with the taunt. For TAUNT_SHOW_ITEM and TAUNT_BASE_WEAPON this is set automatically. TAUNT_LONG is not supported.
![]() MP_CONCEPT_TAUNT_LAUGH will make the player laugh. Concept MP_CONCEPT_TAUNT_REPLAY will play the replay taunt.![]() |
TryToPickupBuilding
|
bool TryToPickupBuilding()
|
Make the player attempt to pick up a building in front of them. |
UpdateSkin
|
void UpdateSkin(int skin)
|
|
WasInCond
|
bool WasInCond(ETFCond cond)
|
|
Weapon_CanUse
|
bool Weapon_CanUse(CTFWeapon weapon)
|
|
Weapon_Drop
|
void Weapon_Drop(CTFWeapon weapon)
|
Does nothing! |
Weapon_DropEx
|
void Weapon_DropEx(CTFWeapon weapon, Vector target, Vector velocity)
|
Does nothing! |
Weapon_Equip
|
void Weapon_Equip(CTFWeapon weapon)
|
Equips a weapon in the player. This places it inside the m_hMyWeapons array.
|
Weapon_SetLast
|
void Weapon_SetLast(CTFWeapon weapon)
|
|
Weapon_ShootPosition
|
Vector Weapon_ShootPosition()
|
The same as calling EyePosition .
![]() function GetWeaponShootPosition(player)
{
local weapon = player.GetActiveWeapon()
local offset = null
switch (NetProps.GetPropInt(weapon, "m_AttributeManager.m_Item.m_iItemDefinitionIndex"))
{
case 441: // The Cow Mangler
offset = Vector(23.5, 8.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0)
break
case 513: // The Original
offset = Vector(23.5, 0.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0)
break
case 18: // Rocket Launcher
case 127: // The Direct Hit
case 1104: // The Air Strike
case 205: // Rocket Launcher (Renamed/Strange)
case 228: // The Black Box
case 237: // Rocket Jumper
case 414: // The Liberty Launcher
case 658: // Festive Rocket Launcher
case 730: // The Beggar's Bazooka
case 800: // Silver Botkiller Rocket Launcher Mk.I
case 809: // Gold Botkiller Rocket Launcher Mk.I
case 889: // Rust Botkiller Rocket Launcher Mk.I
case 898: // Blood Botkiller Rocket Launcher Mk.I
case 907: // Carbonado Botkiller Rocket Launcher Mk.I
case 916: // Diamond Botkiller Rocket Launcher Mk.I
case 965: // Silver Botkiller Rocket Launcher Mk.II
case 974: // Gold Botkiller Rocket Launcher Mk.II
case 1085: // Festive Black Box
case 15006: // Woodland Warrior
case 15014: // Sand Cannon
case 15028: // American Pastoral
case 15043: // Smalltown Bringdown
case 15052: // Shell Shocker
case 15057: // Aqua Marine
case 15081: // Autumn
case 15104: // Blue Mew
case 15105: // Brain Candy
case 15129: // Coffin Nail
case 15130: // High Roller's
case 15150: // Warhawk
case 39: // The Flare Gun
case 351: // The Detonator
case 595: // The Manmelter
case 740: // The Scorch Shot
case 1081: // Festive Flare Gun
offset = Vector(23.5, 12.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0)
break
case 56: // Hunstman
case 1005: // Festive Huntsman
case 1092: // The Fortified Compound
case 997: // Rescue Ranger
case 305: // Crusader's Crossbow
case 1079: // Festive Crusader's Crossbow
offset = Vector(23.5, 12.0, -3.0)
break
case 442: // The Righteous Bison
case 588: // The Pomson 6000
offset = Vector(23.5, 8.0, player.GetFlags() & Constants.FPlayer.FL_DUCKING ? 8.0 : -3.0)
break
case 222: // The Mad Milk
case 1121: // Mutated Milk
case 1180: // Gas Passer
case 58: // Jarate
case 751: // Festive Jarate
case 1105: // The Self-Aware Beauty Mark
case 19: // Grenade Launcher
case 206: // Grenade Launcher (Renamed/Strange)
case 308: // The Loch-n-Load
case 996: // The Loose Cannon
case 1007: // Festive Grenade Launcher
case 1151: // The Iron Bomber
case 15077: // Autumn
case 15079: // Macabre Web
case 15091: // Rainbow
case 15092: // Sweet Dreams
case 15116: // Coffin Nail
case 15117: // Top Shelf
case 15142: // Warhawk
case 15158: // Butcher Bird
case 20: // Stickybomb Launcher
case 207: // Stickybomb Launcher (Renamed/Strange)
case 130: // The Scottish Resistance
case 265: // Sticky Jumper
case 661: // Festive Stickybomb Launcher
case 797: // Silver Botkiller Stickybomb Launcher Mk.I
case 806: // Gold Botkiller Stickybomb Launcher Mk.I
case 886: // Rust Botkiller Stickybomb Launcher Mk.I
case 895: // Blood Botkiller Stickybomb Launcher Mk.I
case 904: // Carbonado Botkiller Stickybomb Launcher Mk.I
case 913: // Diamond Botkiller Stickybomb Launcher Mk.I
case 962: // Silver Botkiller Stickybomb Launcher Mk.II
case 971: // Gold Botkiller Stickybomb Launcher Mk.II
case 1150: // The Quickiebomb Launcher
case 15009: // Sudden Flurry
case 15012: // Carpet Bomber
case 15024: // Blasted Bombardier
case 15038: // Rooftop Wrangler
case 15045: // Liquid Asset
case 15048: // Pink Elephant
case 15082: // Autumn
case 15083: // Pumpkin Patch
case 15084: // Macabre Web
case 15113: // Sweet Dreams
case 15137: // Coffin Nail
case 15138: // Dressed to Kill
case 15155: // Blitzkrieg
offset = Vector(16.0, 8.0, -6.0)
break
case 17: // Syringe Gun
case 204: // Syringe Gun (Renamed/Strange)
case 36: // The Blutsauger
case 412: // The Overdose
offset = Vector(16.0, 6.0, -8.0)
break
case 812: // The Flying Guillotine
case 833: // The Flying Guillotine (Genuine)
offset = Vector(32.0, 0.0, 15.0)
break
case 528: // The Short Curcuit
offset = Vector(40.0, 15.0, -10.0)
break
case 44: // Sandman
case 648: // The Wrap Assassin
return player.GetOrigin() + player.GetModelScale() *
(player.EyeAngles().Forward() * 32.0 + Vector(0.0, 0.0, 50.0))
default:
return player.EyePosition()
}
if (Convars.GetClientConvarValue("cl_flipviewmodels", player.entindex()) == "1")
offset.y *= -1
local eye_angles = player.EyeAngles()
return player.EyePosition() +
eye_angles.Up() * offset.z +
eye_angles.Left() * offset.y +
eye_angles.Forward() * offset.x
}
// Example usage
// Works only for the rocket launchers
local player = GetListenServerHost()
local eye_position = player.EyePosition()
local shoot_position = GetWeaponShootPosition(player)
local eye_vector = player.EyeAngles().Forward()
local trace =
{
start = shoot_position
end = eye_position + eye_vector * 32768.0
ignore = player
hullmin = Vector(-1.0, -1.0, -1.0)
hullmax = Vector(1.0, 1.0, 1.0)
}
TraceHull(trace)
DebugDrawLine(shoot_position, trace.pos, 255, 255, 255, false, 5.0)
DebugDrawBox(trace.pos, Vector(-2.0, -2.0, -2.0), Vector(2.0, 2.0, 2.0), 255, 0, 0, 255, 5.0)
|
Weapon_Switch
|
void Weapon_Switch(CTFWeapon weapon)
|
Attempts a switch to the given weapon, if present in the player's inventory (m_hMyWeapons array).
![]()
m_hActiveWeapon netprop on the player to null. ![]()
-> Remove
// assuming "weapon" is the thermal thruster
NetProps.SetPropEntity(player, "m_hActiveWeapon", null)
if (player.InCond(Constants.ETFCond.TF_COND_ROCKETPACK))
{
// needed to stop air sound
SendGlobalGameEvent("rocketpack_landed", { userid = GetPlayerUserID(player) })
player.RemoveCond(Constants.ETFCond.TF_COND_ROCKETPACK)
}
|
CTFBot
Extends CTFPlayer ↑ and NextBotCombatCharacter ↓
Script handle class for bot-controlled players aka tf_bot. Beep boop.

Methods
Function | Signature | Description |
---|---|---|
AddBotAttribute
|
void AddBotAttribute(FTFBotAttributeType attribute)
|
Sets attribute flags on this TFBot. |
AddBotTag
|
void AddBotTag(string tag)
|
Adds a bot tag. |
AddWeaponRestriction
|
void AddWeaponRestriction(TFBotWeaponRestrictionType flags)
|
Adds weapon restriction flags. |
ClearAllBotAttributes
|
void ClearAllBotAttributes()
|
Clears all attribute flags on this TFBot. |
ClearAllBotTags
|
void ClearAllBotTags()
|
Clears bot tags. |
ClearAllWeaponRestrictions
|
void ClearAllWeaponRestrictions()
|
Removes all weapon restriction flags. |
ClearAttentionFocus
|
void ClearAttentionFocus()
|
Clear current focus. |
ClearBehaviorFlag
|
void ClearBehaviorFlag(TFBOT_BEHAVIOR flags)
|
Clear the given behavior flag(s) for this bot. |
DelayedThreatNotice
|
void DelayedThreatNotice(handle threat, float delay)
|
Notice the threat after a delay in seconds. |
DisbandCurrentSquad
|
void DisbandCurrentSquad()
|
Forces the current squad to be entirely disbanded by everyone. |
FindVantagePoint
|
CTFNavArea FindVantagePoint(float max_distance)
|
Get the nav area of the closest vantage point (within distance). |
GenerateAndWearItem
|
void GenerateAndWearItem(string item_name)
|
Give me an item! |
GetActionPoint
|
handle GetActionPoint()
|
Get the given action point for this bot. |
GetAllBotTags
|
void GetAllBotTags(table result)
|
Get all bot tags. The key is the index, and the value is the tag. |
GetHomeArea
|
CTFNavArea GetHomeArea()
|
Sets the home nav area of the bot. |
GetDifficulty
|
int GetDifficulty()
|
Returns the bot's difficulty level. See Constants.ETFBotDifficultyType. |
GetMaxVisionRangeOverride
|
float GetMaxVisionRangeOverride()
|
Gets the max vision range override for the bot ![]() |
GetMission
|
int GetMission()
|
Get this bot's current mission. See ETFBotMissionType. |
GetMissionTarget
|
handle GetMissionTarget()
|
Get this bot's current mission target. |
GetNearestKnownSappableTarget
|
handle GetNearestKnownSappableTarget()
|
Gets the nearest known sappable target. |
GetPrevMission
|
int GetPrevMission()
|
Get this bot's previous mission. See ETFBotMissionType. |
GetSpawnArea
|
CTFNavArea GetSpawnArea()
|
Return the nav area of where we spawned. |
GetSquadFormationError
|
float GetSquadFormationError()
|
Gets our formation error coefficient. |
HasBotAttribute
|
bool HasBotAttribute(FTFBotAttributeType attribute)
|
Checks if this TFBot has the given attributes. |
HasBotTag
|
bool HasBotTag(string tag)
|
Checks if this TFBot has the given bot tag. |
HasMission
|
bool HasMission(ETFBotMissionType mission)
|
Return true if the given mission is this bot's current mission. |
HasWeaponRestriction
|
bool HasWeaponRestriction(TFBotWeaponRestrictionType flags)
|
Checks if this TFBot has the given weapon restriction flags. |
IsAmmoFull
|
bool IsAmmoFull()
|
|
IsAmmoLow
|
bool IsAmmoLow()
|
|
IsAttentionFocused
|
bool IsAttentionFocused()
|
Is our attention focused right now? |
IsAttentionFocusedOn
|
bool IsAttentionFocusedOn(handle entity)
|
Is our attention focused on this entity. |
IsBehaviorFlagSet
|
bool IsBehaviorFlagSet(TFBOT_BEHAVIOR flags)
|
Return true if the given behavior flag(s) are set for this bot. |
IsDifficulty
|
bool IsDifficulty(ETFBotDifficultyType difficulty)
|
Returns true/false if the bot's difficulty level matches. |
IsInASquad
|
bool IsInASquad()
|
Checks if we are in a squad. |
IsOnAnyMission
|
bool IsOnAnyMission()
|
Return true if this bot has a current mission. |
IsWeaponRestricted
|
bool IsWeaponRestricted(handle weapon)
|
Checks if the given weapon is restricted for use on the bot. |
LeaveSquad
|
void LeaveSquad()
|
Makes us leave the current squad (if any). |
PressAltFireButton
|
void PressAltFireButton(float duration = -1)
|
|
PressFireButton
|
void PressFireButton(float duration = -1)
|
|
PressSpecialFireButton
|
void PressSpecialFireButton(float duration = -1)
|
|
RemoveBotAttribute
|
void RemoveBotAttribute(FTFBotAttributeType attribute)
|
Removes attribute flags on this TFBot. |
RemoveBotTag
|
void RemoveBotTag(string tag)
|
Removes a bot tag. |
RemoveWeaponRestriction
|
void RemoveWeaponRestriction(TFBotWeaponRestrictionType flags)
|
Removes weapon restriction flags. |
SetActionPoint
|
void SetActionPoint(handle entity)
|
Set the given action point for this bot. |
SetAttentionFocus
|
void SetAttentionFocus(handle entity)
|
Sets our current attention focus to this entity. |
SetAutoJump
|
void SetAutoJump(float min_time, float max_time)
|
Sets if the bot should automatically jump, and how often. |
SetBehaviorFlag
|
void SetBehaviorFlag(TFBOT_BEHAVIOR flags)
|
Set the given behavior flag(s) for this bot. |
SetDifficulty
|
void SetDifficulty(ETFBotDifficultyType difficulty)
|
Sets the bots difficulty level. |
SetHomeArea
|
void SetHomeArea(CTFNavArea area)
|
Set the home nav area of the bot, may be null. |
SetMaxVisionRangeOverride
|
void SetMaxVisionRangeOverride(float range)
|
Sets max vision range override for the bot. |
SetMission
|
void SetMission(ETFBotMissionType mission, bool reset_behavior)
|
Set this bot's current mission to the given mission. |
SetMissionTarget
|
void SetMissionTarget(handle entity)
|
Set this bot's mission target to the given entity. |
SetPrevMission
|
void SetPrevMission(ETFBotMissionType mission)
|
Set this bot's previous mission to the given mission. |
SetScaleOverride
|
void SetScaleOverride(float scale)
|
Sets the scale override for the bot. |
SetShouldQuickBuild
|
void SetShouldQuickBuild(bool toggle)
|
Sets if the bot should build instantly. |
SetSquadFormationError
|
void SetSquadFormationError(float coefficient)
|
Sets our formation error coefficient. |
ShouldAutoJump
|
bool ShouldAutoJump()
|
Returns if the bot should automatically jump. |
ShouldQuickBuild
|
bool ShouldQuickBuild()
|
Returns if the bot should build instantly. |
UpdateDelayedThreatNotices
|
void UpdateDelayedThreatNotices()
|
CTFBaseBoss
Extends NextBotCombatCharacter ↓
Base class intended for custom NPCs. Officially this is only used as part of MvM tank.
Methods
Function | Signature | Description |
---|---|---|
SetResolvePlayerCollisions
|
void SetResolvePlayerCollisions(bool toggle)
|
Sets whether the entity should push away players intersecting its bounding box. On by default. |

Convars
Game Instance: Convars
An interface to manipulate the convars on the server.

rcon_password
) cannot be accessed.Methods
Function | Signature | Description |
---|---|---|
GetBool
|
bool GetBool(string name)
|
Returns the convar as a bool. May return null if no such convar. |
GetClientConvarValue
|
string GetClientConvarValue(string name, int entindex)
|
Returns the convar value for the entindex as a string. Only works on client convars with the FCVAR_USERINFO flag.
![]() findflags USERINFO command.![]()
|
GetInt
|
int GetInt(string name)
|
Returns the convar as an int. May return null if no such convar.
![]() |
GetStr
|
string GetStr(string name)
|
Returns the convar as a string. May return null if no such convar. Returns hunter2 if a protected convar is accessed.
![]() |
GetFloat
|
float GetFloat(string name)
|
Returns the convar as a float. May return null if no such convar.
![]() |
IsConVarOnAllowList
|
bool IsConVarOnAllowList(string name)
|
Checks if the convar is allowed to be used and is in cfg/vscript_convar_allowlist.txt. Please be nice with this and use it for *compatibility* if you need check support and NOT to force server owners to allow hostname to be set... or else this will simply lie and return true in future. ;-) You have been warned! |
SetValue
|
void SetValue(string name, any value)
|
Sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Convars marked as cheat-only can be set even if sv_cheats is off. Convars marked as dev-only (i.e. not visible in console) can also be set. Supported types are bool, int, float, string. The original value of the convar is saved and is reset on map change, in other words convar changes will not persist across maps.
![]() |
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 parameter in the appropriate method to start an iteration. A reference to a previously-found entity can be used instead to continue a search.
The following are two equivalent examples and iterate over all weapons on the map:
local ent = null
while ( ent = Entities.FindByClassname(ent, "tf_weapon_*") )
{
// ...
}
|
for (local ent; ent = Entities.FindByName(ent, "tf_weapon_*"); )
{
// ...
}
|

- The variable name
ent
is arbitrary. - Indeed, we mean "=" and not "==" in the loop conditions! The loops end if
ent
becomesnull
, which happens when no matching entities have an entity index higher to the one in previous parameter. - Semicolons are optional, except in the header of the
for
statement. - The string parameters of the
FindBy...
functions support the wildcard star*
. In the above example,FindByClassname
only returns either a handle of an entity whose classname begins with "tf_weapon_
" or it returnsnull
.
Methods
Function | Signature | Description |
---|---|---|
CreateByClassname
|
handle CreateByClassname(string classname)
|
Creates an entity by classname.
![]() local prop = Entities.CreateByClassname("prop_dynamic")
|
DispatchSpawn
|
void DispatchSpawn(handle entity)
|
Dispatches spawn of an entity! Use this on entities created via CreateByClassname to actually spawn them into the world.
|
FindByClassname
|
handle FindByClassname(handle previous, string classname)
|
Find entities by the string of their classname keyvalue. Pass 'null' value to start an iteration, or reference to a previously found entity to continue a search.
![]() |
FindByClassnameNearest
|
handle FindByClassnameNearest(string classname, Vector center, float radius)
|
Find entities by classname nearest to a point within a radius. |
FindByClassnameWithin
|
handle FindByClassnameWithin(handle previous, string classname, Vector center, float radius)
|
Find entities by classname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. |
FindByModel
|
handle FindByModel(handle previous, string model_name)
|
Find entities by the string of their model keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search.
|
FindByName
|
handle FindByName(handle previous, string targetname)
|
Find entities by the string of their targetname keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. |
FindByNameNearest
|
handle FindByNameNearest(string targetname, Vector center, float radius)
|
Find entities by targetname nearest to a point within a radius. |
FindByNameWithin
|
handle FindByNameWithin(handle previous, string targetname, Vector center, float radius)
|
Find entities by targetname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. |
FindByTarget
|
handle FindByTarget(handle previous, string target)
|
Find entities by the string of their target keyvalue.[confirm] Pass 'null' to start an iteration, or reference to a previously found entity to continue a search.
|
FindInSphere
|
handle FindInSphere(handle previous, Vector center, float radius)
|
Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search. |
First
|
handle First()
|
Begin an iteration over the list of entities. The first entity is always worldspawn. |
Next
|
handle Next(handle previous)
|
At the given reference of a previously-found entity, returns the next one after it in the list. |
Script handle class for areas part of the navigation mesh.
Methods
Function | Signature | Description |
---|---|---|
AddIncomingConnection
|
void AddIncomingConnection(CTFNavArea area, ENavDirType dir)
|
Add areas that connect TO this area by a ONE-WAY link. |
ClearAttributeTF
|
void ClearAttributeTF(FTFNavAttributeType bits)
|
Clear TF-specific area attribute bits. |
ComputeClosestPointInPortal
|
Vector ComputeClosestPointInPortal(CTFNavArea to, ENavDirType dir, Vector close_pos)
|
Compute closest point within the "portal" between to an area's direction from the given position. |
ComputeDirection
|
int ComputeDirection(Vector point)
|
Return direction from this area to the given point. |
ConnectTo
|
void ConnectTo(CTFNavArea area, ENavDirType dir)
|
Connect this area to given area in given direction. |
Contains
|
bool Contains(CTFNavArea area)
|
Return true if other area is on or above this area, but no others. |
ContainsOrigin
|
bool ContainsOrigin(Vector point)
|
Return true if given point is on or above this area, but no others. |
DebugDrawFilled
|
void DebugDrawFilled(int r, int g, int b, int a, float duration, bool no_depth_test, float margin)
|
Draw area as a filled rectangle of the given color. |
Disconnect
|
void Disconnect(CTFNavArea area)
|
Disconnect this area from given area. |
FindRandomSpot
|
Vector FindRandomSpot()
|
Get random origin within extent of area. |
GetAdjacentArea
|
handle GetAdjacentArea(ENavDirType dir, int n)
|
Return the n'th adjacent area in the given direction.
![]() |
GetAdjacentAreas
|
void GetAdjacentAreas(ENavDirType dir, table result)
|
Fills a passed in table with all adjacent areas in the given direction. |
GetAdjacentCount
|
int GetAdjacentCount(ENavDirType dir)
|
Get the number of adjacent areas in the given direction. |
GetAttributes
|
int GetAttributes()
|
Get area attribute bits.
See FNavAttributeType. |
GetAvoidanceObstacleHeight
|
float GetAvoidanceObstacleHeight()
|
Returns the maximum height of the obstruction above the ground. |
GetCenter
|
Vector GetCenter()
|
Get center origin of area. |
GetCorner
|
Vector GetCorner(ENavDirType dir)
|
Get corner origin of area. |
GetDistanceSquaredToPoint
|
float GetDistanceSquaredToPoint(Vector pos)
|
Return shortest distance between point and this area. |
GetDoor
|
CBaseAnimating GetDoor()
|
Returns the door entity above the area. |
GetElevator
|
CBaseAnimating GetElevator()
|
Returns the elevator if in an elevator's path. |
GetElevatorAreas
|
void GetElevatorAreas(table result)
|
Fills table with a collection of areas reachable via elevator from this area. |
GetID
|
int GetID()
|
Get area ID. |
GetIncomingConnections
|
void GetIncomingConnections(ENavDirType dir, table result)
|
Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them). |
GetParent
|
CTFNavArea GetParent()
|
Returns the area just prior to this one in the search path. |
GetParentHow
|
int GetParentHow()
|
Returns how we get from parent to us. |
GetPlaceName
|
string GetPlaceName()
|
Get place name if it exists, null otherwise. |
GetPlayerCount
|
int GetPlayerCount(ETFTeam team)
|
Return number of players of given team currently within this area (team of zero means any/all). |
GetRandomAdjacentArea
|
CTFNavArea GetRandomAdjacentArea(ENavDirType dir)
|
Return a random adjacent area in the given direction. |
GetSizeX
|
float GetSizeX()
|
Return the area size along the X axis. |
GetSizeY
|
float GetSizeY()
|
Return the area size along the Y axis. |
GetTravelDistanceToBombTarget
|
float GetTravelDistanceToBombTarget()
|
Gets the travel distance to the MvM bomb target. |
GetZ
|
float GetZ(Vector pos)
|
Return Z of area at (x,y) of 'pos'. |
HasAttributeTF
|
bool HasAttributeTF(FTFNavAttributeType bits)
|
Has TF-specific area attribute bits of the given ones. The name is slightly misleading, think of this one as "HasAttributesTF". |
HasAttributes
|
bool HasAttributes(FNavAttributeType bits)
|
Has area attribute bits of the given ones?. |
HasAvoidanceObstacle
|
bool HasAvoidanceObstacle(float max_height)
|
Returns true if there's a large, immobile object obstructing this area. |
IsBlocked
|
bool IsBlocked(ETFTeam team, bool affects_flow)
|
Return true if team is blocked in this area. |
IsBottleneck
|
bool IsBottleneck()
|
Returns true if area is a bottleneck. (tiny narrow areas with only one path). |
IsCompletelyVisibleToTeam
|
bool IsCompletelyVisibleToTeam(ETFTeam team)
|
Return true if given area is completely visible from somewhere in this area by someone on the team. |
IsConnected
|
bool IsConnected(handle area, ENavDirType dir)
|
Return true if this area is connected to other area in given direction. (If you set direction to -1 or 4, it will automatically check all directions for a connection). |
IsCoplanar
|
bool IsCoplanar(handle area)
|
Return true if this area and given. area are approximately co-planar. |
IsDamaging
|
bool IsDamaging()
|
Return true if this area is marked to have continuous damage. |
IsDegenerate
|
bool IsDegenerate()
|
Return true if this area is badly formed. |
IsEdge
|
bool IsEdge(ENavDirType dir)
|
Return true if there are no bi-directional links on the given side. |
IsFlat
|
bool IsFlat()
|
Return true if this area is approximately flat. |
IsOverlapping
|
bool IsOverlapping(handle area)
|
Return true if 'area' overlaps our 2D extents. |
IsOverlappingOrigin
|
bool IsOverlappingOrigin(Vector pos, float tolerance)
|
Return true if 'pos' is within 2D extents of area. |
IsPotentiallyVisibleToTeam
|
bool IsPotentiallyVisibleToTeam(ETFTeam team)
|
Return true if any portion of this area is visible to anyone on the given team. |
IsReachableByTeam
|
bool IsReachableByTeam(ETFTeam team)
|
Is this area reachable by the given team? |
IsRoughlySquare
|
bool IsRoughlySquare()
|
Return true if this area is approximately square. |
IsTFMarked
|
bool IsTFMarked()
|
Is this nav area marked with the current marking scope? |
IsUnderwater
|
bool IsUnderwater()
|
Return true if area is underwater. |
IsValidForWanderingPopulation
|
bool IsValidForWanderingPopulation()
|
Returns true if area is valid for wandering population. |
IsVisible
|
bool IsVisible(Vector point)
|
Return true if area is visible from the given eyepoint. |
MarkAsBlocked
|
void MarkAsBlocked(ETFTeam team)
|
Mark this area as blocked for team. |
MarkAsDamaging
|
void MarkAsDamaging(float duration)
|
Mark this area is damaging for the next 'duration' seconds. |
MarkObstacleToAvoid
|
void MarkObstacleToAvoid(float height)
|
Marks the obstructed status of the nav area. |
RemoveAttributes
|
void RemoveAttributes(FNavAttributeType bits)
|
Removes area attribute bits. |
RemoveOrthogonalConnections
|
void RemoveOrthogonalConnections(ENavDirType dir)
|
Removes all connections in directions to left and right of specified direction. |
SetAttributeTF
|
void SetAttributeTF(FTFNavAttributeType bits)
|
Set TF-specific area attributes. |
SetAttributes
|
void SetAttributes(FNavAttributeType bits)
|
Set area attribute bits. |
SetPlaceName
|
void SetPlaceName(string name)
|
Set place name. If you pass null, the place name will be set to nothing. |
TFMark
|
void TFMark()
|
Mark this nav area with the current marking scope. |
UnblockArea
|
void UnblockArea()
|
Unblocks this area. |
Game Instance: NavMesh
An interface to collect nav areas from, especially for pathfinding needs.
Methods
Function | Signature | Description |
---|---|---|
FindNavAreaAlongRay
|
CTFNavArea FindNavAreaAlongRay(Vector start_pos, Vector end_pos, handle ignore_area)
|
Get nav area from ray. |
GetAllAreas
|
void GetAllAreas(table result)
|
Fills a passed in table of all nav areas. |
GetAreasWithAttributes
|
void GetAreasWithAttributes(FNavAttributeType bits, table result)
|
Fills a passed in table of all nav areas that have the specified attributes. |
GetNavArea
|
CTFNavArea GetNavArea(Vector origin, float beneath)
|
Given a position in the world, return the nav area that is closest to or below that height. |
GetNavAreaByID
|
CTFNavArea GetNavAreaByID(int area_id)
|
Get nav area by ID. |
GetNavAreaCount
|
int GetNavAreaCount()
|
Return total number of nav areas. |
GetNavAreasFromBuildPath
|
bool GetNavAreasFromBuildPath(CTFNavArea start_area, CTFNavArea end_area, Vector goal_pos, float max_path_length, ETFTeam team, bool ignore_nav_blockers, table result)
|
Fills the table with areas from a path. Returns whether a path was found. If 'end_area' is NULL, will compute a path as close as possible to 'goal_pos'.
![]() |
GetNavAreasInRadius
|
void GetNavAreasInRadius(Vector origin, float radius, table result)
|
Fills a passed in table of nav areas within radius. |
GetNavAreasOverlappingEntityExtent
|
void GetNavAreasOverlappingEntityExtent(handle entity, table result)
|
Fills passed in table with areas overlapping entity's extent. |
GetNearestNavArea
|
CTFNavArea GetNearestNavArea(Vector origin, float max_distance, bool check_los, bool check_ground)
|
Given a position in the world, return the nav area that is closest to or below that height. |
GetObstructingEntities
|
void GetObstructingEntities(table result)
|
Fills a passed in table of all obstructing entities. |
NavAreaBuildPath
|
bool NavAreaBuildPath(CTFNavArea start_area, CTFNavArea end_erea, Vector goal_pos, float max_path_length, ETFTeam team, bool ignore_nav_blockers)
|
Returns true if a path exists. |
NavAreaTravelDistance
|
float NavAreaTravelDistance(CTFNavArea start_area, CTFNavArea end_area, float max_path_length)
|
Compute distance between two areas. Return -1.0 if can't reach 'end_area' from 'start_area'. |
RegisterAvoidanceObstacle
|
void RegisterAvoidanceObstacle(handle entity)
|
Registers avoidance obstacle. |
UnregisterAvoidanceObstacle
|
void UnregisterAvoidanceObstacle(handle entity)
|
Unregisters avoidance obstacle. |
CNetPropManager
Game Instance: NetProps
Allows reading and updating the network properties and data-maps of an entity. A brief explanation: all entities in the game have 2 types of internal properties: networked and saved (called "data" by the game). Networked properties are transmitted to the client, while data properties are a leftover from singleplayer games, which are properties that get saved to a save file (that can be re-loaded later). Some properties may exist in both lists, or one list but not the other and vice versa, so it's best to check both lists. Entities follow an inheritance tree, and they inherit the properties of their parent(s). For organization/optimization purposes, properties also tend to be nested inside "tables".
Netprops nested in a table can be accessed using dot notation similar to a Squirrel table. Example: to access the netprop m_bJumping
on a player, you would specify m_Shared.m_bJumping
.

HasProp
to see if its correct. For example, LocalWeaponData
and LocalActiveWeaponData
don't need to be specified. But on the contrary, m_Collision
, m_Shared
and m_AttributeManager
(+ m_Item
) must be explicitly specified.
- Interactive viewer of netprops: https://jackz.me/netprops/tf2
- Formatted list of netprops and datamaps: https://sigwiki.potato.tf/index.php/Entity_Properties
- Raw list of netprops and datamaps: https://www.invalidvertex.com/tf2dump.php


EntityQuality
or AccountID
are banned and cannot be set nor fetched, to prevent spoofing economy items as legitimate.
NetProps.GetPropInt
would simply become GetPropInt
.
foreach (name, method in ::NetProps.getclass())
if (name != "IsValid")
getroottable()[name] <- method.bindenv(::NetProps)
Methods
Function | Signature | Description |
---|---|---|
GetPropArraySize
|
int GetPropArraySize(handle entity, string property_name)
|
Returns the size of an netprop array, or -1. |
GetPropEntity
|
handle GetPropEntity(handle entity, string property_name)
|
Reads an EHANDLE-valued netprop (21 bit integer). Returns the script handle of the entity. |
GetPropEntityArray
|
handle GetPropEntityArray(handle entity, string property_name, int array_element)
|
Reads an EHANDLE-valued netprop (21 bit integer) from an array. Returns the script handle of the entity. |
GetPropBool
|
bool GetPropBool(handle entity, string property_name)
|
Reads a boolean-valued netprop. |
GetPropBoolArray
|
bool GetPropBoolArray(handle entity, string property_name, int array_element)
|
Reads a boolean-valued netprop from an array. |
GetPropFloat
|
float GetPropFloat(handle entity, string property_name)
|
Reads a float-valued netprop. |
GetPropFloatArray
|
float GetPropFloatArray(handle entity, string property_name, int array_element)
|
Reads a float-valued netprop from an array. |
GetPropInfo
|
bool GetPropInfo(handle entity, string property_name, int array_element, table result)
|
Fills in a passed table with property info for the provided entity. |
GetPropInt
|
int GetPropInt(handle entity, string property_name)
|
Reads an integer-valued netprop. |
GetPropIntArray
|
int GetPropIntArray(handle entity, string property_name, int array_element)
|
Reads an integer-valued netprop from an array. |
GetPropString
|
string GetPropString(handle entity, string property_name)
|
Reads an string-valued netprop. |
GetPropStringArray
|
string GetPropStringArray(handle entity, string property_name, int array_element)
|
Reads an string-valued netprop from an array. |
GetPropType
|
string GetPropType(handle entity, string property_name)
|
Returns the name of the netprop type as a string. |
GetPropVector
|
Vector GetPropVector(handle entity, string property_name)
|
Reads a 3D vector-valued netprop. |
GetPropVectorArray
|
Vector GetPropVectorArray(handle entity, string property_name, int array_element)
|
Reads a 3D vector-valued netprop from an array. |
GetTable
|
void GetTable(handle entity, int prop_type, table result)
|
Fills in a passed table with all props of a specified type for the provided entity (set prop_type to 0 for SendTable or 1 for DataMap). |
HasProp
|
bool HasProp(handle entity, string property_name)
|
Checks if a netprop exists. |
SetPropBool
|
void SetPropBool(handle entity, string property_name, bool value)
|
Sets a netprop to the specified boolean. |
SetPropBoolArray
|
void SetPropBoolArray(handle entity, string property_name, bool value, int array_element)
|
Sets a netprop from an array to the specified boolean. |
SetPropEntity
|
void SetPropEntity(handle entity, string property_name, handle value)
|
Sets an EHANDLE-valued netprop (21 bit integer) to reference the specified entity. |
SetPropEntityArray
|
void SetPropEntityArray(handle entity, string property_name, handle value, int array_element)
|
Sets an EHANDLE-valued netprop (21 bit integer) from an array to reference the specified entity. |
SetPropFloat
|
void SetPropFloat(handle entity, string property_name, float value)
|
Sets a netprop to the specified float. |
SetPropFloatArray
|
void SetPropFloatArray(handle entity, string property_name, float value, int array_element)
|
Sets a netprop from an array to the specified float. |
SetPropInt
|
void SetPropInt(handle entity, string property_name, int value)
|
Sets a netprop to the specified integer.
![]() m_iTeamNum netprops on players or Engineer buildings permanently. Use ForceChangeTeam or SetTeam or respectively. Not doing so will result in unpredictable server crashes later on. Overriding m_iTeamNum temporarily and then reverting it in the same frame is safe however. |
SetPropIntArray
|
void SetPropIntArray(handle entity, string property_name, int value, int array_element)
|
Sets a netprop from an array to the specified integer. |
SetPropString
|
void SetPropString(handle entity, string property_name, string value)
|
Sets a netprop to the specified string. |
SetPropStringArray
|
void SetPropStringArray(handle entity, string property_name, string value, int array_element)
|
Sets a netprop from an array to the specified string. |
SetPropVector
|
void SetPropVector(handle entity, string property_name, Vector value)
|
Sets a netprop to the specified vector. |
SetPropVectorArray
|
void SetPropVectorArray(handle entity, string property_name, Vector value, int array_element)
|
Sets a netprop from an array to the specified vector. |
CScriptEntityOutputs
Game Instance: EntityOutputs
Allows reading and manipulation of entity output data.
Methods
Function | Signature | Description |
---|---|---|
AddOutput
|
void AddOutput(handle entity, string output_name, string targetname, string input_name, string parameter, float delay, int times_to_fire)
|
Adds a new output to the entity. |
GetNumElements
|
int GetNumElements(handle entity, string output_name)
|
Returns the number of array elements. |
GetOutputTable
|
void GetOutputTable(handle entity, string output_name, table, int array_element)
|
Fills the passed table with output information. |
HasAction
|
bool HasAction(handle entity, string output_name)
|
Returns true if an action exists for the output. |
HasOutput
|
bool HasOutput(handle entity, string output_name)
|
Returns true if the output exists. |
RemoveOutput
|
void RemoveOutput(handle entity, string output_name, string targetname, string input_name, string parameter)
|
Removes an output from the entity.
![]() |
CScriptKeyValues
Script handle representation of a model's $keyvalues block. All sub-keys are instances of the same class.
Methods
Function | Signature | Description |
---|---|---|
FindKey
|
CScriptKeyValues FindKey(string key)
|
Find a sub key by the key name. |
GetFirstSubKey
|
CScriptKeyValues GetFirstSubKey()
|
Return the first sub key object. |
GetKeyBool
|
bool GetKeyBool(string key)
|
Return the key value as a bool. |
GetKeyFloat
|
float GetKeyFloat(string key)
|
Return the key value as a float. |
GetKeyInt
|
int GetKeyInt(string key)
|
Return the key value as an integer. |
GetKeyString
|
string GetKeyString(string key)
|
Return the key value as a string. |
GetNextKey
|
CScriptKeyValues GetNextKey()
|
Return the next neighbor key object to the one the method is called on. |
IsKeyEmpty
|
bool IsKeyEmpty(string key)
|
Returns true if the named key has no value. |
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid key. |
ReleaseKeyValues
|
void ReleaseKeyValues()
|
Releases the contents of the instance. |
CPlayerVoiceListener
Game Instance: PlayerVoiceListener
Tracks if any player is using voice and for how long.
Methods
Function | Signature | Description |
---|---|---|
GetPlayerSpeechDuration
|
float GetPlayerSpeechDuration(int player_index)
|
Returns the number of seconds the player has been continuously speaking. |
IsPlayerSpeaking
|
bool IsPlayerSpeaking(int player_index)
|
Returns whether the player specified is speaking. |
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(handle 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. If multiple entities have the same name, only the one with the lowest entity index will be targeted. |
CPointTemplate
Extends CBaseEntity ↑
Script handle class for point_template.
Hooks
table PreSpawnInstance(string entity_class, string entity_name)
- 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(entity_class, entity_name)
{
local keyvalues =
{
rendercolor = "0 255 0",
targetname = "my_spawned_entity"
}
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(targetname, handle in entities)
{
printl(targetname + ": " + handle)
}
}
Example
Spawned entities can be accessed synchronously in script by using an entity maker. The following generalised example creates a global SpawnMyEntity()
function which spawns and returns the templated entity. It can be modified to support multiple templated entities.
m_hSpawnedEntity <- null
m_KeyValues <- null
m_hSpawner <- Entities.CreateByClassname("env_entity_maker")
m_hSpawner.__KeyValueFromString("EntityTemplate", self.GetName())
function PreSpawnInstance(classname, targetname)
{
return m_KeyValues
}
function PostSpawn(entities)
{
foreach (targetname, entity in entities)
{
m_hSpawnedEntity = entity
break
}
}
::SpawnMyEntity <- function(keyvalues = null)
{
m_KeyValues = keyvalues
m_hSpawner.SpawnEntity()
return m_hSpawnedEntity
}.bindenv(this)
Spawn templated entities from any script.
local ent = SpawnMyEntity({
rendercolor = Vector(RandomInt(0, 255), RandomInt(0, 255), RandomInt(0, 255))
})
printl( ent )
CFuncTrackTrain
Extends CBaseEntity ↑
Script handle class for func_tracktrain.
Methods
Function | Signature | Description |
---|---|---|
GetFuturePosition
|
Vector GetFuturePosition(float x, float speed)
|
Get a position on the track X seconds in the future. |
CPointScriptTemplate
Extends CBaseEntity ↑
Script handle class for point_script_template.
Methods
Function | Signature | Description |
---|---|---|
AddTemplate
|
void AddTemplate(string classname, table keyvalues)
|
Add an entity with the given keyvalues to the template spawner, similar to SpawnEntityFromTable . The number of templates allowed is unlimited.
|
SetGroupSpawnTables
|
void SetGroupSpawnTables(table group, table spawn)
|
Unused. This only stores a reference to the two tables which is removed when the point_script_template is deleted. |

ForceSpawn
input onto the point_script_template with AcceptInput
.Hooks
PreSpawnInstance
hook from point_template is not available.
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.

PreSpawnInstance
hook is not implemented, this callback is never fired. This can be fixed however by defining an entity table named __EntityMakerResult
in the entity's scope.
__EntityMakerResult
table and add every entity to an array instead, as shown in the following example:
local template = SpawnEntityFromTable("point_script_template", {})
template.SetGroupSpawnTables({})
local scope = template.GetScriptScope()
scope.Entities <- []
scope.__EntityMakerResult <- {entities = scope.Entities}.setdelegate({_newslot = function(_, value) {entities.append(value)}})
scope.PostSpawn <- function(named_entities)
{
__DumpScope(0, Entities)
}
template.AddTemplate("prop_dynamic",
{
model = "models/player/heavy.mdl",
origin = Vector(247, -281, -123)
})
template.AddTemplate("prop_dynamic",
{
model = "models/player/spy.mdl",
origin = Vector(247, -381, -123)
})
template.AcceptInput("ForceSpawn", "", null, null)
CSceneEntity
Extends CBaseEntity ↑
Script handle class for scripted_scene, which make use of VCD data.
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 scene_name, 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. |
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 function_prefix, 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 prefix, 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. |
NextBotCombatCharacter
Extends CBaseCombatCharacter ↑
Script handle class for non-playable combat characters operating under the NextBot system.
Methods
Function | Signature | Description |
---|---|---|
ClearImmobileStatus
|
void ClearImmobileStatus()
|
Clear immobile status. |
FlagForUpdate
|
void FlagForUpdate(bool toggle)
|
Flag this bot for update (or not to update if toggle is false).
![]() nb_update_frequency . 0.05 is enough to make existing nextbots such as Ghost look smooth. |
GetBodyInterface
|
INextBotComponent GetBodyInterface()
|
Get this bot's body interface.
![]() |
GetBotId
|
int GetBotId()
|
Get this bot's id. |
GetImmobileDuration
|
float GetImmobileDuration()
|
How long have we been immobile. |
GetImmobileSpeedThreshold
|
float GetImmobileSpeedThreshold()
|
Return units/second below which this actor is considered immobile. |
GetIntentionInterface
|
INextBotComponent GetIntentionInterface()
|
Get this bot's intention interface.
![]() |
GetLocomotionInterface
|
ILocomotion GetLocomotionInterface()
|
Get this bot's locomotion interface. |
GetTickLastUpdate
|
int GetTickLastUpdate()
|
Get last update tick. |
GetVisionInterface
|
INextBotComponent GetVisionInterface()
|
Get this bot's vision interface.
![]() |
IsEnemy
|
bool IsEnemy(handle entity)
|
Return true if given entity is our enemy. |
IsFlaggedForUpdate
|
bool IsFlaggedForUpdate()
|
Is this bot flagged for update. |
IsFriend
|
bool IsFriend(handle entity)
|
Return true if given entity is our friend. |
IsImmobile
|
bool IsImmobile()
|
Return true if we haven't moved in awhile. |
INextBotComponent
Base script handle class for any interfaces belonging to an individual NextBotCombatCharacter ↑ entity.
Methods
Function | Signature | Description |
---|---|---|
ComputeUpdateInterval
|
bool ComputeUpdateInterval()
|
Recomputes the component update interval. |
GetUpdateInterval
|
float GetUpdateInterval()
|
Returns the component update interval. |
Reset
|
void Reset()
|
Resets the internal update state |
ILocomotion
Extends INextBotComponent ↑
The interface for interacting with a specific NextBot's movement brain.
Methods
Function | Signature | Description |
---|---|---|
Approach
|
void Approach(Vector goal, float goal_weight)
|
The primary locomotive method. Goal determines the destination position to move towards. goal_weight determines the priority of this path, you can set this to 1.0 generally speaking.
![]() |
ClearStuckStatus
|
void ClearStuckStatus(string reason)
|
Reset stuck status to un-stuck. Reason message is shown when debugging nextbots. |
ClimbUpToLedge
|
bool ClimbUpToLedge(Vector goal_pos, Vector goal_forward, handle obstacle)
|
Initiate a jump to an adjacent high ledge, return false if climb can't start. |
ComputeUpdateInterval
|
bool ComputeUpdateInterval()
|
Returns false if no time has elapsed. |
DriveTo
|
void DriveTo(Vector pos)
|
Move the bot to the precise given position immediately, updating internal state. |
FaceTowards
|
void FaceTowards(Vector target)
|
Rotate body to face towards target.
![]() |
FractionPotentialGap
|
float FractionPotentialGap(Vector from, Vector to)
|
If the locomotor cannot jump over the gap, returns the fraction of the jumpable ray. |
FractionPotentiallyTraversable
|
float FractionPotentiallyTraversable(Vector from, Vector to, bool immediately)
|
If the locomotor could not move along the line given, returns the fraction of the walkable ray. If immediately is true, breakables are considered non-traverseable. |
GetDeathDropHeight
|
float GetDeathDropHeight()
|
Distance at which we will die if we fall. |
GetDesiredSpeed
|
float GetDesiredSpeed()
|
Get desired speed for locomotor movement. |
GetFeet
|
Vector GetFeet()
|
Return position of feet - the driving point where the bot contacts the ground. |
GetGround
|
handle GetGround()
|
Return the current ground entity or NULL if not on the ground. |
GetGroundMotionVector
|
Vector GetGroundMotionVector()
|
Return unit vector in XY plane describing our direction of motion - even if we are currently not moving. |
GetGroundNormal
|
Vector GetGroundNormal()
|
Surface normal of the ground we are in contact with. |
GetGroundSpeed
|
float GetGroundSpeed()
|
Return current world space speed in XY plane. |
GetMaxAcceleration
|
float GetMaxAcceleration()
|
Return maximum acceleration of locomotor. |
GetMaxDeceleration
|
float GetMaxDeceleration()
|
Return maximum deceleration of locomotor. |
GetMaxJumpHeight
|
float GetMaxJumpHeight()
|
Return maximum height of a jump.
![]() base_boss entity, as there is currently no available method to modify this value, you can fire the input SetMaxJumpHeight to change it. |
GetMotionVector
|
Vector GetMotionVector()
|
Return unit vector describing our direction of motion - even if we are currently not moving. |
GetRunSpeed
|
float GetRunSpeed()
|
Get maximum running speed. |
GetSpeed
|
float GetSpeed()
|
Return current world space speed (magnitude of velocity). |
GetSpeedLimit
|
float GetSpeedLimit()
|
Get maximum speed bot can reach, regardless of desired speed. |
GetStepHeight
|
float GetStepHeight()
|
If delta Z is lower than this, we can step up the surface (like a stair step), but if delta Z is greater than this, we have to jump to get up.
![]() base_boss entity, as there is currently no available method to modify this value, you can fire the input SetStepHeight to change it. |
GetStuckDuration
|
float GetStuckDuration()
|
Return how long we've been stuck. |
GetTraversableSlopeLimit
|
float GetTraversableSlopeLimit()
|
Return Z component of unit normal of steepest traversable slope. |
GetUpdateInterval
|
float GetUpdateInterval()
|
Returns time between updates. |
GetVelocity
|
Vector GetVelocity()
|
Return current world space velocity. |
GetWalkSpeed
|
float GetWalkSpeed()
|
Get maximum walking speed. |
HasPotentialGap
|
float HasPotentialGap(Vector from, Vector to)
|
Checks if there is a possible gap that will need to be jumped over. Returns fraction of ray from 0 to 1. |
IsAbleToClimb
|
bool IsAbleToClimb()
|
Return true if this bot can climb arbitrary geometry it encounters. |
IsAbleToJumpAcrossGaps
|
bool IsAbleToJumpAcrossGaps()
|
Return true if this bot can jump across gaps in its path. |
IsAreaTraversable
|
bool IsAreaTraversable(handle area)
|
Return true if given area can be used for navigation. |
IsAttemptingToMove
|
bool IsAttemptingToMove()
|
Return true if we have tried to Approach() or DriveTo() very recently. |
IsClimbingOrJumping
|
bool IsClimbingOrJumping()
|
Is jumping in any form. |
IsClimbingUpToLedge
|
bool IsClimbingUpToLedge()
|
Is climbing up to a high ledge. |
IsEntityTraversable
|
bool IsEntityTraversable(handle entity, bool immediately)
|
Return true if the entity handle is traversable. If immediately is true, breakables are considered non-traverseable. |
IsGap
|
bool IsGap(Vector pos, Vector forward)
|
Return true if there is a gap at this position.
![]() |
IsJumpingAcrossGap
|
bool IsJumpingAcrossGap()
|
Is jumping across a gap to the far side. |
IsOnGround
|
bool IsOnGround()
|
Return true if standing on something. |
IsPotentiallyTraversable
|
float IsPotentiallyTraversable(Vector from, Vector to, bool immediately)
|
Checks if this locomotor could potentially move along the line given. Returns fraction of trace result (1 = clear). If immediately is true, breakables are considered non-traverseable. |
IsRunning
|
bool IsRunning()
|
Is running? |
IsScrambling
|
bool IsScrambling()
|
Is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted. |
IsStuck
|
bool IsStuck()
|
Return true if bot is stuck. If the locomotor cannot make progress, it becomes stuck and can only leave this stuck state by successfully movingand becoming un-stuck. |
Jump
|
void Jump()
|
Initiate a simple undirected jump in the air. |
JumpAcrossGap
|
void JumpAcrossGap(Vector goal_pos, Vector goal_forward)
|
Initiate a jump across an empty volume of space to far side.
![]() |
OnLandOnGround
|
void OnLandOnGround(handle ground)
|
Manually run the OnLandOnGround callback. Typically invoked when bot lands on the ground after being in the air. |
OnLeaveGround
|
void OnLeaveGround(handle ground)
|
Manually run the OnLeaveGround callback. Typically invoked when bot leaves ground for any reason. |
Reset
|
void Reset()
|
Resets motion, stuck state etc. |
Run
|
void Run()
|
Set desired movement speed to running. |
SetDesiredSpeed
|
void SetDesiredSpeed(float speed)
|
Set desired speed for locomotor movement. |
SetSpeedLimit
|
void SetSpeedLimit(float limit)
|
Set maximum speed bot can reach, regardless of desired speed. |
Stop
|
void Stop()
|
Set desired movement speed to stopped. |
Walk
|
void Walk()
|
Set desired movement speed to walking |
LateBinder
Methods
Function | Signature | Description |
---|---|---|
Begin
|
||
End
|
||
EstablishDelegation
|
||
HookRootMetamethod
|
||
UnhookRootMetamethod
|
||
RemoveDelegation
|
||
Resolve
|
Members
Instance | Type | Description |
---|---|---|
m_bindNamesStack
|
array
|
|
m_fixupSet
|
array
|
|
m_log
|
bool
|
|
m_logIndent
|
int
|
|
m_targetTable
|
table?(null)
|
Data Types
Vector
Squirrel equivalent of the C++ Vector class. A three-dimensional vector with overloaded arithmetic operations for both Vectors and scalar values.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
Vector(float x = 0.0, float y = 0.0, float z = 0.0)
|
Creates a new vector with the specified Cartesian coordiantes. |
Cross
|
Vector 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.
![]() |
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. |
Norm
|
float Norm()
|
Normalizes the vector in place and returns it's length. |
Scale
|
Vector Scale(float factor)
|
Scales the vector magnitude. |
ToKVString
|
string ToKVString()
|
Returns a string without separations commas. |
tostring
|
string tostring()
|
Returns a human-readable string. |
Members
Instance | Type | Description |
---|---|---|
x
|
float
|
Cartesian X axis. |
y
|
float
|
Cartesian Y axis. |
z
|
float
|
Cartesian Z axis. |
Operations
Operation | Return Type | Description |
---|---|---|
Vector + Vector
|
Vector
|
Returns the sum of both classes's members. |
QAngle + Vector
| ||
Vector - Vector
|
Vector
|
Returns the subtraction of both classes's members. |
QAngle - Vector
| ||
Vector * integer
|
Vector
|
Returns the multiplication of a Vector against a scalar. |
Vector * float
|
QAngle
Squirrel equivalent of the C++ QAngle class. Represents a three-dimensional orientation as Euler angles.
Has overloaded arithmetic operations with both QAngles and scalar values.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
QAngle(float pitch = 0.0, float yaw = 0.0, float roll = 0.0)
|
Creates a new QAngle. |
Forward
|
Vector Forward()
|
Returns the Forward Vector of the angles. |
Left
|
Vector Left()
|
![]() |
Pitch
|
float Pitch()
|
Returns the pitch angle in degrees. |
Roll
|
float Roll()
|
Returns the roll angle in degrees. |
ToKVString
|
string ToKVString()
|
Returns a string with the values separated by one space. |
ToQuat
|
Quaternion ToQuat()
|
Returns a quaternion representaion of the orientation. |
Up
|
Vector Up()
|
Returns the Up Vector of the angles. |
Yaw
|
float Yaw()
|
Returns the yaw angle in degrees. |
Members
Instance | Type | Description |
---|---|---|
x
|
float
|
Pitch in degrees. |
y
|
float
|
Yaw in degrees. |
z
|
float
|
Roll in degrees. |
Operations
Operation | Return Type | Description |
---|---|---|
QAngle + QAngle
|
QAngle
|
Sum of both classes's members (XYZ). |
Vector + QAngle
| ||
QAngle - QAngle
|
QAngle
|
Subtraction of both classes's members (XYZ). |
Vector - QAngle
| ||
QAngle * int
|
QAngle
|
QAngle multiplied by a number. |
QAngle * float
|
Vector2D, Vector4D
Two and four-dimensional equivalents to Vector with less amount of methods.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
Vector2D(float x = 0.0, float y = 0.0)
|
Creates a new 2-dimensional vector with the specified Cartesian coordiantes. |
constructor
|
Vector4D(float x = 0.0, float y = 0.0, float z = 0.0, float w = 0.0)
|
Creates a new 4-dimensional vector with the specified Cartesian coordiantes. |
Dot
|
float Dot(VectorXD factor)
|
The scalar product of two vectors. |
Length
|
float Length()
|
Magnitude of the vector. |
LengthSqr
|
float LengthSqr()
|
The magnitude of the vector squared.
![]() |
Norm
|
float Norm()
|
Normalizes the vector in place and returns it's length. |
ToKVString
|
string ToKVString()
|
Returns a string without separations commas. |
Quaternion
Quaternion represents rotations in three-dimensional space.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
Quaternion()
|
Creates a new identity quaternion. (0, 0, 0, 1) |
constructor
|
Quaternion(float x, float y = 0.0, float z = 0.0, float w = 0.0)
|
Creates a new quaternion of the form w + xi + yj + zk .
|
Dot
|
float Dot(Quaternion factor)
|
The 4D scalar product of two quaternions. represents the angle between the quaternions in the range [1, 0]. |
Invert
|
Quaternion Invert()
|
Returns a quaternion with the complimentary rotation. |
Norm
|
float Norm()
|
Normalizes the quaternion. |
SetPitchYawRoll
|
void SetPitchYawRoll(float pitch, float yaw, float roll)
|
Recomputes the quaternion from the supplied Euler angles. |
ToKVString
|
string ToKVString()
|
Returns a string with the values separated by one space. |
ToQAngle
|
QAngle ToQAngle()
|
Returns the angles resulting from the rotation. |
Members
Instance | Type | Description |
---|---|---|
x
|
float
|
Vector component along the i axis. |
y
|
float
|
Vector component along the j axis. |
z
|
float
|
Vector component along the k axis. |
w
|
float
|
Scalar part. |
Operations
Operation | Return Type | Description |
---|---|---|
Quaternion + Quaternion
|
Quaternion
|
Sum of the two Quaternions. |
Quaternion - Quaternion
|
Quaternion
|
Subtraction of the two Quaternions. |
Quaternion * integer
|
Quaternion
|
Quaternion multiplied by a number. |
Quaternion * float
|
Globals
Function | Signature | Description |
---|---|---|
AddThinkToEnt
|
void AddThinkToEnt(handle entity, string function_name)
|
Sets a function in the entity's script to rerun by itself constantly. Pass null as the function name to remove a think function.
The default think interval is 0.1s, unless overridden by returning a different time interval in seconds in the think function. TF2 runs at 66 ticks per second, so the lowest possible interval is 0.015 seconds. Return -1 to think every tick (do not return 0 or 0.015, this will give inconsistent intervals). The highest interval where all clients will interpolate entities. regardless of network settings, is 0.05 (20 times per second). ![]() AddThinkToEnt will not work as the think function is restored on the entity after it's finished. NetProps.SetPropString(self, "m_iszScriptThinkFunction", "") must be used to remove the think function.
![]() TakeDamage and then trying to clear the think function in player_death event. The think function will not be cleared unless the line above is also added.![]() ![]() ![]() EFL_KILLME and/or EFL_NO_THINK_FUNCTION entity flags set do not process thinks. |
AddToScriptHelp
|
void AddToScriptHelp(table help)
|
|
Assert
|
void Assert(bool value, string optional_message = null)
|
Test value and if not true, throws exception, optionally with message. |
ClearGameEventCallbacks
|
void ClearGameEventCallbacks()
|
Empties the tables of game event callback functions.
![]() |
CreateProp
|
CBaseAnimating CreateProp(string classname, Vector origin, string model_name, int activity)
|
Create a prop. |
CreateSceneEntity
|
CBaseAnimating CreateSceneEntity(string scene)
|
Create a scene entity to play the specified scene. |
developer
|
int developer()
|
The current level of the developer console variable.
|
DispatchParticleEffect
|
void DispatchParticleEffect(string name, Vector origin, Vector direction)
|
Dispatches a one-off particle system. To pass angles into this, use the .Forward() method on a QAngle.
![]() ![]() ![]() function PrecacheParticle(name)
{
PrecacheEntityFromTable({ classname = "info_particle_system", effect_name = name })
}
|
Document
|
void Document(unknown symbol_or_table, unknown item_if_symbol = null, string description_if_symbol = null)
|
|
DoEntFire
|
void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller)
|
Generate an entity I/O event. The caller and activator argument takes a CBaseEntity script handle, and entities assigned can receive inputs with target set to !self, or !activator / !caller. Negative delays are clamped to 0.
![]() point_servercommand . |
DoIncludeScript
|
bool DoIncludeScript(string file, handle/table scope)
|
Execute a script and put all its content for the argument passed to thescope parameter. The file must have the .nut extension.
![]() |
IncludeScript
|
bool IncludeScript(string file, table scope = null)
|
Wrapper for DoIncludeScript. |
EmitAmbientSoundOn
|
void EmitAmbientSoundOn(string sound_name, float volume, int soundlevel, int pitch, handle entity)
|
Play named sound on an entity using configurations similar to ambient_generic. Soundlevel is in decibels, see this page for real world equivalents.
![]() ![]() local soundlevel = (40 + (20 * log10(radius / 36.0))).tointeger()
|
StopAmbientSoundOn
|
void StopAmbientSoundOn(string sound_name, handle entity)
|
Stop named sound on an entity using configurations similar to ambient_generic. |
EmitSoundEx
|
void EmitSoundEx(table params)
|
Play a sound. Takes in a script table of params: sound_name , channel , volume , sound_level , flags , pitch , special_dsp , origin , delay , sound_time , entity , speaker_entity , filter_type , filter_param . All parameters are optional except sound_name. See the main page for more details.
|
EmitSoundOn
|
void EmitSoundOn(string sound_script, handle entity)
|
Play named sound on given entity. The sound must be precached first for it to play (using PrecacheSound or PrecacheScriptSound ).
![]() StopSound in the OnDestroy callback. |
StopSoundOn
|
void StopSoundOn(string sound_script, handle entity)
|
Stop named sound on an entity. |
EmitSoundOnClient
|
void EmitSoundOnClient(string sound_script, handle player)
|
Play named sound only on the client for the specified player. The sound must be precached first for it to play (PrecacheScriptSound ).
![]() |
EntFire
|
void EntFire(string target, string action, string value = null, float delay = 0, handle activator = null)
|
Wrapper for DoEntFire() that setsactivator to null, but has nocaller param. Negative delays are clamped to 0.
![]() point_servercommand . |
EntFireByHandle
|
void EntFireByHandle(handle entity, string action, string value, float delay, handle activator, handle caller)
|
Generate an entity I/O event. First parameter is an entity instance. Negative delays are clamped to 0.
![]() AcceptInput instead.![]() RunScriptCode input will add the value provided to the string table. If your code uses a big range of distinct values provided to this input (for example passing a float like timestamp) the string table will eventually exceed it's limit of 65k strings causing the server to crash (CUtlRBTree overflow). To prevent this issue from occurring you can use custom delay function, such as the one implemented in Source SDK 2013 VScript Examples.
![]() SetText input on game_text, but accounting for it is not as vital. |
EntIndexToHScript
|
handle EntIndexToHScript(int entindex)
|
Turn an entity index integer to an HScript representing that entity's script instance. |
FileToString
|
string FileToString(string file)
|
Reads a string from file located in the game's scriptdata folder. Returns the string from the file, null if no file or file is greater than 16384 bytes.
![]() ![]() |
FindCircularReference
|
FindCircularReference()
|
|
FindCircularReferences
|
FindCircularReferences()
|
|
FireGameEvent
|
bool FireGameEvent(string name, table params)
|
Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table.
![]() SendGlobalGameEvent . |
FireScriptHook
|
bool FireScriptHook(string name, table params)
|
Fire a script hook to a listening callback function in script. Parameters are passed in a squirrel table. |
FireScriptEvent
|
void FireScriptEvent(string event, table params)
|
Wrapper for __RunEventCallbacks() .
|
FrameTime
|
float FrameTime()
|
Get the time spent on the server in the last frame. Usually this will be 0.015 (the default tickrate). |
GetDeveloperLevel
|
int GetDeveloperLevel()
|
Gets the level of 'developer' |
GetFrameCount
|
int GetFrameCount()
|
Returns the engines current frame count. The counter does not reset between map changes. This is NOT the tick count.
![]() m_nSimulationTick netprop from any player or moving entity. |
GetFriction
|
float GetFriction(CTFPlayer player)
|
Returns the Friction on a player entity, meaningless if not a player. |
GetFunctionSignature
|
string GetFunctionSignature(function func, string prefix)
|
|
GetListenServerHost
|
CTFPlayer GetListenServerHost()
|
Get the local player on a listen server. Returns null on dedicated servers.
![]() IsDedicatedServer instead to check if the server is a listen or dedicated server, as it checks it in a different way.![]() PlayerInstanceFromIndex(1) to fetch the first player on the server. For convenience sake (e.g. for script compatibility), you can map this to that function using the following:
::GetListenServerHost <- @() PlayerInstanceFromIndex(1)
|
GetMapName
|
string GetMapName()
|
Get the name of the map without extension, e.g. ctf_2fort . For workshop maps, this will be in the format workshop/[name].ugc[id] .
|
GetModelIndex
|
int GetModelIndex(string model_name)
|
Returns the index of the named model. |
![]() GetPhysAngularVelocity
|
Vector GetPhysAngularVelocity(handle entity)
|
Returns the Angular velocity of the entity. Deprecated, use the GetPhysAngularVelocity method on the entity instead.
|
![]() GetPhysVelocity
|
Vector GetPhysVelocity(handle entity)
|
Returns the velocity of the entity. Deprecated, use the GetPhysVelocity method on the entity instead.
|
GetPlayerFromUserID
|
CTFPlayer GetPlayerFromUserID(int userid)
|
Given a user id, return the entity, or null.
![]() EntIndexToHScript .![]() |
GetSoundDuration
|
float GetSoundDuration(string sound_name, string actor_model_name)
|
Returns float duration of the sound. Actor model name is optional and can be left null.
Todo: Actor model name is likely a leftover from
![]() ![]() |
IsDedicatedServer
|
bool IsDedicatedServer()
|
Returns true if this server is a dedicated server. |
IsModelPrecached
|
bool IsModelPrecached(string model_name)
|
Checks if the model_name is precached. |
IsSoundPrecached
|
bool IsSoundPrecached(string sound_name)
|
Checks if the sound_name is precached. |
IsPlayerABot
|
bool IsPlayerABot(CTFPlayer player)
|
Is this player/entity a puppet or AI bot. To check if the player is a AI bot (CTFBot ) specifically, use IsBotOfType instead.
|
IsWeakref
|
bool IsWeakref()
|
|
LocalTime
|
void LocalTime(table result)
|
Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings). This mirrors the tm structure in C++, see the reference page for more information.
![]() |
MakeNamespace
|
MakeNamespace()
|
|
MaxClients
|
float MaxClients()
|
Get the current number of max clients set by the maxplayers command.
![]() .tointeger() after calling this. |
PickupObject
|
void PickupObject(CTFPlayer player, handle entity)
|
Object from world is put into the "Held" slot of the player. Warning: it will smoothly interpolate from where it is to the players hand - which is a bit goofy if it is on other side of level.
![]() ![]() |
PlayerInstanceFromIndex
|
CTFPlayer PlayerInstanceFromIndex(int index)
|
Get a script handle of a player using the player index.
![]() EntIndexToHScript . |
PrecacheEntityFromTable
|
bool PrecacheEntityFromTable(table keyvalues)
|
Precache an entity from KeyValues in a table. Internally this function creates the entity, fire DispatchSpawn and removes it instantly. Returns false if the table has no classname key, if the value of classname is null or empty, or if the entity failed to be created.
![]() PrecacheEntityFromTable({ classname = "tf_generic_bomb", model = MODEL_NAME }) |
PrecacheModel
|
int PrecacheModel(string model_name)
|
Precache a model (.mdl ) or sprite (.vmt ) and return model index. The extension must be specified. Returns -1 if null or empty model_name is passed in. Missing models/sprites will still return a new index.
![]() PrecacheEntityFromTable instead. |
PrecacheScriptSound
|
bool PrecacheScriptSound(string sound_name)
|
Precache a soundscript. Returns false if soundscript is missing, or if a null or empty sound name is passed in. |
PrecacheSound
|
bool PrecacheSound(string sound_name)
|
Precache a raw sound. Returns false if a null or empty sound name is passed in. |
PrintHelp
|
void PrintHelp()
|
Equivalent to running script_help command.
|
RandomFloat
|
float RandomFloat(float min, float max)
|
Generate a random floating-point number within a range, inclusive. |
RandomInt
|
int RandomInt(int min, int max)
|
Generate a random integer within a range, inclusive. |
RegisterFunctionDocumentation
|
void RegisterFunctionDocumentation(function func, string name, string signature, string description)
|
|
RegisterScriptGameEventListener
|
void RegisterScriptGameEventListener(string event_name)
|
Register as a listener for a game event from script. It's what __CollectGameEventCallbacks() uses to register event callbacks to the C++ code.
![]() |
RegisterScriptHookListener
|
void RegisterScriptHookListener(string name)
|
Register as a listener for a script hook from script. |
RetrieveNativeSignature
|
string RetrieveNativeSignature(function func)
|
|
RotateOrientation
|
QAngle RotateOrientation(QAngle initial, QAngle rotation)
|
Rotate a QAngle by another QAngle. |
RotatePosition
|
Vector RotatePosition(Vector origin, QAngle rotation, Vector input)
|
Rotate the input Vector around an origin.
![]() |
ScreenFade
|
void ScreenFade(CTFPlayer player, int red, int green, int blue, int alpha, float fade_time, float fade_hold, FFADE flags)
|
Start a customisable screenfade. If no player is specified, the fade will apply to all players. |
ScreenShake
|
void ScreenShake(Vector center, float amplitude, float frequency, float duration, float radius, SHAKE_COMMAND command, bool air_shake)
|
Start a customisable screenshake. Set command to 0 to start a shake, or 1 to stop an existing shake. air_shake determines whether the airborne players should be affected by the shake as well. |
ScriptHooksEnabled
|
bool ScriptHooksEnabled()
|
Returns whether script hooks are currently enabled. |
SendGlobalGameEvent
|
bool SendGlobalGameEvent(string event_name, table params)
|
Sends a real game event to everything. Parameters are passed in a squirrel table.
![]() ![]() player_escort_score can take as long as 1 millisecond to execute! This can be prevented by temporarily giving the player the FL_FAKECLIENT flag and reverting it afterwards (however be careful not to revert it on actual bots!).
Example: local is_bot = player.IsFakeClient()
if (!is_bot) player.AddFlag(Constants.FPlayer.FL_FAKECLIENT)
SendGlobalGameEvent("player_escort_score",
{
player = player.entindex(),
points = 1
})
if (!is_bot) player.RemoveFlag(Constants.FPlayer.FL_FAKECLIENT)
|
SendToConsole
|
void SendToConsole(string command)
|
Issues a command to the local client, as if they typed in the command in their console. Does nothing on dedicated servers. |
SendToServerConsole
|
void SendToServerConsole(string command)
|
Issues a command to the server, as if typed in the console.
![]() sv_allow_point_servercommand convar. By default, this command will do nothing unless the server has this command to set to "always"
Todo: using this on listen servers without allowing point_servercommand is seemingly inconsistent, check
IsDedicatedServer() and use SendToConsole instead. |
SendToConsoleServer
|
void SendToConsoleServer(string command)
|
Copy of SendToServerConsole with another name for compat. |
SetFakeClientConVarValue
|
void SetFakeClientConVarValue(CTFBot bot, string cvar, string value)
|
Sets a USERINFO client ConVar for a fakeclient.
![]() name cvar. |
SetSkyboxTexture
|
void SetSkyboxTexture(string texture)
|
Sets the current skybox texture. The path is relative to "materials/skybox/". Only the main name of a skybox texture is needed, for example "sky_gravel_01". |
SpawnEntityFromTable
|
handle SpawnEntityFromTable(string name, table keyvalues)
|
Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
![]() ![]() parentname is not resolved and therefore will not work. Instead, fire AcceptInput after spawning (with SetParent !activator parameters), or use SpawnEntityGroupFromTable .![]() SpawnEntityGroupFromTable as it will be more efficient.Example: SpawnEntityFromTable("logic_timer", {
targetname = "cool"
RefireTime = 60
"OnTimer#1" : "entity,Trigger,,0,-1"
"OnTimer#2" : "somethingelse,Disable,,0,-1"
})
![]() To fix this, an special delimiter also supported by the game can be used named 'ESC'. This cannot be typed on a keyboard normally, and must be copied from another source. The easiest way is to open this link, and copy + paste the character in a supporting editor such as Notepad++. "OnTrigger#5": "res�RunScriptCode�NetProps.SetPropString(self, `m_iszMvMPopfileName`, `test`)�0�-1" ![]() CreateByClassname and set its netprops manually, and don't forget to make sure the model is precached properly too. |
SpawnEntityGroupFromTable
|
bool SpawnEntityGroupFromTable(table groups)
|
Hierarchically spawn an entity group from a set of spawn tables. This computes a spawn order for entities so that parenting is resolved correctly.
The table for this must take the following format. {
<group> =
{
<classname> =
{
// key - values
}
},
// ...
}
Example usage: SpawnEntityGroupFromTable(
{
a =
{
info_particle_system =
{
origin = GetListenServerHost().GetOrigin(),
parentname = "mytarget",
effect_name = "soldierbuff_blue_soldier",
start_active = true
}
},
b =
{
info_particle_system =
{
origin = GetListenServerHost().GetOrigin(),
parentname = "mytarget",
effect_name = "soldierbuff_red_soldier",
start_active = true
}
},
})
![]() Make a script file named "make_brush.nut" that contains the following: function OnPostSpawn()
{
local buf = split(NetProps.GetPropString(self, "m_iszResponseContext"), " ")
self.SetSize(Vector(buf[0], buf[1], buf[2]), Vector(buf[3], buf[4], buf[5]))
self.SetSolid(2)
}
Now you can set the min/max bounding box values for a brush ent directly in the ent key/values like so: SpawnEntityGroupFromTable({
[0] = {
func_rotating =
{
message = "hl1/ambience/labdrone2.wav",
responsecontext = "-1 -1 -1 1 1 1",
vscripts = "make_brush",
volume = 8,
targetname = "crystal_spin",
spawnflags = 65,
solidbsp = 0,
rendermode = 10,
rendercolor = "255 255 255",
renderamt = 255,
maxspeed = 48,
fanfriction = 20,
angles = QAngle(),
origin = Vector(),
}
},
[1] = {
trigger_multiple =
{
targetname = "trigger1",
responsecontext = "-250 -250 -250 250 250 250",
vscripts = "make_brush",
parentname = "crystal_spin",
spawnflags = 1,
"OnStartTouchAll#1": "!activator�RunScriptCode�ClientPrint(self, 3, `I am in trigger1`)�0�-1",
}
},
[2] = {
prop_dynamic =
{
targetname = "crystal",
solid = 6,
renderfx = 15,
rendercolor = "255 255 255",
renderamt = 255,
physdamagescale = 1.0,
parentname = "crystal_spin",
modelscale = 1.3,
model = "models/props_moonbase/moon_gravel_crystal_blue.mdl",
MinAnimTime = 5,
MaxAnimTime = 10,
fadescale = 1.0,
fademindist = -1.0,
origin = Vector(),
angles = QAngle(45, 0, 0)
}
},
})
![]()
|
StringToFile
|
void StringToFile(string file, string string)
|
Stores a string as a file, located in the game's scriptdata folder.
![]() ![]() ![]() |
Time
|
float Time()
|
Get the current time since map load in seconds. The time resets on map change.
The time may be different compared to the global time if running in the context of a player, such as a player think function or damage callback caused by a player. This adjustment is for lag compensation and may be up to 1 second ( |
TraceLine
|
float TraceLine(Vector start, Vector end, handle ignore)
|
Trace a ray. Return fraction along line that hits world or models. Optionally, ignore the specified entity.
![]() |
TraceLinePlayersIncluded
|
float TraceLinePlayersIncluded(Vector start, Vector end, handle ignore)
|
Different version of TraceLine that also hits players and NPCs.
|
TraceLineEx
|
bool TraceLineEx(table params)
|
Extended version of TraceLine . See the main page for more details.
![]() null however will not cause such issue. |
TraceHull
|
bool TraceHull(table params)
|
Trace a box (AABB). See the main page for more details.
![]() |
UniqueString
|
string UniqueString(string suffix = null)
|
Generate a string guaranteed to be unique across the life of the script VM, with an optional suffix. Useful for adding data to tables when not sure what keys are already in use in that table.
The format of the string is |
DoUniqueString
|
string DoUniqueString(string suffix)
|
Internal function called by UniqueString .
|
VSquirrel_OnCreateScope
|
table VSquirrel_OnCreateScope(any value, table scope)
|
Creates a new scope with the name of value in the submitted table (includes unique params). |
VSquirrel_OnReleaseScope
|
void VSquirrel_OnReleaseScope(table created_scope)
|
Removes a scope created via VSquirrel_OnCreateScope. |
__CollectEventCallbacks
|
void __CollectEventCallbacks(scope, prefix, global_table_name, reg_func)
|
Overloaded function. Its only used for this: __CollectEventCallbacks(scope, "OnGameEvent_", "GameEventCallbacks", ::RegisterScriptGameEventListener) .
|
__CollectGameEventCallbacks
|
void __CollectGameEventCallbacks(table scope)
|
Wrapper that registers callbacks for both OnGameEvent_x ↑ and OnScriptEvent_ functions. Done using the __CollectEventCallbacks function.
|
__ReplaceClosures
|
void __ReplaceClosures(script, scope)
|
|
__RunEventCallbacks
|
void __RunEventCallbacks(event, params, prefix, global_table_name, bool warn_if_missing)
|
Call all functions in the callback array for the given game event. |
__RunGameEventCallbacks
|
void __RunGameEventCallbacks(event, params)
|
Wrapper for __RunEventCallbacks() .
|
__RunScriptHookCallbacks
|
void __RunScriptHookCallbacks(event, param)
|
Team Fortress 2
Function | Signature | Description |
---|---|---|
AllowThirdPersonCamera
|
bool AllowThirdPersonCamera()
|
|
ArePlayersInHell
|
bool ArePlayersInHell()
|
|
FlagsMayBeCapped
|
bool FlagsMayBeCapped()
|
May a flag be captured? |
ForceEnableUpgrades
|
void ForceEnableUpgrades(int state)
|
Whether to force on MvM-styled upgrades on/off. 0 -> default, 1 -> force off, 2 -> force on. |
ForceEscortPushLogic
|
void ForceEscortPushLogic(int state)
|
Forces payload pushing logic. 0 -> default, 1 -> force off, 2 -> force on. |
GameModeUsesCurrency
|
bool GameModeUsesCurrency()
|
Does the current gamemode have currency? |
GameModeUsesMiniBosses
|
bool GameModeUsesMiniBosses()
|
Does the current gamemode have minibosses? |
GameModeUsesUpgrades
|
bool GameModeUsesUpgrades()
|
Does the current gamemode have upgrades? |
GetClassLimit
|
int GetClassLimit(ETFClass class)
|
Get class limit for class. |
GetGravityMultiplier
|
float GetGravityMultiplier()
|
|
GetMannVsMachineAlarmStatus
|
bool GetMannVsMachineAlarmStatus()
|
|
GetOvertimeAllowedForCTF
|
bool GetOvertimeAllowedForCTF()
|
|
GetRoundState
|
int GetRoundState()
|
Get current round state. See Constants.ERoundState. |
GetStopWatchState
|
int GetStopWatchState()
|
Get the current stopwatch state. See Constants.EStopwatchState. |
GetWinningTeam
|
int GetWinningTeam()
|
Who won! |
HaveStopWatchWinner
|
bool HaveStopWatchWinner()
|
|
InMatchStartCountdown
|
bool InMatchStartCountdown()
|
Are we in the pre-match/setup state? |
InOvertime
|
bool InOvertime()
|
Currently in overtime? |
IsAttackDefenseMode
|
bool IsAttackDefenseMode()
|
|
IsBirthday
|
bool IsBirthday()
|
Are we in birthday mode? |
IsCompetitiveMode
|
bool IsCompetitiveMode()
|
Playing competitive? |
IsDefaultGameMode
|
bool IsDefaultGameMode()
|
The absence of arena, mvm, tournament mode, etc. |
IsHolidayActive
|
bool IsHolidayActive(EHoliday holiday)
|
Is the given holiday active? |
IsHolidayMap
|
bool IsHolidayMap(EHoliday holiday)
|
Playing a holiday map? |
IsInArenaMode
|
bool IsInArenaMode()
|
Playing arena mode? |
IsInKothMode
|
bool IsInKothMode()
|
Playing king of the hill mode? |
IsInMedievalMode
|
bool IsInMedievalMode()
|
Playing medieval mode? |
IsInWaitingForPlayers
|
bool IsInWaitingForPlayers()
|
Are we waiting for some stragglers? |
IsMannVsMachineMode
|
bool IsMannVsMachineMode()
|
Playing MvM? Beep boop. |
IsMannVsMachineRespecEnabled
|
bool IsMannVsMachineRespecEnabled()
|
Are players allowed to refund their upgrades? |
IsMatchTypeCasual
|
bool IsMatchTypeCasual()
|
Playing casual? |
IsMatchTypeCompetitive
|
bool IsMatchTypeCompetitive()
|
Playing competitive? |
IsPasstimeMode
|
bool IsPasstimeMode()
|
No ball games. |
IsPowerupMode
|
bool IsPowerupMode()
|
Playing powerup mode? Not compatible with MvM. |
IsPVEModeActive
|
bool IsPVEModeActive()
|
|
IsQuickBuildTime
|
bool IsQuickBuildTime()
|
If an engie places a building, will it immediately upgrade? Eg. MvM pre-round etc. |
IsTruceActive
|
bool IsTruceActive()
|
|
IsUsingGrapplingHook
|
bool IsUsingGrapplingHook()
|
|
IsUsingSpells
|
bool IsUsingSpells()
|
|
MapHasMatchSummaryStage
|
bool MapHasMatchSummaryStage()
|
|
MatchmakingShouldUseStopwatchMode
|
bool MatchmakingShouldUseStopwatchMode()
|
|
PlayerReadyStatus_ArePlayersOnTeamReady
|
bool PlayerReadyStatus_ArePlayersOnTeamReady(ETFTeam team)
|
|
PlayerReadyStatus_HaveMinPlayersToEnable
|
bool PlayerReadyStatus_HaveMinPlayersToEnable()
|
|
PlayerReadyStatus_ResetState
|
void PlayerReadyStatus_ResetState()
|
|
PlayersAreOnMatchSummaryStage
|
bool PlayersAreOnMatchSummaryStage()
|
|
PointsMayBeCaptured
|
bool PointsMayBeCaptured()
|
Are points able to be captured? |
SetGravityMultiplier
|
void SetGravityMultiplier(float multiplier)
|
|
SetMannVsMachineAlarmStatus
|
void SetMannVsMachineAlarmStatus(bool status)
|
|
SetOvertimeAllowedForCTF
|
void SetOvertimeAllowedForCTF(bool state)
|
|
SetPlayersInHell
|
void SetPlayersInHell(bool state)
|
|
SetUsingSpells
|
void SetUsingSpells(bool state)
|
|
UsePlayerReadyStatusMode
|
bool UsePlayerReadyStatusMode()
|
Printing and Drawing
Functions for printing out messages or drawing elements in the world, mostly for debugging reasons.

Debug
prefix requires the cvar developer
be enabled and the game unpaused.They also do not appear in multiplayer, only on a local server.
Function | Signature | Description | |
---|---|---|---|
ClientPrint
|
void ClientPrint(CTFPlayer player, EHudNotify destination, string message)
|
Print a client message. If you pass null instead of a valid player, the message will be sent to all clients.
When printing to chat (HUD_PRINTTALK), the color of the text can be changed with certain hex codes:
Chat messages can contain multiple of these codes. If using color sequences, there MUST be a color sequence at the beginning of the string, or color codes won't work!. ![]() ![]() ![]() \x07 at run-time.![]()
| |
DebugDrawBox
|
void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int alpha, float duration)
|
Draw a debug overlay box. | |
DebugDrawBoxAngles
|
void DebugDrawBoxAngles(Vector origin, Vector min, Vector max, QAngle direction, Vector rgb, int alpha, float duration)
|
Draw a debug oriented box. | |
DebugDrawBoxDirection
|
void DebugDrawBoxDirection(Vector center, Vector min, Vector max, Vector forward, Vector rgb, float alpha, float duration)
|
Draw a debug forward box. | |
DebugDrawCircle
|
void DebugDrawCircle(Vector center, Vector rgb, float alpha, float radius, bool ztest, float duration)
|
Draw a debug circle. | |
DebugDrawClear
|
void DebugDrawClear()
|
Try to clear all the debug overlay info. | |
DebugDrawLine
|
void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool z_test, float time)
|
Draw a debug overlay line. | |
DebugDrawLine_vCol
|
void DebugDrawLine_vCol(Vector start, Vector end, Vector rgb, bool ztest, float duration)
|
Draw a debug line using color vec. | |
DebugDrawScreenTextLine
|
void DebugDrawScreenTextLine(float x, float y, int line_offset, string text, int r, int g, int b, int a, float duration)
|
Draw text with a line offset. | |
DebugDrawText
|
void DebugDrawText(Vector origin, string text, bool use_view_check, float duration)
|
Draw text on the screen, starting on the position of origin. | |
__DumpScope
|
void __DumpScope(int indentation, table scope)
|
Dumps a scope's contents and expands all tables and arrays; this is what the ent_script_dump command uses.
![]()
![]() mat_queue_mode to 0 before using this for the expected output. This applies to all printing and drawing functions, but is most noticeable here | |
DumpObject
|
void DumpObject(handle object)
|
Dumps information about a class or instance. | |
Msg
|
void Msg(string message)
|
Prints message to console without any line feed after. | |
printf
|
void printf(string format, args...)
|
Prints message to console with C style formatting. The line feed is not included. | |
printl
|
void printl(string message)
|
Prints message to console with a line feed after. | |
realPrint
|
void realPrint(string message)
|
Identical to print. print seems to be a wrapper for this. | |
Say
|
void Say(CTFPlayer player, string message, bool team_only)
|
Calling this will have the specified player send the message to chat, either to team_only (true) or to everyone. | |
ShowMessage
|
void ShowMessage(string message)
|
Displays a HUD message defined in scripts/titles.txt to all clients, similar to an env_message entity.
|
Squirrel Standard Library
Functions of both Squirrel's built-in functions and standard library.
Global
Function | Signature | Description | |
---|---|---|---|
assert
|
assert(bool exp)
|
Throws an assertion error if the given expression evaluates to false (i.e. the values 0, 0.0, null and false).
| |
callee
|
function callee()
|
Returns the currently running closure. | |
castf2i
|
int castf2i(float value)
|
Interprets the float's bytes as if it were a 32-bit integer representation.
![]() tointeger() method for an actual conversion.![]() ![]() castf2i(2.01787e-43) & 0xFFFFFFFF
| |
casti2f
|
float casti2f(int value)
|
Interprets the integer's bytes as if it were a floating-point encoding.
![]() tofloat() method for an actual conversion. | |
collectgarbage
|
int collectgarbage()
|
Runs the garbage collector and returns the number of reference cycles found(and deleted) This function only works on garbage collector builds. | |
compilestring
|
any compilestring(string string, string buffer_name = null)
|
Compiles a string containing a squirrel script into a function and returns it. | |
dummy
|
dummy()
|
||
enabledebuginfo
|
void enabledebuginfo(any enable)
|
Enable/disable the debug line information generation at compile time. enable != null enables . enable == null disables. | |
error
|
void error(string x)
|
Prints x in the standard error output . | |
getconsttable
|
table getconsttable()
|
Returns the const table of the VM. | |
getroottable
|
table getroottable()
|
Returns the root table of the VM. | |
getstackinfos
|
table getstackinfos(int level)
|
Returns the stack frame informations at the given stack level (0 is the current function 1 is the caller and so on). If the stack level doesn't exist the function returns null.
| |
print
|
void print(string message)
|
Prints the given parameter but with no newline unlike printl() .
| |
resurrectunreachable
|
array resurrectunreachable()
|
Runs the garbage collector and returns an array containing all unreachable object found. If no unreachable object is found, null is returned instead. This function is meant to help debugging reference cycles. This function only works on garbage collector builds. | |
setconsttable
|
table setconsttable(table new_const)
|
Sets the const table of the VM which also returns the previous const table. | |
setdebughook
|
void setdebughook(function<type, file, line, func_name> hook_func)
|
Sets the debug hook. | |
seterrorhandler
|
void seterrorhandler(function<error> error_handler)
|
Sets the runtime error handler . | |
setroottable
|
table setroottable(table new_root)
|
Sets the root table of the VM which also returns the previous root table. | |
swap2
|
int swap2(int value)
|
Swaps bytes 1 and 2 of the integer. | |
swap4
|
int swap4(int value)
|
Reverse byte order of the four bytes. | |
swapfloat
|
float swapfloat(float value)
|
Reverse byte order of the four bytes. | |
type
|
type(var)
|
Returns var._typeof(), i.e. the type of the given parameter as a string |
Math

sin
, cos
, acos
, etc.) operate on angles in radians. Use degrees * PI / 180
to convert degrees to radians when trying to pass the degrees into these functions, and radians * 180 / PI
to convert radians to degrees if you want to receive degrees from inverse functions such as acos
.Function | Signature | Description |
---|---|---|
abs
|
int abs(float x)
|
Returns |x| as integer unlike fabs() .
|
acos
|
float acos(float x)
|
Returns cos-1(x), -1 ≤ x ≤ 1. |
asin
|
float asin(float x)
|
Returns sin-1(x), -1 ≤ x ≤ 1. |
atan
|
float atan(float x)
|
Returns tan-1(x). |
atan2
|
float atan2(float y, float x) (!)
|
Returns the angle between the ray from the point (0, 0) through (x, y) and the positive x-axis, confined to (−PI, PI], See also atan2. Note the order of the parameters x and y! |
ceil
|
int ceil(float x)
|
Returns the smallest integer that is ≥ x. |
cos
|
float cos(float x)
|
Returns cos(x). |
exp
|
float exp(float x)
|
Returns exp(x) = ex. |
fabs
|
float fabs(float x)
|
Returns |x| as float unlike abs() .
|
floor
|
int floor(float x)
|
Returns the largest integer that is ≤ x. |
log
|
float log(float x)
|
Returns loge(x) = ln(x). |
log10
|
float log10(float x)
|
Returns log10(x). |
pow
|
float pow(float x, float y)
|
Returns xy. |
rand
|
int rand()
|
Returns a random integer with 0 ≤ rand() ≤ RAND_MAX .
![]() RAND_MAX is 32768 on Windows, but 2147483647 on Linux. This can cause undeterministic behavior between a server running on Windows vs Linux even if the same seed is used with srand . If determinism is needed, roll your own random number generator. |
sin
|
float sin(float x)
|
Returns sin(x). |
sqrt
|
float sqrt(float x)
|
Returns the square root of x. |
srand
|
void srand(int seed)
|
Sets the starting point for generating a series of pseudorandom integers. |
tan
|
float tan(float x)
|
Returns tan(x) |
Integer
Function | Signature | Description |
---|---|---|
tofloat
|
float tofloat()
|
Converts the integer to float and returns it. |
tostring
|
string tostring()
|
Converts the integer to string and returns it. |
tochar
|
string tochar()
|
Returns a string containing a single character represented by the integer. |
Float
Function | Signature | Description |
---|---|---|
tointeger
|
int tointeger()
|
Converts the float to integer and returns it. |
tostring
|
string tostring()
|
Converts the integer to string and returns it. |
tochar
|
string tochar()
|
Returns a string containing a single character represented by the integer part of the float. |
Bool
Function | Signature | Description |
---|---|---|
tofloat
|
float tofloat()
|
Returns 1.0 for true 0.0 for false.
|
tointeger
|
int tointeger()
|
Returns 1 for true 0 for false.
|
tostring
|
string tostring()
|
Returns "true" for true and "false" for false. |
String
The following belong as member methods of the string object, in other words they must be called with the dot operator on a string, e.g. str.slice(0, 5)
.
Function | Signature | Description |
---|---|---|
find
|
int find(string search_string, int start_index = 0)
|
Looks for the sub-string passed as its first parameter, starting at either the beginning of the string or at a specific character index if one is provided as a second parameter. If the sub-string is found, returns the index at which it first occurs, otherwise returns null. |
len
|
int len()
|
Returns the length of the string, ie. the number of characters it comprises. |
slice
|
string slice(int start_index, int end_index = null)
|
Creates a sub-string from a string. Copies characters from start_index to end_index. The sub-string includes the character at start_index, but excludes the one at end_index. If end_index is not specified, copies until the last character. If the provided end index is beyond the string, an exception is thrown. If the numbers are negative the count will start from the end of the string (e.g. -2 represents a second last character). |
tofloat
|
float tofloat()
|
Returns float value represented by the string. Must only contain numeric characters and/or plus and minus symbols. An exception is thrown otherwise. |
tointeger
|
int tointeger(int base = 10)
|
Returns integer value represented by the string. Must only contain numeric characters. An exception is thrown otherwise. Hexadecimal notation is supported (i.e. 0xFF ). If a hexadecimal string contains more than 10 characters, including the 0x , returns -1.
|
tolower
|
string tolower()
|
Returns a new string with all upper-case characters converted to lower-case. |
toupper
|
string toupper()
|
Returns a new string with all lower-case characters converted to upper-case. |
The following belong as global string functions, e.g. str = format("%d", num)
.
Function | Signature | Description |
---|---|---|
endswith
|
bool endswith(string str, string cmp)
|
Returns true if the end of the string matches the comparison string. |
escape
|
string escape(string str)
|
Returns a string with backslashes before characters that need to be escaped: “ a b t n v f r \ ” ’ 0 xNN .
|
format
|
string format(string format, args...)
|
Returns a formatted string. Same rules as the standard C functions (except * is not supported). |
lstrip
|
string lstrip(string str)
|
Removes whitespace at the beginning of the given string. |
rstrip
|
string rstrip(string str)
|
Removes whitespace at the end of the given string. |
split
|
array split(string str, string separator, bool skip_empty = false)
|
Returns an array of strings split at each point where a separator character occurs in str. The separator is not returned as part of any array element. the parameter separators is a string that specifies the characters as to be used for the splitting. If skipempty is true, empty strings are not added to array.
![]() null as the first parameter will crash the server |
startswith
|
bool startswith(string str, string cmp)
|
Returns true if the beginning of the string matches the comparison string. |
strip
|
string strip(string str)
|
Removes whitespace at the beginning and end of the given string |
Array
Function | Signature | Description |
---|---|---|
array
|
array(int length, any fill = null)
|
Returns a new array of the given length where each element is set to fill. |
append
|
void append(any item)
|
Adds an item to the end of an array. |
apply
|
void apply(function<value, [index, array_ref]> func)
|
Applies a function to all of an array's items and replace the original value of the element with the return value of the function. Provided func can accept up to 3 arguments: array item value (required), array item index (optional), reference to array itself (optional). |
clear
|
void clear()
|
Removes all of the items from an array. |
extend
|
array extend(array other)
|
Combines two arrays into one. |
filter
|
array filter(function<index, value> condition)
|
Applies a filter function to an array's items, storing the results in a new array. |
find
|
int find(any element)
|
Looks for the element passed as its parameter, starting at either the beginning of the array. If the element is found, returns the index at which it first occurs, otherwise returns null. |
insert
|
void insert(int index, any item)
|
Inserts an item into an array at the specified index. |
len
|
int len()
|
Returns the length of the array, ie. the number of elements it has. |
map
|
array map(function<value, [index, array_ref]> func)
|
Creates a new array of the same size. For each element in the original array invokes the function ‘func’ and assigns the return value of the function to the corresponding element of the newly created array. Provided func can accept up to 3 arguments: array item value (required), array item index (optional), reference to array itself (optional). |
pop
|
any pop()
|
Returns and removes the value at the end of the array. |
push
|
void push(any item)
|
Adds an item to the end of an array. |
reduce
|
any reduce(function<pre_value, current_value> func, any init = null)
|
This method applies the supplied function to all of the items in the target array, starting with the first two. The function returns a single value which is then combined with the next (third) item in the array — and so on until all of the items have been combined into a single value which the method returns. |
remove
|
any remove(int index)
|
Returns and removes an array item at a specified index. |
resize
|
void resize(int new_size, any fill = null)
|
Increases or decreases the size of an array. In case of increasing fills the new spots with fill parameter. |
reverse
|
void reverse()
|
Reverses the order of the elements in an array. |
slice
|
array slice(int start_index, int end_index = null)
|
Creates a new array from an array. Copies elements from start_index to end_index. The new array includes the element at start_index, but excludes the one at end_index. If end_index is not specified, copies until the last element. If the provided end index is beyond the array, an exception is thrown. If the numbers are negative the count will start from the end of the array (e.g. -2 represents a second last character). |
sort
|
void sort(function<a, b> compare = null)
|
This method sorts the items within the target array into either a lowest-to-highest order or according to the results of an optional comparison function which may be passed to the method as a parameter. If the items are arrays, blobs, functions, objects and/or tables, they will be sorted by reference not value. The optional comparison function should take two parameters: two values which will be compared in some way. It should return the value -1 if the first value should be placed before the second, or 1 if it should follow the second value. Return 0 if the two values are equivalent. Spaceship operator <=> may come in handy if trying to sort by some field value. E.g. arr.sort(@(a, b) a.distance <=> b.distance)
|
top
|
any top()
|
Returns the value at the end of an array. |
tostring
|
string tostring()
|
Returns the string "(array : pointer)" |
Table
Function | Signature | Description |
---|---|---|
clear
|
void clear()
|
Removes all of the items from a table. |
filter
|
table filter(function<key, value> func)
|
Creates a new table with all values that pass the test implemented by the provided function. In detail, it creates a new table, invokes the specified function for each key-value pair in the original table; if the function returns ‘true’, then the value is added to the newly created table at the same key. |
getdelegate
|
table getdelegate()
|
Returns a table's delegate. |
keys
|
array keys()
|
Returns an array containing all the keys of the table slots. |
len
|
int len()
|
Returns the length of the table, ie. the number of entries it has. |
rawdelete
|
any rawdelete(any key)
|
This method deletes the target slot without employing delegation. If the table lacks the target slot, the methods returns null, otherwise it returns the value associated with that slot. |
rawget
|
any rawget(any key)
|
Retrieves the value of the specified key without employing delegation. |
rawin
|
bool rawin(any key)
|
Checks for the presence of the specified key in the table/class/handle without employing delegation. |
rawset
|
table rawset(any key, any value)
|
Sets the value of the specified key without employing delegation. Returns table itself. |
setdelegate
|
table setdelegate(table delegate)
|
This method assigns the passed table as the target’s new custom delegate. The method always returns the target.To remove a delegate, either assign the target with a new delegate, or pass null. |
values
|
array values()
|
Returns an array containing all the values of the table slots. |
tostring
|
string tostring()
|
Tries to invoke the _tostring metamethod. If that fails returns the string "(table: pointer)".
|
Function
Function | Signature | Description | |
---|---|---|---|
acall
|
any acall(array args)
|
Calls the target function and passes array values into its parameters. First element of the array should be the non-default context object. | |
bindenv
|
function bindenv(table environment)
|
Clones the target function and binds it to a specified context object. | |
call
|
any call(table environment, any args...)
|
Calls the function with a non-default context object. | |
getinfos
|
table getinfos()
|
Returns a table containing informations about the function, like parameters, name and source name.
| |
getroot
|
table getroot()
|
Returns the root table of the closure. | |
pacall
|
any pacall(array args)
|
Calls the function with an array of parameters, bypassing Squirrel error callbacks. First element of the array should be the non-default context object. | |
pcall
|
any pcall(table environment, any args...)
|
Calls the function with a non-default context object, bypassing Squirrel error callbacks. | |
setroot
|
void setroot(table root)
|
Sets the root table of a closure. | |
tostring
|
string tostring()
|
Returns the string "(closure: pointer)". |
Class
Function | Signature | Description |
---|---|---|
getattributes
|
any getattributes(string member_name)
|
Returns the attributes of the specified member. If the parameter member is null, the function returns the class-level attributes. |
instance
|
instance instance()
|
Returns a new instance of the class. This function does not invoke the instance constructor. The constructor must be explicitly called (e.g., class_inst.constructor(class_inst) ).
|
newmember
|
void newmember(any key, any value, table attributes = {}, bool static = false)
|
Sets/adds the slot key with the value val and attributes attributes and, if present, invokes the _newmember metamethod. If static is true, the slot will be added as static. If the slot does not exist, it will be created.
|
rawdelete
|
any rawdelete(any key)
|
Deletes the target slot without employing delegation. Returns null if the slot is missing; otherwise, returns the associated value. |
rawget
|
any rawget(any key)
|
Retrieves the value of the specified key without employing delegation. |
rawin
|
bool rawin(any key)
|
Checks for the presence of the specified key in the class without employing delegation. |
rawnewmember
|
void rawnewmember(any key, any value, table attributes = {}, bool static = false)
|
Sets/adds the slot key with the value val and attributes attributes . If static is true, the slot will be added as static. If the slot does not exist, it will be created.
|
rawset
|
class rawset(any key, any value)
|
Sets the value of the specified key without employing delegation. Returns the class itself. |
setattributes
|
any setattributes(string member_name, any value)
|
Sets the attribute of the specified member and returns the previous attribute value. If the parameter member is null, sets the class-level attributes. |
tostring
|
string tostring()
|
Returns the string "(class: pointer)". |
Class instance
Function | Signature | Description |
---|---|---|
getclass
|
class getclass()
|
Returns the class that created the instance. |
rawget
|
any rawget(any key)
|
Retrieves the value of the specified key without employing delegation. |
rawin
|
bool rawin(any key)
|
Checks for the presence of the specified key in the instance without employing delegation. |
rawset
|
instance rawset(any key, any value)
|
Sets the value of the specified key without employing delegation. Returns the instance itself. |
tostring
|
string tostring()
|
Tries to invoke the _tostring metamethod. If that fails returns the string "(instance: pointer)".
|
Generator
Function | Signature | Description |
---|---|---|
getstatus
|
string getstatus()
|
Returns the status of the generator as string: "running", "dead" or "suspended". |
tostring
|
string tostring()
|
Returns the string "(generator : pointer)". |
Thread
Function | Signature | Description |
---|---|---|
newthread
|
thread newthread(function threadfunc)
|
Creates a new cooperative thread object(coroutine) and returns it.
![]() ![]() |
call
|
any call(any args...)
|
Starts the thread with the specified parameters. Returns either the first suspend value or the returned value of the function if none suspends were triggered.
|
getstackinfos
|
table getstackinfos(int level)
|
Returns the stack frame informations at the given stack level (0 is the current function 1 is the caller and so on). If the stack level doesn't exist the function returns null. |
getstatus
|
string getstatus()
|
Returns the status of the thread ("idle", "running", "suspended"). |
tostring
|
string tostring()
|
Returns the string "(thread : pointer)". |
wakeup
|
any wakeup(any return = null)
|
Wakes up a suspended thread, accepts a optional parameter that will be used as return value for the function that suspended the thread(suspend method). The returned value will be received on the next thread suspension depending on what was passed in the suspend method.
|
wakeupthrow
|
any wakeupthrow(any obj_to_throw, propagate_error = true)
|
Wakes up a suspended thread, throwing an exception in the awaken thread, throwing the object obj_to_throw. |
This is meant to be used with the thread.
Function | Signature | Description |
---|---|---|
suspend
|
any suspend(any return = this)
|
Suspends the coroutine that called this function. Needs to be called inside the thread's function body. Accepts a optional parameter that will be used as return value for the function that woke up the thread(wakeup method). If nothing is passed defaults to this (the scope in which this function was called). The returned value will be received on the next thread wake up depending on what was passed in the wakeup method.
|
Weak reference
Weak references let you reference an object without preventing it from being garbage collected. They're useful when you want to refer to an object, but don't want to increase its reference count and keep it alive unnecessarily. When the object pointed by weak reference is destroyed, the weak reference is automatically set to null. weakref
method that returns weak reference to an object exist on every object in squirrel, but primitive types like numbers will return itself since they're stored differently, therefore making this method redundant. Everything else works as expected.
Function | Signature | Description |
---|---|---|
ref
|
instance ref()
|
Returns the object that the weak reference is pointing at. null if the object that was point at was destroyed. |
tostring
|
string tostring()
|
Returns the string "(weakref : pointer)". |
regexp
Function | Signature | Description |
---|---|---|
regexp
|
regexp(string pattern)
|
Create and compile a regular expression represented by the pattern.
![]() \\ instead of \ ) if you want to insert one in the regex instead of escaping a character.![]() |
capture
|
table capture(string str, int start = 0)
|
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(string str)
|
Returns a true if the regular expression matches the string str, otherwise returns false. |
search
|
table search(string str, int start = 0)
|
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
|
int subexpcount()
|
Counts the amount of groups present in the regular expression, note that the whole regex is considered a group so the result will always be ≥ 1. |
Blob
A blob stores a block of binary data. See official documentation for more information.

Function | Signature | Description |
---|---|---|
blob
|
blob(int init_size = 0)
|
|
eos
|
int eos()
|
|
flush
|
flush()
|
|
len
|
int len()
|
|
readblob
|
blob readblob(int number_of_bytes)
|
|
readn
|
any readn(char data_type)
|
|
resize
|
void resize(int new_size)
|
|
seek
|
int seek(int offset, int offset_basis)
|
|
swap2
|
void swap2()
|
|
swap4
|
void swap4()
|
|
tell
|
int tell()
|
|
writeblob
|
void writeblob(blob blob)
|
|
writen
|
void writen(number value, char data_type)
|
Script Debug
Functions for interacting with the debugger. Some of them are documented here.
Function | Signature | Description |
---|---|---|
BeginScriptDebug
|
void BeginScriptDebug()
|
|
EndScriptDebug
|
void EndScriptDebug()
|
|
ScriptDebugAddTextFilter
|
void ScriptDebugAddTextFilter()
|
|
ScriptDebugAddTrace
|
void ScriptDebugAddTrace()
|
|
ScriptDebugAddWatch
|
void ScriptDebugAddWatch()
|
|
ScriptDebugAddWatches
|
void ScriptDebugAddWatches()
|
|
ScriptDebugAddWatchPattern
|
void ScriptDebugAddWatchPattern()
|
|
ScriptDebugClearTraces
|
void ScriptDebugClearTraces()
|
|
ScriptDebugClearWatches
|
void ScriptDebugClearWatches()
|
|
ScriptDebugDefaultWatchColor
|
void ScriptDebugDefaultWatchColor()
|
|
ScriptDebugDraw
|
void ScriptDebugDraw()
|
|
ScriptDebugDrawWatches
|
void ScriptDebugDrawWatches()
|
|
ScriptDebugDumpKeys
|
void ScriptDebugDumpKeys()
|
|
ScriptDebugHook
|
void ScriptDebugHook()
|
|
ScriptDebugIterateKeys
|
void ScriptDebugIterateKeys()
|
|
ScriptDebugIterateKeysRecursive
|
void ScriptDebugIterateKeysRecursive()
|
|
ScriptDebugRemoveTextFilter
|
void ScriptDebugRemoveTextFilter()
|
|
ScriptDebugRemoveTrace
|
void ScriptDebugRemoveTrace()
|
|
ScriptDebugRemoveWatch
|
void ScriptDebugRemoveWatch()
|
|
ScriptDebugRemoveWatches
|
void ScriptDebugRemoveWatches()
|
|
ScriptDebugRemoveWatchPattern
|
void ScriptDebugRemoveWatchPattern()
|
|
ScriptDebugText
|
void ScriptDebugText()
|
|
ScriptDebugTextDraw
|
void ScriptDebugTextDraw()
|
|
ScriptDebugTextPrint
|
void ScriptDebugTextPrint()
|
|
ScriptDebugTextTrace
|
void ScriptDebugTextTrace()
|
|
ScriptDebugTraceAll
|
void ScriptDebugTraceAll()
|
|
ScriptDebugWatches
|
void ScriptDebugWatches()
|
|
__VScriptServerDebugHook
|
__VScriptServerDebugHook()
|