List of CS:GO Script Functions: Difference between revisions

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(Begun copying appropriate content from the L4D2 list.)
(Reformatted functions and added a lot more info.)
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''I'll update this page whenever I learn something new, but for now it's still very lacking. Especially regarding descriptions.''
{{sq}} This list contains the engine-related Squirrel classes, functions and variables available for [[VScript]] in {{game link|Counter-Strike: Global Offensive}}. Some of it can be printed in the console by setting <code>developer</code> to at least 1, loading a map and executing <code>script_help</code>. Note that <code>developer</code> only needs to be non-zero during map-loading, so to dump <code>script_help</code> to a file do something like this:
== About ==
{{sq}} This list contains most engine-related Squirrel classes, functions and variables available for [[VScript]] in {{game link|Counter-Strike: Global Offensive}}. Most of it can be printed in the console by setting <code>developer</code> to at least 1, loading a map and executing <code>script_help</code>. Note that <code>developer</code> only needs to be non-zero during map-loading, so to dump <code>script_help</code> to a file do something like this:


<code>
  developer 3
  developer 3
  map de_nuke
  map de_nuke
Line 11: Line 10:
  script_help
  script_help
  con_logfile ""
  con_logfile ""
</code>


The other classes, functions and variables not found in <code>script_help</code> have simply been stumbled upon while messing around with VScript.




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All script handles in-game are accessible from [[#CEntities|Entities]]. Entity Scripts can use <code>self</code> to access their own script handle.
All script handles in-game are accessible from [[#CEntities|Entities]]. Entity Scripts can use <code>self</code> to access their own script handle.


==== Methods ====
==== Methods ====
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| <code>Destroy</code>
| <code>Destroy</code>
| <code>void Destroy()</code>
| <code>void Destroy()</code>
| {{todo}}
| Deletes the entity.
|-
|-
| <code>EmitSound</code>
| <code>EmitSound</code>
Line 157: Line 160:
| <code>GetModelKeyValues</code>
| <code>GetModelKeyValues</code>
| <code>Keyvalues GetModelKeyValues()</code>
| <code>Keyvalues GetModelKeyValues()</code>
| Returns the [$keyvalues] block of the entitys model as a [[#Keyvalues]] object.
| Returns the [$keyvalues] block of the entitys model as a [[#Keyvalues]] object. Note that this is ''not'' the keyvalues of the entity itself.
|-
|-
| <code>GetModelName</code>
| <code>GetModelName</code>
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|-
|-
| <code>GetTeam</code>
| <code>GetTeam</code>
| <code>int CBaseEntity::GetTeam()</code>
| <code>int GetTeam()</code>
| Returns the team number of a player.
| Returns the team number of a player. Terrorists = 2, CTs = 3.
|-
|-
| <code>GetUpVector</code>
| <code>GetUpVector</code>
| <code>Vector CBaseEntity::GetUpVector()</code>
| <code>Vector GetUpVector()</code>
| Get the up vector of the entity.
| Get the up vector of the entity.
|-
|-
| <code>GetVelocity</code>
| <code>GetVelocity</code>
| <code>Vector CBaseEntity::GetVelocity()</code>
| <code>Vector GetVelocity()</code>
| Returns a local velocity Vector.
| Returns a local velocity Vector.
|-
|-
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|-
|-
| <code>SetAbsOrigin</code>
| <code>SetAbsOrigin</code>
| <code>void SetAbsOrigin(Vector ''origin'')</code>
| <code>void SetAbsOrigin(Vector ''position'')</code>
| {{todo}}
| Same as SetOrigin().
|-
|-
| <code>SetAngles</code>
| <code>SetAngles</code>
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| <code>SetHealth</code>
| <code>SetHealth</code>
| <code>void SetHealth(int ''newHealth'')</code>
| <code>void SetHealth(int ''newHealth'')</code>
|Sets the current health.
| Sets the current health.
|-
|-
| <code>SetMaxHealth</code>
| <code>SetMaxHealth</code>
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| <code>SetTeam</code>
| <code>SetTeam</code>
| <code>void SetTeam(int ''teamNumber'')</code>
| <code>void SetTeam(int ''teamNumber'')</code>
| {{todo|Does this actually change the team?}}
| Instantly switches a players team. Terrorists = 2, CTs = 3.
|-
|-
| <code>SetVelocity</code>
| <code>SetVelocity</code>
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=== CBaseAnimating extends CBaseEntity ===
=== CBaseAnimating ===
Extends [[#CBaseEntity|CBaseEntity]]
 
Script handle class for animating entities such as props.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
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|-
|-
| <code>GetAttachmentAngles</code>
| <code>GetAttachmentAngles</code>
| <code>Vector CBaseAnimating::GetAttachmentAngles(int)</code>
| <code>Vector GetAttachmentAngles(int ''id'')</code>
| Get the attachment id's angles as a p,y,r vector
| Get the attachment ID's angles as a pitch, yaw, roll vector.
|-
|-
| <code>GetAttachmentOrigin</code>
| <code>GetAttachmentOrigin</code>
| <code>Vector CBaseAnimating::GetAttachmentOrigin(int)</code>
| <code>Vector GetAttachmentOrigin(int 'id')</code>
| Get the attachment id's origin vector
| Get the attachment ID's origin vector.
|-
|-
| <code>IsSequenceFinished</code>
| <code>IsSequenceFinished</code>
| <code>bool CBaseAnimating::IsSequenceFinished()</code>
| <code>bool IsSequenceFinished()</code>
| Ask whether the main sequence is done playing
| Ask whether the main sequence is done playing.
|-
|-
| <code>LookupAttachment</code>
| <code>LookupAttachment</code>
| <code>int CBaseAnimating::LookupAttachment(string)</code>
| <code>int LookupAttachment(string ''attachmentName'')</code>
| Get the named attachment id
| Get the named attachment ID.
|-
|-
| <code>SetBodygroup</code>
| <code>SetBodygroup</code>
| <code>void CBaseAnimating::SetBodygroup(int, int)</code>
| <code>void SetBodygroup(int ''groupIndex'', int ''value'')</code>
| Sets a bodygroup
| Sets the models bodygroup value by index. {{todo|How do you find the index?}}
|}
|}


=== CBaseFlex extends CBaseAnimating ===
 
=== CBaseFlex ===
Extends [[#CBaseAnimating|CBaseAnimating]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
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|-
|-
| <code>GetCurrentScene</code>
| <code>GetCurrentScene</code>
| <code>handle CBaseFlex::GetCurrentScene()</code>
| <code>handle GetCurrentScene()</code>
| Returns the instance of the oldest active scene entity (if any).
| Returns the instance of the oldest active scene entity (if any).
|-
|-
| <code>GetSceneByIndex</code>
| <code>GetSceneByIndex</code>
| <code>handle CBaseFlex::GetSceneByIndex(int)</code>
| <code>handle GetSceneByIndex(int ''index'')</code>
| Returns the instance of the scene entity at the specified index.
| Returns the instance of the scene entity at the specified index.
|}
|}


=== CBasePlayer extends CBaseAnimating ===
 
=== CBasePlayer extends ===
Extends [[#CBaseAnimating|CBaseAnimating]]
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
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|-
|-
| <code>IsNoclipping</code>
| <code>IsNoclipping</code>
| <code>bool CBasePlayer::IsNoclipping()</code>
| <code>bool IsNoclipping()</code>
| Returns true if the player is in noclip mode.
| Returns true if the player is in noclip mode.
|}
|}
=== CBaseMultiplayerPlayer extends CBasePlayer ===
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|}




=== CEnvEntityMaker extends CBaseEntity ===
=== CBaseMultiplayerPlayer ===
Extends [[#CBasePlayer|CBasePlayer]]
 
Script handle class for the CS:GO players. No additional methods.
 
 
=== CEnvEntityMaker ===
Extends [[#CBaseEntity|CBaseEntity]]
 
Script handle class for [[env_entity_maker]].
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
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|-
|-
| <code>SpawnEntity</code>
| <code>SpawnEntity</code>
| <code>void CEnvEntityMaker::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>
| <code>void CEnvEntityMaker::SpawnEntityAtEntityOrigin(handle)</code>
| <code>void SpawnEntityAtEntityOrigin(CBaseEntity ''entity'')</code>
| Create an entity at the location of a specified entity instance
| Create an entity at the location of a specified entity instance.
|-
|-
| <code>SpawnEntityAtLocation</code>
| <code>SpawnEntityAtLocation</code>
| <code>void CEnvEntityMaker::SpawnEntityAtLocation(Vector, Vector)</code>
| <code>void SpawnEntityAtLocation(Vector ''origin'', Vector ''orientation'')</code>
| Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
| Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll).
|-
|-
| <code>SpawnEntityAtNamedEntityOrigin</code>
| <code>SpawnEntityAtNamedEntityOrigin</code>
| <code>void CEnvEntityMaker::SpawnEntityAtNamedEntityOrigin(string)</code>
| <code>void SpawnEntityAtNamedEntityOrigin(string ''targetName'')</code>
| Create an entity at the location of a named entity
| Create an entity at the location of a named entity.
|}
|}




=== CSceneEntity extends CBaseEntity ===
=== CPointTemplate ===
Extends [[#CBaseEntity|CBaseEntity]]
 
Script handle class for [[point_template]].
 
==== Hooks ====
 
;<code>table PreSpawnInstance(string ''entityClass'', string ''entityName'')</code>
:If this is defined, it will be called right before the entity is created, and any KeyValues returned will be assigned to the entity.
 
:This could be used to dynamically assign target names, colors, even models. Unfortunately, models don't work like one would think. Yes, it is possible to change that gas tank into a football model, will even keep the weapon_gascan class, but it won't behave like one.
 
<source lang="cpp">function PreSpawnInstance( entityClass, entityName )
{
return
{
  rendercolor = "0 255 0"
  targetname = "mySpawnedEntity"
};
}
</source>
 
;<code>void PostSpawn(table ''entities'')</code>
:Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
 
<source lang="cpp">function PostSpawn( entities )
{
foreach( name, handle in entities )
{
printl( name + ": " + handle );
}
}
</source>
 
 
=== CSceneEntity ===
Extends [[#CBaseEntity|CBaseEntity]]
 
 
==== Methods ====
 
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
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|-
|-
| <code>AddBroadcastTeamTarget</code>
| <code>AddBroadcastTeamTarget</code>
| <code>void CSceneEntity::AddBroadcastTeamTarget(int)</code>
| <code>void AddBroadcastTeamTarget(int ''index'')</code>
| Adds a team (by index) to the broadcast list
| Adds a team (by index) to the broadcast list.
|-
|-
| <code>EstimateLength</code>
| <code>EstimateLength</code>
| <code>float CSceneEntity::EstimateLength()</code>
| <code>float EstimateLength()</code>
| Returns length of this scene in seconds.
| Returns length of this scene in seconds.
|-
|-
| <code>FindNamedEntity</code>
| <code>FindNamedEntity</code>
| <code>handle CSceneEntity::FindNamedEntity(string)</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>
| <code>bool CSceneEntity::IsPaused()</code>
| <code>bool IsPaused()</code>
| If this scene is currently paused.
| If this scene is currently paused.
|-
|-
| <code>IsPlayingBack</code>
| <code>IsPlayingBack</code>
| <code>bool CSceneEntity::IsPlayingBack()</code>
| <code>bool IsPlayingBack()</code>
| If this scene is currently playing.
| If this scene is currently playing.
|-
|-
| <code>LoadSceneFromString</code>
| <code>LoadSceneFromString</code>
| <code>bool CSceneEntity::LoadSceneFromString(string, string)</code>
| <code>bool LoadSceneFromString(string ''sceneName'', 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.
|-
|-
| <code>RemoveBroadcastTeamTarget</code>
| <code>RemoveBroadcastTeamTarget</code>
| <code>void CSceneEntity::RemoveBroadcastTeamTarget(int)</code>
| <code>void RemoveBroadcastTeamTarget(int ''index'')</code>
| Removes a team (by index) from the broadcast list
| Removes a team (by index) from the broadcast list.
|}
|}




=== CTriggerCamera extends CBaseEntity ===
=== CTriggerCamera ===
Extends [[#CBaseEntity|CBaseEntity]]
 
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
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|-
|-
| <code>GetFov</code>
| <code>GetFov</code>
| <code>int CTriggerCamera::GetFov()</code>
| <code>int GetFov()</code>
| get camera's current fov setting as integer
| Get cameras current Field Of View setting as integer.
|-
|-
| <code>SetFov</code>
| <code>SetFov</code>
| <code>void CTriggerCamera::SetFov(int, float)</code>
| <code>void SetFov(int ''fov'', float ''rate'')</code>
| set camera's current fov in integer degrees and fov change rate as float
| Set cameras current FOV in integer degrees and FOV change rate as float.
|}
|}




=== CCallChainer ===
{{todo}}


=== CCallChainer ===
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
! Signature
! Signature
! Description
! Description
|-
| <code>constructor</code>
| <code>{{todo}} constructor()</code>
|
|-
| <code>PostScriptExecute</code>
| <code>{{todo}} PostScriptExecute()</code>
|
|-
|-
| <code>Call</code>
| <code>Call</code>
| <code>{{todo}} Call()</code>
|
|}
==== Members ====
{| class="standard-table" style="width: 100%;"
! Instance
! Type
! Description
|-
|-
| <code>chains</code>
| <code>chains</code>
|-
| <code>null</code>
| <code>constructor</code>
|  
|-
| <code>PostScriptExecute</code>
|-
|-
| <code>prefix</code>
| <code>prefix</code>
| <code>null</code>
|
|-
|-
| <code>scope</code>
| <code>scope</code>
| <code>null</code>
|
|}
|}




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


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


=== CEntities ===
To iterate over a set of entities, pass <code>null</code> to the ''previous'' argument in the appropriate method to start an iteration, or reference to a previously found entity to continue a search.
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
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|-
|-
| <code>CreateByClassname</code>
| <code>CreateByClassname</code>
| <code>handle CEntities::CreateByClassname(string)</code>
| <code>handle CreateByClassname(string ''class'')</code>
| Creates an entity by classname
| Creates an entity by class name.
|-
|-
| <code>FindByClassname</code>
| <code>FindByClassname</code>
| <code>handle CEntities::FindByClassname(handle, string)</code>
| <code>handle FindByClassname(handle ''previous'', string ''class'')</code>
| Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
| Find entities by class name.  
|-
|-
| <code>FindByClassnameNearest</code>
| <code>FindByClassnameNearest</code>
| <code>handle CEntities::FindByClassnameNearest(string, Vector, float)</code>
| <code>handle FindByClassnameNearest(string ''class'', Vector ''origin'', float ''radius'')</code>
| Find entities by class name nearest to a point.
| Find the entity with the given class name nearest to the specified point.
|-
|-
| <code>FindByClassnameWithin</code>
| <code>FindByClassnameWithin</code>
| <code>handle CEntities::FindByClassnameWithin(handle, string, Vector, float)</code>
| <code>handle FindByClassnameWithin(handle ''previous'', string ''class'', Vector ''origin'', float ''radius'')</code>
| Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
| Find entities by class name within a radius.  
|-
|-
| <code>FindByModel</code>
| <code>FindByModel</code>
| <code>handle CEntities::FindByModel(handle, string)</code>
| <code>handle FindByModel(handle ''previous'', string ''filename'')</code>
| Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
| Find entities by model name.  
|-
|-
| <code>FindByName</code>
| <code>FindByName</code>
| <code>handle CEntities::FindByName(handle, string)</code>
| <code>handle FindByName(handle ''previous'', string ''name'')</code>
| Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
| Find entities by name.  
|-
|-
| <code>FindByNameNearest</code>
| <code>FindByNameNearest</code>
| <code>handle CEntities::FindByNameNearest(string, Vector, float)</code>
| <code>handle FindByNameNearest(string ''name'', Vector ''origin'', float ''radius'')</code>
| Find entities by name nearest to a point.
| Find entities by name nearest to a point.
|-
|-
| <code>FindByNameWithin</code>
| <code>FindByNameWithin</code>
| <code>handle CEntities::FindByNameWithin(handle, string, Vector, float)</code>
| <code>handle FindByNameWithin(handle ''previous'', string ''name'', Vector ''origin'', float ''radius'')</code>
| Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
| Find entities by name within a radius.
|-
|-
| <code>FindByTarget</code>
| <code>FindByTarget</code>
| <code>handle CEntities::FindByTarget(handle, string)</code>
| <code>handle FindByTarget(handle ''previous'', string ''targetname'')</code>
| Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
| Find entities by its target.
|-
|-
| <code>FindInSphere</code>
| <code>FindInSphere</code>
| <code>handle CEntities::FindInSphere(handle, Vector, float)</code>
| <code>handle FindInSphere(handle ''previous'', Vector ''origin'', 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.
|-
|-
| <code>First</code>
| <code>First</code>
| <code>handle CEntities::First()</code>
| <code>handle First()</code>
| Begin an iteration over the list of entities
| Begin an iteration over the list of entities.
|-
| <code>Next</code>
| <code>handle Next(handle ''previous'')</code>
| Continue an iteration over the list of entities, providing reference to a previously found entity.
|-
|-
| <code>IsValid</code>
| <code>IsValid</code>
|-
| <code>bool IsValid()</code>
| <code>Next</code>
| Whether the handle belongs to a valid entity.
| <code>handle CEntities::Next(handle)</code>
| Continue an iteration over the list of entities, providing reference to a previously found entity
|}
|}




=== CPlayerVoiceListener ===
{{todo|What is the int parameter to the methods.}}


 
==== Methods ====
=== CPlayerVoiceListener ===
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 525: Line 619:
|-
|-
| <code>GetPlayerSpeechDuration</code>
| <code>GetPlayerSpeechDuration</code>
| <code>float CPlayerVoiceListener::GetPlayerSpeechDuration(int)</code>
| <code>float GetPlayerSpeechDuration(int)</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 CPlayerVoiceListener::IsPlayerSpeaking(int)</code>
| <code>bool IsPlayerSpeaking(int)</code>
| Returns whether the player specified is speaking.
| Returns whether the player specified is speaking.
|-
|-
| <code>IsValid</code>
| <code>IsValid</code>
| <code>bool IsValid()</code>
| Whether the handle belongs to a valid entity.
|}
|}




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


 
==== Methods ====
=== CScriptKeyValues ===
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 547: Line 645:
|-
|-
| <code>FindKey</code>
| <code>FindKey</code>
| <code>handle CScriptKeyValues::FindKey(string)</code>
| <code>CScriptKeyValues FindKey(string ''keyName'')</code>
| Given a KeyValues object and a key name, find a KeyValues object associated with the key name
| Find a sub key by the key name.
|-
|-
| <code>GetFirstSubKey</code>
| <code>GetFirstSubKey</code>
| <code>handle CScriptKeyValues::GetFirstSubKey()</code>
| <code>CScriptKeyValues GetFirstSubKey()</code>
| Given a KeyValues object, return the first sub key object
| Return the first sub key object.
|-
|-
| <code>GetKeyBool</code>
| <code>GetKeyBool</code>
| <code>bool CScriptKeyValues::GetKeyBool(string)</code>
| <code>bool GetKeyBool(string ''keyName'')</code>
| Given a KeyValues object and a key name, return associated bool value
| Return the key value as a bool.
|-
|-
| <code>GetKeyFloat</code>
| <code>GetKeyFloat</code>
| <code>float CScriptKeyValues::GetKeyFloat(string)</code>
| <code>float GetKeyFloat(string ''keyName'')</code>
| Given a KeyValues object and a key name, return associated float value
| Return the key value as a float.
|-
|-
| <code>GetKeyInt</code>
| <code>GetKeyInt</code>
| <code>int CScriptKeyValues::GetKeyInt(string)</code>
| <code>int GetKeyInt(string ''keyName'')</code>
| Given a KeyValues object and a key name, return associated integer value
| Return the key value as an integer.
|-
|-
| <code>GetKeyString</code>
| <code>GetKeyString</code>
| <code>string CScriptKeyValues::GetKeyString(string)</code>
| <code>string GetKeyString(string ''keyName'')</code>
| Given a KeyValues object and a key name, return associated string value
| Return the key value as a string.
|-
|-
| <code>GetNextKey</code>
| <code>GetNextKey</code>
| <code>handle CScriptKeyValues::GetNextKey()</code>
| <code>handle GetNextKey()</code>
| Given a KeyValues object, return the next key object in a sub key group
| Return the next neighbor key object to the one the method is called on.
|-
|-
| <code>IsKeyEmpty</code>
| <code>IsKeyEmpty</code>
| <code>bool CScriptKeyValues::IsKeyEmpty(string)</code>
| <code>bool IsKeyEmpty(string ''keyName'')</code>
| Given a KeyValues object and a key name, return true if key name has no value
| Returns true if the named key has no value.
|-
|-
| <code>IsValid</code>
| <code>IsValid</code>
| <code>bool IsValid()</code>
| Whether the handle belongs to a valid entity.
|-
|-
| <code>ReleaseKeyValues</code>
| <code>ReleaseKeyValues</code>
| <code>void CScriptKeyValues::ReleaseKeyValues()</code>
| <code>void ReleaseKeyValues()</code>
| Given a root KeyValues object, release its contents
| Releases the contents of the instance.
|}
|}




=== CSimpleCallChainer ===
=== CSimpleCallChainer ===
{| class="standard-table" style="width: 100%;"
Seems to have the same members as [[#CCallChainer|CCallChainer]].
! Function
{{todo}}
! Signature
! Description
|-
| <code>Call</code>
|-
| <code>chain</code>
|-
| <code>constructor</code>
|-
| <code>exactMatch</code>
|-
| <code>PostScriptExecute</code>
|-
| <code>prefix</code>
|-
| <code>scope</code>
|}




=== LateBinder ===


 
==== Methods ====
=== LateBinder ===
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 646: Line 727:




=== regexp ===
The built-in [http://squirrel-lang.org/doc/sqstdlib3.html#d0e2591 Squirrel class] for regular expressions.


 
==== Methods ====
=== regexp ===
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
! Signature
! Signature
! Description
! Description
|-
| <code>constructor</code>
| <code>regexp()</code>
|
|-
|-
| <code>capture</code>
| <code>capture</code>
|-
| <code> [table] capture(''str'', [''start''])</code>
| <code>constructor</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>match</code>
| <code> bool match(''str'')</code>
| Returns a true if the regular expression matches the string str, otherwise returns false.
|-
|-
| <code>search</code>
| <code>search</code>
| <code>table search(''str'', [''start''])</code>
| Returns a table containing two indexes("begin" and "end") of the first match of the regular expression in the string ''str'', otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
|-
|-
| <code>subexpcount</code>
| <code>subexpcount</code>
|
|
|}
|}




=== Vector ===
Squirrel equivalent of the C++ [[Vector]] class.


Three-dimensional vector.


=== Vector ===
Has overloaded arithmetic operations with both Vectors and scalar values.
 
{{note|[http://www.leeland.net/hochsuch.html Example] declaration and manipulation of Vector}}
 
==== Methods ====
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
Line 675: Line 774:
|-
|-
| <code>constructor</code>
| <code>constructor</code>
| <code>Vector(float ''x'', float ''y'', float ''z'')</code>
| Creates a new vector with the specified Cartesian coordiantes.
|-
|-
| <code>Cross</code>
| <code>Cross</code>
| <code>float Cross(Vector ''factor'')</code>
| The vector product of two vectors. Returns a vector orthogonal to the input vectors.
|-
|-
| <code>Dot</code>
| <code>Dot</code>
| <code>float Dot(Vector ''factor'')</code>
| The scalar product of two vectors.
|-
|-
| <code>Length</code>
| <code>Length</code>
| <code>float Length()</code>
| Magnitude of the vector.
|-
| <code>LengthSqr</code>
| <code>float LengthSqr()</code>
| The magnitude of the vector squared. Faster than the above method.
|-
|-
| <code>Length2D</code>
| <code>Length2D</code>
| <code>float Length2D()</code>
| Returns the magnitude of the vector on the x-y plane.
|-
|-
| <code>Length2DSqr</code>
| <code>Length2DSqr</code>
|-
| <code>float Length2DSqr()</code>
| <code>LengthSqr</code>
| Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
|-
|-
| <code>Norm</code>
| <code>Norm</code>
| <code>float Norm()</code>
| Seems to also return the vector length.
|-
|-
| <code>ToKVString</code>
| <code>ToKVString</code>
| <code>string ToKVString()</code>
| Returns a string without separations commas.
|}
==== Members ====
{| class="standard-table" style="width: 100%;"
! Instance
! Type
! Description
|-
| <code>x</code>
| <code>float</code>
| Cartesian X axis.
|-
| <code>y</code>
| <code>float</code>
| Cartesian Y axis.
|-
| <code>z</code>
| <code>float</code>
| Cartesian Z axis.
|}
|}




== Global functions ==


=== Printing and Drawing ===


== General functions ==
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
! Function
! Function
! Signature
! Signature
! Description
! Description
|-
| <code>CreateProp</code>
| <code>handle CreateProp(string ''class'', Vector ''origin'', string ''model'', int ''animation'')</code>
| Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model. {{bug|Does not initialize the physics of the prop.}}
|-
| <code>CreateSceneEntity</code>
| <code>handle CreateSceneEntity(string ''scene'')</code>
| Create a scene entity to play the specified scene .vcd file.
|-
|-
| <code>DebugDrawBox</code>
| <code>DebugDrawBox</code>
Line 717: Line 846:
| <code>void DebugDrawLine(Vector ''start'', Vector ''end'', int ''red'', int ''green'', int ''blue', bool ''zTest'', float ''time'')</code>
| <code>void DebugDrawLine(Vector ''start'', Vector ''end'', int ''red'', int ''green'', int ''blue', bool ''zTest'', float ''time'')</code>
| Draw a debug line between two points.
| Draw a debug line between two points.
|-
| <code>Msg</code>
| <code>void Msg(string ''message'')</code>
| Equivalent to <code>print</code>
|-
| <code>print</code>
| <code>void print(string ''message'')</code>
| Prints the given message to the developer console.
|-
| <code>printl</code>
| <code>void printl(string ''message'')</code>
| Prints the given message to the developer console just like print but also appends a newline.
|-
| <code>ScriptPrintMessageCenterAll</code>
| <code>void ScriptPrintMessageCenterAll(string ''message'')</code>
| Prints an alert message in the center of the screen to all players.
|-
| <code>ScriptPrintMessageCenterTeam</code>
| <code>void ScriptPrintMessageCenterTeam(int, string)</code>
| Prints an alert message in the center of the screen to the specified team.
|-
| <code>ScriptPrintMessageChatAll</code>
| <code>void ScriptPrintMessageChatAll(string ''message'')</code>
| Prints a message in chat to all players.
|-
| <code>ScriptPrintMessageChatTeam</code>
| <code>void ScriptPrintMessageChatTeam(int ''teamNumber'', string ''message'')</code>
| Prints a message in chat to the specified team.
|-
| <code>ShowMessage</code>
| <code>void ShowMessage(string)</code>
| Print a hud message on all clients. {{Bug|Non-functional}}
|-
| <code>__DumpScope</code>
| <code>void __DumpScope(int ''indentation'', handle ''scope'')</code>
| Dumps contents of everything in the scope.
|-
|}
=== Training Course related ===
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>ScriptGetBestTrainingCourseTime</code>
| <code>int ScriptGetBestTrainingCourseTime()</code>
| Gets the player's best time for completing the timed course.
|-
| <code>ScriptGetPlayerCompletedTraining</code>
| <code>bool ScriptGetPlayerCompletedTraining()</code>
| Returns true if the player has completed the initial portion of the training map.
|-
| <code>ScriptGetValveTrainingCourseTime</code>
| <code>int ScriptGetValveTrainingCourseTime()</code>
| Gets Valve's best time for completing the timed course.
|-
| <code>ScriptHighlightAmmoCounter</code>
| <code>void ScriptHighlightAmmoCounter()</code>
| Sends an event that is just used by the instructor system to show a hint highlighting the ammo counter.
|-
| <code>ScriptSetBestTrainingCourseTime</code>
| <code>void ScriptSetBestTrainingCourseTime(int ''bestTime'')</code>
| Sets the player's best time for completing the timed course.
|-
| <code>ScriptSetMiniScoreHidden</code>
| <code>void ScriptSetMiniScoreHidden(bool ''scoreHidden'')</code>
| Toggles the visibility of the miniscoreboard hud element.
|-
| <code>ScriptSetPlayerCompletedTraining</code>
| <code>void ScriptSetPlayerCompletedTraining(bool ''trainingCompleted'')</code>
| Sets whether the player has completed the initial portion of the training map.
|-
| <code>ScriptShowExitDoorMsg</code>
| <code>void ScriptShowExitDoorMsg()</code>
| Shows a message box in trainign when the player exits through the exit door
|-
| <code>ScriptShowFinishMsgBox</code>
| <code>void ScriptShowFinishMsgBox()</code>
| Shows a message box to let players know what to do next after finishing the training course.
|-
| <code>ScriptTrainingGivePlayerAmmo</code>
| <code>void ScriptTrainingGivePlayerAmmo()</code>
| Refills ammo to max for all weapons the player has (only works in training).
|-
|}
=== Other ===
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| <code>Assert</code>
| <code>void Assert(bool ''value'', string ''optional message'')</code>
| Test value and if not true, throws exception, optionally with message.
|-
| <code>CreateProp</code>
| <code>handle CreateProp(string ''class'', Vector ''origin'', string ''model'', int ''animation'')</code>
| Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model. {{bug|Does not initialize the physics of the prop.}}
|-
| <code>CreateSceneEntity</code>
| <code>CSceneEntity CreateSceneEntity(string ''scene'')</code>
| Create a scene entity to play the specified scene .vcd file.
|-
|-
| <code>DoIncludeScript</code>
| <code>DoIncludeScript</code>
| <code>bool DoIncludeScript(string ''filename'', table ''scope'')</code>
| <code>bool DoIncludeScript(string ''filename'', table ''scope'')</code>
| Execute a script with the script scope set to the specified table.
| Execute a script with the script scope set to the specified table.
|-
| <code>DoEntFire</code>
| <code>void DoEntFire(string ''target'', string ''action'', string ''value'', float ''delay'', handle ''activator'', handle ''caller'')</code>
| Generate an entity I/O event. The ''caller'' argument takes a script handle, so it can be used with ''target'' set to ''!self'' to fire inputs to entities without usable targetnames.
|-
|-
| <code>EntFire</code>
| <code>EntFire</code>
Line 736: Line 975:
| <code>GetDeveloperLevel</code>
| <code>GetDeveloperLevel</code>
| <code>int GetDeveloperLevel()</code>
| <code>int GetDeveloperLevel()</code>
| Gets the level of 'developer'
| Gets the level of the ''developer'' mode.
|-
|-
| <code>GetMapName</code>
| <code>GetMapName</code>
Line 745: Line 984:
| <code>bool LoopSinglePlayerMaps()</code>
| <code>bool LoopSinglePlayerMaps()</code>
| Run the single player maps in a continuous loop.
| Run the single player maps in a continuous loop.
|-
| <code>Msg</code>
| <code>void Msg(any)</code>
| Equivalent to <code>print</code>
|-
|-
| <code>PrintHelp</code>
| <code>PrintHelp</code>
|
| {{todo}}
|-
|-
| <code>printl</code>
| <code>RandomFloat</code>
| <code>void printl(any)</code>
| <code>float RandomFloat()</code>
| Prints the given argument to the standard out (console) just like print but also appends a newline.
| Generate a random floating point number.
|-
|-
| <code>RandomFloat</code>
| <code>RandomFloat</code>
| <code>float RandomFloat(float, float)</code>
| <code>float RandomFloat(float ''min'', float ''max'')</code>
| Generate a random floating point number within a range, inclusive
| Generate a random floating point number within a range, inclusive
|-
|-
| <code>RandomInt</code>
| <code>RandomInt</code>
| <code>int RandomInt(int, int)</code>
| <code>int RandomInt()</code>
| Generate a random integer.
|-
| <code>RandomInt</code>
| <code>int RandomInt(int ''min'', int ''max'')</code>
| Generate a random integer within a range, inclusive
| Generate a random integer within a range, inclusive
|-
|-
Line 772: Line 1,013:
| Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <code><unnamed></code>
| Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <code><unnamed></code>
|-
|-
| <code>ScriptGetBestTrainingCourseTime</code>
| <code>int ScriptGetBestTrainingCourseTime()</code>
| Gets the player's best time for completing the timed course.
|-
| <code>ScriptGetPlayerCompletedTraining</code>
| <code>bool ScriptGetPlayerCompletedTraining()</code>
| Returns true if the player has completed the initial portion of the training map.
|-
| <code>ScriptGetGameMode</code>
| <code>ScriptGetGameMode</code>
| <code>int ScriptGetGameMode()</code>
| <code>int ScriptGetGameMode()</code>
Line 788: Line 1,020:
| <code>int ScriptGetGameType()</code>
| <code>int ScriptGetGameType()</code>
| Retrieves the set game_type. See [[Counter-Strike:_Global_Offensive_Dedicated_Servers#Starting_the_Server|this list]] for a settings vs modes overview.
| Retrieves the set game_type. See [[Counter-Strike:_Global_Offensive_Dedicated_Servers#Starting_the_Server|this list]] for a settings vs modes overview.
|-
| <code>ScriptGetValveTrainingCourseTime</code>
| <code>int ScriptGetValveTrainingCourseTime()</code>
| Gets Valve's best time for completing the timed course.
|-
| <code>ScriptHighlightAmmoCounter</code>
| <code>void ScriptHighlightAmmoCounter()</code>
| Sends an event that is just used by the instructor system to show a hint highlighting the ammo counter.
|-
|-
| <code>ScriptIsLocalPlayerUsingController</code>
| <code>ScriptIsLocalPlayerUsingController</code>
| <code>bool ScriptIsLocalPlayerUsingController()</code>
| <code>bool ScriptIsLocalPlayerUsingController()</code>
| Returns whether the player is playing with a controller or not.
| Returns whether the player is playing with a controller or not.
|-
| <code>ScriptPrintMessageCenterAll</code>
| <code>void ScriptPrintMessageCenterAll(string)</code>
| Prints an alert message in the center print method to all players.
|-
| <code>ScriptPrintMessageCenterTeam</code>
| <code>void ScriptPrintMessageCenterTeam(int, string)</code>
| Prints an alert message in the center print method to the specified team.
|-
| <code>ScriptPrintMessageChatAll</code>
| <code>void ScriptPrintMessageChatAll(string)</code>
| Prints a message in chat to all players.
|-
| <code>ScriptPrintMessageChatTeam</code>
| <code>void ScriptPrintMessageChatTeam(int, string)</code>
| Prints a message in chat to the specified team.
|-
| <code>ScriptSetBestTrainingCourseTime</code>
| <code>void ScriptSetBestTrainingCourseTime(int)</code>
| Sets the player's best time for completing the timed course.
|-
| <code>ScriptSetMiniScoreHidden</code>
| <code>void ScriptSetMiniScoreHidden(bool)</code>
| Toggles the visibility of the miniscoreboard hud element.
|-
| <code>ScriptSetPlayerCompletedTraining</code>
| <code>void ScriptSetPlayerCompletedTraining(bool)</code>
| Sets whether the player has completed the initial portion of the training map.
|-
|-
| <code>ScriptSetRadarHidden</code>
| <code>ScriptSetRadarHidden</code>
| <code>void ScriptSetRadarHidden(bool)</code>
| <code>void ScriptSetRadarHidden(bool ''hideRadar'')</code>
| Toggles the visibility of the radar hud element.
| Toggles the visibility of the radar hud element.
|-
| <code>ScriptShowExitDoorMsg</code>
| <code>void ScriptShowExitDoorMsg()</code>
| Shows a message box in trainign when the player exits through the exit door
|-
| <code>ScriptShowFinishMsgBox</code>
| <code>void ScriptShowFinishMsgBox()</code>
| Shows a message box to let players know what to do next after finishing the training course.
|-
| <code>ScriptTrainingGivePlayerAmmo</code>
| <code>void ScriptTrainingGivePlayerAmmo()</code>
| Refills ammo to max for all weapons the player has (only works in training).
|-
|-
| <code>SendToConsole</code>
| <code>SendToConsole</code>
| <code>void SendToConsole(string)</code>
| <code>void SendToConsole(string ''command'')</code>
| Send a string to the console as a command
| Send a string to the console as a command.
|-
|-
| <code>SendToConsoleServer</code>
| <code>SendToConsoleServer</code>
| <code>void SendToConsoleServer(string)</code>
| <code>void SendToConsoleServer(string)</code>
| Send a string that gets executed on the server as a ServerCommand
| Send a string that gets executed on the server as a ServerCommand
|-
| <code>ShowMessage</code>
| <code>void ShowMessage(string)</code>
| Print a hud message on all clients
|-
|-
| <code>Time</code>
| <code>Time</code>
Line 870: Line 1,048:
| <code>function UniqueString(string)</code>
| <code>function UniqueString(string)</code>
| Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
| Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
|-
| <code>__DumpScope</code>
|-
|-
| <code>__ReplaceClosures</code>
| <code>__ReplaceClosures</code>
Line 878: Line 1,054:




= Other =
== See Also ==
[http://pastebin.com/7LRsSjEZ Pastebin with script that suggests it is run when Squirrel VM starts]
* [http://pastebin.com/7LRsSjEZ Pastebin with script that suggests it is run when Squirrel VM starts]
 
* [[List of L4D2 Script Functions]]
* {{portal2}} [[List of Portal 2 Script Functions]]
 
[[Category:Counter-Strike: Global Offensive]]
[[Category:Scripting]]

Revision as of 05:10, 27 September 2015

Squirrel This list contains the engine-related Squirrel classes, functions and variables available for VScript in Counter-Strike: Global Offensive Counter-Strike: Global Offensive . Some of it can be printed in the console by setting developer to at least 1, loading a map and executing script_help. Note that developer only needs to be non-zero during map-loading, so to dump script_help to a file do something like this:

developer 3
map de_nuke
developer 0
con_logfile dump.txt
script_help
con_logfile ""





Variables

Instance Type Description
Entities CEntities Provides access to currently spawned entities.

Constants

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

Classes

CBaseEntity

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

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

Methods

Function Signature Description
__KeyValueFromInt void __KeyValueFromInt(string key, int value) Sets a keyvalue from an integer, the keys available for all __KeyValue are from the DEFINE_KEYFIELD in baseentity.cpp (classname,rendermode, renderfx, etc.).
__KeyValueFromString void __KeyValueFromString(string key, string value) Sets a keyvalue from a string, the keys available for all __KeyValue are from the DEFINE_KEYFIELD in baseentity.cpp (classname,rendermode, renderfx, etc.).
__KeyValueFromVector void __KeyValueFromVector(string key, Vector value) Sets a keyvalue from a vector, the keys available for all __KeyValue are from the DEFINE_KEYFIELD in baseentity.cpp (classname,rendermode, renderfx, etc.).
ConnectOutput void ConnectOutput(string output, string function) Adds an I/O connection that will call the named function when the specified output fires.
DisconnectOutput void DisconnectOutput(string output, string function) Removes a connected script function from an I/O event.
Destroy void Destroy() Deletes the entity.
EmitSound void EmitSound(string soundScript) Plays a sound from this entity.
entindex int entindex() Returns the entity index.
EyePosition Vector EyePosition() Get vector to the eye position - absolute coordinates.
FirstMoveChild handle FirstMoveChild() [Todo]
GetAngles Vector GetAngles() Get the entity pitch, yaw, roll as a Vector object.
GetAngularVelocity Vector GetAngularVelocity() Get the local angular velocity - returns a Vector of pitch, yaw, roll.
GetBoundingMaxs Vector GetBoundingMaxs() Returns the maximum extent of the entity bounding box as a local vector.
GetBoundingMins Vector GetBoundingMins() Returns the maximum extent of the entity bounding box as a local vector.
GetCenter Vector GetCenter() Returns a local vector of the bounding box center.
GetClassname string GetClassname() Returns the entity class. This includes player.
GetForwardVector Vector GetForwardVector() Get the forward vector of the entity.
GetHealth int GetHealth() Returns the current health.
GetLeftVector Vector GetLeftVector() Get the left vector of the entity.
GetMaxHealth int GetMaxHealth() Returns the maximum health.
GetModelKeyValues Keyvalues GetModelKeyValues() Returns the [$keyvalues] block of the entitys model as a #Keyvalues object. Note that this is not the keyvalues of the entity itself.
GetModelName string GetModelName() Returns the file name of the entitys model.
GetMoveParent CBaseEntity GetMoveParent() If in hierarchy, retrieves the entitys parent.
GetName string GetName() Returns the targetname of the entity.
GetOrigin Vector GetOrigin() Returns the Entity position in the world.
GetOwner handle GetOwner() Gets this entity's owner.
GetPreTemplateName string GetPreTemplateName() Get the entity name stripped of template unique decoration.
GetRootMoveParent handle GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent.
GetScriptId string GetScriptId() Retrieve the unique identifier used to refer to the entity within the scripting system.
GetScriptScope handle GetScriptScope() Retrieve the table storing the Entity Script data associated with this entity.
GetSoundDuration float GetSoundDuration(string soundName, string actorModelName = "") Returns float duration of the sound. Takes soundname and optional actormodelname.
GetTeam int GetTeam() Returns the team number of a player. Terrorists = 2, CTs = 3.
GetUpVector Vector GetUpVector() Get the up vector of the entity.
GetVelocity Vector GetVelocity() Returns a local velocity Vector.
IsValid bool IsValid() Whether the handle belongs to a valid entity.
NextMovePeer handle NextMovePeer()
PrecacheSoundScript void PrecacheSoundScript(string soundScript) Precache a sound for later playing.
SetAbsOrigin void SetAbsOrigin(Vector position) Same as SetOrigin().
SetAngles void SetAngles(float pitch, float yaw, float roll) Set entity pitch, yaw, roll. Note that it doesn't take a Vector object.
SetAngularVelocity void SetAngularVelocity(float pitch, float yaw, float roll) Set the local angular velocity - takes float pitch, yaw, roll velocities.
SetForwardVector void SetForwardVector(Vector forwardVector) Set the orientation of the entity to have this forward vector.
SetHealth void SetHealth(int newHealth) Sets the current health.
SetMaxHealth void SetMaxHealth(int maxHealth) Sets a new maximum health.
SetModel void SetModel(string modelName) Changes the model of the entity. Does not Precache the model.
Todo: Check for side effects
SetOrigin void SetOrigin(Vector position) Moves the entity to this global position vector.
SetOwner void SetOwner(handle owner) Sets this entity's owner.
SetSize void SetSize(Vector, Vector) [Todo]
SetTeam void SetTeam(int teamNumber) Instantly switches a players team. Terrorists = 2, CTs = 3.
SetVelocity void SetVelocity(Vector velocity) Gives the entity a new local velocity.
ValidateScriptScope bool ValidateScriptScope() Ensure that an entity's script scope has been created.

Hooks

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

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


CBaseAnimating

Extends CBaseEntity

Script handle class for animating entities such as props.

Methods

Function Signature Description
GetAttachmentAngles Vector GetAttachmentAngles(int id) Get the attachment ID's angles as a pitch, yaw, roll vector.
GetAttachmentOrigin Vector GetAttachmentOrigin(int 'id') Get the attachment ID's origin vector.
IsSequenceFinished bool IsSequenceFinished() Ask whether the main sequence is done playing.
LookupAttachment int LookupAttachment(string attachmentName) Get the named attachment ID.
SetBodygroup void SetBodygroup(int groupIndex, int value) Sets the models bodygroup value by index.
Todo: How do you find the index?


CBaseFlex

Extends CBaseAnimating

Methods

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


CBasePlayer extends

Extends CBaseAnimating

Methods

Function Signature Description
IsNoclipping bool IsNoclipping() Returns true if the player is in noclip mode.


CBaseMultiplayerPlayer

Extends CBasePlayer

Script handle class for the CS:GO players. No additional methods.


CEnvEntityMaker

Extends CBaseEntity

Script handle class for env_entity_maker.

Methods

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


CPointTemplate

Extends CBaseEntity

Script handle class for point_template.

Hooks

table PreSpawnInstance(string entityClass, string entityName)
If this is defined, it will be called right before the entity is created, and any KeyValues returned will be assigned to the entity.
This could be used to dynamically assign target names, colors, even models. Unfortunately, models don't work like one would think. Yes, it is possible to change that gas tank into a football model, will even keep the weapon_gascan class, but it won't behave like one.
function PreSpawnInstance( entityClass, entityName )
{
	return 
	{ 
   		rendercolor = "0 255 0"
   		targetname = "mySpawnedEntity"
	};	
}
void PostSpawn(table entities)
Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
function PostSpawn( entities )
{
	foreach( name, handle in entities )
	{
		printl( name + ": " + handle );
	}
}


CSceneEntity

Extends CBaseEntity


Methods

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


CTriggerCamera

Extends CBaseEntity


Methods

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


CCallChainer

[Todo]

Methods

Function Signature Description
constructor [Todo] constructor()
PostScriptExecute [Todo] PostScriptExecute()
Call [Todo] Call()

Members

Instance Type Description
chains null
prefix null
scope null


CEntities

Game Instance: Entities

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

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

Methods

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


CPlayerVoiceListener

Todo: What is the int parameter to the methods.

Methods

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


CScriptKeyValues

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

Methods

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


CSimpleCallChainer

Seems to have the same members as CCallChainer. [Todo]


LateBinder

Methods

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


regexp

The built-in Squirrel class for regular expressions.

Methods

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


Vector

Squirrel equivalent of the C++ Vector class.

Three-dimensional vector.

Has overloaded arithmetic operations with both Vectors and scalar values.

Note.pngNote:Example declaration and manipulation of Vector

Methods

Function Signature Description
constructor Vector(float x, float y, float z) Creates a new vector with the specified Cartesian coordiantes.
Cross float Cross(Vector factor) The vector product of two vectors. Returns a vector orthogonal to the input vectors.
Dot float Dot(Vector factor) The scalar product of two vectors.
Length float Length() Magnitude of the vector.
LengthSqr float LengthSqr() The magnitude of the vector squared. Faster than the above method.
Length2D float Length2D() Returns the magnitude of the vector on the x-y plane.
Length2DSqr float Length2DSqr() Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
Norm float Norm() Seems to also return the vector length.
ToKVString string ToKVString() Returns a string without separations commas.

Members

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


Global functions

Printing and Drawing

Function Signature Description
DebugDrawBox void DebugDrawBox(vector origin, vector min, vector max, int r, int g, int b, int alpha, float duration) Draw a debug overlay box.
DebugDrawLine void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool zTest, float time) Draw a debug line between two points.
Msg void Msg(string message) Equivalent to print
print void print(string message) Prints the given message to the developer console.
printl void printl(string message) Prints the given message to the developer console just like print but also appends a newline.
ScriptPrintMessageCenterAll void ScriptPrintMessageCenterAll(string message) Prints an alert message in the center of the screen to all players.
ScriptPrintMessageCenterTeam void ScriptPrintMessageCenterTeam(int, string) Prints an alert message in the center of the screen to the specified team.
ScriptPrintMessageChatAll void ScriptPrintMessageChatAll(string message) Prints a message in chat to all players.
ScriptPrintMessageChatTeam void ScriptPrintMessageChatTeam(int teamNumber, string message) Prints a message in chat to the specified team.
ShowMessage void ShowMessage(string) Print a hud message on all clients.
Icon-Bug.pngBug:Non-functional  [todo tested in ?]
__DumpScope void __DumpScope(int indentation, handle scope) Dumps contents of everything in the scope.


Training Course related

Function Signature Description
ScriptGetBestTrainingCourseTime int ScriptGetBestTrainingCourseTime() Gets the player's best time for completing the timed course.
ScriptGetPlayerCompletedTraining bool ScriptGetPlayerCompletedTraining() Returns true if the player has completed the initial portion of the training map.
ScriptGetValveTrainingCourseTime int ScriptGetValveTrainingCourseTime() Gets Valve's best time for completing the timed course.
ScriptHighlightAmmoCounter void ScriptHighlightAmmoCounter() Sends an event that is just used by the instructor system to show a hint highlighting the ammo counter.
ScriptSetBestTrainingCourseTime void ScriptSetBestTrainingCourseTime(int bestTime) Sets the player's best time for completing the timed course.
ScriptSetMiniScoreHidden void ScriptSetMiniScoreHidden(bool scoreHidden) Toggles the visibility of the miniscoreboard hud element.
ScriptSetPlayerCompletedTraining void ScriptSetPlayerCompletedTraining(bool trainingCompleted) Sets whether the player has completed the initial portion of the training map.
ScriptShowExitDoorMsg void ScriptShowExitDoorMsg() Shows a message box in trainign when the player exits through the exit door
ScriptShowFinishMsgBox void ScriptShowFinishMsgBox() Shows a message box to let players know what to do next after finishing the training course.
ScriptTrainingGivePlayerAmmo void ScriptTrainingGivePlayerAmmo() Refills ammo to max for all weapons the player has (only works in training).


Other

Function Signature Description
Assert void Assert(bool value, string optional message) Test value and if not true, throws exception, optionally with message.
CreateProp handle CreateProp(string class, Vector origin, string model, int animation) Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model.
Icon-Bug.pngBug:Does not initialize the physics of the prop.  [todo tested in ?]
CreateSceneEntity CSceneEntity CreateSceneEntity(string scene) Create a scene entity to play the specified scene .vcd file.
DoIncludeScript bool DoIncludeScript(string filename, table scope) Execute a script with the script scope set to the specified table.
DoEntFire void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) Generate an entity I/O event. The caller argument takes a script handle, so it can be used with target set to !self to fire inputs to entities without usable targetnames.
EntFire function EntFire(string target, string action, string value, float delay = 0.0, handle activator = null) Generate and entity I/O event.
EntFireByHandle void EntFireByHandle(handle target, string action, string 'value, float delay, handle activator, handle caller) Generate and entity I/O event. The first parameter is an entity instance, so the handles of nameless or script generated entities can be passed easily.
FrameTime float FrameTime() Get the time spent on the server in the last frame
GetDeveloperLevel int GetDeveloperLevel() Gets the level of the developer mode.
GetMapName string GetMapName() Get the name of the map.
LoopSinglePlayerMaps bool LoopSinglePlayerMaps() Run the single player maps in a continuous loop.
PrintHelp [Todo]
RandomFloat float RandomFloat() Generate a random floating point number.
RandomFloat float RandomFloat(float min, float max) Generate a random floating point number within a range, inclusive
RandomInt int RandomInt() Generate a random integer.
RandomInt int RandomInt(int min, int max) Generate a random integer within a range, inclusive
RecordAchievementEvent void RecordAchievementEvent(string, int) Records achievement event or progress
RetrieveNativeSignature void RetrieveNativeSignature(string or func) Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <unnamed>
ScriptGetGameMode int ScriptGetGameMode() Retrieves the set game_mode. See this list for a settings vs modes overview.
ScriptGetGameType int ScriptGetGameType() Retrieves the set game_type. See this list for a settings vs modes overview.
ScriptIsLocalPlayerUsingController bool ScriptIsLocalPlayerUsingController() Returns whether the player is playing with a controller or not.
ScriptSetRadarHidden void ScriptSetRadarHidden(bool hideRadar) Toggles the visibility of the radar hud element.
SendToConsole void SendToConsole(string command) Send a string to the console as a command.
SendToConsoleServer void SendToConsoleServer(string) Send a string that gets executed on the server as a ServerCommand
Time float Time() Get the current server time
TraceLine float TraceLine(Vector, Vector, handle) given 2 points & ent to ignore, return fraction along line that hits world or models
UniqueString function UniqueString(string) Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
__ReplaceClosures


See Also