Team Fortress 2/Scripting/Script Functions: Difference between revisions
(→Methods: Ported L4D2 function descs for GetBaseVelocity and GetScriptId as testing revealed the functions worked the same in TF2) |
(→Methods: fricking whoops, reverted GetScriptId description) |
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| <code>GetScriptId</code> | | <code>GetScriptId</code> | ||
| <code>string GetScriptId()</code> | | <code>string GetScriptId()</code> | ||
| | | Retrieve the unique identifier used to refer to the entity within the scripting system. | ||
|- | |- | ||
| <code>GetScriptScope</code> | | <code>GetScriptScope</code> |
Revision as of 09:17, 13 November 2022
This list contains the engine-related Squirrel classes, functions and variables available for VScript in Template:Game name.
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 is very incomplete and most methods are not listed, requiring them to be found by other means instead.


[Todo] THE TRAGIC I-NEED-HELP TODO TABLE [Todo] |
---|
#1 Todo: Figure out inheritance - CBaseMultiplayerPlayer's inheritance is unclear.
|
Todo: Constants and variables (e.g. PI) |
#3 Todo: Format the constructors more nicely Todo: Copy over documentation from the L4D2 page, since
![]() ![]() |
#4 Todo: Split the Globals section into various sub-sections, especially the built-in Squirrel functions.
|
#5 Todo: Names for function sigs's params, since params are mysterious magical properties otherwise.
|
Instances
Name | Class | Description |
---|---|---|
Entities
|
CEntities
|
Provides access to currently spawned entities. |
EntityOutputs
|
CScriptEntityOutputs
|
Allows manipulation of entity output data |
NetProps
|
CNetPropManager
|
Allows reading and updating the network properties of an entity. |
PlayerVoiceListener
|
PlayerVoiceListener
|
Tracks if any player is using voice and for how long. |
Variables
Name | Type | Value / Description |
---|---|---|
Documentation
|
table | Contains the printed strings from the script_help command.
|
print_indent
|
integer | 0 |
_PublishedHelp
|
table | NONE |
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
Name | Type | Value |
---|---|---|
_charsize_
|
integer | 1 |
_floatsize_
|
integer | 4 |
_intsize_
|
integer | 4 |
_version_
|
string | "Squirrel 3.0.4 stable" |
_versionnumber_
|
integer | 304 |
RAND_MAX
|
integer | 32767 |
PI
|
float | 3.14159 |
Classes
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.- Entity Scripts only - The
self
keyword.
Methods
Function | Signature | Description |
---|---|---|
__KeyValueFromFloat
|
__KeyValueFromFloat(string, num)
|
|
__KeyValueFromInt
|
__KeyValueFromInt(string, num)
|
|
__KeyValueFromString
|
__KeyValueFromString(string, string)
|
|
__KeyValueFromVector
|
__KeyValueFromVector(string, Vector)
|
|
ApplyAbsVelocityImpulse
|
void ApplyAbsVelocityImpulse(Vector)
|
Apply a Velocity Impulse |
ApplyLocalAngularVelocityImpulse
|
void ApplyLocalAngularVelocityImpulse(Vector)
|
Apply an Ang Velocity Impulse |
ConnectOutput
|
void ConnectOutput(string, string)
|
Adds an I/O connection that will call the named function when the specified output fires |
Destroy
|
void Destroy()
|
|
DisableDraw
|
void DisableDraw()
|
Enable drawing (removes EF_NODRAW) |
DisconnectOutput
|
void DisconnectOutput(string, string)
|
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)
|
Plays a sound from this entity. |
EnableDraw
|
void EnableDraw()
|
Disable drawing (sets EF_NODRAW) |
entindex
|
int entindex()
|
|
EyeAngles
|
QAngle EyeAngles()
|
Returns the entity's eye angles |
EyePosition
|
Vector EyePosition()
|
Get vector to eye position - absolute coords |
FirstMoveChild
|
handle FirstMoveChild()
|
|
GetAbsAngles
|
QAngle GetAbsAngles()
|
Get entity pitch, yaw, roll as QAngles |
GetAbsVelocity
|
Vector GetAbsVelocity()
|
Returns the current absolute velocity of the entity |
GetAngles
|
Vector GetAngles()
|
!!!LEGACY FOR COMPAT!!! DO NOT USE ME. Get entity pitch, yaw, roll as a vector |
GetAngularVelocity
|
Vector GetAngularVelocity()
|
Get the local angular velocity - returns a vector of pitch,yaw,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()
|
Get vector to center of object - absolute coords |
GetClassname
|
string GetClassname()
|
|
GetEntityHandle
|
<unknown> GetEntityHandle()
|
Get the entity as an EHANDLE |
GetEntityIndex
|
int GetEntityIndex()
|
|
GetForwardVector
|
Vector GetForwardVector()
|
Get the forward vector of the entity |
GetFriction
|
float GetFriction()
|
Get PLAYER friction, ignored for objects |
GetHealth
|
int GetHealth()
|
|
GetLeftVector
|
Vector GetLeftVector()
|
!!!LEGACY FOR COMPAT!!! Get the **right** vector of the entity. This is purely for compatibility. DO NOT USE ME. Use GetRightVector! |
GetLocalAngles
|
QAngle GetLocalAngles()
|
|
GetLocalOrigin
|
Vector GetLocalOrigin()
|
|
GetLocalVelocity
|
Vector GetLocalVelocity()
|
Get Entity relative velocity |
GetMaxHealth
|
int GetMaxHealth()
|
|
GetModelKeyValues
|
handle GetModelKeyValues()
|
Get a KeyValue class instance on this entity's model |
GetModelName
|
string GetModelName()
|
Returns the name of the model |
GetMoveParent
|
handle GetMoveParent()
|
If in hierarchy, retrieves the entity's parent |
GetName
|
string GetName()
|
|
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 |
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
|
handle GetScriptScope()
|
Retrieve the script-side data associated with an entity |
GetScriptThinkFunc
|
string GetScriptThinkFunc()
|
Retrieve the name of the current script think func |
GetSoundDuration
|
float GetSoundDuration(string, string)
|
Returns float duration of the sound. Takes soundname and optional actormodelname. |
GetTeam
|
int GetTeam()
|
|
GetUpVector
|
Vector GetUpVector()
|
Get the up vector of the entity |
GetVelocity
|
Vector GetVelocity()
|
!!!LEGACY FOR COMPAT!!! Use GetAbsVelocity |
IsPlayer
|
bool IsPlayer()
|
|
IsValid
|
bool IsValid()
|
|
KeyValueFromFloat
|
bool KeyValueFromFloat(string, float)
|
Executes KeyValue with a float |
KeyValueFromInt
|
bool KeyValueFromInt(string, int)
|
Executes KeyValue with an int |
KeyValueFromString
|
bool KeyValueFromString(string, string)
|
Executes KeyValue with a string |
KeyValueFromVector
|
bool KeyValueFromVector(string, Vector)
|
Executes KeyValue with a vector |
Kill
|
void Kill()
|
|
LocalEyeAngles
|
handle LocalEyeAngles()
|
Returns the entity's local eye angles |
NextMovePeer
|
handle NextMovePeer()
|
|
PrecacheModel
|
void PrecacheModel(string)
|
|
PrecacheScriptSound
|
void PrecacheScriptSound(string)
|
|
PrecacheSoundScript
|
void PrecacheSoundScript(string)
|
Precache a sound for later playing. |
SetAbsAngles
|
void SetAbsAngles(QAngle)
|
Set entity pitch, yaw, roll as QAngles |
SetAbsVelocity
|
void SetAbsVelocity(Vector)
|
Sets the current absolute velocity of the entity |
SetAbsOrigin
|
void SetAbsOrigin(Vector)
|
SetAbsOrigin |
SetAngles
|
void SetAngles(float, float, float)
|
!!!LEGACY FOR COMPAT!!! DO NOT USE ME. Set entity pitch, yaw, roll |
SetAngularVelocity
|
void SetAngularVelocity(float, float, float)
|
Set the local angular velocity - takes float pitch,yaw,roll velocities |
SetDrawEnabled
|
void SetDrawEnabled(bool)
|
Enables drawing if you pass true, disables drawing if you pass false. |
SetForwardVector
|
void SetForwardVector(Vector)
|
Set the orientation of the entity to have this forward vector |
SetFriction
|
void SetFriction(float)
|
Set PLAYER friction, ignored for objects |
SetGravity
|
void SetGravity(float)
|
Set PLAYER gravity, ignored for objects |
SetHealth
|
void SetHealth(int)
|
|
SetLocalAngles
|
void SetLocalAngles(QAngle)
|
|
SetLocalOrigin
|
void SetLocalOrigin(Vector)
|
|
SetMaxHealth
|
void SetMaxHealth(int)
|
|
SetModel
|
void SetModel(string)
|
Set a model for this entity |
SetOrigin
|
void SetOrigin(Vector)
|
THIS DOESNT CALL SetAbsOrigin IT CALLS Teleport |
SetOwner
|
void SetOwner(handle)
|
Sets this entity's owner |
SetSize
|
void SetSize(Vector, Vector)
|
|
SetTeam
|
void SetTeam(int)
|
|
SetVelocity
|
void SetVelocity(Vector)
|
|
StopSound
|
void StopSound(string)
|
Stops a sound on this entity. |
TakeDamage
|
void TakeDamage(float, int, handle)
|
(flDamage, nDamageType, hAttacker) |
Teleport
|
void CBaseEntity::Teleport(bool, Vector, bool, QAngle, bool, Vector)
|
Teleports this entity |
TakeDamageEx
|
void TakeDamageEx(handle, handle, handle, Vector, Vector, float, int)
|
(hInflictor, hAttacker, hWeapon, vecDamageForce, vecDamagePosition, flDamage, nDamageType) |
ValidateScriptScope
|
bool ValidateScriptScope()
|
Ensure that an entity's script scope has been created |
CBaseAnimating
Extends CBaseEntity
Script handle class for animatable entities, such as props.
Methods
Function | Signature | Description |
---|---|---|
FindBodygroupByName
|
int FindBodygroupByName(string)
|
Find a bodygroup id by name |
GetAttachmentAngles
|
QAngle GetAttachmentAngles(int)
|
Get the attachement id's angles as a p,y,r vector |
GetAttachmentBone
|
int GetAttachmentBone(int)
|
Get the named attachement's parent bone index |
GetAttachmentOrigin
|
Vector GetAttachmentOrigin(int)
|
Get the attachement id's origin vector |
GetBodygroup
|
int GetBodygroup(int)
|
Get a bodygroup by id |
GetBodygroupName
|
string GetBodygroupName(int)
|
Get the bodygroup id's name |
GetBodygroupPartName
|
string GetBodygroupPartName(int, int)
|
Get name by group and part |
GetBoneAngles
|
QAngle GetBoneAngles(int)
|
Get the bone id's angles as a p,y,r vector |
GetBoneOrigin
|
Vector GetBoneOrigin(int)
|
Get the bone id's origin vector |
GetModelScale
|
float GetModelScale()
|
|
GetSequence
|
int GetSequence()
|
Get the current sequence id |
GetSequenceActivityName
|
string GetSequenceActivityName(int)
|
Get the activity name for a sequence by id |
GetSequenceDuration
|
float GetSequenceDuration(int)
|
Get a sequence duration by id |
GetSequenceName
|
string GetSequenceName(int)
|
Get a sequence name by id |
GetSkin
|
int GetSkin()
|
Gets the current skin index. |
IsSequenceFinished
|
bool IsSequenceFinished()
|
Ask whether the main sequence is done playing |
LookupActivity
|
int LookupActivity(string)
|
Get the named activity index |
LookupAttachment
|
int LookupAttachment(string)
|
Get the named attachement id |
LookupBone
|
int LookupBone(string)
|
Get the named bone index |
LookupSequence
|
int LookupSequence(string)
|
Looks up a sequence by sequence name or activity name |
ResetSequence
|
void ResetSequence(int)
|
Reset a sequence by id. If the id is different than the current sequence, switch to the new sequence |
SetBodygroup
|
void SetBodygroup(int, int)
|
Sets a bodygroup |
SetModelScale
|
void SetModelScale(float, float)
|
(scale, change_duration) Changes a model's scale over time |
SetPoseParameter
|
float SetPoseParameter(int, float)
|
(id, value) Sets a pose parameter value |
SetSequence
|
void SetSequence(int)
|
Set a sequence by id |
SetSkin
|
void SetSkin(int)
|
Sets the skin. |
CBasePlayer
Extends CBaseAnimating
Script handle class for player entities.
Methods
Function | Signature | Description |
---|---|---|
GetForceLocalDraw
|
bool GetForceLocalDraw()
|
Gets the state of whether the player is being forced by SetForceLocalDraw to be drawn |
GetPlayerMaxs
|
Vector GetPlayerMaxs()
|
|
GetPlayerMins
|
Vector GetPlayerMins()
|
|
IsNoclipping
|
bool IsNoclipping()
|
Returns true if the player is in noclip mode. |
SnapEyeAngles
|
void SnapEyeAngles(QAngle)
|
Snap the player's eye angles to this. |
ViewPunch
|
void ViewPunch(QAngle)
|
Ow! Punches the player's view |
ViewPunchReset
|
void ViewPunchReset(float)
|
Reset's the player's view punch |
CBaseMultiplayerPlayer
Extends CBasePlayer
Script handle sub-class for player entities in multiplayer games. No additional methods.
CEconEntity
Extends CBaseAnimating
Script handle class for economic leisure exquisite items, meaning hats and weapons.
Methods
Function | Signature | Description |
---|---|---|
AddAttribute
|
void AddAttribute(string, float, float)
|
Add an attribute to the entity |
RemoveAttribute
|
void RemoveAttribute(string)
|
Remove an attribute to the entity |
CTFPlayer
Extends CBaseMultiplayerPlayer
Script handle class for player entities of Team Fortress 2.
Methods
Function | Signature | Description |
---|---|---|
AddCond
|
void AddCond(string)
|
|
AddCondEx
|
void AddCondEx(string, float, handle)
|
|
AddCustomAttribute
|
void AddCustomAttribute(string, float, float)
|
Add a custom attribute to the player |
ApplyPunchImpulseX
|
bool ApplyPunchImpulseX(float)
|
|
CanAirDash
|
bool CanAirDash()
|
|
CanBeDebuffed
|
bool CanBeDebuffed()
|
|
CanBreatheUnderwater
|
bool CanBreatheUnderwater()
|
|
CanDuck
|
bool CanDuck()
|
Can the player duck? |
CanGetWet
|
bool CanGetWet()
|
|
CanJump
|
bool CanJump()
|
Can the player jump? |
CanPlayerMove
|
bool CanPlayerMove()
|
Can the player move? |
DropFlag
|
void DropFlag(bool)
|
Force player to drop the flag. |
DropRune
|
void DropRune(bool, int)
|
Force player to drop the rune. |
FiringTalk
|
void FiringTalk()
|
Makes eg. a heavy go AAAAAAAAAAaAaa like they are firing their minigun. |
FirstMoveChild
|
FirstMoveChild()
|
|
ForceChangeTeam
|
void ForceChangeTeam(int, bool)
|
Force player to change their team. |
ForceRegenerateAndRespawn
|
void ForceRegenerateAndRespawn(int, bool)
|
Force regenerates and respawns the player |
ForceRespawn
|
void ForceRespawn(int)
|
Force respawns the player |
GetActiveWeapon
|
handle GetActiveWeapon()
|
Get the player's current weapon |
GetBackstabs
|
int GetBackstabs()
|
|
GetBuildingsDestroyed
|
int GetBuildingsDestroyed()
|
|
GetCaptures
|
int GetCaptures()
|
|
GetClassEyeHeight
|
Vector GetClassEyeHeight()
|
Gets the eye height of the player |
GetCondDuration
|
float GetCondDuration(string)
|
|
GetCurrentTauntMoveSpeed
|
float GetCurrentTauntMoveSpeed()
|
|
GetDefenses
|
int GetDefenses()
|
|
GetDisguiseAmmoCount
|
int GetDisguiseAmmoCount()
|
|
GetDisguiseTarget
|
handle 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? |
GetInvulns
|
int GetInvulns()
|
|
GetKillAssists
|
int GetKillAssists()
|
|
GetNextChangeClassTime
|
float GetNextChangeClassTime()
|
Get next change class time. |
GetNextChangeTeamTime
|
float GetNextChangeTeamTime()
|
Get next change team time. |
GetNextRegenTime
|
float GetNextRegenTime()
|
Get next health regen time. |
GetRageMeter
|
float GetRageMeter()
|
|
GetResupplyPoints
|
int GetResupplyPoints()
|
|
GetRevenge
|
int GetRevenge()
|
|
GetScoutHypeMeter
|
float GetScoutHypeMeter()
|
|
GetSpyCloakMeter
|
float GetSpyCloakMeter()
|
|
GetTeleports
|
int GetTeleports()
|
|
GetTimeSinceCalledForMedic
|
float GetTimeSinceCalledForMedic()
|
When did the player last call medic |
HasItem
|
bool HasItem()
|
Currently holding an item? Eg. capture flag |
InAirDueToExplosion
|
bool InAirDueToExplosion()
|
|
InAirDueToKnockback
|
bool InAirDueToKnockback()
|
|
InCond
|
bool InCond(string)
|
|
IsAirDashing
|
bool IsAirDashing()
|
|
IsAllowedToTaunt
|
bool IsAllowedToTaunt()
|
|
IsCallingForMedic
|
bool IsCallingForMedic()
|
Is this player calling for medic? |
IsCarryingRune
|
bool IsCarryingRune()
|
|
IsControlStunned
|
bool IsControlStunned()
|
|
IsCritBoosted
|
bool IsCritBoosted()
|
|
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 |
IsPlayer
|
IsPlayer()
|
|
IsRageDraining
|
bool IsRageDraining()
|
|
IsRegenerating
|
bool IsRegenerating()
|
|
IsSapping
|
bool IsSapping()
|
Returns true if we are currently sapping |
IsSnared
|
bool IsSnared()
|
|
IsStealthed
|
bool IsStealthed()
|
|
IsUsingActionSlot
|
bool IsUsingActionSlot()
|
|
IsViewingCYOAPDA
|
bool IsViewingCYOAPDA()
|
|
IsViewingCYOAPDA
|
bool IsViewingCYOAPDA()
|
|
Regenerate
|
void Regenerate(bool)
|
Resupplies a player. If regen health/ammo is set, clears negative conds, gives back player health/ammo |
RemoveAllObjects
|
void RemoveAllObjects(bool)
|
Remove all player objects. Eg. dispensers/sentries. |
RemoveCond
|
void RemoveCond(string)
|
|
RemoveCondEx
|
void RemoveCondEx(string, bool)
|
|
RemoveCustomAttribute
|
void RemoveCustomAttribute(string)
|
Remove a custom attribute to the player |
RemoveDisguise
|
void RemoveDisguise()
|
Undisguise a spy. |
RemoveInvisibility
|
void RemoveInvisibility()
|
Un-invisible a spy. |
ResetScores
|
void ResetScores()
|
|
SetCondDuration
|
void SetCondDuration(string, float)
|
|
SetCurrentTauntMoveSpeed
|
void SetCurrentTauntMoveSpeed(float)
|
|
SetDisguiseAmmoCount
|
void SetDisguiseAmmoCount(int)
|
|
SetGrapplingHookTarget
|
void SetGrapplingHookTarget(handle, bool)
|
Set the player's target grapple entity |
SetIsMiniBoss
|
void SetIsMiniBoss(bool)
|
Make this player an MvM mini-boss. |
SetNextChangeClassTime
|
void SetNextChangeClassTime(float)
|
Set next change class time. |
SetNextChangeTeamTime
|
void SetNextChangeTeamTime(float)
|
Set next change team time. |
SetNextRegenTime
|
void SetNextRegenTime(float)
|
Set next health regen time. |
SetRageMeter
|
void SetRageMeter(float)
|
|
SetScoutHypeMeter
|
void SetScoutHypeMeter(float)
|
|
SetSpyCloakMeter
|
void SetSpyCloakMeter(float)
|
|
SetUseBossHealthBar
|
void SetUseBossHealthBar(bool)
|
|
TryToPickupBuilding
|
bool TryToPickupBuilding()
|
Make the player attempt to pick up a building in front of them |
WasInCond
|
bool WasInCond(string)
|
Convars
Game Instance: Convars
Provides an interface for getting and setting convars on the server.
Methods
Function | Signature | Description |
---|---|---|
GetBool
|
bool GetClientConvarValue(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. |
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. |
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, value)
|
Sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Supported types are bool, int, float, string. |
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, "weapon_*") )
{
// ...
}
|
for (local ent; ent = Entities.FindByName(ent, "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 "weapon_
" or it returnsnull
.
Methods
Function | Signature | Description |
---|---|---|
CreateByClassname
|
handle CreateByClassname(string)
|
Creates an entity by classname |
DispatchSpawn
|
void DispatchSpawn(handle)
|
Dispatches spawn of an entity! |
FindByClassname
|
handle FindByClassname(handle, string)
|
Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByClassnameNearest
|
handle FindByClassnameNearest(string, Vector, float)
|
Find entities by class name nearest to a point. |
FindByClassnameWithin
|
handle FindByClassnameWithin(handle, string, Vector, float)
|
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 |
FindByModel
|
handle FindByModel(handle, string)
|
Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByName
|
handle FindByName(handle, string)
|
Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByNameNearest
|
handle FindByNameNearest(string, Vector, float)
|
Find entities by name nearest to a point. |
FindByNameWithin
|
handle FindByNameWithin(handle, string, Vector, float)
|
Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindByTarget
|
handle FindByTarget(handle, string)
|
Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search |
FindInSphere
|
handle FindInSphere(handle, Vector, float)
|
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 |
Next
|
handle Next(handle)
|
At the given reference of a previously-found entity, returns the next one after it in the list. |
CNetPropManager
Game Instance: NetProps
Allows reading and updating the network properties and datamaps of an entity.
If the entity has multiple netprops with the same name, the data table name can be prepended with a dot to specify which one to use (e.g. "m_itTimer.m_timestamp").


Methods
Function | Signature | Description |
---|---|---|
GetPropArraySize
|
int GetPropArraySize(handle entity, string propertyName)
|
Returns the size of an netprop array, or -1. |
GetPropEntity
|
handle GetPropEntity(handle entity, string propertyName)
|
Reads an EHANDLE-valued netprop (21 bit integer). Returns the script handle of the entity. |
GetPropEntityArray
|
handle GetPropEntityArray(handle entity, string propertyName, int arrayElement)
|
Reads an EHANDLE-valued netprop (21 bit integer) from an array. Returns the script handle of the entity. |
GetPropFloat
|
float GetPropFloat(handle entity, string propertyName)
|
Reads a float-valued netprop. |
GetPropFloatArray
|
float GetPropFloatArray(handle entity, string propertyName, int arrayElement)
|
Reads a float-valued netprop from an array. |
GetPropInt
|
int GetPropInt(handle entity, string propertyName)
|
Reads an integer-valued netprop. |
GetPropIntArray
|
int GetPropIntArray(handle entity, string propertyName, int arrayElement)
|
Reads an integer-valued netprop from an array. |
GetPropString
|
string GetPropString(handle entity, string propertyName)
|
Reads an string-valued netprop. |
GetPropStringArray
|
string GetPropStringArray(handle entity, string propertyName, int arrayElement)
|
Reads an string-valued netprop from an array. |
GetPropType
|
string GetPropType(handle entity, string propertyName)
|
Returns the name of the netprop type as a string. |
GetPropVector
|
Vector GetPropVector(handle entity, string propertyName)
|
Reads a 3D vector-valued netprop. Todo: Does it work for other dimensions too?
|
GetPropVectorArray
|
Vector GetPropVectorArray(handle entity, string propertyName, int arrayElement)
|
Reads a 3D vector-valued netprop from an array. |
HasProp
|
bool HasProp(handle entity, string propertyName)
|
Checks if a netprop exists. |
SetPropEntity
|
void SetPropEntity(handle entity, string propertyName, handle value)
|
Sets an EHANDLE-valued netprop (21 bit integer) to reference the specified entity. |
SetPropEntityArray
|
void SetPropEntityArray(handle entity, string propertyName, handle value, int arrayElement)
|
Sets an EHANDLE-valued netprop (21 bit integer) from an array to reference the specified entity. |
SetPropFloat
|
void SetPropFloat(handle entity, string propertyName, float value)
|
Sets a netprop to the specified float. |
SetPropFloatArray
|
void SetPropFloatArray(handle entity, string propertyName, float value, int arrayElement)
|
Sets a netprop from an array to the specified float. |
SetPropInt
|
void SetPropInt(handle entity, string propertyName, int value)
|
Sets a netprop to the specified integer. |
SetPropIntArray
|
void SetPropInt(handle entity, string propertyName, int value, int arrayElement)
|
Sets a netprop from an array to the specified integer. |
SetPropString
|
void SetPropString(handle entity, string propertyName, string value)
|
Sets a netprop to the specified string. |
SetPropStringArray
|
void SetPropStringArray(handle entity, string propertyName, string value, int arrayElement)
|
Sets a netprop from an array to the specified string. |
SetPropVector
|
void SetPropVector(handle entity, string propertyName, Vector value)
|
Sets a netprop to the specified vector. |
SetPropVectorArray
|
void SetPropVectorArray(handle entity, string propertyName, Vector value, int arrayElement)
|
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 outputName, string targetName, string inputName, string parameter, float delay, int timesToFire)
|
Adds a new output to the entity. |
GetNumElements
|
int GetNumElements(handle ntity entity, string outputName)
|
Returns the number of array elements. |
GetOutputTable
|
void GetOutputTable(handle entity, string outputName, table, int arrayElement)
|
Fills the passed table with output information. |
HasAction
|
bool HasAction(handle entity, string outputName)
|
Returns true if an action exists for the output. |
HasOutput
|
bool HasOutput(handle entity, string outputName)
|
Returns true if the output exists. |
RemoveOutput
|
void RemoveOutput(handle entity, string outputName, string targetName, string inputName, string parameter)
|
Removes an output from the entity. |
CScriptKeyValues
Script handle representation of a model's $keyvalues block. All sub-keys are instances of the same class.
Methods
Function | Signature | Description |
---|---|---|
constructor
| ||
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)
|
Returns the number of seconds the player has been continuously speaking. |
IsPlayerSpeaking
|
bool IsPlayerSpeaking(int)
|
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)
|
Create an entity at the location of a specified entity instance |
SpawnEntityAtLocation
|
void SpawnEntityAtLocation(Vector, Vector)
|
Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll) |
SpawnEntityAtNamedEntityOrigin
|
void SpawnEntityAtNamedEntityOrigin(string)
|
Create an entity at the location of a named entity |
CFuncTrackTrain
Extends CBaseEntity
Script handle class for func_tracktrain.
Methods
Function | Signature | Description |
---|---|---|
GetFuturePosition
|
Vector GetFuturePosition(float, float)
|
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, handle)
|
Add an entity to the template spawner |
SetGroupSpawnTables
|
void SetGroupSpawnTables(handle, handle)
|
Cache the group spawn tables |
CSceneEntity
Extends CBaseEntity
Script handle class for scripted_scene, which make use of VCD data.
Methods
Function | Signature | Description |
---|---|---|
AddBroadcastTeamTarget
|
void AddBroadcastTeamTarget(int)
|
Adds a team (by index) to the broadcast list |
EstimateLength
|
float EstimateLength()
|
Returns length of this scene in seconds. |
FindNamedEntity
|
handle FindNamedEntity(string)
|
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, string)
|
given a dummy scene name and a vcd string, load the scene |
RemoveBroadcastTeamTarget
|
void RemoveBroadcastTeamTarget(int)
|
Removes a team (by index) from the broadcast list |
CSimpleCallChainer
Has the same members as CCallChainer. [Todo]
Methods
Function | Signature | Description |
---|---|---|
Call
|
Call()
|
|
chain
|
chain()
|
|
constructor
|
constructor()
|
|
PostScriptExecute
|
PostScriptExecute()
|
|
prefix
|
prefix()
|
|
scope
|
scope()
|
CCallChainer
Methods
Function | Signature | Description |
---|---|---|
Call
|
Call()
|
|
chains
|
chains()
|
|
constructor
|
constructor()
|
|
PostScriptExecute
|
PostScriptExecute()
|
|
prefix
|
prefix()
|
|
scope
|
scope()
|
LateBinder
[Todo]
Methods
Function | Signature | Description |
---|---|---|
Begin
|
Begin()
|
|
End
|
End()
|
|
EstablishDelegation
|
EstablishDelegation()
|
|
HookRootMetamethod
|
HookRootMetamethod()
|
|
Log
|
Log()
|
|
m_bindNamesStack
|
m_bindNamesStack()
|
|
m_fixupSet
|
m_fixupSet()
|
|
m_targetTable
|
m_targetTable()
|
|
RemoveDelegation
|
RemoveDelegation()
|
|
Resolve
|
Resolve()
|
|
UnhookRootMetamethod
|
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
|
subexpcount()
|
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()
|
Creates a new null vector. |
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. Meant to be used when working with the client's HUD. |
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. |
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 (XYZ). |
QAngle + Vector
| ||
Vector - Vector
|
Vector
|
Returns the subtraction of both classes's members (XYZ). |
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. [Todo]
Methods
Function | Signature | Description |
---|---|---|
constructor
|
constructor()
|
|
Forward
|
Forward()
|
|
Left
|
Left()
|
|
Pitch
|
Pitch()
|
|
Roll
|
Roll()
|
|
ToKVString
|
ToKVString()
|
|
ToQuat
|
ToQuat()
|
|
Up
|
Up()
|
|
Yaw
|
Yaw()
|
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.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
VectorXD(float x, float y, ...)
|
Creates a new 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. Faster than the above method. |
Norm
|
float Norm()
|
Seems to also return the vector 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. |
constructor
|
Quaternion(float x,float y,float z,float w)
|
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
|
Quaternion Norm()
|
Normalizes the 4D vector length. Todo: What effect does this have in quaternions?
|
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 |
---|---|---|
__CollectEventCallbacks
|
__CollectEventCallbacks()
|
|
__CollectGameEventCallbacks
|
__CollectGameEventCallbacks()
|
|
__DumpScope
|
__DumpScope()
|
|
__ReplaceClosures
|
__ReplaceClosures()
|
|
__RunEventCallbacks
|
__RunEventCallbacks()
|
|
__RunGameEventCallbacks
|
__RunGameEventCallbacks()
|
|
__VScriptServerDebugHook
|
__VScriptServerDebugHook()
|
|
abs
|
abs(num)
|
|
acos
|
acos(num)
|
|
AddThinkToEnt
|
void AddThinkToEnt(handle, string)
|
Adds a late bound think function to the C++ think tables for the obj |
AddToScriptHelp
|
AddToScriptHelp()
|
|
AllowThirdPersonCamera
|
bool AllowThirdPersonCamera()
|
|
ArePlayersInHell
|
bool ArePlayersInHell()
|
|
array
|
array(num)
|
|
asin
|
asin(num)
|
|
assert
|
assert()
|
|
Assert
|
Assert()
|
|
atan
|
atan(num)
|
|
atan2
|
atan2(num, num)
|
|
BeginScriptDebug
|
BeginScriptDebug()
|
|
callee
|
callee()
|
|
ceil
|
ceil(num)
|
|
ClearGameEventCallbacks
|
ClearGameEventCallbacks()
|
|
ClientPrint
|
void ClientPrint(handle, int, string)
|
Print a client message |
collectgarbage
|
collectgarbage()
|
|
compilestring
|
compilestring(string, string)
|
|
cos
|
cos(num)
|
|
CreateProp
|
handle CreateProp(string, Vector, string, int)
|
Create a physics prop |
CreateSceneEntity
|
handle CreateSceneEntity(string)
|
Create a scene entity to play the specified scene. |
DebugDrawBox
|
void DebugDrawBox(Vector, Vector, int, int, int, int, float)
|
Draw a debug overlay box |
DebugDrawBoxAngles
|
void DebugDrawBoxAngles(Vector, Vector, Vector, QAngle, Vector, float, float)
|
Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration) |
DebugDrawBoxDirection
|
void DebugDrawBoxDirection(Vector, Vector, Vector, Vector, Vector, float, float)
|
Draw a debug forward box (cent, min, max, forward, vRgb, a, duration) |
DebugDrawCircle
|
void DebugDrawCircle(Vector, Vector, float, float, bool, float)
|
Draw a debug circle (center, rad, vRgb, a, ztest, duration) |
DebugDrawClear
|
void DebugDrawClear()
|
Try to clear all the debug overlay info |
DebugDrawLine
|
void DebugDrawLine(Vector, Vector, int, int, int, bool, float)
|
Draw a debug overlay line |
DebugDrawLine_vCol
|
void DebugDrawLine_vCol(Vector, Vector, Vector, bool, float)
|
Draw a debug line using color vec (start, end, vRgb, a, ztest, duration) |
DebugDrawScreenTextLine
|
void DebugDrawScreenTextLine(float, float, int, string, int, int, int, int, float)
|
Draw text with a line offset |
DebugDrawText
|
void DebugDrawText(Vector, string, bool, float)
|
Draw text in 3d (origin, text, bViewCheck, duration) |
developer
|
developer()
|
|
DispatchParticleEffect
|
void DispatchParticleEffect(string, Vector, Vector)
|
Dispatches a one-off particle system |
Document
|
Document()
|
|
DoEntFire
|
DoEntFire(string, string, string, num, Vector, Vector)
|
|
DoIncludeScript
|
bool DoIncludeScript(string, handle)
|
Execute a script (internal) |
DoUniqueString
|
DoUniqueString(string)
|
|
dummy
|
dummy()
|
|
DumpObject
|
DumpObject()
|
|
EmitAmbientSoundOn
|
void EmitAmbientSoundOn(string, float, int, int, handle)
|
Play named ambient sound on an entity. |
EmitSoundOn
|
void EmitSoundOn(string, handle)
|
Play named sound on Entity |
EmitSoundOnClient
|
void EmitSoundOnClient(string, handle)
|
Play named sound only on the client for the passed in player |
enabledebuginfo
|
enabledebuginfo()
|
|
EndScriptDebug
|
EndScriptDebug()
|
|
EntFire
|
function EntFire(target, action, value, delay, activator)
|
Generate and entity i/o event |
EntFireByHandle
|
void EntFireByHandle(handle, string, string, float, handle, handle)
|
Generate and entity i/o event. First parameter is an entity instance. |
EntIndexToHScript
|
handle EntIndexToHScript(int)
|
Turn an entity index integer to an HScript representing that entity's script instance. |
error
|
error()
|
|
exp
|
exp(num)
|
|
fabs
|
fabs(num)
|
|
FileToString
|
string FileToString(string)
|
Reads a string from a file to send to script |
FindCircularReference
|
FindCircularReference()
|
|
FindCircularReferences
|
FindCircularReferences()
|
|
FireGameEvent
|
bool FireGameEvent(string, handle)
|
Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table. |
FireScriptEvent
|
FireScriptEvent()
|
|
FlagsMayBeCapped
|
bool FlagsMayBeCapped()
|
May a flag be captured? |
floor
|
floor(num)
|
|
format
|
format(string)
|
|
FrameTime
|
float FrameTime()
|
Get the time spent on the server in the last frame |
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(int)
|
Get class limit for class. Indices: |
getconsttable
|
getconsttable()
|
|
GetDeveloperLevel
|
int GetDeveloperLevel()
|
Gets the level of 'developer' |
GetFrameCount
|
int GetFrameCount()
|
Returns the engines current frame count |
GetFriction
|
float GetFriction(handle)
|
Returns the Friction on a player entity, meaningless if not a player |
GetFunctionSignature
|
GetFunctionSignature()
|
|
GetGravityMultiplier
|
float GetGravityMultiplier()
|
|
GetListenServerHost
|
handle GetListenServerHost()
|
Get the local player on a listen server. |
GetMannVsMachineAlarmStatus
|
bool GetMannVsMachineAlarmStatus()
|
|
GetMapName
|
string GetMapName()
|
Get the name of the map. |
GetModelIndex
|
int GetModelIndex(string)
|
Returns the index of the named model. |
GetOvertimeAllowedForCTF
|
bool GetOvertimeAllowedForCTF()
|
|
GetPhysAngularVelocity
|
Vector GetPhysAngularVelocity(handle)
|
Get Angular Velocity for VPHYS or normal object |
GetPhysVelocity
|
Vector GetPhysVelocity(handle)
|
Get Velocity for VPHYS or normal object |
GetPlayerFromUserID
|
handle GetPlayerFromUserID(int)
|
Given a user id, return the entity, or null |
getroottable
|
getroottable()
|
|
GetRoundState
|
int GetRoundState()
|
Get current round state. Indices: |
GetSoundDuration
|
float GetSoundDuration(string, string)
|
Returns float duration of the sound. Takes soundname and optional actormodelname. |
getstackinfos
|
getstackinfos(num)
|
|
GetStopWatchState
|
int GetStopWatchState()
|
Get the current stopwatch state. Indices: |
GetWinningTeam
|
int GetWinningTeam()
|
Who won! |
HaveStopWatchWinner
|
bool HaveStopWatchWinner()
|
|
IncludeScript
|
IncludeScript()
|
|
InMatchStartCountdown
|
bool InMatchStartCountdown()
|
Are we in the pre-match state? |
InOvertime
|
bool InOvertime()
|
Currently in overtime? |
IsAttackDefenseMode
|
bool IsAttackDefenseMode()
|
|
IsBirthday
|
bool IsBirthday()
|
Are we in birthday mode? |
IsCompetitiveMode
|
bool IsCompetitiveMode()
|
Playing competitive? |
IsDedicatedServer
|
bool IsDedicatedServer()
|
Returns true if this server is a dedicated server. |
IsDefaultGameMode
|
bool IsDefaultGameMode()
|
The absence of arena, mvm, tournament mode, etc |
IsHolidayActive
|
bool IsHolidayActive(int)
|
Is the given holiday active? Indices: |
IsHolidayMap
|
bool IsHolidayMap(int)
|
Playing a holiday map? Indices: |
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? |
IsModelPrecached
|
bool IsModelPrecached(string)
|
Checks if the modelname is precached. |
IsPasstimeMode
|
bool IsPasstimeMode()
|
No ball games. |
IsPlayerABot
|
bool IsPlayerABot(handle)
|
Is this player/entity a bot |
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. |
IsSoundPrecached
|
bool IsSoundPrecached(string)
|
Takes a sound name |
IsTruceActive
|
bool IsTruceActive()
|
|
IsUsingGrapplingHook
|
bool IsUsingGrapplingHook()
|
|
IsUsingSpells
|
bool IsUsingSpells()
|
|
IsWeakref
|
IsWeakref()
|
|
LocalTime
|
void LocalTime(handle)
|
Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings) |
log
|
log(num)
|
|
log10
|
log10(num)
|
|
lstrip
|
lstrip(string)
|
|
MakeNamespace
|
MakeNamespace()
|
|
MapHasMatchSummaryStage
|
bool MapHasMatchSummaryStage()
|
|
MatchmakingShouldUseStopwatchMode
|
bool MatchmakingShouldUseStopwatchMode()
|
|
Msg
|
Msg()
|
|
newthread
|
newthread(Vector)
|
|
PickupObject
|
void PickupObject(handle, handle)
|
Have a player pickup a nearby named entity |
PlayerInstanceFromIndex
|
handle PlayerInstanceFromIndex(int)
|
Get a script instance of a player by index. |
PlayerReadyStatus_ArePlayersOnTeamReady
|
bool PlayerReadyStatus_ArePlayersOnTeamReady(int)
|
|
PlayerReadyStatus_HaveMinPlayersToEnable
|
bool PlayerReadyStatus_HaveMinPlayersToEnable()
|
|
PlayerReadyStatus_ResetState
|
void PlayerReadyStatus_ResetState()
|
|
PlayersAreOnMatchSummaryStage
|
bool PlayersAreOnMatchSummaryStage()
|
|
PointsMayBeCaptured
|
bool PointsMayBeCaptured()
|
Are points able to be captured? |
pow
|
pow(num, num)
|
|
PrecacheEntityFromTable
|
bool PrecacheEntityFromTable(handle)
|
Precache an entity from KeyValues in table |
PrecacheModel
|
void PrecacheModel(string)
|
Precache a model. |
PrecacheSound
|
void PrecacheSound(string)
|
Precache a sound. |
print
|
print()
|
|
PrintHelp
|
PrintHelp()
|
|
printl
|
printl()
|
|
rand
|
rand()
|
|
RandomFloat
|
float RandomFloat(float, float)
|
Generate a random floating point number within a range, inclusive |
RandomInt
|
int RandomInt(int, int)
|
Generate a random integer within a range, inclusive |
realPrint
|
realPrint()
|
|
RegisterFunctionDocumentation
|
RegisterFunctionDocumentation()
|
|
RegisterScriptGameEventListener
|
void RegisterScriptGameEventListener(string)
|
Register as a listener for a game event from script. |
resurrectunreachable
|
resurrectunreachable()
|
|
RetrieveNativeSignature
|
RetrieveNativeSignature()
|
|
RotateOrientation
|
QAngle RotateOrientation(QAngle, QAngle)
|
Rotate a QAngle by another QAngle. |
RotatePosition
|
Vector RotatePosition(Vector, QAngle, Vector)
|
Rotate a Vector around a point. |
rstrip
|
rstrip(string)
|
|
Say
|
void Say(handle, string, bool)
|
Have Entity say string, and teamOnly or not |
ScreenFade
|
void ScreenFade(handle, int, int, int, int, float, float, int)
|
Start a screenfade with the following parameters. player, red, green, blue, alpha, flFadeTime, flFadeHold, flags |
ScreenShake
|
void ScreenShake(Vector, float, float, float, float, int, bool)
|
Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake |
ScriptDebugAddTextFilter
|
ScriptDebugAddTextFilter()
|
|
ScriptDebugAddTrace
|
ScriptDebugAddTrace()
|
|
ScriptDebugAddWatch
|
ScriptDebugAddWatch()
|
|
ScriptDebugAddWatches
|
ScriptDebugAddWatches()
|
|
ScriptDebugAddWatchPattern
|
ScriptDebugAddWatchPattern()
|
|
ScriptDebugClearTraces
|
ScriptDebugClearTraces()
|
|
ScriptDebugClearWatches
|
ScriptDebugClearWatches()
|
|
ScriptDebugDefaultWatchColor
|
ScriptDebugDefaultWatchColor()
|
|
ScriptDebugDraw
|
ScriptDebugDraw()
|
|
ScriptDebugDrawWatches
|
ScriptDebugDrawWatches()
|
|
ScriptDebugDumpKeys
|
ScriptDebugDumpKeys()
|
|
ScriptDebugHook
|
ScriptDebugHook()
|
|
ScriptDebugIterateKeys
|
ScriptDebugIterateKeys()
|
|
ScriptDebugIterateKeysRecursive
|
ScriptDebugIterateKeysRecursive()
|
|
ScriptDebugRemoveTextFilter
|
ScriptDebugRemoveTextFilter()
|
|
ScriptDebugRemoveTrace
|
ScriptDebugRemoveTrace()
|
|
ScriptDebugRemoveWatch
|
ScriptDebugRemoveWatch()
|
|
ScriptDebugRemoveWatches
|
ScriptDebugRemoveWatches()
|
|
ScriptDebugRemoveWatchPattern
|
ScriptDebugRemoveWatchPattern()
|
|
ScriptDebugText
|
ScriptDebugText()
|
|
ScriptDebugTextDraw
|
ScriptDebugTextDraw()
|
|
ScriptDebugTextPrint
|
ScriptDebugTextPrint()
|
|
ScriptDebugTextTrace
|
ScriptDebugTextTrace()
|
|
ScriptDebugTraceAll
|
ScriptDebugTraceAll()
|
|
ScriptDebugWatches
|
ScriptDebugWatches()
|
|
SendToConsole
|
void SendToConsole(string)
|
Send a string to the console as a command |
SendToConsoleServer
|
void SendToConsoleServer(string)
|
Copy of SendToServerConsole with another name for compat. |
SendToServerConsole
|
void SendToServerConsole(string)
|
Send a string that gets executed on the server as a ServerCommand |
setconsttable
|
setconsttable()
|
|
setdebughook
|
setdebughook()
|
|
seterrorhandler
|
seterrorhandler()
|
|
SetFakeClientConVarValue
|
void SetFakeClientConVarValue(handle, string, string)
|
Sets a USERINFO client ConVar for a fakeclient |
SetGravityMultiplier
|
void SetGravityMultiplier(float)
|
|
SetMannVsMachineAlarmStatus
|
void SetMannVsMachineAlarmStatus(bool)
|
|
SetOvertimeAllowedForCTF
|
void SetOvertimeAllowedForCTF(bool)
|
|
SetPlayersInHell
|
void SetPlayersInHell(bool)
|
|
setroottable
|
setroottable()
|
|
SetUsingSpells
|
void SetUsingSpells(bool)
|
|
ShowMessage
|
void ShowMessage(string)
|
Print a hud message on all clients |
sin
|
sin(num)
|
|
SpawnEntityFromTable
|
handle SpawnEntityFromTable(string, handle)
|
Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn. |
SpawnEntityGroupFromTable
|
bool SpawnEntityGroupFromTable(handle)
|
Hierarchically spawn an entity group from a set of spawn tables. |
split
|
split(string, string)
|
|
sqrt
|
sqrt(num)
|
|
srand
|
srand(num)
|
|
StopAmbientSoundOn
|
void StopAmbientSoundOn(string, handle)
|
Stop named ambient sound on an entity. |
StopSoundOn
|
void StopSoundOn(string, handle)
|
Stop named sound on Entity |
StringToFile
|
bool StringToFile(string, string)
|
Store a string to a file for later reading |
strip
|
strip(string)
|
|
suspend
|
suspend()
|
|
tan
|
tan(num)
|
|
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 |
TraceLineEx
|
bool TraceLineEx(handle)
|
Pass table - Inputs: start, end, mask, ignore -- outputs: pos, fraction, hit, enthit, startsolid |
TraceLinePlayersIncluded
|
float TraceLinePlayersIncluded(Vector, Vector, handle)
|
given 2 points & ent to ignore, return fraction along line that hits world, models, players or npcs |
type
|
type()
|
|
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. |
UsePlayerReadyStatusMode
|
bool UsePlayerReadyStatusMode()
|
|
VSquirrel_OnCreateScope
|
VSquirrel_OnCreateScope()
|
|
VSquirrel_OnReleaseScope
|
VSquirrel_OnReleaseScope()
|
Squirrel Standard Library
[Todo]