Left 4 Dead 2/Scripting/Script Functions
This list contains all engine-related Squirrel variables, functions, and constants available for VScript in
Left 4 Dead 2 . Some can be printed in-game with the
scipt_help
command when the game is run in debug mode with the -allowdebug
parameter, or with script g_ModeScript.DeepPrintTable(getroottable())
. Others have been found from data mining.
Variables
Instance | Type | Description |
---|---|---|
Convars
|
CConvars
|
|
Director
|
CDirector
|
|
DirectorScript
|
table | Script scope for Director scripts. Contains the active DirectorOptions table. |
Documentation
|
table | Contains the printed strings from the script_help command.
|
Entities
|
CEntities
|
|
g_ClearoutTable
|
table (null )
|
|
g_MapScript
|
table | Script scope for map specific vscripts. |
g_ModeScript
|
table | Script scope for mode specific vscripts. It also contains a lot of utility functions. |
g_RoundState
|
table | |
g_rr
|
table | |
NavMesh
|
CNavMesh
|
|
print_indent
|
||
_PublishedHelp
|
table | |
ScriptDebugTraceAllOn
|
boolean | |
ScriptDebugTraces
|
table | |
ScriptDebugText
|
array | |
ScriptDebugTextFilters
|
table | |
ScriptDebugTextIndent
|
boolean | |
ScriptDebugWatches
|
array | |
ScriptEventCallbacks
|
table |
Classes
CBaseAnimating
Extends CBaseEntity

CBaseEntity
This is a script handle for a game entity. All entities in-game are accessible from Entities.
Base 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.). |
ApplyAbsVelocityImpulse
|
void ApplyAbsVelocityImpulse(Vector impulse)
|
Apply a Velocity Impulse. |
ApplyLocalAngularVelocityImpulse
|
void ApplyLocalAngularVelocityImpulse(Vector impulse)
|
Apply an Ang Velocity Impulse. |
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 event)
|
Removes a connected script function from an I/O event. |
FirstMoveChild
|
handle FirstMoveChild()
|
|
GetAngles
|
handle QAngle GetAngles()
|
Returns the orientation of the entity in the world. |
GetBaseVelocity
|
Vector GetBaseVelocity()
|
Get Base? velocity |
GetClassname
|
string GetClassname()
|
Returns the entity class. This includes player and infected .
|
GetContext
|
unknown GetContext(string)
|
GetContext( name ): looks up a context and returns it if available. May return string, float, or null (if the context isn't found) |
GetEntityHandle
|
unknown GetEntityHandle()
|
Get the entity as an EHANDLE. Todo: What is this?
|
GetEntityIndex
|
int GetEntityIndex()
|
Returns the entity index. This is the same type of index used in most game events. |
GetForwardVector
|
Vector GetForwardVector()
|
Get the forward vector of the entity. |
GetHealth
|
int GetHealth()
|
|
GetLocalAngularVelocity
|
QAngle GetLocalAngularVelocity()
|
Maybe local angvel |
GetLocalVelocity
|
Vector GetLocalVelocity()
|
Get Entity relative velocity |
GetMoveParent
|
handle GetMoveParent()
|
If in hierarchy, retrieves the entity's parent |
GetName
|
string GetName()
|
Returns the targetname of the entity. |
GetOrigin
|
Vector GetOrigin()
|
Returns the origin of the entity in the world. |
GetOwnerEntity
|
handle GetOwnerEntity()
|
Get the owner entity, if there is one. |
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 script-side data associated with an entity. |
GetVelocity
|
Vector GetVelocity()
|
|
IsPlayer
|
bool IsPlayer()
|
Does this entity belong to the player class. |
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity. |
Kill
|
void Kill()
|
|
NextMovePeer
|
handle NextMovePeer()
|
|
OverrideFriction
|
void OverrideFriction(float duration, float friction)
|
Takes duration, value for a temporary override |
PrecacheModel
|
void PrecacheModel(string filename)
|
|
PrecacheScriptSound
|
void PrecacheScriptSound(string)
|
Todo: Is this for raw files or soundscripts?
|
SetAngles
|
void SetAngles(QAngle direction)
|
|
SetContext
|
void SetContext(string name, string value, float duration)
|
Stores any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set 0 to mean 'forever'). |
SetContextNum
|
void SetContextNum(string name, float value, float duration)
|
Stores any key/value pair in this entity's dialog contexts. Value must be a number (int or float). Will last for duration (set 0 to mean 'forever'). |
SetForwardVector
|
void SetForwardVector(Vector direction)
|
Set the orientation of the entity to have this forward vector. |
SetFriction
|
void SetFriction(float friction)
|
Set PLAYER friction, ignored for objects. |
SetGravity
|
void SetGravity(float gravity)
|
Set PLAYER gravity, ignored for objects. |
SetHealth
|
void SetHealth(int health)
|
|
SetOrigin
|
void SetOrigin(Vector position)
|
|
SetVelocity
|
void SetVelocity(Vector velocity)
|
Sets the entity velocity. |
ValidateScriptScope
|
bool ValidateScriptScope()
|
Ensure that an entity's script scope has been created. |
Player Class Methods
The following methods only work on player entities. Player entities belong to the CBaseEntity class, but return player from the GetClassname()
method. Trying to use these methods on other entities will cause an exception.
Function | Signature | Description |
---|---|---|
Extinguish
|
void Extinguish()
|
Extinguish a burning player. |
EyePosition
|
Vector? EyePosition()
|
Try and get the current eye position. |
GetActiveWeapon
|
handle GetActiveWeapon()
|
Get the player's active weapon entity. |
GetButtonMask
|
int GetButtonMask()
|
Returns a bitfield of currently pressed buttons. Recognized buttons are: IN_ATTACK, IN_ATTACK2, IN_JUMP, IN_DUCK, IN_FORWARD, IN_BACK, IN_USE, IN_MOVELEFT, IN_MOVERIGHT, IN_RELOAD
|
GetHealthBuffer
|
int GetHealthBuffer()
|
Returns the current temporary health of a survivor. Todo: Does temp health work on SI?
|
GetPlayerUserId
|
int GetPlayerUserId()
|
Get the player's userID. |
GetSenseFlags
|
int GetSenseFlags()
|
Get the current bits for the bot sense flags: BOT_CANT_SEE, BOT_CANT_HEAR, BOT_CANT_FEEL
|
GetSurvivorSlot
|
int GetSurvivorSlot()
|
Get the player's slot. |
GetZombieType
|
int GetZombieType()
|
If an infected, find out what type. Recognized ZombieTypes are: Smoker = 1, Boomer = 2, Hunter = 3, Spitter = 4, Jockey = 5, Charger = 6, Witch = 7, Tank = 8, Survivor = 9 |
GiveAmmo
|
void GiveAmmo(int amount)
|
Adds ammo for the player's currently equipped weapon. Double the value set in amount is added. |
GiveItem
|
void GiveItem(string itemname)
|
Give an item/weapon by name. (health, katana, rifle_ak47 , etc.)
|
GiveUpgrade
|
void GiveUpgrade(string upgrade)
|
give a primary weapon upgrade: UPGRADE_INCENDIARY_AMMO, UPGRADE_EXPLOSIVE_AMMO, UPGRADE_LASER_SIGHT
|
HitWithVomit
|
void HitWithVomit()
|
Target a player with a boomer vomit attack. |
IsDead
|
bool IsDead()
|
Returns a bool indicating dead state. |
IsDying
|
bool IsDying()
|
Returns a bool indicating dying state. |
IsIncapacitated
|
bool IsIncapacitated()
|
Returns a bool indicating incapacitated state. |
IsHangingFromLedge
|
bool IsHangingFromLedge()
|
Returns a bool indicating ledge hang state. |
IsGhost
|
bool IsGhost()
|
Returns a bool indicating ghost infected state. |
IsOnFire
|
bool IsOnFire()
|
Returns a bool indicating if a player is on fire. |
IsSurvivor
|
bool IsSurvivor()
|
On the survivor team (Otherwise, infected). |
RemoveUpgrade
|
void RemoveUpgrade(string upgrade)
|
Remove a primary weapon upgrade: UPGRADE_INCENDIARY_AMMO, UPGRADE_EXPLOSIVE_AMMO, UPGRADE_LASER_SIGHT
|
ReviveByDefib
|
void ReviveByDefib()
|
Revive a dead player by defib. |
ReviveFromIncap
|
void ReviveFromIncap()
|
Revive an incapacitated player. |
SetFriction
|
void SetFriction(int friction)
|
Set player friction. |
SetGravity
|
void SetGravity(int gravity)
|
Set player gravity. |
SetHealthBuffer
|
void SetHealthBuffer(float health)
|
Sets the temporary health of a survivor. Does not incapacitate or kill when set to zero. |
SetReviveCount
|
void SetReviveCount(int count)
|
Sets the number of times a survivor has been revived, and updates third-strike state and effects. |
SetSenseFlags
|
void SetSenseFlags(int flags)
|
Set the current bits for the bot sense flags: BOT_CANT_SEE, BOT_CANT_HEAR, BOT_CANT_FEEL
|
Stagger
|
void Stagger(Vector position)
|
Stagger a player away from a position. Use Vector(0,0,0) to just stagger forward. |
TryGetPathableLocationWithin
|
Vector TryGetPathableLocationWithin(int radius)
|
Get a location on the nav the player can path to within the desired radius. |
UseAdrenaline
|
void UseAdrenaline(int duration)
|
Causes Adrenaline's speed and visual effect, no change to health. |
Functions
Function | Signature | Description |
---|---|---|
OnPostSpawn
|
void OnPostSpawn()
|
If you declare a function OnPostSpawn() in your vscript, when the entity that is using the script is spawned, it will run this function automatically. You could use this to have an entity register itself with a master script or just do whatever needed to be down immediately after spawn. |
CCallChainer
Methods
Function | Signature | Description |
---|---|---|
constructor
|
[Todo] constructor()
|
|
PostScriptExecute
|
[Todo] PostScriptExecute()
|
|
Call
|
[Todo] Call()
|
Members
Instance | Type | Description |
---|---|---|
chains
|
null
|
|
prefix
|
null
|
|
scope
|
null
|
CDirector
Game Instance: Director
Provides methods for reading information and forcing events in the AI Director. To influence the Director behavior, the DirectorScript
table is used instead.
Methods
Function | Signature | Description |
---|---|---|
ClearCachedBotQueries
|
void ClearCachedBotQueries()
|
|
ForceNextStage
|
void ForceNextStage()
|
|
GetAveragedSurvivorSpan
|
float GetAveragedSurvivorSpan()
|
Get the distance between the lead and trailing survivors, smoothed over time. |
GetAveragedSurvivorSpeed
|
float GetAveragedSurvivorSpeed()
|
Get the rate at which the lead survivor is moving along the flow, smoothed over time. |
GetCommonInfectedCount
|
int GetCommonInfectedCount()
|
Returns number for infected currently spawned. |
GetFurthestSurvivorFlow
|
float GetFurthestSurvivorFlow()
|
Get the maximum distance along the flow that the survivors have reached |
GetGameMode
|
string GetGameMode()
|
Get the current game mode. If called in a mutation, it returns the current mutation, not the base mode. |
GetHoldoutCooldownEndTime
|
[Todo] float? GetHoldoutCooldownEndTime()
|
|
GetPendingMobCount
|
int GetPendingMobCount()
|
Returns the number of infected waiting to spawn. |
HasAnySurvivorLeftSafeArea
|
bool HasAnySurvivorLeftSafeArea()
|
True when one or more survivors have left the starting safe area. |
IsAnySurvivorInCombat
|
bool IsAnySurvivorInCombat()
|
Returns true if any survivor recently dealt or took damage. |
IsPlayingOnConsole
|
bool IsPlayingOnConsole()
|
Return true if game is running on a console (such as Xbox 360). |
IsSinglePlayerGame
|
bool IsSinglePlayerGame()
|
Return true if game is in single player. |
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity. |
IsTankInPlay
|
bool IsTankInPlay()
|
Returns true if any tanks are aggro on survivors. |
L4D1SurvivorGiveItem
|
void L4D1SurvivorGiveItem()
|
Let the L4D1 survivors know that now is a good time to give the players an item. |
PlayMegaMobWarningSounds
|
void PlayMegaMobWarningSounds()
|
Plays a horde scream sound and asks survivors to speak 'incoming horde' lines. |
ResetMobTimer
|
void ResetMobTimer()
|
Trigger a mob as soon as possible when in BUILD_UP .
|
ResetSpecialTimer
|
void ResetSpecialTimer()
|
|
SetHoldoutCooldownEndTime
|
void SetHoldoutCooldownEndTime(float time? [Todo])
|
|
UserDefinedEvent1
|
void UserDefinedEvent1()
|
These trigger the appropriate output from the info_director entity when called. |
UserDefinedEvent2
|
void UserDefinedEvent2()
|
|
UserDefinedEvent3
|
void UserDefinedEvent3()
|
|
UserDefinedEvent4
|
void UserDefinedEvent4()
|
CEntities
Game Instance: Entities
An interface to find and iterate over 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 |
---|---|---|
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. |
CEnvEntityMaker
Methods
Function | Signature | Description |
---|---|---|
SpawnEntity
|
void SpawnEntity()
|
Create an entity at the location of the maker. |
SpawnEntityAtEntityOrigin
|
void SpawnEntityAtEntityOrigin(handle entity)
|
Create an entity at the location of a specified entity instance. |
SpawnEntityAtLocation
|
void SpawnEntityAtLocation(Vector origin, QAngle orientation)
|
Create an entity at a specified location and orientation. |
SpawnEntityAtNamedEntityOrigin
|
void SpawnEntityAtNamedEntityOrigin(string name)
|
Create an entity at the location of a named entity. |
Game Instance: NavMesh
Methods
Function | Signature | Description |
---|---|---|
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity. Todo: Does the nav mesh have an entity?
|
UnblockRescueVehicleNav
|
void UnblockRescueVehicleNav()
|
Unblock the rescue vehicle nav areas so bots can path through them. |
Convars
CPointTemplate

- function PostSpawn( entities )
- Called after the entity was spawned, you could use this to connect outputs or do whatever needs to be done after the entity was created.
function PostSpawn( entities ) { foreach( k, v in entities ) //name, ent ref { printl( k + ": " + v ); } }
- function PreSpawnInstance(entityClass, entityName)
- If this is defined, it will be called right before the entity is created, any key,values returned will be assigned to the entity.
function PreSpawnInstance( entityClass, entityName ) { return { rendercolor = "0 255 0" targetname = "blah" }; }
- You could use this to dynamically assign target names, colors, even models. Unfortunately, models don't work like you would think. Yes, you can change that gas tank into a football model, will even keep the weapon_gascan class, but it won't behave like one. Also tested this out on zombie spawners, but unfortunately, they don't use these hooks which is a shame, because how cool would it have been to have 3 tank models in play at once?
CSimpleCallChainer
Seems to have the same members as CCallChainer.
Decider
Methods
Function | Signature | Description |
---|---|---|
AddRule
|
||
constructor
|
||
FindAllMatches
|
||
FindBestMatch
|
||
IsValid
|
bool IsValid()
|
Whether the handle belongs to a valid entity(?). |
regxp
Methods
Function | Signature | Description |
---|---|---|
capture
|
||
constructor
|
||
match
|
||
search
|
||
subexpcount
|
LateBinder
Methods
Function | Signature | Description |
---|---|---|
Begin
|
||
End
|
||
EstablishDelegation
|
||
HookRootMetamethod
|
||
UnhookRootMetamethod
|
||
RemoveDelegation
|
||
Resolve
|
Members
Instance | Type | Description |
---|---|---|
m_bindNamesStack
|
array
|
|
m_fixupSet
|
array
|
|
m_log
|
bool
|
|
m_logIndent
|
int
|
|
m_targetTable
|
table?(null)
|
QAngle
Squirrel equivalent of the C++ QAngle class.
Represents a 3 dimensional orientation.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
QAngle(float pitch, float yaw, float roll)
|
Creates a new QAngle. |
Forward
|
Vector Forward()
|
Returns the Forward Vector of the angles. |
Forward
|
Vector Forward()
|
Returns the Forward Vector of the angles. |
Left
|
Vector Left()
|
Returns the left Vector of the angles. |
Pitch
|
float Pitch()
|
Returns the pitch angle in degrees. |
Roll
|
float Roll()
|
Returns the roll angle in degrees. |
ToKVString
|
string ToKVString()
|
|
Up
|
Vector Up()
|
Returns the Up Vector of the angles. |
Yaw
|
float Yaw()
|
Returns the yaw angle in degrees. |
Quaternion
Quarternions[1] are used in 3 dimensional rotations.
Methods
Function | Signature | Description |
---|---|---|
constructor
|
Quarternion([Todo])
|
Creates a new Quarternion. |
Dot
|
float? Dot(Quarternion factor)
|
The scalar product of two quaternions(?). |
Invert
|
Quarternion? Invert()
|
|
Norm
|
Quarternion? Norm()
|
|
SetPitchYawRoll
|
void SetPitchYawRoll(?)
|
|
ToKVString
|
string ToKVString()
|
|
ToQAngle
|
QAngle ToQAngle()
|
Vector
3 dimensional vector.
Supports arithmetic operations with both Vectors and scalar values.

Methods
Function | Signature | Description |
---|---|---|
constructor
|
Vector(float x, float y, float z)
|
Creates a new vector with the specified Cartesian coordiantes. |
Cross
|
float Dot(Vector factor)
|
The vector product of two vectors. |
Dot
|
float Dot(Vector factor)
|
The scalar product of two vectors. |
Length
|
float Length()
|
Magnitude of the vector. |
LengthSqr
|
float LengthSqr()
|
The magnitude of the vector squared. |
Length2D
|
float Length2D()
|
|
Length2DSqr
|
float Length2DSqr()
|
|
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. |
Vector2D, Vector4D
Methods
Function | Signature | Description |
---|---|---|
constructor
|
VectorXD(float x, float y,...)
|
Creates a new vector with the specified Cartesian coordiantes. |
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. |
Norm
|
float Norm()
|
Seems to also return the vector length. |
ToKVString
|
string ToKVString()
|
Returns a string without separations commas. |
Other functions
Engine specific
Function | Signature | Description |
---|---|---|
Assert
|
void Assert(bool value, string optional message)
|
Test value and if not true, throws exception, optionally with message. |
ConnectOutputs
|
void ConnectOutputs(table, ?)
|
sets output functions for entity by table [Todo] |
DebugDrawBox
|
void DebugDrawBox([Todo] Vector, Vector, Vector, int, int, int, int, float)
|
Draw a debug overlay box |
DebugDrawLine
|
void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool [Todo], float time)
|
Draw a debug overlay line |
developer
|
bool developer()
|
If developer mode is on. |
DoIncludeScript
|
void DoIncludeScript(string file, handle scope)
|
Execute a script (internal) |
DoEntFire
|
void DoEntFire(string target, string action, string value, float delay, string activator, string caller)
|
Generate an entity I/O event. |
EntFire
|
void EntFire(string target, string action, string value, float delay, string activator)
|
Wrapper for DoEntFire() that sets activator and caller to null. |
DoUniqueString
|
string DoUniqueString(string input)
|
Called by UniqueString, prob want to call that instead. |
IncludeScript
|
void IncludeScript(string file, handle scope)
|
Wrapper for DoIncludeScript |
IsPlayerABot
|
void IsPlayerABot(handle player)
|
Is this player/entity a bot. |
GetFunctionSignature
|
||
Msg
|
void Msg(string message)
|
Prints message to console without any line feed after. |
printl
|
void printl(string message)
|
Prints message to console with a line feed after. |
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. |
RetrieveNativeSignature
|
||
SendToConsole
|
void SendToConsole(string command)
|
Send a string to the console as a command |
SendToServerConsole
|
void SendToServerConsole(string command)
|
Send a string to the server console as a command |
ShowMessage
|
void ShowMessage(string message)
|
Print a hud message on all clients. |
Time
|
float Time()
|
Get the current server time. |
UniqueString
|
string UniqueString(string input)
|
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. |
Standard Squirrel library
Standard Squirrel library functions (consult official Squirrel language league for more details):
Function |
---|
abs |
acos |
array |
asin |
assert |
atan |
atan2 |
ceil |
collectgarbage |
compilestring |
cos |
exp |
fabs |
floor |
format |
getconsttable |
getroottable |
getstackinfos |
log |
log10 |
lstrip |
pow |
rand |
rstrip |
setconsttable |
seterrorhandler |
setroottable |
type |
sin |
split |
sqrt |
srand |
strip |
suspend |
tan |
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 | |
SPAWN_FLAGS
|
table |