Zh/List of CS:GO Script Functions

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Squirrel 这份清单包含了反恐精英:全球攻势 Counter-Strike: Global Offensive 中的与引擎相关的可用于VScriptSquirrel类、函数以及 可用的变量。加载一个地图然后执行script_help,并且将developer的值设置为至少1, 可以把这份清单中的部分内容显示于控制台中。 值得一提的是,developer 只要不为0,且加载了任意的地图, 就可以把script_help指令所显示的内容转存到文件中。步骤如下(请一步一步地在控制台中键入每一行指令):

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





变量

实例 类型 描述
Entities CEntities 提供一个对当前已生成的实体的访问方式.

常量

实例 类型 描述
_charsize_ integer
_floatsize_ integer
_intsize_ integer
_version_ string Squirrel的版本号.
_versionnumber_ integer Squirrel的版本号的整数形式.
RAND_MAX integer

CBaseEntity

CBaseEntity是实体的脚本句柄类. 所有已生成的实体都有一个使用CBaseEntity或者其子类的的脚本句柄.

所有游戏中的脚本句柄都可以从Entities中访问. 实体脚本可以通过 self来访问它们自身的脚本句柄.

Methods

函数 签名 描述
__KeyValueFromInt void __KeyValueFromInt(string key, int value) 以整数设置实体的键值(KeyValue). 这个函数只修改数值而不执行实体处理KeyValue所需要的任何代码, 所以可能会有令人意想不到的副作用.
__KeyValueFromFloat void __KeyValueFromFloat(string key, float value) 以浮点数设置实体的KeyValue. 这个函数只修改数值而不执行实体处理KeyValue所需要的任何代码, 所以可能会有令人意想不到的副作用.
__KeyValueFromString void __KeyValueFromString(string key, string value) 以字符串设置实体的KeyValue. 这个函数只修改数值而不执行实体处理KeyValue所需要的任何代码, 所以可能会有令人意想不到的副作用.
__KeyValueFromVector void __KeyValueFromVector(string key, Vector value) 向量(Vector)设置实体的KeyValue. 这个函数只修改数值而不执行实体处理KeyValue所需要的任何代码, 所以可能会有令人意想不到的副作用.
ConnectOutput void ConnectOutput(string output, string function) 添加一个I/O关联, 当指定的输出触发时将调用指定的函数.
DisconnectOutput void DisconnectOutput(string output, string function) 从I/O事件中删除一个已关联的脚本函数.
Destroy void Destroy() 删除实体.
EmitSound void EmitSound(string soundScript) 在这个实体上播放声音.
entindex int entindex() 返回实体的索引.
EyePosition Vector EyePosition() 获取眼睛位置的向量(备注:绝对坐标).
FirstMoveChild handle FirstMoveChild()
GetAngles Vector GetAngles() 向量形式获取实体的章动角(pitch)、进动角(yaw)和自转角(roll).
GetAngularVelocity Vector GetAngularVelocity() 获取实体的角速度(备注:返回pitch、yaw、roll的向量).
GetBoundingMaxs Vector GetBoundingMaxs() 将实体边界框的最大范围以向量返回。
GetBoundingMins Vector GetBoundingMins() 将实体边界框的最小范围以向量返回.
GetCenter Vector GetCenter() 返回边界框中心位置的向量.
GetClassname string GetClassname() 返回实体的种类名. (备注:包含player).
GetForwardVector Vector GetForwardVector() 返回实体的前向量.
GetHealth int GetHealth() 返回实体当前的生命值.
GetLeftVector Vector GetLeftVector() 返回实体的左向量.
GetMaxHealth int GetMaxHealth() 返回实体的最大生命值.
GetModelKeyValues Keyvalues GetModelKeyValues() 返回实体模型的[$keyvalues]块作为一个#Keyvalues对象. 请注意, 这并非实体自身的keyvalues.
GetModelName string GetModelName() 返回实体模型的文件名.
GetMoveParent CBaseEntity GetMoveParent() 如果实体位于层次结构(hierarchy)中, 检索实体的父级(parent).
GetName string GetName() 返回实体的targetname.
GetOrigin Vector GetOrigin() 返回实体的位置.
GetOwner handle GetOwner() 获取实体的所有者(owner). (备注:似乎只有当需要在这个实体上使用SetOwner()时这个函数才有用, 可能也不尽然)
GetPreTemplateName string GetPreTemplateName() 获取去除独特模版装饰的实体名.
GetRootMoveParent handle GetRootMoveParent() 如果实体位于层次结构中,顺着层次结构检索实体的根父级.
GetScriptId string GetScriptId() 检索用于引用脚本系统中的实体的唯一标识符.
GetScriptScope handle GetScriptScope() 检索存储与此实体关联的实体脚本数据的表.
GetSoundDuration float GetSoundDuration(string soundName, string actorModelName = "") 以浮点数返回声音的持续时间. (备注:采用"soundName"和可选的"actorModelName"作为搜索参数)
GetTeam int GetTeam() 返回玩家的队伍. (备注:观察者 = 1, 恐怖分子 = 2, 反恐精英 = 3).
GetUpVector Vector GetUpVector() 获取实体的顶向量.
GetVelocity Vector GetVelocity() 返回实体的速度向量.
IsValid bool IsValid() 句柄是否属于有效的实体.
NextMovePeer handle NextMovePeer()
PrecacheModel void PrecacheModel(string modelPath) 在地图加载完成后预缓存一个模型.
PrecacheScriptSound void PrecacheScriptSound(string soundName)
PrecacheSoundScript void PrecacheSoundScript(string soundScript) 预缓存一个将会被播放的声音.
SetAbsOrigin void SetAbsOrigin(Vector position) 与SetOrigin()功能相同.
SetAngles void SetAngles(float pitch, float yaw, float roll) 设置实体的pitch, yaw, roll. 请注意, 这里并不使用向量.
SetAngularVelocity void SetAngularVelocity(float pitch, float yaw, float roll) 设置实体的角速度.(备注:采用pitch, yaw和roll的浮点数形式的角速度).
SetForwardVector void SetForwardVector(Vector forwardVector) 设置实体的前向量.
SetHealth void SetHealth(int newHealth) 设置实体的生命值.
SetMaxHealth void SetMaxHealth(int maxHealth) 设置实体的最大生命值.
SetModel void SetModel(string modelName) 改变实体的模型, 这个函数并不预缓存模型!
待完善: 检查副作用
SetOrigin void SetOrigin(Vector position) 将实体移动到指定位置.
SetOwner void SetOwner(handle owner) 设置实体的所有者.
SetSize void SetSize(Vector, Vector)
SetTeam void SetTeam(int teamNumber) 立即转换玩家的团队. (备注:观察者 = 1, 恐怖分子 = 2, 反恐精英 = 3)
SetVelocity void SetVelocity(Vector velocity) 设置实体的速度向量.
ValidateScriptScope bool ValidateScriptScope() 实体的脚本数据是否已被创建.

Hooks

如果其中一个函数在实体脚本中被声明, 实体将在适当的情况下自动运行此函数.

函数 签名 描述
InputInputName bool InputInputName() 当实体从I/O系统中接收到输入时调用. 此函数的名称必须是实体input列表中的Input, 例如表示FireUser1的InputFireUser1. 当这个函数被调用时, 激活和调用的实体的脚本句柄会被写入接收输入的实体的脚本数据的activatorcaller变量中. 这个函数必须返回一个布尔值. 将布尔值设定为true允许实体来处理输入, 否则用false阻止之.
OnPostSpawn void OnPostSpawn() 在实体生成时立即被调用. 这个函数可以用于让实体向主脚本注册自身,或以编程方式调整实体参数.
Precache void Precache() 在脚本执行后调用. 可用于在地图加载时调用模型和声音的预缓存函数.

CBaseAnimating

Extends CBaseEntity

动画实体(如props)的脚本句柄类.

Methods

函数 签名 描述
GetAttachmentAngles Vector GetAttachmentAngles(int id) 以pitch, yaw, roll向量的形式获取附件ID的角度.
GetAttachmentOrigin Vector GetAttachmentOrigin(int 'id') 获取附件ID的位置向量.
IsSequenceFinished bool IsSequenceFinished() 主序列是否已经播放完成.
LookupAttachment int LookupAttachment(string attachmentName) 获取指定名字的附件ID.
SetBodygroup void SetBodygroup(int groupIndex, int value) 通过索引设置模型的bodygroup的值.
待完善: 要如何找到索引?


CBaseFlex

Extends CBaseAnimating

Methods

函数 签名 描述
GetCurrentScene handle GetCurrentScene() 返回最早的活动场景实体的实例 (备注:如果有的话).
GetSceneByIndex handle GetSceneByIndex(int index) 返回制定索引的场景实体的实例.


CBasePlayer

Extends CBaseAnimating

Methods

函数 签名 描述
IsNoclipping bool IsNoclipping() 玩家是否处于noclip状态.

CBaseMultiplayerPlayer

Extends CBasePlayer

CSGO玩家的脚本句柄类,无附带方法。


CEnvEntityMaker

Extends CBaseEntity

env_entity_maker的脚本句柄类.

Methods

函数 签名 描述
SpawnEntity void SpawnEntity() 在制造器的位置上创建一个实体
SpawnEntityAtEntityOrigin void SpawnEntityAtEntityOrigin(CBaseEntity entity) 在指定实体实例的位置上创建一个实体.
SpawnEntityAtLocation void SpawnEntityAtLocation(Vector origin, Vector orientation) 在指定的位置和方向上创建一个实体,方向为以度为单位的欧拉角(pitch, yaw, roll).
SpawnEntityAtNamedEntityOrigin void SpawnEntityAtNamedEntityOrigin(string targetName) 在一个指定名字的实体的位置上创建一个实体。


CPointTemplate

Extends CBaseEntity

point_template的脚本句柄类.

Hooks

table PreSpawnInstance(string entityClass, string entityName)
如果定义了此Hook,它将在实体创建之前被调用,并且返回的任何KeyValues都将被分配给该实体。
function PreSpawnInstance( entityClass, entityName )
{
	local keyvalues =
	{ 
   		rendercolor = "0 255 0"
   		targetname = "mySpawnedEntity"
	}
	return keyvalues
	
}
void PostSpawn(table entities)
在实体生成后调用. 具有按名称索引的已生成的实体句柄的表被传递给该函数. 可以使用它来关联输出或在创建实体后做任何你想做的事情.
function PostSpawn( entities )
{
	foreach( name, handle in entities )
	{
		printl( name + ": " + handle )
	}
}


CSceneEntity

Extends CBaseEntity


Methods

函数 签名 描述
AddBroadcastTeamTarget void AddBroadcastTeamTarget(int index) 添加一个队伍(通过索引)到广播列表中.
EstimateLength float EstimateLength() 以秒为单位返回此场景的长度.
FindNamedEntity handle FindNamedEntity(string reference) 给定一个实体参照, 比如 !target, 以从场景对象中获取真正的实体.
IsPaused bool IsPaused() 这个场景是否暂停.
IsPlayingBack bool IsPlayingBack() 这个场景是否正在播放.
LoadSceneFromString bool LoadSceneFromString(string sceneName, string scene) 给定一个虚拟的场景名和vcd的字符串, 以加载场景.
RemoveBroadcastTeamTarget void RemoveBroadcastTeamTarget(int index) 从广播列表中删除一个队伍(通过索引).


CTriggerCamera

Extends CBaseEntity


Methods

函数 签名 描述
GetFov int GetFov() 以整数获取当前相机的FOV设置.
SetFov void SetFov(int fov, float rate) 用整数的度数设置相机的FOV, 用浮点数设置FOV的变化率.

Hooks

void ScriptStartCameraShot(string shotType, handle sceneEntity, handle actor1, handle actor2, float duration)
由SceneEntity调用以响应由一个VCD发送来的CChoreoEvent::CAMERA. [待完善]


CCallChainer

[待完善]

Methods

函数 签名 描述
constructor [待完善] constructor()
PostScriptExecute [待完善] PostScriptExecute()
Call [待完善] Call()

成员

实例 类型 描述
chains null
prefix null
scope null


CEntities

游戏实例: Entities

一个用于查找和遍历所有游戏中的实体的脚本句柄的接口. 要遍历一组实体, 请将null传递给适当方法中的前置参数以开始遍历, 或引用先前找到的实体以继续搜索.

Methods

函数 签名 描述
CreateByClassname handle CreateByClassname(string class) 通过种类名(class name)创建一个实体.
FindByClassname handle FindByClassname(handle previous, string class) 通过种类名寻找一个实体.
FindByClassnameNearest handle FindByClassnameNearest(string class, Vector origin, float radius) 查找最接近指定点的指定种类名的实体.
FindByClassnameWithin handle FindByClassnameWithin(handle previous, string class, Vector origin, float radius) 在一个范围内查找一个指定种类名的实体.
FindByModel handle FindByModel(handle previous, string filename) 通过模型名查找一个实体.
FindByName handle FindByName(handle previous, string name) 通过targetname查找一个实体.
FindByNameNearest handle FindByNameNearest(string name, Vector origin, float radius) 查找最接近指定点的指定targetname的实体.
FindByNameWithin handle FindByNameWithin(handle previous, string name, Vector origin, float radius) 在一个范围内查找一个指定targetname的实体.
FindByTarget handle FindByTarget(handle previous, string targetname) 通过实体自身的target查找一个实体.
FindInSphere handle FindInSphere(handle previous, Vector origin, float radius) 在一个范围内查找一个实体.
First handle First() 开始遍历的实体列表.
Next handle Next(handle previous) 继续遍历实体列表, 为先前找到的实体提供参照.
IsValid bool IsValid() 句柄是否属一个有效的实体.


CPlayerVoiceListener

待完善: 这些方法里的整数参数究竟是些什么鬼.

Methods

函数 签名 描述
GetPlayerSpeechDuration float GetPlayerSpeechDuration(int) 返回玩家持续说话的秒数.
IsPlayerSpeaking bool IsPlayerSpeaking(int) 指定玩家是否正在说话.
IsValid bool IsValid() 句柄是否属于一个有效的实体.


CScriptKeyValues

代表一个模型的$keyvalues块的脚本句柄. 子键是同一类的实例.

Methods

函数 签名 描述
constructor
FindKey CScriptKeyValues FindKey(string keyName) 通过键名找到一个子键.
GetFirstSubKey CScriptKeyValues GetFirstSubKey() 返回第一个子键对象.
GetKeyBool bool GetKeyBool(string keyName) 以布尔形式返回一个键值.
GetKeyFloat float GetKeyFloat(string keyName) 以浮点数返回一个键值.
GetKeyInt int GetKeyInt(string keyName) 以整数返回一个键值.
GetKeyString string GetKeyString(string keyName) 以字符串形式返回一个键值.
GetNextKey handle GetNextKey() 将下一个相邻的键对象返回到调用该方法的对象.
IsKeyEmpty bool IsKeyEmpty(string keyName) 如果指定的键是空值返回真.
IsValid bool IsValid() 句柄是否属于一个有效的实体.
ReleaseKeyValues void ReleaseKeyValues() 释放实例的内容.


CSimpleCallChainer

看上去似乎和 CCallChainer 有相同的成员. [待完善]


LateBinder

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

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

Test1 <-
{   
   Foo=1
}   

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

lateBinder.End();
delete lateBinder;

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

Methods

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

regexp

The built-in Squirrel class for regular expressions.

Methods

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


Vector

Squirrel equivalent of the C++ Vector class.

Three-dimensional vector.

Has overloaded arithmetic operations with both Vectors and scalar values.

Note.png注意:Example declaration and manipulation of Vector

Methods

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

Members

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


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.png错误: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).


Co-op Strike related

Function Signature Description
ScriptCoopCollectBonusCoin void ScriptCoopCollectBonusCoin() Marks one of the bonus coins as collected.
ScriptCoopGiveC4sToCTs void ScriptCoopGiveC4sToCTs(int) Will give the number of specified C4s to all alive CT players.
ScriptCoopMissionGetMissionNumber int ScriptCoopMissionGetMissionNumber() Gets the mission number for the current map - maps can have multiple missions on them.
ScriptCoopMissionRespawnDeadPlayers void ScriptCoopMissionRespawnDeadPlayers() Respawns players only.
ScriptCoopMissionSetNextRespawnIn void ScriptCoopMissionSetNextRespawnIn(float, bool) Set the next respawn wave to happen in this many seconds.
ScriptCoopMissionSpawnFirstEnemies void ScriptCoopMissionSpawnFirstEnemies(int) Spawns the first wave of enemies in coop.
ScriptCoopMissionSpawnNextWave void ScriptCoopMissionSpawnNextWave(int) Tells the next wave of enemies to spawn in coop. Also respawns player.
ScriptCoopResetRoundStartTime void ScriptCoopResetRoundStartTime() Resets the round time and starts the mission.
ScriptCoopSetBotQuotaAndRefreshSpawns void ScriptCoopSetBotQuotaAndRefreshSpawns(int) Sets the bot quota considering the # of players connected and refreshes the spawns.


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.png错误: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.
DispatchParticleEffect void DispatchParticleEffect(string particleName, Vector, Vector) Dispatches a one-off particle system.
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 an entity I/O event.
EntFireByHandle void EntFireByHandle(handle target, string action, string 'value, float delay, handle activator, handle caller) Generate an entity I/O event. The first parameter is an entity instance, so the handles of nameless or script generated entities can be passed easily.
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 [待完善]
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.
ScriptGetRoundsPlayed int ScriptGetRoundsPlayed() Get the number of rounds played so far.
ScriptIsLocalPlayerUsingController bool ScriptIsLocalPlayerUsingController() Returns whether the player is playing with a controller or not.
ScriptIsWarmupPeriod bool ScriptIsWarmupPeriod() Is it warmup or not.
ScriptSetRadarHidden void ScriptSetRadarHidden(bool hideRadar) Toggles the visibility of the radar hud element. Only works in training mode (game_type 2, game_mode 0) and only for the first person connected.
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