List of CS:GO Script Functions

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This page documents information about a game or software, Counter-Strike: Global Offensive Counter-Strike: Global Offensive, that is no longer available for purchase or download digitally.
It is covered here for historical and technical reference.

Squirrel This list contains the engine-related Squirrel classes, functions and variables available for VScript in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. The official documentation can be printed in the console by setting developer to non-zero, loading a map, and executing script_help.


Variables

Instance Type Description
Entities CEntities Provides access to spawned entities in the server.


Constants

Instance Type Value
_charsize_ integer 1
_floatsize_ integer 4
_intsize_ integer 4
_version_ string "Squirrel 2.2.3 stable"
RAND_MAX integer 32767
PI float 3.14159
Note.pngNote:These are simply global variables, namely table slots in the root table. They can be changed at will, for example ::PI = 3.

Classes

CBaseEntity

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

All script handles in-game are accessible from Entities. Entity scripts can use self to access their own script handle. activator and caller variables can be accessed on function calls.


Methods

Function Signature Description
__KeyValueFromInt bool __KeyValueFromInt(string key, int value) Sets entity keyvalue from an integer.
__KeyValueFromFloat bool __KeyValueFromFloat(string key, float value) Sets entity keyvalue from a float.
__KeyValueFromString bool __KeyValueFromString(string key, string value) Sets entity keyvalue from a string.
__KeyValueFromVector bool __KeyValueFromVector(string key, Vector value) Sets entity keyvalue from a Vector.
ConnectOutput void ConnectOutput(string output, string function) Adds an I/O connection that will call the named function when the specified output fires.
DisconnectOutput void DisconnectOutput(string output, string function) Removes a connected script function from an I/O event.
Destroy void Destroy() Kills the entity.
EmitSound void EmitSound(string soundname) Plays a sound from this entity.
entindex int entindex() Returns the entity index.
EyePosition Vector EyePosition() Get vector to the eye position - absolute coordinates.
FirstMoveChild handle FirstMoveChild() If in hierarchy, get the first move child.
GetAngles Vector GetAngles() Get the entity local angles (pitch, yaw, roll) as a Vector object.
GetAngularVelocity Vector GetAngularVelocity() Get the local angular velocity - returns a Vector of pitch, yaw, roll.
GetBoundingMaxs Vector GetBoundingMaxs() Get a vector containing max bounds in local space.
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 in local space.
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 in world space.
GetClassname string GetClassname() Get entity classname.
GetForwardVector Vector GetForwardVector() Get the forward vector of the entity in world space.
GetHealth int GetHealth() Returns the current health.
GetLeftVector Vector GetLeftVector() Get the right vector of the entity in world space.
GetMaxHealth int GetMaxHealth() Returns the maximum health.
GetModelKeyValues CScriptKeyValues GetModelKeyValues() Returns the $keyvalues block of the entity's model as a #CScriptKeyValues object. Note that this is not the keyvalues of the entity itself.
GetModelName string GetModelName() Returns the value of the entity's model keyvalue or "".
GetMoveParent handle GetMoveParent() If in hierarchy, retrieves the entity's parent.
GetName string GetName() Returns the targetname of the entity.
GetOrigin Vector GetOrigin() Returns this entity's local origin.
GetOwner handle GetOwner() Gets this entity's owner.
GetPreTemplateName string GetPreTemplateName() Get the entity name stripped of template unique decoration. This is the &048 suffix added by templates that do not preserve the entity name.
GetRootMoveParent handle GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent.
GetScriptId string GetScriptId() Returns the thinkfunction keyvalue of the entity.
GetScriptScope handle GetScriptScope() Retrieve the table storing the Entity Script data associated with this entity.
GetSoundDuration float GetSoundDuration(string soundname, string actormodel) Returns float duration of the sound.
Todo: Does this work correctly only with .wav files?
GetTeam int GetTeam() Get the team this entity is on.
GetUpVector Vector GetUpVector() Get the up vector of the entity in world space.
GetVelocity Vector GetVelocity() Get the velocity of the entity.
IsValid bool IsValid() Whether the handle belongs to a valid entity.
NextMovePeer handle NextMovePeer() Return the next entity in the same movement hierarchy.
PrecacheModel void PrecacheModel(string modelname) Precache a model. Expensive.
PrecacheScriptSound void PrecacheScriptSound(string soundname) Precache a sound. Expensive.
PrecacheSoundScript void PrecacheSoundScript(string soundscript) Precache a sound for later playing. Expensive.
SetAbsOrigin void SetAbsOrigin(Vector position) Set absolute origin.
SetAngles void SetAngles(float pitch, float yaw, float roll) Set entity local angles (pitch, yaw, roll).
SetAngularVelocity void SetAngularVelocity(float pitch, float yaw, float roll) Set the local angular velocity - takes float pitch, yaw, roll velocities.
SetForwardVector void SetForwardVector(Vector forwardvec) Sets entity forward vector in local space.
SetHealth void SetHealth(int health) Sets the current health.
SetMaxHealth void SetMaxHealth(int health) Sets the maximum health.
SetModel void SetModel(string modelname) Changes the model of the entity. Does not precache the model.
SetOrigin void SetOrigin(Vector position) Set local origin. "Teleports" the entity.
SetOwner void SetOwner(handle owner) Sets this entity's owner.
SetSize void SetSize(Vector mins, Vector maxs) Sets the bounding box size.
SetTeam void SetTeam(int team) Set the team this entity is on.
SetVelocity void SetVelocity(Vector velocity) Set local velocity.
StopSound void StopSound(string soundname) Stops a sound on this entity.
ValidateScriptScope bool ValidateScriptScope() Ensure that an entity's script scope has been created.

Hooks

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

Function Signature Description
InputInputName bool InputInputName() Called when the entity receives an input from the I/O system. The name of the function needs to be Input followed by the name of the input in CamelCase, for example InputFireUser1 for the FireUser1 input. The function needs to return a boolean value. Setting it to true allows the entity to process the input, while false cancels it.
OnPostSpawn void OnPostSpawn() This is called after the entity has spawned.
Precache void Precache() This is called during entity spawning and after restore to allow scripts to precache any resources they need.


CBaseAnimating

Extends CBaseEntity

Script handle class for animating entities such as props.


Methods

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


CBaseFlex

Extends CBaseAnimating


Methods

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


CBasePlayer

Extends CBaseAnimating


Methods

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


CBaseMultiplayerPlayer

Extends CBasePlayer

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


CEnvEntityMaker

Extends CBaseEntity

Script handle class for env_entity_maker.


Methods

Function Signature Description
SpawnEntity void SpawnEntity() Create an entity at the location of the maker
SpawnEntityAtEntityOrigin void SpawnEntityAtEntityOrigin(handle entity) Create an entity at the location of a specified entity instance.
SpawnEntityAtLocation void SpawnEntityAtLocation(Vector origin, Vector orientation) Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll).
SpawnEntityAtNamedEntityOrigin void SpawnEntityAtNamedEntityOrigin(string targetname) Create an entity at the location of a named entity. If multiple entities have the same name, only the one with the lowest entity index will be targeted.

CPointTemplate

Extends CBaseEntity

Script handle class for point_template.


Hooks

table PreSpawnInstance(string entityClass, string entityName)
If this is defined, it will be called right before the entity is created, and any keyvalues returned will be assigned to the entity.
function PreSpawnInstance( entityClass, entityName )
{
	local keyvalues =
	{ 
   		rendercolor = "0 255 0",
   		targetname = "mySpawnedEntity"
	}

	return keyvalues
}
void PostSpawn(table entities)
Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
Note.pngNote:PostSpawn() will not be called unless the PreSpawnInstance() function is also defined in the script.
function PostSpawn( entities )
{
	foreach( targetname, handle in entities )
	{
		printl( targetname + ": " + handle )
	}
}
Example

Spawned entities can be accessed synchronously in script by using an entity maker. The following generalised example creates a global SpawnMyEntity() function which spawns and returns the templated entity. It can be modified to support multiple templated entities.

m_hSpawnedEntity <- null;
m_KeyValues <- null;

m_hSpawner <- Entities.CreateByClassname( "env_entity_maker" );
m_hSpawner.__KeyValueFromString( "EntityTemplate", self.GetName() );

function PreSpawnInstance( classname, targetname )
{
	return m_KeyValues;
}

function PostSpawn( entities )
{
	foreach ( targetname, entity in entities )
	{
		m_hSpawnedEntity = entity;
		break;
	}
}

::SpawnMyEntity <- function( keyvalues = null )
{
	m_KeyValues = keyvalues;
	m_hSpawner.SpawnEntity();
	return m_hSpawnedEntity;
}.bindenv(this)

Spawn templated entities from any script.

local ent = SpawnMyEntity( {
	rendercolor = Vector( RandomInt(0, 255), RandomInt(0, 255), RandomInt(0, 255) )
} )

printl( ent )


CSceneEntity

Extends CBaseEntity


Methods

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


CTriggerCamera

Extends CBaseEntity


Methods

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


Hooks

Function Signature Description
ScriptStartCameraShot void ScriptStartCameraShot(string shotType, handle sceneEntity, handle actor1, handle actor2, float duration) Called from SceneEntity in response to a CChoreoEvent::CAMERA sent from a VCD. [Todo]


CFuncTrackTrain

Extends CBaseEntity


Methods

Function Signature Description
GetFuturePosition Vector GetFuturePosition(float x, float speed) Get a position on the track x seconds in the future.


CHostage

Extends CBaseEntity


Methods

Function Signature Description
IsBeingCarried bool IsBeingCarried() Get whether the hostage is currently being carried or not.


CGameCoopMissionManager

Extends CBaseEntity


Methods

Function Signature Description
GetWaveNumber int GetWaveNumber() Get the number of waves the players have completed.


CEntities

Script instance: Entities

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

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

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_*"); )
{
  // ...
}
Note.pngNote:
  • The variable name ent is arbitrary.
  • Indeed, we mean "=" and not "==" in the loop conditions! The loops end if ent becomes null, 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 returns null.

Methods

Function Signature Description
CreateByClassname handle CreateByClassname(string classname) Creates an entity by classname with the initial origin (0,0,0).
Note.pngNote:The classname keyvalue of an entity can be manipulated and does not necessarily reflect its code class. Also, there are entities that have a different classname than the one they are created with.
FindByClassname handle FindByClassname(handle previous, string classname) Find entities by the value of their classname keyvalue.
FindByClassnameNearest handle FindByClassnameNearest(string class, Vector origin, float radius) Find the entity by the value of its classname keyvalue nearest to the specified origin.
FindByClassnameWithin handle FindByClassnameWithin(handle previous, string classname, Vector origin, float radius) Find entities by the value of their classname keyvalue within a radius around an origin.
FindByModel handle FindByModel(handle previous, string modelname) Find entities by the value of their model keyvalue.
Tip.pngTip:Useful to distinguish between entities with an identical classname keyvalue, for example weapon_mp7 and weapon_mp5sd, see Category: CS:GO Weapons.
FindByName handle FindByName(handle previous, string targetname) Find entities by the value of their targetname keyvalue.
FindByNameNearest handle FindByNameNearest(string targetname, Vector origin, float radius) Find entities by the value of their targetname keyvalue nearest to a point.
FindByNameWithin handle FindByNameWithin(handle previous, string targetname, Vector origin, float radius) Find entities by the value of their targetname keyvalue within a radius.
FindByTarget handle FindByTarget(handle previous, string target) Find entities by the value of their target keyvalue.
FindInSphere handle FindInSphere(handle previous, Vector origin, float radius) Find entities within a radius around an origin.
First handle First() Returns the first entity, typically worldspawn. Equivalent to Entities.Next(null)
Next handle Next(handle previous) At the given reference of a previously-found entity, returns the next one after it in the list.
IsValid bool IsValid() Whether the handle belongs to a valid entity.

CPlayerVoiceListener

Warning.pngWarning:Broken! This class is implemented in CS:GO, but the required PlayerVoiceListener instance is not.


Methods

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


CScriptKeyValues

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


Methods

Function Signature Description
constructor
FindKey CScriptKeyValues FindKey(string 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.

CCallChainer

CCallChainer objects collect all functions with a matching prefix in a given scope, then inserts it all into the chains table with the prefix removed. All collected unprefixed functions can then be called in a chain using the class's Call() method, given the method's event argument matches the functions' name.

Whenever a CCallChainer object is created, a function named Dispatch followed by its given prefix will also be created, which the class binds the environment of its Call() method to.

Methods

Function Signature Description
constructor CCallChainer(string functionPrefix, table scope = null) Creates a CCallChainer object that'll collect functions that have a matching prefix in the given scope.
PostScriptExecute void PostScriptExecute() Search for all non-native functions with matching prefixes, then push them into the chains table.
Call bool Call(string event, any ...) Find an unprefixed function name in the chains table and call it with the given arguments.

Members

Instance Type Description
chains table Contains names of unprefixed functions, each with an array of functions to call.
prefix string Prefix that functions should have to be added into the chains table. Set by the constructor.
scope table If set, seek functions in this scope instead. Set by the constructor.

CSimpleCallChainer

Intended to be simpler to use than CCallChainer, the class CSimpleCallChainer holds only a single chain of functions inside an array instead of multiple inside a table. As such, its Call() method does not need a function's name.

This class is also used internally by these CBaseEntity hooks: Precache() and OnPostSpawn().

Methods

Function Signature Description
constructor CSimpleCallChainer(string functionPrefix, table scope = null, exactMatch = false) Creates a CSimpleCallChainer object that'll collect functions that have a matching prefix in the given scope, unless it seek for an exact name match.
PostScriptExecute void PostScriptExecute() Begin searching for all non-native functions with matching prefixes, then push them into the chain array.
Call bool Call(any ...) Call all functions inside the chain array with the given arguments.

Members

Instance Type Description
chain array All functions to be called by the Call() method.
exactMatch bool If set, names of non-native functions and prefix must be an exact match. Set by the constructor.
prefix string Prefix that functions should have to be added into the chain array. Set by the constructor.
scope table If set, seek functions in this scope instead. Set by the constructor.

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 operations for the following: Vector * number Vector + Vector Vector - Vector


Methods

Function Signature Description
constructor Vector(float x = 0, float y = 0, float z = 0) 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() Length of the vector.
LengthSqr float LengthSqr() Length of the vector squared. Cheaper than the above method.
Length2D float Length2D() Returns the length of the vector on the x-y plane.
Length2DSqr float Length2DSqr() Returns the square of the length of the vector on the x-y plane. Cheaper than the above method.
Norm float Norm() Normalises the vector, returns the vector length.
ToKVString string ToKVString() Returns a string without separations commas.


Members

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


Global functions

Printing and drawing

Function Signature Description
DebugDrawBox void DebugDrawBox(vector origin, vector mins, vector maxs, int r, int g, int b, int alpha, float duration) Draw a debug overlay box in the specified color for the specified duration with two corners being origin + mins and origin + maxs. The alpha is the fill rate (0-255). Set duration to 0 if drawn every tick.
DebugDrawBoxAngles void DebugDrawBoxAngles(Vector origin, Vector mins, Vector maxs, Vector angles, int r, int g, int b, int alpha, float duration) Draw a debug overlay box with angles in the specified color for the specified duration with two corners being origin + mins and origin + maxs + angles. The alpha is the fill rate (0-255). Set duration to 0 if drawn every tick.
DebugDrawLine void DebugDrawLine(Vector start, Vector end, int r, int g, int b, bool noDepthTest, float duration) Draw a debug line between the points start and end in the specified color for the specified duration. Set duration to 0 if drawn every tick.
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 with newline. Equivalent to print(message + "\n")
ScriptPrintMessageCenterAll void ScriptPrintMessageCenterAll(string message) Prints an alert message in the center of the screen to all players.
ScriptPrintMessageCenterAllWithParams void ScriptPrintMessageCenterAllWithParams(string message, string param1, string param2, string param3) Prints an alert message in the center print method to all players. Needs to pass token/message.
ScriptPrintMessageCenterTeam void ScriptPrintMessageCenterTeam(int, string) Prints an alert message in the center of the screen to the specified team.
  • 0 : None
  • 1 : Spectators
  • 2 : Terrorists
  • 3 : Counter-Terrorists
Warning.pngWarning:Game crashes for other team numbers!
ScriptPrintMessageChatAll void ScriptPrintMessageChatAll(string message) Prints a message in chat to all players.
ScriptPrintMessageChatTeam void ScriptPrintMessageChatTeam(int team, string message) Prints a message in chat to the specified team.
Warning.pngWarning:Game crashes for other team numbers than the above!
ShowMessage void ShowMessage(string) Print a hud message on all clients.
Note.pngNote:Uses localized strings as found in /scripts/titles.txt
__DumpScope void __DumpScope(int indentation, table scope) Dumps the contents of scope.


Training Course

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 time) Sets the player's best time for completing the timed course.
ScriptSetMiniScoreHidden void ScriptSetMiniScoreHidden(bool hide) Toggles the visibility of the miniscoreboard hud element.
ScriptSetPlayerCompletedTraining void ScriptSetPlayerCompletedTraining(bool completed) Sets whether the player has completed the initial portion of the training map.
ScriptSetRadarHidden void ScriptSetRadarHidden(bool hide) Toggles the visibility of the radar hud element.
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

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.
ScriptCoopMissionSetDeadPlayerRespawnEnabled void ScriptCoopMissionSetDeadPlayerRespawnEnabled(bool) Controls whether player respawns can happen.
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.
ScriptCoopExtendRoundDurationTime void ScriptCoopExtendRoundDurationTime(float) Extends the round time after checkpoint during the mission.
ScriptCoopToggleEntityOutlineHighlights void ScriptCoopToggleEntityOutlineHighlights(bool) Highlights all dropped weapons for players, or removes all highlights.
ScriptMissionResetDangerZones void ScriptMissionResetDangerZones() Resets all danger zone entities.
ScriptMissionCreateAndDetonateDangerZone void ScriptMissionCreateAndDetonateDangerZone(Vector, Vector) Creates and detonates a danger zone at the given location moving towards target location.


Premier Mode

Function Signature Description
ScriptLobbyMapVetoFinished void ScriptLobbyMapVetoFinished(string mapname, bool, bool, string) Switch to the selected map after lobby map veto finished.


Math

The built-in Squirrel math library.

Function Signature Description
abs int abs(float x) Returns the absolute value of x as an integer.
acos float acos(float x) Returns the arccosine of x.
asin float asin(float x) Returns the arcsine of x.
atan float atan(float x) Returns the arctangent of x.
atan2 float atan2(float x, float y) Returns the arctangent of x/y.
ceil float ceil(float x) Returns a float value representing the smallest integer that is greater than or equal to x.
cos float cos(float x) Returns the cosine of x.
exp float exp(float x) Returns the exponential value (e^x) of the float parameter x.
fabs float fabs(float x) Returns the absolute value of x as a float.
floor float floor(float x) Returns a float value representing the largest integer that is less than or equal to x.
log float log(float x) Returns the natural logarithm of x.
log10 float log10(float x) Returns the logarithm base-10 of x.
pow float pow(float x, float y) Returns x raised to the power of y.
rand int rand() Returns a pseudorandom integer in the range 0 to RAND_MAX.
sin float sin(float x) Returns the sine of x.
sqrt float sqrt(float x) Returns the square root of x.
srand void srand(float seed) Sets the starting point for generating a series of pseudorandom integers.
tan float tan(float x) Returns the tangent of x.


Other

Function Signature Description
Assert void Assert(exp, string message = null) Throws an exception if exp equates to false, optionally with message.
CreateProp handle CreateProp(string classname, 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.
CreateSceneEntity CSceneEntity CreateSceneEntity(string scene) Create a scene entity to play the specified scene .vcd file.
DispatchParticleEffect void DispatchParticleEffect(string particle, Vector position, Vector orientation) Dispatches a one-off particle system. See List of CS:GO Particles. Does not work if the particle is not precached.[How?]
Note.pngNote:Looped animations will stay until the round is reset.
DoIncludeScript bool DoIncludeScript(string filename, table scope) Execute the script file "csgo/scripts/vscripts/" + filename in the scope of scope. The extension .nut can be omitted. Returns true if the script was found and executed, otherwise false.
IncludeScript bool IncludeScript(string filename, table scope = null) Execute the script file "csgo/scripts/vscripts/" + filename in the scope of scope, this by default. The extension .nut can be omitted. Returns true if the script was found and executed, otherwise false.
DoEntFire void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) Generate an entity I/O event.
EntFire void 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.
FrameTime float FrameTime() Get the time spent on the server in the last frame.
GetDeveloperLevel int GetDeveloperLevel() Gets the level of the developer mode. Equivalent to developer().
GetMapName string GetMapName() Get the name of the map, e.g. "de_dust2".
LoopSinglePlayerMaps bool LoopSinglePlayerMaps() Returns the boolean value of the ConVar loopsingleplayermaps, i.e. whether the single player maps are run in a continuous loop.
PrintHelp void PrintHelp(string string = "*", bool exact = false) Output help for script functions, optionally with a search string.
RandomFloat float RandomFloat(float min, float max) Generate a random floating point number within a range, inclusive.
RandomInt int RandomInt(int min, int max) Generate a random integer within a range, inclusive.
RecordAchievementEvent void RecordAchievementEvent(string, int) Records achievement event or progress.
RetrieveNativeSignature void RetrieveNativeSignature(string nativeFunction) [Todo]
ScriptGetGameMode int ScriptGetGameMode() Gets the current game mode.
ScriptGetGameType int ScriptGetGameType() Gets the current game type.
ScriptGetRoundsPlayed int ScriptGetRoundsPlayed() Get the number of rounds that any team has won so far.
Warning.pngWarning: Drawn rounds are not counted, except they were ended using a game_round_end entity.
ScriptIsLocalPlayerUsingController bool ScriptIsLocalPlayerUsingController() Returns whether the player is playing with a controller or not.
ScriptIsWarmupPeriod bool ScriptIsWarmupPeriod() Is it warmup or not.
SendToConsole void SendToConsole(string command) Send a string to the console as a client command. The command is executed through the local player or listen server host. If no player is found, this function will only print the developer message Cannot execute "<command>", no player in the console.
SendToConsoleServer void SendToConsoleServer(string command) Send a string that gets executed on the server as a ServerCommand using whitelistcmd. Commands or ConVars that are not whitelisted are not executed or changed.
Time float Time() Get the current server time in seconds.
TraceLine float TraceLine(Vector start, Vector end, handle ignore) Given 2 points and an entity to ignore, returns fraction along line that only hits world.
TraceLinePlayersIncluded float TraceLinePlayersIncluded(Vector start, Vector end, handle ignore) Given 2 points and entity to ignore, returns fraction along line that hits world, models, players and NPCs.
Note.pngNote: Blocking entities are not limited to player, almost everything will block it.
UniqueString string UniqueString(string suffix = "") 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. Equivalent to DoUniqueString(suffix).
DoUniqueString string DoUniqueString(string suffix) 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 void __ReplaceClosures(function script, table scope) Internal function called in script_reload_ server commands.

See also