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Script Functions

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Squirrel This list contains the engine-related Squirrel classes, functions and variables available for VScript in Team Fortress 2 Team Fortress 2

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 does not list everything, requiring them to be found by other means instead.

Tip.pngTip:TF2Maps.net Discord has a dedicated VScript channel, which is a useful place to ask for help from other people.
Tip.pngTip:Tutorial on setting up Visual Studio Code (VSCode), including auto-completing of VScript functions, can be found here.

Instances

Name Class Description
Convars Convars ↓ Provides an interface to read and change the values of console variables.
Entities CEntities ↓ Provides access to currently spawned entities.
EntityOutputs CScriptEntityOutputs ↓ Allows manipulation of entity output data
NavMesh CNavMesh ↓ Provides access to the maps NavMesh and NavAreas.
NetProps CNetPropManager ↓ Allows reading and updating the network properties of an entity.
PlayerVoiceListener CPlayerVoiceListener ↓ Tracks if any player is using voice and for how long.

Variables

Name Type Value / Description
__FILE__ string File name of the currently executing script
__LINE__ integer Line number of the currently executing code
Constants table Enumerations for various function arguments or netprops.
Documentation table Contains the printed strings from the script_help command.
GameEventCallbacks table Table of registered game event callbacks.
print_indent integer 0. Spaces to indent prints by, except ones from realPrint.
_PublishedHelp table NONE
ScriptEventCallbacks table Table of registered script event callbacks.
ScriptHookCallbacks table Table of registered script hook callbacks.

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

A constant is a variable whose value cannot be altered during program runtime, usually made to rid any instances of magic numbers by giving them self-documenting names.

Name Type Value
_charsize_ integer 1
_floatsize_ integer 4
_intsize_ integer 32-bit: 4

64-bit: 8

_version_ string "Squirrel 3.2 stable"
_versionnumber_ integer 320
RAND_MAX integer Windows: 32768

Linux: 2147483647

PI float 3.14159

Enums

See this page for all enums under the Constants table.

There are also enums kept within the Constants table, all with their own constants. For an example of accessing an enum's constant, the HIDEHUD_CROSSHAIR constant of the enum HideHUD is accessed by doing Constants.HideHUD.HIDEHUD_CROSSHAIR.

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:

Methods

Function Signature Description
Obsolete __KeyValueFromFloat (→ KeyValueFromFloat) bool __KeyValueFromFloat(string key, float value) Behaves the same as KeyValueFromFloat, use that instead.
Obsolete __KeyValueFromInt (→ KeyValueFromInt) bool __KeyValueFromInt(string key, int value) Behaves the same as KeyValueFromInt, use that instead.
Obsolete __KeyValueFromString (→ KeyValueFromString) bool __KeyValueFromString(string key, string value) Behaves the same as KeyValueFromString, use that instead.
Obsolete __KeyValueFromVector (→ KeyValueFromVector) bool __KeyValueFromVector(string key, Vector value) Behaves the same as KeyValueFromVector, use that instead.
AcceptInput bool AcceptInput(string input, string param, handle activator, handle caller) Generate a synchronous I/O event. Unlike EntFireByHandle, this is processed immediately. Returns false if input is a null/empty string, or if the input wasn't handled.
AddEFlags void AddEFlags(int flags) Adds the supplied flags to the Entity Flags in the entity. (m_iEFlags datamap)

See Constants.FEntityEFlags.

Note.pngNote:Adding EFL_KILLME will make the entity unkillable, even on round resets, until the flag is removed.
AddFlag void AddFlag(int flags) Adds the supplied flags to another separate player-related entity flags system in the entity. (m_fFlags datamap)

See Constants.FPlayer.

AddSolidFlags void AddSolidFlags(int flags) Adds the supplied flags to the Solid Flags in the entity. (m_Collision.m_usSolidFlags datamap)

See Constants.FSolid.

ApplyAbsVelocityImpulse void ApplyAbsVelocityImpulse(Vector impulse) Apply a Velocity Impulse as a world space impulse vector. Works for most physics-based objects including dropped weapons and even dropped Sandviches.
ApplyLocalAngularVelocityImpulse void ApplyLocalAngularVelocityImpulse(Vector impulse) Apply an Angular Velocity Impulse in entity local space. The direction of the input vector is the rotation axis, and the length is the magnitude of the impulse.
BecomeRagdollOnClient bool BecomeRagdollOnClient(Vector impulse) Acts like the BecomeRagdoll input, with the required impulse value applied as a force on the ragdoll. Does NOT spawn a prop_ragdoll or any other entity.
Warning.pngWarning:These are a special group of ragdolls that never disappear by default. To limit them or force them to disappear, use the game_ragdoll_manager entity.
ClearFlags void ClearFlags() Sets the player-related entity flags to 0 on an entity, clearing them.
ClearSolidFlags void ClearSolidFlags() Sets Solid Flags to 0 on an entity, clearing them.
ConnectOutput void ConnectOutput(string output, string function) Adds an I/O connection that will call the named function when the specified output fires.
Note.pngNote:If you are trying to access activator and caller in the called function and it doesn't exist, this means the entity has no script scope. Use ValidateScriptScope to fix this.
Destroy void Destroy() Removes the entity. Simply calls UTIL_Remove.
DisableDraw void DisableDraw() Disable drawing and transmitting the entity to clients. (adds EF_NODRAW)
DisconnectOutput void DisconnectOutput(string output, string function) Removes a connected script function from an I/O event.
DispatchSpawn void DispatchSpawn() Alternative dispatch spawn, same as the one in CEntities, for convenience.
Note.pngNote:Calling this on players will cause them to respawn.
EmitSound void EmitSound(string soundname) Plays a sound from this entity. The sound must be precached first for it to play (using PrecacheSound or PrecacheScriptSound).
Warning.pngWarning:Looping sounds will not stop on the entity when it's destroyed and will persist forever! To workaround this, run StopSound in the OnDestroy callback.
EnableDraw void EnableDraw() Enable drawing and transmitting the entity to clients. (removes EF_NODRAW)
entindex int entindex() Returns the entity index.
EyeAngles QAngle EyeAngles() Returns the entity's eye angles. Acts like GetAbsAngles if the entity does not support it.
EyePosition Vector EyePosition() Get vector to eye position - absolute coords. Acts like GetOrigin if the entity does not support it.
FirstMoveChild handle FirstMoveChild() Returns the most-recent entity parented to this one.
Tip.pngTip:Example usage:
for (local child = entity.FirstMoveChild(); child != null; child = child.NextMovePeer())
GetAbsAngles QAngle GetAbsAngles() Get the entity's pitch, yaw, and roll as QAngles.
GetAbsVelocity Vector GetAbsVelocity() Returns the current absolute velocity of the entity.
Obsolete GetAngles (→ GetAbsAngles) Vector GetAngles() Get the entity's pitch, yaw, and roll as a Vector.
GetAngularVelocity Vector GetAngularVelocity() Get the local angular velocity - returns a Vector of pitch, yaw, and 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
Icon-Bug.pngBug:This does not transform the bounds correctly and in some cases the bounding box will not cover the whole entity. As a workaround, use the non-oriented bounds and perform an AABB transformation using a matrix constructed from the entity's origin and angles.  [todo tested in?]
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
Icon-Bug.pngBug:This does not transform the bounds correctly and in some cases the bounding box will not cover the whole entity. As a workaround, use the non-oriented bounds and perform an AABB transformation using a matrix constructed from the entity's origin and angles.  [todo tested in?]
GetCenter Vector GetCenter() Gets center point of the entity in world coordinates.
GetClassname string GetClassname()
GetCollisionGroup int GetCollisionGroup() Gets the current collision group of the entity.
GetEFlags int GetEFlags()
GetFlags int GetFlags() Get the entity's flags.

See Constants.FPlayer.

Tip.pngTip:Example usage:
if (entity.GetFlags() & Constants.FPlayer.FL_ONGROUND) 
{
	printl("Entity is on the ground!");
}
GetEntityHandle ehandle 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
GetGravity float GetGravity()
GetHealth int GetHealth()
Obsolete GetLeftVector (→ GetRightVector) Vector GetLeftVector() Get the right vector of the entity. This is purely for compatibility.
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
GetMoveType int GetMoveType()
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
GetPhysAngularVelocity Vector GetPhysAngularVelocity()
GetPhysVelocity Vector GetPhysVelocity()
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
GetSolid int GetSolid()
GetSoundDuration float GetSoundDuration(string soundname, string actormodelname) Returns float duration of the sound. Actor model name is optional and can be left null.
Todo: Actor model name is likely a leftover from Half-Life 2 Half-Life 2
Warning.pngWarning:Does not work on dedicated servers as they do not have audio libraries built-in to load sounds.
GetTeam int GetTeam()
GetUpVector Vector GetUpVector() Get the up vector of the entity
Obsolete GetVelocity (→ GetAbsVelocity) Vector GetVelocity()
GetWaterLevel int GetWaterLevel() This function tells you how much of the entity is underwater. It returns a value of 0 if not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position).
Note.pngNote:Some entities might not return 1 despite touching water. In some cases you might get 0 and 3 only, or sometimes 0, 2 and 3.
GetWaterType int GetWaterType() It returns the type of water the entity is currently submerged in. 32 for water and 16 for slime.
IsAlive bool IsAlive() Am I alive?
IsEFlagSet bool IsEFlagSet(int eflag)
IsPlayer bool IsPlayer() Checks whether the entity is a player or not.
IsSolid bool IsSolid()
IsSolidFlagSet bool IsSolidFlagSet(int solidflag)
IsValid bool IsValid() Checks whether the entity still exists. Useful when storing entity handles and needing to check if the entity was not deleted.
Note.pngNote:This function is never necessary to call on handles returned from built-in script functions, as they are guaranteed to be valid or null.
KeyValueFromFloat bool KeyValueFromFloat(string key, float value) Executes KeyValue with a float
Warning.pngWarning:Does not update the internal network state of the entity, which can result in any desired visual changes being delayed for clients if used after spawning. Netprops ↓ can be used instead which correctly updates the networking state and results in an immediate update. An exception is the origin keyvalue, which does update network state immediately.
KeyValueFromInt bool KeyValueFromInt(string key, int value) Executes KeyValue with an int
Warning.pngWarning:See above.
KeyValueFromString bool KeyValueFromString(string key, string value) Executes KeyValue with a string
Warning.pngWarning:See above.
KeyValueFromVector bool KeyValueFromVector(string key, Vector value) Executes KeyValue with a vector
Warning.pngWarning:See above.
Kill void Kill() Removes the entity. Equivalent of firing the Kill I/O input, but instantaneous.
Warning.pngWarning:This clears the owner entity (m_hOwnerEntity netprop) before removing, this may cause unexpected problems with entities that rely on cleaning up data related to their owner, such as Medigun healing targets. In those cases, use Destroy instead.
LocalEyeAngles handle LocalEyeAngles() Returns the entity's local eye angles
NextMovePeer handle NextMovePeer() Returns the next entity parented with the entity. Intended for iteration use with FirstMoveChild().
PrecacheModel void PrecacheModel(string modelname) Precache a model (.mdl) or sprite (.vmt). The extension must be specified.
Note.pngNote:This has no return, unlike the global PrecacheModel function. Use the latter if you need the model index.
Note.pngNote:Does not precache gibs. See PrecacheEntityFromTable instead.
PrecacheScriptSound void PrecacheScriptSound(string soundscript) Precache a sound script. Same as PrecacheSoundScript.
PrecacheSoundScript void PrecacheSoundScript(string soundscript) Precache a sound script. Same as PrecacheScriptSound.
RemoveEFlags void RemoveEFlags(int eflags)
RemoveFlag void RemoveFlag(int flags)
RemoveSolidFlags void RemoveSolidFlags(int solidflags)
SetAbsAngles void SetAbsAngles(QAngle angles) Set entity pitch, yaw, roll as QAngles. Does not work on players, use SnapEyeAngles instead.
SetAbsVelocity void SetAbsVelocity(Vector velocity) Sets the current absolute velocity of the entity. Does nothing on VPhysics objects (such as prop_physics). For those, use SetPhysVelocity instead.
SetAbsOrigin void SetAbsOrigin(Vector origin) Sets the absolute origin of the entity.
Note.pngNote:On some entities, this won't interpolate positions and therefore moving entities might look jittery. In those cases, use KeyValueFromVector("origin", pos) instead.
Obsolete SetAngles (→ SetAbsAngles) void SetAngles(float pitch, float yaw, float roll) Set entity angles.
SetAngularVelocity void SetAngularVelocity(float pitch, float yaw, float roll) Set the local angular velocity.
SetCollisionGroup void SetCollisionGroup(int collision_group) Set the current collision group of the entity.

See Constants.ECollisionGroup

SetDrawEnabled void SetDrawEnabled(bool toggle) Enables drawing if you pass true, disables drawing if you pass false.
SetEFlags void SetEFlags(int eflags)
SetForwardVector void SetForwardVector(Vector forward) Set the orientation of the entity to have this forward vector
SetFriction void SetFriction(float friction)
SetGravity void SetGravity(float gravity) Sets a multiplier for gravity. 1 is default gravity.
Note.pngNote:0 gravity will not work. Instead, set it to something like 0.000001 as a workaround
SetHealth void SetHealth(int health)
SetLocalAngles void SetLocalAngles(QAngle angles)
SetLocalOrigin void SetLocalOrigin(Vector origin)
SetMaxHealth void SetMaxHealth(int health) Sets the maximum health this entity can have. Does not update the current health, so SetHealth should be used afterwards.
Note.pngNote:Does nothing on players. Add the max health additive bonus attribute via AddCustomAttribute instead.
SetModel void SetModel(string model_name) Set a model for this entity.
Note.pngNote:Does nothing on players. Use SetCustomModel in that case.
Warning.pngWarning:Make sure the model was already precached before using this function or otherwise the game will crash! Alternatively, SetModelSimple will precache the entity for you.
SetMoveType void SetMoveType(EMoveType movetype, EMoveCollide movecollide)
Obsolete SetOrigin (→ SetAbsOrigin) void SetOrigin(Vectororigin)
SetOwner void SetOwner(handle entity) Sets this entity's owner
SetPhysAngularVelocity void SetPhysAngularVelocity(Vector angular_velocity)
SetPhysVelocity void SetPhysVelocity(Vector velocity)
SetSize void SetSize(Vector mins, Vector maxs) Sets the bounding box's scale for this entity.
Warning.pngWarning:If any component of mins/maxs is backwards (i.e. mins.x > maxs.x), the engine will exit with a fatal error.
SetSolid void SetSolid(int solid)
SetSolidFlags void SetSolidFlags(int solid_flags)
SetTeam void SetTeam(int team) Sets entity team.
Note.pngNote:Use ForceChangeTeam on players instead.
Obsolete SetVelocity (→ SetAbsVelocity) void SetVelocity(Vector velocity)
SetWaterLevel void SetWaterLevel(int water_level) This sets how much of the entity is underwater. Setting it to 0 means it is not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position).
SetWaterType void SetWaterType(int water_type) Set the type of water the entity is currently submerged in. Generic values to use are 32 for water and 16 for slime.
StopSound void StopSound(string sound_name) Stops a sound on this entity.
TakeDamage void TakeDamage(float flDamage, Constants.FDmgType nDamageType, handle hAttacker) Deals damage to the entity.
TakeDamageEx void TakeDamageEx(handle hInflictor, handle hAttacker, handle hWeapon, Vector vecDamageForce, Vector vecDamagePosition, float flDamage, Constants.FDmgType nDamageType) Extended version of TakeDamage.
Note.pngNote:If vecDamageForce is Vector(0, 0, 0), the game will automatically calculate it from vecDamagePosition and flDamage. However, specifying a custom damage force requires a really, really big value to have visible effect (in the hundreds of thousands).
TakeDamageCustom void TakeDamageCustom(handle hInflictor, handle hAttacker, handle hWeapon, Vector vecDamageForce, Vector vecDamagePosition, float flDamage, Constants.FDmgType nDamageType, Constants.ETFDmgCustom nCustomDamageType) Extended version of TakeDamageEx that can apply a custom damage type.
Teleport void Teleport(bool use_origin, Vector origin, bool use_angles, QAngle angles, bool use_velocity, Vector velocity) Teleports this entity. For this function, set the bools to false if you want that entity's property unchanged. (do not use null arguments!)
TerminateScriptScope void TerminateScriptScope() Clear the current script scope for this entity
ToggleFlag void ToggleFlag(int flags)
ValidateScriptScope bool ValidateScriptScope() Create a script scope for an entity if it doesn't already exist. The return value is always returns true, unless the script VM is disabled in launch options.
Note.pngNote:This is unnecessary to run on entities that have an entity script assigned. Entity scripts will already create the script scope themselves.
Tip.pngTip:On players, this only needs to be called once. Script scopes remain permanent on players until their entity is removed, i.e. disconnected. The best place to call this is in the player_spawn event when params.team equals 0 (unassigned). The event is always fired once for team unassigned when the player entity spawns. Similarly, for engineer buildings, this function can also be called once. The player_builtobject is fired when an engineer building is created (or re-placed after moving, but this shouldn't matter).

Hooks

Hooks are functions that are called by the game code at appropriate moments. For example, when an entity takes damage, the OnTakeDamage hook would be executed.

Function Signature Description
Input<name> bool Input<name>() Called right before an entity receives a valid input from the I/O system that matches the function's name. The name of the function needs to beInputfollowed by the name of the input. E.g. for the FireUser1 input, it would beInputFireUser1. When the function is called, Script Handles of the activator and caller entities are accessible to the function under the variablesactivatorandcaller. The function needs to return a boolean value; Returningtrueprocesses the input, whilefalsecancels it.
Icon-Bug.pngBug:There is an inconsistency with the naming scheme of the inputs. Certain inputs are required in PascalCase format, others in lowercase format. For example, ForceDrop input on item_teamflag must be specified in lowercase, i.e. Inputforcedrop, but another input such as Kill input must be in PascalCase, i.e. InputKill. However, this inconsistency also varies between different entity classes as well. The cause of this is string caching in the game (I/O is case-insensitive so it normally doesn't matter, but Squirrel is case-sensitive).  [todo tested in?]
Tip.pngTip:It is best to define both variants of these function and have one be a wrapper for the other, i.e. Inputfireuser1 <- InputFireUser1.
Tip.pngTip:This hook is fired before the game processes the input internally. If a hook is required that runs after the game processes it, there is two options:
  • Asynchronous: Use a EntFire with a 0 delay to run code at the end of the frame. This is not instantly executed which may cause issues if multiple inputs get processed at once.
  • Synchronous: Using a quirk, it's possible to synchronously detect when the input has been processed. The game wipes the activator and caller variables from the root table after processing an input. A metamethod that overrides the slot deletion operator can be used to detect this. The following example demonstrates a system to conveniently define pre- and post- input hooks using a SetInputHook function:

// Implementation

::_PostInputScope <- null
::_PostInputFunc  <- null

::SetInputHook <- function(entity, input, pre_func, post_func)
{
        entity.ValidateScriptScope()
	local scope = entity.GetScriptScope()
	if (post_func)
	{
		local wrapper_func = function() 
		{ 
			_PostInputScope = scope
			_PostInputFunc  = post_func
			if (pre_func)
				return pre_func.call(scope)
			return true
		}
		
		scope["Input" + input]           <- wrapper_func
		scope["Input" + input.tolower()] <- wrapper_func // workaround for case bug
	}
	else if (pre_func)
	{
		scope["Input" + input]           <- pre_func
		scope["Input" + input.tolower()] <- pre_func // workaround for case bug
	}
}

getroottable().setdelegate(
{
	_delslot = function(k)
	{
		if (_PostInputScope && k == "activator" && "activator" in this)
		{
			_PostInputFunc.call(_PostInputScope)
			_PostInputFunc = null
		}
		
		rawdelete(k)
	}
})

// Example that hooks the RunScriptCode input on worldspawn

function PreInputRunScriptCode()
{
	printl("INPUT PRE: RunScriptCode")
	printl("\tself: " + self)
	printl("\tactivator: " + activator)
	return true
}

function PostInputRunScriptCode()
{
	printl("INPUT POST: RunScriptCode")
	printl("\tself: " + self)
	printl("\tactivator: " + activator)
}

local world = Entities.FindByClassname(null, "worldspawn")
SetInputHook(world, "RunScriptCode", PreInputRunScriptCode, PostInputRunScriptCode)

EntFire("worldspawn", "RunScriptCode", "printl(`RunScriptCode executed`)", 0, GetListenServerHost())
OnGameEvent_<name> void OnGameEvent_<name>(table params) Called each time a game event with the specified name occurs. The name of the function needs to be OnGameEvent_ followed by the name of the game event. E.g. for the player_spawn input, it would be OnGameEvent_player_spawn.

When the function is called, a table is passed to the function with keys that vary depending on the event. For example, the player_spawn event passes a table with the keys userid, team, class, while the deadringer_cheat_death event passes a table with the keys spy, attacker.

A call to __CollectGameEventCallbacks is required to register this hook. See the examples page.

See this page for a list of game events as well as the table passed on each event.

Precache void Precache() Entity function that is called after the script executes, but before the entity is initialized. Can be used to call precache functions for models and sounds on map load.
Tip.pngTip:This can also be used to modify keyvalues on the entity, and it will use the new values when initializing.
ConnectOutputs void ConnectOutputs(handle scope) Global function called after an entity with an script assigned spawns (i.e. vscripts keyvalue is not blank). Unlike OnPostSpawn, this is called immediately and therefore on map respawn, some entities may not exist during this point.
Note.pngNote:This is a global hook and therefore will only work in global scope, unlike Precache and OnPostSpawn.
OnPostSpawn void OnPostSpawn() Entity function called after the entity is spawned and initialized, at the end of the frame. When map entities are respawned, this effectively runs after all scripts, players etc have been loaded. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way.
OnScriptHook_OnTakeDamage void OnScriptHook_OnTakeDamage(handle params) Called each time an entity takes damage. The script can modify the table entries not prefixed with const, and these will be sent back to the game code.

A call to __CollectGameEventCallbacks is required to register this hook. Internally, this hook is processed the same as a game event, but with the OnScriptHook prefix instead of OnGameEvent. Therefore, see the example page for an explanation of how to register the hook. Example:


local EventsID = UniqueString()
getroottable()[EventsID] <-
{
    OnScriptHook_OnTakeDamage = function(params)
    {
		printl("OnScriptHook_OnTakeDamage")
		if (params.const_entity.IsPlayer())
		{
			printl(params)
			params.damage = 0
		}
    }

    // Cleanup events on round restart
    OnGameEvent_scorestats_accumulated_update = function(_) { delete getroottable()[EventsID] }
}
local EventsTable = getroottable()[EventsID]
foreach (name, callback in EventsTable) EventsTable[name] = callback.bindenv(this)
__CollectGameEventCallbacks(EventsTable)
Note.pngNote:The world entity (brushes, static props etc) will not trigger this function by default as it normally can't 'receive' damage. However, the world can be made to 'allow' damage using the following code: NetProps.SetPropInt(Entities.FindByClassname(null, "worldspawn"), "m_takedamage", 1). This does not appear to have any adverse side effects, and allows detecting when the world has been hit.
Note.pngNote:If called where the damage source is a player's hitscan weapon, player positions or angles fetched within the lag compensation "cone" of the attacker will be using lag compensated positions rather than their real positions.
Note.pngNote:Drowning damage does not trigger this hook. As a workaround, it can be detected in player_hurt event or disabled by setting m_PainFinished netprop to a very high value.
Warning.pngWarning:This is called before any actual damage processing is done. Certain entries might not be calculated or have different values compared to what will be calculated.
Tip.pngTip:Listen for the player_hurt or npc_hurt (nextbots) event to effectively have an OnTakeDamage callback after final damage calculations are done.
Tip.pngTip:DMG_ACID is set in damage_type for critical damage, and DMG_SLOWBURN for falloff. These flags can be toggled to add/remove crits or falloff respectively.
Tip.pngTip:The hitbox that got hit can be retrieved using the m_LastHitGroup netprop on player entities or generic_actor. The number corresponds to Constants.EHitGroup

The table contains the following keys:

Name Type Description
const_entity handle The entity which took damage
inflictor handle The entity which dealt the damage, can be null
weapon handle The weapon which dealt the damage, can be null
attacker handle The owner of the damage, can be null
damage float Damage amount
max_damage float Damage cap
damage_bonus float Additional damage (e.g. from crits)
Warning.pngWarning:Always 0 because this hook is run before this is calculated.
damage_bonus_provider handle Owner of the damage bonus
Warning.pngWarning:Always 0 because this hook is run before this is calculated.
const_base_damage float Base damage
damage_force Vector Damage force
damage_for_force_calc float
Icon-Bug.pngBug:This value does not seem to do anything.  [todo tested in?]
damage_position Vector World position of where the damage came from. E.g. end position of a bullet or a rocket
reported_position Vector World position of where the damage supposedly came from
damage_type int Combination of damage types. See Constants.FDmgType
damage_custom int
Icon-Bug.pngBug:Because of a code oversight, this value is read-only. Use damage_stats instead which can be read and written.  [todo tested in?]
damage_stats int Special damage type. See Constants.ETFDmgCustom. Unlike damage_type, only one custom damage type can be set.
force_friendly_fire bool If true, force the damage to friendlyfire, regardless of this entity's and attacker's team
Note.pngNote:Hitscan/melee will not run OnTakeDamage unless the mp_friendlyfire convar is set to 1.
ammo_type int Unused
player_penetration_count int How many players the damage has penetrated so far
damaged_other_players int How many players other than the attacker has the damage been applied to. Used for rocket jump damage reduction
crit_type int Type of crit damage. 0 - None, 1 - Mini, 2 - Full
Warning.pngWarning:Always 0 because this hook is run before this is set. Instead, check DMG_ACID in damage_type, which is set when the shot will be critical.
early_out bool If set to true by the script, the game's damage routine will not run and it will simply return the currently set damage.

Callbacks

OnDestroy

It is possible to setup an asynchronous hook which is fired when the entity is deleted, as shown below. It is processed at the end of the frame after the entity's own destroy callback, but before the entity is about to be removed from memory. The caveats are that it is not possible to rescue an entity nor its children in this callback, and the targetname of the entity is cleared (this can be workarounded by storing the name in the script scope if needed). A useful application of this hook is to stop looping sounds on an entity so they don't persist.


// Implementation
function SetDestroyCallback(entity, callback)
{
	entity.ValidateScriptScope()
	local scope = entity.GetScriptScope()
	scope.setdelegate({}.setdelegate({
			parent   = scope.getdelegate()
			id       = entity.GetScriptId()
			index    = entity.entindex()
			callback = callback
			_get = function(k)
			{
				return parent[k]
			}
			_delslot = function(k)
			{
				if (k == id)
				{
					entity = EntIndexToHScript(index)
					local scope = entity.GetScriptScope()
					scope.self <- entity
					callback.pcall(scope)
				}
				delete parent[k]
			}
		})
	)
}

// Example
local entity = SpawnEntityFromTable("prop_dynamic", 
{
	model = "models/player/heavy.mdl"
	origin = Vector(1, 2, 3)
})

SetDestroyCallback(entity, function()
{
	printf("Entity %s at %s was destroyed\n", self.GetClassname(), self.GetOrigin().ToKVString())
})
Note.pngNote:All handles to the entity are destroyed when inside the callback. You must access the entity by using self only.

Alternatively: if entities need to be rescued from a deletion on a round restart, for example a player parented to a vehicle, the scorestats_accumulated_update event can be used. This event is fired on round restart right before all entities are removed. Add the EFL_KILLME eflag to the entities to rescue, then remove it after entities have spawned.

CBaseAnimating

Extends CBaseEntity ↑

Script handle class for animatable entities, such as props.

Methods

Function Signature Description
DispatchAnimEvents void DispatchAnimEvents(handle entity) Dispatch animation events to a CBaseAnimating entity.
FindBodygroupByName int FindBodygroupByName(string name) Find a bodygroup ID by name. Returns -1 if the bodygroup does not exist.
GetAttachmentAngles QAngle GetAttachmentAngles(int ID) Get an attachment's angles as a QAngle, by ID.
GetAttachmentBone int GetAttachmentBone(int ID) Get an attachment's parent bone index by ID.
GetAttachmentOrigin Vector GetAttachmentOrigin(int ID) Get an attachment's origin as a Vector, by ID.
GetBodygroup int GetBodygroup(int ID) Get the bodygroup value by bodygroup ID.
GetBodygroupName string GetBodygroupName(int ID) Get the bodygroup's name by ID.
GetBodygroupPartName string GetBodygroupPartName(int group, int part) Get the bodygroup's name by group and part.
GetBoneAngles QAngle GetBoneAngles(int ID) Get the bone's angles as a QAngle, by ID.
Warning.pngWarning:For performance, bone transforms are cached by the game. The cache is updated once per frame. Setting new sequences, cycles etc may cause this to access stale bone data. If this is a problem, then call SetModelSimple first, which will update the bone cache.
GetBoneOrigin Vector GetBoneOrigin(int ID) Get the bone's origin Vector by ID.
Warning.pngWarning:See above.
GetCycle float GetCycle() Gets the model's current animation cycle rate.
GetModelScale float GetModelScale() Get the model's scale.
GetPlaybackRate float GetPlaybackRate() Get the current animation's playback rate.
GetSequence int GetSequence() Get the current-playing sequence's ID.
GetSequenceActivityName string GetSequenceActivityName(int ID) Get the activity name for a sequence by sequence ID.
GetSequenceDuration float GetSequenceDuration(int ID) Get a sequence duration in seconds by sequence ID.
GetSequenceName string GetSequenceName(int ID) Get a sequence name by sequence ID. Returns "Not Found!" if ID is -1, "Unknown" if the sequence doesn't exist or "No model!" if no model is assigned.
GetSkin int GetSkin() Gets the current skin index.
IsSequenceFinished bool IsSequenceFinished() Ask whether the main sequence is done playing.
LookupActivity int LookupActivity(string activity) Get the named activity index. Returns -1 if the activity does not exist.
LookupAttachment int LookupAttachment(string name) Get the named attachment index. Returns 0 if the attachment does not exist.
LookupBone int LookupBone(string bone) Get the named bone index. Returns -1 if the bone does not exist.
LookupPoseParameter int LookupPoseParameter(string name) Gets the pose parameter's index. Returns -1 if the pose parameter does not exist.
LookupSequence int LookupSequence(string name) Looks up a sequence by names of sequences or activities. Returns -1 if the sequence does not exist.
ResetSequence void ResetSequence(int ID) Reset a sequence by sequence ID. If the ID is different than the current sequence, switch to the new sequence.
SetBodygroup void SetBodygroup(int ID, int value) Set the bodygroup by ID.
SetCycle void SetCycle(float cycle) Sets the model's current animation cycle from 0 to 1.
Note.pngNote:This only works if the entity has m_bClientSideAnimation set to false. Some entities such as prop_dynamic have this true by default and therefore SetCycle will visually not do anything until that netprop is turned off.
SetModelSimple void SetModelSimple(string model_name) Set a model for this entity. Matches easier behaviour of the SetModel input, automatically precaches, maintains sequence/cycle if possible. Also clears the bone cache.
Note.pngNote:Does nothing on players. Use SetCustomModel in that case.
SetModelScale void SetModelScale(float scale, float change_duration) Changes a model's scale over time. Set the change duration to 0.0 to change the scale instantly.
SetPlaybackRate void SetPlaybackRate(float rate) Set the current animation's playback rate.
SetPoseParameter float SetPoseParameter(int ID, float value) Sets a pose parameter value. Returns the effective value after clamping or looping.
Note.pngNote:Does nothing on players. Pose parameters aren't networked on players.
Icon-Bug.pngBug:prop_dynamic will have visual glitches with server-sided pose parameters. Use point_posecontroller, or another entity like base_boss or funCBaseFlex.  [todo tested in?]
SetSequence void SetSequence(int ID) Plays a sequence by sequence ID.
Warning.pngWarning:This can cause animation stutters when transitioning between sequences, or sequences to not be set at all on some entities (such as obj_sentrygun). Using ResetSequence instead will prevent this. Only tested on base_boss.
Note.pngNote:Does nothing on players. Players use a different animation system.
SetSkin void SetSkin(int index) Sets the model's skin.
StopAnimation void StopAnimation() Stop the current animation (same as SetPlaybackRate 0.0)
StudioFrameAdvance void StudioFrameAdvance() Advance animation frame to some time in the future with an automatically calculated interval
StudioFrameAdvanceManual void StudioFrameAdvanceManual(float dt) Advance animation frame to some time in the future with a manual interval

CBaseCombatWeapon

Extends CBaseAnimating ↑

Script handle class for any weapon entities that can be part of a player's inventory.
Team Fortress 2's weapons leave Clip2 unused, so those functions can be ignored

Methods

Function Signature Description
CanBeSelected bool CanBeSelected() Can this weapon be selected
Clip1 int Clip1() Current ammo in clip1
Clip2 int Clip2() Current ammo in clip2
GetDefaultClip1 int GetDefaultClip1() Default size of clip1
GetDefaultClip2 int GetDefaultClip2() Default size of clip2
GetMaxClip1 int GetMaxClip1() Max size of clip1
GetMaxClip2 int GetMaxClip2() Max size of clip2
GetName string GetName() Gets the weapon's internal name (not the targetname!)
Warning.pngWarning:This conflicts with CBaseEntity's GetName function. To get the targetname of the weapon, call it like this instead CBaseEntity.GetName.call(weapon)
GetPosition int GetPosition() Gets the weapon's current position
GetPrimaryAmmoCount int GetPrimaryAmmoCount() Current primary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF)
GetPrimaryAmmoType int GetPrimaryAmmoType() Returns the primary ammo type
GetPrintName string GetPrintName() Gets the weapon's print name
GetSecondaryAmmoCount int GetSecondaryAmmoCount() Current secondary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF)
GetSecondaryAmmoType int GetSecondaryAmmoType() Returns the secondary ammo type
GetSlot int GetSlot() Gets the weapon's current slot
GetSubType int GetSubType() Get the weapon subtype
GetWeaponFlags int GetWeaponFlags() Get the weapon flags
GetWeight int GetWeight() Get the weapon weighting/importance
HasAnyAmmo bool HasAnyAmmo() Do we have any ammo?
HasPrimaryAmmo bool HasPrimaryAmmo() Do we have any primary ammo?
HasSecondaryAmmo bool HasSecondaryAmmo() Do we have any secondary ammo?
IsAllowedToSwitch bool IsAllowedToSwitch() Are we allowed to switch to this weapon?
IsMeleeWeapon bool IsMeleeWeapon() Returns whether this is a melee weapon
Note.pngNote:tf_weapon_buff_item (entity for Soldier's banner items), are considered melee in the code.
PrimaryAttack void PrimaryAttack() Force a primary attack
Tip.pngTip:This allows arbitrarily firing weapons that do not actually belong to any player. This can be useful for creating entities that might not fully work on their own, for example rockets. Most weapons will work as long as the m_hOwner netprop on the weapon is set to an existing player. Weapons spawned manually might also need SetClip(-1), and m_flNextPrimaryAttack (or m_flSecondaryPrimaryAttack) set to 0 before calling this function to always allow firing without delays.
Warning.pngWarning:Hitscan and melee weapons require lag compensation information to be present, or the game will crash! Calling this from a player's think function or OnTakeDamage hook (whose source is a player's hitscan weapon) is sufficient. Alternatively, lag compensation can be temporarily disabled which allows calling this function from anywhere, with the side effect of poor hit registration for high latency players. This can be achieved by setting the m_bLagCompensation netprop ↓ on the player to to false, calling this function, and reverting it back to true.
Warning.pngWarning:This will play the weapon's fire sound to everyone except the owner. If the sound is desired, the sound can be played to the owner exclusively via EmitSoundEx. If the sound is not desired, it can be stopped by calling StopSound after this function.
SecondaryAttack void SecondaryAttack() Force a secondary attack
Warning.pngWarning:See above.
SetClip1 void SetClip1(int amount) Set current ammo in clip1.
SetClip2 void SetClip2(int amount) Set current ammo in clip2.
SetCustomViewModel void SetCustomViewModel(string model_name) Sets a custom view model for this weapon by model name.
SetCustomViewModelModelIndex void SetCustomViewModelModelIndex(int model_index) Sets a custom view model for this weapon by modelindex.
SetSubType void SetSubType(int subtype) Set the weapon subtype
UsesClipsForAmmo1 bool UsesClipsForAmmo1() Do we use clips for ammo 1?
UsesClipsForAmmo2 bool UsesClipsForAmmo2() Do we use clips for ammo 2?
UsesPrimaryAmmo bool UsesPrimaryAmmo() Do we use primary ammo?
UsesSecondaryAmmo bool UsesSecondaryAmmo() Do we use secondary ammo?
VisibleInWeaponSelection bool VisibleInWeaponSelection() Is this weapon visible in weapon selection

CBaseFlex

Extends CBaseAnimating ↑

Animated characters who have vertex flex capability (e.g., facial expressions).

Methods

Function Signature Description
PlayScene float PlayScene(string scene_file, float delay) Play the specified .vcd file, causing the related characters to speak and subtitles to play.
Tip.pngTip:Open tf2_misc_dir.vpk and browse the files in scripts/talker/... to find .vcd files. Alternatively, use the rr_debugresponses 1 command with developer 1 to find .vcds from in-game voicelines.

CBaseCombatCharacter

Extends CBaseFlex ↑

Combat entities with similar movement capabilities to a player.

Methods

Function Signature Description
GetLastKnownArea handle GetLastKnownArea() Return the last nav area occupied, NULL if unknown.

See CTFNavArea ↓.

CBasePlayer

Extends CBaseCombatCharacter ↑

Script handle class for player entities.

Methods

Function Signature Description
GetForceLocalDraw bool GetForceLocalDraw() Whether the player is being forced by SetForceLocalDraw to be drawn.
GetPlayerMaxs Vector GetPlayerMaxs() Get a vector containing max bounds of the player in local space. The player's model scale will affect the result.
GetPlayerMins Vector GetPlayerMins() Get a vector containing min bounds of the player in local space. The player's model scale will affect the result.
GetScriptOverlayMaterial string GetScriptOverlayMaterial() Gets the current overlay material set by SetScriptOverlayMaterial.
IsNoclipping bool IsNoclipping() Returns true if the player is in noclip mode.
SetForceLocalDraw void SetForceLocalDraw(bool forceDraw) Forces the player to be drawn as if they were in thirdperson.
SetScriptOverlayMaterial void SetScriptOverlayMaterial(string material) Sets the overlay material that can't be overriden by other overlays. E.g. Jarate.
SnapEyeAngles void SnapEyeAngles(QAngle angles) Snap the player's eye angles to this.
Note.pngNote:Do not use this if you are setting the angles temporarily and reverting it in the same frame (for example if firing projectiles at a specific angle). This will cause camera jitter in multiplayer. Instead, modify the pl.v_angle netprop and then revert that (which is what the game reads for eye angles internally). Example:

    local eye_angles = player.LocalEyeAngles()
    NetProps.SetPropVector(player, "pl.v_angle", angles + Vector())
	
    NetProps.SetPropEntity(flaregun, "m_hOwner", player)
    NetProps.SetPropFloat(flaregun, "m_flNextPrimaryAttack", 0)
    flaregun.PrimaryAttack()
    
    NetProps.SetPropVector(player, "pl.v_angle", eye_angles + Vector())
ViewPunch void ViewPunch(QAngle angleOffset) Ow! Punches the player's view.
ViewPunchReset void ViewPunchReset(float tolerance) Reset's the player's view punch if the offset stays below the given tolerance.

CBaseMultiplayerPlayer

Extends CBasePlayer ↑

Script handle sub-class for player entities in multiplayer games. No additional methods.


CEconEntity

Extends CBaseAnimating ↑

Script handle class for economic exquisite equippables, meaning hats and weapons.

Methods

Function Signature Description
AddAttribute void AddAttribute(string name, float value, float duration) Add an attribute to the entity. Set duration to -1 for the attribute to be applied forever. The attribute must be one that exists in the game, invalid ones will not be added.
Note.pngNote:For players the attribute functions are named AddCustomAttribute, GetCustomAttribute, and RemoveCustomAttribute
GetAttribute float GetAttribute(string name, float default_value) Get an attribute float from the entity. If the attribute does not exist, returns default_value.
RemoveAttribute void RemoveAttribute(string name) Remove an attribute from the entity.
Note.pngNote:Static attributes (i.e. attributes that exist by default on the item) cannot be removed. However, you can override their value with AddAttribute to effectively modify or disable them.
ReapplyProvision void ReapplyProvision() Relinks attributes to provisioners, e.g. calling this on a weapon will add it's attributes to the player.

CTFPlayer

Extends CBaseMultiplayerPlayer ↑

Script handle class for player entities of Team Fortress 2.

Methods

Function Signature Description
AddCond void AddCond(ETFCond cond)
AddCondEx void AddCondEx(ETFCond cond, float duration, handle provider)
AddCurrency void AddCurrency(int amount) Kaching! Give the player some cash for game modes with upgrades, ie. MvM. The new value is bounded between 0-30000.
Note.pngNote:Using RemoveCurrency/SetCurrency instead or setting the m_nCurrency netprop directly will bypass the bounds checking.
AddCustomAttribute void AddCustomAttribute(string name, float value, float duration) Add a custom attribute to the player. Set duration to -1 for the attribute to be applied forever. The attribute must be one that exists in the game, invalid ones will not be added.
Note.pngNote:This does not work when applied in the player_spawn event, because custom attributes are cleared immediately after the event. As a workaround, it can be applied with a delay. See the example code.
Note.pngNote:For weapons and cosmetics, the attribute functions are named AddAttribute, GetAttribute, and RemoveAttribute
AddHudHideFlags void AddHudHideFlags(int flags) Hides a hud element based on Constants.FHideHUD
ApplyPunchImpulseX bool ApplyPunchImpulseX(float impulse) Apply a view punch along the pitch angle. Used to flinch players when hit. If the player is a fully charged scoped-in sniper and the weapon has the aiming_no_flinch attribute, the punch will not apply. Returns true if the punch was applied.
BleedPlayer void BleedPlayer(float duration) Make a player bleed for a set duration of time.
BleedPlayerEx void BleedPlayerEx(float duration, int damage, bool endless, int nCustomDamageType) Make a player bleed for a set duration of time, or forever, with specific damage per tick and damage_custom index.
CancelTaunt void CancelTaunt() Cancels any taunt in progress
CanAirDash bool CanAirDash() Can the player air dash/double jump?
CanBeDebuffed bool CanBeDebuffed()
CanBreatheUnderwater bool CanBreatheUnderwater()
CanDuck bool CanDuck() Can the player duck?
CanGetWet bool CanGetWet() Can the player get wet by jarate/milk?
CanJump bool CanJump() Can the player jump? Returns false if the player is taunting or if the no_jump attribute is present and non-zero. There is other conditions that prevent jumping but this function by itself doesn't check those.
ClearCustomModelRotation void ClearCustomModelRotation()
ClearSpells void ClearSpells()
ClearTauntAttack void ClearTauntAttack() Stops active taunt from damaging or cancels Rock-Paper-Scissors result
CanPlayerMove bool CanPlayerMove() Can the player move?
DoTauntAttack void DoTauntAttack() Performs taunts attacks if available. Player must be already taunting and taunt must have a valid attack assigned (taunt attack name attribute)
DropFlag void DropFlag(bool silent) Force player to drop the flag.
DropRune void DropRune(bool apply_force, int team) Force player to drop the rune.
Tip.pngTip:This can be abused to spawn arbitrary Mannpower powerups. See the example.
EndLongTaunt void EndLongTaunt() Stops a looping taunt (obeys minimum time rules and plays outro animation if available)
EquipWearableViewModel void EquipWearableViewModel(handle entity) Equips a wearable on the viewmodel. Intended to be used with tf_wearable_vm entities.
ExtinguishPlayerBurning void ExtinguishPlayerBurning()
FiringTalk void FiringTalk() Makes eg. a heavy go AAAAAAAAAAaAaa like they are firing their minigun.
Note.pngNote:This only works in a few situations as it requires certain gameplay conditions to be true. An example of when this will work: when the player is invulnerable.
Icon-Bug.pngBug:Unfortunately does not work for Heavy's minigun due to the above quirk.  [todo tested in?]
ForceChangeTeam void ForceChangeTeam(int team, bool full_team_switch) Force player to change their team. Setting the bool to true will not remove nemesis relationships or reset the player's class, as well as not slaying the player.
Note.pngNote:This will not work if a player is in a duel. Setting the m_bIsCoaching netprop ↓ to true on the player and reverting it afterwards is a workaround.
ForceRegenerateAndRespawn void ForceRegenerateAndRespawn() Force regenerates and respawns the player
ForceRespawn void ForceRespawn() Force respawns the player
GetActiveWeapon handle GetActiveWeapon() Get the player's current weapon
GetBackstabs int GetBackstabs()
GetBonusPoints int GetBonusPoints()
GetBotType int GetBotType()
GetBuildingsDestroyed int GetBuildingsDestroyed()
GetCaptures int GetCaptures()
GetClassEyeHeight Vector GetClassEyeHeight() Gets the eye height of the player
GetCondDuration float GetCondDuration(ETFCond cond) Returns duration of the condition. Returns 0 if the cond is not applied. Returns -1 if the cond is infinite.
GetCustomAttribute float GetCustomAttribute(string name, float default_value) Get an attribute float from the player. If the attribute does not exist, returns default_value.
GetCurrency int GetCurrency() Get player's cash for game modes with upgrades, ie. MvM
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?
GetHudHideFlags int GetHudHideFlags() Gets current hidden hud elements
GetInvulns int GetInvulns()
GetKillAssists int GetKillAssists()
GetLastWeapon handle GetLastWeapon()
GetNextChangeClassTime float GetNextChangeClassTime() Get next change class time.
GetNextChangeTeamTime float GetNextChangeTeamTime() Get next change team time.
GetNextRegenTime float GetNextRegenTime() Get next health regen time.
GetPlayerClass int GetPlayerClass()
GetRageMeter float GetRageMeter()
GetResupplyPoints int GetResupplyPoints()
GetRevenge int GetRevenge()
GetScoutHypeMeter float GetScoutHypeMeter()
GetSpyCloakMeter float GetSpyCloakMeter()
GetTeleports int GetTeleports()
GetTauntAttackTime float GetTauntAttackTime() Timestamp until a taunt attack "lasts". 0 if unavailable
GetTauntRemoveTime float GetTauntRemoveTime() Timestamp until taunt is stopped
GetVehicleReverseTime float GetVehicleReverseTime() Timestamp when kart was reversed
GetTimeSinceCalledForMedic float GetTimeSinceCalledForMedic() When did the player last call medic
GrantOrRemoveAllUpgrades void GrantOrRemoveAllUpgrades(bool remove, bool refund)
HasItem bool HasItem() Currently holding an item? Eg. capture flag
Tip.pngTip:Fetch the m_hItem netprop to get the entity handle.
HandleTauntCommand void HandleTauntCommand(int taunt_slot) Spoofs a taunt command from the player, as if they selected this taunt.
IgnitePlayer void IgnitePlayer() Supposed to set the player on fire, but...
Icon-Bug.pngBug:Does nothing except play on-fire sound and voicelines.
PlacementTip.pngWorkaround:Create a trigger_ignite and EntFire StartTouch input on it.
  [todo tested in?]
InAirDueToExplosion bool InAirDueToExplosion()
InAirDueToKnockback bool InAirDueToKnockback()
InCond bool InCond(ETFCond cond)
IsAirDashing bool IsAirDashing()
IsAllowedToRemoveTaunt bool IsAllowedToRemoveTaunt() Returns true if the taunt will be stopped
IsAllowedToTaunt bool IsAllowedToTaunt()
IsBotOfType bool IsBotOfType(int type) Returns true if the player matches this bot type. Only one type of bot exists which is reserved for AI bots (not puppet bots): TF_BOT_TYPE. 0 is used for real players or puppet bots. Use IsFakeClient to check for a puppet bot instead.
IsCallingForMedic bool IsCallingForMedic() Is this player calling for medic?
IsCarryingRune bool IsCarryingRune()
IsControlStunned bool IsControlStunned()
IsCritBoosted bool IsCritBoosted()
IsFakeClient bool IsFakeClient() Returns true if the player is a puppet or AI bot. To check if the player is a AI bot (CTFBot) specifically, use IsBotOfType instead.
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
IsRageDraining bool IsRageDraining()
IsRegenerating bool IsRegenerating()
IsSapping bool IsSapping() Returns true if we are currently sapping
IsSnared bool IsSnared()
IsStealthed bool IsStealthed()
IsTaunting bool IsTaunting()
IsUsingActionSlot bool IsUsingActionSlot()
IsViewingCYOAPDA bool IsViewingCYOAPDA()
Regenerate void Regenerate(bool refill_health_ammo) Resupplies a player. If refill health/ammo is set, clears negative conds, gives back player health/ammo
RemoveAllItems void RemoveAllItems(bool unused)
Icon-Bug.pngBug:This does not actually remove all items. It only drops the passtime ball, intelligence, disables radius healing, and hides the Spy invis watch.  [todo tested in?]
RemoveAllObjects void RemoveAllObjects(bool explode) Remove all player objects. Eg. dispensers/sentries.
RemoveCond void RemoveCond(ETFCond cond) Removes a condition. Does not remove a condition if the minimum duration has not passed. Does nothing if the condition isn't added (interally does InCond check).
RemoveCondEx void RemoveCondEx(ETFCond cond, bool ignoreDuration) Extended version of above function. Allows forcefully removing the condition even if minimum duration is not met.
RemoveCurrency void RemoveCurrency(int amount) Take away money from a player for reasons such as ie. spending. Lower bounded to 0.
Note.pngNote:Unlike AddCurrency, negative values will go past the 30000 limit.
RemoveCustomAttribute void RemoveCustomAttribute(string name) Remove a custom attribute to the player
RemoveDisguise void RemoveDisguise() Undisguise a spy.
RemoveHudHideFlags void RemoveHudHideFlags(int flags) Unhides a hud element based on Constants.FHideHUD
RemoveInvisibility void RemoveInvisibility() Un-invisible a spy.
RemoveTeleportEffect void RemoveTeleportEffect()
ResetScores void ResetScores()
RollRareSpell void RollRareSpell()
SetCondDuration void SetCondDuration(ETFCond cond, float duration)
SetCurrency void SetCurrency(int amount) Set player's cash for game modes with upgrades, ie. MvM. Does not have any bounds checking.
SetCurrentTauntMoveSpeed void SetCurrentTauntMoveSpeed(float speed)
SetCustomModel void SetCustomModel(string model_name) Sets a custom player model without animations (model will T-pose). To enable animations, use SetCustomModelWithClassAnimations instead.
SetCustomModelOffset void SetCustomModelOffset(Vector offset)
SetCustomModelRotates void SetCustomModelRotates(bool toggle)
SetCustomModelRotation void SetCustomModelRotation(QAngle angles)
SetCustomModelVisibleToSelf void SetCustomModelVisibleToSelf(bool toggle)
SetCustomModelWithClassAnimations void SetCustomModelWithClassAnimations(string model_name) Sets a custom player model with full animations.
SetDisguiseAmmoCount void SetDisguiseAmmoCount(int count)
SetForcedTauntCam void SetForcedTauntCam(int toggle)
SetGrapplingHookTarget void SetGrapplingHookTarget(handle entity, bool bleed) Set the player's target grapple entity
SetHudHideFlags void SetHudHideFlags(int flags) Force hud hide flags to a value based on Constants.FHideHUD
SetIsMiniBoss void SetIsMiniBoss(bool toggle) Make this player an MvM mini-boss.
SetNextChangeClassTime void SetNextChangeClassTime(float time) Set next change class time.
SetNextChangeTeamTime void SetNextChangeTeamTime(float time) Set next change team time.
SetNextRegenTime void SetNextRegenTime(float time) Set next available resupply time.
SetPlayerClass void SetPlayerClass(int class) Sets the player class. Updates the player's visuals and model.
Note.pngNote:Does not force the class to be changed and can be buggy for server-side scripts. This can be resolved by calling NetProps.SetPropInt(player, "m_Shared.m_iDesiredPlayerClass", classIndex) after SetPlayerClass and before ForceRegenerateAndRespawn. This resolves issues like the player respawning as their "desired" class instead or loadout showing the desired class rather than what they are.
Note.pngNote:Does not regenerate class properties, such as health or weapons. This can be done by calling ForceRegenerateAndRespawn afterwards.
Warning.pngWarning:If the player is not respawned, the hitbox set will be used from the old class! Calling SetCustomModel with a blank parameter is sufficient to update it.
SetRageMeter void SetRageMeter(float percent) Sets rage meter from 0 - 100.
SetRPSResult void SetRPSResult(int result) Rig the result of Rock-Paper-Scissors (0 - rock, 1 - paper, 2 - scissors)
SetScoutHypeMeter void SetScoutHypeMeter(float percent) Sets hype meter from 0 - 100.
SetSpyCloakMeter void SetSpyCloakMeter(float) Sets cloakmeter from 0 - 100.
SetVehicleReverseTime void SetVehicleReverseTime(float time) Set the timestamp when kart was reversed
SetUseBossHealthBar void SetUseBossHealthBar(bool toggle)
StopTaunt void StopTaunt(bool remove_prop) Stops current taunt. If remove_prop is true, the taunt prop will be immediately deleted instead of potentially delaying
StunPlayer void StunPlayer(float duration, float move_speed_reduction, int flags, handle attacker) Stuns the player for a specified duration. Move speed reduction is a fraction (0 = no reduction. 1 = total reduction, no movement). Flag combinations control the stun type and behavior, see the constants page.
Taunt void Taunt(int taunt_index, int taunt_concept) Performs a taunt if allowed. For taunt index, see Constants.FTaunts. For concepts, see MP_CONCEPT List. Concept is the "voiceline" index to use with the taunt. For TAUNT_SHOW_ITEM and TAUNT_BASE_WEAPON this is set automatically. TAUNT_LONG is not supported.
Tip.pngTip:TAUNT_MISC_ITEM with a concept of MP_CONCEPT_TAUNT_LAUGH will make the player laugh. Concept MP_CONCEPT_TAUNT_REPLAY will play the replay taunt.
TryToPickupBuilding bool TryToPickupBuilding() Make the player attempt to pick up a building in front of them
UpdateSkin void UpdateSkin(int skin)
WasInCond bool WasInCond(ETFCond cond)
Weapon_CanUse bool Weapon_CanUse(handle weapon)
Weapon_Drop void Weapon_Drop(handle weapon) Does nothing!
Weapon_DropEx void Weapon_DropEx(handle weapon, Vector target, Vector velocity) Does nothing!
Weapon_Equip void Weapon_Equip(handle weapon) Equips a weapon in the player. This places it inside the m_hMyWeapons array.
Weapon_SetLast void Weapon_SetLast(handle weapon)
Weapon_ShootPosition Vector Weapon_ShootPosition()
Weapon_Switch void Weapon_Switch(handle weapon) Attempts a switch to the given weapon, if present in the player's inventory (m_hMyWeapons array).
Note.pngNote:Most of the time a weapon switch will succeed, except in these circumstances. Workarounds are provided in each case to allow a forced switch.
  • Revved with a minigun
  • Just fired with a sniper rifle
  • Blowing the horn of a banner item
  • Holding Half-Zatoichi and under 50 health
  • Backstab stun from a Razorback

-> Set m_hActiveWeapon on the player to null.

  • Player has TF_COND_CANNOT_SWITCH_FROM_MELEE condition (from eating Buffalo Steak Sandvich) and is holding a melee

-> Remove TF_COND_CANNOT_SWITCH_FROM_MELEE condition.

  • Using the Thermal Thruster:
// assuming "weapon" is the thermal thruster
NetProps.SetPropEntity(player, "m_hActiveWeapon", null)	
if (player.InCond(Constants.ETFCond.TF_COND_ROCKETPACK))
{
    // needed to stop air sound
    SendGlobalGameEvent("rocketpack_landed", { userid = GetPlayerUserID(player) })
    player.RemoveCond(Constants.ETFCond.TF_COND_ROCKETPACK)
}

CTFBot

Extends CTFPlayer ↑ and NextBotCombatCharacter ↓

Script handle class for bot-controlled players aka tf_bot. Beep boop.

Note.pngNote:Puppet bots do not inherit from this class.

Methods

Function Signature Description
AddBotAttribute void AddBotAttribute(int attribute) Sets attribute flags on this TFBot
AddBotTag void AddBotTag(string tag) Adds a bot tag
AddWeaponRestriction void AddWeaponRestriction(int flags) Adds weapon restriction flags
ClearAllBotAttributes void ClearAllBotAttributes() Clears all attribute flags on this TFBot
ClearAllBotTags void ClearAllBotTags() Clears bot tags
ClearAllWeaponRestrictions void ClearAllWeaponRestrictions() Removes all weapon restriction flags
ClearAttentionFocus void ClearAttentionFocus() Clear current focus
ClearBehaviorFlag void ClearBehaviorFlag(int flags) Clear the given behavior flag(s) for this bot
Icon-Bug.pngBug:Does not work  [todo tested in?]
DelayedThreatNotice void DelayedThreatNotice(handle threat, float delay) Notice the threat after a delay in seconds
DisbandCurrentSquad void DisbandCurrentSquad() Forces the current squad to be entirely disbanded by everyone
FindVantagePoint handle FindVantagePoint(float max_distance) Get the nav area of the closest vantage point (within distance)
GenerateAndWearItem void GenerateAndWearItem(string item_name) Give me an item!
GetActionPoint handle GetActionPoint() Get the given action point for this bot
GetAllBotTags void GetAllBotTags(handle table) Get all bot tags. The key is the index, and the value is the tag
GetHomeArea handle GetHomeArea() Sets the home nav area of the bot
GetDifficulty ETFBotDifficultyType GetDifficulty() Returns the bot's difficulty level
GetMaxVisionRangeOverride float GetMaxVisionRangeOverride() Gets the max vision range override for the bot
Warning.pngWarning:MaxVisionRange overrides, as well as certain other bot modifiers, can persist after a bot has been moved to spectator and assigned a new class/loadout in MvM! Identifying MvM bots by the MaxVisionRange override set in a popfile may not be reliable.
GetMission int GetMission() Get this bot's current mission
Icon-Bug.pngBug:Does not work  [todo tested in?]
GetMissionTarget handle GetMissionTarget() Get this bot's current mission target
GetNearestKnownSappableTarget handle GetNearestKnownSappableTarget() Gets the nearest known sappable target
GetPrevMission int GetPrevMission() Get this bot's previous mission
Icon-Bug.pngBug:Does not work  [todo tested in?]
GetSpawnArea handle GetSpawnArea() Return the nav area of where we spawned
GetSquadFormationError float GetSquadFormationError() Gets our formation error coefficient.
HasBotAttribute bool HasBotAttribute(int attribute) Checks if this TFBot has the given attributes
HasBotTag bool HasBotTag(string tag) Checks if this TFBot has the given bot tag
HasMission bool HasMission(int mission) Return true if the given mission is this bot's current mission
Icon-Bug.pngBug:Does not work  [todo tested in?]
HasWeaponRestriction bool HasWeaponRestriction(int flags) Checks if this TFBot has the given weapon restriction flags
IsAmmoFull bool IsAmmoFull()
IsAmmoLow bool IsAmmoLow()
IsAttentionFocused bool IsAttentionFocused() Is our attention focused right now?
IsAttentionFocusedOn bool IsAttentionFocusedOn(handle entity) Is our attention focused on this entity
IsBehaviorFlagSet bool IsBehaviorFlagSet(int flags) Return true if the given behavior flag(s) are set for this bot
Icon-Bug.pngBug:Does not work  [todo tested in?]
IsDifficulty bool IsDifficulty(int difficulty) Returns true/false if the bot's difficulty level matches.
IsInASquad bool IsInASquad() Checks if we are in a squad
IsOnAnyMission bool IsOnAnyMission() Return true if this bot has a current mission
IsWeaponRestricted bool IsWeaponRestricted(handle weapon) Checks if the given weapon is restricted for use on the bot
LeaveSquad void LeaveSquad() Makes us leave the current squad (if any)
PressAltFireButton void PressAltFireButton(float duration)
PressFireButton void PressFireButton(float duration)
PressSpecialFireButton void PressSpecialFireButton(float duration)
RemoveBotAttribute void RemoveBotAttribute(int attribute) Removes attribute flags on this TFBot
RemoveBotTag void RemoveBotTag(string tag) Removes a bot tag
RemoveWeaponRestriction void RemoveWeaponRestriction(int flags) Removes weapon restriction flags
SetActionPoint void SetActionPoint(handle entity) Set the given action point for this bot
SetAttentionFocus void SetAttentionFocus(handle entity) Sets our current attention focus to this entity
SetAutoJump void SetAutoJump(float minTime, float maxTime) Sets if the bot should automatically jump, and how often.
SetBehaviorFlag void SetBehaviorFlag(int flags) Set the given behavior flag(s) for this bot
Icon-Bug.pngBug:Does not work  [todo tested in?]
SetDifficulty void SetDifficulty(int difficulty) Sets the bots difficulty level
SetHomeArea void SetHomeArea(handle area) Set the home nav area of the bot, may be null.
SetMaxVisionRangeOverride void SetMaxVisionRangeOverride(float range) Sets max vision range override for the bot
SetMission void SetMission(int mission, bool reset_behavior) Set this bot's current mission to the given mission
Icon-Bug.pngBug:Does not fully work. Mission will always be set to 0 (no mission).  [todo tested in?]
SetMissionTarget void SetMissionTarget(handle entity) Set this bot's mission target to the given entity
SetPrevMission void SetPrevMission(int mission) Set this bot's previous mission to the given mission
Icon-Bug.pngBug:Does not work. Mission will always be set to 0 (no mission).  [todo tested in?]
SetScaleOverride void SetScaleOverride(float scale) Sets the scale override for the bot
SetShouldQuickBuild void SetShouldQuickBuild(bool toggle) Sets if the bot should build instantly
SetSquadFormationError void SetSquadFormationError(float coefficient) Sets our formation error coefficient.
ShouldAutoJump bool ShouldAutoJump() Returns if the bot should automatically jump
ShouldQuickBuild bool ShouldQuickBuild() Returns if the bot should build instantly
UpdateDelayedThreatNotices void UpdateDelayedThreatNotices()

CTFBaseBoss

Extends NextBotCombatCharacter ↓

Base class intended for custom NPCs. Officially this is only used as part of MvM tank.

Methods

Function Signature Description
SetResolvePlayerCollisions void SetResolvePlayerCollisions(bool toggle) Sets whether the entity should push away players intersecting its bounding box. On by default.
Note.pngNote:There's more methods in input form. See base_boss page.

Convars

Game Instance: Convars

An interface to manipulate the convars on the server.

Note.pngNote:Protected convars (e.g. rcon_password) cannot be accessed.

Methods

Function Signature Description
GetBool bool GetBool(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.
Tip.pngTip:The list of available client convars can be printed in console using the findflags USERINFO command.
Note.pngNote:Notable client convars available:
  • cl_autoreload : Whether the client wants autoreload after each shot
  • cl_autorezoom : Whether the client wants auto scope-in after firing a sniper rifle
  • cl_flipviewmodels : Whether the client has flipped viewmodels
  • cl_language : The client's language setting
  • cl_spec_mode : Currently observer mode, corresponds to the constants.
  • fov_desired : The client's FOV
  • hud_classautokill : If the client wants to suicide after choosing a new class
  • hud_combattext : Whether damage numbers are enabled
  • name : The client's name
  • closecaption : Whether the client has closed captions enabled.
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. Returns hunter2 if a protected convar is accessed.
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, any value) Sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Convars marked as cheat-only can be set even if sv_cheats is off. Convars marked as dev-only (i.e. not visible in console) can also be set. Supported types are bool, int, float, string. The original value of the convar is saved and is reset on map change, in other words convar changes will not persist across maps.
Warning.pngWarning:For changes intended to persist for the whole map, set these at the start of each round instead of only once. Otherwise, custom server configs may load after the initial script and not use the correct settings.

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, "tf_weapon_*") )
{
  // ...
}
for (local ent; ent = Entities.FindByName(ent, "tf_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 "tf_weapon_" or it returns null.

Methods

Function Signature Description
CreateByClassname handle CreateByClassname(string classname) Creates an entity by classname.
Tip.pngTip:Example usage:
local prop = Entities.CreateByClassname("prop_dynamic")
DispatchSpawn void DispatchSpawn(handle entity) Dispatches spawn of an entity! Use this on entities created via CreateByClassname to actually spawn them into the world.
Note.pngNote:Calling this on players will cause them to respawn.
FindByClassname handle FindByClassname(handle previous, string classname) Find entities by the string of their classname keyvalue. Pass 'null' value to start an iteration, or reference to a previously found entity to continue a search
Note.pngNote:The classname keyvalue of an entity can be manipulated and does not necessarily reflect its code class. There might be entities that have a different classname than the one they are created with. For example you can spawn a "prop_dynamic" then change its classname to "my_prop", and it will retain the functionality of its code class while also not showing up when searching for "prop_dynamic".
FindByClassnameNearest handle FindByClassnameNearest(string classname, Vector center, float radius) Find entities by classname nearest to a point within a radius.
FindByClassnameWithin handle FindByClassnameWithin(handle previous, string classname, Vector center, float radius) Find entities by classname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByModel handle FindByModel(handle previous, string modelname) Find entities by the string of their model keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByName handle FindByName(handle previous, string targetname) Find entities by the string of their targetname keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByNameNearest handle FindByNameNearest(string targetname, Vector center, float radius) Find entities by targetname nearest to a point within a radius.
FindByNameWithin handle FindByNameWithin(handle previous, string targetname, Vector center, float radius) Find entities by targetname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByTarget handle FindByTarget(handle previous, string target) Find entities by the string of their target keyvalue.[confirm] Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindInSphere handle FindInSphere(handle previous, Vector center, float radius) 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. The first entity is always worldspawn.
Next handle Next(handle previous) At the given reference of a previously-found entity, returns the next one after it in the list.

CTFNavArea

Script handle class for areas part of the navigation mesh.

Methods

Function Signature Description
AddIncomingConnection void AddIncomingConnection(handle area, ENavDirType dir) Add areas that connect TO this area by a ONE-WAY link
ClearAttributeTF void ClearAttributeTF(int bits) Clear TF-specific area attribute bits.
ComputeClosestPointInPortal Vector ComputeClosestPointInPortal(handle to, ENavDirType dir, Vector closePos) Compute closest point within the "portal" between to an area's direction from the given position.
ComputeDirection int ComputeDirection(Vector point) Return direction from this area to the given point.
ConnectTo void ConnectTo(handle area, ENavDirType dir) Connect this area to given area in given direction.
Contains bool Contains(handle area) Return true if other area is on or above this area, but no others.
ContainsOrigin bool ContainsOrigin(Vector point) Return true if given point is on or above this area, but no others.
DebugDrawFilled void DebugDrawFilled(int r, int g, int b, int a, float duration, bool noDepthTest, float margin) Draw area as a filled rectangle of the given color.
Disconnect void Disconnect(handle area) Disconnect this area from given area.
FindRandomSpot Vector FindRandomSpot() Get random origin within extent of area.
GetAdjacentArea handle GetAdjacentArea(ENavDirType dir, int n) Return the n'th adjacent area in the given direction
Note.pngNote:'Adjacent area' really means outgoing connection. Adjacent areas don't necessarily have to physically be touching, there can be a height discrepancy (e.g. at a drop ledge)
GetAdjacentAreas void GetAdjacentAreas(ENavDirType dir, handle table) Fills a passed in table with all adjacent areas in the given direction.
GetAdjacentCount int GetAdjacentCount(ENavDirType dir) Get the number of adjacent areas in the given direction.
GetAttributes int GetAttributes() Get area attribute bits.
GetAvoidanceObstacleHeight float GetAvoidanceObstacleHeight() Returns the maximum height of the obstruction above the ground.
GetCenter Vector GetCenter() Get center origin of area.
GetCorner Vector GetCorner(ENavDirType dir) Get corner origin of area.
GetDistanceSquaredToPoint float GetDistanceSquaredToPoint(Vector pos) Return shortest distance between point and this area.
GetDoor handle GetDoor() Returns the door entity above the area.
GetElevator handle GetElevator() Returns the elevator if in an elevator's path.
GetElevatorAreas void GetElevatorAreas(handle table) Fills table with a collection of areas reachable via elevator from this area.
GetID int GetID() Get area ID.
GetIncomingConnections void GetIncomingConnections(ENavDirType dir, handle table) Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them).
GetParent handle GetParent() Returns the area just prior to this one in the search path.
GetParentHow int GetParentHow() Returns how we get from parent to us.
GetPlaceName string GetPlaceName() Get place name if it exists, null otherwise.
GetPlayerCount int GetPlayerCount(int team) Return number of players of given team currently within this area (team of zero means any/all).
GetRandomAdjacentArea handle GetRandomAdjacentArea(ENavDirType dir) Return a random adjacent area in the given direction.
GetSizeX float GetSizeX() Return the area size along the X axis.
GetSizeY float GetSizeY() Return the area size along the Y axis.
GetTravelDistanceToBombTarget float GetTravelDistanceToBombTarget() Gets the travel distance to the MvM bomb target.
GetZ float GetZ(Vector pos) Return Z of area at (x,y) of 'pos'
HasAttributeTF bool HasAttributeTF(int bits) Has TF-specific area attribute bits of the given ones.
HasAttributes bool HasAttributes(int bits) Has area attribute bits of the given ones?.
HasAvoidanceObstacle bool HasAvoidanceObstacle(float maxheight) Returns true if there's a large, immobile object obstructing this area
IsBlocked bool IsBlocked(int team, bool affectsFlow) Return true if team is blocked in this area.
IsBottleneck bool IsBottleneck() Returns true if area is a bottleneck. (tiny narrow areas with only one path)
IsCompletelyVisibleToTeam bool IsCompletelyVisibleToTeam(int team) Return true if given area is completely visible from somewhere in this area by someone on the team.
IsConnected bool IsConnected(handle area, ENavDirType dir) Return true if this area is connected to other area in given direction. (If you set direction to -1 or 4, it will automatically check all directions for a connection).
IsCoplanar bool IsCoplanar(handle area) Return true if this area and given. area are approximately co-planar
IsDamaging bool IsDamaging() Return true if this area is marked to have continuous damage.
IsDegenerate bool IsDegenerate() Return true if this area is badly formed.
IsEdge bool IsEdge(ENavDirType dir) Return true if there are no bi-directional links on the given side.
IsFlat bool IsFlat() Return true if this area is approximately flat.
IsOverlapping bool IsOverlapping(handle area) Return true if 'area' overlaps our 2D extents.
IsOverlappingOrigin bool IsOverlappingOrigin(Vector pos, float tolerance) Return true if 'pos' is within 2D extents of area.
IsPotentiallyVisibleToTeam bool IsPotentiallyVisibleToTeam(int team) Return true if any portion of this area is visible to anyone on the given team.
IsReachableByTeam bool IsReachableByTeam(int team) Is this area reachable by the given team?
IsRoughlySquare bool IsRoughlySquare() Return true if this area is approximately square.
IsTFMarked bool IsTFMarked() Is this nav area marked with the current marking scope?
IsUnderwater bool IsUnderwater() Return true if area is underwater.
IsValidForWanderingPopulation bool IsValidForWanderingPopulation() Returns true if area is valid for wandering population.
IsVisible bool IsVisible(Vector point) Return true if area is visible from the given eyepoint.
MarkAsBlocked void MarkAsBlocked(int team) Mark this area as blocked for team.
MarkAsDamaging void MarkAsDamaging(float duration) Mark this area is damaging for the next 'duration' seconds.
MarkObstacleToAvoid void MarkObstacleToAvoid(float height) Marks the obstructed status of the nav area.
RemoveAttributes void RemoveAttributes(int bits) Removes area attribute bits.
RemoveOrthogonalConnections void RemoveOrthogonalConnections(ENavDirType dir) Removes all connections in directions to left and right of specified direction.
SetAttributeTF void SetAttributeTF(int bits) Set TF-specific area attributes.
SetAttributes void SetAttributes(int bits) Set area attribute bits.
SetPlaceName void SetPlaceName(string name) Set place name. If you pass null, the place name will be set to nothing.
TFMark void TFMark() Mark this nav area with the current marking scope.
UnblockArea void UnblockArea() Unblocks this area.

CNavMesh

Game Instance: NavMesh

An interface to collect nav areas from, especially for pathfinding needs.

Methods

Function Signature Description
FindNavAreaAlongRay handle FindNavAreaAlongRay(Vector startpos, Vector endpos, handle ignoreAreaID) get nav area from ray
GetAllAreas void GetAllAreas(handle table) fills a passed in table of all nav areas
GetAreasWithAttributes void GetAreasWithAttributes(int bits, handle table) fills a passed in table of all nav areas that have the specified attributes
GetNavArea handle GetNavArea(Vector origin, float flBeneath) given a position in the world, return the nav area that is closest to or below that height.
GetNavAreaByID handle GetNavAreaByID(int areaID) get nav area by ID
GetNavAreaCount int GetNavAreaCount() return total number of nav areas
GetNavAreasFromBuildPath bool GetNavAreasFromBuildPath(handle startArea, handle endArea, Vector goalPos, float flMaxPathLength, int teamID, bool ignoreNavBlockers, handle table) Fills the table with areas from a path. Returns whether a path was found. If 'endArea' is NULL, will compute a path as close as possible to 'goalPos'.
GetNavAreasInRadius void GetNavAreasInRadius(Vector origin, float radius, handle table) fills a passed in table of nav areas within radius
GetNavAreasOverlappingEntityExtent void GetNavAreasOverlappingEntityExtent(handle entity, handle table) fills passed in table with areas overlapping entity's extent
GetNearestNavArea handle GetNearestNavArea(Vector origin, float maxDist, bool checkLOS, bool checkGround) given a position in the world, return the nav area that is closest to or below that height.
GetObstructingEntities void GetObstructingEntities(handle table) fills a passed in table of all obstructing entities
NavAreaBuildPath bool NavAreaBuildPath(handle startArea, handle endArea, Vector goalPos, float flMaxPathLength, int teamID, bool ignoreNavBlockers) returns true if a path exists
NavAreaTravelDistance float NavAreaTravelDistance(handle startArea, handle endArea, float flMaxPathLength) compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'
RegisterAvoidanceObstacle void RegisterAvoidanceObstacle(handle entity) registers avoidance obstacle
UnregisterAvoidanceObstacle void UnregisterAvoidanceObstacle(handle entity) unregisters avoidance obstacle

CNetPropManager

Game Instance: NetProps

Allows reading and updating the network properties and data-maps of an entity. A brief explanation: all entities in the game have 2 types of internal properties: networked and saved (called "data" by the game). Networked properties are transmitted to the client, while data properties are a leftover from singleplayer games, which are properties that get saved to a save file (that can be re-loaded later). Some properties may exist in both lists, or one list but not the other and vice versa, so it's best to check both lists. Entities follow an inheritance tree, and they inherit the properties of their parent(s). For organization/optimization purposes, properties also tend to be nested inside "tables".

Netprops nested in a table can be accessed using dot notation similar to a Squirrel table. Example: to access the netprop m_bJumping on a player, you would specify m_Shared.m_bJumping.

Note.pngNote:Sometimes the table structure is figured out automatically and doesn't need to be specified explicitly. The easiest way to check is to use HasProp to see if its correct. For example, LocalWeaponData and LocalActiveWeaponData don't need to be specified. But on the contrary, m_Collision, m_Shared and m_AttributeManager (+ m_Item) must be explicitly specified.
Tip.pngTip:Resources for finding netprops and datamaps of entities:
Warning.pngWarning:Each netprop has a set size in bits, exceeding the size may desync the clients from the server causing unpredictable behavior.
Note.pngNote:Netprops containing the substring EntityQuality or AccountID are banned and cannot be set nor fetched, to prevent spoofing economy items as legitimate.
Tip.pngTip:Run the code below to fold netprop functions for easier and more efficient usage. E.g. NetProps.GetPropInt would simply become GetPropInt.
foreach (k, v in ::NetProps.getclass())
    if (k != "IsValid")
        getroottable()[k] <- ::NetProps[k].bindenv(::NetProps)

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.
GetPropBool bool GetPropBool(handle entity, string propertyName) Reads a boolean-valued netprop.
GetPropBoolArray bool GetPropBoolArray(handle entity, string propertyName, int arrayElement) Reads a boolean-valued netprop from an array.
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.
GetPropInfo bool GetPropInfo(handle entity, string propertyName, int arrayElement, handle table) Fills in a passed table with property info for the provided entity.
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.
GetPropVectorArray Vector GetPropVectorArray(handle entity, string propertyName, int arrayElement) Reads a 3D vector-valued netprop from an array.
GetTable void GetTable(handle entity, int iPropType, handle table) Fills in a passed table with all props of a specified type for the provided entity (set iPropType to 0 for SendTable or 1 for DataMap)
HasProp bool HasProp(handle entity, string propertyName) Checks if a netprop exists.
SetPropBool void SetPropBool(handle entity, string propertyName, bool value) Sets a netprop to the specified boolean.
SetPropBoolArray void SetPropBoolArray(handle entity, string propertyName, bool value, int arrayElement) Sets a netprop from an array to the specified boolean.
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.
Warning.pngWarning:Do not override m_iTeamNum netprops on players or Engineer buildings permanently. Use ForceChangeTeam or SetTeam or respectively. Not doing so will result in unpredictable server crashes later on. Overriding m_iTeamNum temporarily and then reverting it in the same frame is safe however.
SetPropIntArray void SetPropIntArray(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.
Note.pngNote:The order of the internal output data may change after this is performed, which can be problematic if iterating outputs. As a workaround, all the outputs can be stored in an array of tables first and then removed while iterating the array.


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 playerIndex) Returns the number of seconds the player has been continuously speaking.
IsPlayerSpeaking bool IsPlayerSpeaking(int playerIndex) 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 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 )

CFuncTrackTrain

Extends CBaseEntity ↑

Script handle class for func_tracktrain.

Methods

Function Signature Description
GetFuturePosition Vector GetFuturePosition(float x, float speed) 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 classname, table keyvalues) Add an entity with the given keyvalues to the template spawner, similar to SpawnEntityFromTable. The number of templates allowed is unlimited.
SetGroupSpawnTables void SetGroupSpawnTables(table group, table spawn) Unused. This only stores a reference to the two tables which is removed when the point_script_template is deleted.
Note.pngNote:To spawn every added template, fire the ForceSpawn input onto the point_script_template with AcceptInput.

Hooks

PreSpawnInstance hook from point_template is not available.

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.
Icon-Bug.pngBug:As the PreSpawnInstance hook is not implemented, this callback is never fired. This can be fixed however by defining an entity table named __EntityMakerResult in the entity's scope.  [todo tested in?]
Tip.pngTip:Due to tables requiring unique keys, templated entities that have no targetname or have conflicting ones will not be present in the table. A workaround is to intercept the __EntityMakerResult table and add every entity to an array instead, as shown in the following example:

local template = SpawnEntityFromTable("point_script_template", {})
template.SetGroupSpawnTables({})

local scope = template.GetScriptScope()
scope.Entities <- []
scope.__EntityMakerResult <- {entities = scope.Entities}.setdelegate({_newslot = function(_, value) {entities.append(value)}})
scope.PostSpawn <- function(named_entities)
{
	__DumpScope(0, Entities)
}

template.AddTemplate("prop_dynamic",
{
	model = "models/player/heavy.mdl",
	origin = Vector(247, -281, -123)
})

template.AddTemplate("prop_dynamic",
{
	model = "models/player/spy.mdl",
	origin = Vector(247, -381, -123)
})

template.AcceptInput("ForceSpawn", "", null, null)


CSceneEntity

Extends CBaseEntity ↑

Script handle class for scripted_scene, which make use of VCD data.

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.


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.

NextBotCombatCharacter

Extends CBaseCombatCharacter ↑

Script handle class for non-playable combat characters operating under the NextBot system.

Methods

Function Signature Description
ClearImmobileStatus void ClearImmobileStatus() Clear immobile status
FlagForUpdate void FlagForUpdate(bool toggle) Flag this bot for update
GetBodyInterface INextBotComponent GetBodyInterface() Get this bot's body interface
Note.pngNote:Not actually exposed, no functions exist
GetBotId int GetBotId() Get this bot's id
GetImmobileDuration float GetImmobileDuration() How long have we been immobile
GetImmobileSpeedThreshold float GetImmobileSpeedThreshold() Return units/second below which this actor is considered immobile
GetIntentionInterface INextBotComponent GetIntentionInterface() Get this bot's intention interface
Note.pngNote:Not actually exposed, no functions exist
GetLocomotionInterface ILocomotion GetLocomotionInterface() Get this bot's locomotion interface
GetTickLastUpdate int GetTickLastUpdate() Get last update tick
GetVisionInterface INextBotComponent GetVisionInterface() Get this bot's vision interface
Note.pngNote:Not actually exposed, no functions exist
IsEnemy bool IsEnemy(handle entity) Return true if given entity is our enemy
IsFlaggedForUpdate bool IsFlaggedForUpdate() Is this bot flagged for update
IsFriend bool IsFriend(handle entity) Return true if given entity is our friend
IsImmobile bool IsImmobile() Return true if we haven't moved in awhile

INextBotComponent

Base script handle class for any interfaces belonging to an individual NextBotCombatCharacter ↑ entity.

Methods

Function Signature Description
ComputeUpdateInterval bool ComputeUpdateInterval() Recomputes the component update interval
GetUpdateInterval float GetUpdateInterval() Returns the component update interval
Reset void Reset() Resets the internal update state

ILocomotion

Extends INextBotComponent ↑

The interface for interacting with a specific NextBot's movement brain.

Methods

Function Signature Description
Approach void Approach(Vector goal, float goalWeight) The primary locomotive method. Goal determines the destination position to move towards. goalWeight determines the priority of this path, you can set this to 1.0 generally speaking.
Tip.pngTip:To make the entity move smoothly towards its destination make sure to put this under a think function.
ClearStuckStatus void ClearStuckStatus(string reason) Reset stuck status to un-stuck. Reason message is shown when debugging nextbots.
ClimbUpToLedge bool ClimbUpToLedge(Vector goalPos, Vector goalForward, handle obstacle) Initiate a jump to an adjacent high ledge, return false if climb can't start
ComputeUpdateInterval bool ComputeUpdateInterval() Returns false if no time has elapsed
DriveTo void DriveTo(Vector pos) Move the bot to the precise given position immediately, updating internal state
FaceTowards void FaceTowards(Vector target) Rotate body to face towards target
Tip.pngTip:To make the entity look smoothly towards a spot make sure to put this under a think function, as using the function only once makes the entity only look towards it a bit but not fully, rotating ever so slightly.
FractionPotentialGap float FractionPotentialGap(Vector from, Vector to) If the locomotor cannot jump over the gap, returns the fraction of the jumpable ray
FractionPotentiallyTraversable float FractionPotentiallyTraversable(Vector from, Vector to, bool immediately) If the locomotor could not move along the line given, returns the fraction of the walkable ray. If immediately is true, breakables are considered non-traverseable
GetDeathDropHeight float GetDeathDropHeight() Distance at which we will die if we fall
GetDesiredSpeed float GetDesiredSpeed() Get desired speed for locomotor movement
GetFeet Vector GetFeet() Return position of feet - the driving point where the bot contacts the ground
GetGround handle GetGround() Return the current ground entity or NULL if not on the ground
GetGroundMotionVector Vector GetGroundMotionVector() Return unit vector in XY plane describing our direction of motion - even if we are currently not moving
GetGroundNormal Vector GetGroundNormal() Surface normal of the ground we are in contact with
GetGroundSpeed float GetGroundSpeed() Return current world space speed in XY plane
GetMaxAcceleration float GetMaxAcceleration() Return maximum acceleration of locomotor
GetMaxDeceleration float GetMaxDeceleration() Return maximum deceleration of locomotor
GetMaxJumpHeight float GetMaxJumpHeight() Return maximum height of a jump.
Tip.pngTip:If using a base_boss entity, as there is currently no available method to modify this value, you can fire the input SetMaxJumpHeight to change it.
GetMotionVector Vector GetMotionVector() Return unit vector describing our direction of motion - even if we are currently not moving
GetRunSpeed float GetRunSpeed() Get maximum running speed
GetSpeed float GetSpeed() Return current world space speed (magnitude of velocity)
GetSpeedLimit float GetSpeedLimit() Get maximum speed bot can reach, regardless of desired speed
GetStepHeight float GetStepHeight() If delta Z is lower than this, we can step up the surface (like a stair step), but if delta Z is greater than this, we have to jump to get up.
Tip.pngTip:If using a base_boss entity, as there is currently no available method to modify this value, you can fire the input SetStepHeight to change it.
GetStuckDuration float GetStuckDuration() Return how long we've been stuck
GetTraversableSlopeLimit float GetTraversableSlopeLimit() Return Z component of unit normal of steepest traversable slope
GetUpdateInterval float GetUpdateInterval() Returns time between updates
GetVelocity Vector GetVelocity() Return current world space velocity
GetWalkSpeed float GetWalkSpeed() Get maximum walking speed
HasPotentialGap float HasPotentialGap(Vector from, Vector to) Checks if there is a possible gap that will need to be jumped over. Returns fraction of ray from 0 to 1.
IsAbleToClimb bool IsAbleToClimb() Return true if this bot can climb arbitrary geometry it encounters
IsAbleToJumpAcrossGaps bool IsAbleToJumpAcrossGaps() Return true if this bot can jump across gaps in its path
IsAreaTraversable bool IsAreaTraversable(handle area) Return true if given area can be used for navigation
IsAttemptingToMove bool IsAttemptingToMove() Return true if we have tried to Approach() or DriveTo() very recently
IsClimbingOrJumping bool IsClimbingOrJumping() Is jumping in any form
IsClimbingUpToLedge bool IsClimbingUpToLedge() Is climbing up to a high ledge
IsEntityTraversable bool IsEntityTraversable(handle entity, bool immediately) Return true if the entity handle is traversable. If immediately is true, breakables are considered non-traverseable
IsGap bool IsGap(Vector pos, Vector forward) Return true if there is a gap at this position.
Note.pngNote:forward is unused.
IsJumpingAcrossGap bool IsJumpingAcrossGap() Is jumping across a gap to the far side
IsOnGround bool IsOnGround() Return true if standing on something
IsPotentiallyTraversable float IsPotentiallyTraversable(Vector from, Vector to, bool immediately) Checks if this locomotor could potentially move along the line given. Returns fraction of trace result (1 = clear). If immediately is true, breakables are considered non-traverseable
IsRunning bool IsRunning() Is running?
IsScrambling bool IsScrambling() Is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted
IsStuck bool IsStuck() Return true if bot is stuck. If the locomotor cannot make progress, it becomes stuck and can only leave this stuck state by successfully movingand becoming un-stuck.
Jump void Jump() Initiate a simple undirected jump in the air
JumpAcrossGap void JumpAcrossGap(Vector goalPos, Vector goalForward) Initiate a jump across an empty volume of space to far side
Note.pngNote:goalForward is unused.
OnLandOnGround void OnLandOnGround(handle ground) Manually run the OnLandOnGround callback. Typically invoked when bot lands on the ground after being in the air
OnLeaveGround void OnLeaveGround(handle ground) Manually run the OnLeaveGround callback. Typically invoked when bot leaves ground for any reason
Reset void Reset() Resets motion, stuck state etc
Run void Run() Set desired movement speed to running
SetDesiredSpeed void SetDesiredSpeed(float speed) Set desired speed for locomotor movement
SetSpeedLimit void SetSpeedLimit(float limit) Set maximum speed bot can reach, regardless of desired speed
Stop void Stop() Set desired movement speed to stopped
Walk void Walk() Set desired movement speed to walking

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)

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(float x = 0, float y = 0, float z = 0) Creates a new vector with the specified Cartesian coordiantes.
Cross Vector 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.
Tip.pngTip:This can be used to quickly check if the vector is equal to 0 0 0, by checking if the magnitude is 0.
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.
Norm float Norm() Normalizes the vector in place and returns it's 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.

Methods

Function Signature Description
constructor QAngle(float pitch = 0, float yaw = 0, float roll = 0) Creates a new QAngle.
Forward Vector Forward() Returns the Forward Vector of the angles.
Left Vector Left()
Note.pngNote:Returns the right 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() Returns a string with the values separated by one space.
ToQuat Quaternion ToQuat() Returns a quaternion representaion of the orientation.
Up Vector Up() Returns the Up Vector of the angles.
Yaw float Yaw() Returns the yaw angle in degrees.

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 float Norm() Normalizes the quaternion.
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

Todo: Descriptions of the operations are lacking details.
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
AddThinkToEnt void AddThinkToEnt(handle entity, string FuncName) Sets a function in the entity's script to rerun by itself constantly. Pass null as the function name to remove a think function. The default think interval is 0.1s, unless overridden by returning a different time interval in seconds in the think function. TF2 runs at 66 ticks per second, so the lowest possible interval is 0.015 seconds. Return -1 to think every tick (do not return 0 or 0.015, this will give inconsistent intervals).
Note.pngNote:If trying to clear a think function while inside a think function, AddThinkToEnt will not work as the think function is restored on the entity after it's finished.
NetProps.SetPropString(self, "m_iszScriptThinkFunction", "") must be used to remove the think function.
Warning.pngWarning:This can apply to events if they are chained from a think function, for example killing a player with TakeDamage and then trying to clear the think function in player_death event. The think function will not be cleared unless the line above is also added.
Note.pngNote:Some entities are sensitive to when this think function executes within a frame. A notable example is modifying the tf_player_manager entity. The think function must be applied to the manager entity for netprop changes to work correctly, and not any other entity, otherwise modifying its properties will be inconsistent.
Icon-Bug.pngBug:The think function name stored in the entity is not reset if null is passed as the function name. However this is harmless, and it will only show a warning in console.  [todo tested in?]
AddToScriptHelp AddToScriptHelp()
AllowThirdPersonCamera bool AllowThirdPersonCamera()
ArePlayersInHell bool ArePlayersInHell()
Assert void Assert(bool value, string optional message) Test value and if not true, throws exception, optionally with message.
ClearGameEventCallbacks void ClearGameEventCallbacks() Empties the tables of game event callback functions.
Obsolete-notext.pngDeprecated:Do NOT use this! It removes all events, including those from other scripts, and is a common source of script conflicts. Instead, update your event code to use a namespace (define and contain your callback functions inside of a table), which will clean up automatically when this table is removed without interfering with other scripts. Refer to the examples page for guidance on how to set an automatic system for this.
CreateProp handle CreateProp(string classname, Vector origin, string model_name, int activity) Create a prop
CreateSceneEntity handle CreateSceneEntity(string scene) Create a scene entity to play the specified scene.
developer int developer() The current level of the developer console variable.
DispatchParticleEffect void DispatchParticleEffect(string name, Vector origin, Vector direction) Dispatches a one-off particle system. To pass angles into this, use the .Forward() method on a QAngle.
Note.pngNote:For more control over particles such as parenting them to entities, see the examples page for alternative methods.
Warning.pngWarning:Does NOT work inside a player think due to prediction suppressing it. Can be workarounded by spawning the particle with a 0 delayed EntFire instead.
Warning.pngWarning:This does not precache custom particles. As a result, custom particles may show as a burst of red Xs instead on dedicated servers. To precache a particle, use the following function:

function PrecacheParticle(name)
{
    PrecacheEntityFromTable({ classname = "info_particle_system", effect_name = name })
}
Document void Document(unknown symbolOrTable, unknown itemIfSymbol = null, string descriptionIfSymbol = null)
DoEntFire void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) Generate an entity I/O event. The caller and activator argument takes a CBaseEntity script handle, and entities assigned can receive inputs with target set to !self, or !activator / !caller. Negative delays are clamped to 0.
Note.pngNote:Does not work if the target string is point_servercommand.
DoIncludeScript bool DoIncludeScript(string file, handle/table scope) Execute a script and put all its content for the argument passed to thescopeparameter. The file must have the .nut extension.
Warning.pngWarning:Do not put uppercase letters in the path, doing so will cause Linux to fail loading the script from loose directories.
IncludeScript bool IncludeScript(string file, handle scope = null) Wrapper for DoIncludeScript.
EmitAmbientSoundOn void EmitAmbientSoundOn(string soundName, float volume, int soundlevel, int pitch, handle entity) Play named sound on an entity using configurations similar to ambient_generic. Soundlevel is in decibels, see this page for real world equivalents.
Tip.pngTip:Sounds may be hard to hear even at full volume. Naming custom sounds according to the soundmixer can be used to make them naturally louder.
Tip.pngTip:To convert radius in Hammer units to decibels (similar to ambient_generic), use the following formula:
local soundlevel = (40 + (20 * log10(radius / 36.0))).tointeger()
StopAmbientSoundOn void StopAmbientSoundOn(string soundName, handle entity) Stop named sound on an entity using configurations similar to ambient_generic.
EmitSoundEx void EmitSoundEx(handle table) Play a sound. Takes in a script table of params: sound_name, channel, volume, sound_level, flags, pitch, special_dsp, origin, delay, sound_time, entity, speaker_entity, filter_type, filter_param. All parameters are optional except sound_name. See the main page for more details.
EmitSoundOn void EmitSoundOn(string soundScript, handle entity) Play named sound on given entity. The sound must be precached first for it to play (using PrecacheSound or PrecacheScriptSound).
Warning.pngWarning:Looping sounds will not stop on the entity when it's destroyed and will persist forever! To workaround this, run StopSound in the OnDestroy callback.
StopSoundOn void StopSoundOn(string soundScript, handle entity) Stop named sound on an entity.
EmitSoundOnClient void EmitSoundOnClient(string soundScript, handle player) Play named sound only on the client for the specified player. The sound must be precached first for it to play (PrecacheScriptSound).
Note.pngNote:This only supports soundscripts.
EntFire void EntFire(string target, string action, string value = null, float delay = 0, handle activator = null) Wrapper for DoEntFire() that setsactivator to null, but has nocallerparam. Negative delays are clamped to 0.
Note.pngNote:Does not work if the target string is point_servercommand.
EntFireByHandle void EntFireByHandle(handle entity, string action, string value, float delay, handle activator, handle caller) Generate an entity I/O event. First parameter is an entity instance. Negative delays are clamped to 0.
Note.pngNote:With a 0 delay, this will be processed at the end of the frame rather than instantly. If you need an instant, synchronous I/O event then use AcceptInput instead.
EntIndexToHScript handle EntIndexToHScript(int entIndex) Turn an entity index integer to an HScript representing that entity's script instance.
FileToString string FileToString(string file) Reads a string from file located in the game's scriptdata folder. Returns the string from the file, null if no file or file is greater than 16384 bytes.
Note.pngNote:Files packed inside the BSP cannot be read.
Note.pngNote:This opens files in text mode, therefore binary files will not be parsed correctly.
FindCircularReference FindCircularReference()
FindCircularReferences FindCircularReferences()
FireGameEvent bool FireGameEvent(string name, handle table) Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table.
Note.pngNote:The name might be misleading. This does not fire an event that the game will pick up, the function that sends a real game event is named SendGlobalGameEvent.
FireScriptHook bool FireScriptHook(string name, handle table) Fire a script hook to a listening callback function in script. Parameters are passed in a squirrel table.
FireScriptEvent void FireScriptEvent(string event, table params) Wrapper for __RunEventCallbacks()
ForceEnableUpgrades void ForceEnableUpgrades(int state) Whether to force on MvM-styled upgrades on/off. 0 -> default, 1 -> force off, 2 -> force on
ForceEscortPushLogic void ForceEscortPushLogic(int state) Forces payload pushing logic. 0 -> default, 1 -> force off, 2 -> force on
FlagsMayBeCapped bool FlagsMayBeCapped() May a flag be captured?
FrameTime float FrameTime() Get the time spent on the server in the last frame. Usually this will be 0.015 (the default tickrate)
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 class) Get class limit for class. See Constants.ETFClass.
GetDeveloperLevel int GetDeveloperLevel() Gets the level of 'developer'
GetFrameCount int GetFrameCount() Returns the engines current frame count. The counter does not reset between map changes. This is NOT the tick count.
Tip.pngTip:To get the current tick count, read the m_nSimulationTick netprop from any player or moving entity.
GetFriction float GetFriction(handle player) Returns the Friction on a player entity, meaningless if not a player
GetFunctionSignature string GetFunctionSignature(function func, string prefix)
GetGravityMultiplier float GetGravityMultiplier()
GetListenServerHost handle GetListenServerHost() Get the local player on a listen server. Returns null on dedicated servers.
Note.pngNote:This depends on the player entity, and therefore this might return null on a listen server if the player doesn't exist yet during map load. Use IsDedicatedServer instead to check if the server is a listen or dedicated server, as it checks it in a different way.
Tip.pngTip:Alternatively, use PlayerInstanceFromIndex(1) to fetch the first player on the server. For convenience sake (e.g. for script compatibility), you can map this to that function using the following:
::GetListenServerHost <- @() PlayerInstanceFromIndex(1)
GetMannVsMachineAlarmStatus bool GetMannVsMachineAlarmStatus()
GetMapName string GetMapName() Get the name of the map without extension, e.g. ctf_2fort. For workshop maps, this will be in the format workshop/[name].ugc[id].
GetModelIndex int GetModelIndex(string filename) Returns the index of the named model.
GetOvertimeAllowedForCTF bool GetOvertimeAllowedForCTF()
Obsolete GetPhysAngularVelocity Vector GetPhysAngularVelocity(handle entity) Returns the Angular velocity of the entity. Deprecated, use the GetPhysAngularVelocity method on the entity instead.
Obsolete GetPhysVelocity Vector GetPhysVelocity(handle entity) Returns the velocity of the entity. Deprecated, use the GetPhysVelocity method on the entity instead.
GetPlayerFromUserID handle GetPlayerFromUserID(int userid) Given a user id, return the entity, or null.
Note.pngNote:The 'fake' SourceTV player will always be returned as null. If you need to actually retrieve the SourceTV player, use EntIndexToHScript.
Tip.pngTip:For the opposite, getting the user id from an entity, see the examples page.
GetRoundState int GetRoundState() Get current round state. See Constants.ERoundState.
GetSoundDuration float GetSoundDuration(string soundname, string actormodelname) Returns float duration of the sound. Actor model name is optional and can be left null.
Todo: Actor model name is likely a leftover from Half-Life 2 Half-Life 2
Warning.pngWarning:Does not work on dedicated servers as they do not have audio libraries built-in to load sounds.
GetStopWatchState int GetStopWatchState() Get the current stopwatch state. See Constants.EStopwatchState.
GetWinningTeam int GetWinningTeam() Who won!
HaveStopWatchWinner bool HaveStopWatchWinner()
InMatchStartCountdown bool InMatchStartCountdown() Are we in the pre-match/setup 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 holiday) Is the given holiday active? See Constants.EHoliday.
IsHolidayMap bool IsHolidayMap(int holiday) Playing a holiday map? See Constants.EHoliday.
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 modelname) Checks if the modelname is precached.
IsSoundPrecached bool IsSoundPrecached(string soundname) Checks if the soundname is precached.
IsPasstimeMode bool IsPasstimeMode() No ball games.
IsPlayerABot bool IsPlayerABot(handle player) Is this player/entity a puppet or AI bot. To check if the player is a AI bot (CTFBot) specifically, use IsBotOfType instead.
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.
IsTruceActive bool IsTruceActive()
IsUsingGrapplingHook bool IsUsingGrapplingHook()
IsUsingSpells bool IsUsingSpells()
IsWeakref bool IsWeakref()
LocalTime void LocalTime(table out) Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings). This mirrors the tm structure in C++, see the reference page for more information.
MakeNamespace MakeNamespace()
MapHasMatchSummaryStage bool MapHasMatchSummaryStage()
MatchmakingShouldUseStopwatchMode bool MatchmakingShouldUseStopwatchMode()
MaxClients float MaxClients() Get the current number of max clients set by the maxplayers command.
Icon-Bug.pngBug:The return value is mistakenly defined as a float. It is best to use .tointeger() after calling this.  [todo tested in?]
PickupObject void PickupObject(handle player, handle entity) Object from world is put into the "Held" slot of the player. Warning: it will smoothly interpolate from where it is to the players hand - which is a bit goofy if it is on other side of level.
Note.pngNote:Does nothing in Team Fortress 2 Team Fortress 2 as the code is not implemented.
PlayerInstanceFromIndex CBasePlayer PlayerInstanceFromIndex(int index) Get a script handle of a player using the player index.
Note.pngNote:The 'fake' SourceTV player will always be returned as null. If you need to actually retrieve the SourceTV player, use EntIndexToHScript.
PlayerReadyStatus_ArePlayersOnTeamReady bool PlayerReadyStatus_ArePlayersOnTeamReady(int team)
PlayerReadyStatus_HaveMinPlayersToEnable bool PlayerReadyStatus_HaveMinPlayersToEnable()
PlayerReadyStatus_ResetState void PlayerReadyStatus_ResetState()
PlayersAreOnMatchSummaryStage bool PlayersAreOnMatchSummaryStage()
PointsMayBeCaptured bool PointsMayBeCaptured() Are points able to be captured?
PrecacheEntityFromTable bool PrecacheEntityFromTable(table keyvalues) Precache an entity from KeyValues in a table. Internally this function creates the entity, fire DispatchSpawn and removes it instantly. Returns false if the table has no classname key, if the value of classname is null or empty, or if the entity failed to be created.
Tip.pngTip:Can be used to precache gibs for a model on any entity by using tf_generic_bomb. Example:
PrecacheEntityFromTable({ classname = "tf_generic_bomb", model = MODEL_NAME })
PrecacheModel int PrecacheModel(string filename) Precache a model (.mdl) or sprite (.vmt) and return model index. The extension must be specified. Returns -1 if null or empty filename is passed in. Missing models/sprites will still return a new index.
Note.pngNote:Does not precache gibs. See PrecacheEntityFromTable instead.
PrecacheScriptSound bool PrecacheScriptSound(string soundName) Precache a soundscript. Returns false if soundscript is missing, or if a null or empty sound name is passed in.
PrecacheSound bool PrecacheSound(string soundName) Precache a raw sound. Returns false if a null or empty sound name is passed in.
PrintHelp void PrintHelp() Equivalent to running script_help command.
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.
RegisterFunctionDocumentation void RegisterFunctionDocumentation(unknown func, string name, string signature, string description)
RegisterScriptGameEventListener void RegisterScriptGameEventListener(string eventName) Register as a listener for a game event from script. It's what __CollectGameEventCallbacks() uses to register event callbacks to the C++ code.
Note.pngNote:This cannot be used to register non-existent game events.
RegisterScriptHookListener void RegisterScriptHookListener(string name) Register as a listener for a script hook from script.
RetrieveNativeSignature string RetrieveNativeSignature(function func)
RotateOrientation QAngle RotateOrientation(QAngle, QAngle) Rotate a QAngle by another QAngle.
RotatePosition Vector RotatePosition(Vector origin, QAngle rotation, Vector input) Rotate the input Vector around an origin.
Icon-Bug.pngBug:This is not calculated correctly and the rotation will always be relative to (0, 0, 0). As a workaround, subtract the origin from the input, call this function and then add the origin back which will perform the expected result.  [todo tested in?]
ScreenFade void ScreenFade(handle player, int red, int green, int blue, int alpha, float fadeTime, float fadeHold, int flags) Start a customisable screenfade. If no player is specified, the fade will apply to all players. For a list of flags, see FFADE constants.
ScreenShake void ScreenShake(Vector vecCenter, float flAmplitude, float flFrequency, float flDuration, float flRadius, int eCommand, bool bAirShake) Start a customisable screenshake. Set eCommand to 0 to start a shake, or 1 to stop an existing shake.
ScriptHooksEnabled bool ScriptHooksEnabled() Returns whether script hooks are currently enabled.
SendGlobalGameEvent bool SendGlobalGameEvent(string event_name, handle params) Sends a real game event to everything. Parameters are passed in a squirrel table.
Warning.pngWarning:Certain events that are usually clientside only will not work when fired by this function, with an error complaining that "no listeners are registered for this event". However, defining an empty event listener will make it work.
Warning.pngWarning:Events that upload statistics to Steam servers such as player_escort_score can take as long as 1 millisecond to execute! This can be prevented by temporarily giving the player the FL_FAKECLIENT flag and reverting it afterwards (however be careful not to revert it on actual bots!).

Example:


local is_bot = player.IsFakeClient()
if (!is_bot) player.AddFlag(Constants.FPlayer.FL_FAKECLIENT)

SendGlobalGameEvent("player_escort_score", 
{
    player = player.entindex(),
    points = 1
})

if (!is_bot) player.RemoveFlag(Constants.FPlayer.FL_FAKECLIENT)
SendToConsole void SendToConsole(string command) Issues a command to the local client, as if they typed in the command in their console. Does nothing on dedicated servers.
SendToServerConsole void SendToServerConsole(string command) Issues a command to the server, as if typed in the console.
Note.pngNote:This obeys the behavior of the sv_allow_point_servercommand convar. By default, this command will do nothing unless the server has this command to set to "always"
SendToConsoleServer void SendToConsoleServer(string command) Copy of SendToServerConsole with another name for compat.
SetFakeClientConVarValue void SetFakeClientConVarValue(handle bot, string cvar, string value) Sets a USERINFO client ConVar for a fakeclient.
Tip.pngTip:This can be used to change the name of a bot by using the name cvar.
SetGravityMultiplier void SetGravityMultiplier(float multiplier)
SetMannVsMachineAlarmStatus void SetMannVsMachineAlarmStatus(bool status)
SetOvertimeAllowedForCTF void SetOvertimeAllowedForCTF(bool state)
SetPlayersInHell void SetPlayersInHell(bool state)
SetSkyboxTexture void SetSkyboxTexture(string texture) Sets the current skybox texture. The path is relative to "materials/skybox/". Only the main name of a skybox texture is needed, for example "sky_gravel_01".
SetUsingSpells void SetUsingSpells(bool state)
SpawnEntityFromTable handle SpawnEntityFromTable(string name, handle keyvalues) Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
Note.pngNote:Multiple keys of the same name can be specified by appending the key with an incremental #x suffix.
Note.pngNote:parentname is not resolved and therefore will not work. Instead, fire AcceptInput after spawning (with SetParent !activator parameters), or use SpawnEntityGroupFromTable.
Tip.pngTip:If spawning multiple entities at once, use SpawnEntityGroupFromTable as it will be more efficient.

Example:


SpawnEntityFromTable("logic_timer", {
    targetname = "cool"
    RefireTime = 60
    "OnTimer#1" : "entity,Trigger,,0,-1"
    "OnTimer#2" : "somethingelse,Disable,,0,-1"
})
Warning.pngWarning:If using commas inside the parameter field of a output key, it will not be parsed correctly as the comma will be treated as delimiter.

To fix this, an special delimiter also supported by the game can be used named 'ESC'. This cannot be typed on a keyboard normally, and must be copied from another source. The easiest way is to open this link, and copy + paste the character in a supporting editor such as Notepad++.
Example (the character will not display correctly on this page):
"OnTrigger#5": "res,RunScriptCode,NetProps.SetPropString(self, `m_iszMvMPopfileName`, `test`),0,-1"
would instead be changed to

"OnTrigger#5": "res�RunScriptCode�NetProps.SetPropString(self, `m_iszMvMPopfileName`, `test`)�0�-1"
Note.pngNote:If using a complex model, usually custom models, it might cause stutters to the server when spawning it. To work around this issue instead spawn it with CreateByClassname and set its netprops manually, and don't forget to make sure the model is precached properly too.
SpawnEntityGroupFromTable bool SpawnEntityGroupFromTable(handle groups) Hierarchically spawn an entity group from a set of spawn tables. This computes a spawn order for entities so that parenting is resolved correctly.

The table for this must take the following format. group can be any name, as long as it's unique. Each group can only contain one entity. (The table is formatted like this as otherwise it wouldn't be possible to spawn multiple entities of the same classname). The function always returns true, even if entity spawning fails.

{
	<group> =
	{
		<classname> =
		{
			// key - values
		}
	},
	// ...
}

Example usage:


SpawnEntityGroupFromTable(
{
	a =
	{
		info_particle_system =
		{
			origin = GetListenServerHost().GetOrigin(),
			parentname = "mytarget",
			effect_name = "soldierbuff_blue_soldier",
			start_active = true		
		}
	},
	b =
	{
		info_particle_system =
		{
			origin = GetListenServerHost().GetOrigin(),
			parentname = "mytarget",
			effect_name = "soldierbuff_red_soldier",
			start_active = true		
		}
	},
})
Note.pngNote:You will need to hijack an unused string netprop and set the bounding box data for brush entities there, then run a script on the entity to parse it. Example:

Make a script file named "make_brush.nut" that contains the following:

function OnPostSpawn()
{
    local buf = split(NetProps.GetPropString(self, "m_iszResponseContext"), " ")
    self.SetSize(Vector(buf[0], buf[1], buf[2]), Vector(buf[3], buf[4], buf[5]))
    self.SetSolid(2)
}

Now you can set the min/max bounding box values for a brush ent directly in the ent key/values like so:

SpawnEntityGroupFromTable({
	[0] = {
		func_rotating =
		{
			message = "hl1/ambience/labdrone2.wav",
			responsecontext = "-1 -1 -1 1 1 1",
			vscripts = "make_brush",
			volume = 8,
			targetname = "crystal_spin",
			spawnflags = 65,
			solidbsp = 0,
			rendermode = 10,
			rendercolor = "255 255 255",
			renderamt = 255,
			maxspeed = 48,
			fanfriction = 20,
			angles = QAngle(),
			origin = Vector(),
		}
	},
	[1] = {
		trigger_multiple =
		{
			targetname = "trigger1",
			responsecontext = "-250 -250 -250 250 250 250",
			vscripts = "make_brush",
			parentname = "crystal_spin",
			spawnflags = 1,
			"OnStartTouchAll#1": "!activator�RunScriptCode�ClientPrint(self, 3, `I am in trigger1`)�0�-1",
		}
	},
	[2] = {
		prop_dynamic =
		{
			targetname = "crystal",
			solid = 6,
			renderfx = 15,
			rendercolor = "255 255 255",
			renderamt = 255,
			physdamagescale = 1.0,
			parentname = "crystal_spin",
			modelscale = 1.3,
			model = "models/props_moonbase/moon_gravel_crystal_blue.mdl",
			MinAnimTime = 5,
			MaxAnimTime = 10,
			fadescale = 1.0,
			fademindist = -1.0,
			origin = Vector(),
			angles = QAngle(45, 0, 0)
		}
	},
})
Tip.pngTip:If a list of entity handles created from this function is needed, there is two workarounds:
  • 1 - Assign a vscripts file that appends this to a global array.
  • 2 - Use a point_script_template, see the spawn hook example ↑.
StringToFile void StringToFile(string file, string string) Stores a string as a file, located in the game's scriptdata folder.
Warning.pngWarning:Since this writes to the disk, the performance will vary depending on the hardware (i.e. HDD or SSD). This function should only be called at checkpoints such as round restart or before level change, and not during gameplay to prevent hitches.
Warning.pngWarning:This writes files in text mode, therefore binary files will not be written correctly. As another consequence, if writing multi-line strings directly, this may cause issues due to Window's encoding new lines as \r\n, but Mac/Linux encodes as \n. This can be fixed by setting EOL (end-of-line) encoding to Unix or CR in your text editor.
Icon-Bug.pngBug:A single NULL byte will always be appended to the end of the file  [todo tested in?]
Time float Time() Get the current time since map load in seconds. The time resets on map change.

The time may be different compared to the global time if running in the context of a player, such as a player think function or damage callback caused by a player. This adjustment is for lag compensation and may be up to 1 second (sv_maxunlag). Therefore use GetFrameCount if you need to compare if events happened in the same tick.

TraceLine float TraceLine(Vector start, Vector end, handle ignore) Trace a ray. Return fraction along line that hits world or models. Optionally, ignore the specified entity.
Tip.pngTip:Specify the same start and end point to check whether a point is inside solid geometry/out of bounds.
TraceLineEx bool TraceLineEx(table traceTable) Extended version of TraceLine. See the main page for more details.
TraceLinePlayersIncluded float TraceLinePlayersIncluded(Vector, Vector, handle) Different version of TraceLine that also hits players and NPCs.
TraceHull bool TraceHull(table traceTable) Trace a box (AABB). See the main page for more details.
UniqueString string UniqueString(string suffix = "") Generate a string guaranteed to be unique across the life of the script VM, with an optional suffix. Useful for adding data to tables when not sure what keys are already in use in that table.

The format of the string is _%x%llx_%s, with arguments as follows: random number between 0 and 4095, an incrementing 64-bit counter, and suffix.

DoUniqueString string DoUniqueString(string suffix) Internal function called by UniqueString
UsePlayerReadyStatusMode bool UsePlayerReadyStatusMode()
VSquirrel_OnCreateScope table VSquirrel_OnCreateScope(any value, table scope) Creates a new scope with the name of value in the submitted table (includes unique params).
VSquirrel_OnReleaseScope void VSquirrel_OnReleaseScope(table createdScope) Removes a scope created via VSquirrel_OnCreateScope.
__CollectEventCallbacks void __CollectEventCallbacks(scope, prefix, globalTableName, regFunc) Overloaded function. Its only used for this: __CollectEventCallbacks(scope, "OnGameEvent_", "GameEventCallbacks", ::RegisterScriptGameEventListener)
__CollectGameEventCallbacks void __CollectGameEventCallbacks(table scope) Wrapper that registers callbacks for both OnGameEvent_x and OnScriptEvent_ functions. Done using the __CollectEventCallbacks function.
__ReplaceClosures void __ReplaceClosures(script, scope)
__RunEventCallbacks void __RunEventCallbacks(event, params, prefix, globalTableName, bWarnIfMissing) Call all functions in the callback array for the given game event
__RunGameEventCallbacks void __RunGameEventCallbacks(event, params) Wrapper for __RunEventCallbacks()
__RunScriptHookCallbacks void __RunScriptHookCallbacks(event, param)

Printing and Drawing

Functions for printing out messages or drawing elements in the world, mostly for debugging reasons.

Warning.pngWarning:Any function with the Debug prefix requires the cvar developer be enabled and the game unpaused.
They also do not appear in multiplayer, only on a local server.
Function Signature Description
ClientPrint void ClientPrint(CBasePlayer player, EHudNotify destination, string message) Print a client message. If you pass null instead of a valid player, the message will be sent to all clients.

When printing to chat (HUD_PRINTTALK), the color of the text can be changed with certain hex codes:

  • \x01 - Default chat color
  • \x03 - Lime
  • \x04 - Green
  • \x05 - Olive
  • \x06 - Black
  • \x07 - custom color in hexadecimal RRGGBB format. Example: \x07FF3F3F
  • \x08 - custom color in hexadecimal RRGGBBAA format (i.e. with transparency). Example: \x08FF3F3FCC

Chat messages can contain multiple of these codes. If using color sequences, there MUST be a color sequence at the beginning of the string, or color codes won't work!.

Warning.pngWarning:Hammer Will not accept these escape sequences. As a result, you cannot print colored text with a simple RunScriptCode input.
PlacementTip.pngWorkaround:See the VScript Examples page for a workaround that replaces a normal character with \x07 at run-time
Tip.pngTip:Standard chat colors:
  • Default: FBECCB
  • RED: FF3F3F
  • BLUE: 99CCFF
  • Unassigned/spectator: CCCCCC
DebugDrawBox void DebugDrawBox(Vector origin, vector min, vector max, int r, int g, int b, int alpha, float duration) Draw a debug overlay box.
DebugDrawBoxAngles void DebugDrawBoxAngles(Vector origin, Vector min, Vector max, QAngle direction, Vector rgb, int alpha, float duration) Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration).
DebugDrawBoxDirection void DebugDrawBoxDirection(Vector center, Vector min, Vector max, Vector forward, Vector rgb, float alpha, float duration) Draw a debug forward box.
DebugDrawCircle void DebugDrawCircle(Vector center, Vector rgb, float alpha, float radius, bool ztest, float duration) Draw a debug circle.
DebugDrawClear void DebugDrawClear() Try to clear all the debug overlay info.
DebugDrawLine void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool zTest, float time) Draw a debug overlay line.
DebugDrawLine_vCol void DebugDrawLine_vCol(Vector start, vector end, vector rgb, bool ztest, float duration) Draw a debug line using color vec.
DebugDrawScreenTextLine void DebugDrawScreenTextLine(float x, float y, int lineOffset, string text, int r, int g, int b, int a, float duration) Draw text with a line offset.
DebugDrawText void DebugDrawText(Vector origin, string text, bool useViewCheck, float duration) Draw text on the screen, starting on the position of origin.
__DumpScope void __DumpScope(int indentation, table scope) Dumps a scope's contents and expands all tables and arrays; this is what the ent_script_dump command uses.
Tip.pngTip:You can use this to print tables/arrays.
Example

Using this code:

local testTable =
{
	integer = 20,
	string = "hello",
	array = [1, 2, 3]
}

printl("{")
__DumpScope(1, testTable)
printl("}")

Will print the following in console:

{
   string = "hello"
   array(ARRAY)
   [
      0 = 1
      1 = 2
      2 = 3
   ]
   integer = 20
}
DumpObject void DumpObject(handle object) Dumps information about a class or instance.
Msg void Msg(string message) Prints message to console without any line feed after.
printf void printf(string format, args...) Prints message to console with C style formatting. The line feed is not included.
printl void printl(string message) Prints message to console with a line feed after.
realPrint void realPrint(string message) Identical to print. print seems to be a wrapper for this.
Say void Say(CBasePlayer player, string message, bool teamOnly) Calling this will have the specified player send the message to chat, either to teamOnly (true) or to everyone.
ShowMessage void ShowMessage(string message) Displays a HUD message defined in scripts/titles.txt to all clients, similar to an env_message entity.

Squirrel Standard Library

Squirrel Functions of both Squirrel's built-in functions and standard library.

Function Signature Description
array array(int length, any fill = null) Returns a new array of the given length where each element is set to fill (null by default).
assert assert(bool exp) Throws an assertion error if the given expression evaluates to false (i.e. the values 0, 0.0, null and false)
callee function callee() Returns the currently running closure.
castf2i int castf2i(float value) Interprets the float's bytes as if it were a 32-bit integer representation
Warning.pngWarning:This is a bit reinterpretation, i.e. 1.0 will not result in 1, it will be 1065353216! Use the tointeger() method for an actual conversion.
casti2f float casti2f(int value) Interprets the integer's bytes as if it were a floating-point encoding
Warning.pngWarning:This is a bit reinterpretation, i.e. 420 will not result in 420.0, it will be 5.88545e^-43! Use the tofloat() method for an actual conversion.
collectgarbage int collectgarbage() Runs the garbage collector and returns the number of reference cycles found(and deleted) This function only works on garbage collector builds.
compilestring any compilestring(string string, string buffername = null) Compiles a string containing a squirrel script into a function and returns it.
dummy dummy()
enabledebuginfo void enabledebuginfo(any enable) Enable/disable the debug line information generation at compile time. enable != null enables . enable == null disables.
error void error(string x) Prints x in the standard error output .
getconsttable table getconsttable() Returns the const table of the VM.
getroottable table getroottable() Returns the root table of the VM.
getstackinfos table getstackinfos(int stacklevel) Returns the stack frame informations at the given stack level (0 is the current function 1 is the caller and so on). If the stack level doesn't exist the function returns null.
Example
{
	func = "DoStuff",		// function name
	
	src = "test.nut",		// source file
	
	line = 10,			// line number
	
	locals =			// a table containing the local variables
	{
		a = 10,
		
		testy = "I'm a string"
	}
}
newthread coroutine newthread(function threadfunc) Creates a new cooperative thread object(coroutine) and returns it .
print print(string message) Prints the given parameter but with no newline unlike printl()
resurrectunreachable array resurrectunreachable() Runs the garbage collector and returns an array containing all unreachable object found. If no unreachable object is found, null is returned instead. This function is meant to help debugging reference cycles. This function only works on garbage collector builds.
setconsttable table setconsttable(table consttable) Sets the const table of the VM which also returns the previous const table.
setdebughook void setdebughook(function hook_func) Sets the debug hook.
seterrorhandler void seterrorhandler(function func) Sets the runtime error handler .
setroottable table setroottable(table roottable) Sets the root table of the VM which also returns the previous root table.
suspend void suspend(any ret) Suspends the coroutine that called this function.
swap2 int swap2(int value) Swaps bytes 1 and 2 of the integer
swap4 int swap4(int value) Reverse byte order of the four bytes
swapfloat float swapfloat(float value) Reverse byte order of the four bytes
type type(var) Returns var._typeof(), i.e. the type of the given parameter as a string

Blob

A blob stores a block of binary data. See official documentation for more information.

Note.pngNote:Each blob is restricted to a maximum size of 16 megabytes. Blobs are also limited to 32 megabytes total at any given time.
Function Signature Description
blob blob(int initSize = 0)
eos int eos()
flush flush()
len int len()
readblob blob readblob(int numberOfBytes)
readn any readn(char dataType)
resize void resize(int newSize)
seek int seek(int offset, int offsetBasis)
swap2 void swap2()
swap4 void swap4()
tell int tell()
writeblob void writeblob(blob blob)
writen void writen(num value, char dataType)

Math

Function Signature Description
abs abs(num x) Returns |x| as integer unlike fabs()
acos acos(num x) Returns cos-1(x), -1 ≤ x ≤ 1
asin asin(num x) Returns sin-1(x), -1 ≤ x ≤ 1
atan atan(num x) Returns tan-1(x)
atan2 atan2(num y, num x) (!) Returns the angle between the ray from the point (0, 0) through (x, y) and the positive x-axis, confined to (−PI, PI], See also atan2. Note the order of the parameters x and y!]
ceil ceil(num x) Returns the smallest integer that is ≥ x
cos cos(num x) Returns cos(x)
exp exp(num x) Returns exp(x) = ex
fabs fabs(num x) Returns |x| as float unlike abs()
floor floor(num x) Returns the largest integer that is ≤ x
log log(num x) Returns loge(x) = ln(x)
log10 log10(num x) Returns log10(x)
pow pow(num x, num y) Returns xy
rand rand() Returns a random integer with 0 ≤ rand() ≤ RAND_MAX
Warning.pngWarning:The value of RAND_MAX is 32768 on Windows, but 2147483647 on Linux. This can cause undeterministic behavior between a server running on Windows vs Linux even if the same seed is used with srand. If determinism is needed, roll your own random number generator.
sin sin(num x) Returns sin(x)
sqrt sqrt(num x) Returns the square root of x
srand srand(num seed) Sets the starting point for generating a series of pseudorandom integers
tan tan(num x) Returns tan(x)

Strings

The following belong as member methods of the string object, in other words they must be called with the dot operator on a string, e.g. str.slice(0, 5).

Function Signature Description
find int find(string searchString, int startIndex = null) Looks for the sub-string passed as its first parameter, starting at either the beginning of the string or at a specific character index if one is provided as a second parameter. If the sub-string is found, returns the index at which it first occurs, otherwise returns null.
len int len() Returns the length of the string, ie. the number of characters it comprises.
slice string slice(int startIndex, int endIndex = null) Creates a sub-string from a string. Copies characters from startIndex to endIndex. If endIndex is not specified, copies until the last character. If the provided end index is beyond the string, an exception is thrown.
tofloat float tofloat() Returns float value represented by the string. Must only contain numeric characters and/or plus and minus symbols. An exception is thrown otherwise.
tointeger int tointeger() Returns integer value represented by the string. Must only contain numeric characters. An exception is thrown otherwise. Hexadecimal notation is supported (i.e. 0xFF). If a hexadecimal string contains more than 10 characters, including the 0x, returns -1.
tolower string tolower() Returns a new string with all upper-case characters converted to lower-case.
toupper string toupper() Returns a new string with all lower-case characters converted to upper-case.

The following belong as global string functions, e.g. str = format("%d", num).

Function Signature Description
endswith bool endswith(string str, string cmp) Returns true if the end of the string matches the comparison string.
escape string escape(string str) Returns a string with backslashes before characters that need to be escaped: “ a b t n v f r \ ” ’ 0 xNN
format string format(string format, args...) Returns a formatted string. Same rules as the standard C functions (except * is not supported).
lstrip string lstrip(string str) Removes whitespace at the beginning of the given string
rstrip string rstrip(string str) Removes whitespace at the end of the given string
split array split(string str, string separator, bool skipempty = false) Returns an array of strings split at each point where a separator character occurs in str. The separator is not returned as part of any array element. the parameter separators is a string that specifies the characters as to be used for the splitting. If skipempty is true, empty strings are not added to array.
startswith bool startswith(string str, string cmp) Returns true if the beginning of the string matches the comparison string.
strip string strip(string str) Removes whitespace at the beginning and end of the given string

Script Debug

Functions for interacting with the debugger. Some of them are documented here.

Function Signature Description
BeginScriptDebug void BeginScriptDebug()
EndScriptDebug void EndScriptDebug()
ScriptDebugAddTextFilter void ScriptDebugAddTextFilter()
ScriptDebugAddTrace void ScriptDebugAddTrace()
ScriptDebugAddWatch void ScriptDebugAddWatch()
ScriptDebugAddWatches void ScriptDebugAddWatches()
ScriptDebugAddWatchPattern void ScriptDebugAddWatchPattern()
ScriptDebugClearTraces void ScriptDebugClearTraces()
ScriptDebugClearWatches void ScriptDebugClearWatches()
ScriptDebugDefaultWatchColor void ScriptDebugDefaultWatchColor()
ScriptDebugDraw void ScriptDebugDraw()
ScriptDebugDrawWatches void ScriptDebugDrawWatches()
ScriptDebugDumpKeys void ScriptDebugDumpKeys()
ScriptDebugHook void ScriptDebugHook()
ScriptDebugIterateKeys void ScriptDebugIterateKeys()
ScriptDebugIterateKeysRecursive void ScriptDebugIterateKeysRecursive()
ScriptDebugRemoveTextFilter void ScriptDebugRemoveTextFilter()
ScriptDebugRemoveTrace void ScriptDebugRemoveTrace()
ScriptDebugRemoveWatch void ScriptDebugRemoveWatch()
ScriptDebugRemoveWatches void ScriptDebugRemoveWatches()
ScriptDebugRemoveWatchPattern void ScriptDebugRemoveWatchPattern()
ScriptDebugText void ScriptDebugText()
ScriptDebugTextDraw void ScriptDebugTextDraw()
ScriptDebugTextPrint void ScriptDebugTextPrint()
ScriptDebugTextTrace void ScriptDebugTextTrace()
ScriptDebugTraceAll void ScriptDebugTraceAll()
ScriptDebugWatches void ScriptDebugWatches()
__VScriptServerDebugHook __VScriptServerDebugHook()

See also