Source 2013 MP/Scripting/List of Script Functions

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Automatically generated Squirrel functions list for Source SDK Base 2013 - Multiplayer SDK Base 2013 - MP (2025) (Team Fortress 2 Counter-Strike: Source Day of Defeat: Source Half-Life 2: Deathmatch Half-Life Deathmatch: Source). This is a generic function list and will work in all SDK 2025 games. This is an auto-generated list; for specifics, see the applicable section on the Team_Fortress_2/Scripting/Script_Functions page.

Team Fortress 2 Team Fortress 2 extends upon this; see Team_Fortress_2/Scripting/Script_Functions. Other SDK mods may extend upon this as well.

Classes

:: (Global functions)

Methods

Function Signature Description
AddThinkToEnt void AddThinkToEnt(handle, string) Adds a late bound think function to the C++ think tables for the obj
ClientPrint void ClientPrint(handle, int, string) Print a client message
CreateProp handle CreateProp(string, Vector, string, int) Create a physics prop
CreateSceneEntity handle CreateSceneEntity(string) Create a scene entity to play the specified scene.
DebugDrawBox void DebugDrawBox(Vector, Vector, Vector, int, int, int, int, float) Draw a debug overlay box
DebugDrawBoxAngles void DebugDrawBoxAngles(Vector, Vector, Vector, QAngle, Vector, float, float) Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration)
DebugDrawBoxDirection void DebugDrawBoxDirection(Vector, Vector, Vector, Vector, Vector, float, float) Draw a debug forward box (cent, min, max, forward, vRgb, a, duration)
DebugDrawCircle void DebugDrawCircle(Vector, Vector, float, float, bool, float) Draw a debug circle (center, rad, vRgb, a, ztest, duration)
DebugDrawClear void DebugDrawClear() Try to clear all the debug overlay info
DebugDrawLine void DebugDrawLine(Vector, Vector, int, int, int, bool, float) Draw a debug overlay line
DebugDrawLine_vCol void DebugDrawLine_vCol(Vector, Vector, Vector, bool, float) Draw a debug line using color vec (start, end, vRgb, a, ztest, duration)
DebugDrawScreenTextLine void DebugDrawScreenTextLine(float, float, int, string, int, int, int, int, float) Draw text with a line offset
DebugDrawText void DebugDrawText(Vector, string, bool, float) Draw text in 3d (origin, text, bViewCheck, duration)
DispatchParticleEffect void DispatchParticleEffect(string, Vector, Vector) Dispatches a one-off particle system
DoIncludeScript bool DoIncludeScript(string, handle) Execute a script (internal)
EmitAmbientSoundOn void EmitAmbientSoundOn(string, float, int, int, handle) Play named ambient sound on an entity.
EmitSoundEx void EmitSoundEx(handle) Play a sound. Takes in a script table of params.
EmitSoundOn void EmitSoundOn(string, handle) Play named sound on Entity. Legacy only, use EmitSoundEx.
EmitSoundOnClient void EmitSoundOnClient(string, handle) Play named sound only on the client for the passed in player. NOTE: This only supports soundscripts. Legacy only, use EmitSoundEx.
EntFire function EntFire(target, action, value, delay, activator) Generate and entity i/o event
EntFireByHandle void EntFireByHandle(handle, string, string, float, handle, handle) Generate and entity i/o event. First parameter is an entity instance.
EntIndexToHScript handle EntIndexToHScript(int) Turn an entity index integer to an HScript representing that entity's script instance.
FileToString string FileToString(string) Reads a string from a file to send to script
FireGameEvent bool FireGameEvent(string, handle) Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table.
FireScriptHook bool FireScriptHook(string, handle) Fire a script hoook to a listening callback function in script. Parameters are passed in a squirrel table.
FrameTime float FrameTime() Get the time spent on the server in the last frame
GetDeveloperLevel int GetDeveloperLevel() Gets the level of 'developer'
GetFrameCount int GetFrameCount() Returns the engines current frame count
GetFriction float GetFriction(handle) Returns the Friction on a player entity, meaningless if not a player
GetListenServerHost handle GetListenServerHost() Get the local player on a listen server.
GetMapName string GetMapName() Get the name of the map.
GetModelIndex int GetModelIndex(string) Returns the index of the named model.
GetPhysAngularVelocity Vector GetPhysAngularVelocity(handle) Get Angular Velocity for VPHYS or normal object
GetPhysVelocity Vector GetPhysVelocity(handle) Get Velocity for VPHYS or normal object
GetPlayerFromUserID handle GetPlayerFromUserID(int) Given a user id, return the entity, or null
GetSoundDuration float GetSoundDuration(string, string) Returns float duration of the sound. Takes soundname and optional actormodelname.
IsDedicatedServer bool IsDedicatedServer() Returns true if this server is a dedicated server.
IsModelPrecached bool IsModelPrecached(string) Checks if the modelname is precached.
IsPlayerABot bool IsPlayerABot(handle) Is this player/entity a bot
IsSoundPrecached bool IsSoundPrecached(string) Takes a sound name
LocalTime void LocalTime(handle) Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings)
MaxClients float MaxClients() Get the current number of max clients set by the maxplayers command.
PickupObject void PickupObject(handle, handle) Have a player pickup a nearby named entity
PlayerInstanceFromIndex handle PlayerInstanceFromIndex(int) Get a script instance of a player by index.
PrecacheEntityFromTable bool PrecacheEntityFromTable(handle) Precache an entity from KeyValues in table
PrecacheModel int PrecacheModel(string) Precache a model. Returns the modelindex.
PrecacheScriptSound bool PrecacheScriptSound(string) Precache a sound.
PrecacheSound bool PrecacheSound(string) Precache a sound.
RandomFloat float RandomFloat(float, float) Generate a random floating point number within a range, inclusive
RandomInt int RandomInt(int, int) Generate a random integer within a range, inclusive
RegisterScriptGameEventListener void RegisterScriptGameEventListener(string) Register as a listener for a game event from script.
RegisterScriptHookListener void RegisterScriptHookListener(string) Register as a listener for a script hook from script.
RotateOrientation QAngle RotateOrientation(QAngle, QAngle) Rotate a QAngle by another QAngle.
RotatePosition Vector RotatePosition(Vector, QAngle, Vector) Rotate a Vector around a point.
Say void Say(handle, string, bool) Have Entity say string, and teamOnly or not
ScreenFade void ScreenFade(handle, int, int, int, int, float, float, int) Start a screenfade with the following parameters. player, red, green, blue, alpha, flFadeTime, flFadeHold, flags
ScreenShake void ScreenShake(Vector, float, float, float, float, int, bool) Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
ScriptHooksEnabled bool ScriptHooksEnabled() Returns whether script hooks are currently enabled.
SendGlobalGameEvent bool SendGlobalGameEvent(string, handle) Sends a real game event to everything. Parameters are passed in a squirrel table.
SendToConsole void SendToConsole(string) Send a string to the console as a command
SendToConsoleServer void SendToConsoleServer(string) Copy of SendToServerConsole with another name for compat.
SendToServerConsole void SendToServerConsole(string) Send a string that gets executed on the server as a ServerCommand. Respects sv_allow_point_servercommand.
SetFakeClientConVarValue void SetFakeClientConVarValue(handle, string, string) Sets a USERINFO client ConVar for a fakeclient
SetSkyboxTexture void SetSkyboxTexture(string) Sets the current skybox texture
ShowMessage void ShowMessage(string) Print a hud message on all clients
SpawnEntityFromTable handle SpawnEntityFromTable(string, handle) Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
SpawnEntityGroupFromTable bool SpawnEntityGroupFromTable(handle) Hierarchically spawn an entity group from a set of spawn tables.
StopAmbientSoundOn void StopAmbientSoundOn(string, handle) Stop named ambient sound on an entity.
StopSoundOn void StopSoundOn(string, handle) Stop named sound on Entity.
StringToFile bool StringToFile(string, string) Store a string to a file for later reading
Time float Time() Get the current server time
TraceHull bool TraceHull(handle) Pass table - Inputs: start, end, hullmin, hullmax, mask, ignore -- outputs: pos, fraction, hit, enthit, allsolid, startpos, endpos, startsolid, plane_normal, plane_dist, surface_name, surface_flags, surface_props
TraceLine float TraceLine(Vector, Vector, handle) given 2 points & ent to ignore, return fraction along line that hits world or models
TraceLineEx bool TraceLineEx(handle) Pass table - Inputs: start, end, mask, ignore -- outputs: pos, fraction, hit, enthit, allsolid, startpos, endpos, startsolid, plane_normal, plane_dist, surface_name, surface_flags, surface_props
TraceLinePlayersIncluded float TraceLinePlayersIncluded(Vector, Vector, handle) given 2 points & ent to ignore, return fraction along line that hits world, models, players or npcs
UniqueString function UniqueString(string) Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.

CPointScriptTemplate

Methods

Function Signature Description
CPointScriptTemplate::AddTemplate void CPointScriptTemplate::AddTemplate(string, handle) Add an entity to the template spawner
CPointScriptTemplate::SetGroupSpawnTables void CPointScriptTemplate::SetGroupSpawnTables(handle, handle) Cache the group spawn tables

CEnvEntityMaker

Methods

Function Signature Description
CEnvEntityMaker::SpawnEntity void CEnvEntityMaker::SpawnEntity() Create an entity at the location of the maker
CEnvEntityMaker::SpawnEntityAtEntityOrigin void CEnvEntityMaker::SpawnEntityAtEntityOrigin(handle) Create an entity at the location of a specified entity instance
CEnvEntityMaker::SpawnEntityAtLocation void CEnvEntityMaker::SpawnEntityAtLocation(Vector, Vector) Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
CEnvEntityMaker::SpawnEntityAtNamedEntityOrigin void CEnvEntityMaker::SpawnEntityAtNamedEntityOrigin(string) Create an entity at the location of a named entity

CNetPropManager

Methods

Function Signature Description
CNetPropManager::GetPropArraySize int CNetPropManager::GetPropArraySize(handle, string) Arguments: ( entity, propertyName )
CNetPropManager::GetPropBool bool CNetPropManager::GetPropBool(handle, string) Arguments: ( entity, propertyName )
CNetPropManager::GetPropBoolArray bool CNetPropManager::GetPropBoolArray(handle, string, int) Arguments: ( entity, propertyName, arrayElement )
CNetPropManager::GetPropEntity handle CNetPropManager::GetPropEntity(handle, string) Arguments: ( entity, propertyName ) - returns an entity
CNetPropManager::GetPropEntityArray handle CNetPropManager::GetPropEntityArray(handle, string, int) Arguments: ( entity, propertyName, arrayElement ) - returns an entity
CNetPropManager::GetPropFloat float CNetPropManager::GetPropFloat(handle, string) Arguments: ( entity, propertyName )
CNetPropManager::GetPropFloatArray float CNetPropManager::GetPropFloatArray(handle, string, int) Arguments: ( entity, propertyName, arrayElement )
CNetPropManager::GetPropInfo bool CNetPropManager::GetPropInfo(handle, string, int, handle) Arguments: ( entity, propertyName, arrayElement, table ) - Fills in a passed table with property info for the provided entity
CNetPropManager::GetPropInt int CNetPropManager::GetPropInt(handle, string) Arguments: ( entity, propertyName )
CNetPropManager::GetPropIntArray int CNetPropManager::GetPropIntArray(handle, string, int) Arguments: ( entity, propertyName, arrayElement )
CNetPropManager::GetPropString string CNetPropManager::GetPropString(handle, string) Arguments: ( entity, propertyName )
CNetPropManager::GetPropStringArray string CNetPropManager::GetPropStringArray(handle, string, int) Arguments: ( entity, propertyName, arrayElement )
CNetPropManager::GetPropType string CNetPropManager::GetPropType(handle, string) Arguments: ( entity, propertyName ) - return the prop type as a string
CNetPropManager::GetPropVector Vector CNetPropManager::GetPropVector(handle, string) Arguments: ( entity, propertyName )
CNetPropManager::GetPropVectorArray Vector CNetPropManager::GetPropVectorArray(handle, string, int) Arguments: ( entity, propertyName, arrayElement )
CNetPropManager::GetTable void CNetPropManager::GetTable(handle, int, handle) Arguments: ( entity, iPropType, 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)
CNetPropManager::HasProp bool CNetPropManager::HasProp(handle, string) Arguments: ( entity, propertyName )
CNetPropManager::SetPropBool void CNetPropManager::SetPropBool(handle, string, bool) Arguments: ( entity, propertyName, value )
CNetPropManager::SetPropBoolArray void CNetPropManager::SetPropBoolArray(handle, string, bool, int) Arguments: ( entity, propertyName, value, arrayElement )
CNetPropManager::SetPropEntity void CNetPropManager::SetPropEntity(handle, string, handle) Arguments: ( entity, propertyName, value )
CNetPropManager::SetPropEntityArray void CNetPropManager::SetPropEntityArray(handle, string, handle, int) Arguments: ( entity, propertyName, value, arrayElement )
CNetPropManager::SetPropFloat void CNetPropManager::SetPropFloat(handle, string, float) Arguments: ( entity, propertyName, value )
CNetPropManager::SetPropFloatArray void CNetPropManager::SetPropFloatArray(handle, string, float, int) Arguments: ( entity, propertyName, value, arrayElement )
CNetPropManager::SetPropInt void CNetPropManager::SetPropInt(handle, string, int) Arguments: ( entity, propertyName, value )
CNetPropManager::SetPropIntArray void CNetPropManager::SetPropIntArray(handle, string, int, int) Arguments: ( entity, propertyName, value, arrayElement )
CNetPropManager::SetPropString void CNetPropManager::SetPropString(handle, string, string) Arguments: ( entity, propertyName, value )
CNetPropManager::SetPropStringArray void CNetPropManager::SetPropStringArray(handle, string, string, int) Arguments: ( entity, propertyName, value, arrayElement )
CNetPropManager::SetPropVector void CNetPropManager::SetPropVector(handle, string, Vector) Arguments: ( entity, propertyName, value )
CNetPropManager::SetPropVectorArray void CNetPropManager::SetPropVectorArray(handle, string, Vector, int) Arguments: ( entity, propertyName, value, arrayElement )

CScriptEntityOutputs

Methods

Function Signature Description
CScriptEntityOutputs::AddOutput void CScriptEntityOutputs::AddOutput(handle, string, string, string, string, float, int) Arguments: ( entity, outputName, targetName, inputName, parameter, delay, timesToFire ) - add a new output to the entity
CScriptEntityOutputs::GetNumElements int CScriptEntityOutputs::GetNumElements(handle, string) Arguments: ( entity, outputName ) - returns the number of array elements
CScriptEntityOutputs::GetOutputTable void CScriptEntityOutputs::GetOutputTable(handle, string, handle, int) Arguments: ( entity, outputName, table, arrayElement ) - returns a table of output information
CScriptEntityOutputs::HasAction bool CScriptEntityOutputs::HasAction(handle, string) Arguments: ( entity, outputName ) - returns true if an action exists for the output
CScriptEntityOutputs::HasOutput bool CScriptEntityOutputs::HasOutput(handle, string) Arguments: ( entity, outputName ) - returns true if the output exists
CScriptEntityOutputs::RemoveOutput void CScriptEntityOutputs::RemoveOutput(handle, string, string, string, string) Arguments: ( entity, outputName, targetName, inputName, parameter ) - remove an output from the entity

CScriptKeyValues

Methods

Function Signature Description
CScriptKeyValues::FindKey handle CScriptKeyValues::FindKey(string) Given a KeyValues object and a key name, find a KeyValues object associated with the key name
CScriptKeyValues::GetFirstSubKey handle CScriptKeyValues::GetFirstSubKey() Given a KeyValues object, return the first sub key object
CScriptKeyValues::GetKeyBool bool CScriptKeyValues::GetKeyBool(string) Given a KeyValues object and a key name, return associated bool value
CScriptKeyValues::GetKeyFloat float CScriptKeyValues::GetKeyFloat(string) Given a KeyValues object and a key name, return associated float value
CScriptKeyValues::GetKeyInt int CScriptKeyValues::GetKeyInt(string) Given a KeyValues object and a key name, return associated integer value
CScriptKeyValues::GetKeyString string CScriptKeyValues::GetKeyString(string) Given a KeyValues object and a key name, return associated string value
CScriptKeyValues::GetNextKey handle CScriptKeyValues::GetNextKey() Given a KeyValues object, return the next key object in a sub key group
CScriptKeyValues::IsKeyEmpty bool CScriptKeyValues::IsKeyEmpty(string) Given a KeyValues object and a key name, return true if key name has no value
CScriptKeyValues::ReleaseKeyValues void CScriptKeyValues::ReleaseKeyValues() Given a root KeyValues object, release its contents

CEntities

Methods

Function Signature Description
CEntities::CreateByClassname handle CEntities::CreateByClassname(string) Creates an entity by classname
CEntities::DispatchSpawn void CEntities::DispatchSpawn(handle) Dispatches spawn of an entity!
CEntities::FindByClassname handle CEntities::FindByClassname(handle, string) Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByClassnameNearest handle CEntities::FindByClassnameNearest(string, Vector, float) Find entities by class name nearest to a point.
CEntities::FindByClassnameWithin handle CEntities::FindByClassnameWithin(handle, string, Vector, float) Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByModel handle CEntities::FindByModel(handle, string) Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByName handle CEntities::FindByName(handle, string) Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByNameNearest handle CEntities::FindByNameNearest(string, Vector, float) Find entities by name nearest to a point.
CEntities::FindByNameWithin handle CEntities::FindByNameWithin(handle, string, Vector, float) Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByTarget handle CEntities::FindByTarget(handle, string) Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindInSphere handle CEntities::FindInSphere(handle, Vector, float) Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::First handle CEntities::First() Begin an iteration over the list of entities
CEntities::Next handle CEntities::Next(handle) Continue an iteration over the list of entities, providing reference to a previously found entity

CBaseEntity

Methods

Function Signature Description
CBaseEntity::AcceptInput bool CBaseEntity::AcceptInput(string, string, handle, handle) Generate a synchronous I/O event
CBaseEntity::AddEFlags void CBaseEntity::AddEFlags(int)
CBaseEntity::AddFlag void CBaseEntity::AddFlag(int)
CBaseEntity::AddSolidFlags void CBaseEntity::AddSolidFlags(int)
CBaseEntity::ApplyAbsVelocityImpulse void CBaseEntity::ApplyAbsVelocityImpulse(Vector) Apply a Velocity Impulse
CBaseEntity::ApplyLocalAngularVelocityImpulse void CBaseEntity::ApplyLocalAngularVelocityImpulse(Vector) Apply an Ang Velocity Impulse
CBaseEntity::ClearFlags void CBaseEntity::ClearFlags()
CBaseEntity::ClearSolidFlags void CBaseEntity::ClearSolidFlags()
CBaseEntity::ConnectOutput void CBaseEntity::ConnectOutput(string, string) Adds an I/O connection that will call the named function when the specified output fires
CBaseEntity::Destroy void CBaseEntity::Destroy()
CBaseEntity::DisableDraw void CBaseEntity::DisableDraw() Enable drawing (removes EF_NODRAW)
CBaseEntity::DisconnectOutput void CBaseEntity::DisconnectOutput(string, string) Removes a connected script function from an I/O event.
CBaseEntity::DispatchSpawn void CBaseEntity::DispatchSpawn() Alternative dispatch spawn, same as the one in CEntities, for convenience.
CBaseEntity::EmitSound void CBaseEntity::EmitSound(string) Plays a sound from this entity.
CBaseEntity::EnableDraw void CBaseEntity::EnableDraw() Disable drawing (sets EF_NODRAW)
CBaseEntity::EyeAngles QAngle CBaseEntity::EyeAngles() Returns the entity's eye angles
CBaseEntity::EyePosition Vector CBaseEntity::EyePosition() Get vector to eye position - absolute coords
CBaseEntity::FirstMoveChild handle CBaseEntity::FirstMoveChild()
CBaseEntity::GetAbsAngles QAngle CBaseEntity::GetAbsAngles() Get entity pitch, yaw, roll as QAngles
CBaseEntity::GetAbsVelocity Vector CBaseEntity::GetAbsVelocity() Returns the current absolute velocity of the entity
CBaseEntity::GetAngles Vector CBaseEntity::GetAngles() !!!LEGACY FOR COMPAT!!! DO NOT USE ME. Get entity pitch, yaw, roll as a vector
CBaseEntity::GetAngularVelocity Vector CBaseEntity::GetAngularVelocity() Get the local angular velocity - returns a vector of pitch,yaw,roll
CBaseEntity::GetBaseVelocity Vector CBaseEntity::GetBaseVelocity() Get Base velocity
CBaseEntity::GetBoundingMaxs Vector CBaseEntity::GetBoundingMaxs() Get a vector containing max bounds, centered on object
CBaseEntity::GetBoundingMaxsOriented Vector CBaseEntity::GetBoundingMaxsOriented() Get a vector containing max bounds, centered on object, taking the object's orientation into account
CBaseEntity::GetBoundingMins Vector CBaseEntity::GetBoundingMins() Get a vector containing min bounds, centered on object
CBaseEntity::GetBoundingMinsOriented Vector CBaseEntity::GetBoundingMinsOriented() Get a vector containing min bounds, centered on object, taking the object's orientation into account
CBaseEntity::GetCenter Vector CBaseEntity::GetCenter() Get vector to center of object - absolute coords
CBaseEntity::GetClassname string CBaseEntity::GetClassname()
CBaseEntity::GetCollisionGroup int CBaseEntity::GetCollisionGroup()
CBaseEntity::GetEFlags int CBaseEntity::GetEFlags()
CBaseEntity::GetEntityHandle <unknown> CBaseEntity::GetEntityHandle() Get the entity as an EHANDLE
CBaseEntity::GetEntityIndex int CBaseEntity::GetEntityIndex()
CBaseEntity::GetFlags int CBaseEntity::GetFlags()
CBaseEntity::GetForwardVector Vector CBaseEntity::GetForwardVector() Get the forward vector of the entity
CBaseEntity::GetFriction float CBaseEntity::GetFriction()
CBaseEntity::GetGravity float CBaseEntity::GetGravity()
CBaseEntity::GetHealth int CBaseEntity::GetHealth()
CBaseEntity::GetLeftVector Vector CBaseEntity::GetLeftVector() !!!LEGACY FOR COMPAT!!! Get the **right** vector of the entity. This is purely for compatibility. DO NOT USE ME. Use GetRightVector!
CBaseEntity::GetLocalAngles QAngle CBaseEntity::GetLocalAngles()
CBaseEntity::GetLocalOrigin Vector CBaseEntity::GetLocalOrigin()
CBaseEntity::GetLocalVelocity Vector CBaseEntity::GetLocalVelocity() Get Entity relative velocity
CBaseEntity::GetMaxHealth int CBaseEntity::GetMaxHealth()
CBaseEntity::GetModelKeyValues handle CBaseEntity::GetModelKeyValues() Get a KeyValue class instance on this entity's model
CBaseEntity::GetModelName string CBaseEntity::GetModelName() Returns the name of the model
CBaseEntity::GetMoveParent handle CBaseEntity::GetMoveParent() If in hierarchy, retrieves the entity's parent
CBaseEntity::GetMoveType int CBaseEntity::GetMoveType()
CBaseEntity::GetName string CBaseEntity::GetName()
CBaseEntity::GetOrigin Vector CBaseEntity::GetOrigin() This is GetAbsOrigin with a funny script name for some reason. Not changing it for legacy compat though.
CBaseEntity::GetOwner handle CBaseEntity::GetOwner() Gets this entity's owner
CBaseEntity::GetPhysAngularVelocity Vector CBaseEntity::GetPhysAngularVelocity()
CBaseEntity::GetPhysVelocity Vector CBaseEntity::GetPhysVelocity()
CBaseEntity::GetPreTemplateName string CBaseEntity::GetPreTemplateName() Get the entity name stripped of template unique decoration
CBaseEntity::GetRightVector Vector CBaseEntity::GetRightVector() Get the right vector of the entity
CBaseEntity::GetRootMoveParent handle CBaseEntity::GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent
CBaseEntity::GetScriptId string CBaseEntity::GetScriptId() Retrieve the unique identifier used to refer to the entity within the scripting system
CBaseEntity::GetScriptScope handle CBaseEntity::GetScriptScope() Retrieve the script-side data associated with an entity
CBaseEntity::GetScriptThinkFunc string CBaseEntity::GetScriptThinkFunc() Retrieve the name of the current script think func
CBaseEntity::GetSolid int CBaseEntity::GetSolid()
CBaseEntity::GetSoundDuration float CBaseEntity::GetSoundDuration(string, string) Returns float duration of the sound. Takes soundname and optional actormodelname.
CBaseEntity::GetTeam int CBaseEntity::GetTeam()
CBaseEntity::GetUpVector Vector CBaseEntity::GetUpVector() Get the up vector of the entity
CBaseEntity::GetVelocity Vector CBaseEntity::GetVelocity() !!!LEGACY FOR COMPAT!!! Use GetAbsVelocity
CBaseEntity::GetWaterLevel int CBaseEntity::GetWaterLevel()
CBaseEntity::GetWaterType int CBaseEntity::GetWaterType()
CBaseEntity::IsAlive bool CBaseEntity::IsAlive()
CBaseEntity::IsEFlagSet bool CBaseEntity::IsEFlagSet(int)
CBaseEntity::IsPlayer bool CBaseEntity::IsPlayer()
CBaseEntity::IsSolid bool CBaseEntity::IsSolid()
CBaseEntity::IsSolidFlagSet bool CBaseEntity::IsSolidFlagSet(int)
CBaseEntity::KeyValueFromFloat bool CBaseEntity::KeyValueFromFloat(string, float) Executes KeyValue with a float
CBaseEntity::KeyValueFromInt bool CBaseEntity::KeyValueFromInt(string, int) Executes KeyValue with an int
CBaseEntity::KeyValueFromString bool CBaseEntity::KeyValueFromString(string, string) Executes KeyValue with a string
CBaseEntity::KeyValueFromVector bool CBaseEntity::KeyValueFromVector(string, Vector) Executes KeyValue with a vector
CBaseEntity::Kill void CBaseEntity::Kill()
CBaseEntity::LocalEyeAngles QAngle CBaseEntity::LocalEyeAngles() Returns the entity's local eye angles
CBaseEntity::NextMovePeer handle CBaseEntity::NextMovePeer()
CBaseEntity::PrecacheModel void CBaseEntity::PrecacheModel(string)
CBaseEntity::PrecacheScriptSound void CBaseEntity::PrecacheScriptSound(string)
CBaseEntity::PrecacheSoundScript void CBaseEntity::PrecacheSoundScript(string) Precache a sound for later playing.
CBaseEntity::RemoveEFlags void CBaseEntity::RemoveEFlags(int)
CBaseEntity::RemoveFlag void CBaseEntity::RemoveFlag(int)
CBaseEntity::RemoveSolidFlags void CBaseEntity::RemoveSolidFlags(int)
CBaseEntity::SetAbsAngles void CBaseEntity::SetAbsAngles(QAngle) Set entity pitch, yaw, roll as QAngles
CBaseEntity::SetAbsOrigin void CBaseEntity::SetAbsOrigin(Vector) SetAbsOrigin
CBaseEntity::SetAbsVelocity void CBaseEntity::SetAbsVelocity(Vector) Sets the current absolute velocity of the entity
CBaseEntity::SetAngles void CBaseEntity::SetAngles(float, float, float) !!!LEGACY FOR COMPAT!!! DO NOT USE ME. Set entity pitch, yaw, roll
CBaseEntity::SetAngularVelocity void CBaseEntity::SetAngularVelocity(float, float, float) Set the local angular velocity - takes float pitch,yaw,roll velocities
CBaseEntity::SetCollisionGroup void CBaseEntity::SetCollisionGroup(int)
CBaseEntity::SetDrawEnabled void CBaseEntity::SetDrawEnabled(bool) Enables drawing if you pass true, disables drawing if you pass false.
CBaseEntity::SetEFlags void CBaseEntity::SetEFlags(int)
CBaseEntity::SetForwardVector void CBaseEntity::SetForwardVector(Vector) Set the orientation of the entity to have this forward vector
CBaseEntity::SetFriction void CBaseEntity::SetFriction(float)
CBaseEntity::SetGravity void CBaseEntity::SetGravity(float)
CBaseEntity::SetHealth void CBaseEntity::SetHealth(int)
CBaseEntity::SetLocalAngles void CBaseEntity::SetLocalAngles(QAngle)
CBaseEntity::SetLocalOrigin void CBaseEntity::SetLocalOrigin(Vector)
CBaseEntity::SetMaxHealth void CBaseEntity::SetMaxHealth(int)
CBaseEntity::SetModel void CBaseEntity::SetModel(string) Set a model for this entity
CBaseEntity::SetMoveType void CBaseEntity::SetMoveType(int, int)
CBaseEntity::SetOrigin void CBaseEntity::SetOrigin(Vector) THIS DOESNT CALL SetAbsOrigin IT CALLS Teleport
CBaseEntity::SetOwner void CBaseEntity::SetOwner(handle) Sets this entity's owner
CBaseEntity::SetPhysAngularVelocity void CBaseEntity::SetPhysAngularVelocity(Vector)
CBaseEntity::SetPhysVelocity void CBaseEntity::SetPhysVelocity(Vector)
CBaseEntity::SetSize void CBaseEntity::SetSize(Vector, Vector)
CBaseEntity::SetSolid void CBaseEntity::SetSolid(int)
CBaseEntity::SetSolidFlags void CBaseEntity::SetSolidFlags(int)
CBaseEntity::SetTeam void CBaseEntity::SetTeam(int)
CBaseEntity::SetVelocity void CBaseEntity::SetVelocity(Vector) !!!LEGACY FOR COMPAT!!! Use SetAbsVelocity
CBaseEntity::SetWaterLevel void CBaseEntity::SetWaterLevel(int)
CBaseEntity::SetWaterType void CBaseEntity::SetWaterType(int)
CBaseEntity::StopSound void CBaseEntity::StopSound(string) Stops a sound on this entity.
CBaseEntity::TakeDamage void CBaseEntity::TakeDamage(float, int, handle) (flDamage, nDamageType, hAttacker)
CBaseEntity::TakeDamageCustom void CBaseEntity::TakeDamageCustom(handle, handle, handle, Vector, Vector, float, int, int) (hInflictor, hAttacker, hWeapon, vecDamageForce, vecDamagePosition, flDamage, nDamageType, nCustomDamageType)
CBaseEntity::TakeDamageEx void CBaseEntity::TakeDamageEx(handle, handle, handle, Vector, Vector, float, int) (hInflictor, hAttacker, hWeapon, vecDamageForce, vecDamagePosition, flDamage, nDamageType)
CBaseEntity::Teleport void CBaseEntity::Teleport(bool, Vector, bool, QAngle, bool, Vector) Teleports this entity
CBaseEntity::TerminateScriptScope void CBaseEntity::TerminateScriptScope() Clear the current script scope for this entity
CBaseEntity::ToggleFlag void CBaseEntity::ToggleFlag(int)
CBaseEntity::ValidateScriptScope bool CBaseEntity::ValidateScriptScope() Ensure that an entity's script scope has been created
CBaseEntity::entindex int CBaseEntity::entindex()

CBaseCombatWeapon

Methods

Function Signature Description
CBaseCombatWeapon::CanBeSelected bool CBaseCombatWeapon::CanBeSelected() Can this weapon be selected
CBaseCombatWeapon::Clip1 int CBaseCombatWeapon::Clip1() Current ammo in clip1
CBaseCombatWeapon::Clip2 int CBaseCombatWeapon::Clip2() Current ammo in clip2
CBaseCombatWeapon::GetDefaultClip1 int CBaseCombatWeapon::GetDefaultClip1() Default size of clip1
CBaseCombatWeapon::GetDefaultClip2 int CBaseCombatWeapon::GetDefaultClip2() Default size of clip2
CBaseCombatWeapon::GetMaxClip1 int CBaseCombatWeapon::GetMaxClip1() Max size of clip1
CBaseCombatWeapon::GetMaxClip2 int CBaseCombatWeapon::GetMaxClip2() Max size of clip2
CBaseCombatWeapon::GetName string CBaseCombatWeapon::GetName() Gets the weapon's name
CBaseCombatWeapon::GetPosition int CBaseCombatWeapon::GetPosition() Gets the weapon's current position
CBaseCombatWeapon::GetPrimaryAmmoCount int CBaseCombatWeapon::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)
CBaseCombatWeapon::GetPrimaryAmmoType int CBaseCombatWeapon::GetPrimaryAmmoType() Returns the primary ammo type
CBaseCombatWeapon::GetPrintName string CBaseCombatWeapon::GetPrintName() Gets the weapon's print name
CBaseCombatWeapon::GetSecondaryAmmoCount int CBaseCombatWeapon::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)
CBaseCombatWeapon::GetSecondaryAmmoType int CBaseCombatWeapon::GetSecondaryAmmoType() Returns the secondary ammo type
CBaseCombatWeapon::GetSlot int CBaseCombatWeapon::GetSlot() Gets the weapon's current slot
CBaseCombatWeapon::GetSubType int CBaseCombatWeapon::GetSubType() Get the weapon subtype
CBaseCombatWeapon::GetWeaponFlags int CBaseCombatWeapon::GetWeaponFlags() Get the weapon flags
CBaseCombatWeapon::GetWeight int CBaseCombatWeapon::GetWeight() Get the weapon weighting/importance
CBaseCombatWeapon::HasAnyAmmo bool CBaseCombatWeapon::HasAnyAmmo() Do we have any ammo?
CBaseCombatWeapon::HasPrimaryAmmo bool CBaseCombatWeapon::HasPrimaryAmmo() Do we have any primary ammo?
CBaseCombatWeapon::HasSecondaryAmmo bool CBaseCombatWeapon::HasSecondaryAmmo() Do we have any secondary ammo?
CBaseCombatWeapon::IsAllowedToSwitch bool CBaseCombatWeapon::IsAllowedToSwitch() Are we allowed to switch to this weapon?
CBaseCombatWeapon::IsMeleeWeapon bool CBaseCombatWeapon::IsMeleeWeapon() Returns whether this is a melee weapon
CBaseCombatWeapon::PrimaryAttack void CBaseCombatWeapon::PrimaryAttack() Force a primary attack
CBaseCombatWeapon::SecondaryAttack void CBaseCombatWeapon::SecondaryAttack() Force a secondary attack
CBaseCombatWeapon::SetClip1 void CBaseCombatWeapon::SetClip1(int) Set current ammo in clip1
CBaseCombatWeapon::SetClip2 void CBaseCombatWeapon::SetClip2(int) Set current ammo in clip2
CBaseCombatWeapon::SetCustomViewModel void CBaseCombatWeapon::SetCustomViewModel(string) Sets a custom view model for this weapon by model name
CBaseCombatWeapon::SetCustomViewModelModelIndex void CBaseCombatWeapon::SetCustomViewModelModelIndex(int) Sets a custom view model for this weapon by modelindex
CBaseCombatWeapon::SetSubType void CBaseCombatWeapon::SetSubType(int) Set the weapon subtype
CBaseCombatWeapon::UsesClipsForAmmo1 bool CBaseCombatWeapon::UsesClipsForAmmo1() Do we use clips for ammo 1?
CBaseCombatWeapon::UsesClipsForAmmo2 bool CBaseCombatWeapon::UsesClipsForAmmo2() Do we use clips for ammo 2?
CBaseCombatWeapon::UsesPrimaryAmmo bool CBaseCombatWeapon::UsesPrimaryAmmo() Do we use primary ammo?
CBaseCombatWeapon::UsesSecondaryAmmo bool CBaseCombatWeapon::UsesSecondaryAmmo() Do we use secondary ammo?
CBaseCombatWeapon::VisibleInWeaponSelection bool CBaseCombatWeapon::VisibleInWeaponSelection() Is this weapon visible in weapon selection

CBaseCombatCharacter

Methods

Function Signature Description
CBaseCombatCharacter::GetLastKnownArea handle CBaseCombatCharacter::GetLastKnownArea() Return the last nav area occupied - NULL if unknown

CBaseAnimating

Methods

Function Signature Description
CBaseAnimating::BecomeRagdollOnClient bool CBaseAnimating::BecomeRagdollOnClient(Vector) Becomes a ragdoll with a force
CBaseAnimating::DispatchAnimEvents void CBaseAnimating::DispatchAnimEvents(handle) Dispatch animation events to a CBaseAnimating
CBaseAnimating::FindBodygroupByName int CBaseAnimating::FindBodygroupByName(string) Find a bodygroup id by name
CBaseAnimating::GetAttachmentAngles QAngle CBaseAnimating::GetAttachmentAngles(int) Get the attachement id's angles as a p,y,r vector
CBaseAnimating::GetAttachmentBone int CBaseAnimating::GetAttachmentBone(int) Get the named attachement's parent bone index
CBaseAnimating::GetAttachmentOrigin Vector CBaseAnimating::GetAttachmentOrigin(int) Get the attachement id's origin vector
CBaseAnimating::GetBodygroup int CBaseAnimating::GetBodygroup(int) Get a bodygroup by id
CBaseAnimating::GetBodygroupName string CBaseAnimating::GetBodygroupName(int) Get the bodygroup id's name
CBaseAnimating::GetBodygroupPartName string CBaseAnimating::GetBodygroupPartName(int, int) Get name by group and part
CBaseAnimating::GetBoneAngles QAngle CBaseAnimating::GetBoneAngles(int) Get the bone id's angles as a p,y,r vector
CBaseAnimating::GetBoneOrigin Vector CBaseAnimating::GetBoneOrigin(int) Get the bone id's origin vector
CBaseAnimating::GetCycle float CBaseAnimating::GetCycle() Gets the models current cycle
CBaseAnimating::GetModelScale float CBaseAnimating::GetModelScale()
CBaseAnimating::GetPlaybackRate float CBaseAnimating::GetPlaybackRate() Set the current playback rate.
CBaseAnimating::GetSequence int CBaseAnimating::GetSequence() Get the current sequence id
CBaseAnimating::GetSequenceActivityName string CBaseAnimating::GetSequenceActivityName(int) Get the activity name for a sequence by id
CBaseAnimating::GetSequenceDuration float CBaseAnimating::GetSequenceDuration(int) Get a sequence duration by id
CBaseAnimating::GetSequenceName string CBaseAnimating::GetSequenceName(int) Get a sequence name by id
CBaseAnimating::GetSkin int CBaseAnimating::GetSkin() Gets the current skin index.
CBaseAnimating::IsSequenceFinished bool CBaseAnimating::IsSequenceFinished() Ask whether the main sequence is done playing
CBaseAnimating::LookupActivity int CBaseAnimating::LookupActivity(string) Get the named activity index
CBaseAnimating::LookupAttachment int CBaseAnimating::LookupAttachment(string) Get the named attachement id
CBaseAnimating::LookupBone int CBaseAnimating::LookupBone(string) Get the named bone index
CBaseAnimating::LookupPoseParameter int CBaseAnimating::LookupPoseParameter(string) Looks up a pose parameter index by name
CBaseAnimating::LookupSequence int CBaseAnimating::LookupSequence(string) Looks up a sequence by sequence name or activity name
CBaseAnimating::ResetSequence void CBaseAnimating::ResetSequence(int) Reset a sequence by id. If the id is different than the current sequence, switch to the new sequence
CBaseAnimating::SetBodygroup void CBaseAnimating::SetBodygroup(int, int) Sets a bodygroup
CBaseAnimating::SetCycle void CBaseAnimating::SetCycle(float) Sets the models current cycle
CBaseAnimating::SetModelScale void CBaseAnimating::SetModelScale(float, float) (scale, change_duration) Changes a model's scale over time
CBaseAnimating::SetModelSimple void CBaseAnimating::SetModelSimple(string) Set a model for this entity. Matches easier behaviour of the SetModel input, automatically precaches, maintains sequence/cycle if possible.
CBaseAnimating::SetPlaybackRate void CBaseAnimating::SetPlaybackRate(float) Set the current playback rate.
CBaseAnimating::SetPoseParameter float CBaseAnimating::SetPoseParameter(int, float) (id, value) Sets a pose parameter value
CBaseAnimating::SetSequence void CBaseAnimating::SetSequence(int) Set a sequence by id
CBaseAnimating::SetSkin void CBaseAnimating::SetSkin(int) Sets the skin.
CBaseAnimating::StopAnimation void CBaseAnimating::StopAnimation() Stop the current animation (same as SetPlaybackRate 0.0)
CBaseAnimating::StudioFrameAdvance void CBaseAnimating::StudioFrameAdvance() Advance animation frame to some time in the future with an automatically calculated interval
CBaseAnimating::StudioFrameAdvanceManual void CBaseAnimating::StudioFrameAdvanceManual(float) Advance animation frame to some time in the future with a manual interval

CFuncTrackTrain

Methods

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

CPlayerVoiceListener

Methods

Function Signature Description
CPlayerVoiceListener::GetPlayerSpeechDuration float CPlayerVoiceListener::GetPlayerSpeechDuration(int) Returns the number of seconds the player has been continuously speaking.
CPlayerVoiceListener::IsPlayerSpeaking bool CPlayerVoiceListener::IsPlayerSpeaking(int) Returns whether the player specified is speaking.

NextBotCombatCharacter

Methods

Function Signature Description
NextBotCombatCharacter::ClearImmobileStatus void NextBotCombatCharacter::ClearImmobileStatus() Clear immobile status
NextBotCombatCharacter::FlagForUpdate void NextBotCombatCharacter::FlagForUpdate(bool) Flag this bot for update
NextBotCombatCharacter::GetBodyInterface handle NextBotCombatCharacter::GetBodyInterface() Get this bot's body interface
NextBotCombatCharacter::GetBotId int NextBotCombatCharacter::GetBotId() Get this bot's id
NextBotCombatCharacter::GetImmobileDuration float NextBotCombatCharacter::GetImmobileDuration() How long have we been immobile
NextBotCombatCharacter::GetImmobileSpeedThreshold float NextBotCombatCharacter::GetImmobileSpeedThreshold() Return units/second below which this actor is considered immobile
NextBotCombatCharacter::GetIntentionInterface handle NextBotCombatCharacter::GetIntentionInterface() Get this bot's intention interface
NextBotCombatCharacter::GetLocomotionInterface handle NextBotCombatCharacter::GetLocomotionInterface() Get this bot's locomotion interface
NextBotCombatCharacter::GetTickLastUpdate int NextBotCombatCharacter::GetTickLastUpdate() Get last update tick
NextBotCombatCharacter::GetVisionInterface handle NextBotCombatCharacter::GetVisionInterface() Get this bot's vision interface
NextBotCombatCharacter::IsEnemy bool NextBotCombatCharacter::IsEnemy(handle) Return true if given entity is our enemy
NextBotCombatCharacter::IsFlaggedForUpdate bool NextBotCombatCharacter::IsFlaggedForUpdate() Is this bot flagged for update
NextBotCombatCharacter::IsFriend bool NextBotCombatCharacter::IsFriend(handle) Return true if given entity is our friend
NextBotCombatCharacter::IsImmobile bool NextBotCombatCharacter::IsImmobile() Return true if we haven't moved in awhile

INextBotComponent

Methods

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

ILocomotion

Methods

Function Signature Description
ILocomotion::Approach void ILocomotion::Approach(Vector, float) The primary locomotive method. Sets the goal destination for the bot
ILocomotion::ClearStuckStatus void ILocomotion::ClearStuckStatus(string) Reset stuck status to un-stuck
ILocomotion::ClimbUpToLedge bool ILocomotion::ClimbUpToLedge(Vector, Vector, handle) Initiate a jump to an adjacent high ledge, return false if climb can't start
ILocomotion::DriveTo void ILocomotion::DriveTo(Vector) Move the bot to the precise given position immediately, updating internal state
ILocomotion::FaceTowards void ILocomotion::FaceTowards(Vector) Rotate body to face towards target
ILocomotion::FractionPotentialGap float ILocomotion::FractionPotentialGap(Vector, Vector) If the locomotor cannot jump over the gap, returns the fraction of the jumpable ray
ILocomotion::FractionPotentiallyTraversable float ILocomotion::FractionPotentiallyTraversable(Vector, Vector, bool) If the locomotor could not move along the line given, returns the fraction of the walkable ray.
ILocomotion::GetDeathDropHeight float ILocomotion::GetDeathDropHeight() Distance at which we will die if we fall
ILocomotion::GetDesiredSpeed float ILocomotion::GetDesiredSpeed() Get desired speed for locomotor movement
ILocomotion::GetFeet Vector ILocomotion::GetFeet() Return position of feet - the driving point where the bot contacts the ground
ILocomotion::GetGround handle ILocomotion::GetGround() Return the current ground entity or NULL if not on the ground
ILocomotion::GetGroundMotionVector Vector ILocomotion::GetGroundMotionVector() Return unit vector in XY plane describing our direction of motion - even if we are currently not moving
ILocomotion::GetGroundNormal Vector ILocomotion::GetGroundNormal() Surface normal of the ground we are in contact with
ILocomotion::GetGroundSpeed float ILocomotion::GetGroundSpeed() Return current world space speed in XY plane
ILocomotion::GetMaxAcceleration float ILocomotion::GetMaxAcceleration() Return maximum acceleration of locomotor
ILocomotion::GetMaxDeceleration float ILocomotion::GetMaxDeceleration() Return maximum deceleration of locomotor
ILocomotion::GetMaxJumpHeight float ILocomotion::GetMaxJumpHeight() Return maximum height of a jump
ILocomotion::GetMotionVector Vector ILocomotion::GetMotionVector() Return unit vector describing our direction of motion - even if we are currently not moving
ILocomotion::GetRunSpeed float ILocomotion::GetRunSpeed() Get maximum running speed
ILocomotion::GetSpeed float ILocomotion::GetSpeed() Return current world space speed (magnitude of velocity)
ILocomotion::GetSpeedLimit float ILocomotion::GetSpeedLimit() Get maximum speed bot can reach, regardless of desired speed
ILocomotion::GetStepHeight float ILocomotion::GetStepHeight() If delta Z is greater than this, we have to jump to get up
ILocomotion::GetStuckDuration float ILocomotion::GetStuckDuration() Return how long we've been stuck
ILocomotion::GetTraversableSlopeLimit float ILocomotion::GetTraversableSlopeLimit() Return Z component of unit normal of steepest traversable slope
ILocomotion::GetVelocity Vector ILocomotion::GetVelocity() Return current world space velocity
ILocomotion::GetWalkSpeed float ILocomotion::GetWalkSpeed() Get maximum walking speed
ILocomotion::HasPotentialGap float ILocomotion::HasPotentialGap(Vector, Vector) Return true if there is a possible gap that will need to be jumped over
ILocomotion::IsAbleToClimb bool ILocomotion::IsAbleToClimb() Return true if this bot can climb arbitrary geometry it encounters
ILocomotion::IsAbleToJumpAcrossGaps bool ILocomotion::IsAbleToJumpAcrossGaps() Return true if this bot can jump across gaps in its path
ILocomotion::IsAreaTraversable bool ILocomotion::IsAreaTraversable(handle) Return true if given area can be used for navigation
ILocomotion::IsAttemptingToMove bool ILocomotion::IsAttemptingToMove() Return true if we have tried to Approach() or DriveTo() very recently
ILocomotion::IsClimbingOrJumping bool ILocomotion::IsClimbingOrJumping() Is jumping in any form
ILocomotion::IsClimbingUpToLedge bool ILocomotion::IsClimbingUpToLedge() Is climbing up to a high ledge
ILocomotion::IsEntityTraversable bool ILocomotion::IsEntityTraversable(handle, bool) Return true if the entity handle is traversable
ILocomotion::IsGap bool ILocomotion::IsGap(Vector, Vector) Return true if there is a gap here when moving in the given direction
ILocomotion::IsJumpingAcrossGap bool ILocomotion::IsJumpingAcrossGap() Is jumping across a gap to the far side
ILocomotion::IsOnGround bool ILocomotion::IsOnGround() Return true if standing on something
ILocomotion::IsPotentiallyTraversable float ILocomotion::IsPotentiallyTraversable(Vector, Vector, bool) Return true if this locomotor could potentially move along the line given.
ILocomotion::IsRunning bool ILocomotion::IsRunning() Is running?
ILocomotion::IsScrambling bool ILocomotion::IsScrambling() Is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted
ILocomotion::IsStuck bool ILocomotion::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.
ILocomotion::Jump void ILocomotion::Jump() Initiate a simple undirected jump in the air
ILocomotion::JumpAcrossGap void ILocomotion::JumpAcrossGap(Vector, Vector) Initiate a jump across an empty volume of space to far side
ILocomotion::OnLandOnGround void ILocomotion::OnLandOnGround(handle) Manually run the OnLandOnGround callback. Typically invoked when bot lands on the ground after being in the air
ILocomotion::OnLeaveGround void ILocomotion::OnLeaveGround(handle) Manually run the OnLeaveGround callback. Typically invoked when bot leaves ground for any reason
ILocomotion::Run void ILocomotion::Run() Set desired movement speed to running
ILocomotion::SetDesiredSpeed void ILocomotion::SetDesiredSpeed(float) Set desired speed for locomotor movement
ILocomotion::SetSpeedLimit void ILocomotion::SetSpeedLimit(float) Set maximum speed bot can reach, regardless of desired speed
ILocomotion::Stop void ILocomotion::Stop() Set desired movement speed to stopped
ILocomotion::Walk void ILocomotion::Walk() Set desired movement speed to walking

Convars

Methods

Function Signature Description
Convars::GetBool <unknown> Convars::GetBool(string) GetBool(name) : returns the convar as a bool. May return null if no such convar.
Convars::GetClientConvarValue string Convars::GetClientConvarValue(string, int) GetClientConvarValue(name) : returns the convar value for the entindex as a string.
Convars::GetFloat <unknown> Convars::GetFloat(string) GetFloat(name) : returns the convar as a float. May return null if no such convar.
Convars::GetInt <unknown> Convars::GetInt(string) GetInt(name) : returns the convar as an int. May return null if no such convar.
Convars::GetStr <unknown> Convars::GetStr(string) GetStr(name) : returns the convar as a string. May return null if no such convar.
Convars::IsConVarOnAllowList bool Convars::IsConVarOnAllowList(string) IsConVarOnAllowList(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!
Convars::SetValue void Convars::SetValue(string, <unknown>) SetValue(name, value) : sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Supported types are bool, int, float, string.

CNavMesh

Methods

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

CSceneEntity

Methods

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

CBasePlayer

Methods

Function Signature Description
CBasePlayer::GetForceLocalDraw bool CBasePlayer::GetForceLocalDraw() Gets the state of whether the player is being forced by SetForceLocalDraw to be drawn
CBasePlayer::GetPlayerMaxs <unknown> CBasePlayer::GetPlayerMaxs()
CBasePlayer::GetPlayerMins <unknown> CBasePlayer::GetPlayerMins()
CBasePlayer::GetScriptOverlayMaterial string CBasePlayer::GetScriptOverlayMaterial() Gets the current view overlay material
CBasePlayer::IsNoclipping bool CBasePlayer::IsNoclipping() Returns true if the player is in noclip mode.
CBasePlayer::SetForceLocalDraw void CBasePlayer::SetForceLocalDraw(bool) Forces the player to be drawn as if they are third person
CBasePlayer::SetScriptOverlayMaterial void CBasePlayer::SetScriptOverlayMaterial(string) Sets a view overlay material
CBasePlayer::SnapEyeAngles void CBasePlayer::SnapEyeAngles(QAngle) Snap the player's eye angles to this.
CBasePlayer::ViewPunch void CBasePlayer::ViewPunch(QAngle) Ow! Punches the player's view
CBasePlayer::ViewPunchReset void CBasePlayer::ViewPunchReset(float) Reset's the player's view punch

CBaseFlex

Methods

Function Signature Description
CBaseFlex::PlayScene float CBaseFlex::PlayScene(string, float) Play the specified .vcd file.

See also