Titanfall/Scripting/Client Script Functions
Automatically generated Squirrel functions list for Titanfall (R1Delta). These functions are only present in the Client Squirrel VM.
Classes
:: (Global functions)
Methods
Function | Signature | Description |
---|---|---|
AddClientEventHandling
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void AddClientEventHandling(entity)
|
Makes a client entity handle client anim events |
AddDamageIndicator
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void AddDamageIndicator( Vector, float )
|
Creates a damage indicator with the specified vector and scale. |
AddGrenadeIndicator
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void AddGrenadeIndicator( handle, float, float, bool )
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Creates a grenade indicator with the specified entity and radius |
AmIPartyLeader
|
bool AmIPartyLeader()
|
Returns true if the local player is the party leader. |
AngleNormalize
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float AngleNormalize( float )
|
Wraps given angle to [-180, 180] range |
AreSpectatorControlsActiveForLocalClientPlayer
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bool AreSpectatorControlsActiveForLocalClientPlayer()
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AreWeMatchmaking
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bool AreWeMatchmaking()
|
Returns true if we are matchmaking |
ArrayWithin
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void ArrayWithin(array, origin, maxDist)
|
Remove ents from array that are out of range |
BoxIntersectsBox
|
bool BoxIntersectsBox( Vector, Vector, Vector, Vector )
|
Given an angle and vector, returns the angular difference needed to face from the given angle to the given vector |
BuildingCubeMaps
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bool BuildingCubeMaps()
|
Returns true if building cube maps. |
CalcRelativeAngles
|
Vector CalcRelativeAngles( Vector, Vector )
|
Given an angle and vector, returns the angular difference needed to face from the given angle to the given vector |
CalcRelativeVector
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Vector CalcRelativeVector( Vector, Vector )
|
Given an absolute angle and absolute direction vector, returns a local direction vector; one that is relative to the absolute angle's axes |
CanGetLocalPlayer
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bool CanGetLocalPlayer()
|
Returns true if a call to GetLocalViewPlayer() would be valid. |
ClDebugPlayConversation
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void ClDebugPlayConversation(conversationType)
|
Play conversation specified on this client. |
ClearItemTypes
|
void ClearItemTypes()
|
Clear set of cached item names per-type used for bot_loadout auto-complete |
ClearMinimapFullOverride
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void ClearMinimapFullOverride()
|
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ClearMinimapZoomOverride
|
void ClearMinimapZoomOverride()
|
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ClientCockpitShake
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void ClientCockpitShake( float, float, float, Vector )
|
Shakes the screen on the local, active client. |
ClientScreenShake
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void ClientScreenShake( float, float, float, Vector )
|
Shakes the screen on the local, active client. Takes four parameters: amplitude (strength of the shake), frequency (how many oscillations over the given duration), duration (how long to shake for), and direction (the direction to shake along, pass in a zero vector to do a 'direction-less' shake instead, which uses a different (older) shaking algorithm. WARNING: Shaking with too much amplitude might push the camera out of the world! |
CodeWarning
|
void CodeWarning( string )
|
Print string that code uses for errors. |
ColorCorrection_Register
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int ColorCorrection_Register( string )
|
Creates a new color-correction layer, returns an index for use in other functions. |
ColorCorrection_Release
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void ColorCorrection_Release( int )
|
Releases a color-correction layer. |
ColorCorrection_SetExclusive
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void ColorCorrection_SetExclusive( int, bool )
|
Sets the weight of a color-correction layer. Active layers blend based on relative weights. |
ColorCorrection_SetWeight
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void ColorCorrection_SetWeight( int, float )
|
Set color-correction layer to exclusive mode. Will be the only layer used. |
CreateClientSideDynamicLight
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handle CreateClientSideDynamicLight( Vector, Vector, Vector, float )
|
Spawns a client-only light_dynamic. |
CreateClientSidePointCamera
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handle CreateClientSidePointCamera( Vector, Vector, float )
|
Spawns a client-only point camera. |
CreateClientSidePropDynamic
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handle CreateClientSidePropDynamic( Vector, Vector, string )
|
Spawns a client-only prop_dynamic. |
CreateClientSidePropDynamicClone
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handle CreateClientSidePropDynamicClone( handle, string )
|
Spawns a client-only prop_dynamic. |
CreateClientsideGib
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handle CreateClientsideGib( string, Vector, Vector, Vector, Vector, float, float, float )
|
Spawns a client only gib. Parameters are: string modelName, Vector origin, Vector angles, Vector forceDir, Vector angularImpulse, float duration, float cullFarDist, float cullRadius |
CreateClientsideScriptMover
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handle CreateClientsideScriptMover( string, Vector, Vector )
|
Spawns a client-side script-mover entity. |
CreateClientsideVGuiScreen
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handle CreateClientsideVGuiScreen( string, int, Vector, Vector, float, float )
|
Spawns a client only VGui Screen. |
CreateVisGroup
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int CreateVisGroup()
|
Returns a new visGroup handle. |
Crosshair_GetState
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int Crosshair_GetState()
|
Gets the crosshair's current state. See CROSSHAIR_STATE_*** constants |
Crosshair_SetState
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void Crosshair_SetState( int )
|
Sets the crosshair's current state. See CROSSHAIR_STATE_*** constants |
Crosshair_ShowHitIndicator
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void Crosshair_ShowHitIndicator( bool, bool, bool )
|
Shows a hit indicator on the local players crosshair. Bool parameters are isCritical and isIneffective |
DebugDrawBox
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void DebugDrawBox( Vector, Vector, Vector, int, int, int, int, float )
|
Draw a debug overlay box |
DebugDrawLine
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void DebugDrawLine( Vector, Vector, int, int, int, bool, float )
|
Draw a debug overlay line. TRUE means draw through world. |
DebugDrawText
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void DebugDrawText( Vector, string, bool, float )
|
Draw debug text. TRUE means draw through world. |
DeferredTraceHull
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int DeferredTraceHull( Vector, Vector, Vector, Vector, handle, int, int )
|
Requests a deferred trace and returns a trace ID |
DeferredTraceLine
|
int DeferredTraceLine( Vector, Vector, handle, int, int )
|
Requests a deferred trace and returns a trace ID |
DeferredTraceLineHighDetail
|
int DeferredTraceLineHighDetail( Vector, Vector, handle, int, int )
|
Requests a high detail deferred trace and returns a trace ID |
DeferredTraceLineSimple
|
int DeferredTraceLineSimple( Vector, Vector, handle )
|
Requests a simple deferred trace and returns a trace ID |
DeregisterButtonPressedCallback
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void DeregisterButtonPressedCallback( buttonID, callback ) ParameterMask:[.ic]
|
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DeregisterButtonReleasedCallback
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void DeregisterButtonReleasedCallback( buttonID, callback ) ParameterMask:[.ic]
|
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DeregisterConCommandTriggeredCallback
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void DeregisterConCommandTriggeredCallback( commandName, callback ) ParameterMask:[.sc]
|
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DeregisterStickMovedCallback
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void DeregisterStickMovedCallback( axisID, callback ) ParameterMask:[.ic]
|
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Distance
|
float Distance( Vector, Vector )
|
Distance between two points |
Distance2D
|
float Distance2D( Vector, Vector )
|
Distance between two points |
Distance2DSqr
|
float Distance2DSqr( Vector, Vector )
|
2D Distance squared between two points |
DistanceSqr
|
float DistanceSqr( Vector, Vector )
|
Distance squared between two points |
DoIncludeScript
|
bool DoIncludeScript( string, handle )
|
Execute a script (internal) |
DoTraceCoordCheck
|
void DoTraceCoordCheck( bool )
|
Enable/Disable coordinate check on trace start/end positions |
DoesAliasExist
|
bool DoesAliasExist( string )
|
Returns whether the given alias exists. |
Durango_AcceptInvite
|
bool Durango_AcceptInvite()
|
Accept the party invite and connect to the party dedi. |
Durango_CanInviteFriends
|
bool Durango_CanInviteFriends()
|
Returns true if you are in a state where you can invite friends. |
Durango_CreatePartyOfOneIfRequired
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void Durango_CreatePartyOfOneIfRequired()
|
Creates a party of one if required. Call this when you press 'PLAY' in the main menu. |
Durango_GetErrorString
|
string Durango_GetErrorString()
|
The error string that should be displayed while in the error screen. |
Durango_GetGameDisplayName
|
string Durango_GetGameDisplayName()
|
Returns the current game display name as a string. Valid only if Durango_IsSignedIn is true. |
Durango_GetNumPartyMembers
|
int Durango_GetNumPartyMembers()
|
Gets the number of members in the X1 party. This may be different to the number of party members in your game with you. |
Durango_GetXUID
|
string Durango_GetXUID()
|
Gets the current player's XUID |
Durango_GoToSplashScreen
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void Durango_GoToSplashScreen()
|
Discard the current user/controller pair and go to the splash screen. |
Durango_HasInvite
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bool Durango_HasInvite()
|
Returns true if we have a party invite. |
Durango_HasPermissionToPlayMultiplayer
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bool Durango_HasPermissionToPlayMultiplayer()
|
Returns true if the currently signed in user has permission to play multiplayer. |
Durango_InErrorScreen
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bool Durango_InErrorScreen()
|
Returns true if we are in the error screen. eg. "User signed out!" |
Durango_InSplashScreen
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bool Durango_InSplashScreen()
|
Returns true if we are in the splash screen. |
Durango_InviteFriends
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bool Durango_InviteFriends()
|
Invite your friends to join your party. |
Durango_IsControllerDisconnected
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bool Durango_IsControllerDisconnected()
|
Returns true if controller is disconnected post-main menu. |
Durango_IsDurango
|
bool Durango_IsDurango()
|
Returns true if we are running on a Durango. |
Durango_IsGameFullyInstalled
|
bool Durango_IsGameFullyInstalled()
|
Returns whether the game is fully installed. If the game is not then we can't load any levels other than lobby and training |
Durango_IsGuest
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bool Durango_IsGuest()
|
Returns whether the signed in Durango player is a guest |
Durango_IsJoinable
|
bool Durango_IsJoinable()
|
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Durango_IsOnline
|
bool Durango_IsOnline()
|
Returns true if we are currently online. eg: connected to the internet |
Durango_IsSignedIn
|
bool Durango_IsSignedIn()
|
Returns true if we have a signed-in user on Durango. |
Durango_IsSigningIn
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bool Durango_IsSigningIn()
|
Returns true if we are in the middle of async signing in (eg. loading profile, checking if we have permission to play multiplayer). |
Durango_IsSuspended
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bool Durango_IsSuspended()
|
Returns true if we are currently in a suspended state |
Durango_OnLobbySessionStart
|
void Durango_OnLobbySessionStart( int, int )
|
Call when enterring the lobby ( int gamemodeId, int difficultyLevelId ) |
Durango_OnMultiplayerRoundStart
|
void Durango_OnMultiplayerRoundStart( int, int, int, int, int )
|
Call when starting a multiplayer round ( int gamemodeId, int mapId, int difficultyLevelId, int roundId, int matchTypeId ) |
Durango_OpenPartyApp
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void Durango_OpenPartyApp()
|
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Durango_SetGameProgress
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void Durango_SetGameProgress( float )
|
Update the currently signed in Durango player's game progress [0, 1] ( float progress ) |
Durango_ShowAccountPicker
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void Durango_ShowAccountPicker()
|
Show the account picker UI. This should only be called when Durango_IsSignedIn is true. |
Durango_ShowHelpWindow
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bool Durango_ShowHelpWindow()
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Show the Durango help window (probably snapped) that has a game manual. Returns true if the window will be shown |
Durango_SkippedSignIn
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bool Durango_SkippedSignIn()
|
Returns true if the user has skipped sign in. Always false in retail build. |
EffectAddTrackingForControlPoint
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void EffectAddTrackingForControlPoint( int, int, handle, int, int )
|
Given ( effect, controlPointIndex, otherEntity, FX_PATTACH_ attachType, attachmentIndex ), adds automatic updating of an effect's control point. Effect must have been created on an entity. |
EffectDoesExist
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bool EffectDoesExist( int )
|
Given ( effect ), returns true if the given effect is still running. |
EffectGetAccumulatedTime
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float EffectGetAccumulatedTime( int )
|
Given ( effect ), returns how long the effect has been playing. |
EffectSetControlPointAngles
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void EffectSetControlPointAngles( int, int, Vector )
|
Given ( effect, controlPointIndex, angles ), sets the orientation of an effect's control point. |
EffectSetControlPointEntity
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void EffectSetControlPointEntity( int, int, handle )
|
Given ( effect, controlPointIndex, entity ), sets the entity assigned to an effect's control point. |
EffectSetControlPointVector
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void EffectSetControlPointVector( int, int, Vector )
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Given ( effect, controlPointIndex, vector ), sets the xyz of an effect's control point. |
EffectSetDontKillForReplay
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void EffectSetDontKillForReplay( int )
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Given ( effect ), By default all effects get killed on start and end of replay. Call this to set a flag on this effect so it doesn't get killed. |
EffectSetIsWithCockpit
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void EffectSetIsWithCockpit( int, bool )
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Given ( effect, book isWithCockpit ), sets whether effect renders with cockpit. |
EffectSkipForwardToTime
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void EffectSkipForwardToTime( int, float )
|
Given ( effect, seconds ), jump an effect forward in its time. |
EffectSleep
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void EffectSleep( int )
|
Given ( effect ), force an effect to hibernate. |
EffectStop
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void EffectStop( int, bool, bool )
|
Given ( effect, doRemoveAllParticlesNow, doPlayEndCap ), kills an effect. |
EffectWake
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void EffectWake( int )
|
Given ( effect ), resume an effect that was previously put to sleep. |
EmitSoundAtPosition
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float EmitSoundAtPosition( Vector, string )
|
Plays a sound in the world unattached to an entity for the local player. |
EmitSoundAtPositionWithSeek
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float EmitSoundAtPositionWithSeek( Vector, string, float )
|
Plays the given sound in the world unattached to an entity for the local player, seeking the given number of seconds into it. |
EmitSoundOnEntity
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float EmitSoundOnEntity( handle, string )
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Plays the given sound on the given entity for the local player. |
EmitSoundOnEntityAfterDelay
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float EmitSoundOnEntityAfterDelay( handle, string, float )
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Plays the given sound on the given entity for the local player after a given number of seconds. |
EmitSoundOnEntityWithSeek
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float EmitSoundOnEntityWithSeek( handle, string, float )
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Plays the given sound on the given entity for the local player, seeking the given number of seconds into it. |
EverythingUnlockedConVarEnabled
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bool EverythingUnlockedConVarEnabled()
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FadeOutSoundOnEntity
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void FadeOutSoundOnEntity( handle, string, float )
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Fades out a sound over time. |
FrameTime
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float FrameTime()
|
Get the time spent on the last frame |
GetAimassistLookSensitivity
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int GetAimassistLookSensitivity()
|
Get the current aim assist sensitivity as a integer. |
GetBugReproNum
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int GetBugReproNum()
|
Gets the integer value of the 'bug_reproNum' convar |
GetCPULevel
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int GetCPULevel()
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Returns 0 for minspec, 1 for medium spec, and 2 for max spec. |
GetClientEnt
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handle GetClientEnt( string, string )
|
Get client entity that match a signifier. Error if there are more than one |
GetClientEntArrayBySignifier
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array GetClientEntArrayBySignifier( signifier ) ParameterMask:[.s]
|
Get client entities that match a signifier |
GetClientFPS
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int GetClientFPS()
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Get the latest fps that the client is running at. |
GetConVarBool
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bool GetConVarBool( string )
|
Gets the value of a convar as a boolean |
GetConVarFloat
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float GetConVarFloat( string )
|
Gets the value of a convar as a float |
GetConVarInt
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int GetConVarInt( string )
|
Gets the value of a convar as an integer |
GetConVarString
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string GetConVarString( string )
|
Gets the value of a convar as a string |
GetCurrentPlaylistGamemodeByIndex
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string GetCurrentPlaylistGamemodeByIndex( int )
|
Returns the name of the gamemode by index from the list of maps in the current playlist |
GetCurrentPlaylistMapByIndex
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string GetCurrentPlaylistMapByIndex( int )
|
Returns the name of the map by index from the list of maps in the current playlist |
GetCurrentPlaylistName
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string GetCurrentPlaylistName()
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Get the name of the current playlist |
GetCurrentPlaylistVar
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string GetCurrentPlaylistVar( string )
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Get the value of a variable from the current playlist |
GetCurrentPlaylistVarOrUseValue
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string GetCurrentPlaylistVarOrUseValue( string, string )
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Get the value of a variable from the current playlist, and if it doesn't exist, use the value passed in |
GetCurrentPlaylistVarOrUseValueOriginal
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string GetCurrentPlaylistVarOrUseValueOriginal( string, string )
|
Get the original value of a variable from the current playlist, and if it doesn't exist, use the value passed in |
GetDLCMapGroupForMap
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int GetDLCMapGroupForMap( string )
|
Gets the map group index for a given map name |
GetDeferredTraceResult
|
table GetDeferredTraceResult( traceID ) ParameterMask:[.i]
|
Returns the table of result values for deferred trace ID |
GetDeferredTraceResultFraction
|
float GetDeferredTraceResultFraction( int )
|
Returns the trace fraction of a given deferred trace ID |
GetDeveloperLevel
|
int GetDeveloperLevel()
|
Gets the level of 'developer' |
GetEntArrayByClassAndTargetname
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array GetEntArrayByClassAndTargetname( signifier, targetname ) ParameterMask:[.ss]
|
Get client entities that match a signifier and targetname |
GetEntityFromEncodedEHandle
|
handle GetEntityFromEncodedEHandle( int )
|
Retrieves an entity (or null) based off an encoded ehandle received from the server. |
GetEntsAlongRay
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array GetEntsAlongRay( xyz startPos, xyz endPos, float radius ) ParameterMask:[.xxn]
|
Returns array of entities along the ray |
GetFadeParams
|
<unknown> GetFadeParams()
|
Returns the clients desired screen fade settings |
GetFreecamAngles
|
Vector GetFreecamAngles()
|
Return current freecam angles; local player pos if not in freecam |
GetFreecamPos
|
Vector GetFreecamPos()
|
Return current freecam pos; local player pos if not in freecam |
GetFriendlyIconDrawEnts
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array GetFriendlyIconDrawEnts( team ) ParameterMask:[.]
|
Get client entities that can show friendly icons |
GetGlobalActiveTeamCount
|
int GetGlobalActiveTeamCount()
|
Returns the number of active team names we have in our team name list |
GetGlobalActiveTeamName
|
string GetGlobalActiveTeamName( int )
|
Returns the team name from the list of active teams (globally) |
GetHealthFrac
|
float GetHealthFrac( handle )
|
Get health/maxhealth |
GetHitgroupForHitboxOnEntity
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int GetHitgroupForHitboxOnEntity( handle, int )
|
Given ( entity, hitboxIndex ) - returns the hitgroup for the hitbox on that entity |
GetJoyInvert
|
bool GetJoyInvert()
|
Get the current joy invert as a float. |
GetKeyBinding
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string GetKeyBinding( int )
|
Returns the binding for a given key (like BUTTON_A) |
GetLastRenderAngle
|
Vector GetLastRenderAngle( int )
|
Gets the last render angle for the given splitscreen player |
GetLastRenderOrigin
|
Vector GetLastRenderOrigin( int )
|
Gets the last render origin for the given splitscreen player |
GetLevelForXP
|
int GetLevelForXP( int )
|
Gets level for a player with a given amount of XP |
GetLightEnvironmentEntity
|
handle GetLightEnvironmentEntity()
|
Gets the global client env_cascade_light |
GetLobbyTeamsShowAsBalanced
|
bool GetLobbyTeamsShowAsBalanced()
|
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GetLobbyType
|
string GetLobbyType()
|
Returns 'party' or 'game' lobby type |
GetLocalClientPlayer
|
handle GetLocalClientPlayer()
|
Gets the local player |
GetLocalViewPlayer
|
handle GetLocalViewPlayer()
|
Gets the local view player |
GetMapCountForCurrentPlaylist
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int GetMapCountForCurrentPlaylist()
|
Gets the total number of maps in the current playlist |
GetMapCountForPlaylist
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int GetMapCountForPlaylist( string )
|
Gets the total number of maps in a playlist |
GetMapName
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string GetMapName()
|
Get the name of the map. |
GetMusicReducedSetting
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bool GetMusicReducedSetting()
|
Returns true if the 'reduced music mode' setting is enabled |
GetNPCArray
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array GetNPCArray() ParameterMask:[.]
|
Get array of all NPCs |
GetNPCArrayByClass
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array GetNPCArrayByClass( class ) ParameterMask:[.s]
|
Get array of all NPCs of class |
GetNPCArrayByClassAndSubclass
|
array GetNPCArrayByClassAndSubclass( class, subclass ) ParameterMask:[.sa]
|
Get array of all NPCs of class and subclass |
GetNPCArrayEx
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array GetNPCArrayEx( class, team, origin, dist ) ParameterMask:[.sixi]
|
Get array of all NPCs by class, team, within dist. team -1 for any team, 'any' for any class, -1 for any dist |
GetNPCArrayWithSubclassEx
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array GetNPCArrayWithSubclassEx( class, team, origin, dist, subclass array ) ParameterMask:[.sixia]
|
Get array of all NPCs by class, team, and subclass (array), within dist. team -1 for any team, 'any' for any class, -1 for any dist |
GetNumSuggestedTeamNames
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int GetNumSuggestedTeamNames()
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Returns the number of team name suggestions that we have in the list |
GetParticleSystemIndex
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int GetParticleSystemIndex( string )
|
Returns an associated particleSystemIndex, or 0 if none exists. |
GetParticleSystemName
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string GetParticleSystemName( int )
|
For development/debugging. Given ( particleSystemIndex ), returns the name of the given particle system, or an empty string if none exists. |
GetPartyLeader
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handle GetPartyLeader()
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Get the player who is the party leader. |
GetPartyMembers
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array GetPartyMembers( ent player ) ParameterMask:[.]
|
Returns an array of all players in the same party as the local player. |
GetPersistentString
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string GetPersistentString( str ) ParameterMask:[.ss]
|
Get a persistent data value |
GetPlayerArray
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array GetPlayerArray() ParameterMask:[.]
|
Get array of all players |
GetPlayerArrayEx
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array GetPlayerArrayEx( class, team, origin, dist ) ParameterMask:[.sixi]
|
Get array of all players by class, team, within dist. team -1 for any team, 'any' for any class, otherwise 'titan' or 'pilot', -1 for any dist |
GetPlayerArrayOfTeam
|
array GetPlayerArrayOfTeam( team ) ParameterMask:[.i]
|
Get array of all players in a team |
GetPlayerSettingsFieldForClassName
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var GetPlayerSettingsFieldForClassName( ( "className", "fieldName" ) ) ParameterMask:[.ss.]
|
Returns the value for the requested field from the corresponding .set file. |
GetPlayerSettingsFieldForClassName_Health
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float GetPlayerSettingsFieldForClassName_Health( string className ) ParameterMask:[.s]
|
Returns the value for the default health field from the corresponding .set file. |
GetPlayerTrainingResumeChoice
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int GetPlayerTrainingResumeChoice( handle )
|
Get the specified player's 'training_resumeChoice' convar setting. |
GetPlaylistCount
|
int GetPlaylistCount()
|
Returns the total number of playlists |
GetPlaylistGamemodeByIndex
|
string GetPlaylistGamemodeByIndex( string, int )
|
Returns the name of the gamemode by index from the list of maps in the specified playlist |
GetPlaylistMapByIndex
|
string GetPlaylistMapByIndex( string, int )
|
Returns the name of the map by index from the list of maps in the specified playlist |
GetPlaylistName
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string GetPlaylistName( int )
|
Gets the name of the playlist, by index |
GetPlaylistVar
|
string GetPlaylistVar( string, string )
|
Get the value of a variable from a playlist |
GetPlaylistVarOrUseValue
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string GetPlaylistVarOrUseValue( string, string, string )
|
Get the value of a variable from a playlist, and if it doesn't exist, use the value passed in |
GetPlaylistVarOrUseValueOriginal
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string GetPlaylistVarOrUseValueOriginal( string, string, string )
|
Get the original value of a variable from a playlist, and if it doesn't exist, use the value passed in |
GetProjectileArray
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array GetProjectileArray() ParameterMask:[.]
|
Get array of all projectiles |
GetProjectileArrayEx
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array GetProjectileArrayEx( class, team, origin, dist ) ParameterMask:[.sixi]
|
Get array of all projectiles by class, team, within dist. team -1 for any team, 'any' for any class, -1 for any dist |
GetRandom3DPointIn2DCircle
|
vector GetRandom3DPointIn2DCircle( radius, base3D_or_null ) ParameterMask:[.n.]
|
Get a random 2d point in a circle, as a 3d point, with optional 3d base |
GetSettingsForClass_MeleeTable
|
table GetSettingsForClass_MeleeTable( string className ) ParameterMask:[..]
|
Returns a table with all the melee related active settings for a given player |
GetSettingsForPlayer_DodgeTable
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table GetSettingsForPlayer_DodgeTable( player ) ParameterMask:[..]
|
Returns a table with all the dodge related active settings for a given player |
GetSettingsForPlayer_MeleeTable
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table GetSettingsForPlayer_MeleeTable( player ) ParameterMask:[..]
|
Returns a table with all the melee related active settings for a given player |
GetSoundDuration
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float GetSoundDuration( string )
|
Returns the duration of the given sound. |
GetSoundRadius
|
float GetSoundRadius( string )
|
Returns the radius of the given sound. |
GetSoundVolume
|
float GetSoundVolume()
|
Get the current sound volume as a float 0 to 1. |
GetTeamHashtag
|
string GetTeamHashtag( int )
|
Get a team's hashtag, given a team index. |
GetTeamNameSuggestion
|
string GetTeamNameSuggestion( int )
|
Returns the team name suggestion from the list of suggested team names |
GetTeamNameSuggestionSource
|
string GetTeamNameSuggestionSource( int )
|
Returns the source of the suggestion |
GetTeamPendingPlayersConnecting
|
int GetTeamPendingPlayersConnecting( int )
|
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GetTeamPendingPlayersLoading
|
int GetTeamPendingPlayersLoading( int )
|
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GetTeamPendingPlayersReserved
|
int GetTeamPendingPlayersReserved( int )
|
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GetTeamPlayerCount
|
int GetTeamPlayerCount( int )
|
Get the number of players in a team |
GetTrainingHasEverBeenStarted
|
bool GetTrainingHasEverBeenStarted( handle )
|
Returns true if the convar has been set. |
GetTrainingHasEverFinished
|
bool GetTrainingHasEverFinished()
|
Returns true if the convar has been set. |
GetUnixTimestamp
|
int GetUnixTimestamp()
|
|
GetViewEntity
|
handle GetViewEntity()
|
Return the local client player's current view entity. |
GetVisibleEntitiesInCone
|
array GetVisibleEntitiesInCone( xyz ConeApex, xyz ConeAxis, number ConeHeight, number ConeAngleToAxis, array IgnoredEntities, TRACE_MASK_* TraceMask, flags, ent antilagPlayer, bool doCheckForSolidBodyHit, bool doCalcApproxClosestHitboxPos ) ParameterMask:[.xxnnaii.bb]
|
Returns an array of entities that are visible inside of a cone |
GetWeaponInfoFileKeyField_Global
|
<unknown> GetWeaponInfoFileKeyField_Global( string, string )
|
Given a weapon name and key, resolves a string key to its value in that weapons info file. |
GetWeaponInfoFileKeyField_WithMods_Global
|
<unknown> GetWeaponInfoFileKeyField_WithMods_Global( string, handle, string )
|
Given a weapon name, a list of weapon mods to apply, and key, returns the value of that field in that weapons info file. |
GetWeaponMods_Global
|
<unknown> GetWeaponMods_Global( string )
|
Given a weapon name, returns a list of the mods available on that weapon |
GetWindowHint
|
handle GetWindowHint( Vector, float, float, Vector, float, float, float, handle )
|
Returns the best window hint. Start position, clearance radius, clearance height, direction, distance, gravity, search margin, ignore ent |
Graph
|
float Graph( float, float, float, float, float )
|
Map a value V from C to D. Linier interpolate between A and B mapped to C and D |
GraphCapped
|
float GraphCapped( float, float, float, float, float )
|
Map a value V from C to D. If V <= A, result = C. If V >= B, result = D. Otherwise linearly interpolate between A and B mapped to C and D |
GraphCappedVector
|
Vector GraphCappedVector( float, float, float, Vector, Vector )
|
Map a value V from Vector C to Vector D. If V <= A, result = C. If V >= B, result = D. Otherwise linearly interpolate between A and B mapped to C and D |
InPrediction
|
bool InPrediction()
|
Returns true if currently in prediction mode |
InputGetAxis
|
float InputGetAxis( int )
|
Given axis id (ex: ANALOG_LEFT_X) returns the value of the axis, in the (-1,1) range. |
InputIsButtonDown
|
bool InputIsButtonDown( int )
|
Given button id (ex: BUTTON_A), returns true if button is down. |
Interpolate
|
float Interpolate( startTime, moveTime, easeIn, easeOut ) ParameterMask:[.nnnn]
|
Interpolate with cubic hermite during ease-in and ease-out times |
IntervalPerTick
|
float IntervalPerTick()
|
Get the time between each tick |
IsAlive
|
void IsAlive(ent)
|
Returns true if the given ent is not null, and is alive. |
IsClient
|
bool IsClient()
|
Returns true if this is client script |
IsConnected
|
bool IsConnected()
|
Returns true if client is connected to a server. |
IsControllerModeActive
|
bool IsControllerModeActive()
|
Returns whether the user is using a controller instead of a keyboard |
IsCoopMatch
|
bool IsCoopMatch()
|
|
IsCriticalHit
|
bool IsCriticalHit( handle, handle, int, int, int )
|
Returns true if the given hit is a critical hit |
IsDeferredTraceValid
|
bool IsDeferredTraceValid( int )
|
Returns if a given trace ID is valid and completed |
IsFirstTimePredicted
|
bool IsFirstTimePredicted()
|
Returns true if in prediction mode and this is the first time the command is being predicted |
IsFreeCam
|
bool IsFreeCam()
|
Returns true if the client is rendering in freecam. |
IsLocalClientPlayer
|
bool IsLocalClientPlayer( handle )
|
Returns true if the passed in entity is a local client player. |
IsLocalViewPlayer
|
bool IsLocalViewPlayer( handle )
|
Returns true if the passed in entity is a local view player. |
IsMagneticTarget
|
bool IsMagneticTarget( handle )
|
Returns if an entity is a magnetic target |
IsMultiplayer
|
bool IsMultiplayer()
|
Is this a multiplayer game? |
IsOptimizedLobby
|
bool IsOptimizedLobby()
|
Returns true if we are in the optimized lobby. eg. we are loading mp_lobby and optimized_lobby_enabled convar is non-zero. |
IsPartyMember
|
bool IsPartyMember( handle )
|
Returns true if the player passed in is in a party with the local player. |
IsPointInFrontofLine
|
bool IsPointInFrontofLine( Vector, Vector, Vector )
|
Check if point is in front of line defined by point and direction |
IsReplayRoundWinning
|
bool IsReplayRoundWinning()
|
Returns value set on the server by SetIsReplayRoundWinning() |
IsServer
|
bool IsServer()
|
Returns true if this is server script |
IsSoftenedLocale
|
bool IsSoftenedLocale()
|
Returns if client is playing in softened gore locale. |
IsTurret
|
bool IsTurret( handle )
|
Is entity a turret |
IsUI
|
bool IsUI()
|
Returns true if this is UI script |
IsVisGroupVisible
|
bool IsVisGroupVisible( int )
|
Returns the current visibility state of the specified visGroup |
IsWatchingKillReplay
|
bool IsWatchingKillReplay()
|
Returns true if the local client is watching a kill replay. |
IsWatchingSpecReplay
|
bool IsWatchingSpecReplay()
|
Returns true if the local client is watching a spectator replay. |
Leech_IsLeechable
|
bool Leech_IsLeechable( handle )
|
Mark the entity as able to be leeched |
LerpVector
|
vector LerpVector( vecFrom, vecTo, percent ) ParameterMask:[.xxn]
|
Linearly interpolate between two vectors |
Localize
|
void Localize( str ) ParameterMask:[.s]
|
Set a persistent data value |
Minimap_CreatePing
|
void Minimap_CreatePing( Vector, string, float )
|
Creates a ping on the minimap for a given position, material, and duration |
ModelFX_AddTagBreakFX
|
void ModelFX_AddTagBreakFX( int, string, string, string )
|
Add model break fx and sound: stateIndex, tagName, fxName, soundName |
ModelFX_AddTagBreakGib
|
void ModelFX_AddTagBreakGib( int, string, string, int, float, float )
|
Add model break gib: stateIndex, tagName, modelName, gibType, minVelocity, maxVelocity |
ModelFX_AddTagDamageFX
|
void ModelFX_AddTagDamageFX( int, string, string, float, float, string )
|
Add model damage fx: stateIndex, tagName, fxName, mindelay, maxdelay, soundName |
ModelFX_AddTagHealthDamageFX
|
void ModelFX_AddTagHealthDamageFX( int, float, string, string, float, float )
|
Add model health damage fx: stateIndex, healthFrac, tagName, fxName, mindelay, maxdelay |
ModelFX_AddTagHealthDamageFXLoop
|
void ModelFX_AddTagHealthDamageFXLoop( int, float, string, string )
|
Add model health damage looping fx: stateIndex, healthFrac, tagName, fxName |
ModelFX_AddTagHealthFX
|
void ModelFX_AddTagHealthFX( float, string, string, bool )
|
Add model health fx: healthFrac, tagName, fxName, oneShotOnly |
ModelFX_AddTagHealthFXAndSound
|
void ModelFX_AddTagHealthFXAndSound( float, string, string, bool, string, string )
|
Add model health fx and sound: healthFrac, tagName, fxName, oneShotOnly, soundName, oneShotSoundName |
ModelFX_AddTagSpawnFX
|
void ModelFX_AddTagSpawnFX( string, string )
|
Add model spawn fx: tagName, fxName |
ModelFX_BeginData
|
void ModelFX_BeginData( string, string, string, bool )
|
Start model fx definition: groupName, modelName, visibleTo, startActive |
ModelFX_DisableAllGroups
|
void ModelFX_DisableAllGroups( handle )
|
Disable all model fx groups |
ModelFX_DisableGroup
|
void ModelFX_DisableGroup( handle, string )
|
Disable model fx group |
ModelFX_EnableGroup
|
void ModelFX_EnableGroup( handle, string )
|
Enable model fx group |
ModelFX_EndData
|
void ModelFX_EndData()
|
End model fx definition |
NativeFuncTest
|
int NativeFuncTest( int, bool, float )
|
empty function: takes int, bool, float, returns 1 |
Origin_IsEnabled
|
bool Origin_IsEnabled()
|
Returns true if origin is enabled. |
Origin_IsJoinable
|
bool Origin_IsJoinable()
|
Returns true if the Origin session is joinable, eg. if Origin is enabled and we are ready and we have a valid session and our team is not full, and we are not in mp_npe level :D |
Origin_IsOnline
|
bool Origin_IsOnline()
|
Returns true if origin is online. If Origin is not online please grey out "PLAY" in the main menu. |
Origin_IsOverlayAvailable
|
bool Origin_IsOverlayAvailable()
|
Returns true if the Origin overlay is available. Perf is safe to call this function repeatedly as it uses a cached value. Value may dynamically change as the game is running |
Origin_IsReady
|
bool Origin_IsReady()
|
Returns true if origin is ready to go. You should block leaving the main menu until this is true. If origin is enabled it needs to be ready before you connect to the party dedi |
Origin_RequestTicket
|
void Origin_RequestTicket()
|
Origin gets a ticket on startup/restart, but you should request a new one before connecting to party dedi to make sure it is fresh. Call this when the user selects "PLAY" in the main menu. |
Origin_ShowInviteFriendsDialog
|
bool Origin_ShowInviteFriendsDialog()
|
Show the Origin invite friends dialog. Returns false if for some reason it didn't work. |
PerfClearAll
|
void PerfClearAll()
|
Clear all data |
PerfDump
|
void PerfDump()
|
Print profile data. |
PerfEnd
|
void PerfEnd( int )
|
End the timer for profile entry. |
PerfInitLabel
|
void PerfInitLabel( int, string )
|
Initialize profile entry with name. |
PerfReset
|
void PerfReset()
|
Reset just the timing data, keep labels. |
PerfStart
|
void PerfStart( int )
|
Start timer for profile entry. |
PlayerMelee_AttackTrace
|
table PlayerMelee_AttackTrace( entity player, float distance, entity target, string callback function ) ParameterMask:[..ns]
|
Do a trace for potential melee targets in front of player. Returns a table with keys 'entity' and 'position', which is the hit entity and position |
PlayerMelee_ConeTrace
|
handle PlayerMelee_ConeTrace( handle, float, float, string )
|
Do a cone trace returning the target closest to center of screen |
PlayerMelee_GetAimAssistTarget
|
handle PlayerMelee_GetAimAssistTarget( handle )
|
Returns the current melee aim assist target |
PlayerMelee_IsExecutionReachable
|
bool PlayerMelee_IsExecutionReachable( handle, handle, float )
|
Casts a slightly smaller version of the player's bounding box to see if they can reach target |
PlayerMelee_SetAimAssistTarget
|
void PlayerMelee_SetAimAssistTarget( handle, handle, float )
|
Set a melee target to push player towards over time |
PrecacheHUDMaterial
|
void PrecacheHUDMaterial( string )
|
Precache a material for use with SetImage. |
PrecacheHUDMaterialAllowFailure
|
bool PrecacheHUDMaterialAllowFailure( string )
|
Precache a material for use with SetImage; returns true if successful, won't error if the material doesn't exist |
PrecacheImpactEffectTable
|
int PrecacheImpactEffectTable( string )
|
Precache an impact effect table. |
PrecacheMaterial
|
void PrecacheMaterial( string )
|
Precache a material. |
PrecacheModel
|
void PrecacheModel( string )
|
Precache a model. |
PrecacheParticleSystem
|
int PrecacheParticleSystem( string )
|
Precache an effect and returns the particleSystemIndex associated with it. |
PrecachePilotImpactEffectTables
|
void PrecachePilotImpactEffectTables( string )
|
Precache pilot land impact table |
PrecacheTitanImpactEffectTables
|
void PrecacheTitanImpactEffectTables( string, string, string )
|
Precache titan footstep, land, dodge impact tables |
PrecacheWeapon
|
void PrecacheWeapon( string )
|
Precache a weapon. |
RProfEnd
|
void RProfEnd( int )
|
End rpof timer for index. |
RProfStart
|
void RProfStart( int, string )
|
Start rpof timer for index. |
RandomFloat
|
float RandomFloat( float, float )
|
Generate a random floating point number within a range, inclusive |
RandomInt
|
void RandomInt(num, opmax)
|
If one number is supplied, generate a random number between 0 and that number minus one. If two numbers, return a random number between parm 1 and parm 2 minus one. |
RegisterButtonPressedCallback
|
void RegisterButtonPressedCallback( buttonID, callback ) ParameterMask:[.ic]
|
|
RegisterButtonReleasedCallback
|
void RegisterButtonReleasedCallback( buttonID, callback ) ParameterMask:[.ic]
|
|
RegisterConCommandTriggeredCallback
|
void RegisterConCommandTriggeredCallback( commandName, callback ) ParameterMask:[.sc]
|
|
RegisterItemType
|
void RegisterItemType( int, string )
|
Register an item type so the bot_loadout auto-complete knows about it |
RegisterMenuButtonPressedCallback
|
void RegisterMenuButtonPressedCallback( buttonID, callback ) ParameterMask:[.ic]
|
|
RegisterMenuButtonReleasedCallback
|
void RegisterMenuButtonReleasedCallback( buttonID, callback ) ParameterMask:[.ic]
|
|
RegisterStickMovedCallback
|
void RegisterStickMovedCallback( axisID, callback ) ParameterMask:[.ic]
|
|
ReloadScriptCallbacks
|
void ReloadScriptCallbacks()
|
Rebinds script callbacks |
RemoveAllRagdolls
|
void RemoveAllRagdolls()
|
Remove all ragdolls |
RemoveGrenadeIndicator
|
void RemoveGrenadeIndicator( handle )
|
Removes the grenade indicator for the given entity |
Replay_IsEnabled
|
bool Replay_IsEnabled()
|
Returns true if replays are enabled in code. |
ResetTonemapping
|
void ResetTonemapping( int, float )
|
Force tonemapping to specified value. Handy for cool bloom effect when opening cockpits. |
Rodeo_Detach
|
void Rodeo_Detach( handle )
|
End rodeo attach |
Rodeo_GetStabilizeView
|
int Rodeo_GetStabilizeView()
|
Return convar rodeo_stabilize_view |
Rodeo_IsAttached
|
bool Rodeo_IsAttached( handle )
|
Return true if in rodeo attach |
Rumble_CreateGraph
|
void Rumble_CreateGraph( ( name, leftMotor, rightMotor, leftTrigger, rightTrigger ) ) ParameterMask:[.saaaa]
|
Creates a rumble graph |
Rumble_CreatePlayParams
|
void Rumble_CreatePlayParams( ( name, params ) ) ParameterMask:[.st]
|
Create rumble play params |
Rumble_Disable
|
void Rumble_Disable()
|
Disable all rumbles (still "playing", but no actual effect) |
Rumble_Enable
|
void Rumble_Enable()
|
Enable all rumbles |
Rumble_Play
|
void Rumble_Play( ( name, paramsOverrides ) ) ParameterMask:[.st]
|
Play rumble with the given named rumble params and overrides |
Rumble_Stop
|
void Rumble_Stop( () ) ParameterMask:[.]
|
Stop and delete all rumbles |
SafeareaSettingIsEnabled
|
bool SafeareaSettingIsEnabled()
|
Returns true if the safearea setting is enabled |
ScriptExists
|
bool ScriptExists( string )
|
Check for the existence of a script file |
SendDiscordClient
|
void SendDiscordClient( str ) ParameterMask:[..]
|
Send discord client |
ServerHasDLCMapGroupEnabled
|
bool ServerHasDLCMapGroupEnabled( int )
|
Returns whether the server can play maps from the given map group |
SetAimassistLookSensitivity
|
void SetAimassistLookSensitivity( int )
|
Set the current aim assist sensitivity as a integer. |
SetCloakPilotSettings
|
void SetCloakPilotSettings( float, float, float, float )
|
Sets cloak settings for pilot view: abberation, brightenAdd, brightenMul, noise |
SetCloakTitanSettings
|
void SetCloakTitanSettings( float, float, float, float )
|
Sets cloak settings for titan view: abberation, brightenAdd, brightenMul, noise |
SetCockpitLightingEnabled
|
void SetCockpitLightingEnabled( int, bool )
|
Set cockpit downsample enabled state. Cockpit downsample is required for cockpit lighting to work. |
SetCurrentPlaylist
|
bool SetCurrentPlaylist( string )
|
Sets the current playlist |
SetInMenuForButtonCallbacks
|
void SetInMenuForButtonCallbacks( inMenu ) ParameterMask:[.b]
|
|
SetJoyInvert
|
void SetJoyInvert( bool )
|
Set the current joy invert as a float. |
SetLocalPlayerDSP
|
void SetLocalPlayerDSP( int, float )
|
Sets the local player's DSP preset. |
SetMapSetting_BloomScale
|
void SetMapSetting_BloomScale( float )
|
|
SetMapSetting_CsmTexelScale
|
void SetMapSetting_CsmTexelScale( float, float )
|
|
SetMapSetting_FogEnabled
|
void SetMapSetting_FogEnabled( bool )
|
|
SetMinimapFullOverride
|
void SetMinimapFullOverride( float, float, float, float )
|
(posX, posY, angle, scale) |
SetMinimapZoomOverride
|
void SetMinimapZoomOverride( float )
|
(scale) |
SetPlayerTrainingResumeChoice
|
void SetPlayerTrainingResumeChoice( int )
|
Set the local player's 'training_resumeChoice' convar setting. |
SetReloadingScripts
|
void SetReloadingScripts( bool )
|
Set to true when reloading scripts |
SetScoreboardPlayer
|
void SetScoreboardPlayer( handle )
|
Sets the currently selected player on the scoreboard. |
SetSoundVolume
|
void SetSoundVolume( float )
|
Set the current sound volume as a float 0 to 1. |
SetSoundVolumeOnEntity
|
void SetSoundVolumeOnEntity( handle, string, float )
|
Sets the base volume of an active sound. Overwrites the volume value from the alias. |
SetTrainingHasEverBeenStarted
|
void SetTrainingHasEverBeenStarted()
|
Sets the convar true. |
SetTrainingHasEverFinished
|
void SetTrainingHasEverFinished()
|
Sets the convar true. |
SetVisGroupVisible
|
void SetVisGroupVisible( int, bool )
|
Set the specified visGroup to the specified state. |
SetXPForLevel
|
void SetXPForLevel( int, int )
|
Sets the XP required for a player to get to a certain level |
ShouldSendDevStats
|
bool ShouldSendDevStats()
|
True if script should send stats to devnet. |
SmartAmmo_Client_GetContentScaleFactor
|
<unknown> SmartAmmo_Client_GetContentScaleFactor()
|
Gets the content scale factor for the smart ammo HUD |
SmartAmmo_Client_GetHudElemGroupIndex
|
int SmartAmmo_Client_GetHudElemGroupIndex( handle )
|
Returns the hud element group index for the given weapon |
SmartAmmo_Client_GetStatusText
|
handle SmartAmmo_Client_GetStatusText( int )
|
Returns the smartPistolStatusText HUD element |
SmartAmmo_Client_GetStatusTextIcon
|
handle SmartAmmo_Client_GetStatusTextIcon( int )
|
Returns the smartPistolStatusTextIcon HUD element |
SmartAmmo_Client_GetTargetRings
|
handle SmartAmmo_Client_GetTargetRings( int, int )
|
Returns the smartPistolTargetRings HUD element group |
SmartAmmo_Client_HideAllTargetRings
|
void SmartAmmo_Client_HideAllTargetRings( int, int )
|
Hides all smartPistolTargetRings HUD element groups. First argument is the HUD group index; second argument is the target index that will be hidden along with all groups after that |
SmartAmmo_Client_InitHud
|
void SmartAmmo_Client_InitHud( handle )
|
Creates HUD elements for Smart Ammo weapons |
SmartAmmo_Client_PlayTargetConfirmedSounds
|
void SmartAmmo_Client_PlayTargetConfirmedSounds( handle )
|
Plays target confirmed sounds |
SmartAmmo_Client_UpdateTargetOverlay
|
float SmartAmmo_Client_UpdateTargetOverlay( handle, handle, float, int, float, int, handle )
|
Draws lock graphics over a target |
SmartAmmo_GetMaxTargetedBurst
|
int SmartAmmo_GetMaxTargetedBurst( handle )
|
Returns maximum bursts to fire on a single target |
SmartAmmo_GetTargetMaxLocks
|
float SmartAmmo_GetTargetMaxLocks( handle, handle )
|
Returns maximum value the lock "fraction" can have |
SmartAmmo_GetTargetingTime
|
float SmartAmmo_GetTargetingTime( handle, handle )
|
Returns time it will take to lock onto given target |
SmartGlass_SendEvent
|
void SmartGlass_SendEvent( string, string, string, string )
|
Send an event to the SmartGlass device. |
SmartGlass_SetGameState
|
void SmartGlass_SetGameState( string )
|
Set current SmartGlass game state, eg: MainMenu, PartyLobby, Lobby, Loading, InGame |
SmartGlass_SetGameStateProperty
|
void SmartGlass_SetGameStateProperty( string, string )
|
Sets and remembers a property for the current game state. Property set is cleared automatically when game state changes. To clear a property pass a null value. |
SmartGlass_SetGlobalProperty
|
void SmartGlass_SetGlobalProperty( string, string )
|
Sets and remembers a global property. Global properties are *not* cleared when game state changes. To clear a property pass a null value. |
SmartGlass_SetScriptVersion
|
void SmartGlass_SetScriptVersion( int )
|
Set SmartGlass script version. Please call with a script version int on startup that you bump each time you change SmartGlass data sent from UI. |
SmartGlass_StartCountdown
|
void SmartGlass_StartCountdown( string, float )
|
Start a named countdown until the specified time in the future. |
SmartGlass_StopCountdown
|
void SmartGlass_StopCountdown( string )
|
Stop a named countdown. |
Smooth01
|
float Smooth01( float )
|
Remap [0,1] to a cosine curved [0,1] |
SmoothCD
|
<unknown> SmoothCD( float, float, float, float, float )
|
Interpolate between values, preserving velocity (so it is smooth) |
SmoothCDVector
|
<unknown> SmoothCDVector( Vector, Vector, Vector, float, float )
|
Interpolate between values, preserving velocity (so it is smooth) |
SpamLog
|
void SpamLog( ( string ) ) ParameterMask:[.s]
|
Prints to the game's spam logfile (usually stored in DevNet). |
StartMatchmaking
|
void StartMatchmaking()
|
Start searching for a match |
StartParticleEffectInWorld
|
void StartParticleEffectInWorld( int, Vector, Vector )
|
Given ( particleSystemIndex, origin, angles ), creates a new effect in the world at the given position/orientation, and don't return a handle. This allows effects to merge reducing cost...also doesn't waste handles. |
StartParticleEffectInWorldWithHandle
|
int StartParticleEffectInWorldWithHandle( int, Vector, Vector )
|
Given ( particleSystemIndex, origin, angles ), creates a new effect in the world at the given position/orientation, and returns a handle to it. |
StartParticleEffectOnEntity
|
int StartParticleEffectOnEntity( handle, int, int, int )
|
Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex ), creates a new effect owned by the given entity, and returns a handle to it. |
StartParticleEffectOnEntityWithPos
|
int StartParticleEffectOnEntityWithPos( handle, int, int, int, Vector, Vector )
|
Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex, position, angles ), creates a new effect owned by the given entity at a position/orientation, and returns a handle to it. |
StopAllSoundOnEntity
|
void StopAllSoundOnEntity( handle )
|
Stops all sounds playing on the given entity for the local player. |
StopMatchmaking
|
void StopMatchmaking()
|
Start searching for a match |
StopSoundOnEntity
|
void StopSoundOnEntity( handle, string )
|
Stops any instances of a certain sound playing on the given entity for the local player. |
Time
|
float Time()
|
Get the current server time |
TimeAdjustmentForRemoteReplayCall
|
float TimeAdjustmentForRemoteReplayCall()
|
Get the time adjusted for times in a replay to be correct while played back. For times sent to the client using remote calls. You shouldn't normally need to use this. |
TimerEnd
|
float TimerEnd()
|
End the timer started with TimerStart. Return milliseconds since TimerStart was called. Only one Timer can be active at a time. |
TimerStart
|
void TimerStart()
|
Start a timer. Use TimerEnd to get the elapsed time. Only one Timer can be active at a time. |
TraceHull
|
table TraceHull( xyz startPos, xyz endPos, xyz hullMins, xyz hullMaxs, ent ignoreEntity [or array of ignoreEnts], TRACE_MASK_* mask, TRACE_COLLISION_GROUP_* group ) ParameterMask:[.xxxx.ii]
|
Does a hull trace and returns table of result values. |
TraceHullSimple
|
float TraceHullSimple( Vector, Vector, Vector, Vector, handle )
|
given 2 points & ent to ignore, return fraction along hull that hits world or models |
TraceLOSMultiple
|
bool TraceLOSMultiple( starts array, ends array, ent ignoreEntity, TRACE_MASK_* mask, TRACE_COLLISION_GROUP_* group ) ParameterMask:[....ii]
|
Do multiple LOS checks, early out if any return true. Runs on multiple threads |
TraceLine
|
table TraceLine( xyz startPos, xyz endPos, ent ignoreEntity [or array of ignoreEnts], TRACE_MASK_* mask, TRACE_COLLISION_GROUP_* group ) ParameterMask:[.xx.ii]
|
Does a trace and returns table of result values. |
TraceLineHighDetail
|
table TraceLineHighDetail( xyz startPos, xyz endPos, ent ignoreEntity [or array of ignoreEnts], TRACE_MASK_* mask, TRACE_COLLISION_GROUP_* group ) ParameterMask:[.xx.ii]
|
Does a high-detail (per poly on static models) trace and returns table of result values. |
TraceLineSimple
|
float TraceLineSimple( Vector, Vector, handle )
|
given 2 points & ent to ignore, return fraction along line that hits world or models |
TriggerBreakpoint
|
void TriggerBreakpoint()
|
For debugging |
VPKNotifyFile
|
void VPKNotifyFile( string )
|
Tells the file system that a file at the exact path provided must exist in the currently loading VPK. |
VectorToAngles
|
Vector VectorToAngles( Vector )
|
Convert vector to pitch and yaw |
VortexBulletHitCheck
|
null or {vortex, hitPos} VortexBulletHitCheck( ent attacker, xyz startPos, xyz endPos ) ParameterMask:[.xx.]
|
Check for vortexSphere collisions between two points |
WaitingForLeader
|
bool WaitingForLeader()
|
Returns true if the local player is waiting for party leader, eg. reservation is still active post dedi -> dedi hop. |
clamp
|
float clamp( float, float, float )
|
Returns first parameter clamped between first and second parameter. |
CClientHudElement
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
CClientHudElement::AddEventHandler
|
void CClientHudElement::AddEventHandler( int, handle )
|
Adds a closure to handle an event such as UIE_CLICK |
CClientHudElement::ClearFriendlyVisibilityAlpha
|
void CClientHudElement::ClearFriendlyVisibilityAlpha()
|
|
CClientHudElement::ClearPulsate
|
void CClientHudElement::ClearPulsate()
|
|
CClientHudElement::ClearWorldOrigin
|
void CClientHudElement::ClearWorldOrigin()
|
|
CClientHudElement::ColorOverTime
|
CClientHudElement::ColorOverTime( r, g, b, a, duration, [interpolator] ) ParameterMask:[.iiiin]
|
|
CClientHudElement::ColorOverTimeDelayed
|
CClientHudElement::ColorOverTimeDelayed( r, g, b, a, duration, delay, [interpolator] ) ParameterMask:[.iiiinn]
|
|
CClientHudElement::Destroy
|
void CClientHudElement::Destroy()
|
Destroy a hud element. |
CClientHudElement::DisableAutoText
|
void CClientHudElement::DisableAutoText()
|
Disable the auto text updating |
CClientHudElement::DisableKeyBindingIcons
|
void CClientHudElement::DisableKeyBindingIcons()
|
Disable replacing key bindings with the actual key |
CClientHudElement::EnableAutoText
|
void CClientHudElement::EnableAutoText()
|
Enable the auto text updating |
CClientHudElement::EnableKeyBindingIcons
|
void CClientHudElement::EnableKeyBindingIcons()
|
Enable replacing key bindings with the actual key |
CClientHudElement::FadeOverTime
|
CClientHudElement::FadeOverTime( a, duration, [interpolator] ) ParameterMask:[.in]
|
|
CClientHudElement::FadeOverTimeDelayed
|
CClientHudElement::FadeOverTimeDelayed( a, duration, delay, [interpolator] ) ParameterMask:[.inn]
|
|
CClientHudElement::GetAbsPos
|
<unknown> CClientHudElement::GetAbsPos()
|
|
CClientHudElement::GetAbsX
|
int CClientHudElement::GetAbsX()
|
|
CClientHudElement::GetAbsY
|
int CClientHudElement::GetAbsY()
|
|
CClientHudElement::GetAlpha
|
int CClientHudElement::GetAlpha()
|
|
CClientHudElement::GetBarProgress
|
float CClientHudElement::GetBarProgress()
|
|
CClientHudElement::GetBaseAlpha
|
int CClientHudElement::GetBaseAlpha()
|
|
CClientHudElement::GetBaseColor
|
<unknown> CClientHudElement::GetBaseColor()
|
|
CClientHudElement::GetBaseHeight
|
int CClientHudElement::GetBaseHeight()
|
|
CClientHudElement::GetBasePos
|
<unknown> CClientHudElement::GetBasePos()
|
|
CClientHudElement::GetBaseSize
|
<unknown> CClientHudElement::GetBaseSize()
|
|
CClientHudElement::GetBaseWidth
|
int CClientHudElement::GetBaseWidth()
|
|
CClientHudElement::GetBaseX
|
int CClientHudElement::GetBaseX()
|
|
CClientHudElement::GetBaseY
|
int CClientHudElement::GetBaseY()
|
|
CClientHudElement::GetChild
|
handle CClientHudElement::GetChild( string )
|
Gets a child HUD element (for use with CNestedPanel) |
CClientHudElement::GetColor
|
<unknown> CClientHudElement::GetColor()
|
Gets the color of an element as an array with four elements (red, green, blue, alpha). |
CClientHudElement::GetHeight
|
int CClientHudElement::GetHeight()
|
|
CClientHudElement::GetListItem
|
handle CClientHudElement::GetListItem( int )
|
|
CClientHudElement::GetListSelectedItem
|
handle CClientHudElement::GetListSelectedItem()
|
|
CClientHudElement::GetListSize
|
int CClientHudElement::GetListSize()
|
|
CClientHudElement::GetName
|
string CClientHudElement::GetName()
|
|
CClientHudElement::GetPanelAlpha
|
int CClientHudElement::GetPanelAlpha()
|
|
CClientHudElement::GetParent
|
handle CClientHudElement::GetParent()
|
Gets the parent HUD element |
CClientHudElement::GetPos
|
<unknown> CClientHudElement::GetPos()
|
Get the position of the given hud element, as an array with two elements. |
CClientHudElement::GetRotation
|
float CClientHudElement::GetRotation()
|
Get the rotation of the given hud element. |
CClientHudElement::GetScaleX
|
float CClientHudElement::GetScaleX()
|
|
CClientHudElement::GetScaleY
|
float CClientHudElement::GetScaleY()
|
|
CClientHudElement::GetScriptID
|
string CClientHudElement::GetScriptID()
|
|
CClientHudElement::GetSize
|
<unknown> CClientHudElement::GetSize()
|
Get the size of the given hud element, as an array with two elements. |
CClientHudElement::GetTextEntryUTF8Text
|
string CClientHudElement::GetTextEntryUTF8Text()
|
|
CClientHudElement::GetTextWidth
|
int CClientHudElement::GetTextWidth()
|
Get the estimated drawn width of this label. |
CClientHudElement::GetVisGroupID
|
int CClientHudElement::GetVisGroupID()
|
|
CClientHudElement::GetWidth
|
int CClientHudElement::GetWidth()
|
|
CClientHudElement::GetX
|
int CClientHudElement::GetX()
|
|
CClientHudElement::GetY
|
int CClientHudElement::GetY()
|
|
CClientHudElement::HasChild
|
bool CClientHudElement::HasChild( string )
|
Checks if a child HUD element for a given name exists |
CClientHudElement::Hide
|
void CClientHudElement::Hide()
|
Hide a hud element. |
CClientHudElement::HideOverTime
|
CClientHudElement::HideOverTime( duration, [interpolator] ) ParameterMask:[.n]
|
|
CClientHudElement::HudElement
|
handle CClientHudElement::HudElement( string )
|
Gets a child HUD element (for use with CNestedPanel) |
CClientHudElement::IsAutoText
|
bool CClientHudElement::IsAutoText()
|
Returns true if an auto text has been set for it and it is enabled |
CClientHudElement::IsEnabled
|
bool CClientHudElement::IsEnabled()
|
Returns whether the element is enabled (can be interacted with) |
CClientHudElement::IsFocused
|
bool CClientHudElement::IsFocused()
|
Returns whether the element has focus |
CClientHudElement::IsLabel
|
bool CClientHudElement::IsLabel()
|
|
CClientHudElement::IsLocked
|
bool CClientHudElement::IsLocked()
|
|
CClientHudElement::IsNew
|
bool CClientHudElement::IsNew()
|
|
CClientHudElement::IsOnScreen
|
bool CClientHudElement::IsOnScreen()
|
|
CClientHudElement::IsSelected
|
bool CClientHudElement::IsSelected()
|
|
CClientHudElement::IsVisible
|
bool CClientHudElement::IsVisible()
|
Returns whether the given hud element is currently visible. |
CClientHudElement::MoveOverTime
|
CClientHudElement::MoveOverTime( x, y, duration, [interpolator] ) ParameterMask:[.nnn]
|
|
CClientHudElement::OffsetOverTime
|
CClientHudElement::OffsetOverTime( x, y, duration, [interpolator] ) ParameterMask:[.nnn]
|
|
CClientHudElement::OffsetX
|
void CClientHudElement::OffsetX( int )
|
|
CClientHudElement::OffsetXOverTime
|
CClientHudElement::OffsetXOverTime( x, duration, [interpolator] ) ParameterMask:[.nn]
|
|
CClientHudElement::OffsetY
|
void CClientHudElement::OffsetY( int )
|
|
CClientHudElement::OffsetYOverTime
|
CClientHudElement::OffsetYOverTime( y, duration, [interpolator] ) ParameterMask:[.nn]
|
|
CClientHudElement::RemoveEventHandler
|
void CClientHudElement::RemoveEventHandler( int, handle )
|
Removes a closure that was set to handle an event |
CClientHudElement::ReturnToBaseColor
|
void CClientHudElement::ReturnToBaseColor()
|
|
CClientHudElement::ReturnToBasePos
|
void CClientHudElement::ReturnToBasePos()
|
|
CClientHudElement::ReturnToBasePosOverTime
|
void CClientHudElement::ReturnToBasePosOverTime( float, int )
|
|
CClientHudElement::ReturnToBaseScaleOverTime
|
void CClientHudElement::ReturnToBaseScaleOverTime( float, int )
|
|
CClientHudElement::ReturnToBaseSize
|
void CClientHudElement::ReturnToBaseSize()
|
|
CClientHudElement::RunAnimationCommand
|
void CClientHudElement::RunAnimationCommand( string, float, float, float, int, float )
|
|
CClientHudElement::RunAnimationScript
|
void CClientHudElement::RunAnimationScript( string )
|
|
CClientHudElement::ScaleOverTime
|
CClientHudElement::ScaleOverTime( wScale, hScale, duration, [interpolator] ) ParameterMask:[.nnn]
|
|
CClientHudElement::SelectAll
|
void CClientHudElement::SelectAll()
|
|
CClientHudElement::SetADSFade
|
void CClientHudElement::SetADSFade( float, float, float, float )
|
|
CClientHudElement::SetAlpha
|
void CClientHudElement::SetAlpha( int )
|
|
CClientHudElement::SetAutoText
|
void CClientHudElement::SetAutoText( string, int, float )
|
Set the auto text settings for this HUD element |
CClientHudElement::SetAutoTextCountTo
|
void CClientHudElement::SetAutoTextCountTo( string, float, float, float )
|
Set the auto text settings for this HUD element. ( localization token, HATT type, start value, end value, transition time ) |
CClientHudElement::SetAutoTextVector
|
void CClientHudElement::SetAutoTextVector( string, int, Vector )
|
Set the auto text settings for this HUD element |
CClientHudElement::SetAutoTextWithAlternates
|
void CClientHudElement::SetAutoTextWithAlternates( string, string, string, int, float )
|
Set the auto text settings for this HUD element |
CClientHudElement::SetBarChangeDir
|
void CClientHudElement::SetBarChangeDir( int )
|
|
CClientHudElement::SetBarChangeDuration
|
void CClientHudElement::SetBarChangeDuration( float )
|
|
CClientHudElement::SetBarChangeStyle
|
void CClientHudElement::SetBarChangeStyle( int )
|
|
CClientHudElement::SetBarInset
|
void CClientHudElement::SetBarInset( int )
|
|
CClientHudElement::SetBarMargin
|
void CClientHudElement::SetBarMargin( int )
|
|
CClientHudElement::SetBarProgress
|
void CClientHudElement::SetBarProgress( float )
|
|
CClientHudElement::SetBarProgressAndRate
|
void CClientHudElement::SetBarProgressAndRate( float, float )
|
|
CClientHudElement::SetBarProgressDirection
|
void CClientHudElement::SetBarProgressDirection( int )
|
|
CClientHudElement::SetBarProgressOverTime
|
void CClientHudElement::SetBarProgressOverTime( float, float, float )
|
|
CClientHudElement::SetBarProgressRemap
|
void CClientHudElement::SetBarProgressRemap( float, float, float, float )
|
|
CClientHudElement::SetBarProgressSource
|
void CClientHudElement::SetBarProgressSource( int )
|
|
CClientHudElement::SetBarProgressSourceEntity
|
void CClientHudElement::SetBarProgressSourceEntity( handle )
|
|
CClientHudElement::SetBarSegmentFill
|
void CClientHudElement::SetBarSegmentFill( int )
|
|
CClientHudElement::SetBarSegmentInfo
|
void CClientHudElement::SetBarSegmentInfo( int, int )
|
|
CClientHudElement::SetBaseAlpha
|
void CClientHudElement::SetBaseAlpha( int )
|
|
CClientHudElement::SetBaseColor
|
void CClientHudElement::SetBaseColor( int, int, int, int )
|
|
CClientHudElement::SetBasePos
|
void CClientHudElement::SetBasePos( int, int )
|
|
CClientHudElement::SetBaseSize
|
void CClientHudElement::SetBaseSize( int, int )
|
|
CClientHudElement::SetClampBounds
|
void CClientHudElement::SetClampBounds( float, float )
|
|
CClientHudElement::SetClampToScreen
|
void CClientHudElement::SetClampToScreen( int )
|
|
CClientHudElement::SetColor
|
CClientHudElement::SetColor() ParameterMask:[..]
|
Sets the color of an element with components (red, green, blue, alpha) given as 0-255 values. |
CClientHudElement::SetColorBG
|
CClientHudElement::SetColorBG() ParameterMask:[..]
|
Sets the background color of an element with components (red, green, blue, alpha) given as 0-255 values. |
CClientHudElement::SetDistanceFade
|
void CClientHudElement::SetDistanceFade( float, float, float, float )
|
|
CClientHudElement::SetEnabled
|
void CClientHudElement::SetEnabled( bool )
|
Sets whether the element is enabled (can be interacted with) |
CClientHudElement::SetEntity
|
void CClientHudElement::SetEntity( handle, Vector, float, float )
|
|
CClientHudElement::SetEntityOverhead
|
void CClientHudElement::SetEntityOverhead( handle, Vector, float, float )
|
|
CClientHudElement::SetFOVFade
|
void CClientHudElement::SetFOVFade( float, float, float, float )
|
|
CClientHudElement::SetFocused
|
bool CClientHudElement::SetFocused()
|
Gives the element focus |
CClientHudElement::SetHeight
|
void CClientHudElement::SetHeight( int )
|
Set the height of the given hud element. |
CClientHudElement::SetHideOnEntityOverheadCloak
|
void CClientHudElement::SetHideOnEntityOverheadCloak( bool )
|
|
CClientHudElement::SetImage
|
void CClientHudElement::SetImage( string )
|
Set the image of an imagePanel element. |
CClientHudElement::SetKeyBindingIconScale
|
void CClientHudElement::SetKeyBindingIconScale( float )
|
Scale key binding icon sizes by this amount |
CClientHudElement::SetLabelImage
|
void CClientHudElement::SetLabelImage( string, bool )
|
Sets an image in the label on the left side, or right side if the second parameter is true. |
CClientHudElement::SetLocked
|
void CClientHudElement::SetLocked( bool )
|
|
CClientHudElement::SetNew
|
void CClientHudElement::SetNew( bool )
|
|
CClientHudElement::SetOffscreenArrow
|
void CClientHudElement::SetOffscreenArrow( bool )
|
|
CClientHudElement::SetOrigin
|
void CClientHudElement::SetOrigin( Vector )
|
|
CClientHudElement::SetPanelAlpha
|
void CClientHudElement::SetPanelAlpha( int )
|
|
CClientHudElement::SetPinSibling
|
void CClientHudElement::SetPinSibling( string )
|
Sets the pin sibling by name |
CClientHudElement::SetPos
|
void CClientHudElement::SetPos( int, int )
|
Set the position of the given hud element. |
CClientHudElement::SetPulsate
|
void CClientHudElement::SetPulsate( float, float, float )
|
|
CClientHudElement::SetRotation
|
void CClientHudElement::SetRotation( float )
|
Set the rotation of the given hud element. |
CClientHudElement::SetScale
|
void CClientHudElement::SetScale( float, float )
|
|
CClientHudElement::SetScaleX
|
void CClientHudElement::SetScaleX( float )
|
|
CClientHudElement::SetScaleY
|
void CClientHudElement::SetScaleY( float )
|
|
CClientHudElement::SetSelected
|
void CClientHudElement::SetSelected( bool )
|
|
CClientHudElement::SetSize
|
void CClientHudElement::SetSize( int, int )
|
Set the size of the given hud element. |
CClientHudElement::SetText
|
CClientHudElement::SetText( index, string, [param1, param2, param3...] ) ParameterMask:[.s]
|
Set the text of a label element. Optional parameters for localized-string '%s1'-type format vars. |
CClientHudElement::SetTextTypeWriter
|
void CClientHudElement::SetTextTypeWriter( string, float )
|
|
CClientHudElement::SetUTF8Text
|
void CClientHudElement::SetUTF8Text( string )
|
|
CClientHudElement::SetVisGroupID
|
void CClientHudElement::SetVisGroupID( int )
|
|
CClientHudElement::SetVisible
|
void CClientHudElement::SetVisible( bool )
|
Set visibility of a hud element. |
CClientHudElement::SetWidth
|
void CClientHudElement::SetWidth( int )
|
Set the width of the given hud element. |
CClientHudElement::SetWorldSpaceScale
|
void CClientHudElement::SetWorldSpaceScale( float, float, float, float )
|
|
CClientHudElement::SetX
|
void CClientHudElement::SetX( int )
|
|
CClientHudElement::SetXOverTime
|
CClientHudElement::SetXOverTime( x, duration, [interpolator] ) ParameterMask:[.nn]
|
|
CClientHudElement::SetY
|
void CClientHudElement::SetY( int )
|
|
CClientHudElement::SetYOverTime
|
CClientHudElement::SetYOverTime( y, duration, [interpolator] ) ParameterMask:[.nn]
|
|
CClientHudElement::SetZ
|
void CClientHudElement::SetZ( int )
|
Set the Z position of the given hud element. |
CClientHudElement::Show
|
void CClientHudElement::Show()
|
Reveal a hud element. |
CClientHudElement::UpdateVisibility
|
void CClientHudElement::UpdateVisibility()
|
Refresh the visibility a hud element. |
CClientHudElement::UseFriendlyVisibilityAlpha
|
void CClientHudElement::UseFriendlyVisibilityAlpha( float )
|
|
CClientHudElement::WarpDisable
|
void CClientHudElement::WarpDisable()
|
Disable spherical warp distortion. |
CClientHudElement::WarpEnable
|
void CClientHudElement::WarpEnable()
|
Enable spherical warp distortion. |
C_BaseCombatWeapon
Extends C_BaseAnimating
.
Methods
Function | Signature | Description |
---|---|---|
C_BaseCombatWeapon::GetWeaponClassName
|
string C_BaseCombatWeapon::GetWeaponClassName()
|
Returns the class name of the weapon |
C_BaseCombatWeapon::GetWeaponDescription
|
string C_BaseCombatWeapon::GetWeaponDescription()
|
Returns the description of the weapon |
C_BaseCombatWeapon::GetWeaponPrintName
|
string C_BaseCombatWeapon::GetWeaponPrintName()
|
Returns the display name of the weapon |
C_FirstPersonProxy
Extends C_BaseAnimating
.
Methods
Function | Signature | Description |
---|---|---|
C_FirstPersonProxy::Hide
|
void C_FirstPersonProxy::Hide()
|
|
C_FirstPersonProxy::Show
|
void C_FirstPersonProxy::Show()
|
C_NPC_Titan
Extends C_AI_BaseNPC
.
Methods
Function | Signature | Description |
---|---|---|
C_NPC_Titan::GetCanStand
|
int C_NPC_Titan::GetCanStand()
|
Get the canStand set from the server for this npc titan. |
ScriptMover
Extends C_BaseAnimating
.
Methods
Function | Signature | Description |
---|---|---|
ScriptMover::NonPhysicsMoveTo
|
void ScriptMover::NonPhysicsMoveTo( Vector, float, float, float )
|
Move to a given point over time. Specify total travel time, acceleration time, and deceleration time. |
ScriptMover::NonPhysicsRotateTo
|
void ScriptMover::NonPhysicsRotateTo( Vector, float, float, float )
|
Rotate to given angles over time. Specify total travel time. |
ScriptMover::NonPhysicsSetRotateModeLocal
|
void ScriptMover::NonPhysicsSetRotateModeLocal( bool )
|
When set true, will use local rotation. |
CHud
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
CHud::ClipScreenPositionToBox
|
<unknown> CHud::ClipScreenPositionToBox( int, int, int, int, int, int )
|
Given x, y, and left-right-top-bottom boundries, clamp the X & Y. Returns an array with x and y values. |
CHud::GetOrCreateHudElement
|
handle CHud::GetOrCreateHudElement( string )
|
Get a class instance of a named hud element. |
CHud::GetScreenSize
|
<unknown> CHud::GetScreenSize()
|
Get the size of the screen in pixels, as an array with two elements. |
CHud::HudElement
|
handle CHud::HudElement( string )
|
Get a class instance of a named hud element. |
CHud::RunAnimationScript
|
void CHud::RunAnimationScript( string )
|
Run the specified animation script from hudanimations.txt. |
CHud::ToScreenSpace
|
<unknown> CHud::ToScreenSpace( Vector )
|
Convert vector (in world space) to screen coordinates. Returns an array with x, y, and a bool. Bool is false if the coordinate is not on-screen. |
CHud::ToScreenSpaceApproximate
|
<unknown> CHud::ToScreenSpaceApproximate( Vector )
|
Convert a vector (in world space) to coordinates in or on an ellipse on screen giving the player a hint which direction to look to see the target. Returns an array with x and y values. |
CHud::ToScreenSpaceApproximateWithBounds
|
<unknown> CHud::ToScreenSpaceApproximateWithBounds( Vector, float, float )
|
Convert a vector (in world space) to coordinates in or on an ellipse on screen giving the player a hint which direction to look to see the target. Returns an array with x and y values. |
CHud::ToScreenSpaceClamped
|
<unknown> CHud::ToScreenSpaceClamped( Vector )
|
Convert a vector (in world space) to clamped screen coordinates. Returns an array with x and y values. Meant to be followed up with Hud.ClipScreenPositionToBox() |
CHud::ToScreenSpaceClampedWithBounds
|
<unknown> CHud::ToScreenSpaceClampedWithBounds( Vector, float, float )
|
Convert a vector (in world space) to clamped screen coordinates. Returns an array with x and y values. Meant to be followed up with Hud.ClipScreenPositionToBox() |
CHud::WarpDisable
|
void CHud::WarpDisable()
|
Disable spherical warp distortion. |
CHud::WarpEnable
|
void CHud::WarpEnable()
|
Enable spherical warp distortion. |
CHud::WarpGlobalSettings
|
void CHud::WarpGlobalSettings( float, float, float, float, float )
|
Set global spherical warp settings (xWarp, xScale, yWarp, yScale, viewDist). |
C_BaseCombatCharacter
Extends C_BaseAnimating
.
Methods
Function | Signature | Description |
---|---|---|
C_BaseCombatCharacter::ContextAction_ClearBusy
|
void C_BaseCombatCharacter::ContextAction_ClearBusy()
|
Marks the entity as no longer doing some kind of context action |
C_BaseCombatCharacter::ContextAction_IsActive
|
bool C_BaseCombatCharacter::ContextAction_IsActive()
|
Returns whether in the middle of any context action (like melee or leeching) |
C_BaseCombatCharacter::ContextAction_IsBusy
|
bool C_BaseCombatCharacter::ContextAction_IsBusy()
|
Returns whether in the middle of a busy context action |
C_BaseCombatCharacter::ContextAction_IsLeeching
|
bool C_BaseCombatCharacter::ContextAction_IsLeeching()
|
Returns whether in the middle of a leeching context action |
C_BaseCombatCharacter::ContextAction_IsMeleeExecution
|
bool C_BaseCombatCharacter::ContextAction_IsMeleeExecution()
|
Returns whether in the middle of a melee context action |
C_BaseCombatCharacter::ContextAction_SetBusy
|
void C_BaseCombatCharacter::ContextAction_SetBusy()
|
Marks the entity as in the middle of a busy context action (so other things don't interrupt them) |
C_BaseCombatCharacter::GetActiveWeapon
|
handle C_BaseCombatCharacter::GetActiveWeapon()
|
Returns the active weapon. |
C_BaseCombatCharacter::GetActiveWeaponPrimaryAmmoLoaded
|
int C_BaseCombatCharacter::GetActiveWeaponPrimaryAmmoLoaded()
|
Get the amount of currently loaded ammo in the active weapon. |
C_BaseCombatCharacter::GetMainWeapons
|
array C_BaseCombatCharacter::GetMainWeapons() ParameterMask:[.]
|
Get array of the main weapons. |
C_BaseCombatCharacter::GetOffhandWeapon
|
handle C_BaseCombatCharacter::GetOffhandWeapon( int )
|
Get the offhand weapon in the specified slot. |
C_BaseCombatCharacter::GetOffhandWeapons
|
array C_BaseCombatCharacter::GetOffhandWeapons() ParameterMask:[.]
|
Get array of the offhand weapons. |
C_BaseCombatCharacter::GetOrdnanceWeapon
|
handle C_BaseCombatCharacter::GetOrdnanceWeapon()
|
Returns the active weapon. |
C_BaseCombatCharacter::GetSelectedOffhand
|
handle C_BaseCombatCharacter::GetSelectedOffhand()
|
Returns the previous active weapon, before the player switched to their offhand |
C_BaseCombatCharacter::GetSelectedWeapon
|
handle C_BaseCombatCharacter::GetSelectedWeapon()
|
Returns the selected weapon. |
C_BaseCombatCharacter::GetSidearmWeapon
|
handle C_BaseCombatCharacter::GetSidearmWeapon()
|
Returns the active weapon. |
C_BaseCombatCharacter::GetTitanSoul
|
handle C_BaseCombatCharacter::GetTitanSoul()
|
Gets the titanSoul for this entity |
C_BaseCombatCharacter::GetWeaponAmmoLoaded
|
int C_BaseCombatCharacter::GetWeaponAmmoLoaded( handle )
|
Get the amount of currently loaded ammo in the specified weapon. |
C_BaseCombatCharacter::GetWeaponAmmoMaxLoaded
|
int C_BaseCombatCharacter::GetWeaponAmmoMaxLoaded( handle )
|
Get the max amount loaded ammo in the specified weapon. |
C_BaseCombatCharacter::GetWeaponAmmoStockpile
|
int C_BaseCombatCharacter::GetWeaponAmmoStockpile( handle )
|
Get the total amount of ammo for the specified weapon that this character has. |
C_BaseCombatCharacter::IsUsingOffhandWeapon
|
bool C_BaseCombatCharacter::IsUsingOffhandWeapon()
|
Returns true if player is using their offhand weapon |
C_BaseCombatCharacter::IsUsingOrdnanceWeapon
|
bool C_BaseCombatCharacter::IsUsingOrdnanceWeapon()
|
Returns true if player is using their offhand weapon |
C_BaseCombatCharacter::IsUsingSidearmWeapon
|
bool C_BaseCombatCharacter::IsUsingSidearmWeapon()
|
Returns true if player is using their offhand weapon |
C_BaseCombatCharacter::IsVisibleToLocalPlayer
|
bool C_BaseCombatCharacter::IsVisibleToLocalPlayer()
|
Return if this combatcharacter is visible to local player. |
C_BaseCombatCharacter::IsWeaponDisabled
|
bool C_BaseCombatCharacter::IsWeaponDisabled()
|
Returns true if the weapon is disabled |
C_BaseCombatCharacter::NameIconAlphaToLocalPlayer
|
float C_BaseCombatCharacter::NameIconAlphaToLocalPlayer()
|
Return alpha value for name and icon to local player. |
C_BaseCombatCharacter::OffsetFromViewAngles
|
Vector C_BaseCombatCharacter::OffsetFromViewAngles( Vector )
|
Returns angles that has been offset relative to the view |
C_BaseCombatCharacter::OffsetPositionFromView
|
Vector C_BaseCombatCharacter::OffsetPositionFromView( Vector, Vector )
|
Returns position that has been offset relative to the view |
C_BaseCombatCharacter::PlayerMelee_ExecutionEndAttacker
|
void C_BaseCombatCharacter::PlayerMelee_ExecutionEndAttacker()
|
Let script tell code a melee attack has ended (for the attacker) |
C_BaseCombatCharacter::PlayerMelee_ExecutionEndTarget
|
void C_BaseCombatCharacter::PlayerMelee_ExecutionEndTarget()
|
Let script tell code a melee attack has ended (for the target/victim) |
C_BaseCombatCharacter::PlayerMelee_ExecutionStartAttacker
|
void C_BaseCombatCharacter::PlayerMelee_ExecutionStartAttacker( float )
|
Let script tell code a melee attack has started (for the attacker) |
C_BaseCombatCharacter::PlayerMelee_ExecutionStartTarget
|
void C_BaseCombatCharacter::PlayerMelee_ExecutionStartTarget( handle )
|
Let script tell code a melee attack has started (for the target/victim) |
C_BaseCombatCharacter::SetCrosshairNameIsHighlighted
|
void C_BaseCombatCharacter::SetCrosshairNameIsHighlighted( bool )
|
Highlight this entity's name when drawn. |
CCockpitScreenMaterialProxy
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
CCockpitScreenMaterialProxy::SetInfo
|
void CCockpitScreenMaterialProxy::SetInfo( int, int, float, float, float, float )
|
Sets data in the cockpit screen dynamic texture. |
CCockpitScreenMaterialProxy::SetIsSuppressed
|
void CCockpitScreenMaterialProxy::SetIsSuppressed( bool )
|
Sets whether the cockpit screen dynamic texture will not draw. |
CRemoteFunctions
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
CRemoteFunctions::BeginRegisteringFunctions
|
void CRemoteFunctions::BeginRegisteringFunctions()
|
Begin registration of remote functions. |
CRemoteFunctions::EndRegisteringFunctions
|
void CRemoteFunctions::EndRegisteringFunctions()
|
Finish registration of remote functions. |
CRemoteFunctions::RegisterFunction
|
void CRemoteFunctions::RegisterFunction( string )
|
Register a function name to be used in remote calls. |
CCockpitLightsMaterialProxy
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
CCockpitLightsMaterialProxy::SetCockpitSelfIllumScale
|
void CCockpitLightsMaterialProxy::SetCockpitSelfIllumScale( float )
|
Sets a 0-1 scale for the amount of self illum for materials in the cockpit. |
CCockpitLightsMaterialProxy::SetScreenLightColor
|
void CCockpitLightsMaterialProxy::SetScreenLightColor( int, float, float, float )
|
Sets light color for one of the cockpit lights. |
CCockpitLightsMaterialProxy::SetScreenLightPosition
|
void CCockpitLightsMaterialProxy::SetScreenLightPosition( int, float, float )
|
Sets screen space position of the cockpit light. |
C_NPC_SentryTurret
Extends C_AI_BaseNPC
.
Methods
Function | Signature | Description |
---|---|---|
C_NPC_SentryTurret::GetControlPanel
|
handle C_NPC_SentryTurret::GetControlPanel()
|
Gets the turret's control panel set on the server |
C_NPC_SentryTurret::GetTurretState
|
int C_NPC_SentryTurret::GetTurretState()
|
Gets the turret's current state: TURRET_SEARCHING, TURRET_INACTIVE, TURRET_ACTIVE, TURRET_DEPLOYING, TURRET_RETIRING, TURRET_DEAD |
C_PointCamera
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_PointCamera::SetActive
|
void C_PointCamera::SetActive( bool )
|
Sets whether this point camera should be active |
C_PointCamera::SetFOV
|
void C_PointCamera::SetFOV( float )
|
Sets the FOV of this point camera |
C_PointCamera::SetFogEnable
|
void C_PointCamera::SetFogEnable( bool )
|
Enable or disable fog on this point camera |
C_Titan_Cockpit
Extends C_BaseAnimating
.
Methods
Function | Signature | Description |
---|---|---|
C_Titan_Cockpit::AddToTitanHudDamageHistory
|
void C_Titan_Cockpit::AddToTitanHudDamageHistory( int, float )
|
Tell code a panel was damaged. |
C_Titan_Cockpit::GetIsOpen
|
bool C_Titan_Cockpit::GetIsOpen()
|
Returns whether cockpit is open. |
C_Titan_Cockpit::GetTimeInCockpit
|
float C_Titan_Cockpit::GetTimeInCockpit()
|
Returns time spent in cockpit so far. |
C_Titan_Cockpit::SetCaptureScreenBeforeViewmodels
|
void C_Titan_Cockpit::SetCaptureScreenBeforeViewmodels( bool )
|
Sets that the world view is saved off before viewmodels are rendered. |
C_Titan_Cockpit::SetFOV
|
void C_Titan_Cockpit::SetFOV( float )
|
Sets fov of cockpit. |
C_Titan_Cockpit::SetInteriorCameraOffset
|
void C_Titan_Cockpit::SetInteriorCameraOffset( float, float, float, float, float, float )
|
Sets offset for interior camera. |
C_Titan_Cockpit::SetIsOpen
|
void C_Titan_Cockpit::SetIsOpen( bool )
|
Opens the cockpit (Puts it into the world.) |
C_Titan_Cockpit::SetOpenViewmodelOffset
|
void C_Titan_Cockpit::SetOpenViewmodelOffset( float, float, float )
|
Sets offset of viewmodel when cockpit is open. |
C_Titan_Cockpit::StartAnimationSequence
|
void C_Titan_Cockpit::StartAnimationSequence( string )
|
Plays an animation sequence by name. |
C_Portal_Player
Extends C_BasePlayer
.
Methods
Function | Signature | Description |
---|---|---|
C_Portal_Player::IsCrouched
|
bool C_Portal_Player::IsCrouched()
|
Returns if the player is crouched. |
C_Portal_Player::IsStanding
|
bool C_Portal_Player::IsStanding()
|
Returns if the player is standing. |
C_WeaponX
Extends C_BaseCombatWeapon
.
Methods
Function | Signature | Description |
---|---|---|
C_WeaponX::AllocateHandleForViewmodelEffect
|
int C_WeaponX::AllocateHandleForViewmodelEffect( string )
|
Given an effect name, allocates and returns a script fx handle for it. |
C_WeaponX::ClearLoopingWeaponSound
|
void C_WeaponX::ClearLoopingWeaponSound()
|
Removes looping weapon sounds. |
C_WeaponX::Deploy
|
bool C_WeaponX::Deploy()
|
Triggers weapon deploy |
C_WeaponX::EmitWeaponNpcSound
|
void C_WeaponX::EmitWeaponNpcSound( float, float )
|
Notifies NPCs of weapon sound |
C_WeaponX::EmitWeaponSound
|
void C_WeaponX::EmitWeaponSound( string )
|
Plays the sound on the weapon |
C_WeaponX::FireWeaponBolt
|
handle C_WeaponX::FireWeaponBolt( Vector, Vector, float, int, int, bool )
|
Fires a bolt projectile, given ( pos, dir, float speed, touchDamageType, explosionDamageType, isClientPredicted ). |
C_WeaponX::FireWeaponBullet
|
void C_WeaponX::FireWeaponBullet( Vector, Vector, int, int )
|
Fires a bullet |
C_WeaponX::FireWeaponBullet_Special
|
void C_WeaponX::FireWeaponBullet_Special( Vector, Vector, int, int, bool, bool, bool, bool )
|
Fires a bullet, can set to skip lag compensation, have zero spread, dryfire, or only cause a whizby sound. |
C_WeaponX::FireWeaponGrenade
|
handle C_WeaponX::FireWeaponGrenade( Vector, Vector, Vector, float, int, int, bool, bool, bool )
|
Fires a grenade projectile, given ( pos, vel, angVel, fuseTime, touchDamageType, explosionDamageType, isClientPredicted, lagCompensated, doUseScriptOnDamage ). |
C_WeaponX::FireWeaponMissile
|
handle C_WeaponX::FireWeaponMissile( Vector, Vector, float, int, int, bool, bool )
|
Fires a missile projectile, given ( pos, dir, float speed, touchDamageType, explosionDamageType, doRandomVelocAndThinkVars, isClientPredicted ). |
C_WeaponX::ForceRelease
|
void C_WeaponX::ForceRelease()
|
Forces the offhand weapon to release |
C_WeaponX::GetAttackDirection
|
Vector C_WeaponX::GetAttackDirection()
|
Returns the direction to fire from |
C_WeaponX::GetAttackPosition
|
Vector C_WeaponX::GetAttackPosition()
|
Returns the position to fire from |
C_WeaponX::GetBurstFireShotsPending
|
int C_WeaponX::GetBurstFireShotsPending()
|
|
C_WeaponX::GetDamageSourceID
|
int C_WeaponX::GetDamageSourceID()
|
Gets the damage source ID for this weapon |
C_WeaponX::GetMaxDamageFarDist
|
float C_WeaponX::GetMaxDamageFarDist()
|
Gets the largest damage far dist for current owner |
C_WeaponX::GetMods
|
array C_WeaponX::GetMods() ParameterMask:[.]
|
Get an array of mods active on this weapon. |
C_WeaponX::GetNextAttackAllowedTime
|
float C_WeaponX::GetNextAttackAllowedTime()
|
Get this weapon's internal when-can-I-shoot-next time. |
C_WeaponX::GetPreviousAttackTime
|
float C_WeaponX::GetPreviousAttackTime()
|
Get the latest time this weapon was fired. |
C_WeaponX::GetRodeoDamage
|
int C_WeaponX::GetRodeoDamage()
|
Get the damage amount this weapon should do to a titan that the player is rodeoing. |
C_WeaponX::GetShotCount
|
int C_WeaponX::GetShotCount()
|
|
C_WeaponX::GetSmartAmmoHudLockStyle
|
string C_WeaponX::GetSmartAmmoHudLockStyle()
|
Retrieve weapons smart_ammo_hud_lock_style setting |
C_WeaponX::GetSmartAmmoWeaponType
|
string C_WeaponX::GetSmartAmmoWeaponType()
|
Retrieve weapons smart_ammo_weapon_type setting |
C_WeaponX::GetTimeSinceADSBegan
|
float C_WeaponX::GetTimeSinceADSBegan()
|
|
C_WeaponX::GetVortexAbsorbEffectName
|
string C_WeaponX::GetVortexAbsorbEffectName()
|
Get the name of this weapon's vortex first-person absorption effect. |
C_WeaponX::GetVortexAbsorbEffectNameThirdPerson
|
string C_WeaponX::GetVortexAbsorbEffectNameThirdPerson()
|
Get the name of this weapon's third-person vortex absorption effect. |
C_WeaponX::GetWeaponBurstFireCount
|
int C_WeaponX::GetWeaponBurstFireCount()
|
Get the burst fire count |
C_WeaponX::GetWeaponChargeFraction
|
float C_WeaponX::GetWeaponChargeFraction()
|
Returns fraction [0,1] where the charge level is. |
C_WeaponX::GetWeaponChargeLevel
|
int C_WeaponX::GetWeaponChargeLevel()
|
|
C_WeaponX::GetWeaponChargeLevelMax
|
int C_WeaponX::GetWeaponChargeLevelMax()
|
|
C_WeaponX::GetWeaponChargeTime
|
float C_WeaponX::GetWeaponChargeTime()
|
Returns how long the weapon has been charging |
C_WeaponX::GetWeaponChargeTimeRemaining
|
float C_WeaponX::GetWeaponChargeTimeRemaining()
|
Returns how long the weapon has left to charge |
C_WeaponX::GetWeaponClass
|
string C_WeaponX::GetWeaponClass()
|
Gets the string specified in the weapon's .txt file for 'weaponClass'. |
C_WeaponX::GetWeaponInfoFileKeyField
|
<unknown> C_WeaponX::GetWeaponInfoFileKeyField( string )
|
Resolves a string key to its value in this weapons info file. |
C_WeaponX::GetWeaponModSetting
|
value C_WeaponX::GetWeaponModSetting( settingName ) ParameterMask:[.s]
|
Retrieve a weapon's current setting. Must be a modable setting. |
C_WeaponX::GetWeaponOwner
|
handle C_WeaponX::GetWeaponOwner()
|
Returns entity using the weapon |
C_WeaponX::GetWeaponPrimaryAmmoCount
|
int C_WeaponX::GetWeaponPrimaryAmmoCount()
|
Returns the amount of primary ammo |
C_WeaponX::GetWeaponPrimaryClipCount
|
int C_WeaponX::GetWeaponPrimaryClipCount()
|
Returns the amount of primary ammo in the clip. Returns -1 if weapon doesn't use a clip |
C_WeaponX::GetWeaponReadyToFireProgress
|
float C_WeaponX::GetWeaponReadyToFireProgress()
|
|
C_WeaponX::GetWeaponUtilityEntity
|
handle C_WeaponX::GetWeaponUtilityEntity()
|
Get the weapon's utility entity |
C_WeaponX::HasMod
|
bool C_WeaponX::HasMod( string )
|
Given (string), returns true if mod is active on this weapon. |
C_WeaponX::HasModDefined
|
bool C_WeaponX::HasModDefined( string )
|
Given (string), returns true if mod is defined on this weapon. |
C_WeaponX::HideWeapon
|
void C_WeaponX::HideWeapon()
|
Hide the weapon |
C_WeaponX::IsBurstFireInProgress
|
bool C_WeaponX::IsBurstFireInProgress()
|
Returns true if a burst fire is in progress |
C_WeaponX::IsChargeWeapon
|
bool C_WeaponX::IsChargeWeapon()
|
Returns true if the weapon has a charge ability. |
C_WeaponX::IsCriticalHitWeapon
|
bool C_WeaponX::IsCriticalHitWeapon()
|
Returns true if this weapon does critical hit damage |
C_WeaponX::IsForceRelease
|
bool C_WeaponX::IsForceRelease()
|
Returns true if the offhand weapon was forced to release |
C_WeaponX::IsNetOptimized
|
bool C_WeaponX::IsNetOptimized()
|
Returns true if this weapon is net optimized *and* net weapon optimizations are enabled ('net_optimize_weapons 1') |
C_WeaponX::IsReadyToFire
|
bool C_WeaponX::IsReadyToFire()
|
Returns true if weapon is ready to fire (based on next allowed attack time) |
C_WeaponX::IsReloading
|
bool C_WeaponX::IsReloading()
|
Returns true if the weapon is reloading |
C_WeaponX::IsWeaponAdsButtonPressed
|
bool C_WeaponX::IsWeaponAdsButtonPressed()
|
Returns true if the ADS button is pressed, even if the weapon doesn't allow zooming |
C_WeaponX::IsWeaponCharging
|
bool C_WeaponX::IsWeaponCharging()
|
Returns true if the weapon is currently charging |
C_WeaponX::IsWeaponInAds
|
bool C_WeaponX::IsWeaponInAds()
|
Returns true if the weapon is in ADS |
C_WeaponX::IsWeaponOffhand
|
bool C_WeaponX::IsWeaponOffhand()
|
Returns true if the weapon is offhand |
C_WeaponX::PlayWeaponEffect
|
void C_WeaponX::PlayWeaponEffect( <unknown>, <unknown>, string )
|
Plays the effect on the weapon |
C_WeaponX::PlayWeaponEffectNoCull
|
void C_WeaponX::PlayWeaponEffectNoCull( <unknown>, <unknown>, string )
|
Plays the effect on the weapon, always spawn even if out of view |
C_WeaponX::Raise
|
bool C_WeaponX::Raise()
|
Triggers weapon raise (or equip) |
C_WeaponX::SetAttackKickRollScale
|
void C_WeaponX::SetAttackKickRollScale( float )
|
Only useful within primaryattack callbacks. |
C_WeaponX::SetAttackKickScale
|
void C_WeaponX::SetAttackKickScale( float )
|
Only useful within primaryattack callbacks. |
C_WeaponX::SetLoopingWeaponSound
|
void C_WeaponX::SetLoopingWeaponSound( string, string, string, string, string, string )
|
Sets up looping weapon sounds for this weapons |
C_WeaponX::SetNextAttackAllowedTime
|
void C_WeaponX::SetNextAttackAllowedTime( float )
|
Set this weapon's internal when-can-I-shoot-next time. |
C_WeaponX::SetViewmodelAmmoModelIndex
|
void C_WeaponX::SetViewmodelAmmoModelIndex( int )
|
Set the index for bodygroup "ammo", if it exists. |
C_WeaponX::SetWeaponBurstFireCount
|
void C_WeaponX::SetWeaponBurstFireCount( int )
|
Set the burst fire count |
C_WeaponX::SetWeaponChargeFraction
|
void C_WeaponX::SetWeaponChargeFraction( float )
|
Sets charge of the weapon as a fraction [0,1]. |
C_WeaponX::SetWeaponChargeFractionForced
|
void C_WeaponX::SetWeaponChargeFractionForced( float )
|
|
C_WeaponX::SetWeaponPrimaryAmmoCount
|
void C_WeaponX::SetWeaponPrimaryAmmoCount( int )
|
Set the amount of primary ammo |
C_WeaponX::SetWeaponPrimaryClipCount
|
void C_WeaponX::SetWeaponPrimaryClipCount( int )
|
Set the amount of primary ammo in the clip |
C_WeaponX::SetWeaponSkin
|
void C_WeaponX::SetWeaponSkin( int )
|
Sets the skin index on the weapon |
C_WeaponX::ShouldPredictProjectiles
|
bool C_WeaponX::ShouldPredictProjectiles()
|
Returns true if it is appropriate to fire predicted projectiles on the client |
C_WeaponX::ShowWeapon
|
void C_WeaponX::ShowWeapon()
|
Show the weapon |
C_WeaponX::SmartAmmo_Clear
|
void C_WeaponX::SmartAmmo_Clear( bool )
|
Clears all current smart ammo targets. Pass in true to clear stored targets too. |
C_WeaponX::SmartAmmo_Disable
|
void C_WeaponX::SmartAmmo_Disable()
|
Disables smart ammo tracking |
C_WeaponX::SmartAmmo_Enable
|
void C_WeaponX::SmartAmmo_Enable()
|
Enables smart ammo tracking |
C_WeaponX::SmartAmmo_FindNearestVisiblePosition
|
<unknown> C_WeaponX::SmartAmmo_FindNearestVisiblePosition( <unknown> )
|
Does a series of traces, finding the closest visible position on a target |
C_WeaponX::SmartAmmo_GetFirePosition
|
Vector C_WeaponX::SmartAmmo_GetFirePosition( handle )
|
Returns the position to fire at for this target |
C_WeaponX::SmartAmmo_GetNewTargetTime
|
float C_WeaponX::SmartAmmo_GetNewTargetTime()
|
Returns the last time a new target was acquired |
C_WeaponX::SmartAmmo_GetSearchAngle
|
float C_WeaponX::SmartAmmo_GetSearchAngle()
|
Returns the angle used by the smart ammo cone search |
C_WeaponX::SmartAmmo_GetStoredTargets
|
<unknown> C_WeaponX::SmartAmmo_GetStoredTargets()
|
Returns the list of targets that was last stored |
C_WeaponX::SmartAmmo_GetTargets
|
<unknown> C_WeaponX::SmartAmmo_GetTargets()
|
Returns a list of targets currently being tracked by the smart ammo system and their current and previous lock fractions |
C_WeaponX::SmartAmmo_IsEnabled
|
bool C_WeaponX::SmartAmmo_IsEnabled()
|
Returns true if smart ammo tracking is enabled |
C_WeaponX::SmartAmmo_IsNewTargetForClient
|
bool C_WeaponX::SmartAmmo_IsNewTargetForClient( handle )
|
Returns true if this is a new smart ammo target |
C_WeaponX::SmartAmmo_SetNewTargetTime
|
void C_WeaponX::SmartAmmo_SetNewTargetTime()
|
Let script inform code it started locking on a new target in this tick |
C_WeaponX::SmartAmmo_SetTarget
|
void C_WeaponX::SmartAmmo_SetTarget( handle, float )
|
Appends new smart ammo target if not already in the list |
C_WeaponX::SmartAmmo_StoreTargets
|
void C_WeaponX::SmartAmmo_StoreTargets()
|
Stores the current list of smart ammo targets for later retrieval |
C_WeaponX::StopLoopingWeaponSound
|
void C_WeaponX::StopLoopingWeaponSound()
|
Stops looping weapon sounds. |
C_WeaponX::StopWeaponEffect
|
void C_WeaponX::StopWeaponEffect( <unknown>, <unknown> )
|
Stops the effect on the weapon |
C_WeaponX::StopWeaponSound
|
void C_WeaponX::StopWeaponSound( string )
|
Stops the sound on the weapon |
C_WeaponX::TimeUntilReadyToFire
|
float C_WeaponX::TimeUntilReadyToFire()
|
Returns time remaining until ready to fire |
CScriptDamageInfo
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
CScriptDamageInfo::GetAttacker
|
handle CScriptDamageInfo::GetAttacker()
|
Return the attacker that inflicted this damage |
CScriptDamageInfo::GetCustomDamageType
|
int CScriptDamageInfo::GetCustomDamageType()
|
Gets the damage type that was set by script when firing the weapon. |
CScriptDamageInfo::GetDamage
|
float CScriptDamageInfo::GetDamage()
|
Return the amount of damage |
CScriptDamageInfo::GetDamageCriticalHitScale
|
float CScriptDamageInfo::GetDamageCriticalHitScale()
|
Gets the scale that critical hit damage should be multiplied by. |
CScriptDamageInfo::GetDamageFlags
|
int CScriptDamageInfo::GetDamageFlags()
|
Get all DAMAGEFLAG_* flags. |
CScriptDamageInfo::GetDamageForce
|
Vector CScriptDamageInfo::GetDamageForce()
|
Get damage force vector. |
CScriptDamageInfo::GetDamagePosition
|
Vector CScriptDamageInfo::GetDamagePosition()
|
Gets the world position where the damage was dealt |
CScriptDamageInfo::GetDamageSourceIdentifier
|
int CScriptDamageInfo::GetDamageSourceIdentifier()
|
Gets the damage source identifier that was set by script when this damage mechanism was created. |
CScriptDamageInfo::GetDamageType
|
int CScriptDamageInfo::GetDamageType()
|
Gets the code damage type |
CScriptDamageInfo::GetDamageWeaponName
|
string CScriptDamageInfo::GetDamageWeaponName()
|
Returns weapon name, even if weapon entity is gone |
CScriptDamageInfo::GetDeathPackage
|
string CScriptDamageInfo::GetDeathPackage()
|
Returns what death package you have set, if any. |
CScriptDamageInfo::GetDistFromAttackOrigin
|
float CScriptDamageInfo::GetDistFromAttackOrigin()
|
Get the distance from where the bullet/projectile was fired. |
CScriptDamageInfo::GetDistFromExplosionCenter
|
float CScriptDamageInfo::GetDistFromExplosionCenter()
|
If it's a radius damage, gives the distance from the center of the blast. Otherwise defaults to zero. |
CScriptDamageInfo::GetForceKill
|
bool CScriptDamageInfo::GetForceKill()
|
Return whether this damage should force a kill |
CScriptDamageInfo::GetHitBox
|
int CScriptDamageInfo::GetHitBox()
|
Get the section being damaged |
CScriptDamageInfo::GetHitGroup
|
int CScriptDamageInfo::GetHitGroup()
|
Get the section group being damaged |
CScriptDamageInfo::GetInflictor
|
handle CScriptDamageInfo::GetInflictor()
|
Return the entity that inflicted this damage (projectile, etc...) |
CScriptDamageInfo::GetWeapon
|
handle CScriptDamageInfo::GetWeapon()
|
Return the weapon that the attacker was using |
CScriptDamageInfo::HasDamageFlags
|
bool CScriptDamageInfo::HasDamageFlags( int )
|
Returns true if contains all given DAMAGEFLAG_* flags. |
CScriptDamageInfo::IsRagdollAllowed
|
bool CScriptDamageInfo::IsRagdollAllowed()
|
Checks if code is allowing this entity to ragdoll on death |
CScriptDamageInfo::ShouldRecordStatsForWeapon
|
bool CScriptDamageInfo::ShouldRecordStatsForWeapon()
|
Returns if stats should be recorded for damage weapon |
C_DynamicLight
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_DynamicLight::SetCockpitLight
|
void C_DynamicLight::SetCockpitLight( bool )
|
Cockpit lights affect the cockpit only |
C_DynamicLight::SetLightColor
|
void C_DynamicLight::SetLightColor( Vector )
|
Set the light color |
C_DynamicLight::SetLightRadius
|
void C_DynamicLight::SetLightRadius( float )
|
Set the light radius |
C_VGuiScreen
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_VGuiScreen::GetPanel
|
handle C_VGuiScreen::GetPanel()
|
Returns an interface to the hud panel. |
C_VGuiScreen::SetAlpha
|
void C_VGuiScreen::SetAlpha( int )
|
Sets the alpha modifier for the panel |
C_VGuiScreen::SetSize
|
void C_VGuiScreen::SetSize( float, float )
|
Sets the width and height of the panel |
C_VGuiScreen::SetTranslucent
|
void C_VGuiScreen::SetTranslucent( bool )
|
( bool ) Sets whether the panel renders as translucent. |
C_AI_BaseNPC
Extends C_BaseCombatCharacter
.
Methods
Function | Signature | Description |
---|---|---|
C_AI_BaseNPC::CanBeMeleed
|
bool C_AI_BaseNPC::CanBeMeleed()
|
Returns if AI can be meleed |
C_AI_BaseNPC::GetAIClass
|
string C_AI_BaseNPC::GetAIClass()
|
Gets the AI class |
C_AI_BaseNPC::GetBodyType
|
string C_AI_BaseNPC::GetBodyType()
|
Gets the AI body type |
C_AI_BaseNPC::GetSubclass
|
int C_AI_BaseNPC::GetSubclass()
|
Gets the AI's subclass type |
C_AI_BaseNPC::IsInterruptable
|
bool C_AI_BaseNPC::IsInterruptable()
|
Returns if AI is in a state that can be interrupted |
C_AI_BaseNPC::IsValidHealthBarTarget
|
bool C_AI_BaseNPC::IsValidHealthBarTarget()
|
Returns if this AI is a valid target for health bar display |
C_BaseGrenade
Extends C_Projectile
.
Methods
Function | Signature | Description |
---|---|---|
C_BaseGrenade::Explode
|
void C_BaseGrenade::Explode( Vector )
|
Forces the grenade to explode immediately. |
C_BaseGrenade::ExplodeForCollisionCallback
|
void C_BaseGrenade::ExplodeForCollisionCallback( Vector )
|
Forces the grenade to explode immediately. |
C_BaseGrenade::GetCreationTime
|
float C_BaseGrenade::GetCreationTime()
|
Gets the time this grenade was created. |
C_BaseGrenade::GetDamageAmount
|
float C_BaseGrenade::GetDamageAmount( int )
|
Gets the maximum damage amount |
C_BaseGrenade::GetDamageRadius
|
float C_BaseGrenade::GetDamageRadius()
|
Gets the damage radius |
C_BaseGrenade::InitMagnetic
|
void C_BaseGrenade::InitMagnetic( float, string )
|
Init magnetic grenade parameters |
C_BaseGrenade::MarkAsAttached
|
void C_BaseGrenade::MarkAsAttached()
|
C_BaseEntity
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
C_BaseEntity::CanCloak
|
bool C_BaseEntity::CanCloak()
|
Gets whether the entity can cloak or not |
C_BaseEntity::ClearParent
|
void C_BaseEntity::ClearParent()
|
Clears the parent of an entity. Must be a clientside entity |
C_BaseEntity::CreateTableFromModelKeyValues
|
table C_BaseEntity::CreateTableFromModelKeyValues() ParameterMask:[.]
|
Creates and returns a script table from the entity's model's $keyvalues block. |
C_BaseEntity::Destroy
|
void C_BaseEntity::Destroy()
|
Destroys the entity |
C_BaseEntity::DisableDraw
|
void C_BaseEntity::DisableDraw()
|
Disabling rendering of this entity. Attached effects with render. |
C_BaseEntity::DisableHealthChangedCallback
|
void C_BaseEntity::DisableHealthChangedCallback()
|
Unregisters the entity from having the script function ClientCallback_OnHealthChanged called when their health changes |
C_BaseEntity::DisableRenderWithCockpit
|
void C_BaseEntity::DisableRenderWithCockpit()
|
Causes entity to NOT render with the cockpit |
C_BaseEntity::DisableRenderWithHud
|
void C_BaseEntity::DisableRenderWithHud()
|
Causes entity to NOT render with the hud |
C_BaseEntity::DisableRenderWithViewModels
|
void C_BaseEntity::DisableRenderWithViewModels()
|
Causes entity to NOT render in the view model pass |
C_BaseEntity::DisableRenderWithViewModelsNoZoom
|
void C_BaseEntity::DisableRenderWithViewModelsNoZoom()
|
Causes entity to NOT render with viewmodels, but doesn't zoom in when ADS |
C_BaseEntity::DispatchImpactEffects
|
void C_BaseEntity::DispatchImpactEffects( handle, Vector, Vector, int, int, int, int, handle, int )
|
|
C_BaseEntity::DoDeathCallback
|
void C_BaseEntity::DoDeathCallback( bool )
|
Turn on/off death callback on entity |
C_BaseEntity::EnableDraw
|
void C_BaseEntity::EnableDraw()
|
Draw this entity |
C_BaseEntity::EnableHealthChangedCallback
|
void C_BaseEntity::EnableHealthChangedCallback()
|
Registers the entity to have the script function ClientCallback_OnHealthChanged called when their health changes |
C_BaseEntity::EnableRenderWithCockpit
|
void C_BaseEntity::EnableRenderWithCockpit()
|
Causes entity to render with the cockpit |
C_BaseEntity::EnableRenderWithHud
|
void C_BaseEntity::EnableRenderWithHud()
|
Causes entity to render with the hud |
C_BaseEntity::EnableRenderWithViewModels
|
void C_BaseEntity::EnableRenderWithViewModels()
|
Causes entity to render in the view model pass |
C_BaseEntity::EnableRenderWithViewModelsNoZoom
|
void C_BaseEntity::EnableRenderWithViewModelsNoZoom()
|
Causes entity to render with viewmodels, but doesn't zoom in when ADS |
C_BaseEntity::Enabled
|
void C_BaseEntity::Enabled()
|
Returns true if this hardpoint is enabled |
C_BaseEntity::EyeAngles
|
Vector C_BaseEntity::EyeAngles()
|
Get eye angles |
C_BaseEntity::EyePosition
|
Vector C_BaseEntity::EyePosition()
|
Get vector to eye position - absolute coords |
C_BaseEntity::ForceShadowVisible
|
void C_BaseEntity::ForceShadowVisible( bool )
|
Force entity to have shadows even if it isn't visible to the client. Useful for makingt he thirdperson model cast a shadow while in first person. |
C_BaseEntity::GetAngles
|
Vector C_BaseEntity::GetAngles()
|
Get entity pitch, yaw, roll as a vector |
C_BaseEntity::GetBodyType
|
void C_BaseEntity::GetBodyType()
|
Get player body type |
C_BaseEntity::GetBossPlayer
|
handle C_BaseEntity::GetBossPlayer()
|
Gets the boss player for an entity |
C_BaseEntity::GetBossPlayerName
|
string C_BaseEntity::GetBossPlayerName()
|
Get's the entity's boss player's name |
C_BaseEntity::GetBoundingMaxs
|
Vector C_BaseEntity::GetBoundingMaxs()
|
Get a vector containing max bounds, centered on object |
C_BaseEntity::GetBoundingMins
|
Vector C_BaseEntity::GetBoundingMins()
|
Get a vector containing min bounds, centered on object |
C_BaseEntity::GetClassname
|
string C_BaseEntity::GetClassname()
|
|
C_BaseEntity::GetCloakEndTime
|
float C_BaseEntity::GetCloakEndTime()
|
Return when cloak ends (ie, when fade-in begins) |
C_BaseEntity::GetCloakFadeFactor
|
float C_BaseEntity::GetCloakFadeFactor()
|
Return the cloak fade time amount (0 = off, 1 = on) |
C_BaseEntity::GetEntIndex
|
int C_BaseEntity::GetEntIndex()
|
|
C_BaseEntity::GetForwardVector
|
Vector C_BaseEntity::GetForwardVector()
|
Get the forward vector of the entity |
C_BaseEntity::GetHealth
|
int C_BaseEntity::GetHealth()
|
Gets this entity's health |
C_BaseEntity::GetLastFiredTime
|
float C_BaseEntity::GetLastFiredTime()
|
Returns the last time the entity fired a bullet weapon. |
C_BaseEntity::GetLifeState
|
int C_BaseEntity::GetLifeState()
|
|
C_BaseEntity::GetLocalOrigin
|
Vector C_BaseEntity::GetLocalOrigin()
|
|
C_BaseEntity::GetMainVGUI
|
void C_BaseEntity::GetMainVGUI()
|
Returns the mainVGUI |
C_BaseEntity::GetMaxHealth
|
int C_BaseEntity::GetMaxHealth()
|
Gets this entity's maximum health |
C_BaseEntity::GetModelName
|
string C_BaseEntity::GetModelName()
|
Returns the name of the model |
C_BaseEntity::GetName
|
string C_BaseEntity::GetName()
|
|
C_BaseEntity::GetNextKey
|
<unknown> C_BaseEntity::GetNextKey( <unknown> )
|
Takes a key in the entity's key value list and returns the next key. Useful for iterating through key values. |
C_BaseEntity::GetNoTarget
|
bool C_BaseEntity::GetNoTarget()
|
|
C_BaseEntity::GetNoTargetSmartAmmo
|
bool C_BaseEntity::GetNoTargetSmartAmmo()
|
Get whether the smart ammo system can see this target |
C_BaseEntity::GetOrigin
|
Vector C_BaseEntity::GetOrigin()
|
|
C_BaseEntity::GetOwner
|
handle C_BaseEntity::GetOwner()
|
Gets this entity's owner |
C_BaseEntity::GetParent
|
handle C_BaseEntity::GetParent()
|
If in hierarchy, retrieves the entity's parent |
C_BaseEntity::GetPreTemplateName
|
string C_BaseEntity::GetPreTemplateName()
|
Get the entity name stripped of template unique decoration |
C_BaseEntity::GetRightVector
|
Vector C_BaseEntity::GetRightVector()
|
Get the right vector of the entity |
C_BaseEntity::GetScriptId
|
string C_BaseEntity::GetScriptId()
|
Retrieve the unique identifier used to refer to the entity within the scripting system |
C_BaseEntity::GetScriptScope
|
handle C_BaseEntity::GetScriptScope()
|
Retrieve the script-side data associated with an entity |
C_BaseEntity::GetShortTitle
|
string C_BaseEntity::GetShortTitle()
|
Get's the entity's short title |
C_BaseEntity::GetSignifierName
|
string C_BaseEntity::GetSignifierName()
|
|
C_BaseEntity::GetTeam
|
int C_BaseEntity::GetTeam()
|
|
C_BaseEntity::GetTeamNumber
|
int C_BaseEntity::GetTeamNumber()
|
Gets this entity's team |
C_BaseEntity::GetTitle
|
string C_BaseEntity::GetTitle()
|
Get's the entity's title |
C_BaseEntity::GetUpVector
|
Vector C_BaseEntity::GetUpVector()
|
Get the up vector of the entity |
C_BaseEntity::GetValueForKey
|
string C_BaseEntity::GetValueForKey( string )
|
Get a string representation of the specified key's value. |
C_BaseEntity::GetVelocity
|
Vector C_BaseEntity::GetVelocity()
|
Returns the absolute velocity of this entity. |
C_BaseEntity::GetWorldSpaceCenter
|
Vector C_BaseEntity::GetWorldSpaceCenter()
|
Get the centerpoint of an entity. |
C_BaseEntity::HasKey
|
bool C_BaseEntity::HasKey( string )
|
Returns true if the specified key exists on the entity. |
C_BaseEntity::Hide
|
void C_BaseEntity::Hide()
|
Hide the entity by calling SetInvisibleForLocalPlayer( 0 ). This will also hide any attached particles. Use DisableDraw if you just want the model hidden. |
C_BaseEntity::IsBreakableGlass
|
bool C_BaseEntity::IsBreakableGlass()
|
True if the entity is breakable glass. |
C_BaseEntity::IsClientCreated
|
bool C_BaseEntity::IsClientCreated()
|
Returns true if the entity was created on the client. |
C_BaseEntity::IsClientOnly
|
bool C_BaseEntity::IsClientOnly()
|
Returns whether this entity is client only |
C_BaseEntity::IsCloaked
|
bool C_BaseEntity::IsCloaked( bool )
|
Return if player is cloaked |
C_BaseEntity::IsDropship
|
void C_BaseEntity::IsDropship()
|
Is this a Dropship? |
C_BaseEntity::IsEntAlive
|
bool C_BaseEntity::IsEntAlive()
|
Is this entity alive? |
C_BaseEntity::IsGrenade
|
void C_BaseEntity::IsGrenade()
|
Is this a grenade? |
C_BaseEntity::IsHuman
|
bool C_BaseEntity::IsHuman()
|
True if the entity is human type. |
C_BaseEntity::IsHumanSized
|
void C_BaseEntity::IsHumanSized()
|
Is this a human sized character? |
C_BaseEntity::IsIgnoredByAimAssist
|
bool C_BaseEntity::IsIgnoredByAimAssist()
|
True if this entity is ignored by the aimassist system. |
C_BaseEntity::IsMarkedForDeletion
|
bool C_BaseEntity::IsMarkedForDeletion()
|
True if this entity is being removed (deleted or killed). |
C_BaseEntity::IsMarvin
|
void C_BaseEntity::IsMarvin()
|
Is this a marvin? |
C_BaseEntity::IsNPC
|
bool C_BaseEntity::IsNPC()
|
Returns true if entity is an NPC. |
C_BaseEntity::IsOnGround
|
bool C_BaseEntity::IsOnGround()
|
True if standing on something |
C_BaseEntity::IsPlayer
|
bool C_BaseEntity::IsPlayer()
|
Returns true if entity is a player. |
C_BaseEntity::IsProjectile
|
bool C_BaseEntity::IsProjectile()
|
Returns true if this is a projectile. |
C_BaseEntity::IsRenderingWithViewModels
|
bool C_BaseEntity::IsRenderingWithViewModels()
|
Returns true if the entity is rendering in the view model pass |
C_BaseEntity::IsSoldier
|
void C_BaseEntity::IsSoldier()
|
Is this an npc_soldier? |
C_BaseEntity::IsSpectre
|
void C_BaseEntity::IsSpectre()
|
Is this a Spectre? |
C_BaseEntity::IsSpottedByTeam
|
bool C_BaseEntity::IsSpottedByTeam( int )
|
Returns true if the given team has spotted this entity. |
C_BaseEntity::IsTitan
|
bool C_BaseEntity::IsTitan()
|
True if the entity is titan type. |
C_BaseEntity::IsTurret
|
void C_BaseEntity::IsTurret()
|
Is this a Turret? |
C_BaseEntity::IsWorld
|
bool C_BaseEntity::IsWorld()
|
Returns true if entity is the world entity. |
C_BaseEntity::IsZipline
|
bool C_BaseEntity::IsZipline()
|
True if the entity is a zipline type. |
C_BaseEntity::Kill
|
void C_BaseEntity::Kill()
|
Kill this entity |
C_BaseEntity::LookupAttachment
|
int C_BaseEntity::LookupAttachment( string )
|
Get the named attachement id |
C_BaseEntity::MarkAsNonMovingAttachment
|
void C_BaseEntity::MarkAsNonMovingAttachment()
|
Marks this entity as an attachment that never moves away from the attachment point |
C_BaseEntity::RenderWithViewModels
|
void C_BaseEntity::RenderWithViewModels( bool )
|
Controls whether the given entity is drawn in the view model pass |
C_BaseEntity::SetAngles
|
void C_BaseEntity::SetAngles( Vector )
|
Set entity pitch, yaw, roll as a vector |
C_BaseEntity::SetAttachOffsetAngles
|
void C_BaseEntity::SetAttachOffsetAngles( Vector )
|
Sets the local angles offset of an attached entity. |
C_BaseEntity::SetAttachOffsetOrigin
|
void C_BaseEntity::SetAttachOffsetOrigin( Vector )
|
Sets the local position offset of an attached entity. |
C_BaseEntity::SetCanCloak
|
void C_BaseEntity::SetCanCloak( bool )
|
Sets whether the entity can cloak or not |
C_BaseEntity::SetDoDestroyCallback
|
void C_BaseEntity::SetDoDestroyCallback( bool )
|
If true, this entity will be do a callback to script before being destroyed |
C_BaseEntity::SetFadeDistance
|
void C_BaseEntity::SetFadeDistance( float )
|
Set the distance that this entity starts fading. |
C_BaseEntity::SetInvisibleForLocalPlayer
|
void C_BaseEntity::SetInvisibleForLocalPlayer( int )
|
Make a client-side entity invisible to a local player (0 = first player, 1 = next player, etc.). |
C_BaseEntity::SetModel
|
bool C_BaseEntity::SetModel( string )
|
|
C_BaseEntity::SetOrigin
|
void C_BaseEntity::SetOrigin( Vector )
|
Sets the position of the entity |
C_BaseEntity::SetParent
|
void C_BaseEntity::SetParent(parentEnt, attachment, maintainOffset, blendTime)
|
Sets the movement parent of this entity. "parentEnt" can be a name or an entity. |
C_BaseEntity::SetParentRaw
|
void C_BaseEntity::SetParentRaw( handle, bool, float, bool, string, int )
|
Sets the parent and attachment of the entity |
C_BaseEntity::SetParentWithHitbox
|
void C_BaseEntity::SetParentWithHitbox(parentEnt, hitboxIdx, maintainOffset, blendTime)
|
Sets the movement parent of this entity, using a hitbox as the attach base. "parentEnt" can be a name or an entity. |
C_BaseEntity::SetTeam
|
void C_BaseEntity::SetTeam( int )
|
|
C_BaseEntity::SetVelocity
|
void C_BaseEntity::SetVelocity( Vector )
|
|
C_BaseEntity::SetVisibleForLocalPlayer
|
void C_BaseEntity::SetVisibleForLocalPlayer( int )
|
Make a client-side entity visible to a local player (0 = first player, 1 = next player, etc.). |
C_BaseEntity::Show
|
void C_BaseEntity::Show()
|
Show the entity by calling SetVisibleForLocalPlayer( 0 ) |
C_BaseEntity::StopPhysics
|
void C_BaseEntity::StopPhysics()
|
Stops physics for an entity |
C_BaseEntity::ValidateScriptScope
|
bool C_BaseEntity::ValidateScriptScope()
|
Ensure that an entity's script scope has been created |
C_BaseEntity::clClearParent
|
void C_BaseEntity::clClearParent()
|
Clear this entity's parent |
C_BaseEntity::clGetParent
|
void C_BaseEntity::clGetParent()
|
Returns the entity's parent if there is one. Returns null if not |
C_BaseEntity::clHide
|
void C_BaseEntity::clHide()
|
Hide the entity by calling SetInvisibleForLocalPlayer( 0 ). This will also hide any attached particles. Use DisableDraw if you just want the model hidden. |
C_BaseEntity::clKill
|
void C_BaseEntity::clKill()
|
Kill this entity |
C_BaseEntity::clShow
|
void C_BaseEntity::clShow()
|
Show the entity by calling SetVisibleForLocalPlayer( 0 ) |
C_BaseEntity::clWaittillAnimDone
|
void C_BaseEntity::clWaittillAnimDone()
|
Wait until an animation notifies OnAnimationDone or OnAnimationInterrupted |
C_NPC_CombineDropship
Extends C_AI_BaseNPC
.
Methods
Function | Signature | Description |
---|---|---|
C_NPC_CombineDropship::GetCinematicEventState
|
int C_NPC_CombineDropship::GetCinematicEventState()
|
|
C_NPC_CombineDropship::IsJetWakeFXEnabled
|
bool C_NPC_CombineDropship::IsJetWakeFXEnabled()
|
C_BasePlayer
Extends C_BaseCombatCharacter
.
Methods
Function | Signature | Description |
---|---|---|
C_BasePlayer::CameraAngles
|
Vector C_BasePlayer::CameraAngles()
|
Get current camera angles |
C_BasePlayer::CameraPosition
|
Vector C_BasePlayer::CameraPosition()
|
Get current camera position |
C_BasePlayer::CanDoContextAction
|
bool C_BasePlayer::CanDoContextAction()
|
Returns whether the player's ability to use/melee/leach is enabled. |
C_BasePlayer::ClearOffhand
|
void C_BasePlayer::ClearOffhand()
|
Clear the player's offhand ability |
C_BasePlayer::ClientCommand
|
void C_BasePlayer::ClientCommand( string )
|
Execute command on this client |
C_BasePlayer::ContextAction_IsActive
|
bool C_BasePlayer::ContextAction_IsActive()
|
Returns whether the player is in the middle of melee attack or leeching. |
C_BasePlayer::DeployWeapon
|
void C_BasePlayer::DeployWeapon()
|
Pull out the player's weapon using slow deploy animation |
C_BasePlayer::DisableOffhand
|
void C_BasePlayer::DisableOffhand()
|
Disable the player's offhand ability |
C_BasePlayer::DisableWeapon
|
void C_BasePlayer::DisableWeapon()
|
Disable the player's weapon |
C_BasePlayer::DisableWeaponViewModel
|
void C_BasePlayer::DisableWeaponViewModel()
|
Disable the player's weapon viewmodel |
C_BasePlayer::EnableOffhand
|
void C_BasePlayer::EnableOffhand()
|
Enable the player's offhand ability |
C_BasePlayer::EnableWeapon
|
void C_BasePlayer::EnableWeapon()
|
Enable the player's weapon |
C_BasePlayer::EnableWeaponViewModel
|
void C_BasePlayer::EnableWeaponViewModel()
|
Enable the player's weapon viewmodel |
C_BasePlayer::FreezeControlsOnClient
|
void C_BasePlayer::FreezeControlsOnClient()
|
Freeze player's controls. |
C_BasePlayer::GetAbilityDownBinding
|
string C_BasePlayer::GetAbilityDownBinding( int )
|
Gets the binding for the given +ability command. |
C_BasePlayer::GetAbilityUpBinding
|
string C_BasePlayer::GetAbilityUpBinding( int )
|
Gets the binding for the given +ability command. |
C_BasePlayer::GetActiveBurnCardIndex
|
int C_BasePlayer::GetActiveBurnCardIndex()
|
|
C_BasePlayer::GetAdsFraction
|
float C_BasePlayer::GetAdsFraction()
|
Get the current ADS fraction amount [0-1] |
C_BasePlayer::GetAssaultScore
|
int C_BasePlayer::GetAssaultScore()
|
Gets the assault score for this player |
C_BasePlayer::GetAssists
|
int C_BasePlayer::GetAssists()
|
Gets the # of assists for this player |
C_BasePlayer::GetAttackSpread
|
float C_BasePlayer::GetAttackSpread()
|
Returns the player's attack spread in screen pixels. |
C_BasePlayer::GetAttackSpreadAngle
|
float C_BasePlayer::GetAttackSpreadAngle()
|
Returns the player's attack spread in degrees from one side of the cone to the other. |
C_BasePlayer::GetAttackSpreadLimits
|
<unknown> C_BasePlayer::GetAttackSpreadLimits()
|
Returns the players stand, run, and ADS attack spread values in a table. |
C_BasePlayer::GetCinematicEventFlags
|
int C_BasePlayer::GetCinematicEventFlags()
|
|
C_BasePlayer::GetCinematicEventRef
|
handle C_BasePlayer::GetCinematicEventRef()
|
|
C_BasePlayer::GetClassMods
|
array C_BasePlayer::GetClassMods() ParameterMask:[.]
|
Get an array of mods active on this player |
C_BasePlayer::GetCockpit
|
handle C_BasePlayer::GetCockpit()
|
Gets the player cockpit entity. |
C_BasePlayer::GetCrosshairData
|
<unknown> C_BasePlayer::GetCrosshairData()
|
Returns a table with various crosshair data. |
C_BasePlayer::GetCrosshairPos
|
<unknown> C_BasePlayer::GetCrosshairPos()
|
Gets crosshair position as a fraction of screen size (0..1) |
C_BasePlayer::GetDeaths
|
int C_BasePlayer::GetDeaths()
|
Gets the # of deaths for this player |
C_BasePlayer::GetDefenseScore
|
int C_BasePlayer::GetDefenseScore()
|
Gets the defense score for this player |
C_BasePlayer::GetEntScreenSpaceBounds
|
<unknown> C_BasePlayer::GetEntScreenSpaceBounds( handle, int )
|
Get the screen space bounds of a box that contains the visible parts of the given entity. |
C_BasePlayer::GetFOV
|
float C_BasePlayer::GetFOV()
|
Get FOV of the player |
C_BasePlayer::GetFirstPersonProxy
|
handle C_BasePlayer::GetFirstPersonProxy()
|
Create and get the player's first person proxy |
C_BasePlayer::GetForcedDialogueOnly
|
bool C_BasePlayer::GetForcedDialogueOnly()
|
|
C_BasePlayer::GetGen
|
int C_BasePlayer::GetGen()
|
Gets the player's generation |
C_BasePlayer::GetHardpointEntity
|
handle C_BasePlayer::GetHardpointEntity()
|
Returns the players current hardpoint. |
C_BasePlayer::GetHealthBarOverlayTarget
|
handle C_BasePlayer::GetHealthBarOverlayTarget()
|
|
C_BasePlayer::GetHotDropImpactTime
|
float C_BasePlayer::GetHotDropImpactTime()
|
Returns time of the hot drop impact |
C_BasePlayer::GetJoltMagnitude
|
float C_BasePlayer::GetJoltMagnitude()
|
Gets the current jolt amount (0..1) |
C_BasePlayer::GetKills
|
int C_BasePlayer::GetKills()
|
Gets the # of kills for this player |
C_BasePlayer::GetLevel
|
int C_BasePlayer::GetLevel()
|
Gets the player's Level |
C_BasePlayer::GetNPCKills
|
int C_BasePlayer::GetNPCKills()
|
Gets the # of npc kills for this player |
C_BasePlayer::GetNextTitanRespawnAvailable
|
float C_BasePlayer::GetNextTitanRespawnAvailable()
|
|
C_BasePlayer::GetObjectiveEndTime
|
float C_BasePlayer::GetObjectiveEndTime()
|
Get time when the object will expire |
C_BasePlayer::GetObjectiveEntity
|
handle C_BasePlayer::GetObjectiveEntity()
|
Get entity that client script can use for objectives |
C_BasePlayer::GetObjectiveIndex
|
int C_BasePlayer::GetObjectiveIndex()
|
Get index that client script can use for objective info |
C_BasePlayer::GetObserverMode
|
int C_BasePlayer::GetObserverMode()
|
Returns the player's observer mode |
C_BasePlayer::GetOutOfBoundsDeadTime
|
float C_BasePlayer::GetOutOfBoundsDeadTime()
|
Returns time that the player will die if he stays out of bounds |
C_BasePlayer::GetPassives
|
int C_BasePlayer::GetPassives()
|
|
C_BasePlayer::GetPetTitan
|
handle C_BasePlayer::GetPetTitan()
|
Returns the players pet titan. |
C_BasePlayer::GetPetTitanMode
|
int C_BasePlayer::GetPetTitanMode()
|
Returns the players pet titan mode. |
C_BasePlayer::GetPing
|
int C_BasePlayer::GetPing()
|
Gets the ping for this player |
C_BasePlayer::GetPlayerClass
|
string C_BasePlayer::GetPlayerClass()
|
What general class is the player |
C_BasePlayer::GetPlayerMaxs
|
Vector C_BasePlayer::GetPlayerMaxs()
|
Returns player's maximum bounds |
C_BasePlayer::GetPlayerMins
|
Vector C_BasePlayer::GetPlayerMins()
|
Returns player's minimum bounds |
C_BasePlayer::GetPlayerModelSkinIndex
|
int C_BasePlayer::GetPlayerModelSkinIndex()
|
Get the skin index of this player's .set model. |
C_BasePlayer::GetPlayerName
|
string C_BasePlayer::GetPlayerName()
|
Get the player's name. |
C_BasePlayer::GetPlayerRequestedClass
|
string C_BasePlayer::GetPlayerRequestedClass()
|
What class has the player requested |
C_BasePlayer::GetPlayerRequestedSettings
|
string C_BasePlayer::GetPlayerRequestedSettings()
|
What class has the player requested |
C_BasePlayer::GetPlayerRequestedSettingsField
|
var C_BasePlayer::GetPlayerRequestedSettingsField( ( fieldName ) ) ParameterMask:[.s]
|
Gets the value of this setting from the player's requested class settings (.set files) |
C_BasePlayer::GetPlayerSettings
|
string C_BasePlayer::GetPlayerSettings()
|
What class is the player |
C_BasePlayer::GetPlayerSettingsField
|
var C_BasePlayer::GetPlayerSettingsField( ( fieldName ) ) ParameterMask:[.s]
|
Gets the value of this setting from the current player class settings (.set files) |
C_BasePlayer::GetRank
|
int C_BasePlayer::GetRank()
|
Gets the player's rank |
C_BasePlayer::GetScore
|
int C_BasePlayer::GetScore()
|
Gets the score for this player |
C_BasePlayer::GetSplitScreenPlayerSlot
|
int C_BasePlayer::GetSplitScreenPlayerSlot()
|
Returns the splitscreen slot assigned to this player (if any) |
C_BasePlayer::GetSuitJumpPower
|
float C_BasePlayer::GetSuitJumpPower()
|
Gets the percentage of "suit jump power" remaining (used for double jump) |
C_BasePlayer::GetSuitPower
|
float C_BasePlayer::GetSuitPower()
|
Gets the percentage of "suit power" remaining (used for sprint, etc) |
C_BasePlayer::GetSyncedEntity
|
handle C_BasePlayer::GetSyncedEntity()
|
Gets the entity that should be time-aligned with the player |
C_BasePlayer::GetTargetInCrosshairRange
|
handle C_BasePlayer::GetTargetInCrosshairRange()
|
Returns an enemy target if the player is aiming at it and it is in maximum damage range. |
C_BasePlayer::GetTitanBubbleShieldTime
|
float C_BasePlayer::GetTitanBubbleShieldTime()
|
|
C_BasePlayer::GetTitanBuildTime
|
float C_BasePlayer::GetTitanBuildTime()
|
|
C_BasePlayer::GetTitanKills
|
int C_BasePlayer::GetTitanKills()
|
Gets the # of titan kills for this player |
C_BasePlayer::GetTitanSoulBeingRodeoed
|
handle C_BasePlayer::GetTitanSoulBeingRodeoed()
|
Gets the titan soul of the titan this player is rodeoing |
C_BasePlayer::GetUsePromptEntity
|
handle C_BasePlayer::GetUsePromptEntity()
|
Returns current entity for which the use prompt is displayed, if any. |
C_BasePlayer::GetUsePromptPosition
|
Vector C_BasePlayer::GetUsePromptPosition()
|
Returns the use position for the current use entity. |
C_BasePlayer::GetVehicle
|
handle C_BasePlayer::GetVehicle()
|
Returns the vehicle entity for this player |
C_BasePlayer::GetViewModelEntity
|
handle C_BasePlayer::GetViewModelEntity()
|
Returns the view model entity. |
C_BasePlayer::GetViewRight
|
Vector C_BasePlayer::GetViewRight()
|
Get the right view vector of the player |
C_BasePlayer::GetViewUp
|
Vector C_BasePlayer::GetViewUp()
|
Get the up view vector of the player |
C_BasePlayer::GetViewVector
|
Vector C_BasePlayer::GetViewVector()
|
Get the forward view vector of the player |
C_BasePlayer::GetVoicePackIndex
|
int C_BasePlayer::GetVoicePackIndex()
|
Get index that client script can use for voice pack info |
C_BasePlayer::GetXP
|
int C_BasePlayer::GetXP()
|
Gets the player's XP |
C_BasePlayer::GetZoomFrac
|
float C_BasePlayer::GetZoomFrac()
|
Get how zoomed-in a player is. Result is between (0.0, 1.0). |
C_BasePlayer::HasBadReputation
|
bool C_BasePlayer::HasBadReputation()
|
Returns true if this player has a bad reputation |
C_BasePlayer::HasClassMod
|
bool C_BasePlayer::HasClassMod( string )
|
Given (string), returns true if mod is active on this player |
C_BasePlayer::HasMic
|
bool C_BasePlayer::HasMic()
|
Returns true if the player has a mic plugged in |
C_BasePlayer::HasUsePrompt
|
bool C_BasePlayer::HasUsePrompt()
|
Whether player has a use prompt |
C_BasePlayer::HeavyDamage
|
void C_BasePlayer::HeavyDamage()
|
Tell code that there was a heavy damage event for effects. |
C_BasePlayer::HideCrosshairNames
|
void C_BasePlayer::HideCrosshairNames()
|
Suppress drawing of player/AI names on the HUD. |
C_BasePlayer::HolsterWeapon
|
void C_BasePlayer::HolsterWeapon()
|
Holster player's weapon with slower holster animation |
C_BasePlayer::InPartyChat
|
bool C_BasePlayer::InPartyChat()
|
Returns true if the player is in party chat |
C_BasePlayer::IsBot
|
bool C_BasePlayer::IsBot()
|
Returns true if this player is a bot |
C_BasePlayer::IsClassModAvailableForPlayerSetting
|
bool C_BasePlayer::IsClassModAvailableForPlayerSetting( string, string )
|
Given (string), returns true if given mod is available to use for this player |
C_BasePlayer::IsDodging
|
bool C_BasePlayer::IsDodging()
|
Returns whether the player is dodging. |
C_BasePlayer::IsDoubleJumping
|
bool C_BasePlayer::IsDoubleJumping()
|
Returns whether the player is in the middle of a double-jump. |
C_BasePlayer::IsInThirdPersonReplay
|
bool C_BasePlayer::IsInThirdPersonReplay()
|
Returns if this player is in a third person replay (usually when killed by AI) |
C_BasePlayer::IsMantling
|
bool C_BasePlayer::IsMantling()
|
Returns whether the player is mantling. |
C_BasePlayer::IsMuted
|
bool C_BasePlayer::IsMuted()
|
Returns true if the player is muted |
C_BasePlayer::IsObserver
|
bool C_BasePlayer::IsObserver()
|
Returns whether the player is in an observer mode |
C_BasePlayer::IsOffhandDisabled
|
bool C_BasePlayer::IsOffhandDisabled()
|
Returns true if the player's offhand ability is disabled |
C_BasePlayer::IsPlayingRanked
|
bool C_BasePlayer::IsPlayingRanked()
|
Find out if the player is playing in ranked mode |
C_BasePlayer::IsReplay
|
bool C_BasePlayer::IsReplay()
|
Returns if player is a fake player for replays |
C_BasePlayer::IsSprinting
|
bool C_BasePlayer::IsSprinting()
|
Returns whether the player is sprinting |
C_BasePlayer::IsTalking
|
bool C_BasePlayer::IsTalking()
|
Returns true if the player is currently speaking over voice chat (and we can hear them) |
C_BasePlayer::IsWallHanging
|
bool C_BasePlayer::IsWallHanging()
|
Returns whether the player is wall-hanging. |
C_BasePlayer::IsWallRunning
|
bool C_BasePlayer::IsWallRunning()
|
Returns whether the player is wallrunning |
C_BasePlayer::IsWeaponDisabled
|
bool C_BasePlayer::IsWeaponDisabled()
|
Returns true if the player's weapon is disabled |
C_BasePlayer::IsZiplining
|
bool C_BasePlayer::IsZiplining()
|
Returns true if the player is ziplining (in either direction) |
C_BasePlayer::IsZipliningInReverse
|
bool C_BasePlayer::IsZipliningInReverse()
|
Returns true if the player is ziplining in reverse |
C_BasePlayer::Jolt
|
void C_BasePlayer::Jolt( Vector, float )
|
Jolts the view |
C_BasePlayer::Leech_IsContextActionEnabled
|
bool C_BasePlayer::Leech_IsContextActionEnabled()
|
Returns whether the player should be able to leech right now |
C_BasePlayer::OldPersistentVar
|
result C_BasePlayer::OldPersistentVar( "variableName" ) ParameterMask:[.s]
|
|
C_BasePlayer::OldPersistentVarAsInt
|
int C_BasePlayer::OldPersistentVarAsInt( "variableName" ) ParameterMask:[.s]
|
|
C_BasePlayer::PlayerLunge_End
|
void C_BasePlayer::PlayerLunge_End()
|
Let code know a lunge has ended |
C_BasePlayer::PlayerLunge_GetTarget
|
handle C_BasePlayer::PlayerLunge_GetTarget()
|
Returns the current melee aim assist target |
C_BasePlayer::PlayerLunge_IsLunging
|
bool C_BasePlayer::PlayerLunge_IsLunging()
|
Is the player lunging. |
C_BasePlayer::PlayerLunge_Start
|
void C_BasePlayer::PlayerLunge_Start( handle, float )
|
Let code know a lunge has started |
C_BasePlayer::PlayerMelee_CanMelee
|
bool C_BasePlayer::PlayerMelee_CanMelee()
|
Let script query whether player can melee, script can do extra checks separately |
C_BasePlayer::PlayerMelee_EndAttack
|
void C_BasePlayer::PlayerMelee_EndAttack()
|
Let code know a melee attack has ended |
C_BasePlayer::PlayerMelee_GetAttackHitEntity
|
handle C_BasePlayer::PlayerMelee_GetAttackHitEntity()
|
Let script query whether the melee attack hit flag has been set |
C_BasePlayer::PlayerMelee_GetPrevAttackHitEntity
|
handle C_BasePlayer::PlayerMelee_GetPrevAttackHitEntity()
|
Let script query whether the melee attack hit flag was set in the previous tick |
C_BasePlayer::PlayerMelee_GetState
|
int C_BasePlayer::PlayerMelee_GetState()
|
Gets scripted melee state (arbitrary integer) |
C_BasePlayer::PlayerMelee_IsAttackActive
|
bool C_BasePlayer::PlayerMelee_IsAttackActive()
|
Let script query whether a melee attack is currently started |
C_BasePlayer::PlayerMelee_SetAttackHitEntity
|
void C_BasePlayer::PlayerMelee_SetAttackHitEntity( handle )
|
Let code know the melee attack hit something (so code will stop the lunge movement) |
C_BasePlayer::PlayerMelee_SetState
|
void C_BasePlayer::PlayerMelee_SetState( int )
|
Sets scripted melee state (arbitrary integer) |
C_BasePlayer::PlayerMelee_StartAttack
|
void C_BasePlayer::PlayerMelee_StartAttack()
|
Let code know a melee attack has started |
C_BasePlayer::Rodeo_StartCameraSmoothing
|
void C_BasePlayer::Rodeo_StartCameraSmoothing( float )
|
Starts special camera smoothing code for when the player is riding a Titan |
C_BasePlayer::Rodeo_StopCameraSmoothing
|
void C_BasePlayer::Rodeo_StopCameraSmoothing( float )
|
Stops special camera smoothing code for when the player is riding a Titan |
C_BasePlayer::RumbleEffect
|
void C_BasePlayer::RumbleEffect( int, int, int )
|
Plays a controller rumble on the current player. Takes three parameters: rumble index (the wave pattern of the vibration or 0 to stop all rumbles), rumble data (optional data for the rumble flags parameter that follows), and rumble flags (additional flags for the rumble). See rumble_shared.h for further details. |
C_BasePlayer::SetAbilityBinding
|
void C_BasePlayer::SetAbilityBinding( int, string, string )
|
Sets the binding for the given +ability command. |
C_BasePlayer::SetAnimViewEntityLerpInTime
|
void C_BasePlayer::SetAnimViewEntityLerpInTime( float )
|
Sets the lerp-in duration for the anim view entity (and view offset entity). Setting the entity resets the time to zero, so call this after setting the view entity. |
C_BasePlayer::SetAnimViewEntityLerpOutTime
|
void C_BasePlayer::SetAnimViewEntityLerpOutTime( float )
|
Sets the lerp-out duration for the anim view entity (and view offset entity). Setting the entity resets the time to zero, so call this after setting the view entity. |
C_BasePlayer::SetOneHandedWeaponUsageOff
|
void C_BasePlayer::SetOneHandedWeaponUsageOff()
|
Disable one-handed weapon anims. |
C_BasePlayer::SetOneHandedWeaponUsageOn
|
void C_BasePlayer::SetOneHandedWeaponUsageOn()
|
Enable one-handed weapon anims. |
C_BasePlayer::SetRodeoLookDistance
|
void C_BasePlayer::SetRodeoLookDistance( float )
|
Sets the distance of the focus point that is looked at while on rodeo (relative to the Titan) |
C_BasePlayer::SetRodeoLookHeight
|
void C_BasePlayer::SetRodeoLookHeight( float )
|
Sets the height (from Titan's feet) of the focus point to look at while on rodeo |
C_BasePlayer::SetRodeoLookRight
|
void C_BasePlayer::SetRodeoLookRight( float )
|
Sets the focus point that is looked at while on rodeo to the right by this amount (negative to go left) |
C_BasePlayer::SetSafeHealthFrac
|
void C_BasePlayer::SetSafeHealthFrac( float )
|
Set the safe health fraction used by some titan material proxies. |
C_BasePlayer::SetScriptMenuOff
|
void C_BasePlayer::SetScriptMenuOff()
|
Hint to the client system that script has turned off its menu. |
C_BasePlayer::SetScriptMenuOn
|
void C_BasePlayer::SetScriptMenuOn()
|
Hint to the client system that script has a menu up. |
C_BasePlayer::SetViewOffsetEntity
|
void C_BasePlayer::SetViewOffsetEntity( handle )
|
Set view offset entity for first-person animation. |
C_BasePlayer::SmartAmmo_GetHighestFraction
|
float C_BasePlayer::SmartAmmo_GetHighestFraction()
|
Returns the highest fraction value a smart-ammo-enabled weapon has locked onto this entity right now |
C_BasePlayer::SmartAmmo_GetHighestFractionSources
|
<unknown> C_BasePlayer::SmartAmmo_GetHighestFractionSources()
|
Returns an array of the weapon entities with the highest fraction/locks on us |
C_BasePlayer::SmartAmmo_GetPrevHighestFraction
|
float C_BasePlayer::SmartAmmo_GetPrevHighestFraction()
|
Returns the previous highest fraction value |
C_BasePlayer::SniperCam_Activate
|
bool C_BasePlayer::SniperCam_Activate( handle, float )
|
Activate the sniper cam to target this entity |
C_BasePlayer::SniperCam_Deactivate
|
bool C_BasePlayer::SniperCam_Deactivate( float )
|
Fade out and deactivate the sniper cam |
C_BasePlayer::SniperCam_GetParams
|
<unknown> C_BasePlayer::SniperCam_GetParams()
|
Get sniper cam parameters |
C_BasePlayer::SniperCam_IsActive
|
bool C_BasePlayer::SniperCam_IsActive()
|
Does sniper cam exist and is it active |
C_BasePlayer::SniperCam_SetParams
|
bool C_BasePlayer::SniperCam_SetParams( handle )
|
Set sniper cam parameters |
C_BasePlayer::StartArcCannon
|
void C_BasePlayer::StartArcCannon()
|
Tell code that we are starting the arc cannon effect on this player. |
C_BasePlayer::StopArcCannon
|
void C_BasePlayer::StopArcCannon()
|
Tell code to stop the arc cannon effect on this player. |
C_BasePlayer::UnfreezeControlsOnClient
|
void C_BasePlayer::UnfreezeControlsOnClient()
|
Unfreeze player's controls. |
C_BasePlayer::UnhideCrosshairNames
|
void C_BasePlayer::UnhideCrosshairNames()
|
Suppress drawing of player/AI names on the HUD. |
C_BasePlayer::Weapon_CustomActivityAttachModel
|
void C_BasePlayer::Weapon_CustomActivityAttachModel( string, string )
|
Specifies a model to be attached to the viewmodel during the current custom activity, as well as an attachment index. |
C_BasePlayer::Weapon_CustomActivityClearAttachedModel
|
void C_BasePlayer::Weapon_CustomActivityClearAttachedModel()
|
Clears the attached custom activity model. |
C_BasePlayer::Weapon_GetCustomActivityDuration
|
float C_BasePlayer::Weapon_GetCustomActivityDuration()
|
Returns the duration of the current custom weapon activity. |
C_BasePlayer::Weapon_GetCustomActivityFraction
|
float C_BasePlayer::Weapon_GetCustomActivityFraction()
|
Returns the fraction of the current custom weapon activity that is complete. |
C_BasePlayer::Weapon_HasCustomActivity
|
bool C_BasePlayer::Weapon_HasCustomActivity( string )
|
Given (activityName), Returns whether the activity is valid for the current weapon |
C_BasePlayer::Weapon_IsInCustomActivity
|
bool C_BasePlayer::Weapon_IsInCustomActivity()
|
Queries whether the weapon viewmodel is currently playing a custom activity |
C_BasePlayer::Weapon_StartCustomActivity
|
bool C_BasePlayer::Weapon_StartCustomActivity( string, bool )
|
Given (activityName, playRaiseAnimOnComplete), Plays the given activity on the weapon viewmodel |
C_BasePlayer::Weapon_StopCustomActivity
|
void C_BasePlayer::Weapon_StopCustomActivity()
|
Stops any custom activities currently playing on the weapon viewmodel |
C_WindowHint
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_WindowHint::GetHalfHeight
|
float C_WindowHint::GetHalfHeight()
|
Gets half the height of the window |
C_WindowHint::GetHalfWidth
|
float C_WindowHint::GetHalfWidth()
|
Gets half the width of the window |
C_WindowHint::GetNormal
|
Vector C_WindowHint::GetNormal()
|
Gets the forward direction of the window |
C_WindowHint::GetRight
|
Vector C_WindowHint::GetRight()
|
Gets the sideways direction of the window |
C_Projectile
Extends C_BaseCombatCharacter
.
Methods
Function | Signature | Description |
---|---|---|
C_Projectile::DamageAliveOnly
|
void C_Projectile::DamageAliveOnly( bool )
|
Set whether projectile should do damage to alive entities only |
C_Projectile::ForceAdjustToGunBarrelDisabled
|
void C_Projectile::ForceAdjustToGunBarrelDisabled( bool )
|
Force projectile to act as if the 'adjust_to_gun_barrel' weapon setting had been set to false. |
C_Projectile::GetMods
|
array C_Projectile::GetMods() ParameterMask:[.]
|
Get an array of mods active on this weapon. |
C_Projectile::GetProjectileCreationTime
|
float C_Projectile::GetProjectileCreationTime()
|
Returns the time the projectile was created by the player |
C_Projectile::GetProjectileCreationTimeServer
|
float C_Projectile::GetProjectileCreationTimeServer()
|
Return the time the projectile was created on the server |
C_Projectile::GetRodeoDamage
|
int C_Projectile::GetRodeoDamage()
|
Get the damage amount this weapon should do to a titan that the player is rodeoing. |
C_Projectile::GetWeaponClassName
|
string C_Projectile::GetWeaponClassName()
|
Gets the weapon classname that fired this projectile. |
C_Projectile::GetWeaponInfoFileKeyField
|
<unknown> C_Projectile::GetWeaponInfoFileKeyField( string )
|
Resolves a string key to its value in this weapons info file. |
C_Projectile::SetProjectilTrailEffectIndex
|
void C_Projectile::SetProjectilTrailEffectIndex( int )
|
Specify which of the weapon's "projectile_trail_effect_#" settings this projectile should use. |
C_Projectile::SetVortexRefired
|
void C_Projectile::SetVortexRefired( bool )
|
Sets whether the projectile has been refired from the vortex; affects which script is run. |
C_Missile
Extends C_Projectile
.
Methods
Function | Signature | Description |
---|---|---|
C_Missile::ApplyMissileControlledDrift
|
Vector C_Missile::ApplyMissileControlledDrift( float, float )
|
Apply missile drift to velocity |
C_Missile::Explode
|
void C_Missile::Explode()
|
Self-destruct. |
C_Missile::GetHomingSpeed
|
float C_Missile::GetHomingSpeed()
|
Get missile's homing speed |
C_Missile::GetHomingSpeedAtDodgingPlayer
|
float C_Missile::GetHomingSpeedAtDodgingPlayer()
|
Get missile's homing speed -vs- dodging players. |
C_Missile::GetSpeed
|
float C_Missile::GetSpeed()
|
Get missile's speed |
C_Missile::GetTarget
|
handle C_Missile::GetTarget()
|
Get missile's homing target |
C_Missile::InitMissileExpandContract
|
void C_Missile::InitMissileExpandContract( Vector, Vector, float, float, float, float, Vector, bool )
|
Init missile path expand contract settings |
C_Missile::InitMissileForRandomDrift
|
void C_Missile::InitMissileForRandomDrift( Vector, Vector, float, float, float, float, float, float )
|
Init missile drift with custom settings |
C_Missile::InitMissileForRandomDriftFromWeaponSettings
|
void C_Missile::InitMissileForRandomDriftFromWeaponSettings( Vector, Vector )
|
Init missile drift settings from weapon settings |
C_Missile::InitMissileSpiral
|
void C_Missile::InitMissileSpiral( Vector, Vector, int, bool, bool )
|
Init spiralling missile |
C_Missile::SetHomingSpeeds
|
void C_Missile::SetHomingSpeeds( float, float )
|
Set missile's homing speed |
C_Missile::SetSpeed
|
void C_Missile::SetSpeed( float )
|
Set missile's speed |
C_Missile::SetTarget
|
void C_Missile::SetTarget( handle, Vector )
|
Set missile's homing target |
C_CascadeLight
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_CascadeLight::OverrideAngles
|
void C_CascadeLight::OverrideAngles( float, float )
|
Sets new environment light angles ("x y") |
C_CascadeLight::ScaleSunSkyIntensity
|
void C_CascadeLight::ScaleSunSkyIntensity( float, float )
|
Sets scale factor each for sun and sky intensity |
C_CascadeLight::UseServerAngles
|
void C_CascadeLight::UseServerAngles()
|
Returns to server environment light angles |
C_BaseAnimating
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_BaseAnimating::Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion
|
void C_BaseAnimating::Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion()
|
By default the REF attachment is checked only the first frame to get the initial offset. Then root motion is added onto that offset. Call this function to position the entity using REF every frame instead of using root motion. |
C_BaseAnimating::Anim_GetAttachmentAtTime
|
handle C_BaseAnimating::Anim_GetAttachmentAtTime( string, string, float )
|
Returns the position and angle of an attachment at the given time in the given animation |
C_BaseAnimating::Anim_GetStartForRefEntity
|
table C_BaseAnimating::Anim_GetStartForRefEntity( animName, referenceEntity, referenceAttachment ) ParameterMask:[.sxs]
|
Gets the starting position for an animation played with a parent entity and attachment as a ref point. |
C_BaseAnimating::Anim_GetStartForRefPoint
|
table C_BaseAnimating::Anim_GetStartForRefPoint( animName, referencePosition, referenceAngles ) ParameterMask:[.sxx]
|
Gets the starting position for an animation played with a specific ref point. |
C_BaseAnimating::Anim_HasActivity
|
bool C_BaseAnimating::Anim_HasActivity( string )
|
Returns bool whether the entity's model has the specified activity. |
C_BaseAnimating::Anim_HasSequence
|
bool C_BaseAnimating::Anim_HasSequence( string )
|
Returns bool whether the entity's model has the specified sequence. |
C_BaseAnimating::Anim_IsActive
|
bool C_BaseAnimating::Anim_IsActive()
|
Returns true if currently playing an animation from Anim_Play*() |
C_BaseAnimating::Anim_NonScriptedPlay
|
void C_BaseAnimating::Anim_NonScriptedPlay( string )
|
Just sets the current sequence, without the entity entering a scripted anim mode. |
C_BaseAnimating::Anim_Play
|
void C_BaseAnimating::Anim_Play( string )
|
Play an anim without trying to set origin/angles. |
C_BaseAnimating::Anim_PlayWithRefPoint
|
void C_BaseAnimating::Anim_PlayWithRefPoint( string, Vector, Vector, float )
|
Plays an animation with a specific ref point. |
C_BaseAnimating::Anim_SetInitialTime
|
void C_BaseAnimating::Anim_SetInitialTime( float )
|
Sets the initial time (in seconds) that the given animation will begin playing at |
C_BaseAnimating::Anim_Stop
|
void C_BaseAnimating::Anim_Stop()
|
Stops the current animation started by Anim_Play*() |
C_BaseAnimating::DisableRenderAlways
|
void C_BaseAnimating::DisableRenderAlways()
|
Set this entity to not render always |
C_BaseAnimating::DoBodyGroupChangeScriptCallback
|
void C_BaseAnimating::DoBodyGroupChangeScriptCallback( bool, int )
|
Request this entity to do body group change callback for a specific body group, or -1 for any body group |
C_BaseAnimating::EnableRenderAlways
|
void C_BaseAnimating::EnableRenderAlways()
|
Set this entity to render always |
C_BaseAnimating::FindBodyGroup
|
int C_BaseAnimating::FindBodyGroup( string )
|
Given ( groupName ), find a bodygroup index by name. |
C_BaseAnimating::GetAnimEventCycleFrac
|
float C_BaseAnimating::GetAnimEventCycleFrac( string, string )
|
Returns the cycle for the given event in the given animation sequence. Returns -1 on any errors. |
C_BaseAnimating::GetAttachmentAngles
|
Vector C_BaseAnimating::GetAttachmentAngles( int )
|
Get the attachement id's angles as a p,y,r vector |
C_BaseAnimating::GetAttachmentOrigin
|
Vector C_BaseAnimating::GetAttachmentOrigin( int )
|
Get the attachement id's origin vector |
C_BaseAnimating::GetAttachmentOrigin_ViewModelNoFOVAdjust
|
Vector C_BaseAnimating::GetAttachmentOrigin_ViewModelNoFOVAdjust( int )
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Get the attachement id's origin vector on a viewmodel entity without the FOV adjustment |
C_BaseAnimating::GetBodyGroupModelCount
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int C_BaseAnimating::GetBodyGroupModelCount( int )
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Given ( groupIndex ), gets the number of models in a bodygroup. |
C_BaseAnimating::GetBodyGroupState
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int C_BaseAnimating::GetBodyGroupState( int )
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Given ( groupIndex ), gets the currently active model index of a bodygroup. |
C_BaseAnimating::GetHitGroupOfHitBox
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int C_BaseAnimating::GetHitGroupOfHitBox( int )
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Returns the hit group of the given hitbox with the current model |
C_BaseAnimating::GetScriptedAnimEventCycleFrac
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float C_BaseAnimating::GetScriptedAnimEventCycleFrac( string, string )
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Returns the cycle for the given AE_SV/CL_VSCRIPT_CALLBACK event, with the given option name, in the given animation sequence. Returns -1 on any errors. |
C_BaseAnimating::GetSequenceDuration
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float C_BaseAnimating::GetSequenceDuration( string )
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Get animation sequence duration in seconds |
C_BaseAnimating::GetSkin
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int C_BaseAnimating::GetSkin()
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Get skin |
C_BaseAnimating::IsSequenceFinished
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bool C_BaseAnimating::IsSequenceFinished()
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Ask whether the main sequence is done playing |
C_BaseAnimating::IsViewModel
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bool C_BaseAnimating::IsViewModel()
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Returns whether this entity is a viewmodel |
C_BaseAnimating::LerpSkyScale
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void C_BaseAnimating::LerpSkyScale( float, float )
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Sets the sky scale for this entity. Pass in target skyscale and time to lerp to that value. |
C_BaseAnimating::LookupSequence
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int C_BaseAnimating::LookupSequence( string )
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Get integer index for sequence string |
C_BaseAnimating::SetBodygroup
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void C_BaseAnimating::SetBodygroup( int, int )
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Sets a bodygroup |
C_BaseAnimating::SetDoFaceAnimations
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void C_BaseAnimating::SetDoFaceAnimations( bool )
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Set whether this model should do face animations or not |
C_BaseAnimating::SetGroundEffectTable
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void C_BaseAnimating::SetGroundEffectTable( string )
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Set the ground FX table by name |
C_BaseAnimating::SetPoseParameter
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void C_BaseAnimating::SetPoseParameter( string, float )
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Set the specified pose parameter to the specified value |
C_BaseAnimating::SetSkin
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void C_BaseAnimating::SetSkin( int )
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Sets the skin |
C_TitanSoul
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_TitanSoul::GetCoreChargeExpireTime
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float C_TitanSoul::GetCoreChargeExpireTime()
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C_TitanSoul::GetInvalidHealthBarEnt
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bool C_TitanSoul::GetInvalidHealthBarEnt()
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C_TitanSoul::GetLastRodeoHitTime
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float C_TitanSoul::GetLastRodeoHitTime()
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C_TitanSoul::GetNextCoreChargeAvailable
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float C_TitanSoul::GetNextCoreChargeAvailable()
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C_TitanSoul::GetPlayerSettingsNum
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int C_TitanSoul::GetPlayerSettingsNum()
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C_TitanSoul::GetRiderEnt
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handle C_TitanSoul::GetRiderEnt()
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Gets the rider entity for this titanSoul entity |
C_TitanSoul::GetShieldHealth
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int C_TitanSoul::GetShieldHealth()
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C_TitanSoul::GetShieldHealthMax
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int C_TitanSoul::GetShieldHealthMax()
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C_TitanSoul::GetStance
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int C_TitanSoul::GetStance()
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C_TitanSoul::GetTitan
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handle C_TitanSoul::GetTitan()
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Gets the titan for this titanSoul entity |
C_TitanSoul::HasValidTitan
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bool C_TitanSoul::HasValidTitan()
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Returns if the titanSoul has a valid titan |
C_TitanSoul::IsDoomed
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bool C_TitanSoul::IsDoomed()
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C_TitanSoul::IsEjecting
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bool C_TitanSoul::IsEjecting()
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C_HardPointEntity
Extends C_BaseEntity
.
Methods
Function | Signature | Description |
---|---|---|
C_HardPointEntity::GetEstimatedCaptureTime
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float C_HardPointEntity::GetEstimatedCaptureTime()
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C_HardPointEntity::GetHardpointAICount
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int C_HardPointEntity::GetHardpointAICount( int )
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C_HardPointEntity::GetHardpointID
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int C_HardPointEntity::GetHardpointID()
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C_HardPointEntity::GetHardpointPlayerCount
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int C_HardPointEntity::GetHardpointPlayerCount( int )
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C_HardPointEntity::GetHardpointPlayerTitanCount
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int C_HardPointEntity::GetHardpointPlayerTitanCount( int )
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C_HardPointEntity::GetHardpointProgressRefPoint
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float C_HardPointEntity::GetHardpointProgressRefPoint()
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C_HardPointEntity::GetHardpointState
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int C_HardPointEntity::GetHardpointState()
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C_HardPointEntity::GetTerminal
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handle C_HardPointEntity::GetTerminal()
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C_Titan_Driveable
Extends C_BaseCombatCharacter
.
Methods
Function | Signature | Description |
---|---|---|
C_Titan_Driveable::GetDriver
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handle C_Titan_Driveable::GetDriver()
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Gets the player driving the titan |
C_Titan_Driveable::GetFirstPersonProxy
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handle C_Titan_Driveable::GetFirstPersonProxy()
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Create and get the player's first person proxy |
C_Titan_Driveable::GetMainWeapons
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array C_Titan_Driveable::GetMainWeapons() ParameterMask:[.]
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Get array of the main weapons. |
C_Titan_Driveable::GetOffhandWeapon
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handle C_Titan_Driveable::GetOffhandWeapon( int )
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Get the offhand weapon in the specified slot. |
C_Titan_Driveable::GetOffhandWeapons
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array C_Titan_Driveable::GetOffhandWeapons() ParameterMask:[.]
|
Get array of the offhand weapons. |
CGameRules
Extends damageDebugMasterGroup
.
Methods
Function | Signature | Description |
---|---|---|
CGameRules::GetGameMode
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string CGameRules::GetGameMode()
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Get the game mode |
CGameRules::GetTeamDeaths
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int CGameRules::GetTeamDeaths( int )
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Get a team's score, given a team index. |
CGameRules::GetTeamHashtag
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string CGameRules::GetTeamHashtag( int )
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Get a team's hashtag, given a team index. |
CGameRules::GetTeamKills
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int CGameRules::GetTeamKills( int )
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Get a team's score, given a team index. |
CGameRules::GetTeamName
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string CGameRules::GetTeamName( int )
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Get a team's name, given a team index. |
CGameRules::GetTeamScore
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int CGameRules::GetTeamScore( int )
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Get a team's score, given a team index. |
CGameRules::GetTeamScore2
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int CGameRules::GetTeamScore2( int )
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Get a team's second score, given a team index. |