Titanfall/Scripting/Client Script Functions

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Automatically generated Squirrel functions list for Titanfall Titanfall (R1Delta). These functions are only present in the Client Squirrel VM.

Classes

:: (Global functions)

Methods

Function Signature Description
AddClientEventHandling void AddClientEventHandling(entity) Makes a client entity handle client anim events
AddDamageIndicator void AddDamageIndicator( Vector, float ) Creates a damage indicator with the specified vector and scale.
AddGrenadeIndicator void AddGrenadeIndicator( handle, float, float, bool ) Creates a grenade indicator with the specified entity and radius
AmIPartyLeader bool AmIPartyLeader() Returns true if the local player is the party leader.
AngleNormalize float AngleNormalize( float ) Wraps given angle to [-180, 180] range
AreSpectatorControlsActiveForLocalClientPlayer bool AreSpectatorControlsActiveForLocalClientPlayer()
AreWeMatchmaking bool AreWeMatchmaking() Returns true if we are matchmaking
ArrayWithin 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 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 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 bool CanGetLocalPlayer() Returns true if a call to GetLocalViewPlayer() would be valid.
ClDebugPlayConversation 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 void ClearMinimapFullOverride()
ClearMinimapZoomOverride void ClearMinimapZoomOverride()
ClientCockpitShake void ClientCockpitShake( float, float, float, Vector ) Shakes the screen on the local, active client.
ClientScreenShake 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 int ColorCorrection_Register( string ) Creates a new color-correction layer, returns an index for use in other functions.
ColorCorrection_Release void ColorCorrection_Release( int ) Releases a color-correction layer.
ColorCorrection_SetExclusive void ColorCorrection_SetExclusive( int, bool ) Sets the weight of a color-correction layer. Active layers blend based on relative weights.
ColorCorrection_SetWeight void ColorCorrection_SetWeight( int, float ) Set color-correction layer to exclusive mode. Will be the only layer used.
CreateClientSideDynamicLight handle CreateClientSideDynamicLight( Vector, Vector, Vector, float ) Spawns a client-only light_dynamic.
CreateClientSidePointCamera handle CreateClientSidePointCamera( Vector, Vector, float ) Spawns a client-only point camera.
CreateClientSidePropDynamic handle CreateClientSidePropDynamic( Vector, Vector, string ) Spawns a client-only prop_dynamic.
CreateClientSidePropDynamicClone handle CreateClientSidePropDynamicClone( handle, string ) Spawns a client-only prop_dynamic.
CreateClientsideGib 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 handle CreateClientsideScriptMover( string, Vector, Vector ) Spawns a client-side script-mover entity.
CreateClientsideVGuiScreen handle CreateClientsideVGuiScreen( string, int, Vector, Vector, float, float ) Spawns a client only VGui Screen.
CreateVisGroup int CreateVisGroup() Returns a new visGroup handle.
Crosshair_GetState int Crosshair_GetState() Gets the crosshair's current state. See CROSSHAIR_STATE_*** constants
Crosshair_SetState void Crosshair_SetState( int ) Sets the crosshair's current state. See CROSSHAIR_STATE_*** constants
Crosshair_ShowHitIndicator void Crosshair_ShowHitIndicator( bool, bool, bool ) Shows a hit indicator on the local players crosshair. Bool parameters are isCritical and isIneffective
DebugDrawBox void DebugDrawBox( Vector, Vector, Vector, int, int, int, int, float ) Draw a debug overlay box
DebugDrawLine void DebugDrawLine( Vector, Vector, int, int, int, bool, float ) Draw a debug overlay line. TRUE means draw through world.
DebugDrawText void DebugDrawText( Vector, string, bool, float ) Draw debug text. TRUE means draw through world.
DeferredTraceHull 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 void DeregisterButtonPressedCallback( buttonID, callback ) ParameterMask:[.ic]
DeregisterButtonReleasedCallback void DeregisterButtonReleasedCallback( buttonID, callback ) ParameterMask:[.ic]
DeregisterConCommandTriggeredCallback void DeregisterConCommandTriggeredCallback( commandName, callback ) ParameterMask:[.sc]
DeregisterStickMovedCallback void DeregisterStickMovedCallback( axisID, callback ) ParameterMask:[.ic]
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 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 void Durango_GoToSplashScreen() Discard the current user/controller pair and go to the splash screen.
Durango_HasInvite bool Durango_HasInvite() Returns true if we have a party invite.
Durango_HasPermissionToPlayMultiplayer bool Durango_HasPermissionToPlayMultiplayer() Returns true if the currently signed in user has permission to play multiplayer.
Durango_InErrorScreen bool Durango_InErrorScreen() Returns true if we are in the error screen. eg. "User signed out!"
Durango_InSplashScreen bool Durango_InSplashScreen() Returns true if we are in the splash screen.
Durango_InviteFriends bool Durango_InviteFriends() Invite your friends to join your party.
Durango_IsControllerDisconnected 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 bool Durango_IsGuest() Returns whether the signed in Durango player is a guest
Durango_IsJoinable bool Durango_IsJoinable()
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 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 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 void Durango_OpenPartyApp()
Durango_SetGameProgress void Durango_SetGameProgress( float ) Update the currently signed in Durango player's game progress [0, 1] ( float progress )
Durango_ShowAccountPicker void Durango_ShowAccountPicker() Show the account picker UI. This should only be called when Durango_IsSignedIn is true.
Durango_ShowHelpWindow bool Durango_ShowHelpWindow() Show the Durango help window (probably snapped) that has a game manual. Returns true if the window will be shown
Durango_SkippedSignIn bool Durango_SkippedSignIn() Returns true if the user has skipped sign in. Always false in retail build.
EffectAddTrackingForControlPoint 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 bool EffectDoesExist( int ) Given ( effect ), returns true if the given effect is still running.
EffectGetAccumulatedTime float EffectGetAccumulatedTime( int ) Given ( effect ), returns how long the effect has been playing.
EffectSetControlPointAngles void EffectSetControlPointAngles( int, int, Vector ) Given ( effect, controlPointIndex, angles ), sets the orientation of an effect's control point.
EffectSetControlPointEntity void EffectSetControlPointEntity( int, int, handle ) Given ( effect, controlPointIndex, entity ), sets the entity assigned to an effect's control point.
EffectSetControlPointVector void EffectSetControlPointVector( int, int, Vector ) Given ( effect, controlPointIndex, vector ), sets the xyz of an effect's control point.
EffectSetDontKillForReplay void EffectSetDontKillForReplay( int ) 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 void EffectSetIsWithCockpit( int, bool ) Given ( effect, book isWithCockpit ), sets whether effect renders with cockpit.
EffectSkipForwardToTime void EffectSkipForwardToTime( int, float ) Given ( effect, seconds ), jump an effect forward in its time.
EffectSleep void EffectSleep( int ) Given ( effect ), force an effect to hibernate.
EffectStop void EffectStop( int, bool, bool ) Given ( effect, doRemoveAllParticlesNow, doPlayEndCap ), kills an effect.
EffectWake void EffectWake( int ) Given ( effect ), resume an effect that was previously put to sleep.
EmitSoundAtPosition float EmitSoundAtPosition( Vector, string ) Plays a sound in the world unattached to an entity for the local player.
EmitSoundAtPositionWithSeek 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 float EmitSoundOnEntity( handle, string ) Plays the given sound on the given entity for the local player.
EmitSoundOnEntityAfterDelay float EmitSoundOnEntityAfterDelay( handle, string, float ) Plays the given sound on the given entity for the local player after a given number of seconds.
EmitSoundOnEntityWithSeek float EmitSoundOnEntityWithSeek( handle, string, float ) Plays the given sound on the given entity for the local player, seeking the given number of seconds into it.
EverythingUnlockedConVarEnabled bool EverythingUnlockedConVarEnabled()
FadeOutSoundOnEntity void FadeOutSoundOnEntity( handle, string, float ) Fades out a sound over time.
FrameTime float FrameTime() Get the time spent on the last frame
GetAimassistLookSensitivity int GetAimassistLookSensitivity() Get the current aim assist sensitivity as a integer.
GetBugReproNum int GetBugReproNum() Gets the integer value of the 'bug_reproNum' convar
GetCPULevel int GetCPULevel() Returns 0 for minspec, 1 for medium spec, and 2 for max spec.
GetClientEnt handle GetClientEnt( string, string ) Get client entity that match a signifier. Error if there are more than one
GetClientEntArrayBySignifier array GetClientEntArrayBySignifier( signifier ) ParameterMask:[.s] Get client entities that match a signifier
GetClientFPS int GetClientFPS() Get the latest fps that the client is running at.
GetConVarBool bool GetConVarBool( string ) Gets the value of a convar as a boolean
GetConVarFloat float GetConVarFloat( string ) Gets the value of a convar as a float
GetConVarInt int GetConVarInt( string ) Gets the value of a convar as an integer
GetConVarString string GetConVarString( string ) Gets the value of a convar as a string
GetCurrentPlaylistGamemodeByIndex string GetCurrentPlaylistGamemodeByIndex( int ) Returns the name of the gamemode by index from the list of maps in the current playlist
GetCurrentPlaylistMapByIndex string GetCurrentPlaylistMapByIndex( int ) Returns the name of the map by index from the list of maps in the current playlist
GetCurrentPlaylistName string GetCurrentPlaylistName() Get the name of the current playlist
GetCurrentPlaylistVar string GetCurrentPlaylistVar( string ) Get the value of a variable from the current playlist
GetCurrentPlaylistVarOrUseValue string GetCurrentPlaylistVarOrUseValue( string, string ) Get the value of a variable from the current playlist, and if it doesn't exist, use the value passed in
GetCurrentPlaylistVarOrUseValueOriginal 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 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 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 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 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 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 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()
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 int GetMapCountForCurrentPlaylist() Gets the total number of maps in the current playlist
GetMapCountForPlaylist int GetMapCountForPlaylist( string ) Gets the total number of maps in a playlist
GetMapName string GetMapName() Get the name of the map.
GetMusicReducedSetting bool GetMusicReducedSetting() Returns true if the 'reduced music mode' setting is enabled
GetNPCArray array GetNPCArray() ParameterMask:[.] Get array of all NPCs
GetNPCArrayByClass 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 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 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 int GetNumSuggestedTeamNames() Returns the number of team name suggestions that we have in the list
GetParticleSystemIndex int GetParticleSystemIndex( string ) Returns an associated particleSystemIndex, or 0 if none exists.
GetParticleSystemName string GetParticleSystemName( int ) For development/debugging. Given ( particleSystemIndex ), returns the name of the given particle system, or an empty string if none exists.
GetPartyLeader handle GetPartyLeader() Get the player who is the party leader.
GetPartyMembers array GetPartyMembers( ent player ) ParameterMask:[.] Returns an array of all players in the same party as the local player.
GetPersistentString string GetPersistentString( str ) ParameterMask:[.ss] Get a persistent data value
GetPlayerArray array GetPlayerArray() ParameterMask:[.] Get array of all players
GetPlayerArrayEx 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 var GetPlayerSettingsFieldForClassName( ( "className", "fieldName" ) ) ParameterMask:[.ss.] Returns the value for the requested field from the corresponding .set file.
GetPlayerSettingsFieldForClassName_Health float GetPlayerSettingsFieldForClassName_Health( string className ) ParameterMask:[.s] Returns the value for the default health field from the corresponding .set file.
GetPlayerTrainingResumeChoice 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 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 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 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 array GetProjectileArray() ParameterMask:[.] Get array of all projectiles
GetProjectileArrayEx 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 table GetSettingsForPlayer_DodgeTable( player ) ParameterMask:[..] Returns a table with all the dodge related active settings for a given player
GetSettingsForPlayer_MeleeTable table GetSettingsForPlayer_MeleeTable( player ) ParameterMask:[..] Returns a table with all the melee related active settings for a given player
GetSoundDuration 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 )
GetTeamPendingPlayersLoading int GetTeamPendingPlayersLoading( int )
GetTeamPendingPlayersReserved int GetTeamPendingPlayersReserved( int )
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 ) Get the attachement id's origin vector on a viewmodel entity without the FOV adjustment
C_BaseAnimating::GetBodyGroupModelCount int C_BaseAnimating::GetBodyGroupModelCount( int ) Given ( groupIndex ), gets the number of models in a bodygroup.
C_BaseAnimating::GetBodyGroupState int C_BaseAnimating::GetBodyGroupState( int ) Given ( groupIndex ), gets the currently active model index of a bodygroup.
C_BaseAnimating::GetHitGroupOfHitBox int C_BaseAnimating::GetHitGroupOfHitBox( int ) Returns the hit group of the given hitbox with the current model
C_BaseAnimating::GetScriptedAnimEventCycleFrac float C_BaseAnimating::GetScriptedAnimEventCycleFrac( string, string ) 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 float C_BaseAnimating::GetSequenceDuration( string ) Get animation sequence duration in seconds
C_BaseAnimating::GetSkin int C_BaseAnimating::GetSkin() Get skin
C_BaseAnimating::IsSequenceFinished bool C_BaseAnimating::IsSequenceFinished() Ask whether the main sequence is done playing
C_BaseAnimating::IsViewModel bool C_BaseAnimating::IsViewModel() Returns whether this entity is a viewmodel
C_BaseAnimating::LerpSkyScale void C_BaseAnimating::LerpSkyScale( float, float ) Sets the sky scale for this entity. Pass in target skyscale and time to lerp to that value.
C_BaseAnimating::LookupSequence int C_BaseAnimating::LookupSequence( string ) Get integer index for sequence string
C_BaseAnimating::SetBodygroup void C_BaseAnimating::SetBodygroup( int, int ) Sets a bodygroup
C_BaseAnimating::SetDoFaceAnimations void C_BaseAnimating::SetDoFaceAnimations( bool ) Set whether this model should do face animations or not
C_BaseAnimating::SetGroundEffectTable void C_BaseAnimating::SetGroundEffectTable( string ) Set the ground FX table by name
C_BaseAnimating::SetPoseParameter void C_BaseAnimating::SetPoseParameter( string, float ) Set the specified pose parameter to the specified value
C_BaseAnimating::SetSkin void C_BaseAnimating::SetSkin( int ) Sets the skin

C_TitanSoul

Extends C_BaseEntity.

Methods

Function Signature Description
C_TitanSoul::GetCoreChargeExpireTime float C_TitanSoul::GetCoreChargeExpireTime()
C_TitanSoul::GetInvalidHealthBarEnt bool C_TitanSoul::GetInvalidHealthBarEnt()
C_TitanSoul::GetLastRodeoHitTime float C_TitanSoul::GetLastRodeoHitTime()
C_TitanSoul::GetNextCoreChargeAvailable float C_TitanSoul::GetNextCoreChargeAvailable()
C_TitanSoul::GetPlayerSettingsNum int C_TitanSoul::GetPlayerSettingsNum()
C_TitanSoul::GetRiderEnt handle C_TitanSoul::GetRiderEnt() Gets the rider entity for this titanSoul entity
C_TitanSoul::GetShieldHealth int C_TitanSoul::GetShieldHealth()
C_TitanSoul::GetShieldHealthMax int C_TitanSoul::GetShieldHealthMax()
C_TitanSoul::GetStance int C_TitanSoul::GetStance()
C_TitanSoul::GetTitan handle C_TitanSoul::GetTitan() Gets the titan for this titanSoul entity
C_TitanSoul::HasValidTitan bool C_TitanSoul::HasValidTitan() Returns if the titanSoul has a valid titan
C_TitanSoul::IsDoomed bool C_TitanSoul::IsDoomed()
C_TitanSoul::IsEjecting bool C_TitanSoul::IsEjecting()

C_HardPointEntity

Extends C_BaseEntity.

Methods

Function Signature Description
C_HardPointEntity::GetEstimatedCaptureTime float C_HardPointEntity::GetEstimatedCaptureTime()
C_HardPointEntity::GetHardpointAICount int C_HardPointEntity::GetHardpointAICount( int )
C_HardPointEntity::GetHardpointID int C_HardPointEntity::GetHardpointID()
C_HardPointEntity::GetHardpointPlayerCount int C_HardPointEntity::GetHardpointPlayerCount( int )
C_HardPointEntity::GetHardpointPlayerTitanCount int C_HardPointEntity::GetHardpointPlayerTitanCount( int )
C_HardPointEntity::GetHardpointProgressRefPoint float C_HardPointEntity::GetHardpointProgressRefPoint()
C_HardPointEntity::GetHardpointState int C_HardPointEntity::GetHardpointState()
C_HardPointEntity::GetTerminal handle C_HardPointEntity::GetTerminal()

C_Titan_Driveable

Extends C_BaseCombatCharacter.

Methods

Function Signature Description
C_Titan_Driveable::GetDriver handle C_Titan_Driveable::GetDriver() Gets the player driving the titan
C_Titan_Driveable::GetFirstPersonProxy handle C_Titan_Driveable::GetFirstPersonProxy() Create and get the player's first person proxy
C_Titan_Driveable::GetMainWeapons array C_Titan_Driveable::GetMainWeapons() ParameterMask:[.] Get array of the main weapons.
C_Titan_Driveable::GetOffhandWeapon handle C_Titan_Driveable::GetOffhandWeapon( int ) Get the offhand weapon in the specified slot.
C_Titan_Driveable::GetOffhandWeapons array C_Titan_Driveable::GetOffhandWeapons() ParameterMask:[.] Get array of the offhand weapons.

CGameRules

Extends damageDebugMasterGroup.

Methods

Function Signature Description
CGameRules::GetGameMode string CGameRules::GetGameMode() Get the game mode
CGameRules::GetTeamDeaths int CGameRules::GetTeamDeaths( int ) Get a team's score, given a team index.
CGameRules::GetTeamHashtag string CGameRules::GetTeamHashtag( int ) Get a team's hashtag, given a team index.
CGameRules::GetTeamKills int CGameRules::GetTeamKills( int ) Get a team's score, given a team index.
CGameRules::GetTeamName string CGameRules::GetTeamName( int ) Get a team's name, given a team index.
CGameRules::GetTeamScore int CGameRules::GetTeamScore( int ) Get a team's score, given a team index.
CGameRules::GetTeamScore2 int CGameRules::GetTeamScore2( int ) Get a team's second score, given a team index.

See also