Titanfall/Scripting/Server Script Functions

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

Classes

:: (Global functions)

Methods

Function Signature Description
AINFileIsUpToDate <unknown> AINFileIsUpToDate() Returns true if the map's AIN file is up-to-date.
AbortMatchSearchesForPlayer void AbortMatchSearchesForPlayer( handle )
AbortPrivateMatchSearchesForPlayer void AbortPrivateMatchSearchesForPlayer( handle )
AbortTrainingSearchesForPlayer void AbortTrainingSearchesForPlayer( handle ) Aborts all training searches for the specified player
AddToScriptManagedEntArray void AddToScriptManagedEntArray( int, handle ) Add an entity to script managed array
AddXpServer void AddXpServer( int ) ParameterMask:[.Ii] Add XP
AngleNormalize float AngleNormalize( float ) Wraps given angle to [-180, 180] range
ArrayCombine void ArrayCombine(array1, array2) Just use .extend.
ArrayCopy void ArrayCopy(arr) Just use .extend.
ArrayWithin void ArrayWithin(array, origin, maxDist) Remove ents from array that are out of range
AssertNoPlayerChildren void AssertNoPlayerChildren( handle ) Check the given entity has no player childrens attached. If so, it will raise a script error.
BoxIntersectsBox <unknown> 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 <unknown> 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
CalcWeaponDamage float CalcWeaponDamage( handle, handle, handle, float ) Calculate weapon damage for attacker and victim at given distance
CalculateHashForString int CalculateHashForString( string )
CenterPrint void CenterPrint() Print to the screen
CenterPrintAll void CenterPrintAll( string ) Print a message in center of screen for all clients
ClearDeathFuncName void ClearDeathFuncName(npc) Clears the script death function.
ClearPlaylistVarOverrides void ClearPlaylistVarOverrides()
ClientCommand void ClientCommand(client, command, delay) Execute the specified console command with optional delay. (ex. "r_drawscreenoverlay 1")
CodeWarning void CodeWarning( string ) Print string that code uses for errors.
CreateNPCSquad void CreateNPCSquad( string ) Creates an empty NPC Squad
CreateProp <unknown> CreateProp( string, Vector, string, int ) Create a physics prop
CreateScriptManagedEntArray int CreateScriptManagedEntArray() Return array ID index
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.
DevLobbyIsFrozen <unknown> DevLobbyIsFrozen()
DispatchSpawn <unknown> DispatchSpawn( handle, bool ) Tells the specified entity to spawn. Should only be called once per entity.
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 <unknown> DoIncludeScript( string, handle ) Execute a script (internal)
DoTraceCoordCheck void DoTraceCoordCheck( bool ) Enable/Disable coordinate check on trace start/end positions
DoesAliasExist <unknown> DoesAliasExist( string ) Returns whether the given alias exists.
EmitAISound void EmitAISound( int, int, Vector, float, float ) Create a sound event that AI can respond to.
EmitAISoundToTarget void EmitAISoundToTarget( handle, int, int, Vector, float, float ) Create a sound event that AI can respond to, specifying who the sound should target.
EmitAISoundWithOwner void EmitAISoundWithOwner( handle, int, int, Vector, float, float ) Create a sound event that AI can respond to, specifying the owner of the sound.
EmitAISoundWithOwnerToTarget void EmitAISoundWithOwnerToTarget( handle, handle, int, int, Vector, float, float ) Create a sound event that AI can respond to, specifying who the sound should target, and the owner of the sound.
EmitSoundAtPosition float EmitSoundAtPosition( Vector, string ) Plays a sound in the world unattached to an entity.
EmitSoundAtPositionExceptToPlayer float EmitSoundAtPositionExceptToPlayer( Vector, handle, string ) Play a sound in the world for everyone except to a specific player.
EmitSoundAtPositionOnlyToPlayer float EmitSoundAtPositionOnlyToPlayer( Vector, handle, string ) Play a sound in the world only to a given player.
EmitSoundOnEntity float EmitSoundOnEntity( handle, string ) Plays a given sound on the given entity.
EmitSoundOnEntityAfterDelay float EmitSoundOnEntityAfterDelay( handle, string, float ) Plays the given sound on the given entity after a given number of seconds.
EmitSoundOnEntityExceptToPlayer float EmitSoundOnEntityExceptToPlayer( handle, handle, string ) Play a sound for everyone except for a specific player.
EmitSoundOnEntityExceptToPlayerNotPredicted float EmitSoundOnEntityExceptToPlayerNotPredicted( handle, handle, string ) Play a sound for everyone except for a specific player. Use this version if the player is not hearing a predicted version, but rather a different sound entirely.
EmitSoundOnEntityExceptToPlayerWithSeek float EmitSoundOnEntityExceptToPlayerWithSeek( handle, handle, string, float ) Plays the given sound on the given entity except to a given player, seeking the given number of seconds into it.
EmitSoundOnEntityOnlyToPlayer float EmitSoundOnEntityOnlyToPlayer( handle, handle, string ) Play a sound on an entity only to a given player.
EmitSoundOnEntityOnlyToPlayerWithFadeIn float EmitSoundOnEntityOnlyToPlayerWithFadeIn( handle, handle, string, float ) Play a sound on an entity only to a given player with a fade in time.
EmitSoundOnEntityOnlyToPlayerWithSeek float EmitSoundOnEntityOnlyToPlayerWithSeek( handle, handle, string, float ) Plays the given sound on the given entity only to a given player, seeking the given number of seconds into it.
EmitSoundOnEntityToTeam float EmitSoundOnEntityToTeam( handle, string, int ) Plays a given sound on the given entity only for one team.
EntFire function EntFire(target, action, value, delay, activator) Queues an entity i/o event
EntFireByHandle void EntFireByHandle( handle, string, string, float, handle, handle ) Queues an entity i/o event. First parameter is an entity instance.
EntFireNow @
EverythingUnlockedConVarEnabled <unknown> EverythingUnlockedConVarEnabled()
FadeOutSoundOnEntity void FadeOutSoundOnEntity( handle, string, float ) Fades out a sound over time.
FrameTime float FrameTime() Get the time spent on the last frame
GetAINScriptVersion int GetAINScriptVersion() Returns what the currently loaded AINs script version is
GetActiveBurnCardIndex int GetActiveBurnCardIndex( str ) ParameterMask:[.I] Get a persistent userinfo value
GetAllSoldiers void GetAllSoldiers() Get all living soldiers.
GetApproxClosestHitboxToRay Vector GetApproxClosestHitboxToRay( handle, Vector, Vector ) Given (ent, rayStart, rayDir), return an approximate point closest to the ray, based on hitbox centers.
GetBestNodeForPosInWedge int GetBestNodeForPosInWedge( Vector, Vector, float, float, float, float, int, int ) Gets the best node in a wedge shape, taking distance from a given point into account, that has the given script data bits set
GetBugReproNum int GetBugReproNum() Gets the integer value of the 'bug_reproNum' convar
GetCPULevel int GetCPULevel() Gets the CPU level for the platform this server is running on
GetConVarBool <unknown> 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 handle GetConVarString( string ) Gets the value of a convar as a string
GetConnectingAndConnectedPlayerArray array GetConnectingAndConnectedPlayerArray( players ) ParameterMask:[.] Get array of all players, even ones who are connecting
GetCurrentPlaylistGamemodeByIndex handle GetCurrentPlaylistGamemodeByIndex( int ) Returns the name of the gamemode by index from the list of maps in the current playlist
GetCurrentPlaylistMapByIndex handle GetCurrentPlaylistMapByIndex( int ) Returns the name of the map by index from the list of maps in the current playlist
GetCurrentPlaylistName handle GetCurrentPlaylistName() Get the name of the current playlist
GetCurrentPlaylistVar handle GetCurrentPlaylistVar( string ) Get the value of a variable from the current playlist
GetCurrentPlaylistVarOrUseValue handle 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 handle 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
GetDatacenterUserCount int GetDatacenterUserCount() Returns the number of players in your datacenter online now
GetDatacenterUserCountForHashtag int GetDatacenterUserCountForHashtag( string ) Returns the number of players in your datacenter using this hashtag
GetDatacenterUserCountForHashtagAndPlaylist int GetDatacenterUserCountForHashtagAndPlaylist( string, string ) Returns the number of players in your datacenter using this hashtag in this playlist
GetDatacenterUserCountForPlaylist int GetDatacenterUserCountForPlaylist( string ) Returns the number of players in your datacenter online now in this playlist
GetDeveloperLevel int GetDeveloperLevel() Gets the level of 'developer'
GetEntArrayByClassWildCard_Expensive array GetEntArrayByClassWildCard_Expensive( class ) ParameterMask:[.s] Get array of entities matching a class with support for *
GetEntArrayByClass_Expensive array GetEntArrayByClass_Expensive( class ) ParameterMask:[.s] Get array of entities matching a class
GetEntArrayByNameWildCard_Expensive array GetEntArrayByNameWildCard_Expensive( name ) ParameterMask:[.s] Get array of entities matching a name with support for *
GetEntArrayByName_Expensive array GetEntArrayByName_Expensive( name ) ParameterMask:[.s] Get array of entities matching a name
GetGameMapCount GetGameMapCount() ParameterMask:[..]
GetGameMapID GetGameMapID() ParameterMask:[..]
GetGameMapList GetGameMapList() ParameterMask:[..]
GetGameMapName GetGameMapName() ParameterMask:[..]
GetGameMapValue GetGameMapValue() ParameterMask:[..]
GetGameModeCount GetGameModeCount() ParameterMask:[..]
GetGameModeID GetGameModeID() ParameterMask:[..]
GetGameModeList GetGameModeList() ParameterMask:[..]
GetGameModeNameArray GetGameModeNameArray() ParameterMask:[..]
GetGameModeScript GetGameModeScript() ParameterMask:[..]
GetGameModeString GetGameModeString() ParameterMask:[..]
GetGameModeValue GetGameModeValue() ParameterMask:[..]
GetGlobalUserCount int GetGlobalUserCount() Returns the number of players worldwide online now
GetGlobalUserCountForHashtag int GetGlobalUserCountForHashtag( string ) Returns the number of players worldwide using this hashtag
GetGlobalUserCountForHashtagAndPlaylist int GetGlobalUserCountForHashtagAndPlaylist( string, string ) Returns the number of players worldwide using this hashtag in this playlist
GetGlobalUserCountForPlaylist int GetGlobalUserCountForPlaylist( string ) Returns the number of players worldwide online now in this playlist
GetHealthFrac float GetHealthFrac( handle ) Get health/maxhealth
GetHitgroupForHitboxOnEntity int GetHitgroupForHitboxOnEntity( handle, int ) Given ( entity, hitboxIndex ) - returns the hitgroup for the hitbox on that entity
GetImpactEffectTable int GetImpactEffectTable( string ) Get the index of the given impact effect table.
GetLevelForXP int GetLevelForXP( int ) Gets level for a player with a given amount of XP
GetLobbyTeamsShowAsBalanced <unknown> GetLobbyTeamsShowAsBalanced()
GetLobbyType handle GetLobbyType() Returns 'party' or 'game' lobby type
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 handle GetMapName() Get the name of the map.
GetMapReloadCount int GetMapReloadCount() Returns the number of times the map has restarted from player failure/death.
GetModeHistory GetModeHistory() ParameterMask:[..]
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
GetNPCArrayBySquad array GetNPCArrayBySquad( squad ) ParameterMask:[.s] Get array of all NPCs of squad
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
GetNPCSquadSize int GetNPCSquadSize( string ) Gets the number of members in a squad
GetNearbyCoverNodes array GetNearbyCoverNodes( node index, num needed, hulltype, useTraverseEx, max dist, angle, angle range ) ParameterMask:[.iiibnnn] Get N nearby cover nodes for a node
GetNearestNodeToPos int GetNearestNodeToPos( Vector ) Gets the nearest node to a position
GetNearestNodeToPosForNPC int GetNearestNodeToPosForNPC( handle, Vector ) Gets the nearest node to a position for an NPC
GetNeighborNodes array GetNeighborNodes( node index, num needed, hulltype ) ParameterMask:[.iii] Get N neighbor nodes for a node
GetNodeCount int GetNodeCount() Gets the number of nodes in the level
GetNodePos Vector GetNodePos( int, int ) Gets the position of a node
GetNodeScriptData_Boolean <unknown> GetNodeScriptData_Boolean( int, int ) Returns boolean data on an AI node at a given slot
GetParticleSystemIndex int GetParticleSystemIndex( string ) Returns an associated particleSystemIndex, or 0 if none exists.
GetParticleSystemName handle GetParticleSystemName( int ) For development/debugging. Given ( particleSystemIndex ), returns the name of the given particle system, or an empty string if none exists.
GetPartyLeader <unknown> GetPartyLeader( handle ) Returns the leader of the party the player is a member of.
GetPartyMembers array GetPartyMembers( ent player ) ParameterMask:[.x] Returns an array of all players in the party that the player is a member of.
GetPendingClientsCount int GetPendingClientsCount() Gets a count of the number of clients who are connecting or reserved but do not yet have an entity.
GetPersistentStringForClient string GetPersistentStringForClient( str ) ParameterMask:[..ss] Get a persistent userinfo value
GetPilotLoadOut_Native GetPilotLoadOut_Native() ParameterMask:[..]
GetPilotLoadOuts_Native GetPilotLoadOuts_Native() ParameterMask:[..]
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
GetPlayerByIndex <unknown> GetPlayerByIndex( int ) Returns player entity n where n is in [0,maxPlayers-1].
GetPlayerSettingsFieldForClassName_Health float GetPlayerSettingsFieldForClassName_Health( string className ) ParameterMask:[.s] Returns the value for the default health field from the corresponding .set file.
GetPlaylistCount int GetPlaylistCount() Returns the total number of playlists
GetPlaylistGamemodeByIndex handle GetPlaylistGamemodeByIndex( string, int ) Returns the name of the gamemode by index from the list of maps in the specified playlist
GetPlaylistMapByIndex handle GetPlaylistMapByIndex( string, int ) Returns the name of the map by index from the list of maps in the specified playlist
GetPlaylistName handle GetPlaylistName( int ) Gets the name of the playlist, by index
GetPlaylistVar handle GetPlaylistVar( string, string ) Get the value of a variable from a playlist
GetPlaylistVarOrUseValue handle 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 handle 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
GetRegionUserCount int GetRegionUserCount() Returns the number of players in your region online now
GetRegionUserCountForHashtag int GetRegionUserCountForHashtag( string ) Returns the number of players in your region using this hashtag
GetRegionUserCountForHashtagAndPlaylist int GetRegionUserCountForHashtagAndPlaylist( string, string ) Returns the number of players in your region using this hashtag in this playlist
GetRegionUserCountForPlaylist int GetRegionUserCountForPlaylist( string ) Returns the number of players in your region online now in this playlist
GetRequestedNextMapForAnyPlayer handle GetRequestedNextMapForAnyPlayer()
GetScriptManagedEntArray array GetScriptManagedEntArray( index ) ParameterMask:[.i] Get the script managed ent array
GetScriptManagedEntArrayWithinCenter array GetScriptManagedEntArrayWithinCenter( index, not team, origin, dist ) ParameterMask:[.iixn] Get the script managed ent array
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
GetSkitNodeArray_NearHardpoints array GetSkitNodeArray_NearHardpoints() ParameterMask:[.] Get skit nodes sorted by nearest to hardpoints with some randomization
GetSkitNodeArray_NearPlayers array GetSkitNodeArray_NearPlayers() ParameterMask:[.] Get skit nodes sorted by nearest to average player position with some randomization
GetTeamHashtag handle GetTeamHashtag( int ) Get a team's hashtag, given a team index.
GetTeamPlayerCount int GetTeamPlayerCount( int ) Get the number of players in a team
GetTitanImageFieldForClassName var GetTitanImageFieldForClassName( ( "className" ) ) ParameterMask:[.s] Returns the table for the titanImage from the corresponding .set file.
GetTitanLoadOuts_Native GetTitanLoadOuts_Native() ParameterMask:[..]
GetTitanSoulArray array GetTitanSoulArray() ParameterMask:[.] Get array titan souls
GetUnixTimestamp int GetUnixTimestamp()
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
GetWeaponArray array GetWeaponArray( onlyNotOwned ) ParameterMask:[.b] Get weapons in the world
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 <unknown> 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 <unknown> InPrediction() Returns true if currently in prediction mode
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 <unknown> IsClient() Returns true if this is client script
IsClosedMatch <unknown> IsClosedMatch()
IsCriticalHit <unknown> IsCriticalHit( handle, handle, int, int, int ) Returns true if the given hit is a critical hit
IsFastIterationEnabled <unknown> IsFastIterationEnabled() True if the 'fast_iteration' convar is enabled.
IsFirstTimePredicted <unknown> IsFirstTimePredicted() Returns true if in prediction mode and this is the first time the command is being predicted
IsHighPerfDevServer <unknown> IsHighPerfDevServer() Is high performance dev server
IsMagneticTarget <unknown> IsMagneticTarget( handle ) Returns if an entity is a magnetic target
IsMatchmakingServer <unknown> IsMatchmakingServer() Returns true if this is a matchmaking server
IsMultiplayer <unknown> IsMultiplayer() Is this a multiplayer game?
IsNodeLocked <unknown> IsNodeLocked( int ) Returns if a node is currently locked
IsPointInFrontofLine <unknown> IsPointInFrontofLine( Vector, Vector, Vector ) Check if point is in front of line defined by point and direction
IsServer <unknown> IsServer() Returns true if this is server script
IsSpectreNode <unknown> IsSpectreNode( int ) Returns if a node is meant for spectres
IsTeamUsingHashtag <unknown> IsTeamUsingHashtag( int ) Returns true if this team is using a matchmaking hashtag
IsToolMode_Native IsToolMode_Native() ParameterMask:[..]
IsTurret <unknown> IsTurret( handle ) Is entity a turret
IsUI <unknown> IsUI() Returns true if this is UI script
IsValidMapID IsValidMapID() ParameterMask:[..]
IsValidMapName IsValidMapName() ParameterMask:[..]
IsValidModeID IsValidModeID() ParameterMask:[..]
IsValidModeString IsValidModeString() ParameterMask:[..]
Leech_ClearLeechable void Leech_ClearLeechable( handle ) Clear the flag that makes this entity leechable
Leech_IsLeechable <unknown> Leech_IsLeechable( handle ) Mark the entity as able to be leeched
Leech_SetLeechable void Leech_SetLeechable( handle ) Mark the entity as able to be leeched
LerpVector vector LerpVector( vecFrom, vecTo, percent ) ParameterMask:[.xxn] Linearly interpolate between two vectors
LogPlayerMatchStat_Death void LogPlayerMatchStat_Death( handle )
LogPlayerMatchStat_EarnedXP void LogPlayerMatchStat_EarnedXP( handle, int )
LogPlayerMatchStat_KilledAPilot void LogPlayerMatchStat_KilledAPilot( handle )
LoopSinglePlayerMaps <unknown> LoopSinglePlayerMaps() Run the single player maps in a continuous loop.
MarkTeamsAsBalanced_Off void MarkTeamsAsBalanced_Off()
MarkTeamsAsBalanced_On void MarkTeamsAsBalanced_On()
Matchmaking_MayProceedToGame <unknown> Matchmaking_MayProceedToGame() Returns true if matchmaking is ready for the game to start
Minimap_CreatePingForPlayer void Minimap_CreatePingForPlayer( handle, Vector, string, float ) Creates a ping on a players minimap for a given position, material, and duration
Minimap_CreatePingForTeam void Minimap_CreatePingForTeam( int, Vector, string, float ) Creates a ping on a teams minimap for a given position, material, and duration
Minimap_PrecacheMaterial int Minimap_PrecacheMaterial( string ) Precaches a materialString for later use in CBaseEntity::Minimap_Set***Material and Minimap_CreatePing***
NPCGetSearchPathUseDist float NPCGetSearchPathUseDist() Get the maximum distance for considering search paths
NPCGetSpawnSightDist float NPCGetSpawnSightDist() Get the sight dist for newly spawning NPCs
NPCSetAimConeFocusParams void NPCSetAimConeFocusParams( float, float ) Sets how long it takes AI cone to focus to values in weapon settings, and how much to increase cone by when not focused
NPCSetAimPatternFocusParams void NPCSetAimPatternFocusParams( float, float, float ) Sets how long it takes AI spread pattern to focus to values in weapon settings, and also for when the AI is not in players FOV, and multiplier for not in FOV
NPCSetSearchPathUseDist void NPCSetSearchPathUseDist( float ) Set the maximum distance for considering search paths
NPCSetSpawnSightDist void NPCSetSpawnSightDist( float ) Set the sight dist for newly spawning NPCs
NPCSetSquadNoFlankThreshold void NPCSetSquadNoFlankThreshold( string, float, float ) Sets distance and member percent fraction (0 - 1) for not using flanking
NativeFuncTest int NativeFuncTest( int, bool, float ) empty function: takes int, bool, float, returns 1
Native_GetClassAnimAliasList Native_GetClassAnimAliasList() ParameterMask:[..]
Native_GetPilotCount Native_GetPilotCount() ParameterMask:[..] Return pilot count.
Native_GetPilotName Native_GetPilotName() ParameterMask:[..]
Native_GetTitanCount Native_GetTitanCount() ParameterMask:[..] Return titan count.
Native_GetTitanName Native_GetTitanName() ParameterMask:[..]
Native_GetTitanNameByType Native_GetTitanNameByType() ParameterMask:[..]
Native_GetTitanScriptType Native_GetTitanScriptType() ParameterMask:[..]
Native_GetTitanSettingNumByName Native_GetTitanSettingNumByName() ParameterMask:[..]
Native_GetTitanSettingNumByType Native_GetTitanSettingNumByType() ParameterMask:[..]
Native_GetTitanType Native_GetTitanType() ParameterMask:[..]
Native_GetTitanTypeByName Native_GetTitanTypeByName() ParameterMask:[..]
NoCoopMatch <unknown> NoCoopMatch()
NoteLobbyState void NoteLobbyState( int, string ) ( countdownRemaining [< 0 if no countdown] )
NoteMatchState void NoteMatchState( int, int, int, int, int, int, int, int, int ) ( MATCHPHASE_?, maxRounds, roundsIMC, roundsMilitia, timeLimit, timePassed, maxScore, scoreIMC, scoreMilitia )
OldPlayerSettingsFieldForClassName var OldPlayerSettingsFieldForClassName( ( "className", "fieldName" ) ) ParameterMask:[.ss.] Returns the value for the requested field from the corresponding .set file.
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.
PlayConversationToPlayer void PlayConversationToPlayer(conversationType, player) Play conversation passed in to player specified
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 <unknown> PlayerMelee_ConeTrace( handle, float, float, string ) Do a cone trace returning the target closest to center of screen
PlayerMelee_FinishLagCompensateTarget void PlayerMelee_FinishLagCompensateTarget( handle ) End lag compensatation
PlayerMelee_IsExecutionReachable <unknown> PlayerMelee_IsExecutionReachable( handle, handle, float ) Casts a slightly smaller version of the player's bounding box to see if they can reach target
PlayerMelee_StartLagCompensateTarget void PlayerMelee_StartLagCompensateTarget( handle, handle ) Start lag compensation for a specific target only
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.
RecordAchievementEvent void RecordAchievementEvent( string, int ) Records achievement event or progress
RefreshPlayerSkillRatings void RefreshPlayerSkillRatings() Attempt to retrieve player skill ratings from external services.
RegisterClassFunctionDesc void RegisterClassFunctionDesc(baseClass, funcName, description, returnType) Adds this class func to the "script_help" func list. Return type is optional (defaults to void)
RegisterFunctionDesc void RegisterFunctionDesc(funcName, description, returnType) Adds this function to the "script_help" function list. Return type is optional (defaults to void)
ReloadScriptCallbacks void ReloadScriptCallbacks() Rebinds script callbacks
RemoveFromScriptManagedEntArray void RemoveFromScriptManagedEntArray( int, handle ) Remove entity from script managed array
Replay_IsEnabled <unknown> Replay_IsEnabled() Returns true if replays are enabled in code.
ResetTeams void ResetTeams() Resets teams back to the code-chosen teams, in case the gamemode changed player teams during a match
Rodeo_Detach void Rodeo_Detach( handle ) End rodeo attach
Rodeo_GetStabilizeView int Rodeo_GetStabilizeView() Return convar rodeo_stabilize_view
Rodeo_IsAttached <unknown> Rodeo_IsAttached( handle ) Return true if in rodeo attach
Rodeo_OnFinishClimbOnAnimation void Rodeo_OnFinishClimbOnAnimation( handle ) Tell code the rodeo climbing on animation sequence has finished.
Rodeo_SetCooldown void Rodeo_SetCooldown( handle ) Disable rodeo for the next N seconds. N being the rodeoCooldown player setting.
ScreenFade void ScreenFade( handle, int, int, int, int, float, float, int ) Given (player, r, g, b, a, fadeTime, fadeHold, FFADE_ flags), fade the player's screen.
ScriptExists <unknown> ScriptExists( string ) Check for the existence of a script file
SendAllPlayersToCoopMatch void SendAllPlayersToCoopMatch( string, bool )
SendAllPlayersToMatchmaking void SendAllPlayersToMatchmaking()
SendAllPlayersToPartyScreen void SendAllPlayersToPartyScreen() Sends all players back to a party dedi. Parties of one go to an empty dedi, parties with other players go to a party dedi together
SendAllPlayersToPrivateMatch void SendAllPlayersToPrivateMatch()
SendDataToCppServer void SendDataToCppServer( str ) ParameterMask:[.t] Send data to the cpp server
SendHudMessage SendHudMessage( player, text, xPos, yPos, r1, g1, b1, a1, r2, g2, b2, a2, fadeTimeIn, holdTime, fadeTimeOut ) ParameterMask:[..snniiiinnn] Send a HUD message to the given player.
SendHudMessageToAll SendHudMessageToAll( player, text, xPos, yPos, r1, g1, b1, a1, r2, g2, b2, a2, fadeTimeIn, holdTime, fadeTimeOut ) ParameterMask:[.snniiiinnn] Send a HUD message to the given player.
SendPlayerToTraining void SendPlayerToTraining( handle ) Sends a player to a training server
SendPlayersToPartyScreen void SendPlayersToPartyScreen() ParameterMask:[..] Sends a group of players off to the party screen, possibly by allocating a server first
SendToConsole void SendToConsole( string ) Send a string to the console as a command
ServerCommand void ServerCommand(command, delay) Execute the specified console command with optional delay. (ex. "r_drawscreenoverlay 1")
ServerHasDLCMapGroupEnabled <unknown> ServerHasDLCMapGroupEnabled( int ) Returns whether the server can play maps from the given map group
SetAINScriptVersion void SetAINScriptVersion( int ) Sets what the currently loaded AINs script version is for later serialization to file
SetActiveBurnCardIndexForPlayer void SetActiveBurnCardIndexForPlayer( str ) ParameterMask:[.Ii] Get a persistent userinfo value
SetCrosshairTeamColoringDisabled void SetCrosshairTeamColoringDisabled( handle, bool ) Given (entity, disabled) should this entity be disabled from doing team color crosshair logic
SetCurrentPlaylist <unknown> SetCurrentPlaylist( string ) Sets the current playlist
SetCustomSmartAmmoTarget void SetCustomSmartAmmoTarget( handle, bool ) Sets an entity to be a smart ammo target.
SetDeathFuncName void SetDeathFuncName(npc, functionNameString) Sets the name of a function that runs when the NPC dies.
SetDucking void SetDucking( string, string, float ) Set the level of an audio ducking channel
SetEnableNPCs void SetEnableNPCs( bool ) Enable or disable AI in the level
SetForceDrawWhileParented void SetForceDrawWhileParented( handle, bool ) Force entity to be drawn while parented even to first person player
SetGen void SetGen( int ) ParameterMask:[.Ii] Set player gen
SetIsPlayingRanked void SetIsPlayingRanked( void ) ParameterMask:[.Ib] Set player ranked
SetMaxActivityMode void SetMaxActivityMode( int ) Set max activity mode on the server (0,1,2)
SetNodeScriptData_Boolean void SetNodeScriptData_Boolean( int, int, bool ) Sets boolean data on an AI node at a given slot
SetPersistentStringForClient string SetPersistentStringForClient( str ) ParameterMask:[..ss] Set a persistent userinfo value (this does NOT replicate you will need to send the replication command)
SetPlaylistVarOverride void SetPlaylistVarOverride( string, string )
SetReloadingScripts void SetReloadingScripts( bool ) Set to true when reloading scripts
SetSoundVolumeOnEntity void SetSoundVolumeOnEntity( handle, string, float ) Sets the base volume of an active sound. Overwrites the volume value from the alias.
SetVisibleEntitiesInConeQueriableEnabled void SetVisibleEntitiesInConeQueriableEnabled( handle, bool ) Given (entity, enabled) should this entity be a candidate to be returned from GetVisibleEntitiesInCone
SetXPForLevel void SetXPForLevel( int, int ) Sets the XP required for a player to get to a certain level
ShouldSendDevStats <unknown> ShouldSendDevStats() True if script should send stats to devnet.
ShowMessage void ShowMessage( string ) Print a hud message on all clients
SkitSetDistancesToClosestHarpoints void SkitSetDistancesToClosestHarpoints() Initialize distance to nearest hard point
SmartAmmo_ClearCustomFractionSource void SmartAmmo_ClearCustomFractionSource( handle, handle ) Clear a source for a lock-on warning. Pass in null for target player to clear all lock-on warnings for the given source.
SmartAmmo_GetCustomFractionSource float SmartAmmo_GetCustomFractionSource( handle, handle ) Get the current fraction value for the given source and 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
SmartAmmo_SetCustomFractionSource void SmartAmmo_SetCustomFractionSource( handle, handle, float ) Set a source for a lock-on warning
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).
SpawnPoints_GetDropPod array SpawnPoints_GetDropPod() ParameterMask:[.] Get droppod spawn points
SpawnPoints_GetDropPodStart array SpawnPoints_GetDropPodStart( team ) ParameterMask:[.i] Get droppod start spawn points for a team
SpawnPoints_GetPilot array SpawnPoints_GetPilot() ParameterMask:[.] Get pilot spawn points
SpawnPoints_GetPilotStart array SpawnPoints_GetPilotStart( team ) ParameterMask:[.i] Get pilot start spawn points for a team
SpawnPoints_GetTitan array SpawnPoints_GetTitan() ParameterMask:[.] Get titan spawn points
SpawnPoints_GetTitanStart array SpawnPoints_GetTitanStart( team ) ParameterMask:[.i] Get titan start spawn points for a team
SpawnPoints_InitFrontlineData void SpawnPoints_InitFrontlineData( Vector, Vector, Vector, Vector, float ) Initialize rating spawn points for frontlines
SpawnPoints_InitRatings void SpawnPoints_InitRatings( handle ) Initialize rating spawn points
SpawnPoints_SetRatingMultipliers_Enemy void SpawnPoints_SetRatingMultipliers_Enemy( int, float, float, float ) For a class, set enemy rating multipliers for titan, pilot, ai
SpawnPoints_SetRatingMultipliers_Friendly void SpawnPoints_SetRatingMultipliers_Friendly( int, float, float, float ) For a class, set friendly rating multipliers for titan, pilot, ai
SpawnPoints_SortDropPod void SpawnPoints_SortDropPod() Sort spawn points for droppod
SpawnPoints_SortDropPodStart void SpawnPoints_SortDropPodStart() Sort start spawn points for droppod
SpawnPoints_SortPilot void SpawnPoints_SortPilot() Sort spawn points for pilot
SpawnPoints_SortPilotStart void SpawnPoints_SortPilotStart() Sort start spawn points for pilot
SpawnPoints_SortTitan void SpawnPoints_SortTitan() Sort spawn points for titan
SpawnPoints_SortTitanStart void SpawnPoints_SortTitanStart() Sort start spawn points for titan
StopSoundAtPosition void StopSoundAtPosition( Vector, string ) Stops any instances of a certain sound playing very near the given position.
StopSoundOnEntity void StopSoundOnEntity( handle, string ) Stops any instances of a certain sound playing on the given entity.
Time float Time() Get the current server time
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
TryClearParent void TryClearParent( handle ) Tell code to try clear the move parent for the given entity, even if the entity is currently marked for deletion. This is a hack for shipping only and should not be used.
UpdateEnemyMemoryFromTeammates void UpdateEnemyMemoryFromTeammates( handle ) Get a dump of enemies from all teammate AI
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
Weapon_SetDespawnTime void Weapon_SetDespawnTime( float ) Dropped weapons disappear after this much time
XPChanged void XPChanged() ParameterMask:[] Updates xp value from persistent vars
clamp float clamp( float, float, float ) Returns first parameter clamped between first and second parameter.

CNPC_Titan

Extends CAI_BaseNPC.

Methods

Function Signature Description
CNPC_Titan::GetCanStand <unknown> CNPC_Titan::GetCanStand() Is the titan able to stand
CNPC_Titan::GetOutOfBoundsDeadTime float CNPC_Titan::GetOutOfBoundsDeadTime() Get time at which this npc will die from being out of bounds (assuming it doesn't move into bounds)
CNPC_Titan::SetCanStand void CNPC_Titan::SetCanStand( bool ) Let client know that the titan could stand when checked.
CNPC_Titan::SetOutOfBoundsDeadTime void CNPC_Titan::SetOutOfBoundsDeadTime( float ) Set time at which this npc will die from being out of bounds (assuming it doesn't move into bounds)
CNPC_Titan::SetTacticalAbility void CNPC_Titan::SetTacticalAbility( handle, int ) Set the titan's tactical ability

CRushPanelProp

Extends CBaseAnimating.

Methods

Function Signature Description
CRushPanelProp::GetRushPanelEstimatedRushTime float CRushPanelProp::GetRushPanelEstimatedRushTime()
CRushPanelProp::GetRushPanelInProgress <unknown> CRushPanelProp::GetRushPanelInProgress()
CRushPanelProp::GetRushPanelStartRushTime float CRushPanelProp::GetRushPanelStartRushTime()
CRushPanelProp::IsRushed <unknown> CRushPanelProp::IsRushed()
CRushPanelProp::SetRushPanelEstimatedRushTime void CRushPanelProp::SetRushPanelEstimatedRushTime( float )
CRushPanelProp::SetRushPanelInProgress void CRushPanelProp::SetRushPanelInProgress( bool )
CRushPanelProp::SetRushPanelStartRushTime void CRushPanelProp::SetRushPanelStartRushTime( float )
CRushPanelProp::SetRushed void CRushPanelProp::SetRushed( bool )

CHardPointEntity

Extends CBaseEntity.

Methods

Function Signature Description
CHardPointEntity::GetHardpointAICount int CHardPointEntity::GetHardpointAICount( int )
CHardPointEntity::GetHardpointEstimatedCaptureTime float CHardPointEntity::GetHardpointEstimatedCaptureTime()
CHardPointEntity::GetHardpointID int CHardPointEntity::GetHardpointID()
CHardPointEntity::GetHardpointPlayerCount int CHardPointEntity::GetHardpointPlayerCount( int )
CHardPointEntity::GetHardpointPlayerTitanCount int CHardPointEntity::GetHardpointPlayerTitanCount( int )
CHardPointEntity::GetHardpointProgressRefPoint float CHardPointEntity::GetHardpointProgressRefPoint()
CHardPointEntity::GetHardpointState int CHardPointEntity::GetHardpointState()
CHardPointEntity::GetTerminal <unknown> CHardPointEntity::GetTerminal()
CHardPointEntity::SetHardpointAICount void CHardPointEntity::SetHardpointAICount( int, int )
CHardPointEntity::SetHardpointEstimatedCaptureTime void CHardPointEntity::SetHardpointEstimatedCaptureTime( float )
CHardPointEntity::SetHardpointID void CHardPointEntity::SetHardpointID( int )
CHardPointEntity::SetHardpointPlayerCount void CHardPointEntity::SetHardpointPlayerCount( int, int )
CHardPointEntity::SetHardpointPlayerTitanCount void CHardPointEntity::SetHardpointPlayerTitanCount( int, int )
CHardPointEntity::SetHardpointProgressRefPoint void CHardPointEntity::SetHardpointProgressRefPoint( float )
CHardPointEntity::SetHardpointState void CHardPointEntity::SetHardpointState( int )
CHardPointEntity::SetTerminal void CHardPointEntity::SetTerminal( handle )

CEnvEntityMaker

Extends CBaseEntity.

Methods

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

CBaseCombatWeapon

Extends CBaseAnimating.

Methods

Function Signature Description
CBaseCombatWeapon::GetWeaponClassName handle CBaseCombatWeapon::GetWeaponClassName() Returns the class name of the weapon
CBaseCombatWeapon::GetWeaponDescription handle CBaseCombatWeapon::GetWeaponDescription() Returns the description of the weapon
CBaseCombatWeapon::GetWeaponPrintName handle CBaseCombatWeapon::GetWeaponPrintName() Returns the display name of the weapon

CScriptTraceVolume

Extends CBaseEntity.

Methods

Function Signature Description
CScriptTraceVolume::SetBox void CScriptTraceVolume::SetBox( Vector, Vector ) Set the collision volume to an obb shape.
CScriptTraceVolume::SetSphere void CScriptTraceVolume::SetSphere( float ) Set the collision volume to a sphere shape.

CProjectile

Extends CBaseCombatCharacter.

Methods

Function Signature Description
CProjectile::DamageAliveOnly void CProjectile::DamageAliveOnly( bool ) Set whether projectile should do damage to alive entities only
CProjectile::ForceAdjustToGunBarrelDisabled void CProjectile::ForceAdjustToGunBarrelDisabled( bool ) Force projectile to act as if the 'adjust_to_gun_barrel' weapon setting had been set to false.
CProjectile::GetDamageSourceID int CProjectile::GetDamageSourceID() Get the damagesourceID set on this projectile.
CProjectile::GetMods array CProjectile::GetMods() ParameterMask:[.] Get an array of mods active on this weapon.
CProjectile::GetProjectileCreationTime float CProjectile::GetProjectileCreationTime() Returns the time the projectile was created by the player
CProjectile::GetProjectileCreationTimeServer float CProjectile::GetProjectileCreationTimeServer() Return the time the projectile was created on the server
CProjectile::GetRodeoDamage int CProjectile::GetRodeoDamage() Get the damage amount this weapon should do to a titan that the player is rodeoing.
CProjectile::GetWeaponClassName handle CProjectile::GetWeaponClassName() Gets the weapon classname that fired this projectile.
CProjectile::GetWeaponInfoFileKeyField <unknown> CProjectile::GetWeaponInfoFileKeyField( string ) Resolves a string key to its value in this weapons info file.
CProjectile::SetDamageSourceID void CProjectile::SetDamageSourceID( int ) Set the damagesourceID set on this projectile.
CProjectile::SetImpactEffectTable void CProjectile::SetImpactEffectTable( int ) Set the impact FX table to use for collisions.
CProjectile::SetProjectilTrailEffectIndex void CProjectile::SetProjectilTrailEffectIndex( int ) Specify which of the weapon's "projectile_trail_effect_#" settings this projectile should use.
CProjectile::SetVortexRefired void CProjectile::SetVortexRefired( bool ) Sets whether the projectile has been refired from the vortex; affects which script is run.
CProjectile::SetWeaponClassName void CProjectile::SetWeaponClassName( string ) Set the weapon classname that this projectile will report.

CHud

Methods

Function Signature Description
CHud::Hide void CHud::Hide( handle, string ) Hide a hud element.
CHud::ImageSet void CHud::ImageSet( handle, string, string ) Set the image of an imagePanel element.
CHud::LabelSetText void CHud::LabelSetText( handle, string, string ) Set the text of a label element.
CHud::SetColor void CHud::SetColor( handle, string, int, int, int, int ) Sets the color of an element with components (red, green, blue, alpha) given as 0-255 values.
CHud::SetColorBG void CHud::SetColorBG( handle, string, int, int, int, int ) Sets the background color of an element with components (red, green, blue, alpha) given as 0-255 values.
CHud::Show void CHud::Show( handle, string ) Reveal a hud element.

CAI_GoalEntity

Extends CBaseEntity.

Methods

Function Signature Description
CAI_GoalEntity::DisableGoal void CAI_GoalEntity::DisableGoal( handle ) Disable goal for a particular npc
CAI_GoalEntity::EnableGoal void CAI_GoalEntity::EnableGoal( handle ) Enable goal for a particular npc
CAI_GoalEntity::SetGoalEntity void CAI_GoalEntity::SetGoalEntity( handle ) Sets the goal entity

CBaseHelicopter

Extends CAI_TrackPather.

Methods

Function Signature Description
CBaseHelicopter::ClearFacingEntity void CBaseHelicopter::ClearFacingEntity() Clear override. Resume normal desired yaw.
CBaseHelicopter::EngineEffectsDisable void CBaseHelicopter::EngineEffectsDisable() Turn off engine sounds and effects.
CBaseHelicopter::EngineEffectsEnable void CBaseHelicopter::EngineEffectsEnable() Turn engine sounds and effects back on.
CBaseHelicopter::SetFacingEntity void CBaseHelicopter::SetFacingEntity( handle ) Set the entity to look at. Set to null to clear.
CBaseHelicopter::SetSpeedImmediate void CBaseHelicopter::SetSpeedImmediate( float ) Set the current and desired speed immediately

CRemoteFunctions

Methods

Function Signature Description
CRemoteFunctions::BeginRegisteringFunctions void CRemoteFunctions::BeginRegisteringFunctions() Begin registration of remote functions.
CRemoteFunctions::CallFunction_NonReplay void CRemoteFunctions::CallFunction_NonReplay( player, functionName, [param1], [param2], [param3], ... ) ParameterMask:[.xs] Given a player, function name, and optional parameters, call function in client script. Does not get called again in replays. Allowed var types are null, bool, int, and float.
CRemoteFunctions::CallFunction_Replay void CRemoteFunctions::CallFunction_Replay( player, functionName, [param1], [param2], [param3], ... ) ParameterMask:[.xs] Given a player, function name, and optional parameters, call function in client script. Then call it again if we rewind and play a kill replay. The command will not reach the client at all if called during a span of time the player skips because they were watching a replay. Allowed var types are null, bool, int, and float.
CRemoteFunctions::CallFunction_UI void CRemoteFunctions::CallFunction_UI( player, functionName, [param1], [param2], [param3], ... ) ParameterMask:[.xs] Given a player, function name, and optional parameters, call function in UI script. Allowed var types are null, bool, int, and float.
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.

CBigBrotherPanelProp

Extends CBaseAnimating.

Methods

Function Signature Description
CBigBrotherPanelProp::GetBBPanelEstimatedHackingTime float CBigBrotherPanelProp::GetBBPanelEstimatedHackingTime()
CBigBrotherPanelProp::GetBBPanelInProgress <unknown> CBigBrotherPanelProp::GetBBPanelInProgress()
CBigBrotherPanelProp::GetBBPanelStartHackingTime float CBigBrotherPanelProp::GetBBPanelStartHackingTime()
CBigBrotherPanelProp::IsHacked <unknown> CBigBrotherPanelProp::IsHacked()
CBigBrotherPanelProp::IsOtherPanelHacked <unknown> CBigBrotherPanelProp::IsOtherPanelHacked()
CBigBrotherPanelProp::SetBBPanelEstimatedHackingTime void CBigBrotherPanelProp::SetBBPanelEstimatedHackingTime( float )
CBigBrotherPanelProp::SetBBPanelInProgress void CBigBrotherPanelProp::SetBBPanelInProgress( bool )
CBigBrotherPanelProp::SetBBPanelStartHackingTime void CBigBrotherPanelProp::SetBBPanelStartHackingTime( float )
CBigBrotherPanelProp::SetHacked void CBigBrotherPanelProp::SetHacked( bool )
CBigBrotherPanelProp::SetOtherPanelHacked void CBigBrotherPanelProp::SetOtherPanelHacked( bool )

Titan_Driveable

Extends CBaseCombatCharacter.

Methods

Function Signature Description
Titan_Driveable::GetDriver <unknown> Titan_Driveable::GetDriver() Gets the player driving the titan
Titan_Driveable::GetFirstPersonProxy <unknown> Titan_Driveable::GetFirstPersonProxy() Create and get the player's first person proxy
Titan_Driveable::GetMainWeapons array Titan_Driveable::GetMainWeapons() ParameterMask:[.] Get array of the main weapons.
Titan_Driveable::GetOffhandWeapon <unknown> Titan_Driveable::GetOffhandWeapon( int ) Get the offhand weapon in the specified slot.
Titan_Driveable::GetOffhandWeapons array Titan_Driveable::GetOffhandWeapons() ParameterMask:[.] Get array of the offhand weapons.
Titan_Driveable::GiveWeapon void Titan_Driveable::GiveWeapon( string ) Equip titan with a weapon. Drops the current weapon
Titan_Driveable::RemoveDriverClimbout void Titan_Driveable::RemoveDriverClimbout() Makes the driver climb out
Titan_Driveable::RemoveDriverImmediate void Titan_Driveable::RemoveDriverImmediate() Removes the driver from the titan immediately
Titan_Driveable::SetDriverImmediate void Titan_Driveable::SetDriverImmediate( handle ) Puts the player into the titan immediately, starting the bootup
Titan_Driveable::SetPlayerSettingsOverride void Titan_Driveable::SetPlayerSettingsOverride( string ) Sets the player settings class to use while a player is in this vehicle
Titan_Driveable::TakeActiveWeapon void Titan_Driveable::TakeActiveWeapon() Removes titan's current weapon (no drop)
Titan_Driveable::TakeOffhandWeapon void Titan_Driveable::TakeOffhandWeapon( int ) Take the offhand weapon in the specified slot.
Titan_Driveable::TakeWeapon void Titan_Driveable::TakeWeapon( string ) Removes weapon from titan (no drop)

CFirstPersonProxy

Extends CBaseAnimating.

Methods

Function Signature Description
CFirstPersonProxy::Hide void CFirstPersonProxy::Hide()
CFirstPersonProxy::Show void CFirstPersonProxy::Show()

CTeamSpawnPoint

Extends CBaseEntity.

Methods

Function Signature Description
CTeamSpawnPoint::CalculateFrontlineRating float CTeamSpawnPoint::CalculateFrontlineRating() Calculate frontline rating
CTeamSpawnPoint::CalculateRating float CTeamSpawnPoint::CalculateRating( int, int, float, float ) Calculate the final rating and with additional value from script
CTeamSpawnPoint::GetRatingData table CTeamSpawnPoint::GetRatingData() ParameterMask:[.] Returns table of spawn point rating data
CTeamSpawnPoint::IsOccupied <unknown> CTeamSpawnPoint::IsOccupied() Determines whether any entities are inside of this spawnpoint
CTeamSpawnPoint::IsVisibleToEnemies <unknown> CTeamSpawnPoint::IsVisibleToEnemies( int ) Determines whether the spawnpoint is visible to any enemy players of the given team
CTeamSpawnPoint::NearbyAllyDistance float CTeamSpawnPoint::NearbyAllyDistance( int, string ) Returns the distance of the nearest ally
CTeamSpawnPoint::NearbyAllyScore float CTeamSpawnPoint::NearbyAllyScore( int, string ) Returns the nearby allies scored by distance using spawnpoint_near_dist and spawnpoint_far_dist
CTeamSpawnPoint::NearbyEnemyDistance float CTeamSpawnPoint::NearbyEnemyDistance( int, string ) Returns the distance of the nearest enemy
CTeamSpawnPoint::NearbyEnemyScore float CTeamSpawnPoint::NearbyEnemyScore( int, string ) Returns the nearby enemies scored by distance using spawnpoint_near_dist and spawnpoint_far_dist

CAI_Hint

Extends CBaseEntity.

Methods

Function Signature Description
CAI_Hint::GetHintGenericType handle CAI_Hint::GetHintGenericType() Gets the Generic Hint for "generic" hint types
CAI_Hint::GetHintType handle CAI_Hint::GetHintType() Gets the type of the hint, such as "window" or "door"

CBaseGrenade

Extends CProjectile.

Methods

Function Signature Description
CBaseGrenade::Explode void CBaseGrenade::Explode( Vector ) Forces the grenade to explode immediately.
CBaseGrenade::ExplodeForCollisionCallback void CBaseGrenade::ExplodeForCollisionCallback( Vector ) Forces the grenade to explode immediately.
CBaseGrenade::GetCreationTime float CBaseGrenade::GetCreationTime() Gets the time this grenade was created.
CBaseGrenade::GetDamageAmount float CBaseGrenade::GetDamageAmount( int ) Gets the maximum damage amount
CBaseGrenade::GetDamageRadius float CBaseGrenade::GetDamageRadius() Gets the damage radius
CBaseGrenade::InitMagnetic void CBaseGrenade::InitMagnetic( float, string ) Init magnetic grenade parameters
CBaseGrenade::MarkAsAttached void CBaseGrenade::MarkAsAttached()
CBaseGrenade::SetLauncherOwner void CBaseGrenade::SetLauncherOwner( handle )

CEntities

Methods

Function Signature Description
CEntities::CreateByClassname <unknown> CEntities::CreateByClassname( string ) Creates an entity by classname but does not spawn it. Call DispatchSpawn( ent ) to spawn the entity into the level.
CEntities::CreateByPointTemplates array CEntities::CreateByPointTemplates( matchingString, [origin], [angles] ) ParameterMask:[.sxx] Create zero or more entities from point-templates that match the given string, and return them as an array. Wildcards allowed.
CEntities::CreateByTemplate <unknown> CEntities::CreateByTemplate( string ) Create an entity based on the named template. If no template found, returns null.
CEntities::CreateByTemplateMultiple array CEntities::CreateByTemplateMultiple( matchingString ) ParameterMask:[.s] Create zero or more entities from templates that match the given string, and return them as an array. Wildcards allowed.
CEntities::FindByClassname <unknown> CEntities::FindByClassname( handle, string ) Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByClassnameNearest <unknown> CEntities::FindByClassnameNearest( string, Vector, float ) Find entities by class name nearest to a point.
CEntities::FindByClassnameWithin <unknown> CEntities::FindByClassnameWithin( handle, string, Vector, float ) Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByModel <unknown> CEntities::FindByModel( handle, string ) Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByName <unknown> CEntities::FindByName( handle, string ) Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByNameNearest <unknown> CEntities::FindByNameNearest( string, Vector, float ) Find entities by name nearest to a point.
CEntities::FindByNameWithin <unknown> CEntities::FindByNameWithin( handle, string, Vector, float ) Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindByTarget <unknown> CEntities::FindByTarget( handle, string ) Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::FindInSphere <unknown> CEntities::FindInSphere( handle, Vector, float ) Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
CEntities::First <unknown> CEntities::First() Begin an iteration over the list of entities
CEntities::Next <unknown> CEntities::Next( handle ) Continue an iteration over the list of entities, providing reference to a previously found entity

CAI_SkitNode

Extends CBaseEntity.

Methods

Function Signature Description
CAI_SkitNode::IsReserved <unknown> CAI_SkitNode::IsReserved() Get the weapon entity that owns this vortex sphere.
CAI_SkitNode::SetReserved void CAI_SkitNode::SetReserved( bool ) Set the weapon entity that owns this vortex sphere.

ScriptMover

Extends CBaseAnimating.

Methods

Function Signature Description
ScriptMover::ClearDesiredYaw void ScriptMover::ClearDesiredYaw() Switches back to code controll of yaw.
ScriptMover::GetAccelScale float ScriptMover::GetAccelScale() When you have a desired velocity set, this controls how fast we accelerate to the desired velocity.
ScriptMover::GetBobScale float ScriptMover::GetBobScale() Get the amplitude of the random bobbing. Zero is no bobbing.
ScriptMover::GetBobSpeedScale float ScriptMover::GetBobSpeedScale() Gets the rate of the random bobbing.
ScriptMover::GetDesiredHeight float ScriptMover::GetDesiredHeight() Get drone's desired height.
ScriptMover::GetDesiredVelocity Vector ScriptMover::GetDesiredVelocity() Get the drone's desired velocity.
ScriptMover::GetDesiredYaw float ScriptMover::GetDesiredYaw() Get yaw override.
ScriptMover::GetMaxSpeed float ScriptMover::GetMaxSpeed() Get max/cruising speed for moving to a desired position.
ScriptMover::GetMoveToPosition Vector ScriptMover::GetMoveToPosition() Get desired position toward which we will move and stop at.
ScriptMover::GetRollTorque float ScriptMover::GetRollTorque() Gets the force that makes the entity spin around its forward axis.
ScriptMover::GetSideForce float ScriptMover::GetSideForce() The force to the entity's left. Combined with SetRollTorque() can create a wobbly trajectory.
ScriptMover::GetYawRate float ScriptMover::GetYawRate() Get the yaw rate.
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.
ScriptMover::SetAccelScale void ScriptMover::SetAccelScale( float ) When you have a desired velocity set, this controls how fast we accelerate to the desired velocity.
ScriptMover::SetBobScale void ScriptMover::SetBobScale( float ) Set the amplitude of the random bobbing. Zero is no bobbing.
ScriptMover::SetBobSpeedScale void ScriptMover::SetBobSpeedScale( float ) Sets the rate of the random bobbing.
ScriptMover::SetDesiredHeight void ScriptMover::SetDesiredHeight( float ) Set drone's desired height.
ScriptMover::SetDesiredVelocity3D void ScriptMover::SetDesiredVelocity3D( Vector ) Set the drone's desired velocity.
ScriptMover::SetDesiredVelocityHorizontal void ScriptMover::SetDesiredVelocityHorizontal( Vector ) Set the drone's desired velocity.
ScriptMover::SetDesiredYaw void ScriptMover::SetDesiredYaw( float ) Overrides the direction to face.
ScriptMover::SetMaxSpeed void ScriptMover::SetMaxSpeed( float ) Set max/cruising speed for moving to a desired position.
ScriptMover::SetMoveToPosition void ScriptMover::SetMoveToPosition( Vector ) Set desired position toward which we will move and stop at.
ScriptMover::SetRollTorque void ScriptMover::SetRollTorque( float ) Applies a force that makes the entity spin around its forward axis.
ScriptMover::SetSideForce void ScriptMover::SetSideForce( float ) Applies a force to the entity's left. Combined with SetRollTorque() can create a wobbly trajectory.
ScriptMover::SetYawRate void ScriptMover::SetYawRate( float ) Set the yaw rate.

CWindowHint

Extends CBaseEntity.

Methods

Function Signature Description
CWindowHint::GetHalfHeight float CWindowHint::GetHalfHeight() Gets half the height of the window
CWindowHint::GetHalfWidth float CWindowHint::GetHalfWidth() Gets half the width of the window
CWindowHint::GetNormal Vector CWindowHint::GetNormal() Gets the forward direction of the window
CWindowHint::GetRight Vector CWindowHint::GetRight() Gets the sideways direction of the window

CWeaponX

Extends CBaseCombatWeapon.

Methods

Function Signature Description
CWeaponX::ClearLoopingWeaponSound void CWeaponX::ClearLoopingWeaponSound() Removes looping weapon sounds.
CWeaponX::Deploy <unknown> CWeaponX::Deploy() Triggers weapon deploy
CWeaponX::EmitWeaponNpcSound void CWeaponX::EmitWeaponNpcSound( float, float ) Notifies NPCs of weapon sound
CWeaponX::EmitWeaponSound void CWeaponX::EmitWeaponSound( string ) Plays the sound on the weapon
CWeaponX::EnableCatchAnimation void CWeaponX::EnableCatchAnimation() Makes the weapon play ACT_VM_DRAWCATCH next time it is deployed to a player.
CWeaponX::FireWeaponBolt <unknown> CWeaponX::FireWeaponBolt( Vector, Vector, float, int, int, bool ) Fires a bolt projectile, given ( pos, dir, float speed, touchDamageType, explosionDamageType, isClientPredicted ).
CWeaponX::FireWeaponBullet void CWeaponX::FireWeaponBullet( Vector, Vector, int, int ) Fires a bullet
CWeaponX::FireWeaponBullet_Special void CWeaponX::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.
CWeaponX::FireWeaponGrenade <unknown> CWeaponX::FireWeaponGrenade( Vector, Vector, Vector, float, int, int, bool, bool, bool ) Fires a grenade projectile, given ( pos, vel, angVel, fuseTime, touchDamageType, explosionDamageType, isClientPredicted, lagCompensated, doUseScriptOnDamage ).
CWeaponX::FireWeaponMissile <unknown> CWeaponX::FireWeaponMissile( Vector, Vector, float, int, int, bool, bool ) Fires a missile projectile, given ( pos, dir, float speed, touchDamageType, explosionDamageType, doRandomVelocAndThinkVars, isClientPredicted ).
CWeaponX::ForceRelease void CWeaponX::ForceRelease() Forces the offhand weapon to release
CWeaponX::GetAttackDirection Vector CWeaponX::GetAttackDirection() Returns the direction to fire from
CWeaponX::GetAttackPosition Vector CWeaponX::GetAttackPosition() Returns the position to fire from
CWeaponX::GetBurstFireShotsPending int CWeaponX::GetBurstFireShotsPending()
CWeaponX::GetDamageSourceID int CWeaponX::GetDamageSourceID() Gets the damage source ID for this weapon
CWeaponX::GetFireRateDelay float CWeaponX::GetFireRateDelay() Returns weapon fire rate
CWeaponX::GetMaxDamageFarDist float CWeaponX::GetMaxDamageFarDist() Gets the largest damage far dist for current owner
CWeaponX::GetMods array CWeaponX::GetMods() ParameterMask:[.] Get an array of mods active on this weapon.
CWeaponX::GetNextAttackAllowedTime float CWeaponX::GetNextAttackAllowedTime() Get this weapon's internal when-can-I-shoot-next time.
CWeaponX::GetPreviousAttackTime float CWeaponX::GetPreviousAttackTime() Get the latest time this weapon was fired.
CWeaponX::GetRodeoDamage int CWeaponX::GetRodeoDamage() Get the damage amount this weapon should do to a titan that the player is rodeoing.
CWeaponX::GetShotCount int CWeaponX::GetShotCount()
CWeaponX::GetSmartAmmoHudLockStyle handle CWeaponX::GetSmartAmmoHudLockStyle() Retrieve weapons smart_ammo_hud_lock_style setting
CWeaponX::GetSmartAmmoWeaponType handle CWeaponX::GetSmartAmmoWeaponType() Retrieve weapons smart_ammo_weapon_type setting
CWeaponX::GetTimeSinceADSBegan float CWeaponX::GetTimeSinceADSBegan()
CWeaponX::GetVortexAbsorbEffectName handle CWeaponX::GetVortexAbsorbEffectName() Get the name of this weapon's vortex first-person absorption effect.
CWeaponX::GetVortexAbsorbEffectNameThirdPerson handle CWeaponX::GetVortexAbsorbEffectNameThirdPerson() Get the name of this weapon's third-person vortex absorption effect.
CWeaponX::GetWeaponBurstFireCount int CWeaponX::GetWeaponBurstFireCount() Get the burst fire count
CWeaponX::GetWeaponChargeFraction float CWeaponX::GetWeaponChargeFraction() Returns fraction [0,1] where the charge level is.
CWeaponX::GetWeaponChargeLevel int CWeaponX::GetWeaponChargeLevel()
CWeaponX::GetWeaponChargeLevelMax int CWeaponX::GetWeaponChargeLevelMax()
CWeaponX::GetWeaponChargeTime float CWeaponX::GetWeaponChargeTime() Returns how long the weapon has been charging
CWeaponX::GetWeaponChargeTimeRemaining float CWeaponX::GetWeaponChargeTimeRemaining() Returns how long the weapon has left to charge
CWeaponX::GetWeaponClass handle CWeaponX::GetWeaponClass() Gets the string specified in the weapon's .txt file for 'weaponClass'.
CWeaponX::GetWeaponInfoFileKeyField <unknown> CWeaponX::GetWeaponInfoFileKeyField( string ) Resolves a string key to its value in this weapons info file.
CWeaponX::GetWeaponModSetting value CWeaponX::GetWeaponModSetting( settingName ) ParameterMask:[.s] Retrieve a weapon's current setting. Must be a modable setting.
CWeaponX::GetWeaponOwner <unknown> CWeaponX::GetWeaponOwner() Returns entity using the weapon
CWeaponX::GetWeaponPrimaryAmmoCount int CWeaponX::GetWeaponPrimaryAmmoCount() Returns the amount of primary ammo
CWeaponX::GetWeaponPrimaryClipCount int CWeaponX::GetWeaponPrimaryClipCount() Returns the amount of primary ammo in the clip. Returns -1 if weapon doesn't use a clip
CWeaponX::GetWeaponReadyToFireProgress float CWeaponX::GetWeaponReadyToFireProgress()
CWeaponX::GetWeaponUtilityEntity <unknown> CWeaponX::GetWeaponUtilityEntity() Get the weapon's utility entity
CWeaponX::HasMod <unknown> CWeaponX::HasMod( string ) Given (string), returns true if mod is active on this weapon.
CWeaponX::HasModDefined <unknown> CWeaponX::HasModDefined( string ) Given (string), returns true if mod is defined on this weapon.
CWeaponX::IsBurstFireInProgress <unknown> CWeaponX::IsBurstFireInProgress() Returns true if a burst fire is in progress
CWeaponX::IsChargeWeapon <unknown> CWeaponX::IsChargeWeapon() Returns true if the weapon has a charge ability.
CWeaponX::IsCriticalHitWeapon <unknown> CWeaponX::IsCriticalHitWeapon() Returns true if this weapon does critical hit damage
CWeaponX::IsForceRelease <unknown> CWeaponX::IsForceRelease() Returns true if the offhand weapon was forced to release
CWeaponX::IsNetOptimized <unknown> CWeaponX::IsNetOptimized() Returns true if this weapon is net optimized *and* net weapon optimizations are enabled ('net_optimize_weapons 1')
CWeaponX::IsReadyToFire <unknown> CWeaponX::IsReadyToFire() Returns true if weapon is ready to fire (based on next allowed attack time)
CWeaponX::IsReloading <unknown> CWeaponX::IsReloading() Returns true if the weapon is reloading
CWeaponX::IsWeaponAdsButtonPressed <unknown> CWeaponX::IsWeaponAdsButtonPressed() Returns true if the ADS button is pressed, even if the weapon doesn't allow zooming
CWeaponX::IsWeaponCharging <unknown> CWeaponX::IsWeaponCharging() Returns true if the weapon is currently charging
CWeaponX::IsWeaponInAds <unknown> CWeaponX::IsWeaponInAds() Returns true if the weapon is in ADS
CWeaponX::IsWeaponOffhand <unknown> CWeaponX::IsWeaponOffhand() Returns true if the weapon is offhand
CWeaponX::PlayWeaponEffect void CWeaponX::PlayWeaponEffect( <unknown>, <unknown>, string ) Plays the effect on the weapon
CWeaponX::PlayWeaponEffectNoCull void CWeaponX::PlayWeaponEffectNoCull( <unknown>, <unknown>, string ) Plays the effect on the weapon, always spawn even if out of view
CWeaponX::PlayWeaponEffectOnOwner void CWeaponX::PlayWeaponEffectOnOwner( <unknown>, int ) Plays the effect on the weapons owner, use this when the weapon does NOT have a world model.
CWeaponX::Raise <unknown> CWeaponX::Raise() Triggers weapon raise (or equip)
CWeaponX::SetAttackKickRollScale void CWeaponX::SetAttackKickRollScale( float ) Only useful within primaryattack callbacks.
CWeaponX::SetAttackKickScale void CWeaponX::SetAttackKickScale( float ) Only useful within primaryattack callbacks.
CWeaponX::SetLoopingWeaponSound void CWeaponX::SetLoopingWeaponSound( string, string, string, string, string, string ) Sets up looping weapon sounds for this weapons
CWeaponX::SetMods CWeaponX::SetMods( [modName4, modname1, ...] ) ParameterMask:[..] Reset and apply active mods on a weapon.
CWeaponX::SetNextAttackAllowedTime void CWeaponX::SetNextAttackAllowedTime( float ) Set this weapon's internal when-can-I-shoot-next time.
CWeaponX::SetWeaponBurstFireCount void CWeaponX::SetWeaponBurstFireCount( int ) Set the burst fire count
CWeaponX::SetWeaponChargeFraction void CWeaponX::SetWeaponChargeFraction( float ) Sets charge of the weapon as a fraction [0,1].
CWeaponX::SetWeaponChargeFractionForced void CWeaponX::SetWeaponChargeFractionForced( float )
CWeaponX::SetWeaponPrimaryAmmoCount void CWeaponX::SetWeaponPrimaryAmmoCount( int ) Set the amount of primary ammo
CWeaponX::SetWeaponPrimaryClipCount void CWeaponX::SetWeaponPrimaryClipCount( int ) Set the amount of primary ammo in the clip
CWeaponX::SetWeaponSkin void CWeaponX::SetWeaponSkin( int ) Sets the skin index on the weapon
CWeaponX::SetWeaponUtilityEntity void CWeaponX::SetWeaponUtilityEntity( handle ) Set the weapon's utility entity
CWeaponX::ShouldPredictProjectiles <unknown> CWeaponX::ShouldPredictProjectiles() Returns true if it is appropriate to fire predicted projectiles on the client
CWeaponX::SmartAmmo_Clear void CWeaponX::SmartAmmo_Clear( bool ) Clears all current smart ammo targets. Pass in true to clear stored targets too.
CWeaponX::SmartAmmo_Disable void CWeaponX::SmartAmmo_Disable() Disables smart ammo tracking
CWeaponX::SmartAmmo_Enable void CWeaponX::SmartAmmo_Enable() Enables smart ammo tracking
CWeaponX::SmartAmmo_GetFirePosition Vector CWeaponX::SmartAmmo_GetFirePosition( handle ) Returns the position to fire at for this target
CWeaponX::SmartAmmo_GetNewTargetTime float CWeaponX::SmartAmmo_GetNewTargetTime() Returns the last time a new target was acquired
CWeaponX::SmartAmmo_GetSearchAngle float CWeaponX::SmartAmmo_GetSearchAngle() Returns the angle used by the smart ammo cone search
CWeaponX::SmartAmmo_GetStoredTargets <unknown> CWeaponX::SmartAmmo_GetStoredTargets() Returns the list of targets that was last stored
CWeaponX::SmartAmmo_GetTargets <unknown> CWeaponX::SmartAmmo_GetTargets() Returns a list of targets currently being tracked by the smart ammo system and their current and previous lock fractions
CWeaponX::SmartAmmo_IsEnabled <unknown> CWeaponX::SmartAmmo_IsEnabled() Returns true if smart ammo tracking is enabled
CWeaponX::SmartAmmo_SetNewTargetTime void CWeaponX::SmartAmmo_SetNewTargetTime() Let script inform code it started locking on a new target in this tick
CWeaponX::SmartAmmo_SetTarget void CWeaponX::SmartAmmo_SetTarget( handle, float ) Appends new smart ammo target if not already in the list
CWeaponX::SmartAmmo_StoreTargets void CWeaponX::SmartAmmo_StoreTargets() Stores the current list of smart ammo targets for later retrieval
CWeaponX::StopLoopingWeaponSound void CWeaponX::StopLoopingWeaponSound() Stops looping weapon sounds.
CWeaponX::StopWeaponEffect void CWeaponX::StopWeaponEffect( <unknown>, <unknown> ) Stops the effect on the weapon
CWeaponX::StopWeaponSound void CWeaponX::StopWeaponSound( string ) Stops the sound on the weapon
CWeaponX::ThrowWeapon <unknown> CWeaponX::ThrowWeapon( Vector, Vector, Vector, Vector ) Duplicate this weapon and throw it.
CWeaponX::TimeUntilReadyToFire float CWeaponX::TimeUntilReadyToFire() Returns time remaining until ready to fire

CEnvExplosion

Extends CBaseEntity.

Methods

Function Signature Description
CEnvExplosion::AddIgnoredEntity void CEnvExplosion::AddIgnoredEntity( handle ) Passed entity will not be affected by this env_explosion.
CEnvExplosion::GetDamageRadius int CEnvExplosion::GetDamageRadius() Get the damage radius that this explosion ent will use.
CEnvExplosion::SetExplosionSourcePosition void CEnvExplosion::SetExplosionSourcePosition( Vector ) Set the position that the explosion game from.

CScriptDamageInfo

Methods

Function Signature Description
CScriptDamageInfo::AddDamageFlags void CScriptDamageInfo::AddDamageFlags( int ) Add a DAMAGEFLAG_* flag.
CScriptDamageInfo::GetAttacker <unknown> 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 handle CScriptDamageInfo::GetDamageWeaponName() Returns weapon name, even if weapon entity is gone
CScriptDamageInfo::GetDeathPackage handle 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 <unknown> 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 <unknown> CScriptDamageInfo::GetInflictor() Return the entity that inflicted this damage (projectile, etc...)
CScriptDamageInfo::GetWeapon <unknown> CScriptDamageInfo::GetWeapon() Return the weapon that the attacker was using
CScriptDamageInfo::HasDamageFlags <unknown> CScriptDamageInfo::HasDamageFlags( int ) Returns true if contains all given DAMAGEFLAG_* flags.
CScriptDamageInfo::IsRagdollAllowed <unknown> CScriptDamageInfo::IsRagdollAllowed() Checks if code is allowing this entity to ragdoll on death
CScriptDamageInfo::SetCustomDamageType void CScriptDamageInfo::SetCustomDamageType( int ) Overrides the damage type that was set by script when firing the weapon.
CScriptDamageInfo::SetDamage void CScriptDamageInfo::SetDamage( float ) Set the amount of damage
CScriptDamageInfo::SetDamageForce void CScriptDamageInfo::SetDamageForce( Vector ) Set damage force vector.
CScriptDamageInfo::SetDamageSourceIdentifier void CScriptDamageInfo::SetDamageSourceIdentifier( int ) Sets the damage source identifier.
CScriptDamageInfo::SetDeathPackage void CScriptDamageInfo::SetDeathPackage( string ) Set what death (anim) package to use if this damage kills the guy.
CScriptDamageInfo::SetFlinchDirection void CScriptDamageInfo::SetFlinchDirection( int ) Set which direction the target should flinch in.
CScriptDamageInfo::SetForceKill void CScriptDamageInfo::SetForceKill( bool ) Sets whether this damage should force a kill
CScriptDamageInfo::ShouldRecordStatsForWeapon <unknown> CScriptDamageInfo::ShouldRecordStatsForWeapon() Returns if stats should be recorded for damage weapon

CVortexSphere

Extends CBaseEntity.

Methods

Function Signature Description
CVortexSphere::GetOwnerWeapon <unknown> CVortexSphere::GetOwnerWeapon() Get the weapon entity that owns this vortex sphere.
CVortexSphere::RemoveBulletFromSphere void CVortexSphere::RemoveBulletFromSphere() Remove a single bullet from the sphere.
CVortexSphere::SetOwnerWeapon void CVortexSphere::SetOwnerWeapon( handle ) Set the weapon entity that owns this vortex sphere.

CTurret

Extends CBaseAnimating.

Methods

Function Signature Description
CTurret::AimTurret void CTurret::AimTurret( float, float ) Sets the aim direction of the turret (while there is no player controlling)
CTurret::SetDriver void CTurret::SetDriver( handle ) Sets the driver of the turret
CTurret::StartFire void CTurret::StartFire() Force turret to start firing
CTurret::StopFire void CTurret::StopFire() Stop forcing turret to firing

CAI_TrackPather

Extends CAI_BaseNPC.

Methods

Function Signature Description
CAI_TrackPather::FlyPath void CAI_TrackPather::FlyPath( handle ) Fly forward along the path starting with the specified node.
CAI_TrackPather::FlyPathBackward void CAI_TrackPather::FlyPathBackward( handle ) Fly along the path nodes in reverse order, starting with the specified node.
CAI_TrackPather::FlyToNodeUseNodeSpeed void CAI_TrackPather::FlyToNodeUseNodeSpeed( handle ) Fly straight to a node, don't slow to a stop, but maintain the node speed all the way to the node.
CAI_TrackPather::FlyToNodeViaPath void CAI_TrackPather::FlyToNodeViaPath( handle ) Fly to a node, flying along the path, starting with the node closest to the vehicle's current position.
CAI_TrackPather::FlyToPoint void CAI_TrackPather::FlyToPoint( Vector ) Fly to a position in space.
CAI_TrackPather::FlyToPointToAnim void CAI_TrackPather::FlyToPointToAnim( Vector, string ) Path to track node, but does not stop at the goal. When approaching the goal, the entity will ramp its speed to match the beginning speed of the specified animation sequence.

CAI_ScriptedSequence

Extends CBaseEntity.

Methods

Function Signature Description
CAI_ScriptedSequence::GetAnimStart Vector CAI_ScriptedSequence::GetAnimStart( handle ) Returns the world position where the animation will start.

CBaseAnimating

Extends CBaseEntity.

Methods

Function Signature Description
CBaseAnimating::Anim_DisableAnimDelta void CBaseAnimating::Anim_DisableAnimDelta() Disables movement due to animation delta.
CBaseAnimating::Anim_EnablePlanting void CBaseAnimating::Anim_EnablePlanting() Enables collision and causes ref to move in Z to keep entity on ground.
CBaseAnimating::Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion void CBaseAnimating::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.
CBaseAnimating::Anim_GetAttachmentAtTime <unknown> CBaseAnimating::Anim_GetAttachmentAtTime( string, string, float ) Returns the position and angle of an attachment at the given time in the given animation
CBaseAnimating::Anim_GetRefLocalOffset Vector CBaseAnimating::Anim_GetRefLocalOffset( string ) Gets position local offset from ref point for an animation.
CBaseAnimating::Anim_GetStartForRefEntity table CBaseAnimating::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.
CBaseAnimating::Anim_GetStartForRefPoint table CBaseAnimating::Anim_GetStartForRefPoint( animName, referencePosition, referenceAngles ) ParameterMask:[.sxx] Gets the starting position for an animation played with a specific ref point.
CBaseAnimating::Anim_HasActivity <unknown> CBaseAnimating::Anim_HasActivity( string ) Returns bool whether the entity's model has the specified activity.
CBaseAnimating::Anim_HasSequence <unknown> CBaseAnimating::Anim_HasSequence( string ) Returns bool whether the entity's model has the specified sequence.
CBaseAnimating::Anim_IsActive <unknown> CBaseAnimating::Anim_IsActive() Returns true if currently playing an animation from Anim_Play*()
CBaseAnimating::Anim_NonScriptedPlay void CBaseAnimating::Anim_NonScriptedPlay( string ) Just sets the current sequence, without the entity entering a scripted anim mode.
CBaseAnimating::Anim_Play void CBaseAnimating::Anim_Play( string ) Play an anim without trying to set origin/angles.
CBaseAnimating::Anim_PlayWithOriginOnEntity void CBaseAnimating::Anim_PlayWithOriginOnEntity( string, handle, string, float ) Plays an animation with the origin on an entity/attachment.
CBaseAnimating::Anim_PlayWithRefEntity void CBaseAnimating::Anim_PlayWithRefEntity( string, handle, string, float ) Plays an animation with a parent entity and attachment as a ref point.
CBaseAnimating::Anim_PlayWithRefPoint void CBaseAnimating::Anim_PlayWithRefPoint( string, Vector, Vector, float ) Plays an animation with a specific ref point.
CBaseAnimating::Anim_SetInitialTime void CBaseAnimating::Anim_SetInitialTime( float ) Sets the initial time (in seconds) that the given animation will begin playing at
CBaseAnimating::Anim_Stop void CBaseAnimating::Anim_Stop() Stops the current animation started by Anim_Play*()
CBaseAnimating::BecomeRagdoll <unknown> CBaseAnimating::BecomeRagdoll( Vector ) Turns the entity into a client-side ragdoll; returns true for success
CBaseAnimating::ClearDoomed void CBaseAnimating::ClearDoomed() Set this entity to not use doomed animations
CBaseAnimating::DisableRenderAlways void CBaseAnimating::DisableRenderAlways() Set this entity to not render always
CBaseAnimating::Dissolve <unknown> CBaseAnimating::Dissolve( int, Vector, int ) Dissolve this entity
CBaseAnimating::EnableRenderAlways void CBaseAnimating::EnableRenderAlways() Set this entity to render always
CBaseAnimating::FindBodyGroup int CBaseAnimating::FindBodyGroup( string ) Given ( groupName ), find a bodygroup index by name.
CBaseAnimating::GetAnimDeltas Vector CBaseAnimating::GetAnimDeltas( int, float, float ) Get animation position deltas
CBaseAnimating::GetAnimEndPos Vector CBaseAnimating::GetAnimEndPos( int, float, float ) Get where animation will end up if played from current position and angles
CBaseAnimating::GetAnimEventCycleFrac float CBaseAnimating::GetAnimEventCycleFrac( string, string ) Returns the cycle for the given event in the given animation sequence. Returns -1 on any errors.
CBaseAnimating::GetAttachmentAngles Vector CBaseAnimating::GetAttachmentAngles( int ) Get the attachement id's angles as a p,y,r vector
CBaseAnimating::GetAttachmentOrigin Vector CBaseAnimating::GetAttachmentOrigin( int ) Get the attachement id's origin vector
CBaseAnimating::GetBodyGroupModelCount int CBaseAnimating::GetBodyGroupModelCount( int ) Given ( groupIndex ), gets the number of models in a bodygroup.
CBaseAnimating::GetBodyGroupState int CBaseAnimating::GetBodyGroupState( int ) Given ( groupIndex ), gets the currently active model index of a bodygroup.
CBaseAnimating::GetFullBodygroup int CBaseAnimating::GetFullBodygroup() Gets the entire bodygroup state.
CBaseAnimating::GetObjectScaleLevel int CBaseAnimating::GetObjectScaleLevel() The scale size of the entity
CBaseAnimating::GetPoseParameter float CBaseAnimating::GetPoseParameter( int ) Get the specified pose parameter value
CBaseAnimating::GetScriptedAnimEventCycleFrac float CBaseAnimating::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.
CBaseAnimating::GetSequenceDuration float CBaseAnimating::GetSequenceDuration( string ) Get animation sequence duration in seconds
CBaseAnimating::GetSkin int CBaseAnimating::GetSkin() Get skin
CBaseAnimating::Gib void CBaseAnimating::Gib( string, Vector, bool ) Gib this entity
CBaseAnimating::Ignite void CBaseAnimating::Ignite( float, float ) Ignite this entity with specified duration and size
CBaseAnimating::IsDissolving <unknown> CBaseAnimating::IsDissolving() True if entity is dissolving.
CBaseAnimating::IsSequenceFinished <unknown> CBaseAnimating::IsSequenceFinished() Ask whether the main sequence is done playing
CBaseAnimating::LerpSkyScale void CBaseAnimating::LerpSkyScale( float, float ) Sets the sky scale for this entity. Pass in target skyscale and time to lerp to that value.
CBaseAnimating::LookupAttachment int CBaseAnimating::LookupAttachment( string ) Get the named attachment id
CBaseAnimating::LookupPoseParameterIndex int CBaseAnimating::LookupPoseParameterIndex( string ) Get the specified pose parameter index by name. Returns -1 if not found.
CBaseAnimating::LookupSequence int CBaseAnimating::LookupSequence( string ) Get integer index for sequence string
CBaseAnimating::SetBodygroup void CBaseAnimating::SetBodygroup( int, int ) Sets a bodygroup
CBaseAnimating::SetContinueAnimatingAfterRagdoll void CBaseAnimating::SetContinueAnimatingAfterRagdoll( bool ) Entity will continue animating on the server after it becomes a ragdoll on the client. This helps the ragdoll keep momentum when the transition occurs.
CBaseAnimating::SetDoFaceAnimations void CBaseAnimating::SetDoFaceAnimations( bool ) Set whether this model should do face animations or not
CBaseAnimating::SetDoomed void CBaseAnimating::SetDoomed() Set this entity to use doomed animations
CBaseAnimating::SetFullBodygroup void CBaseAnimating::SetFullBodygroup( int ) Sets the entire bodygroup state.
CBaseAnimating::SetPoseParameter void CBaseAnimating::SetPoseParameter( int, float ) Set the specified pose parameter to the specified value
CBaseAnimating::SetRagdollImpactFX void CBaseAnimating::SetRagdollImpactFX( int ) When this entity becomes a client ragdoll it will do impact fx according to the passed ImpactTable index (PrecacheImpactEffectTable)
CBaseAnimating::SetSkin void CBaseAnimating::SetSkin( int ) Sets the skin

CTitanSoul

Extends CBaseEntity.

Methods

Function Signature Description
CTitanSoul::ClearRodeoAllowed void CTitanSoul::ClearRodeoAllowed() Flags the Titan as melee executed or rodeoed, so players won't try rodeo them
CTitanSoul::EnableDoomed void CTitanSoul::EnableDoomed()
CTitanSoul::GetCoreChargeExpireTime float CTitanSoul::GetCoreChargeExpireTime()
CTitanSoul::GetInvalidHealthBarEnt <unknown> CTitanSoul::GetInvalidHealthBarEnt()
CTitanSoul::GetLastRodeoHitTime float CTitanSoul::GetLastRodeoHitTime() Get last rodeo hit time
CTitanSoul::GetLiveryCode int CTitanSoul::GetLiveryCode()
CTitanSoul::GetLiveryColor0 Vector CTitanSoul::GetLiveryColor0()
CTitanSoul::GetLiveryColor1 Vector CTitanSoul::GetLiveryColor1()
CTitanSoul::GetLiveryColor2 Vector CTitanSoul::GetLiveryColor2()
CTitanSoul::GetNextCoreChargeAvailable float CTitanSoul::GetNextCoreChargeAvailable()
CTitanSoul::GetPlayerSettingsNum int CTitanSoul::GetPlayerSettingsNum()
CTitanSoul::GetRiderEnt <unknown> CTitanSoul::GetRiderEnt() Gets the rider entity for this titanSoul entity
CTitanSoul::GetShieldHealth int CTitanSoul::GetShieldHealth() Get the shield health
CTitanSoul::GetShieldHealthMax int CTitanSoul::GetShieldHealthMax() Get the maximum shield health
CTitanSoul::GetStance int CTitanSoul::GetStance()
CTitanSoul::GetTierLevel int CTitanSoul::GetTierLevel() Get titan tier level
CTitanSoul::GetTitan <unknown> CTitanSoul::GetTitan() Gets the titan for this titanSoul entity
CTitanSoul::HasValidTitan <unknown> CTitanSoul::HasValidTitan() Returns if the titanSoul has a valid titan
CTitanSoul::IsDoomed <unknown> CTitanSoul::IsDoomed()
CTitanSoul::IsEjecting <unknown> CTitanSoul::IsEjecting()
CTitanSoul::SetCoreChargeExpireTime void CTitanSoul::SetCoreChargeExpireTime( float )
CTitanSoul::SetEjecting void CTitanSoul::SetEjecting( bool )
CTitanSoul::SetInvalidHealthBarEnt void CTitanSoul::SetInvalidHealthBarEnt( bool )
CTitanSoul::SetLastRodeoHitTime void CTitanSoul::SetLastRodeoHitTime( float ) Set last rodeo hit time
CTitanSoul::SetLiveryCode void CTitanSoul::SetLiveryCode( int )
CTitanSoul::SetLiveryColor0 void CTitanSoul::SetLiveryColor0( Vector )
CTitanSoul::SetLiveryColor1 void CTitanSoul::SetLiveryColor1( Vector )
CTitanSoul::SetLiveryColor2 void CTitanSoul::SetLiveryColor2( Vector )
CTitanSoul::SetNextCoreChargeAvailable void CTitanSoul::SetNextCoreChargeAvailable( float )
CTitanSoul::SetParticleWallData void CTitanSoul::SetParticleWallData( float, float, Vector, Vector ) Set active particle wall data
CTitanSoul::SetPlayerSettingsNum void CTitanSoul::SetPlayerSettingsNum( int )
CTitanSoul::SetRiderEnt void CTitanSoul::SetRiderEnt( handle ) Sets the rider entity if this is a titanSoul entity
CTitanSoul::SetRodeoAllowed void CTitanSoul::SetRodeoAllowed() Clear the flag that states the Titan has been melee executed or rodeoed
CTitanSoul::SetShieldHealth void CTitanSoul::SetShieldHealth( int ) Set the shield health
CTitanSoul::SetShieldHealthMax void CTitanSoul::SetShieldHealthMax( int ) Set the maximum shield health
CTitanSoul::SetStance void CTitanSoul::SetStance( int )
CTitanSoul::SetTierLevel void CTitanSoul::SetTierLevel( int )
CTitanSoul::SetTitan void CTitanSoul::SetTitan( handle ) Sets the titan for a titanSoul entity

CPortal_Player

Extends CBaseMultiplayerPlayer.

Methods

Function Signature Description
CPortal_Player::Anim_PlayGesture void CPortal_Player::Anim_PlayGesture( string ) Plays the named activity animation as a gesture
CPortal_Player::ForceCrouch void CPortal_Player::ForceCrouch() Forces the player to crouch
CPortal_Player::ForceStand void CPortal_Player::ForceStand() Blocks the player from crouching
CPortal_Player::GetCrouchingHullMax Vector CPortal_Player::GetCrouchingHullMax() Returns the max hull vector when crouching
CPortal_Player::GetCrouchingHullMin Vector CPortal_Player::GetCrouchingHullMin() Returns the min hull vector when crouching
CPortal_Player::GetCrouchingViewHeight float CPortal_Player::GetCrouchingViewHeight() Returns the view height when crouching
CPortal_Player::GetStandingHullMax Vector CPortal_Player::GetStandingHullMax() Returns the max hull vector when standing
CPortal_Player::GetStandingHullMin Vector CPortal_Player::GetStandingHullMin() Returns the min hull vector when standing
CPortal_Player::GetStandingViewHeight float CPortal_Player::GetStandingViewHeight() Returns the view height when standing
CPortal_Player::IsBot <unknown> CPortal_Player::IsBot() Returns true if this player is a bot
CPortal_Player::IsCrouched <unknown> CPortal_Player::IsCrouched() Returns if the player is crouched.
CPortal_Player::IsStanding <unknown> CPortal_Player::IsStanding() Returns if the player is standing.
CPortal_Player::UnforceCrouch void CPortal_Player::UnforceCrouch() Lets the player stand again
CPortal_Player::UnforceStand void CPortal_Player::UnforceStand() Lets the player crouch again

CBaseEntity

Methods

Function Signature Description
CBaseEntity::AddOutput void CBaseEntity::AddOutput(outputName, target, inputName, parameter, delay, maxFires) Connects an output on this entity to an input on another entity via code. The "target" can be a name or a named entity.
CBaseEntity::CallDelayed void CBaseEntity::CallDelayed(func, delay) Calls the given function after the given delay.
CBaseEntity::CanCloak <unknown> CBaseEntity::CanCloak() Gets whether the entity can cloak or not
CBaseEntity::CanSee void CBaseEntity::CanSee(entity) Returns true if this entity can see the passed entity
CBaseEntity::ClearBossPlayer void CBaseEntity::ClearBossPlayer() Clear this entity of any player ownership.
CBaseEntity::ClearIgnoreMe void CBaseEntity::ClearIgnoreMe() NPCs may now attack this if they do not like it.
CBaseEntity::ClearInvulnerable void CBaseEntity::ClearInvulnerable() Decrement invulnerability counter. IsInvulnerable will return true as long as that counter is > 0.
CBaseEntity::ClearParent void CBaseEntity::ClearParent() Clears an entity's parenting.
CBaseEntity::ConnectOutput void CBaseEntity::ConnectOutput( string, string ) Adds an I/O connection that will call the named function when the specified output fires
CBaseEntity::ConnectOutputTarget void CBaseEntity::ConnectOutputTarget(outputName, functionName, target, skipcheck) Connects an output on this entity to a script function on another entity. The "target" can be a name or an entity.
CBaseEntity::CreateTableFromModelKeyValues table CBaseEntity::CreateTableFromModelKeyValues() ParameterMask:[.] Creates and returns a script table built from the entity's model's .qc $keyvalues block.
CBaseEntity::Destroy void CBaseEntity::Destroy()
CBaseEntity::Die void CBaseEntity::Die( handle, handle, handle ) Kill the entity. Additional params table can contain: weapon, origin, force, forceKill, scriptType, damageSourceId, attackerClass, meleeAttack, meleeExecution, hitbox
CBaseEntity::DisableAttackableByAI void CBaseEntity::DisableAttackableByAI()
CBaseEntity::DisableDraw void CBaseEntity::DisableDraw() consider this the mega hide
CBaseEntity::DisconnectOutput void CBaseEntity::DisconnectOutput( string, string ) Removes a connected script function from an I/O event.
CBaseEntity::DispatchImpactEffects void CBaseEntity::DispatchImpactEffects( handle, Vector, Vector, int, int, int, int, handle, int )
CBaseEntity::DumpParentingState void CBaseEntity::DumpParentingState() Prints information about the entity's parenting.
CBaseEntity::EnableAttackableByAI void CBaseEntity::EnableAttackableByAI()
CBaseEntity::EnableDraw void CBaseEntity::EnableDraw() its back!
CBaseEntity::EnableHardpoint void CBaseEntity::EnableHardpoint() Enable this hardpoint
CBaseEntity::Enabled void CBaseEntity::Enabled() Returns true if this hardpoint is enabled
CBaseEntity::EyeAngles Vector CBaseEntity::EyeAngles() Get eye angles
CBaseEntity::EyePosition Vector CBaseEntity::EyePosition() Get vector to eye position - absolute coords
CBaseEntity::Fire void CBaseEntity::Fire(output, param, delay, activator, caller) Fire an output on this entity, with optional parm and delay
CBaseEntity::FireNow void CBaseEntity::FireNow(output, param, activator, caller) Fire an output on this entity, with optional parm and delay (synchronous)
CBaseEntity::FirstMoveChild <unknown> CBaseEntity::FirstMoveChild()
CBaseEntity::FollowEntity void CBaseEntity::FollowEntity( handle, bool )
CBaseEntity::GetAngles Vector CBaseEntity::GetAngles() Get entity pitch, yaw, roll as a vector
CBaseEntity::GetAngularVelocity Vector CBaseEntity::GetAngularVelocity() Get the local angular velocity - returns a vector of pitch,yaw,roll
CBaseEntity::GetArmorType int CBaseEntity::GetArmorType() Get the entity's armor type
CBaseEntity::GetBlocksLOS <unknown> CBaseEntity::GetBlocksLOS() Gets whether this entity will block AI LOS
CBaseEntity::GetBossPlayer <unknown> CBaseEntity::GetBossPlayer() Gets the boss player for an entity
CBaseEntity::GetBoundingMaxs Vector CBaseEntity::GetBoundingMaxs() Get a vector containing max bounds, centered on object
CBaseEntity::GetBoundingMins Vector CBaseEntity::GetBoundingMins() Get a vector containing min bounds, centered on object
CBaseEntity::GetCenter Vector CBaseEntity::GetCenter() Get vector to center of object - absolute coords
CBaseEntity::GetClassname handle CBaseEntity::GetClassname()
CBaseEntity::GetCloakEndTime float CBaseEntity::GetCloakEndTime() Return when cloak ends (ie, when fade-in begins)
CBaseEntity::GetDamage float CBaseEntity::GetDamage() Returns the amount of damage this entity would potentially inflict.
CBaseEntity::GetEncodedEHandle int CBaseEntity::GetEncodedEHandle() Get an encoded handle to this ent, suitable for sending to client script.
CBaseEntity::GetEntIndex int CBaseEntity::GetEntIndex() Get entity index of networked entity. Script error if the entity doesn't have an index
CBaseEntity::GetForwardVector Vector CBaseEntity::GetForwardVector() Get the forward vector of the entity
CBaseEntity::GetHealth int CBaseEntity::GetHealth()
CBaseEntity::GetIndexForEntity int CBaseEntity::GetIndexForEntity() Get an index that can be used for kill replay.
CBaseEntity::GetLifeState int CBaseEntity::GetLifeState()
CBaseEntity::GetLocalAngles Vector CBaseEntity::GetLocalAngles() Get entity pitch, yaw, roll as a vector relative to parent
CBaseEntity::GetLocalOrigin Vector CBaseEntity::GetLocalOrigin()
CBaseEntity::GetMaxHealth int CBaseEntity::GetMaxHealth()
CBaseEntity::GetModelName handle CBaseEntity::GetModelName() Returns the name of the model
CBaseEntity::GetName handle CBaseEntity::GetName()
CBaseEntity::GetNextKey <unknown> CBaseEntity::GetNextKey( <unknown> ) Takes a key in the entity's key value list and returns the next key. Useful for iterating through key values.
CBaseEntity::GetNoTarget <unknown> CBaseEntity::GetNoTarget()
CBaseEntity::GetNoTargetSmartAmmo <unknown> CBaseEntity::GetNoTargetSmartAmmo() Get whether the smart ammo system can see this target
CBaseEntity::GetOrigin Vector CBaseEntity::GetOrigin()
CBaseEntity::GetOwner <unknown> CBaseEntity::GetOwner() Gets this entity's owner
CBaseEntity::GetParent <unknown> CBaseEntity::GetParent() If in hierarchy, retrieves the entity's parent
CBaseEntity::GetPhysicsSolidMask int CBaseEntity::GetPhysicsSolidMask() Gets the solid mask for this entity
CBaseEntity::GetPreTemplateName handle CBaseEntity::GetPreTemplateName() Get the entity name stripped of template unique decoration
CBaseEntity::GetRightVector Vector CBaseEntity::GetRightVector() Get the right vector of the entity
CBaseEntity::GetRootMoveParent <unknown> CBaseEntity::GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent
CBaseEntity::GetScriptId handle CBaseEntity::GetScriptId() Retrieve the unique identifier used to refer to the entity within the scripting system
CBaseEntity::GetScriptScope <unknown> CBaseEntity::GetScriptScope() Retrieve the script-side data associated with an entity
CBaseEntity::GetTeam int CBaseEntity::GetTeam()
CBaseEntity::GetTimeSinceSpawning float CBaseEntity::GetTimeSinceSpawning() Return the time that this entity spawned.
CBaseEntity::GetUpVector Vector CBaseEntity::GetUpVector() Get the up vector of the entity
CBaseEntity::GetUsableValue int CBaseEntity::GetUsableValue() Returns a integer representing of the usable state, so that you can return to this state later.
CBaseEntity::GetValueForKey handle CBaseEntity::GetValueForKey( string ) Get a string representation of the specified key's value.
CBaseEntity::GetVelocity Vector CBaseEntity::GetVelocity()
CBaseEntity::GetWorldSpaceCenter Vector CBaseEntity::GetWorldSpaceCenter() Get the centerpoint of an entity.
CBaseEntity::HasKey <unknown> CBaseEntity::HasKey( string ) Returns true if the specified key exists on the entity.
CBaseEntity::HasOutput <unknown> CBaseEntity::HasOutput( string ) Returns true if an entity has an output of the given name.
CBaseEntity::Hide void CBaseEntity::Hide() Hide the entity by changing its KV pairs
CBaseEntity::IsBreakableGlass <unknown> CBaseEntity::IsBreakableGlass() True if the entity is breakable glass.
CBaseEntity::IsChild <unknown> CBaseEntity::IsChild( handle ) Returns true if given entity is already a child of this entity
CBaseEntity::IsCloaked <unknown> CBaseEntity::IsCloaked( bool ) Return if entity is cloaked
CBaseEntity::IsDraw <unknown> CBaseEntity::IsDraw()
CBaseEntity::IsDropship void CBaseEntity::IsDropship() Is this a Dropship?
CBaseEntity::IsEntAlive <unknown> CBaseEntity::IsEntAlive() Is this entity alive?
CBaseEntity::IsHuman <unknown> CBaseEntity::IsHuman() True if the entity is human type.
CBaseEntity::IsHumanSized void CBaseEntity::IsHumanSized() Is this a human sized character?
CBaseEntity::IsInvulnerable <unknown> CBaseEntity::IsInvulnerable() Returns whether the invulnerability counter is > 0.
CBaseEntity::IsMarkedForDeletion <unknown> CBaseEntity::IsMarkedForDeletion() True if this entity is being removed (deleted or killed).
CBaseEntity::IsMarvin void CBaseEntity::IsMarvin() Is this a marvin?
CBaseEntity::IsMegaTurret void CBaseEntity::IsMegaTurret() Is this a MegaTurret?
CBaseEntity::IsNPC <unknown> CBaseEntity::IsNPC() Returns true if entity is an NPC.
CBaseEntity::IsOnGround <unknown> CBaseEntity::IsOnGround() True if standing on something
CBaseEntity::IsPlayer <unknown> CBaseEntity::IsPlayer() Returns true if entity is a player.
CBaseEntity::IsProjectile <unknown> CBaseEntity::IsProjectile() Returns true if this is a projectile.
CBaseEntity::IsRenderingWithViewModels <unknown> CBaseEntity::IsRenderingWithViewModels() Returns true if the entity is rendering in the view model pass
CBaseEntity::IsSoldier void CBaseEntity::IsSoldier() Is this an npc_soldier?
CBaseEntity::IsSolid <unknown> CBaseEntity::IsSolid() Returns true if solid entity
CBaseEntity::IsSpectre void CBaseEntity::IsSpectre() Is this a Spectre?
CBaseEntity::IsSpottedByTeam <unknown> CBaseEntity::IsSpottedByTeam( int ) Returns true if the given team has spotted this entity.
CBaseEntity::IsTitan <unknown> CBaseEntity::IsTitan() True if the entity is titan type.
CBaseEntity::IsTurret void CBaseEntity::IsTurret() Is this a Turret?
CBaseEntity::IsWorld <unknown> CBaseEntity::IsWorld() Returns true if entity is the world entity.
CBaseEntity::IsZipline <unknown> CBaseEntity::IsZipline() True if the entity is a zipline type.
CBaseEntity::Kill void CBaseEntity::Kill(time) Kill this entity
CBaseEntity::LagCompensate void CBaseEntity::LagCompensate( bool ) Make entity do lag compensation
CBaseEntity::MakeInvisible void CBaseEntity::MakeInvisible() Hides this entity (entity still gets sent to the client, it just isn't rendered)
CBaseEntity::MakeVisible void CBaseEntity::MakeVisible() Shows this entity
CBaseEntity::MarkAsNonMovingAttachment void CBaseEntity::MarkAsNonMovingAttachment() Marks this entity as an attachment that never moves away from the attachment point
CBaseEntity::Minimap_AlwaysShow void CBaseEntity::Minimap_AlwaysShow( int, handle ) Forces this entity to show up on client minimaps that match the team or player handle
CBaseEntity::Minimap_DisableFriendlyObjectScale void CBaseEntity::Minimap_DisableFriendlyObjectScale() Disables any behavior caused by previous calls to Minimap_SetFriendlyObjectScale
CBaseEntity::Minimap_DisplayDefault void CBaseEntity::Minimap_DisplayDefault( int, handle ) Allows this entity to do default draw behavior on client minimaps that match the team or player handle (This is exclusive with AlwaysShow/Hide)
CBaseEntity::Minimap_Hide void CBaseEntity::Minimap_Hide( int, handle ) Forces this entity to NOT show up on client minimaps that match the team or player handle
CBaseEntity::Minimap_SetAlignUpright void CBaseEntity::Minimap_SetAlignUpright( bool ) Tell this entity whether to draw always upright on client minimaps
CBaseEntity::Minimap_SetBossPlayerMaterial void CBaseEntity::Minimap_SetBossPlayerMaterial( string ) The material this entity should draw with on client minimaps when entity is boss player to local player
CBaseEntity::Minimap_SetClampToEdge void CBaseEntity::Minimap_SetClampToEdge( bool ) Tell this entity whether to clamp to the edges of client minimaps when drawing
CBaseEntity::Minimap_SetDefaultMaterial void CBaseEntity::Minimap_SetDefaultMaterial( string ) The material this entity should draw with on client minimaps given fallback conditions (not friendly/enemy/boss player to local player)
CBaseEntity::Minimap_SetEnemyHeightArrow void CBaseEntity::Minimap_SetEnemyHeightArrow( bool ) Tell this entity whether to use height arrow drawing logic on enemy client minimaps
CBaseEntity::Minimap_SetEnemyMaterial void CBaseEntity::Minimap_SetEnemyMaterial( string ) The material this entity should draw with on client minimaps when entity is an enemy to local player
CBaseEntity::Minimap_SetFriendlyHeightArrow void CBaseEntity::Minimap_SetFriendlyHeightArrow( bool ) Tell this entity whether to use height arrow drawing logic on friendly client minimaps
CBaseEntity::Minimap_SetFriendlyMaterial void CBaseEntity::Minimap_SetFriendlyMaterial( string ) The material this entity should draw with on client minimaps when entity is friendly to local player
CBaseEntity::Minimap_SetFriendlyObjectScale void CBaseEntity::Minimap_SetFriendlyObjectScale( float ) Same as Minimap_SetObjectScale except this value will be used instead when the entity is on the same team as the local view player
CBaseEntity::Minimap_SetObjectScale void CBaseEntity::Minimap_SetObjectScale( float ) The size ratio of this icon relative to the size of the smaller side of client minimaps. Values around 0.1 are ideal
CBaseEntity::Minimap_SetPartyMemberMaterial void CBaseEntity::Minimap_SetPartyMemberMaterial( string )
CBaseEntity::Minimap_SetZOrder void CBaseEntity::Minimap_SetZOrder( int ) The z order of this entity on the minimap relative to all other minimap entities. Larger values draw on top. Must be positive or 0
CBaseEntity::MoveTo void CBaseEntity::MoveTo(dest, time, easeIn, easeOut) Move to the specified origin over time with ease in and ease out.
CBaseEntity::NextMovePeer <unknown> CBaseEntity::NextMovePeer()
CBaseEntity::NotSolid void CBaseEntity::NotSolid() Set the entity to be not solid.
CBaseEntity::OnBranch void CBaseEntity::OnBranch(branch, func) Sets a function to run on this entity when the specified branch is set.
CBaseEntity::OnBranchFalse void CBaseEntity::OnBranchFalse(branch, func) Sets a function to run on this entity when the specified branch is cleared.
CBaseEntity::OrgPrint void CBaseEntity::OrgPrint() Sets a function to run on this entity when the specified branch is cleared.
CBaseEntity::RemoveFromSpatialPartition void CBaseEntity::RemoveFromSpatialPartition() Remove entity from spatial partition data
CBaseEntity::RenderWithViewModels void CBaseEntity::RenderWithViewModels( bool ) Controls whether the given entity is drawn as a viewmodel or not
CBaseEntity::RotateTo void CBaseEntity::RotateTo(dest, time, easeIn, easeOut) Rotate to the specified angles over time with ease in and ease out.
CBaseEntity::SetAbsAngles void CBaseEntity::SetAbsAngles( Vector ) Set entity pitch, yaw, roll relative to world, regardless of parent orientation
CBaseEntity::SetAbsForwardVector void CBaseEntity::SetAbsForwardVector( Vector ) Set the orientation of the entity to have this forward vector relative to the world, regardless of parent orientation
CBaseEntity::SetAbsOrigin void CBaseEntity::SetAbsOrigin( Vector ) Sets the position of the entity relative to the world, regardless of parent orientation
CBaseEntity::SetAimAssistAllowed void CBaseEntity::SetAimAssistAllowed( bool ) If set false, clients will not aimassist to this entity.
CBaseEntity::SetAngles void CBaseEntity::SetAngles( Vector ) Set entity pitch, yaw, roll
CBaseEntity::SetAngularVelocity void CBaseEntity::SetAngularVelocity( float, float, float ) Set the local angular velocity - takes float pitch,yaw,roll velocities
CBaseEntity::SetBlocksLOS void CBaseEntity::SetBlocksLOS( bool ) Sets whether this entity will block AI LOS
CBaseEntity::SetBossPlayer void CBaseEntity::SetBossPlayer( handle ) Mark this entity as belonging to the specified player
CBaseEntity::SetBoundingBox void CBaseEntity::SetBoundingBox( Vector, Vector ) Specify the bounding box for this entity, also switch collision over to BBOX (may stop physics movement, etc.)
CBaseEntity::SetCanCloak void CBaseEntity::SetCanCloak( bool ) Sets whether the entity can cloak or not
CBaseEntity::SetCloakDuration void CBaseEntity::SetCloakDuration( float, float, float ) Sets the cloak (fade in, duration, fade out); duration: -1 for infinite, 0 to turn off
CBaseEntity::SetCloakFlicker void CBaseEntity::SetCloakFlicker( float, float ) Makes existing cloak flicker off for (amount, duration); amount: 0..1; duration: -1 for infinite, 0 to turn off
CBaseEntity::SetDoDestroyCallback void CBaseEntity::SetDoDestroyCallback( bool ) If true, this entity will be do a callback to script before being destroyed.
CBaseEntity::SetFadeDistance void CBaseEntity::SetFadeDistance( float ) Set the distance that this entity starts fading.
CBaseEntity::SetForwardVector void CBaseEntity::SetForwardVector( Vector ) Set the orientation of the entity to have this forward vector
CBaseEntity::SetForwardVectorWithUp void CBaseEntity::SetForwardVectorWithUp( Vector, Vector ) Set the orientation of the entity to have this forward vector, based on the given up vector
CBaseEntity::SetHealth void CBaseEntity::SetHealth( int )
CBaseEntity::SetIgnoreMe void CBaseEntity::SetIgnoreMe() NPCs do not attack this.
CBaseEntity::SetInactive void CBaseEntity::SetInactive( bool ) Sets the entity to be active or inactive
CBaseEntity::SetInvulnerable void CBaseEntity::SetInvulnerable() Increment invulnerability counter. IsInvulnerable will return true as long as that counter is > 0.
CBaseEntity::SetLocalAngles void CBaseEntity::SetLocalAngles( Vector ) Set entity pitch, yaw, roll relative to parent
CBaseEntity::SetLocalForwardVector void CBaseEntity::SetLocalForwardVector( Vector ) Set the orientation of the entity to have this forward vector relative to its parent
CBaseEntity::SetLocalForwardVectorWithUp void CBaseEntity::SetLocalForwardVectorWithUp( Vector, Vector ) Set the orientation of the entity to have this forward vector, based on the given up vector, relative to its parent
CBaseEntity::SetLocalOrigin void CBaseEntity::SetLocalOrigin( Vector ) Sets the position of the entity relative to its parent
CBaseEntity::SetMaxHealth void CBaseEntity::SetMaxHealth( int )
CBaseEntity::SetModel void CBaseEntity::SetModel( string )
CBaseEntity::SetName void CBaseEntity::SetName(name) Sets the name (targetname) of this entity
CBaseEntity::SetNameVisibleToEnemy void CBaseEntity::SetNameVisibleToEnemy( bool ) Set player visibility of this entity's name.
CBaseEntity::SetNameVisibleToFriendly void CBaseEntity::SetNameVisibleToFriendly( bool ) Set player visibility of this entity's name.
CBaseEntity::SetNameVisibleToNeutral void CBaseEntity::SetNameVisibleToNeutral( bool ) Set player visibility of this entity's name.
CBaseEntity::SetNameVisibleToOwner void CBaseEntity::SetNameVisibleToOwner( bool ) Set player visibility of this entity's name.
CBaseEntity::SetNextThink void CBaseEntity::SetNextThink(newThink, thinkDelay) Sets and then calls this entities next think function with an optional delay.
CBaseEntity::SetNextThinkNow void CBaseEntity::SetNextThinkNow() Sets the entity's next think time to as soon as possible. Calling this on multiple entities at the same time will synchronize their think times.
CBaseEntity::SetNoTarget void CBaseEntity::SetNoTarget( bool )
CBaseEntity::SetNoTargetSmartAmmo void CBaseEntity::SetNoTargetSmartAmmo( bool ) Set whether the smart ammo system can see this target
CBaseEntity::SetOrigin void CBaseEntity::SetOrigin( Vector ) Sets the position of the entity
CBaseEntity::SetOwner void CBaseEntity::SetOwner( handle ) Sets this entity's owner
CBaseEntity::SetOwnerEntity void CBaseEntity::SetOwnerEntity( handle )
CBaseEntity::SetParent void CBaseEntity::SetParent(parentEnt, attachment, maintainOffset, blendTime) Sets the movement parent of this entity. "parentEnt" can be a name or an entity.
CBaseEntity::SetParentAttachment void CBaseEntity::SetParentAttachment(attachmentName, maintainOffset) Attachment name, optional maintainOffset.
CBaseEntity::SetParentRaw void CBaseEntity::SetParentRaw( handle, bool, float, bool, string, int ) Parents this entity to another entity.
CBaseEntity::SetParentWithHitbox void CBaseEntity::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.
CBaseEntity::SetShortTitle void CBaseEntity::SetShortTitle( string ) Sets an entity's short title. This may be displayed on client HUDs.
CBaseEntity::SetSize void CBaseEntity::SetSize( Vector, Vector )
CBaseEntity::SetTeam <unknown> CBaseEntity::SetTeam( int )
CBaseEntity::SetTitle void CBaseEntity::SetTitle( string ) Sets an entity's title. This may be displayed on client HUDs.
CBaseEntity::SetTouchTriggers void CBaseEntity::SetTouchTriggers( bool ) Set whether this entity will touch triggers
CBaseEntity::SetUsable void CBaseEntity::SetUsable() Marks this entity as usable by any player.
CBaseEntity::SetUsableByGroup void CBaseEntity::SetUsableByGroup( string ) Marks this entity as usable by specific players.
CBaseEntity::SetUsableValue void CBaseEntity::SetUsableValue( int ) Sets the usable state by integer, which was earlier obtained from GetUsableValue().
CBaseEntity::SetUsePrompts void CBaseEntity::SetUsePrompts( string, string ) Sets the entity's hold use and press use prompts.
CBaseEntity::SetVelocity void CBaseEntity::SetVelocity( Vector )
CBaseEntity::Show void CBaseEntity::Show() Show the entity by changing its KV pairs
CBaseEntity::Solid void CBaseEntity::Solid() Sets an entity to solid (usually something that had NotSolid called on it.
CBaseEntity::SpottedToPlayer void CBaseEntity::SpottedToPlayer( handle, float ) Reveals this entity to a particular player, for X seconds. Entity may show on player's minimap, or in the world with an icon, etc.
CBaseEntity::StopPhysics void CBaseEntity::StopPhysics() Stops physics for an entity
CBaseEntity::TakeDamage void CBaseEntity::TakeDamage( int, handle, handle, handle ) ( int damage, attacker, inflictor, additionalParams ) - Deals damage to the entity. Additional params table can contain: weapon, origin, force, forceKill, scriptType, damageSourceId, attackerClass, meleeAttack, meleeExecution, hitbox
CBaseEntity::TransferChildrenTo void CBaseEntity::TransferChildrenTo( handle ) Transfers all children (entities parented to this entity) to another parent.
CBaseEntity::UnsetUsable void CBaseEntity::UnsetUsable() Undoes the effects of SetUsable().
CBaseEntity::UseHitBoxForTraceCheck void CBaseEntity::UseHitBoxForTraceCheck() Hitbox overrides vphysics for trace checks on this entity
CBaseEntity::ValidateScriptScope <unknown> CBaseEntity::ValidateScriptScope() Ensure that an entity's script scope has been created
CBaseEntity::WaittillAnimDone void CBaseEntity::WaittillAnimDone() Wait until an animation notifies OnAnimationDone or OnAnimationInterrupted
CBaseEntity::entindex int CBaseEntity::entindex()

CBasePlayer

Extends CBaseCombatCharacter.

Methods

Function Signature Description
CBasePlayer::AddXP void CBasePlayer::AddXP( int, int ) Adds XP to player
CBasePlayer::CameraAngles Vector CBasePlayer::CameraAngles() Get current camera angles
CBasePlayer::CameraPosition Vector CBasePlayer::CameraPosition() Get current camera position
CBasePlayer::CanDoContextAction <unknown> CBasePlayer::CanDoContextAction() Returns whether the player's ability to use/melee/leach is enabled.
CBasePlayer::ClearAnimNearZ void CBasePlayer::ClearAnimNearZ() Resets the near Z to default when playing scripted animations
CBasePlayer::ClearAnimViewEntity void CBasePlayer::ClearAnimViewEntity() Clear view entity for first-person animation.
CBasePlayer::ClearCinematicEventRef void CBasePlayer::ClearCinematicEventRef()
CBasePlayer::ClearHotDropImpactTime void CBasePlayer::ClearHotDropImpactTime() Clear out the active hot drop impactt.
CBasePlayer::ClearOffhand void CBasePlayer::ClearOffhand() Clear the player's offhand ability
CBasePlayer::ClearReplayDelay void CBasePlayer::ClearReplayDelay() Clear's the player's delay for replay, whether kill or spectator
CBasePlayer::ClearSpawnPoint void CBasePlayer::ClearSpawnPoint() Clears a spawn point reservation.
CBasePlayer::ClearTrackEntitySettings void CBasePlayer::ClearTrackEntitySettings() Resets track entity settings to the defaults.
CBasePlayer::ClearViewEntity void CBasePlayer::ClearViewEntity() Clear view entity.
CBasePlayer::ClearViewOffsetEntity void CBasePlayer::ClearViewOffsetEntity() Clear view offset entity for first-person animation.
CBasePlayer::CockpitStartBoot void CBasePlayer::CockpitStartBoot() Start cockpit boot up.
CBasePlayer::CockpitStartDisembark void CBasePlayer::CockpitStartDisembark() Start disembarking from cockpit.
CBasePlayer::CockpitStartEject void CBasePlayer::CockpitStartEject() Start ejecting from cockpit.
CBasePlayer::ContextAction_IsActive <unknown> CBasePlayer::ContextAction_IsActive() Returns whether the player is in the middle of melee attack or leeching.
CBasePlayer::DeployWeapon void CBasePlayer::DeployWeapon() Pull out the player's weapon using slow deploy animation
CBasePlayer::Despawn void CBasePlayer::Despawn() Kills the player (without leaving a corpse)
CBasePlayer::DisableContextAction void CBasePlayer::DisableContextAction() Disables the player's ability to use/melee/leech.
CBasePlayer::DisableOffhand void CBasePlayer::DisableOffhand() Disable the player's offhand ability
CBasePlayer::DisableWeapon void CBasePlayer::DisableWeapon() Disable the player's weapon
CBasePlayer::DisableWeaponViewModel void CBasePlayer::DisableWeaponViewModel() Disable the player's weapon viewmodel
CBasePlayer::DisableWhooshCamera void CBasePlayer::DisableWhooshCamera() Disable whoosh camera.
CBasePlayer::EnableContextAction void CBasePlayer::EnableContextAction() Reenables the player's ability to use/melee/leech.
CBasePlayer::EnableOffhand void CBasePlayer::EnableOffhand() Enable the player's offhand ability
CBasePlayer::EnableWeapon void CBasePlayer::EnableWeapon() Enable the player's weapon
CBasePlayer::EnableWeaponViewModel void CBasePlayer::EnableWeaponViewModel() Enable the player's weapon viewmodel
CBasePlayer::ForceLeaveMatch_Native void CBasePlayer::ForceLeaveMatch_Native()
CBasePlayer::ForceUseEntity void CBasePlayer::ForceUseEntity( handle ) Forces a user to use an entity. Does not do any validity check
CBasePlayer::FreezeControlsOnServer void CBasePlayer::FreezeControlsOnServer( bool ) Makes player controls not affect movement, etc.
CBasePlayer::FreezeFireControlsOnServer void CBasePlayer::FreezeFireControlsOnServer() Makes player fire controls not affect movement, etc.
CBasePlayer::GenChanged void CBasePlayer::GenChanged() Call when generation changes to refresh code GEN value
CBasePlayer::GetAssaultScore int CBasePlayer::GetAssaultScore() Get this player's assault score.
CBasePlayer::GetAssistCount int CBasePlayer::GetAssistCount() Get this player's number of assists.
CBasePlayer::GetAttackSpreadAngle float CBasePlayer::GetAttackSpreadAngle() Returns the player's attack spread in degrees from one side of the cone to the other.
CBasePlayer::GetBodyType void CBasePlayer::GetBodyType() Get player body type
CBasePlayer::GetCinematicEventFlags int CBasePlayer::GetCinematicEventFlags()
CBasePlayer::GetCinematicEventRef <unknown> CBasePlayer::GetCinematicEventRef()
CBasePlayer::GetClassMods array CBasePlayer::GetClassMods() ParameterMask:[.] Get an array of mods active on this player
CBasePlayer::GetCurTitanBuildPoint float CBasePlayer::GetCurTitanBuildPoint()
CBasePlayer::GetDeathCount int CBasePlayer::GetDeathCount() Get this player's number of deaths.
CBasePlayer::GetDefenseScore int CBasePlayer::GetDefenseScore() Get this player's defense score.
CBasePlayer::GetExtraWeaponMods array CBasePlayer::GetExtraWeaponMods() ParameterMask:[.]
CBasePlayer::GetFirstPersonProxy <unknown> CBasePlayer::GetFirstPersonProxy() Create and get the player's first person proxy
CBasePlayer::GetForcedDialogueOnly <unknown> CBasePlayer::GetForcedDialogueOnly()
CBasePlayer::GetGen int CBasePlayer::GetGen() Gets the player's generation
CBasePlayer::GetHardpointEntity <unknown> CBasePlayer::GetHardpointEntity() Get the players hardpoint entity
CBasePlayer::GetKillCount int CBasePlayer::GetKillCount() Get this player's number of kills.
CBasePlayer::GetLastTimeReplayDelayChanged float CBasePlayer::GetLastTimeReplayDelayChanged() Returns the time when this player's replay delay was last changed. Must wait replay_minWaitBetweenTransitions seconds between changes.
CBasePlayer::GetLatency float CBasePlayer::GetLatency() Gets the duration of the most recent network round trip to the player
CBasePlayer::GetLevel int CBasePlayer::GetLevel() Gets the player's Level
CBasePlayer::GetMMDbgFlags int CBasePlayer::GetMMDbgFlags() Get debug flags that clients have set on themselves.
CBasePlayer::GetNPCKillCount int CBasePlayer::GetNPCKillCount() Get this player's number of npc kills.
CBasePlayer::GetObjectiveEndTime float CBasePlayer::GetObjectiveEndTime() Get time when the object will expire
CBasePlayer::GetObjectiveEntity <unknown> CBasePlayer::GetObjectiveEntity() Get entity that client script can use for objectives
CBasePlayer::GetObjectiveIndex int CBasePlayer::GetObjectiveIndex() Get index that client script can use for objective info
CBasePlayer::GetObserverMode int CBasePlayer::GetObserverMode() Returns the player's observer mode. OBS_MODE_NONE if they are not observing
CBasePlayer::GetObserverTarget <unknown> CBasePlayer::GetObserverTarget() Gets the target entity for player's observer mode
CBasePlayer::GetOutOfBoundsDeadTime float CBasePlayer::GetOutOfBoundsDeadTime() Get time at which this player will die from being out of bounds (assuming it doesn't move into bounds)
CBasePlayer::GetPassives int CBasePlayer::GetPassives()
CBasePlayer::GetPetTitan <unknown> CBasePlayer::GetPetTitan() Get the players pet titan
CBasePlayer::GetPetTitanMode int CBasePlayer::GetPetTitanMode() Get the players pet titan mode
CBasePlayer::GetPilotPresets_Native table CBasePlayer::GetPilotPresets_Native() ParameterMask:[] Get Pilot Presets
CBasePlayer::GetPlayerClass handle CBasePlayer::GetPlayerClass() What general class is the player
CBasePlayer::GetPlayerHeadIndex int CBasePlayer::GetPlayerHeadIndex() Get the head model index of the player's .set model.
CBasePlayer::GetPlayerIndex int CBasePlayer::GetPlayerIndex() Return player's index number (which is entindex() -1 )
CBasePlayer::GetPlayerMaxs Vector CBasePlayer::GetPlayerMaxs() Returns player's maximum bounds
CBasePlayer::GetPlayerMins Vector CBasePlayer::GetPlayerMins() Returns player's minimum bounds
CBasePlayer::GetPlayerModelSkinIndex int CBasePlayer::GetPlayerModelSkinIndex() Get the skin index of the player's .set model.
CBasePlayer::GetPlayerName handle CBasePlayer::GetPlayerName() Get the player's name.
CBasePlayer::GetPlayerRequestedClass handle CBasePlayer::GetPlayerRequestedClass() What class has the player requested
CBasePlayer::GetPlayerRequestedSettings handle CBasePlayer::GetPlayerRequestedSettings() What class has the player requested
CBasePlayer::GetPlayerRequestedSettingsField var CBasePlayer::GetPlayerRequestedSettingsField( ( fieldName ) ) ParameterMask:[.s] Gets the value of this setting from the player's requested class settings (.set files)
CBasePlayer::GetPlayerSettings handle CBasePlayer::GetPlayerSettings() What class is the player
CBasePlayer::GetPlayerSettingsField var CBasePlayer::GetPlayerSettingsField( ( fieldName ) ) ParameterMask:[.s] Gets the value of this setting from the current player class settings (.set files)
CBasePlayer::GetRank int CBasePlayer::GetRank() Get this player's number of rank.
CBasePlayer::GetReplayDelay float CBasePlayer::GetReplayDelay() Gets the player's replay delay
CBasePlayer::GetScore int CBasePlayer::GetScore() Get this player's score.
CBasePlayer::GetSkill float CBasePlayer::GetSkill()
CBasePlayer::GetSuitJumpPower float CBasePlayer::GetSuitJumpPower() Gets the percentage of "suit jump power" remaining (used for double jump)
CBasePlayer::GetSuitPower float CBasePlayer::GetSuitPower() Gets the percentage of "suit power" remaining (used for sprint, etc)
CBasePlayer::GetSyncedEntity <unknown> CBasePlayer::GetSyncedEntity() Gets the entity that should be time-aligned with the player
CBasePlayer::GetTitanBubbleShieldTime float CBasePlayer::GetTitanBubbleShieldTime()
CBasePlayer::GetTitanBuildPoint float CBasePlayer::GetTitanBuildPoint()
CBasePlayer::GetTitanBuildTime float CBasePlayer::GetTitanBuildTime()
CBasePlayer::GetTitanKillCount int CBasePlayer::GetTitanKillCount() Get this player's number of titan kills.
CBasePlayer::GetTitanPresets_Native table CBasePlayer::GetTitanPresets_Native() ParameterMask:[] Get Titan Presets
CBasePlayer::GetTitanRespawnTime float CBasePlayer::GetTitanRespawnTime()
CBasePlayer::GetTitanSoulBeingRodeoed <unknown> CBasePlayer::GetTitanSoulBeingRodeoed() Gets the titan soul of the titan this player is rodeoing
CBasePlayer::GetTrackEntity <unknown> CBasePlayer::GetTrackEntity() Gets the current entity to be viewed by this player in third person.
CBasePlayer::GetTrackEntityDistanceMode handle CBasePlayer::GetTrackEntityDistanceMode() "scriptOffset" or "convar". Returns whether it uses the old method: distance set by convars c_maxdistance and cam_idealdist, or uses the new offset set by SetTrackEntityOffset.
CBasePlayer::GetTrackEntityLookaheadLerpAheadRate float CBasePlayer::GetTrackEntityLookaheadLerpAheadRate() To smooth things out, the camera angle lags behind the 'ideal' lookahead angle. This is the interpolation speed when turning to look ahead.
CBasePlayer::GetTrackEntityLookaheadLerpToCenterRate float CBasePlayer::GetTrackEntityLookaheadLerpToCenterRate() To smooth things out, the camera angle lags behind the 'ideal' lookahead angle. This is the interpolation speed when turning back toward center from looking ahead.
CBasePlayer::GetTrackEntityLookaheadLowerEntSpeed float CBasePlayer::GetTrackEntityLookaheadLowerEntSpeed() The tracked ent speed above which the camera begins to look ahead.
CBasePlayer::GetTrackEntityLookaheadMaxAngle float CBasePlayer::GetTrackEntityLookaheadMaxAngle() The maximum angle the camera can turn to look ahead.
CBasePlayer::GetTrackEntityLookaheadUpperEntSpeed float CBasePlayer::GetTrackEntityLookaheadUpperEntSpeed() The tracked ent speed at which the camera has maximum look ahead.
CBasePlayer::GetTrackEntityMaxPitch float CBasePlayer::GetTrackEntityMaxPitch() Gets camera max pitch when tracking entity.
CBasePlayer::GetTrackEntityMaxYaw float CBasePlayer::GetTrackEntityMaxYaw() Gets camera max yaw when tracking entity.
CBasePlayer::GetTrackEntityMinPitch float CBasePlayer::GetTrackEntityMinPitch() Gets camera min pitch when tracking entity.
CBasePlayer::GetTrackEntityMinYaw float CBasePlayer::GetTrackEntityMinYaw() Gets camera min yaw when tracking entity.
CBasePlayer::GetTrackEntityOffset Vector CBasePlayer::GetTrackEntityOffset() Gets the player's camera offset from the tracked entity.
CBasePlayer::GetTrackEntityPitchLookMode handle CBasePlayer::GetTrackEntityPitchLookMode() Gets what the pitch axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
CBasePlayer::GetTrackEntitySpringViewToCenterRate float CBasePlayer::GetTrackEntitySpringViewToCenterRate() Gets rate at which the camera rotates back to center when player isn't looking around.
CBasePlayer::GetTrackEntityYawLookMode handle CBasePlayer::GetTrackEntityYawLookMode() Gets what the yaw axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
CBasePlayer::GetVehicle <unknown> CBasePlayer::GetVehicle() Returns the vehicle entity for this player
CBasePlayer::GetViewModelEntity <unknown> CBasePlayer::GetViewModelEntity() Returns the view model entity.
CBasePlayer::GetViewPunchSqrd float CBasePlayer::GetViewPunchSqrd() Get the players current viewpunch amount, squared
CBasePlayer::GetViewRight Vector CBasePlayer::GetViewRight() Get the right view vector of the player
CBasePlayer::GetViewUp Vector CBasePlayer::GetViewUp() Get the up view vector of the player
CBasePlayer::GetViewVector Vector CBasePlayer::GetViewVector() Get the forward view vector of the player
CBasePlayer::GetVoicePackIndex int CBasePlayer::GetVoicePackIndex() Get index that client script can use for voice pack info
CBasePlayer::GetXP int CBasePlayer::GetXP() Gets the player's XP
CBasePlayer::GetZoomFrac float CBasePlayer::GetZoomFrac() Get how zoomed-in a player is. Result is between (0.0, 1.0).
CBasePlayer::GiveExistingWeapon void CBasePlayer::GiveExistingWeapon( handle ) Give an existing weapon entity to player
CBasePlayer::GiveWeapon weaponEnt CBasePlayer::GiveWeapon( "weaponName" [, [modName4, modname1, ...] ] ) ParameterMask:[.s.] Create a weapon of the given classname, and optionally apply active mods.
CBasePlayer::HasBadReputation <unknown> CBasePlayer::HasBadReputation() Returns true if this player has a bad reputation
CBasePlayer::HasClassMod <unknown> CBasePlayer::HasClassMod( string ) Given (string), returns true if mod is active on this player
CBasePlayer::HasDLCMapGroupEnabled <unknown> CBasePlayer::HasDLCMapGroupEnabled( int ) Tests whether this player can play maps from the given DLC map group
CBasePlayer::HasHacking <unknown> CBasePlayer::HasHacking()
CBasePlayer::HidePlayer void CBasePlayer::HidePlayer() Hides the player.
CBasePlayer::HolsterWeapon void CBasePlayer::HolsterWeapon() Holster player's weapon with slower holster animation
CBasePlayer::HotDropImpactDelay void CBasePlayer::HotDropImpactDelay( float ) Time in seconds until hot drop impact.
CBasePlayer::IsBuddhaMode <unknown> CBasePlayer::IsBuddhaMode() Is player in Buddha mode.
CBasePlayer::IsClassModAvailableForPlayerSetting <unknown> CBasePlayer::IsClassModAvailableForPlayerSetting( string, string ) Given (string), returns true if given mod is available to use for this player
CBasePlayer::IsDodging <unknown> CBasePlayer::IsDodging() Returns whether the player is dodging.
CBasePlayer::IsDoubleJump <unknown> CBasePlayer::IsDoubleJump()
CBasePlayer::IsDoubleJumping <unknown> CBasePlayer::IsDoubleJumping() Returns whether the player is in the middle of a double-jump.
CBasePlayer::IsFreeSpace <unknown> CBasePlayer::IsFreeSpace( Vector ) Returns true if the player will not be stuck if teleported to given position.
CBasePlayer::IsGodMode <unknown> CBasePlayer::IsGodMode() Is player in god mode.
CBasePlayer::IsInAVehicle <unknown> CBasePlayer::IsInAVehicle() Returns true if the player is in a vehicle
CBasePlayer::IsMantling <unknown> CBasePlayer::IsMantling() Returns whether the player is mantling.
CBasePlayer::IsNoclipping <unknown> CBasePlayer::IsNoclipping() Returns true if the player is in noclip mode.
CBasePlayer::IsObserver <unknown> CBasePlayer::IsObserver() Returns whether the player is in an observer mode
CBasePlayer::IsOffhandDisabled <unknown> CBasePlayer::IsOffhandDisabled() Returns true if the player's offhand ability is disabled
CBasePlayer::IsPlayingRanked <unknown> CBasePlayer::IsPlayingRanked() Find out if the player is playing in ranked mode
CBasePlayer::IsPredicting <unknown> CBasePlayer::IsPredicting() Returns whether this player has prediction enabled.
CBasePlayer::IsReplay <unknown> CBasePlayer::IsReplay() Returns if player is a fake player for replays
CBasePlayer::IsSpawnAsTitan <unknown> CBasePlayer::IsSpawnAsTitan()
CBasePlayer::IsSprinting <unknown> CBasePlayer::IsSprinting() Returns whether the player is sprinting
CBasePlayer::IsTitanBuildStarted <unknown> CBasePlayer::IsTitanBuildStarted()
CBasePlayer::IsTitanDeployed <unknown> CBasePlayer::IsTitanDeployed()
CBasePlayer::IsTitanReady <unknown> CBasePlayer::IsTitanReady()
CBasePlayer::IsWallHanging <unknown> CBasePlayer::IsWallHanging() Returns whether the player is wall-hanging.
CBasePlayer::IsWallRun <unknown> CBasePlayer::IsWallRun()
CBasePlayer::IsWallRunning <unknown> CBasePlayer::IsWallRunning() Returns whether the player is wallrunning
CBasePlayer::IsZiplining <unknown> CBasePlayer::IsZiplining() Returns true if the player is ziplining (in either direction)
CBasePlayer::IsZipliningInReverse <unknown> CBasePlayer::IsZipliningInReverse() Returns true if the player is ziplining in reverse
CBasePlayer::Leech_DisableContextAction void CBasePlayer::Leech_DisableContextAction() Disable leeching for the player
CBasePlayer::Leech_EnableContextAction void CBasePlayer::Leech_EnableContextAction() Enable leeching for the player
CBasePlayer::Leech_IsContextActionEnabled <unknown> CBasePlayer::Leech_IsContextActionEnabled() Returns whether the player should be able to leech right now
CBasePlayer::NotifyDidDamage void CBasePlayer::NotifyDidDamage( handle, int, Vector, int, float, int, int, handle, float ) Inform clients that they've damaged another player or entity.
CBasePlayer::NotifyFireteamSpawn void CBasePlayer::NotifyFireteamSpawn() Inform clients that the player's fireteam has spawned.
CBasePlayer::OnAttackerHacksPanel void CBasePlayer::OnAttackerHacksPanel( int )
CBasePlayer::OnBBPrematchStart void CBasePlayer::OnBBPrematchStart( int )
CBasePlayer::OnDefenderHacksPanel void CBasePlayer::OnDefenderHacksPanel()
CBasePlayer::OnDestroyTitan void CBasePlayer::OnDestroyTitan()
CBasePlayer::OnEjectTitan void CBasePlayer::OnEjectTitan()
CBasePlayer::OnNuclearCoreExplosion void CBasePlayer::OnNuclearCoreExplosion()
CBasePlayer::OnOffTitan void CBasePlayer::OnOffTitan()
CBasePlayer::OnRideTitan void CBasePlayer::OnRideTitan()
CBasePlayer::OnSpawnTitan void CBasePlayer::OnSpawnTitan()
CBasePlayer::PlayerCone_Disable void CBasePlayer::PlayerCone_Disable() Disable the player view-limiting cone.
CBasePlayer::PlayerCone_FromAnim void CBasePlayer::PlayerCone_FromAnim() Player view-limiting cone provided by scriptanim.
CBasePlayer::PlayerCone_SetLerpTime void CBasePlayer::PlayerCone_SetLerpTime( float ) Set the number of seconds to lerp out a 180 degree error into the player view-limiting cone.
CBasePlayer::PlayerCone_SetMaxPitch void CBasePlayer::PlayerCone_SetMaxPitch( float ) Set the maximum pitch of the player view-limiting cone.
CBasePlayer::PlayerCone_SetMaxYaw void CBasePlayer::PlayerCone_SetMaxYaw( float ) Set the maximum yaw of the player view-limiting cone.
CBasePlayer::PlayerCone_SetMinPitch void CBasePlayer::PlayerCone_SetMinPitch( float ) Set the minimum pitch of the player view-limiting cone.
CBasePlayer::PlayerCone_SetMinYaw void CBasePlayer::PlayerCone_SetMinYaw( float ) Set the minimum yaw of the player view-limiting cone.
CBasePlayer::PlayerCone_SetSpecific void CBasePlayer::PlayerCone_SetSpecific( Vector ) Directly specify center of view-limiting cone.
CBasePlayer::PlayerLunge_End void CBasePlayer::PlayerLunge_End() Let code know a lunge has ended
CBasePlayer::PlayerLunge_GetTarget <unknown> CBasePlayer::PlayerLunge_GetTarget() Returns the current lunge target entity
CBasePlayer::PlayerLunge_IsLunging <unknown> CBasePlayer::PlayerLunge_IsLunging() Is the player lunging.
CBasePlayer::PlayerLunge_Start void CBasePlayer::PlayerLunge_Start( handle, float ) Let code know a lunge has started
CBasePlayer::PlayerMelee_CanMelee <unknown> CBasePlayer::PlayerMelee_CanMelee() Let script query whether player can melee, script can do extra checks separately
CBasePlayer::PlayerMelee_EndAttack void CBasePlayer::PlayerMelee_EndAttack() Let code know a melee attack has ended
CBasePlayer::PlayerMelee_GetAttackHitEntity <unknown> CBasePlayer::PlayerMelee_GetAttackHitEntity() Let script query whether the melee attack hit flag has been set
CBasePlayer::PlayerMelee_GetPrevAttackHitEntity <unknown> CBasePlayer::PlayerMelee_GetPrevAttackHitEntity() Let script query whether the melee attack hit flag was set in the previous tick
CBasePlayer::PlayerMelee_GetState int CBasePlayer::PlayerMelee_GetState() Gets scripted melee state (arbitrary integer)
CBasePlayer::PlayerMelee_IsAttackActive <unknown> CBasePlayer::PlayerMelee_IsAttackActive() Let script query whether a melee attack is currently in progress
CBasePlayer::PlayerMelee_SetAttackHitEntity void CBasePlayer::PlayerMelee_SetAttackHitEntity( handle ) Let code know the melee attack hit something (so code will stop the lunge movement)
CBasePlayer::PlayerMelee_SetState void CBasePlayer::PlayerMelee_SetState( int ) Sets scripted melee state (arbitrary integer)
CBasePlayer::PlayerMelee_StartAttack void CBasePlayer::PlayerMelee_StartAttack() Let code know a melee attack has started
CBasePlayer::RemoveAllItems void CBasePlayer::RemoveAllItems() Remove all the player's items
CBasePlayer::ReserveSpawnPoint void CBasePlayer::ReserveSpawnPoint( handle ) Reserves a spawn point for a player.
CBasePlayer::ResetIdleTimer void CBasePlayer::ResetIdleTimer() Marks the player as active to prevent being kicked for no activity
CBasePlayer::ResetObserverModeStaticAngles void CBasePlayer::ResetObserverModeStaticAngles() Resets the angles that this player will use when they are in OBS_MODE_STATIC or OBS_MODE_STATIC_LOCKED
CBasePlayer::ResetObserverModeStaticPosition void CBasePlayer::ResetObserverModeStaticPosition() Resets the position that this player will use when they are in OBS_MODE_STATIC or OBS_MODE_STATIC_LOCKED
CBasePlayer::RespawnPlayer void CBasePlayer::RespawnPlayer( handle ) Respawns the player.
CBasePlayer::RumbleEffect void CBasePlayer::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.
CBasePlayer::SetAccelerationScale void CBasePlayer::SetAccelerationScale( float ) Scales the movement acceleration of the player
CBasePlayer::SetAnimNearZ void CBasePlayer::SetAnimNearZ( float ) Sets the near Z to use when playing scripted animations
CBasePlayer::SetAnimViewEntity void CBasePlayer::SetAnimViewEntity( handle ) Set view entity for first-person animation.
CBasePlayer::SetAnimViewEntityLerpInTime void CBasePlayer::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.
CBasePlayer::SetAnimViewEntityLerpOutTime void CBasePlayer::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.
CBasePlayer::SetAssaultScore void CBasePlayer::SetAssaultScore( int ) Set this player's assault score.
CBasePlayer::SetAssistCount void CBasePlayer::SetAssistCount( int ) Set this player's number of assists.
CBasePlayer::SetCinematicEventFlags void CBasePlayer::SetCinematicEventFlags( int )
CBasePlayer::SetCinematicEventRef void CBasePlayer::SetCinematicEventRef( handle )
CBasePlayer::SetCurTitanBuildPoint void CBasePlayer::SetCurTitanBuildPoint( float )
CBasePlayer::SetDeathCount void CBasePlayer::SetDeathCount( int ) Set this player's number of deaths.
CBasePlayer::SetDefenseScore void CBasePlayer::SetDefenseScore( int ) Set this player's defense score.
CBasePlayer::SetDodgePowerDelayScale void CBasePlayer::SetDodgePowerDelayScale( float ) Scales the dodge power delay of the player
CBasePlayer::SetDoubleJump void CBasePlayer::SetDoubleJump( bool )
CBasePlayer::SetExtraWeaponMods CBasePlayer::SetExtraWeaponMods( ["modName4", "modname1", ...] ) ParameterMask:[..]
CBasePlayer::SetFireteamSlot void CBasePlayer::SetFireteamSlot( int ) Sets the fireteam slot for this player.
CBasePlayer::SetForcedDialogueOnly void CBasePlayer::SetForcedDialogueOnly( bool )
CBasePlayer::SetHacking void CBasePlayer::SetHacking( bool )
CBasePlayer::SetHardpointEntity void CBasePlayer::SetHardpointEntity( handle ) Get the players hardpoint entity
CBasePlayer::SetIsReplayRoundWinning void CBasePlayer::SetIsReplayRoundWinning( bool ) Sets a bool that is sent to the client. Call after calling SetKillReplayDelay(). The value clears to false on start/end of any replay. Read on the client with IsReplayRoundWinning().
CBasePlayer::SetIsValidChaseObserverTarget void CBasePlayer::SetIsValidChaseObserverTarget( bool ) Sets whether this player is a valid observer target for other players who are using OBS_MODE_CHASE
CBasePlayer::SetKillCount void CBasePlayer::SetKillCount( int ) Set this player's number of kills.
CBasePlayer::SetKillReplayDelay void CBasePlayer::SetKillReplayDelay( float, bool ) Sets the player's delay for kill replay (starts/ends kill replay)
CBasePlayer::SetKillReplayVictim void CBasePlayer::SetKillReplayVictim( handle ) Who was killed. Used for non-player killers, to aim the camera toward the victim. It is cleared automatically by code when a replay ends (when replay delay is set to 0).
CBasePlayer::SetLastSpawnPoint void CBasePlayer::SetLastSpawnPoint( handle ) Sets the last spawn point used by the player.
CBasePlayer::SetMoveSpeedScale void CBasePlayer::SetMoveSpeedScale( float ) Scales the movement speed of the player
CBasePlayer::SetNPCKillCount void CBasePlayer::SetNPCKillCount( int ) Set this player's number of npc kills.
CBasePlayer::SetObjectiveEndTime void CBasePlayer::SetObjectiveEndTime( float ) Set time when the object will expire
CBasePlayer::SetObjectiveEntity void CBasePlayer::SetObjectiveEntity( handle ) Set entity that client script can use for objectives
CBasePlayer::SetObjectiveIndex void CBasePlayer::SetObjectiveIndex( int ) Set index that client script can use for objective info
CBasePlayer::SetObserverModeStaticAngles void CBasePlayer::SetObserverModeStaticAngles( Vector ) Sets the angles that this player will use when they are in OBS_MODE_STATIC or OBS_MODE_STATIC_LOCKED
CBasePlayer::SetObserverModeStaticPosition void CBasePlayer::SetObserverModeStaticPosition( Vector ) Sets the position that this player will use when they are in OBS_MODE_STATIC or OBS_MODE_STATIC_LOCKED
CBasePlayer::SetObserverTarget void CBasePlayer::SetObserverTarget( handle ) Set target entity for player's observer mode
CBasePlayer::SetOneHandedWeaponUsageOff void CBasePlayer::SetOneHandedWeaponUsageOff() Disable one-handed weapon anims.
CBasePlayer::SetOneHandedWeaponUsageOn void CBasePlayer::SetOneHandedWeaponUsageOn() Enable one-handed weapon anims.
CBasePlayer::SetOutOfBoundsDeadTime void CBasePlayer::SetOutOfBoundsDeadTime( float ) Set time at which this player will die from being out of bounds (assuming it doesn't move into bounds)
CBasePlayer::SetPassives void CBasePlayer::SetPassives( int )
CBasePlayer::SetPetTitan void CBasePlayer::SetPetTitan( handle ) Get the players pet titan
CBasePlayer::SetPetTitanMode void CBasePlayer::SetPetTitanMode( int ) Get the players pet titan mode
CBasePlayer::SetPilotLoadoutIndex void CBasePlayer::SetPilotLoadoutIndex( int )
CBasePlayer::SetPlayerRequestedSettings void CBasePlayer::SetPlayerRequestedSettings( string ) Sets the requested player class
CBasePlayer::SetPlayerSettings void CBasePlayer::SetPlayerSettings( string ) Sets the current player class
CBasePlayer::SetPlayerSettingsWithMods null CBasePlayer::SetPlayerSettingsWithMods( "classname", [modName0, modname1, ...] ) ParameterMask:[.s.] Sets the class of the player with given mods applied
CBasePlayer::SetPowerRegenRateScale void CBasePlayer::SetPowerRegenRateScale( float ) Scales the power regen rate of the player (e.g. for dodge use)
CBasePlayer::SetPredictionEnabled void CBasePlayer::SetPredictionEnabled( bool ) Allow enabling and disable prediction...useful for death cam.
CBasePlayer::SetRank void CBasePlayer::SetRank( int ) Set this player's number of rank.
CBasePlayer::SetScore void CBasePlayer::SetScore( int ) Set this player's score.
CBasePlayer::SetSkyCamera void CBasePlayer::SetSkyCamera( handle ) Set the skycamera entity that this player should use.
CBasePlayer::SetSpawnAsTitan void CBasePlayer::SetSpawnAsTitan( bool )
CBasePlayer::SetSpecReplayDelay void CBasePlayer::SetSpecReplayDelay( float ) Sets the player's delay for 1st person spectator (starts/ends spectator replay)
CBasePlayer::SetStaggering void CBasePlayer::SetStaggering() Set this entity to use staggered walk and run animations
CBasePlayer::SetSyncedEntity void CBasePlayer::SetSyncedEntity( handle ) Sets an entity that should be time-aligned with the player
CBasePlayer::SetTitanBubbleShieldTime void CBasePlayer::SetTitanBubbleShieldTime( float )
CBasePlayer::SetTitanBuildPoint void CBasePlayer::SetTitanBuildPoint( float )
CBasePlayer::SetTitanBuildStarted void CBasePlayer::SetTitanBuildStarted( bool )
CBasePlayer::SetTitanBuildTime void CBasePlayer::SetTitanBuildTime( float )
CBasePlayer::SetTitanDeployed void CBasePlayer::SetTitanDeployed( bool )
CBasePlayer::SetTitanKillCount void CBasePlayer::SetTitanKillCount( int ) Set this player's number of titan kills.
CBasePlayer::SetTitanLoadoutIndex void CBasePlayer::SetTitanLoadoutIndex( int )
CBasePlayer::SetTitanReady void CBasePlayer::SetTitanReady( bool )
CBasePlayer::SetTitanRespawnTime void CBasePlayer::SetTitanRespawnTime( float )
CBasePlayer::SetTitanSoulBeingRodeoed void CBasePlayer::SetTitanSoulBeingRodeoed( handle ) Sets the titan soul of the titan this player is rodeoing
CBasePlayer::SetTrackEntity void CBasePlayer::SetTrackEntity( handle ) Sets an entity to be viewed by this player in third person.
CBasePlayer::SetTrackEntityBlendTimes void CBasePlayer::SetTrackEntityBlendTimes( float, float, float ) Sets the blend times used for blending to a tracked ent (or third-person ent).
CBasePlayer::SetTrackEntityDistanceMode void CBasePlayer::SetTrackEntityDistanceMode( string ) "scriptOffset" or "convar". Selects whether it uses the old method: distance set by convars c_maxdistance and cam_idealdist, or uses the new offset set by SetTrackEntityOffset.
CBasePlayer::SetTrackEntityLookaheadLerpAheadRate void CBasePlayer::SetTrackEntityLookaheadLerpAheadRate( float ) To smooth things out, the camera angle lags behind the 'ideal' lookahead angle. This is the interpolation speed when turning to look ahead.
CBasePlayer::SetTrackEntityLookaheadLerpToCenterRate void CBasePlayer::SetTrackEntityLookaheadLerpToCenterRate( float ) To smooth things out, the camera angle lags behind the 'ideal' lookahead angle. This is the interpolation speed when turning back toward center from looking ahead.
CBasePlayer::SetTrackEntityLookaheadLowerEntSpeed void CBasePlayer::SetTrackEntityLookaheadLowerEntSpeed( float ) The tracked ent speed above which the camera begins to look ahead.
CBasePlayer::SetTrackEntityLookaheadMaxAngle void CBasePlayer::SetTrackEntityLookaheadMaxAngle( float ) The maximum angle the camera can turn to look ahead.
CBasePlayer::SetTrackEntityLookaheadUpperEntSpeed void CBasePlayer::SetTrackEntityLookaheadUpperEntSpeed( float ) The tracked ent speed at which the camera has maximum look ahead.
CBasePlayer::SetTrackEntityMaxPitch void CBasePlayer::SetTrackEntityMaxPitch( float ) Sets camera max pitch when tracking entity.
CBasePlayer::SetTrackEntityMaxYaw void CBasePlayer::SetTrackEntityMaxYaw( float ) Sets camera max yaw when tracking entity.
CBasePlayer::SetTrackEntityMinPitch void CBasePlayer::SetTrackEntityMinPitch( float ) Sets camera min pitch when tracking entity.
CBasePlayer::SetTrackEntityMinYaw void CBasePlayer::SetTrackEntityMinYaw( float ) Sets camera min yaw when tracking entity.
CBasePlayer::SetTrackEntityOffset void CBasePlayer::SetTrackEntityOffset( Vector ) Sets the player's camera offset from the tracked entity.
CBasePlayer::SetTrackEntityPitchLookMode void CBasePlayer::SetTrackEntityPitchLookMode( string ) Sets what the pitch axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
CBasePlayer::SetTrackEntityPushedInByGeo void CBasePlayer::SetTrackEntityPushedInByGeo( bool ) If true, the camera tries to back up from the entity until it hits geo or reaches its desired position. If false, geo is ignored. Enabled by default.
CBasePlayer::SetTrackEntitySpringViewToCenterRate void CBasePlayer::SetTrackEntitySpringViewToCenterRate( float ) Sets rate at which the camera rotates back to center when player isn't looking around.
CBasePlayer::SetTrackEntityYawLookMode void CBasePlayer::SetTrackEntityYawLookMode( string ) Sets what the yaw axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
CBasePlayer::SetTutorialStatus void CBasePlayer::SetTutorialStatus( int )
CBasePlayer::SetViewEntity void CBasePlayer::SetViewEntity( handle, bool ) Set player's view entity.
CBasePlayer::SetViewIndex void CBasePlayer::SetViewIndex( int ) Set the view entity to index from GetViewIndexForEntity.
CBasePlayer::SetViewOffsetEntity void CBasePlayer::SetViewOffsetEntity( handle ) Set view offset entity for first-person animation.
CBasePlayer::SetVoicePackIndex void CBasePlayer::SetVoicePackIndex( int ) Set index that client script can use for voice pack info
CBasePlayer::SetWallRun void CBasePlayer::SetWallRun( bool )
CBasePlayer::SmartAmmo_GetHighestFraction float CBasePlayer::SmartAmmo_GetHighestFraction() Returns the highest fraction value a smart-ammo-enabled weapon has locked onto this entity right now
CBasePlayer::SmartAmmo_GetHighestFractionSources <unknown> CBasePlayer::SmartAmmo_GetHighestFractionSources() Returns an array of the entities with the highest fraction/locks on us
CBasePlayer::SmartAmmo_GetPrevHighestFraction float CBasePlayer::SmartAmmo_GetPrevHighestFraction() Returns the previous highest fraction value
CBasePlayer::SnapEyeAngles void CBasePlayer::SnapEyeAngles( Vector ) Snaps the player's eye angles to the given angles
CBasePlayer::StartObserverMode void CBasePlayer::StartObserverMode( int ) Put player into the given observer mode
CBasePlayer::StartObservingPlayerInFirstPerson void CBasePlayer::StartObservingPlayerInFirstPerson( handle ) Start using another player for you first person view.
CBasePlayer::StopObservingPlayerInFirstPerson void CBasePlayer::StopObservingPlayerInFirstPerson() Stop observing another player in first person.
CBasePlayer::TakeWeapon void CBasePlayer::TakeWeapon( string ) Take weapon from player
CBasePlayer::TouchGround void CBasePlayer::TouchGround() Force things (like superjump and wallrunning) to reset as if the player touched ground.
CBasePlayer::TrueTeamSwitch void CBasePlayer::TrueTeamSwitch()
CBasePlayer::UnfreezeControlsOnServer void CBasePlayer::UnfreezeControlsOnServer() Makes player controls not affect movement, etc.
CBasePlayer::UnfreezeFireControlsOnServer void CBasePlayer::UnfreezeFireControlsOnServer() Makes player fire controls not affect movement, etc.
CBasePlayer::UnhidePlayer void CBasePlayer::UnhidePlayer() Undoes the effects of .HidePlayer()
CBasePlayer::UseButtonPressed <unknown> CBasePlayer::UseButtonPressed() Returns whether player has use button pressed
CBasePlayer::ViewPunch void CBasePlayer::ViewPunch( Vector, float, float, float ) Punch the players view from the specified origin. Takes arguments: origin, softAmount, hardAmount, randomBoost
CBasePlayer::WantsMatchmaking <unknown> CBasePlayer::WantsMatchmaking() Returns true if the player wants to be actively matchmaking
CBasePlayer::Weapon_CustomActivityAttachModel void CBasePlayer::Weapon_CustomActivityAttachModel( string, string ) Specifies a model to be attached to the viewmodel during the current custom activity, as well as an attachment index.
CBasePlayer::Weapon_CustomActivityClearAttachedModel void CBasePlayer::Weapon_CustomActivityClearAttachedModel() Clears the attached custom activity model.
CBasePlayer::Weapon_GetCustomActivityDuration float CBasePlayer::Weapon_GetCustomActivityDuration() Returns the duration of the current custom weapon activity.
CBasePlayer::Weapon_GetCustomActivityFraction float CBasePlayer::Weapon_GetCustomActivityFraction() Returns the fraction of the current custom weapon activity that is complete.
CBasePlayer::Weapon_HasCustomActivity <unknown> CBasePlayer::Weapon_HasCustomActivity( string ) Given (activityName), Returns whether the activity is valid for the current weapon
CBasePlayer::Weapon_IsInCustomActivity <unknown> CBasePlayer::Weapon_IsInCustomActivity() Queries whether the weapon viewmodel is currently playing a custom activity
CBasePlayer::Weapon_StartCustomActivity <unknown> CBasePlayer::Weapon_StartCustomActivity( string, bool ) Given (activityName, playRaiseAnimOnComplete), Plays the given activity on the weapon viewmodel
CBasePlayer::Weapon_StopCustomActivity void CBasePlayer::Weapon_StopCustomActivity() Stops any custom activities currently playing on the weapon viewmodel
CBasePlayer::WhooshCameraToPlayer void CBasePlayer::WhooshCameraToPlayer() Tell whoosh camera to fly to player in new location.
CBasePlayer::WhooshCameraToTarget void CBasePlayer::WhooshCameraToTarget( handle ) Tell whoosh camera to fly from the player position to the target entity.
CBasePlayer::XPChanged void CBasePlayer::XPChanged() Call when XP changes to refresh code XP value

CBaseCombatCharacter

Extends CBaseAnimating.

Methods

Function Signature Description
CBaseCombatCharacter::ClearNPCPriorityOverride void CBaseCombatCharacter::ClearNPCPriorityOverride() Clears NPC enemy selection priority override
CBaseCombatCharacter::ContextAction_ClearBusy void CBaseCombatCharacter::ContextAction_ClearBusy() Marks the entity as no longer doing some kind of context action
CBaseCombatCharacter::ContextAction_IsActive <unknown> CBaseCombatCharacter::ContextAction_IsActive() Returns whether in the middle of any context action (like melee or leeching)
CBaseCombatCharacter::ContextAction_IsBusy <unknown> CBaseCombatCharacter::ContextAction_IsBusy() Returns whether in the middle of a busy context action
CBaseCombatCharacter::ContextAction_IsLeeching <unknown> CBaseCombatCharacter::ContextAction_IsLeeching() Returns whether in the middle of a leeching context action
CBaseCombatCharacter::ContextAction_IsMeleeExecution <unknown> CBaseCombatCharacter::ContextAction_IsMeleeExecution() Returns whether in the middle of a melee context action
CBaseCombatCharacter::ContextAction_SetBusy void CBaseCombatCharacter::ContextAction_SetBusy() Marks the entity as in the middle of a busy context action (so other things don't interrupt them)
CBaseCombatCharacter::Event_LeechEnd void CBaseCombatCharacter::Event_LeechEnd() Let script tell code a leech has ended
CBaseCombatCharacter::Event_LeechStart void CBaseCombatCharacter::Event_LeechStart() Let script tell code a leech has started
CBaseCombatCharacter::GetActiveWeapon <unknown> CBaseCombatCharacter::GetActiveWeapon() Returns the active weapon.
CBaseCombatCharacter::GetActiveWeaponPrimaryAmmoLoaded int CBaseCombatCharacter::GetActiveWeaponPrimaryAmmoLoaded() Get the amount of currently loaded ammo in the active weapon.
CBaseCombatCharacter::GetMainWeapons array CBaseCombatCharacter::GetMainWeapons() ParameterMask:[.] Get array of the main weapons.
CBaseCombatCharacter::GetOffhandWeapon <unknown> CBaseCombatCharacter::GetOffhandWeapon( int ) Get the offhand weapon in the specified slot.
CBaseCombatCharacter::GetOffhandWeapons array CBaseCombatCharacter::GetOffhandWeapons() ParameterMask:[.] Get array of the offhand weapons.
CBaseCombatCharacter::GetOrdnanceWeapon <unknown> CBaseCombatCharacter::GetOrdnanceWeapon() Returns the active weapon.
CBaseCombatCharacter::GetSelectedOffhand <unknown> CBaseCombatCharacter::GetSelectedOffhand() Returns the previous active weapon, before the player switched to their offhand
CBaseCombatCharacter::GetSelectedWeapon <unknown> CBaseCombatCharacter::GetSelectedWeapon() Returns the selected weapon.
CBaseCombatCharacter::GetSidearmWeapon <unknown> CBaseCombatCharacter::GetSidearmWeapon() Returns the active weapon.
CBaseCombatCharacter::GetTitanSoul <unknown> CBaseCombatCharacter::GetTitanSoul() Gets the titanSoul for this entity
CBaseCombatCharacter::GetWeaponAmmoLoaded int CBaseCombatCharacter::GetWeaponAmmoLoaded( handle ) Get the amount of currently loaded ammo in the specified weapon.
CBaseCombatCharacter::GetWeaponAmmoMaxLoaded int CBaseCombatCharacter::GetWeaponAmmoMaxLoaded( handle ) Get the max amount loaded ammo in the specified weapon.
CBaseCombatCharacter::GetWeaponAmmoStockpile int CBaseCombatCharacter::GetWeaponAmmoStockpile( handle ) Get the total amount of ammo for the specified weapon that this character has.
CBaseCombatCharacter::GiveExistingOffhandWeapon void CBaseCombatCharacter::GiveExistingOffhandWeapon( handle, int ) Give an existing weapon to the specified slot
CBaseCombatCharacter::GiveOffhandWeapon CBaseCombatCharacter::GiveOffhandWeapon( "weaponName", slotIndex [, [modName4, modname1, ...] ] ) ParameterMask:[.si.] Give the offhand weapon in the specified slot, and optionally apply active mods.
CBaseCombatCharacter::IsUsingOffhandWeapon <unknown> CBaseCombatCharacter::IsUsingOffhandWeapon() Returns true if player is using their offhand weapon
CBaseCombatCharacter::IsUsingOrdnanceWeapon <unknown> CBaseCombatCharacter::IsUsingOrdnanceWeapon() Returns true if player is using their offhand weapon
CBaseCombatCharacter::IsUsingSidearmWeapon <unknown> CBaseCombatCharacter::IsUsingSidearmWeapon() Returns true if player is using their offhand weapon
CBaseCombatCharacter::IsWeaponDisabled <unknown> CBaseCombatCharacter::IsWeaponDisabled() Returns true if the weapon is disabled
CBaseCombatCharacter::OffsetFromViewAngles Vector CBaseCombatCharacter::OffsetFromViewAngles( Vector ) Returns angles that has been offset relative to the view
CBaseCombatCharacter::OffsetPositionFromView Vector CBaseCombatCharacter::OffsetPositionFromView( Vector, Vector ) Returns position that has been offset relative to the view
CBaseCombatCharacter::PlayerMelee_ExecutionEndAttacker void CBaseCombatCharacter::PlayerMelee_ExecutionEndAttacker() Let script tell code a melee attack has ended (for the attacker)
CBaseCombatCharacter::PlayerMelee_ExecutionEndTarget void CBaseCombatCharacter::PlayerMelee_ExecutionEndTarget() Let script tell code a melee attack has ended (for the target/victim)
CBaseCombatCharacter::PlayerMelee_ExecutionStartAttacker void CBaseCombatCharacter::PlayerMelee_ExecutionStartAttacker( float ) Let script tell code a melee attack has started (for the attacker)
CBaseCombatCharacter::PlayerMelee_ExecutionStartTarget void CBaseCombatCharacter::PlayerMelee_ExecutionStartTarget( handle ) Let script tell code a melee attack has started (for the target/victim)
CBaseCombatCharacter::PrintInventory void CBaseCombatCharacter::PrintInventory() Prints the contents of the weapon inventory to the console
CBaseCombatCharacter::RefillAllAmmo void CBaseCombatCharacter::RefillAllAmmo() Refills ammo for all equipped weapons.
CBaseCombatCharacter::ReplaceActiveWeapon void CBaseCombatCharacter::ReplaceActiveWeapon( string ) Take the current weapon and instantly replace with the new weapon. This will skip any holster and draw animations.
CBaseCombatCharacter::SetActiveWeapon void CBaseCombatCharacter::SetActiveWeapon( string ) Sets the active weapon.
CBaseCombatCharacter::SetActiveWeaponPrimaryAmmoLoaded void CBaseCombatCharacter::SetActiveWeaponPrimaryAmmoLoaded( int ) Set the amount of currently loaded ammo in the active weapon.
CBaseCombatCharacter::SetActiveWeaponPrimaryAmmoTotal void CBaseCombatCharacter::SetActiveWeaponPrimaryAmmoTotal( int ) Set the total amount of ammo for the active weapon that this character has.
CBaseCombatCharacter::SetForceCrosshairNameDraw void CBaseCombatCharacter::SetForceCrosshairNameDraw( bool ) Force this entities crosshair name to draw.
CBaseCombatCharacter::SetInventoryChangedCallbackEnabled void CBaseCombatCharacter::SetInventoryChangedCallbackEnabled( bool ) Sets whether this entity will generate a callback to CodeCallback_OnInventoryChanged when its inventory changes
CBaseCombatCharacter::SetNPCPriorityOverride void CBaseCombatCharacter::SetNPCPriorityOverride( int ) Sets NPC enemy selection priority override. Refer to player/AI settings files for values
CBaseCombatCharacter::SetTitanSoul void CBaseCombatCharacter::SetTitanSoul( handle ) Sets the titanSoul of this entity
CBaseCombatCharacter::SetWeaponDrop void CBaseCombatCharacter::SetWeaponDrop( bool )
CBaseCombatCharacter::ShouldWeaponDrop <unknown> CBaseCombatCharacter::ShouldWeaponDrop()
CBaseCombatCharacter::ShowSpeech void CBaseCombatCharacter::ShowSpeech( float ) Shows this entity as speaking on the minimap
CBaseCombatCharacter::TakeOffhandWeapon void CBaseCombatCharacter::TakeOffhandWeapon( int ) Take the offhand weapon in the specified slot.
CBaseCombatCharacter::TakeOffhandWeapon_NoDelete <unknown> CBaseCombatCharacter::TakeOffhandWeapon_NoDelete( int ) Take the offhand weapon in the specified slot and return the weapon entity
CBaseCombatCharacter::TakeWeapon void CBaseCombatCharacter::TakeWeapon( string ) Take the weapon by name.
CBaseCombatCharacter::TakeWeapon_NoDelete <unknown> CBaseCombatCharacter::TakeWeapon_NoDelete( string ) Take the weapon by name and returns weapon entity without deleting it.

CBaseTrigger

Extends CBaseEntity.

Methods

Function Signature Description
CBaseTrigger::ContainsPoint <unknown> CBaseTrigger::ContainsPoint( Vector ) Tests if the trigger contains a given point.
CBaseTrigger::GetTouchingEntities array CBaseTrigger::GetTouchingEntities( entities ) ParameterMask:[.] Get array of touching entites
CBaseTrigger::IsTouched <unknown> CBaseTrigger::IsTouched() Tests if the trigger is being touched by any entity that can trigger it.
CBaseTrigger::IsTouching <unknown> CBaseTrigger::IsTouching( handle ) Tests if the trigger contains a given entity.

CBreakableSurface

Extends CBreakable.

Methods

Function Signature Description
CBreakableSurface::BreakSphere void CBreakableSurface::BreakSphere( Vector, float ) Destroys glass in a radius.

CAI_BaseNPC

Extends CBaseCombatCharacter.

Methods

Function Signature Description
CAI_BaseNPC::AddToFireteam void CAI_BaseNPC::AddToFireteam( handle, int ) Add this npc to the specified player's fireteam in the specified slot, and set player as this npc's boss.
CAI_BaseNPC::AllowFlee void CAI_BaseNPC::AllowFlee( bool ) Allow fleeing
CAI_BaseNPC::AllowHandSignals void CAI_BaseNPC::AllowHandSignals( bool ) Allow hand signals, saluting
CAI_BaseNPC::AllowIndoorActivityOverride void CAI_BaseNPC::AllowIndoorActivityOverride( bool ) Sets whether this npc should let its activities be overridden if it's indoors or not (see 'trigger_indoor_area')
CAI_BaseNPC::AllowSpectreTraverse void CAI_BaseNPC::AllowSpectreTraverse( bool ) Use spectre traverse, only works for spectres
CAI_BaseNPC::AllowSuicideAttack void CAI_BaseNPC::AllowSuicideAttack( bool ) Allow suicide attack
CAI_BaseNPC::Anim_AdvanceCycleEveryFrame void CAI_BaseNPC::Anim_AdvanceCycleEveryFrame( bool ) For animations that must be synced with non AI. Must be parented to an entity
CAI_BaseNPC::Anim_ScriptedAllowPain void CAI_BaseNPC::Anim_ScriptedAllowPain( bool ) Allow npc to do pain animation in scripted anim
CAI_BaseNPC::Anim_ScriptedPlay void CAI_BaseNPC::Anim_ScriptedPlay( string ) Same as Anim_Play but block AI
CAI_BaseNPC::Anim_ScriptedPlayWithRefEntity void CAI_BaseNPC::Anim_ScriptedPlayWithRefEntity( string, handle, string, float ) Same as Anim_PlayWithRefEntity but block AI
CAI_BaseNPC::Anim_ScriptedPlayWithRefPoint void CAI_BaseNPC::Anim_ScriptedPlayWithRefPoint( string, Vector, Vector, float ) Same as Anim_PlayWithRefPoint but block AI
CAI_BaseNPC::AssaultPoint void CAI_BaseNPC::AssaultPoint( Vector, float ) Uses assault behavior to reach a given location.
CAI_BaseNPC::AssaultPointEnt void CAI_BaseNPC::AssaultPointEnt( handle ) Uses assault behavior to reach a given assault_assaultpoint entity.
CAI_BaseNPC::AssaultPointToAnim void CAI_BaseNPC::AssaultPointToAnim( Vector, string, float ) Uses assault behavior to reach a given location, but does not stop at the goal. When approaching the goal, the NPC will ramp its speed to match the beginning speed of the specified sequence.
CAI_BaseNPC::CanBeMeleed <unknown> CAI_BaseNPC::CanBeMeleed() Sets whether this npc is a valid melee target
CAI_BaseNPC::CanSee <unknown> CAI_BaseNPC::CanSee( handle ) Determines if the given entity is visible to this NPC
CAI_BaseNPC::ClearAttackAnim void CAI_BaseNPC::ClearAttackAnim() Clears script override attack animation
CAI_BaseNPC::ClearEnemy void CAI_BaseNPC::ClearEnemy() Sets the npc's enemy set by SetEnemy
CAI_BaseNPC::ClearIdleAnim void CAI_BaseNPC::ClearIdleAnim() Clears script override idle animation
CAI_BaseNPC::ClearMoveAnim void CAI_BaseNPC::ClearMoveAnim() Clears script override move animation
CAI_BaseNPC::CrouchCombat void CAI_BaseNPC::CrouchCombat( bool ) Prefer to crouch during combat
CAI_BaseNPC::DisableArrivalOnce void CAI_BaseNPC::DisableArrivalOnce( bool ) Disable arrival animation once; arriving at goal or new path find will clear this
CAI_BaseNPC::DisableBehavior void CAI_BaseNPC::DisableBehavior( string ) Disable NPC Behavior by behavior name
CAI_BaseNPC::DisableStarts void CAI_BaseNPC::DisableStarts() Disables movement start anims
CAI_BaseNPC::DoRodeoAttack void CAI_BaseNPC::DoRodeoAttack( bool ) Do rodeo attack while attach on enemy
CAI_BaseNPC::DropWeapon void CAI_BaseNPC::DropWeapon() Drop the weapon the NPC is currently using.
CAI_BaseNPC::EnableBehavior void CAI_BaseNPC::EnableBehavior( string ) Enable NPC Behavior by behavior name
CAI_BaseNPC::EnableStarts void CAI_BaseNPC::EnableStarts() Enables movement start anims
CAI_BaseNPC::FollowSafePaths void CAI_BaseNPC::FollowSafePaths( bool ) Sets whether this npc should consider a node's safety value when generating paths
CAI_BaseNPC::ForceCombat void CAI_BaseNPC::ForceCombat() Force into combat state by updating NPC's memory of the player.
CAI_BaseNPC::GetAIClass handle CAI_BaseNPC::GetAIClass() Gets the AI Class
CAI_BaseNPC::GetAllowFlee <unknown> CAI_BaseNPC::GetAllowFlee()
CAI_BaseNPC::GetAllowHandSignals <unknown> CAI_BaseNPC::GetAllowHandSignals()
CAI_BaseNPC::GetAllowJump <unknown> CAI_BaseNPC::GetAllowJump() Check if npc is allowed to jump
CAI_BaseNPC::GetAllowMelee <unknown> CAI_BaseNPC::GetAllowMelee() Check if npc is allowed to jump
CAI_BaseNPC::GetAttackSpreadAngle float CAI_BaseNPC::GetAttackSpreadAngle() Get current weapon 'spread_npc' field
CAI_BaseNPC::GetBodyType handle CAI_BaseNPC::GetBodyType() Gets the AI body type
CAI_BaseNPC::GetClosestEnemy <unknown> CAI_BaseNPC::GetClosestEnemy() Gets closest non-cloaked enemy player or NPC, even if not visible, within sensing dist
CAI_BaseNPC::GetClosestEnemyNPC <unknown> CAI_BaseNPC::GetClosestEnemyNPC() Gets closest non-cloaked enemy NPC, even if not visible, within sensing dist
CAI_BaseNPC::GetClosestEnemyPlayer <unknown> CAI_BaseNPC::GetClosestEnemyPlayer() Gets closest non-cloaked enemy player, even if not visible, within sensing dist
CAI_BaseNPC::GetEnemy <unknown> CAI_BaseNPC::GetEnemy() Gets the NPC's enemy, if he has one
CAI_BaseNPC::GetGoalEnt <unknown> CAI_BaseNPC::GetGoalEnt() Gets the NPC's goal entity
CAI_BaseNPC::GetHearingSensitivity float CAI_BaseNPC::GetHearingSensitivity() Get hearing sensitivity (default 1.0)
CAI_BaseNPC::GetLookDist float CAI_BaseNPC::GetLookDist() Get maximum sight dist
CAI_BaseNPC::GetNPCState handle CAI_BaseNPC::GetNPCState() Return the current NPC state
CAI_BaseNPC::GetNPCVelocity Vector CAI_BaseNPC::GetNPCVelocity() Gets an NPC's velocity.
CAI_BaseNPC::GetNearestVisibleFriendlyPlayer <unknown> CAI_BaseNPC::GetNearestVisibleFriendlyPlayer() Gets the nearest visible friendly player
CAI_BaseNPC::GetNewEnemyFromSound void CAI_BaseNPC::GetNewEnemyFromSound( bool ) Get new enemy from combat sounds
CAI_BaseNPC::GetSafeHint <unknown> CAI_BaseNPC::GetSafeHint() Gets the safe hint entity the AI is currently using
CAI_BaseNPC::GetSquadCentroid Vector CAI_BaseNPC::GetSquadCentroid() Gets the squad members average origin
CAI_BaseNPC::GetSquadEnemy <unknown> CAI_BaseNPC::GetSquadEnemy() Gets the enemy the NPC's squad is focused on
CAI_BaseNPC::GetSubclass int CAI_BaseNPC::GetSubclass() Gets the AI's subclass type
CAI_BaseNPC::GetViewVector Vector CAI_BaseNPC::GetViewVector() Get current aim direction
CAI_BaseNPC::GiveExistingWeapon void CAI_BaseNPC::GiveExistingWeapon( handle ) Give an existing weapon entity to AI
CAI_BaseNPC::GiveWeapon weaponEnt CAI_BaseNPC::GiveWeapon( "weaponName" [, [modName4, modname1, ...] ] ) ParameterMask:[.s.] Create a weapon of the given classname, and optionally apply active mods.
CAI_BaseNPC::IgnoreClusterDangerTime void CAI_BaseNPC::IgnoreClusterDangerTime( bool ) Sets whether this npc should ignore the danger expiration time of clusters it wants to path through
CAI_BaseNPC::InCombat void CAI_BaseNPC::InCombat() Returns true if NPC is in combat
CAI_BaseNPC::InitFollowBehavior void CAI_BaseNPC::InitFollowBehavior( handle, int ) Setup follow behavior (follow target and formation)
CAI_BaseNPC::InitStandoffBehavior void CAI_BaseNPC::InitStandoffBehavior( Vector, float, int, bool ) Setup standoff behavior
CAI_BaseNPC::IsInsideIndoorArea <unknown> CAI_BaseNPC::IsInsideIndoorArea() Returns if AI is indoors. Indoors is based off AI reaching path nodes inside trigger volume 'trigger_indoor_area'
CAI_BaseNPC::IsInterruptable <unknown> CAI_BaseNPC::IsInterruptable() Returns if AI is in a state that can be interrupted
CAI_BaseNPC::IsSpectreTraverseAllowed <unknown> CAI_BaseNPC::IsSpectreTraverseAllowed() Check if spectre traverse is allowed for this AI
CAI_BaseNPC::IsValidHealthBarTarget <unknown> CAI_BaseNPC::IsValidHealthBarTarget() Sets whether this npc can display a healthbar
CAI_BaseNPC::LastKnownPosition vector CAI_BaseNPC::LastKnownPosition( entity ) ParameterMask:[.x] Last place the NPC knew his enemy was
CAI_BaseNPC::LastSeenPosition vector CAI_BaseNPC::LastSeenPosition( entity ) ParameterMask:[.x] Last place the NPC personally saw his enemy
CAI_BaseNPC::LookForCorpses void CAI_BaseNPC::LookForCorpses( bool ) Look for corpses
CAI_BaseNPC::NoForceWalk void CAI_BaseNPC::NoForceWalk( bool ) Do not walk even if base logic requests it
CAI_BaseNPC::PreferSprint void CAI_BaseNPC::PreferSprint( bool ) Try to sprint unless the npc has a weapon and can aim at an enemy
CAI_BaseNPC::RagdollImmediate void CAI_BaseNPC::RagdollImmediate( bool ) Immediately become ragdoll on death
CAI_BaseNPC::RemoveFromFireteam void CAI_BaseNPC::RemoveFromFireteam() Remove this npc from any fireteam.
CAI_BaseNPC::ScriptOnLeeched void CAI_BaseNPC::ScriptOnLeeched() Used by script to tell native code that the leech sequence was successful
CAI_BaseNPC::SetAISettings void CAI_BaseNPC::SetAISettings( string ) Sets the AI's settings file
CAI_BaseNPC::SetAllowJump void CAI_BaseNPC::SetAllowJump( bool ) Set if npc is allowed to jump
CAI_BaseNPC::SetAllowMelee void CAI_BaseNPC::SetAllowMelee( bool ) Set if npc is allowed to jump
CAI_BaseNPC::SetAlwaysIndoor void CAI_BaseNPC::SetAlwaysIndoor( bool ) Sets whether this npc will always be considered indoors
CAI_BaseNPC::SetAttackAnim void CAI_BaseNPC::SetAttackAnim( string ) Sets the attack animation to use
CAI_BaseNPC::SetCanBeMeleed void CAI_BaseNPC::SetCanBeMeleed( bool ) Sets whether this npc is a valid melee target
CAI_BaseNPC::SetDefaultSchedule void CAI_BaseNPC::SetDefaultSchedule( string ) Sets the default schedule to use when there is nothing else to do
CAI_BaseNPC::SetEfficientMode void CAI_BaseNPC::SetEfficientMode( bool ) Sets whether this npc should run in efficient mode (less frequent think)
CAI_BaseNPC::SetEnemy void CAI_BaseNPC::SetEnemy( handle ) Sets the npc's enemy
CAI_BaseNPC::SetEnemyChangeCallback void CAI_BaseNPC::SetEnemyChangeCallback( string ) Sets the callback function when to be used when the NPCs enemy changes
CAI_BaseNPC::SetEnemyLKP void CAI_BaseNPC::SetEnemyLKP( handle, Vector ) Sets the npc's LKP of the enemy to a given position
CAI_BaseNPC::SetEngagementDistVsStrong void CAI_BaseNPC::SetEngagementDistVsStrong( float, float ) Set engagement distances vs strong enemy (min vs strong, max vs strong)
CAI_BaseNPC::SetEngagementDistVsWeak void CAI_BaseNPC::SetEngagementDistVsWeak( float, float ) Set engagement distances vs weak enemy (min vs weak, max vs weak)
CAI_BaseNPC::SetGoalEnt void CAI_BaseNPC::SetGoalEnt( handle ) Sets the NPC's goal entity
CAI_BaseNPC::SetHearingSensitivity void CAI_BaseNPC::SetHearingSensitivity( float ) Set hearing sensitivity
CAI_BaseNPC::SetHullType void CAI_BaseNPC::SetHullType( string ) Sets the npc's hull type: HULL_HUMAN, HULL_SMALL_CENTERED, HULL_LARGE_CENTERED, HULL_OPERATOR, HULL_TITAN
CAI_BaseNPC::SetIdleAnim void CAI_BaseNPC::SetIdleAnim( string ) Sets the idle animation to use
CAI_BaseNPC::SetLookDist void CAI_BaseNPC::SetLookDist( float ) Set maximum sight dist
CAI_BaseNPC::SetMoveAnim void CAI_BaseNPC::SetMoveAnim( string ) Sets the movement animation to use
CAI_BaseNPC::SetMoveSpeedScale void CAI_BaseNPC::SetMoveSpeedScale( float ) Sets movement speed multiplier
CAI_BaseNPC::SetSensing void CAI_BaseNPC::SetSensing( bool ) Sets whether this npc should perform sensing operations
CAI_BaseNPC::SetSquad void CAI_BaseNPC::SetSquad( string ) Sets NPC's squad. Set to "" to clear
CAI_BaseNPC::SetSubclass void CAI_BaseNPC::SetSubclass( int ) Sets the AI's subclass type
CAI_BaseNPC::SetValidHealthBarTarget void CAI_BaseNPC::SetValidHealthBarTarget( bool ) Sets whether this npc can display a healthbar
CAI_BaseNPC::SquadLastKnownPosition vector CAI_BaseNPC::SquadLastKnownPosition() ParameterMask:[.] Gets the NPC's squad's last known position of their enemy
CAI_BaseNPC::StayCloseToSquad void CAI_BaseNPC::StayCloseToSquad( bool ) Stay close to squad, and adjust move speed to stay close
CAI_BaseNPC::StayPut void CAI_BaseNPC::StayPut( bool ) Don't allow patrol/investigate
CAI_BaseNPC::StopAllAction void CAI_BaseNPC::StopAllAction( bool ) StopAllAction
CAI_BaseNPC::TakeActiveWeapon void CAI_BaseNPC::TakeActiveWeapon() Removes npc's current weapon (no drop)
CAI_BaseNPC::TestAnimPath <unknown> CAI_BaseNPC::TestAnimPath( int, float, float, bool ) Checks if NPC can play an animation from its current position and angles without getting blocked
CAI_BaseNPC::TestAnimPathFrom <unknown> CAI_BaseNPC::TestAnimPathFrom( Vector, float, int, float, float, bool ) Checks if NPC can play an animation from a position and angles without getting blocked
CAI_BaseNPC::TimeSinceKnown float CAI_BaseNPC::TimeSinceKnown( handle ) Time since this NPC last knew this entity's position
CAI_BaseNPC::TimeSinceSeen float CAI_BaseNPC::TimeSinceSeen( handle ) Time since this NPC last saw this entity
CAI_BaseNPC::UseDamagedMove void CAI_BaseNPC::UseDamagedMove( bool ) Use damaged movement animation
CAI_BaseNPC::UseSequenceBounds void CAI_BaseNPC::UseSequenceBounds( bool ) Use animation sequence for bounding box (expensive)
CAI_BaseNPC::WeaponRequestSwitch void CAI_BaseNPC::WeaponRequestSwitch( string ) Switch the npc's weapon when it can. Don't drop current weapon

CNPC_SentryTurret

Extends CAI_BaseNPC.

Methods

Function Signature Description
CNPC_SentryTurret::DisableTurret void CNPC_SentryTurret::DisableTurret() Disable the turret
CNPC_SentryTurret::EnableTurret void CNPC_SentryTurret::EnableTurret() Enable the turret
CNPC_SentryTurret::GetControlPanel <unknown> CNPC_SentryTurret::GetControlPanel() Gets the control panel for this turret.
CNPC_SentryTurret::GetTurretState int CNPC_SentryTurret::GetTurretState() Gets the turret's current state: TURRET_SEARCHING, TURRET_INACTIVE, TURRET_ACTIVE, TURRET_DEPLOYING, TURRET_RETIRING, TURRET_DEAD
CNPC_SentryTurret::SetControlPanel void CNPC_SentryTurret::SetControlPanel( handle ) Sets the control panel for this turret.
CNPC_SentryTurret::SetMuzzleData void CNPC_SentryTurret::SetMuzzleData( int, int ) Sets the turrets muzzle attachment data assumes all muzzle attachments are consecutive (first muzzle attachment, num muzzles)

CNPC_CombineDropship

Extends CBaseHelicopter.

Methods

Function Signature Description
CNPC_CombineDropship::GetCinematicEventState int CNPC_CombineDropship::GetCinematicEventState()
CNPC_CombineDropship::IsJetWakeFXEnabled <unknown> CNPC_CombineDropship::IsJetWakeFXEnabled() IsJetWakeFXEnabled
CNPC_CombineDropship::SetCinematicEventState void CNPC_CombineDropship::SetCinematicEventState( int )
CNPC_CombineDropship::SetJetWakeFXEnabled void CNPC_CombineDropship::SetJetWakeFXEnabled( bool ) SetJetWakeFXEnabled

CMissile

Extends CProjectile.

Methods

Function Signature Description
CMissile::ApplyMissileControlledDrift Vector CMissile::ApplyMissileControlledDrift( float, float ) Apply missile drift to velocity
CMissile::Explode void CMissile::Explode() Self-destruct.
CMissile::GetHomingSpeed float CMissile::GetHomingSpeed() Get missile's homing speed
CMissile::GetHomingSpeedAtDodgingPlayer float CMissile::GetHomingSpeedAtDodgingPlayer() Get missile's homing speed -vs- dodging players.
CMissile::GetSpeed float CMissile::GetSpeed() Get missile's speed
CMissile::GetTarget <unknown> CMissile::GetTarget() Get missile's homing target
CMissile::InitMissileExpandContract void CMissile::InitMissileExpandContract( Vector, Vector, float, float, float, float, Vector, bool ) Init missile path expand contract settings
CMissile::InitMissileForRandomDrift void CMissile::InitMissileForRandomDrift( Vector, Vector, float, float, float, float, float, float ) Init missile drift with custom settings
CMissile::InitMissileForRandomDriftFromWeaponSettings void CMissile::InitMissileForRandomDriftFromWeaponSettings( Vector, Vector ) Init missile drift settings from weapon settings
CMissile::InitMissileSpiral void CMissile::InitMissileSpiral( Vector, Vector, int, bool, bool ) Init spiralling missile
CMissile::SetDamage void CMissile::SetDamage( float ) Set missile's damage
CMissile::SetExplosionRadius void CMissile::SetExplosionRadius( float, float ) Set missile's inner and outer explosion radius
CMissile::SetHomingSpeeds void CMissile::SetHomingSpeeds( float, float ) Set missile's homing speed
CMissile::SetSpeed void CMissile::SetSpeed( float ) Set missile's speed
CMissile::SetTarget void CMissile::SetTarget( handle, Vector ) Set missile's homing target

CParticleSystem

Extends CBaseEntity.

Methods

Function Signature Description
CParticleSystem::DisableRenderAlways void CParticleSystem::DisableRenderAlways() Set this entity to not render always
CParticleSystem::EnableRenderAlways void CParticleSystem::EnableRenderAlways() Set this entity to render always
CParticleSystem::SetControlPointEnt void CParticleSystem::SetControlPointEnt( int, handle ) Assign the given ent to the given control point index.
CParticleSystem::SetStopType void CParticleSystem::SetStopType( string ) Determines how the effect will end if you destroy the entity. Options are: "normal" (stops emission); "destroyImmediately" (stops emission and kills existing particles immediately); "playEndcap" (stops emission and play endcap). (default is "playEndcap".)

CGameRules

Methods

Function Signature Description
CGameRules::AllowMatchEnd <unknown> CGameRules::AllowMatchEnd() Returns true if the match can end
CGameRules::AnnounceRoundWinner void CGameRules::AnnounceRoundWinner( int )
CGameRules::EnableGlobalChat void CGameRules::EnableGlobalChat( bool ) Set whether you want everyone to hear everyone else
CGameRules::EndMatch void CGameRules::EndMatch() End the match.
CGameRules::EnterPostMatch void CGameRules::EnterPostMatch()
CGameRules::GetClassMax int CGameRules::GetClassMax( string ) Get the max players allowed for a class.
CGameRules::GetGameMode handle CGameRules::GetGameMode() Get the game mode
CGameRules::GetIntermissionEndTime float CGameRules::GetIntermissionEndTime() In post-match, gets the time that intermission will be over.
CGameRules::GetKillLimit int CGameRules::GetKillLimit() Returns the number of kills required to end the match.
CGameRules::GetRecentGameMode handle CGameRules::GetRecentGameMode( int ) Returns the most recent game modes loaded
CGameRules::GetRecentMap handle CGameRules::GetRecentMap( int ) Returns the most recent maps loaded
CGameRules::GetRecentTeamScore int CGameRules::GetRecentTeamScore( int, int ) Returns the most recent team scores
CGameRules::GetTeamDeaths int CGameRules::GetTeamDeaths( int ) Get a team's score, given a team index.
CGameRules::GetTeamHashtag handle 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 handle 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.
CGameRules::GetUniqueMatchID handle CGameRules::GetUniqueMatchID() Gets the unique ID for this match
CGameRules::MarkGameStatePrematchEnding void CGameRules::MarkGameStatePrematchEnding() Note that the game has started (end of prematch).
CGameRules::MarkGameStateWinnerDetermined void CGameRules::MarkGameStateWinnerDetermined( int ) Note that a winner has been declared (start of epilogue, etc).
CGameRules::SetDeadPlayersCanOnlySpeakToDeadPlayersInHudChat void CGameRules::SetDeadPlayersCanOnlySpeakToDeadPlayersInHudChat( bool ) Set if dead players can only text chat with other dead players
CGameRules::SetGameMode void CGameRules::SetGameMode( string ) Set the game mode
CGameRules::SetTeamDeaths void CGameRules::SetTeamDeaths( int, int ) Set a team's deaths, given a team index
CGameRules::SetTeamKills void CGameRules::SetTeamKills( int, int ) Set a team's kills, given a team index
CGameRules::SetTeamScore void CGameRules::SetTeamScore( int, int ) Set a team's score, given a team index and new score.
CGameRules::SetTeamScore2 void CGameRules::SetTeamScore2( int, int ) Set a team's second score, given a team index and new score.
CGameRules::TimeLimitEnabled <unknown> CGameRules::TimeLimitEnabled() Returns true if the time limit should be enabled

See also