Titanfall/Scripting/Server Script Functions
Automatically generated Squirrel functions list for Titanfall (R1Delta), These functions are only present in the Server Squirrel VM.
Classes
:: (Global functions)
Methods
Function | Signature | Description |
---|---|---|
AINFileIsUpToDate
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<unknown> AINFileIsUpToDate()
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Returns true if the map's AIN file is up-to-date. |
AbortMatchSearchesForPlayer
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void AbortMatchSearchesForPlayer( handle )
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AbortPrivateMatchSearchesForPlayer
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void AbortPrivateMatchSearchesForPlayer( handle )
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AbortTrainingSearchesForPlayer
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void AbortTrainingSearchesForPlayer( handle )
|
Aborts all training searches for the specified player |
AddToScriptManagedEntArray
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void AddToScriptManagedEntArray( int, handle )
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Add an entity to script managed array |
AddXpServer
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void AddXpServer( int ) ParameterMask:[.Ii]
|
Add XP |
AngleNormalize
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float AngleNormalize( float )
|
Wraps given angle to [-180, 180] range |
ArrayCombine
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void ArrayCombine(array1, array2)
|
Just use .extend. |
ArrayCopy
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void ArrayCopy(arr)
|
Just use .extend. |
ArrayWithin
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void ArrayWithin(array, origin, maxDist)
|
Remove ents from array that are out of range |
AssertNoPlayerChildren
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void AssertNoPlayerChildren( handle )
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Check the given entity has no player childrens attached. If so, it will raise a script error. |
BoxIntersectsBox
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<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
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<unknown> BuildingCubeMaps()
|
Returns true if building cube maps. |
CalcRelativeAngles
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Vector CalcRelativeAngles( Vector, Vector )
|
Given an angle and vector, returns the angular difference needed to face from the given angle to the given vector |
CalcRelativeVector
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Vector CalcRelativeVector( Vector, Vector )
|
Given an absolute angle and absolute direction vector, returns a local direction vector; one that is relative to the absolute angle's axes |
CalcWeaponDamage
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float CalcWeaponDamage( handle, handle, handle, float )
|
Calculate weapon damage for attacker and victim at given distance |
CalculateHashForString
|
int CalculateHashForString( string )
|
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CenterPrint
|
void CenterPrint()
|
Print to the screen |
CenterPrintAll
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void CenterPrintAll( string )
|
Print a message in center of screen for all clients |
ClearDeathFuncName
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void ClearDeathFuncName(npc)
|
Clears the script death function. |
ClearPlaylistVarOverrides
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void ClearPlaylistVarOverrides()
|
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ClientCommand
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void ClientCommand(client, command, delay)
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Execute the specified console command with optional delay. (ex. "r_drawscreenoverlay 1") |
CodeWarning
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void CodeWarning( string )
|
Print string that code uses for errors. |
CreateNPCSquad
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void CreateNPCSquad( string )
|
Creates an empty NPC Squad |
CreateProp
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<unknown> CreateProp( string, Vector, string, int )
|
Create a physics prop |
CreateScriptManagedEntArray
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int CreateScriptManagedEntArray()
|
Return array ID index |
DebugDrawBox
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void DebugDrawBox( Vector, Vector, Vector, int, int, int, int, float )
|
Draw a debug overlay box |
DebugDrawLine
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void DebugDrawLine( Vector, Vector, int, int, int, bool, float )
|
Draw a debug overlay line. TRUE means draw through world. |
DebugDrawText
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void DebugDrawText( Vector, string, bool, float )
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Draw debug text. TRUE means draw through world. |
DevLobbyIsFrozen
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<unknown> DevLobbyIsFrozen()
|
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DispatchSpawn
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<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
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float DistanceSqr( Vector, Vector )
|
Distance squared between two points |
DoIncludeScript
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<unknown> DoIncludeScript( string, handle )
|
Execute a script (internal) |
DoTraceCoordCheck
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void DoTraceCoordCheck( bool )
|
Enable/Disable coordinate check on trace start/end positions |
DoesAliasExist
|
<unknown> DoesAliasExist( string )
|
Returns whether the given alias exists. |
EmitAISound
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void EmitAISound( int, int, Vector, float, float )
|
Create a sound event that AI can respond to. |
EmitAISoundToTarget
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void EmitAISoundToTarget( handle, int, int, Vector, float, float )
|
Create a sound event that AI can respond to, specifying who the sound should target. |
EmitAISoundWithOwner
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void EmitAISoundWithOwner( handle, int, int, Vector, float, float )
|
Create a sound event that AI can respond to, specifying the owner of the sound. |
EmitAISoundWithOwnerToTarget
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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
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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
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float EmitSoundAtPositionOnlyToPlayer( Vector, handle, string )
|
Play a sound in the world only to a given player. |
EmitSoundOnEntity
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float EmitSoundOnEntity( handle, string )
|
Plays a given sound on the given entity. |
EmitSoundOnEntityAfterDelay
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float EmitSoundOnEntityAfterDelay( handle, string, float )
|
Plays the given sound on the given entity after a given number of seconds. |
EmitSoundOnEntityExceptToPlayer
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float EmitSoundOnEntityExceptToPlayer( handle, handle, string )
|
Play a sound for everyone except for a specific player. |
EmitSoundOnEntityExceptToPlayerNotPredicted
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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
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float EmitSoundOnEntityExceptToPlayerWithSeek( handle, handle, string, float )
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Plays the given sound on the given entity except to a given player, seeking the given number of seconds into it. |
EmitSoundOnEntityOnlyToPlayer
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float EmitSoundOnEntityOnlyToPlayer( handle, handle, string )
|
Play a sound on an entity only to a given player. |
EmitSoundOnEntityOnlyToPlayerWithFadeIn
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float EmitSoundOnEntityOnlyToPlayerWithFadeIn( handle, handle, string, float )
|
Play a sound on an entity only to a given player with a fade in time. |
EmitSoundOnEntityOnlyToPlayerWithSeek
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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
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float EmitSoundOnEntityToTeam( handle, string, int )
|
Plays a given sound on the given entity only for one team. |
EntFire
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function EntFire(target, action, value, delay, activator)
|
Queues an entity i/o event |
EntFireByHandle
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void EntFireByHandle( handle, string, string, float, handle, handle )
|
Queues an entity i/o event. First parameter is an entity instance. |
EntFireNow
|
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@ |
EverythingUnlockedConVarEnabled
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<unknown> EverythingUnlockedConVarEnabled()
|
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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
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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
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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
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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
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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
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array GetEntArrayByName_Expensive( name ) ParameterMask:[.s]
|
Get array of entities matching a name |
GetGameMapCount
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GetGameMapCount() ParameterMask:[..]
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GetGameMapID
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GetGameMapID() ParameterMask:[..]
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GetGameMapList
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GetGameMapList() ParameterMask:[..]
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GetGameMapName
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GetGameMapName() ParameterMask:[..]
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GetGameMapValue
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GetGameMapValue() ParameterMask:[..]
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GetGameModeCount
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GetGameModeCount() ParameterMask:[..]
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GetGameModeID
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GetGameModeID() ParameterMask:[..]
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GetGameModeList
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GetGameModeList() ParameterMask:[..]
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GetGameModeNameArray
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GetGameModeNameArray() ParameterMask:[..]
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GetGameModeScript
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GetGameModeScript() ParameterMask:[..]
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GetGameModeString
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GetGameModeString() ParameterMask:[..]
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GetGameModeValue
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GetGameModeValue() ParameterMask:[..]
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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
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int GetGlobalUserCountForPlaylist( string )
|
Returns the number of players worldwide online now in this playlist |
GetHealthFrac
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float GetHealthFrac( handle )
|
Get health/maxhealth |
GetHitgroupForHitboxOnEntity
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int GetHitgroupForHitboxOnEntity( handle, int )
|
Given ( entity, hitboxIndex ) - returns the hitgroup for the hitbox on that entity |
GetImpactEffectTable
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int GetImpactEffectTable( string )
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Get the index of the given impact effect table. |
GetLevelForXP
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int GetLevelForXP( int )
|
Gets level for a player with a given amount of XP |
GetLobbyTeamsShowAsBalanced
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<unknown> GetLobbyTeamsShowAsBalanced()
|
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GetLobbyType
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handle GetLobbyType()
|
Returns 'party' or 'game' lobby type |
GetMapCountForCurrentPlaylist
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int GetMapCountForCurrentPlaylist()
|
Gets the total number of maps in the current playlist |
GetMapCountForPlaylist
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int GetMapCountForPlaylist( string )
|
Gets the total number of maps in a playlist |
GetMapName
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handle GetMapName()
|
Get the name of the map. |
GetMapReloadCount
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int GetMapReloadCount()
|
Returns the number of times the map has restarted from player failure/death. |
GetModeHistory
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GetModeHistory() ParameterMask:[..]
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GetNPCArray
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array GetNPCArray() ParameterMask:[.]
|
Get array of all NPCs |
GetNPCArrayByClass
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array GetNPCArrayByClass( class ) ParameterMask:[.s]
|
Get array of all NPCs of class |
GetNPCArrayByClassAndSubclass
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array GetNPCArrayByClassAndSubclass( class, subclass ) ParameterMask:[.sa]
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Get array of all NPCs of class and subclass |
GetNPCArrayBySquad
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array GetNPCArrayBySquad( squad ) ParameterMask:[.s]
|
Get array of all NPCs of squad |
GetNPCArrayEx
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array GetNPCArrayEx( class, team, origin, dist ) ParameterMask:[.sixi]
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Get array of all NPCs by class, team, within dist. team -1 for any team, 'any' for any class, -1 for any dist |
GetNPCArrayWithSubclassEx
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array GetNPCArrayWithSubclassEx( class, team, origin, dist, subclass array ) ParameterMask:[.sixia]
|
Get array of all NPCs by class, team, and subclass (array), within dist. team -1 for any team, 'any' for any class, -1 for any dist |
GetNPCSquadSize
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int GetNPCSquadSize( string )
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Gets the number of members in a squad |
GetNearbyCoverNodes
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array GetNearbyCoverNodes( node index, num needed, hulltype, useTraverseEx, max dist, angle, angle range ) ParameterMask:[.iiibnnn]
|
Get N nearby cover nodes for a node |
GetNearestNodeToPos
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int GetNearestNodeToPos( Vector )
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Gets the nearest node to a position |
GetNearestNodeToPosForNPC
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int GetNearestNodeToPosForNPC( handle, Vector )
|
Gets the nearest node to a position for an NPC |
GetNeighborNodes
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array GetNeighborNodes( node index, num needed, hulltype ) ParameterMask:[.iii]
|
Get N neighbor nodes for a node |
GetNodeCount
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int GetNodeCount()
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Gets the number of nodes in the level |
GetNodePos
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Vector GetNodePos( int, int )
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Gets the position of a node |
GetNodeScriptData_Boolean
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<unknown> GetNodeScriptData_Boolean( int, int )
|
Returns boolean data on an AI node at a given slot |
GetParticleSystemIndex
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int GetParticleSystemIndex( string )
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Returns an associated particleSystemIndex, or 0 if none exists. |
GetParticleSystemName
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handle GetParticleSystemName( int )
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For development/debugging. Given ( particleSystemIndex ), returns the name of the given particle system, or an empty string if none exists. |
GetPartyLeader
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<unknown> GetPartyLeader( handle )
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Returns the leader of the party the player is a member of. |
GetPartyMembers
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array GetPartyMembers( ent player ) ParameterMask:[.x]
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Returns an array of all players in the party that the player is a member of. |
GetPendingClientsCount
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int GetPendingClientsCount()
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Gets a count of the number of clients who are connecting or reserved but do not yet have an entity. |
GetPersistentStringForClient
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string GetPersistentStringForClient( str ) ParameterMask:[..ss]
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Get a persistent userinfo value |
GetPilotLoadOut_Native
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GetPilotLoadOut_Native() ParameterMask:[..]
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GetPilotLoadOuts_Native
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GetPilotLoadOuts_Native() ParameterMask:[..]
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GetPlayerArray
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array GetPlayerArray() ParameterMask:[.]
|
Get array of all players |
GetPlayerArrayEx
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array GetPlayerArrayEx( class, team, origin, dist ) ParameterMask:[.sixi]
|
Get array of all players by class, team, within dist. team -1 for any team, 'any' for any class, otherwise 'titan' or 'pilot', -1 for any dist |
GetPlayerArrayOfTeam
|
array GetPlayerArrayOfTeam( team ) ParameterMask:[.i]
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Get array of all players in a team |
GetPlayerByIndex
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<unknown> GetPlayerByIndex( int )
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Returns player entity n where n is in [0,maxPlayers-1]. |
GetPlayerSettingsFieldForClassName_Health
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float GetPlayerSettingsFieldForClassName_Health( string className ) ParameterMask:[.s]
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Returns the value for the default health field from the corresponding .set file. |
GetPlaylistCount
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int GetPlaylistCount()
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Returns the total number of playlists |
GetPlaylistGamemodeByIndex
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handle GetPlaylistGamemodeByIndex( string, int )
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Returns the name of the gamemode by index from the list of maps in the specified playlist |
GetPlaylistMapByIndex
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handle GetPlaylistMapByIndex( string, int )
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Returns the name of the map by index from the list of maps in the specified playlist |
GetPlaylistName
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handle GetPlaylistName( int )
|
Gets the name of the playlist, by index |
GetPlaylistVar
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handle GetPlaylistVar( string, string )
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Get the value of a variable from a playlist |
GetPlaylistVarOrUseValue
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handle GetPlaylistVarOrUseValue( string, string, string )
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Get the value of a variable from a playlist, and if it doesn't exist, use the value passed in |
GetPlaylistVarOrUseValueOriginal
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handle GetPlaylistVarOrUseValueOriginal( string, string, string )
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Get the original value of a variable from a playlist, and if it doesn't exist, use the value passed in |
GetProjectileArray
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array GetProjectileArray() ParameterMask:[.]
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Get array of all projectiles |
GetProjectileArrayEx
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array GetProjectileArrayEx( class, team, origin, dist ) ParameterMask:[.sixi]
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Get array of all projectiles by class, team, within dist. team -1 for any team, 'any' for any class, -1 for any dist |
GetRandom3DPointIn2DCircle
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vector GetRandom3DPointIn2DCircle( radius, base3D_or_null ) ParameterMask:[.n.]
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Get a random 2d point in a circle, as a 3d point, with optional 3d base |
GetRegionUserCount
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int GetRegionUserCount()
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Returns the number of players in your region online now |
GetRegionUserCountForHashtag
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int GetRegionUserCountForHashtag( string )
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Returns the number of players in your region using this hashtag |
GetRegionUserCountForHashtagAndPlaylist
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int GetRegionUserCountForHashtagAndPlaylist( string, string )
|
Returns the number of players in your region using this hashtag in this playlist |
GetRegionUserCountForPlaylist
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int GetRegionUserCountForPlaylist( string )
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Returns the number of players in your region online now in this playlist |
GetRequestedNextMapForAnyPlayer
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handle GetRequestedNextMapForAnyPlayer()
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GetScriptManagedEntArray
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array GetScriptManagedEntArray( index ) ParameterMask:[.i]
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Get the script managed ent array |
GetScriptManagedEntArrayWithinCenter
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array GetScriptManagedEntArrayWithinCenter( index, not team, origin, dist ) ParameterMask:[.iixn]
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Get the script managed ent array |
GetSettingsForClass_MeleeTable
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table GetSettingsForClass_MeleeTable( string className ) ParameterMask:[..]
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Returns a table with all the melee related active settings for a given player |
GetSettingsForPlayer_DodgeTable
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table GetSettingsForPlayer_DodgeTable( player ) ParameterMask:[..]
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Returns a table with all the dodge related active settings for a given player |
GetSettingsForPlayer_MeleeTable
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table GetSettingsForPlayer_MeleeTable( player ) ParameterMask:[..]
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Returns a table with all the melee related active settings for a given player |
GetSkitNodeArray_NearHardpoints
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array GetSkitNodeArray_NearHardpoints() ParameterMask:[.]
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Get skit nodes sorted by nearest to hardpoints with some randomization |
GetSkitNodeArray_NearPlayers
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array GetSkitNodeArray_NearPlayers() ParameterMask:[.]
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Get skit nodes sorted by nearest to average player position with some randomization |
GetTeamHashtag
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handle GetTeamHashtag( int )
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Get a team's hashtag, given a team index. |
GetTeamPlayerCount
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int GetTeamPlayerCount( int )
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Get the number of players in a team |
GetTitanImageFieldForClassName
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var GetTitanImageFieldForClassName( ( "className" ) ) ParameterMask:[.s]
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Returns the table for the titanImage from the corresponding .set file. |
GetTitanLoadOuts_Native
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GetTitanLoadOuts_Native() ParameterMask:[..]
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GetTitanSoulArray
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array GetTitanSoulArray() ParameterMask:[.]
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Get array titan souls |
GetUnixTimestamp
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int GetUnixTimestamp()
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GetVisibleEntitiesInCone
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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
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array GetWeaponArray( onlyNotOwned ) ParameterMask:[.b]
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Get weapons in the world |
GetWeaponInfoFileKeyField_Global
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<unknown> GetWeaponInfoFileKeyField_Global( string, string )
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Given a weapon name and key, resolves a string key to its value in that weapons info file. |
GetWeaponInfoFileKeyField_WithMods_Global
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<unknown> GetWeaponInfoFileKeyField_WithMods_Global( string, handle, string )
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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
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<unknown> GetWeaponMods_Global( string )
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Given a weapon name, returns a list of the mods available on that weapon |
GetWindowHint
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<unknown> GetWindowHint( Vector, float, float, Vector, float, float, float, handle )
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Returns the best window hint. Start position, clearance radius, clearance height, direction, distance, gravity, search margin, ignore ent |
Graph
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float Graph( float, float, float, float, float )
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Map a value V from C to D. Linier interpolate between A and B mapped to C and D |
GraphCapped
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float GraphCapped( float, float, float, float, float )
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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
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Vector GraphCappedVector( float, float, float, Vector, Vector )
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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
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<unknown> InPrediction()
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Returns true if currently in prediction mode |
Interpolate
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float Interpolate( startTime, moveTime, easeIn, easeOut ) ParameterMask:[.nnnn]
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Interpolate with cubic hermite during ease-in and ease-out times |
IntervalPerTick
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float IntervalPerTick()
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Get the time between each tick |
IsAlive
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void IsAlive(ent)
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Returns true if the given ent is not null, and is alive. |
IsClient
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<unknown> IsClient()
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Returns true if this is client script |
IsClosedMatch
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<unknown> IsClosedMatch()
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IsCriticalHit
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<unknown> IsCriticalHit( handle, handle, int, int, int )
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Returns true if the given hit is a critical hit |
IsFastIterationEnabled
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<unknown> IsFastIterationEnabled()
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True if the 'fast_iteration' convar is enabled. |
IsFirstTimePredicted
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<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 )
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Given (string), returns true if mod is active on this player |
CBasePlayer::HasDLCMapGroupEnabled
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<unknown> CBasePlayer::HasDLCMapGroupEnabled( int )
|
Tests whether this player can play maps from the given DLC map group |
CBasePlayer::HasHacking
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<unknown> CBasePlayer::HasHacking()
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CBasePlayer::HidePlayer
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void CBasePlayer::HidePlayer()
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Hides the player. |
CBasePlayer::HolsterWeapon
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void CBasePlayer::HolsterWeapon()
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Holster player's weapon with slower holster animation |
CBasePlayer::HotDropImpactDelay
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void CBasePlayer::HotDropImpactDelay( float )
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Time in seconds until hot drop impact. |
CBasePlayer::IsBuddhaMode
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<unknown> CBasePlayer::IsBuddhaMode()
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Is player in Buddha mode. |
CBasePlayer::IsClassModAvailableForPlayerSetting
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<unknown> CBasePlayer::IsClassModAvailableForPlayerSetting( string, string )
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Given (string), returns true if given mod is available to use for this player |
CBasePlayer::IsDodging
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<unknown> CBasePlayer::IsDodging()
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Returns whether the player is dodging. |
CBasePlayer::IsDoubleJump
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<unknown> CBasePlayer::IsDoubleJump()
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CBasePlayer::IsDoubleJumping
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<unknown> CBasePlayer::IsDoubleJumping()
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Returns whether the player is in the middle of a double-jump. |
CBasePlayer::IsFreeSpace
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<unknown> CBasePlayer::IsFreeSpace( Vector )
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Returns true if the player will not be stuck if teleported to given position. |
CBasePlayer::IsGodMode
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<unknown> CBasePlayer::IsGodMode()
|
Is player in god mode. |
CBasePlayer::IsInAVehicle
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<unknown> CBasePlayer::IsInAVehicle()
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Returns true if the player is in a vehicle |
CBasePlayer::IsMantling
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<unknown> CBasePlayer::IsMantling()
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Returns whether the player is mantling. |
CBasePlayer::IsNoclipping
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<unknown> CBasePlayer::IsNoclipping()
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Returns true if the player is in noclip mode. |
CBasePlayer::IsObserver
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<unknown> CBasePlayer::IsObserver()
|
Returns whether the player is in an observer mode |
CBasePlayer::IsOffhandDisabled
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<unknown> CBasePlayer::IsOffhandDisabled()
|
Returns true if the player's offhand ability is disabled |
CBasePlayer::IsPlayingRanked
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<unknown> CBasePlayer::IsPlayingRanked()
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Find out if the player is playing in ranked mode |
CBasePlayer::IsPredicting
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<unknown> CBasePlayer::IsPredicting()
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Returns whether this player has prediction enabled. |
CBasePlayer::IsReplay
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<unknown> CBasePlayer::IsReplay()
|
Returns if player is a fake player for replays |
CBasePlayer::IsSpawnAsTitan
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<unknown> CBasePlayer::IsSpawnAsTitan()
|
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CBasePlayer::IsSprinting
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<unknown> CBasePlayer::IsSprinting()
|
Returns whether the player is sprinting |
CBasePlayer::IsTitanBuildStarted
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<unknown> CBasePlayer::IsTitanBuildStarted()
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CBasePlayer::IsTitanDeployed
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<unknown> CBasePlayer::IsTitanDeployed()
|
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CBasePlayer::IsTitanReady
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<unknown> CBasePlayer::IsTitanReady()
|
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CBasePlayer::IsWallHanging
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<unknown> CBasePlayer::IsWallHanging()
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Returns whether the player is wall-hanging. |
CBasePlayer::IsWallRun
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<unknown> CBasePlayer::IsWallRun()
|
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CBasePlayer::IsWallRunning
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<unknown> CBasePlayer::IsWallRunning()
|
Returns whether the player is wallrunning |
CBasePlayer::IsZiplining
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<unknown> CBasePlayer::IsZiplining()
|
Returns true if the player is ziplining (in either direction) |
CBasePlayer::IsZipliningInReverse
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<unknown> CBasePlayer::IsZipliningInReverse()
|
Returns true if the player is ziplining in reverse |
CBasePlayer::Leech_DisableContextAction
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void CBasePlayer::Leech_DisableContextAction()
|
Disable leeching for the player |
CBasePlayer::Leech_EnableContextAction
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void CBasePlayer::Leech_EnableContextAction()
|
Enable leeching for the player |
CBasePlayer::Leech_IsContextActionEnabled
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<unknown> CBasePlayer::Leech_IsContextActionEnabled()
|
Returns whether the player should be able to leech right now |
CBasePlayer::NotifyDidDamage
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void CBasePlayer::NotifyDidDamage( handle, int, Vector, int, float, int, int, handle, float )
|
Inform clients that they've damaged another player or entity. |
CBasePlayer::NotifyFireteamSpawn
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void CBasePlayer::NotifyFireteamSpawn()
|
Inform clients that the player's fireteam has spawned. |
CBasePlayer::OnAttackerHacksPanel
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void CBasePlayer::OnAttackerHacksPanel( int )
|
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CBasePlayer::OnBBPrematchStart
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void CBasePlayer::OnBBPrematchStart( int )
|
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CBasePlayer::OnDefenderHacksPanel
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void CBasePlayer::OnDefenderHacksPanel()
|
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CBasePlayer::OnDestroyTitan
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void CBasePlayer::OnDestroyTitan()
|
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CBasePlayer::OnEjectTitan
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void CBasePlayer::OnEjectTitan()
|
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CBasePlayer::OnNuclearCoreExplosion
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void CBasePlayer::OnNuclearCoreExplosion()
|
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CBasePlayer::OnOffTitan
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void CBasePlayer::OnOffTitan()
|
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CBasePlayer::OnRideTitan
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void CBasePlayer::OnRideTitan()
|
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CBasePlayer::OnSpawnTitan
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void CBasePlayer::OnSpawnTitan()
|
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CBasePlayer::PlayerCone_Disable
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void CBasePlayer::PlayerCone_Disable()
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Disable the player view-limiting cone. |
CBasePlayer::PlayerCone_FromAnim
|
void CBasePlayer::PlayerCone_FromAnim()
|
Player view-limiting cone provided by scriptanim. |
CBasePlayer::PlayerCone_SetLerpTime
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void CBasePlayer::PlayerCone_SetLerpTime( float )
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Set the number of seconds to lerp out a 180 degree error into the player view-limiting cone. |
CBasePlayer::PlayerCone_SetMaxPitch
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void CBasePlayer::PlayerCone_SetMaxPitch( float )
|
Set the maximum pitch of the player view-limiting cone. |
CBasePlayer::PlayerCone_SetMaxYaw
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void CBasePlayer::PlayerCone_SetMaxYaw( float )
|
Set the maximum yaw of the player view-limiting cone. |
CBasePlayer::PlayerCone_SetMinPitch
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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
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void CBasePlayer::PlayerCone_SetSpecific( Vector )
|
Directly specify center of view-limiting cone. |
CBasePlayer::PlayerLunge_End
|
void CBasePlayer::PlayerLunge_End()
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Let code know a lunge has ended |
CBasePlayer::PlayerLunge_GetTarget
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<unknown> CBasePlayer::PlayerLunge_GetTarget()
|
Returns the current lunge target entity |
CBasePlayer::PlayerLunge_IsLunging
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<unknown> CBasePlayer::PlayerLunge_IsLunging()
|
Is the player lunging. |
CBasePlayer::PlayerLunge_Start
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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
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void CBasePlayer::SetAssaultScore( int )
|
Set this player's assault score. |
CBasePlayer::SetAssistCount
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void CBasePlayer::SetAssistCount( int )
|
Set this player's number of assists. |
CBasePlayer::SetCinematicEventFlags
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void CBasePlayer::SetCinematicEventFlags( int )
|
|
CBasePlayer::SetCinematicEventRef
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void CBasePlayer::SetCinematicEventRef( handle )
|
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CBasePlayer::SetCurTitanBuildPoint
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void CBasePlayer::SetCurTitanBuildPoint( float )
|
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CBasePlayer::SetDeathCount
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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 )
|
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CBasePlayer::SetExtraWeaponMods
|
CBasePlayer::SetExtraWeaponMods( ["modName4", "modname1", ...] ) ParameterMask:[..]
|
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CBasePlayer::SetFireteamSlot
|
void CBasePlayer::SetFireteamSlot( int )
|
Sets the fireteam slot for this player. |
CBasePlayer::SetForcedDialogueOnly
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void CBasePlayer::SetForcedDialogueOnly( bool )
|
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CBasePlayer::SetHacking
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void CBasePlayer::SetHacking( bool )
|
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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
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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
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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
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void CBasePlayer::SetTitanBubbleShieldTime( float )
|
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CBasePlayer::SetTitanBuildPoint
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void CBasePlayer::SetTitanBuildPoint( float )
|
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CBasePlayer::SetTitanBuildStarted
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void CBasePlayer::SetTitanBuildStarted( bool )
|
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CBasePlayer::SetTitanBuildTime
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void CBasePlayer::SetTitanBuildTime( float )
|
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CBasePlayer::SetTitanDeployed
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void CBasePlayer::SetTitanDeployed( bool )
|
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CBasePlayer::SetTitanKillCount
|
void CBasePlayer::SetTitanKillCount( int )
|
Set this player's number of titan kills. |
CBasePlayer::SetTitanLoadoutIndex
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void CBasePlayer::SetTitanLoadoutIndex( int )
|
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CBasePlayer::SetTitanReady
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void CBasePlayer::SetTitanReady( bool )
|
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CBasePlayer::SetTitanRespawnTime
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void CBasePlayer::SetTitanRespawnTime( float )
|
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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
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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
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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
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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
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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
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void CBasePlayer::SetTutorialStatus( int )
|
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CBasePlayer::SetViewEntity
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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
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void CBasePlayer::SetViewOffsetEntity( handle )
|
Set view offset entity for first-person animation. |
CBasePlayer::SetVoicePackIndex
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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
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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
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void CBasePlayer::TakeWeapon( string )
|
Take weapon from player |
CBasePlayer::TouchGround
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void CBasePlayer::TouchGround()
|
Force things (like superjump and wallrunning) to reset as if the player touched ground. |
CBasePlayer::TrueTeamSwitch
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void CBasePlayer::TrueTeamSwitch()
|
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CBasePlayer::UnfreezeControlsOnServer
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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 |