Titanfall 2/Scripting/Server Script Functions

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Automatically generated Squirrel functions list for Titanfall 2 Titanfall 2, These functions are only present in the Script Squirrel VM.

Classes

:: (Global functions)

Methods

Function Signature Description
VPKNotifyFile void VPKNotifyFile( string ) Tells the file system that a file at the exact path provided must exist in the currently loading VPK.
GetPlayerSettingsFieldForClassName var GetPlayerSettingsFieldForClassName( "className", "fieldName" ) ParameterMask:[.ss.] Returns the value for the requested field from the corresponding .set file.
GetPlayerSettingsFieldForClassName_Health float GetPlayerSettingsFieldForClassName_Health( string className ) ParameterMask:[.s] Returns the value for the default health field from the corresponding .set file.
GetPlayerSettingsFieldForClassName_HealthShield float GetPlayerSettingsFieldForClassName_HealthShield( string className ) ParameterMask:[.s] Returns the value for the default health shield field from the corresponding .set file.
GetPlayerSettingsFieldForClassName_HealthDoomed float GetPlayerSettingsFieldForClassName_HealthDoomed( string className ) ParameterMask:[.s] Returns the value for the default health doomed field from the corresponding .set file.
GetPlayerSettingsFieldForClassName_HealthPerSegment float GetPlayerSettingsFieldForClassName_HealthPerSegment( string className ) ParameterMask:[.s]
GetSettingsForPlayer_DodgeTable table GetSettingsForPlayer_DodgeTable( player ) ParameterMask:[..] Returns a table with all the dodge related active settings for a given player
PlayerSettingsNameToIndex int PlayerSettingsNameToIndex() Returns unique index for the given player class name
PlayerSettingsIndexToName string PlayerSettingsIndexToName() Returns name of the player class assigned to the given index
GetPlayerSettingsAssetForClassName asset GetPlayerSettingsAssetForClassName( string classname, string fieldname ) Returns the value for the requested field from the corresponding .set file.
IsServer bool IsServer() Returns true if this is server script
IsClient bool IsClient() Returns true if this is client script
IsUI bool IsUI() Returns true if this is UI script
IsToolsMode bool IsToolsMode() Returns true if the game was launched with "-tools".
IsFNF bool IsFNF() Returns true if the game was launched with "-fnf".
IsQA bool IsQA() Returns true if the game was launched with "-qa".
Dev_CommandLineHasParm bool Dev_CommandLineHasParm() Returns true if the game was launched with the specified parameter.
Dev_CommandLineParmValue string Dev_CommandLineParmValue() Returns the string following the parameter if it exists.
Dev_CommandLineRemoveParm void Dev_CommandLineRemoveParm() Removes parameter from the command line. Useful if you want a command line parameter to only be effective once.
Dev_CommandLineAddParm void Dev_CommandLineAddParm() Adds parameter to the command line. Useful to change code/scrip the command line. Pass in the key and value.
NativeFuncTest int NativeFuncTest( int, bool, float ) empty function: takes int, bool, float, returns 1
GetDeveloperLevel int GetDeveloperLevel() Gets the level of 'developer'
GetBugReproNum int GetBugReproNum() Gets the integer value of the 'bug_reproNum' convar
AngleNormalize float AngleNormalize( float ) Wraps given angle to [-180, 180] range
CalcRelativeVector Vector CalcRelativeVector( Vector, Vector ) Given an absolute angle and absolute direction vector, returns a local direction vector; one that is relative to the absolute angle's axes
CalcRelativeAngles Vector CalcRelativeAngles( Vector, Vector ) Given an angle and vector, returns the angular difference needed to face from the given angle to the given vector
BoxIntersectsBox bool BoxIntersectsBox( Vector, Vector, Vector, Vector ) Given an angle and vector, returns the angular difference needed to face from the given angle to the given vector
TriggerBreakpoint void TriggerBreakpoint() For debugging
SpamLog void SpamLog( string ) ParameterMask:[.s] Prints to the game's spam logfile (usually stored in DevNet).
PerfInitLabel void PerfInitLabel( int, string ) Initialize profile entry with name.
PerfStart void PerfStart( int ) Start timer for profile entry.
PerfEnd void PerfEnd( int ) End the timer for profile entry.
PerfClearAll void PerfClearAll() Clear all data
PerfReset void PerfReset() Reset just the timing data, keep labels.
PerfDump void PerfDump() Print profile data.
RProfStart void RProfStart( int, string ) Start rpof timer for index.
RProfEnd void RProfEnd( int ) End rpof timer for index.
TimerStart void TimerStart() Start a timer. Use TimerEnd to get the elapsed time. Only one Timer can be active at a 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.
clamp float clamp( float, float, float ) Returns first parameter clamped between first and second parameter.
Interpolate float Interpolate( startTime, moveTime, easeIn, easeOut ) ParameterMask:[.nnnn] Interpolate with cubic hermite during ease-in and ease-out times
LerpVector vector LerpVector( vecFrom, vecTo, percent ) ParameterMask:[.vvn] Linearly interpolate between two vectors
GetRandom3DPointIn2DCircle vector GetRandom3DPointIn2DCircle( radius, base3D_or_null ) ParameterMask:[.n.] Get a random 2d point in a circle, as a 3d point, with optional 3d base
Graph float Graph( float, float, float, float, float ) Map a value V from C to D. Linier interpolate between A and B mapped to C and D
GraphCapped float GraphCapped( float, float, float, float, float ) Map a value V from C to D. If V <= A, result = C. If V >= B, result = D. Otherwise linearly interpolate between A and B mapped to C and D
GraphCappedVector Vector GraphCappedVector( float, float, float, Vector, Vector ) Map a value V from Vector C to Vector D. If V <= A, result = C. If V >= B, result = D. Otherwise linearly interpolate between A and B mapped to C and D
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)
ReloadingScriptsBegin void ReloadingScriptsBegin() Call before reloading scripts
ReloadingScriptsEnd void ReloadingScriptsEnd() Call after reloading scripts
CodeWarning void CodeWarning( string ) Print string that code uses for errors.
Dev_GetPlayerSettingByKeyField_Global <unknown> Dev_GetPlayerSettingByKeyField_Global() Slow dev ONLY. Given a player setting name and key, resolves a string key to its value in that setting info file
Dev_GetAISettingByKeyField_Global <unknown> Dev_GetAISettingByKeyField_Global() Slow dev ONLY. Given a player setting name and key, resolves a string key to its value in that setting info file
Dev_GetPlayerSettingAssetByKeyField_Global asset Dev_GetPlayerSettingAssetByKeyField_Global() Slow dev ONLY. Given a player setting name and key, resolves a string key to its asset value in that setting info file
Dev_GetAISettingAssetByKeyField_Global asset Dev_GetAISettingAssetByKeyField_Global() Slow dev ONLY. Given a player setting name and key, resolves a string key to its asset value in that setting info file
GetWeaponInfoFileKeyField_Global <unknown> GetWeaponInfoFileKeyField_Global( string, string ) Given a weapon name and key, resolves a string key to its value in that weapons info file. Assumes no mods set.
GetWeaponInfoFileKeyField_WithMods_Global var GetWeaponInfoFileKeyField_WithMods_Global( string weaponName, array< string > modArray, string key ) 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 array< string > GetWeaponMods_Global( string weaponName ) Given a weapon name, returns a list of the mods available on that weapon
SetBodyGroupsForWeaponConfig void SetBodyGroupsForWeaponConfig( entity ent, string weaponName, array< string > modArray )
GetWeaponInfoFileKeyFieldAsset_Global asset GetWeaponInfoFileKeyFieldAsset_Global( string weaponname, string key ) Given a weapon name and key, resolves a string key to its value in that weapons info file. Assumes no mods set.
GetWeaponInfoFileKeyFieldAsset_WithMods_Global asset GetWeaponInfoFileKeyFieldAsset_WithMods_Global( string weaponName, array< string > modArray, string key ) Given a weapon name, a list of weapon mods to apply, and key, returns the value of that field in that weapons info file.
GetHitgroupForHitboxOnEntity int GetHitgroupForHitboxOnEntity( handle, int ) Given ( entity, hitboxIndex ) - returns the hitgroup for the hitbox on that entity
DevP4Checkout void DevP4Checkout() Check out file from P4
DevP4Add void DevP4Add() Add or edit a file to P4
DevTextBufferWrite void DevTextBufferWrite() Append string to a temp buffer. Dev only.
DevTextBufferClear void DevTextBufferClear() Append string to a temp buffer. Dev only.
DevTextBufferDumpToFile bool DevTextBufferDumpToFile() Dump temp buffer out to specified path/filename.
PersistenceGetEnumCount int PersistenceGetEnumCount() Get a count of how many distinct values the given enum has.
PersistenceGetEnumIndexForItemName int PersistenceGetEnumIndexForItemName() Get a count of how many distinct values the given enum has.
PersistenceGetEnumItemNameForIndex string PersistenceGetEnumItemNameForIndex() Get a count of how many distinct values the given enum has.
PersistenceEnumValueIsValid bool PersistenceEnumValueIsValid() Returns true if the given enum value contains the given value.
PersistenceGetArrayCount int PersistenceGetArrayCount() Get a count of how many elements the given item has.
SetXPForLevel void SetXPForLevel( int, int ) Sets the XP required for a player to get to a certain level
GetLevelForXP int GetLevelForXP( int ) Gets level for a player with a given amount of XP
GetConVarString string GetConVarString( string ) Gets the value of a convar as a string
GetConVarInt int GetConVarInt( string ) Gets the value of a convar as an integer
GetConVarFloat float GetConVarFloat( string ) Gets the value of a convar as a float
GetConVarBool bool GetConVarBool( string ) Gets the value of a convar as a boolean
SetConVarString void SetConVarString() Sets the value of a convar with a string
SetConVarInt void SetConVarInt() Sets the value of a convar with an integer
SetConVarFloat void SetConVarFloat() Sets the value of a convar with a float
SetConVarBool void SetConVarBool() Sets the value of a convar with a boolean
SetConVarToDefault void SetConVarToDefault() Sets the value of a convar to its internal default value
IsMagneticTarget bool IsMagneticTarget( handle ) Returns if an entity is a magnetic target
IsTurret bool IsTurret( handle ) Is entity a turret
Script_IsRunningTrialVersion bool Script_IsRunningTrialVersion() Only call when we have a active user.
EverythingUnlockedConVarEnabled bool EverythingUnlockedConVarEnabled()
GetUnixTimestamp int GetUnixTimestamp()
GetDataTable var GetDataTable( asset datatablepath ) Gets the given datatable asset
GetDataTableColumnByName int GetDataTableColumnByName( var datatable, string columnName ) Finds the column in the datatable with the given name. -1 if none
GetDatatableRowCount int GetDatatableRowCount( var datatable ) Returns the number of rows in the datatable.
GetDataTableBool bool GetDataTableBool( var datatable, int row, int column ) Gets a bool from the given row/column of a datatable
GetDataTableInt int GetDataTableInt( var datatable, int row, int column ) Gets an int from the given row/column of a datatable
GetDataTableFloat float GetDataTableFloat( var datatable, int row, int column ) Gets a float from the given row/column of a datatable
GetDataTableVector vector GetDataTableVector( var datatable, int row, int column ) Gets a vector from the given row/column of a datatable
GetDataTableString string GetDataTableString( var datatable, int row, int column ) Gets a string from the given row/column of a datatable
GetDataTableAsset asset GetDataTableAsset( var datatable, int row, int column ) Gets an asset from the given row/column of a datatable
GetDataTableRowMatchingBoolValue int GetDataTableRowMatchingBoolValue( var datatable, int column, bool value ) Finds and returns the first row of the datatable for which the bool in the given column matches the given value. -1 if none
GetDataTableRowMatchingIntValue int GetDataTableRowMatchingIntValue( var datatable, int column, int value ) Finds and returns the first row of the datatable for which the int in the given column matches the given value. -1 if none
GetDataTableRowLessThanOrEqualToIntValue int GetDataTableRowLessThanOrEqualToIntValue( var datatable, int column, int value ) Finds and returns the first row of the datatable for which the int in the given column is less than or equal to the given value. -1 if none
GetDataTableRowGreaterThanOrEqualToIntValue int GetDataTableRowGreaterThanOrEqualToIntValue( var datatable, int column, int value ) Finds and returns the first row of the datatable for which the int in the given column is greater than or equal to the given value. -1 if none
GetDataTableRowMatchingFloatValue int GetDataTableRowMatchingFloatValue( var datatable, int column, float value ) Finds and returns the first row of the datatable for which the float in the given column matches the given value. -1 if none
GetDataTableRowLessThanOrEqualToFloatValue int GetDataTableRowLessThanOrEqualToFloatValue( var datatable, int column, float value ) Finds and returns the first row of the datatable for which the float in the given column is less than or equal to the given value. -1 if none
GetDataTableRowGreaterThanOrEqualToFloatValue int GetDataTableRowGreaterThanOrEqualToFloatValue( var datatable, int column, float value ) Finds and returns the first row of the datatable for which the float in the given column is greater than or equal to the given value. -1 if none
GetDataTableRowMatchingVectorValue int GetDataTableRowMatchingVectorValue( var datatable, int column, vector value ) Finds and returns the first row of the datatable for which the vector in the given column matches the given value. -1 if none
GetDataTableRowMatchingStringValue int GetDataTableRowMatchingStringValue( var datatable, int column, string value ) Finds and returns the first row of the datatable for which the string in the given column matches the given value. -1 if none
GetDataTableRowMatchingAssetValue int GetDataTableRowMatchingAssetValue( var datatable, int column, asset value ) Finds and returns the first row of the datatable for which the asset in the given column matches the given value. -1 if none
IsGameFullyInstalled bool IsGameFullyInstalled() Returns true if the full game is installed. You can't start mp or any sp map but sp_training and sp_crashsite if this is false.
IsGamePartiallyInstalled bool IsGamePartiallyInstalled() Returns true if the game is partially installed. You can't start sp training this is false.
GetGameFullyInstalledProgress float GetGameFullyInstalledProgress() Returns fraction 0.0 to 1.0 of downloading of full game progress.
AABBIntersectsAABB bool AABBIntersectsAABB() Check if two OBBs intersect
OBBIntersectsOBB bool OBBIntersectsOBB() Check if two OBBs intersect
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 TraceResults TraceLine( vector startPos, vector endPos, var ignoreEntOrArrayOfEnts = null, int traceMask = 0, int collisionGroup = 0 ) Does a trace and returns struct of result values.
TraceLineHighDetail TraceResults TraceLineHighDetail( vector startPos, vector endPos, var ignoreEntOrArrayOfEnts = null, int traceMask = 0, int collisionGroup = 0 ) Does a high-detail (per poly on static models) trace and returns struct of result values.
TraceHull TraceResults TraceHull( vector startPos, vector endPos, vector hullMins, vector hullMaxs, var ignoreEntOrArrayOfEnts = null, int traceMask = 0, int collisionGroup = 0 ) Does a hull trace and returns table of result values.
TraceLineNoEnts TraceResults TraceLineNoEnts( vector startPos, vector endPos, int traceMask = 0 ) Does a 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
TraceHullSimple float TraceHullSimple( Vector, Vector, Vector, Vector, handle ) given 2 points & ent to ignore, return fraction along hull that hits world or models
DoTraceCoordCheck void DoTraceCoordCheck( bool ) Enable/Disable coordinate check on trace start/end positions
TraceGetEntsAlongLine array< entity > TraceGetEntsAlongLine( vector startPos, vector endPos, int traceMask = 0, int collisionGroup = 0 ) Does a trace a returns all ents along a line
CheckPassThroughDir bool CheckPassThroughDir()
IsPointInFrontofLine bool IsPointInFrontofLine( Vector, Vector, Vector ) Check if point is in front of line defined by point and direction
FindVisibleEntitiesInCone array< VisibleEntityInCone > FindVisibleEntitiesInCone( vector coneApex, vector coneAxis, float coneHeight, float coneAngleToAxis, array< entity > ignoredEntities, int traceMask, int flags, entity antilagPlayer, entity weapon = null ) Returns an array of entities that are inside of a cone and visible to the apex
VortexBulletHitCheck VortexBulletHit ornull VortexBulletHitCheck( entity attacker, vector startPos, vector endPos ) Check for vortexSphere collisions between two points
PrecacheParticleSystem int PrecacheParticleSystem( asset ) Precache an effect and returns the particleSystemIndex associated with it.
GetParticleSystemIndex int GetParticleSystemIndex( asset ) Returns an associated particleSystemIndex, or 0 if none exists.
GetParticleSystemName asset GetParticleSystemName( int ) For development/debugging. Given ( particleSystemIndex ), returns the name of the given particle system, or an empty string if none exists.
StartParticleEffectInWorld void StartParticleEffectInWorld() Given ( particleSystemIndex, origin, angles ), creates a new effect in the world at the given position/orientation. Unreliable! The effect will not be visible to players who join late, who have a bad connection, or in kill replays that begin after the call.
StartParticleEffectInWorldWithControlPoint void StartParticleEffectInWorldWithControlPoint() Given ( particleSystemIndex, origin, angles, controlpoint ), creates a new effect in the world at the given position/orientation, and sets control point 1 to the given location. Unreliable! The effect will not be visible to players who join late, who have a bad connection, or in kill replays that begin after the call.
StartParticleEffectInWorld_ReturnEntity entity StartParticleEffectInWorld_ReturnEntity() Given ( particleSystemIndex, origin, angles ), creates a new effect in the world at the given position/orientation, and returns an info_particle_system entity. This is more expensive but ensures the effect shows for players joining late and in kill replay. You must destroy the returned entity when you are done with it.
StartParticleEffectOnEntity void StartParticleEffectOnEntity() Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex ), creates a new effect owned by the given entity. Unreliable! The effect will not be visible to players who join late, who have a bad connection, or in kill replays that begin after the call.
StartParticleEffectOnEntityWithControlPoint void StartParticleEffectOnEntityWithControlPoint() Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex, FX_PATTACH_ controlPointAttachType, controlPointAttachmentIndex ), creates a new effect owned by the given entity and sets control point 1. Unreliable! The effect will not be visible to players who join late, who have a bad connection, or in kill replays that begin after the call.
StartParticleEffectOnEntityWithPos void StartParticleEffectOnEntityWithPos() Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex, position, angles ), creates a new effect owned by the given entity. Unreliable! The effect will not be visible to players who join late, who have a bad connection, or in kill replays that begin after the call.
StartParticleEffectOnEntityWithPosWithControlPoint void StartParticleEffectOnEntityWithPosWithControlPoint() Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex, position, angles, FX_PATTACH_ controlPointAttachType, controlPointAttachmentIndex ), creates a new effect owned by the given entity and sets control point 1. Unreliable! The effect will not be visible to players who join late, who have a bad connection, or in kill replays that begin after the call.
StartParticleEffectOnEntity_ReturnEntity entity StartParticleEffectOnEntity_ReturnEntity() Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex ), creates a new effect owned by the given entity, and returns an info_particle_system entity. This is more expensive but ensures the effect shows for players joining late and in kill replay. You must destroy the returned entity when you are done with it.
StartParticleEffectOnEntityWithPos_ReturnEntity entity StartParticleEffectOnEntityWithPos_ReturnEntity() Given ( entity, particleSystemIndex, FX_PATTACH_ attachType, attachmentIndex, position, angles ), creates a new effect owned by the given entity, and returns an info_particle_system entity. This is more expensive but ensures the effect shows for players joining late and in kill replay. You must destroy the returned entity when you are done with it.
EffectStop void EffectStop() Given ( effect entity ), kills an effect, playing the endcap. (Deletes the entity.)
EffectSleep void EffectSleep() Given ( effect entity ), force an effect to hibernate.
EffectWake void EffectWake() Given ( effect entity ), resume an effect that was previously put to sleep.
EffectSetControlPointVector void EffectSetControlPointVector() Given ( effect, controlPointIndex, vector ), sets the xyz of an effect's control point.
EffectSetControlPointAngles void EffectSetControlPointAngles() Given ( effect, controlPointIndex, angles ), sets the orientation of an effect's control point.
EffectSetControlPointEntity void EffectSetControlPointEntity() Given ( effect, controlPointIndex, entity ), sets the entity assigned to an effect's control point.
EffectAddTrackingForControlPoint void EffectAddTrackingForControlPoint() Given ( effect, controlPointIndex, otherEntity, FX_PATTACH_ attachType, attachmentIndex ), adds automatic updating of an effect's control point. Effect must have been created on an entity.
Rodeo_IsAttached bool Rodeo_IsAttached( handle ) Return true if in rodeo attach
Rodeo_Detach void Rodeo_Detach( handle ) End rodeo attach
Rodeo_Allow void Rodeo_Allow() Allow given player to rodeo things
Rodeo_Disallow void Rodeo_Disallow() Disallow the player from rodeo things
Rodeo_IsPreviousEntity bool Rodeo_IsPreviousEntity() Returns true if the given pilot just rodeoed the given titan.
Rodeo_SetCooldown void Rodeo_SetCooldown( handle ) Disable rodeo for the next N seconds. N being the rodeoCooldown player setting.
Rodeo_OnFinishClimbOnAnimation void Rodeo_OnFinishClimbOnAnimation( handle ) Tell code the rodeo climbing on animation sequence has finished.
Leech_IsLeechable bool 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
Leech_ClearLeechable void Leech_ClearLeechable( handle ) Clear the flag that makes this entity leechable
Operator_FindFloorHeight float Operator_FindFloorHeight() Find what height the given operator should move to
Operator_DiveEnable void Operator_DiveEnable() Enable dive mode on the operator
Operator_DiveDisable void Operator_DiveDisable() Disable dive mode on the operator
Operator_IsDiving bool Operator_IsDiving() Returns true if operator is currently in dive mode
Operator_ForceDefaultFloorHeight void Operator_ForceDefaultFloorHeight() Force operator to always fly at whatever the default floor height is set to
Operator_SetDefaultFloorHeight void Operator_SetDefaultFloorHeight() Set the default floor height value. Used when no operator floor is found
Operator_IgnoreWorldForMovement void Operator_IgnoreWorldForMovement() When set, the operator can fly through walls
Operator_IgnoreWorldForFloorTrace void Operator_IgnoreWorldForFloorTrace() When set, the operator will only search for the operator floor when calculating what height to hover at
Operator_MoveGridSizeScale void Operator_MoveGridSizeScale() Adjusts how far out the operator will do searches for surrounding floor. Smaller values will hug the floor closer, but move less smoothly.
Operator_MoveFloorHeightOffset void Operator_MoveFloorHeightOffset() Once the operator has calculated what height to hover at, this is an additional vertical offset to add to that
Operator_JumpIsDodge void Operator_JumpIsDodge() Pressing jump as the operator will perform a dash rather than a vertical jump
Operator_SetMaxJumpSpeed void Operator_SetMaxJumpSpeed() Set maximum the jump speed velocity can ever be
Operator_SetJumpAcceleration void Operator_SetJumpAcceleration() Set host fast to accelerate up to the maximum jump speed
PlayerMelee_LungeConeTrace entity PlayerMelee_LungeConeTrace( entity player, int callback ) Do a lunge cone trace returning the target closest to center of screen
PlayerMelee_FindVisibleEntitiesInCone array< VisibleEntityInCone > PlayerMelee_FindVisibleEntitiesInCone( entity playerTitan ) Returns an array of entities that are inside a cone and visible to the player
PlayerMelee_AttackTrace table PlayerMelee_AttackTrace( entity player, float range, bool functionref( entity attacker, entity target ) isValidTargetFunc ) 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_IsExecutionReachable bool PlayerMelee_IsExecutionReachable( handle, handle, float ) Casts a slightly smaller version of the player's bounding box to see if they can reach target
PlayerMelee_IsServerSideEffects bool PlayerMelee_IsServerSideEffects() Returns true if melee effects should be server-side only
PlayerMelee_StartLagCompensateTarget void PlayerMelee_StartLagCompensateTarget( handle, handle ) Start lag compensation for a specific target only
PlayerMelee_StartLagCompensateTargetForLunge void PlayerMelee_StartLagCompensateTargetForLunge() Start lag compensation for a lunge for a specific target only
PlayerMelee_FinishLagCompensateTarget void PlayerMelee_FinishLagCompensateTarget( handle ) End lag compensatation
SmartAmmo_GetMaxTargetedBurst int SmartAmmo_GetMaxTargetedBurst( handle ) Returns maximum bursts to fire on a single target
SmartAmmo_GetTargetingTime float SmartAmmo_GetTargetingTime( handle, handle ) Returns time it will take to lock onto given target
SmartAmmo_GetTargetMaxLocks float SmartAmmo_GetTargetMaxLocks( handle, handle ) Returns maximum value the lock "fraction" can have
SmartAmmo_IsTrackingEntity bool SmartAmmo_IsTrackingEntity() Returns whether the given weapon is tracking the given entity
SmartAmmo_IsValidTarget bool SmartAmmo_IsValidTarget() Returns true if this is a valid smart ammo target
StatusEffect_AddTimed int StatusEffect_AddTimed( entity ent, int eStatusEffect, float severity01, float duration, float easeOut ) Adds a status effect that will stop automatically after a given time.
StatusEffect_AddEndless int StatusEffect_AddEndless( entity ent, int eStatusEffect, float severity01 ) Adds a status effect.
StatusEffect_Stop bool StatusEffect_Stop( entity ent, int effectHandle ) Stops a status effect given its handle (return value of StatusEffect_AddTimed or StatusEffect_AddEndless).
StatusEffect_StopAll int StatusEffect_StopAll( entity ent, int eStatusEffect ) Stops all status effects of a given type. Returns the number that were stopped.
StatusEffect_Get float StatusEffect_Get( entity ent, int eStatusEffect )
StatusEffect_GetAll array< float > StatusEffect_GetAll( entity ent )
RegisterNetworkedVariable void RegisterNetworkedVariable( string name, int SNDC_category, int SNVT_type, var defaultValue = 0, float rangemin = 0, float rangemax = 0 ) Registers a named networked variable.
GetNetworkedVariableIndex int GetNetworkedVariableIndex( string name ) Gets the internal index used to reference a scripted network variable. For use with FX_PATTACH_SCRIPT_NETWORK_VAR.
SetGlobalNetBool void SetGlobalNetBool() Sets a global bool network variable (see RegisterNetworkedVariable)
SetGlobalNetInt void SetGlobalNetInt() Sets a global int network variable (see RegisterNetworkedVariable)
SetGlobalNetFloat void SetGlobalNetFloat() Sets a global float network variable (see RegisterNetworkedVariable)
SetGlobalNetFloatOverTime void SetGlobalNetFloatOverTime() Sets a global float network variable gradually over time from its current value to the specified new value (see RegisterNetworkedVariable)
SetGlobalNetTime void SetGlobalNetTime() Sets a global time (float) network variable (see RegisterNetworkedVariable)
SetGlobalNetEnt void SetGlobalNetEnt() Sets a global entity network variable (see RegisterNetworkedVariable)
GetGlobalNetBool bool GetGlobalNetBool() Gets a global bool network variable (see RegisterNetworkedVariable)
GetGlobalNetInt int GetGlobalNetInt() Gets an global int network variable (see RegisterNetworkedVariable)
GetGlobalNetFloat float GetGlobalNetFloat() Gets a global float network variable (see RegisterNetworkedVariable)
GetGlobalNetTime float GetGlobalNetTime() Gets a global time (float) network variable (see RegisterNetworkedVariable)
GetGlobalNetEnt entity GetGlobalNetEnt() Gets a global entity network variable (see RegisterNetworkedVariable)
InPrediction bool InPrediction() Returns true if currently in prediction mode
IsFirstTimePredicted bool IsFirstTimePredicted() Returns true if in prediction mode and this is the first time the command is being predicted
GetMapName string GetMapName() Get the name of the map.
Time float Time() Get the current server time
FrameTime float FrameTime() Get the time spent on the last frame
PlatformTime float PlatformTime() Get the time since startup.
IntervalPerTick float IntervalPerTick() Get the time between each tick
FrameCount int FrameCount()
PrecacheWeapon void PrecacheWeapon( string ) Precache a weapon.
PrecacheModel void PrecacheModel( asset modelFile ) Precache a model.
PrecacheMaterial void PrecacheMaterial( asset ) Precache a material.
ShouldSendDevStats bool ShouldSendDevStats() True if script should send stats to devnet.
PrecacheImpactEffectTable int PrecacheImpactEffectTable( string tableName ) Precache an impact effect table.
DebugScreenText void DebugScreenText( float posX, float posY, string text )
DebugDrawBox void DebugDrawBox( Vector, Vector, Vector, int, int, int, int, float ) Draw a debug overlay box
DebugDrawLine void DebugDrawLine( Vector, Vector, int, int, int, bool, float ) Draw a debug overlay line. TRUE means draw through world.
DebugDrawText void DebugDrawText( Vector, string, bool, float ) Draw debug text. TRUE means draw through world.
IsCriticalHit bool IsCriticalHit( handle, handle, int, int, int ) Returns true if the given hit is a critical hit
IsRodeoHitBox bool IsRodeoHitBox() Returns true if the given hitbox is a Rodeo hit box.
SendToConsole void SendToConsole( string ) Send a string to the console as a command
DispatchSpawn bool DispatchSpawn( entity ) ParameterMask:[.e] Tells the specified entity to spawn. Should only be called once per entity.
DoEntFire void DoEntFire() #EntFire:Queues an entity i/o event
EntFireNow void EntFireNow() @
EntFireByHandle void EntFireByHandle( handle, string, string, float, handle, handle ) Queues an entity i/o event. First parameter is an entity instance.
EntFireByHandleNow void EntFireByHandleNow() @
CreateProp entity CreateProp( string, Vector, string, int ) Create a physics prop
RecordAchievementEvent void RecordAchievementEvent( string, int ) Records achievement event or progress
EmitAISound void EmitAISound( int soundFlags, int contextFlags, vector pos, float radius, float duration ) Create a sound event that AI can respond to.
EmitAISoundWithOwner void EmitAISoundWithOwner( entity ownerEnt, int soundFlags, int contextFlags, vector pos, float radius, float duration ) Create a sound event that AI can respond to, specifying the owner of the sound.
EmitAISoundToTarget void EmitAISoundToTarget( entity targetEnt, int soundFlags, int contextFlags, vector pos, float radius, float duration ) Create a sound event that AI can respond to, specifying who the sound should target.
EmitAISoundWithOwnerToTarget void EmitAISoundWithOwnerToTarget( entity ownerEnt, entity targetEnt, int soundFlags, int contextFlags, vector pos, float radius, float duration ) Create a sound event that AI can respond to, specifying who the sound should target, and the owner of the sound.
ServiceEventQueue void ServiceEventQueue() @
IsFastIterationEnabled bool IsFastIterationEnabled() True if the 'fast_iteration' convar is enabled.
SetDucking void SetDucking( string, string, float ) Set the level of an audio ducking channel
GetConnectingAndConnectedPlayerArray array< entity > GetConnectingAndConnectedPlayerArray( players ) ParameterMask:[.] Get array of all players, even ones who are connecting
GetPendingClientsCount int GetPendingClientsCount() Gets a count of the number of clients who are connecting or reserved but do not yet have an entity.
CenterPrintAll void CenterPrintAll( string ) Print a message in center of screen for all clients
GetImpactEffectTable int GetImpactEffectTable( string ) Get the index of the given impact effect table.
CalcWeaponDamage float CalcWeaponDamage( handle, handle, handle, float ) Calculate weapon damage for attacker and victim at given distance
SetBTLoadoutUnlocked void SetBTLoadoutUnlocked( int loadoutIndex )
SetBTLoadoutsUnlockedBitfield void SetBTLoadoutsUnlockedBitfield( int unlockBits )
GetBTLoadoutsUnlockedBitfield int GetBTLoadoutsUnlockedBitfield()
ReloadScriptCallbacks void ReloadScriptCallbacks() Rebinds script callbacks
IsBTLoadoutUnlocked bool IsBTLoadoutUnlocked( int loadoutIndex )
Replay_IsEnabled bool Replay_IsEnabled() Returns true if replays are enabled in code.
GetHealthFrac float GetHealthFrac( handle ) Get health/maxhealth
GetPlayerArray array< entity > GetPlayerArray() ParameterMask:[.] Get array of all players
GetPlayerArrayOfTeam array< entity > GetPlayerArrayOfTeam( int team ) Get array of all players in a team
GetPlayerArrayOfEnemies array< entity > GetPlayerArrayOfEnemies( int team )
GetPlayerArray_Alive array< entity > GetPlayerArray_Alive()
GetPlayerArrayOfTeam_Alive array< entity > GetPlayerArrayOfTeam_Alive( int team )
GetPlayerArrayOfEnemies_Alive array< entity > GetPlayerArrayOfEnemies_Alive( int team )
GetPlayerArray_Pilots array< entity > GetPlayerArray_Pilots()
GetPlayerArrayOfTeam_Pilots array< entity > GetPlayerArrayOfTeam_Pilots( int team )
GetPlayerArrayOfEnemies_Pilots array< entity > GetPlayerArrayOfEnemies_Pilots( int team )
GetPlayerArray_AlivePilots array< entity > GetPlayerArray_AlivePilots()
GetPlayerArrayOfTeam_AlivePilots array< entity > GetPlayerArrayOfTeam_AlivePilots( int team )
GetPlayerArrayOfEnemies_AlivePilots array< entity > GetPlayerArrayOfEnemies_AlivePilots( int team )
GetPlayerDecoyArray array< entity > GetPlayerDecoyArray()
GetTitanArray array< entity > GetTitanArray() Get array of all titans
GetTitanArrayOfTeam array< entity > GetTitanArrayOfTeam( int team )
GetTitanArrayOfEnemies array< entity > GetTitanArrayOfEnemies( int team )
GetTitanSoulArray array< entity > GetTitanSoulArray() ParameterMask:[.] Get array of all titan souls
GetTitanCountForTeam int GetTitanCountForTeam( int team )
GetPlayerArrayEx array< entity > GetPlayerArrayEx( string classname, int onSameTeamAsNum, int enemiesOfTeamNum, vector origin, float maxdist ) 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
GetTeamPlayerCount int GetTeamPlayerCount( int ) Get the number of players in a team
GetSurfacePropForEntity int GetSurfacePropForEntity( entity ent )
GetEntByIndex entity GetEntByIndex() Find and returns the entity with the given entity index.
GetNPCArray array< entity > GetNPCArray() ParameterMask:[.] Get array of all NPCs
GetNPCArrayOfTeam array< entity > GetNPCArrayOfTeam( int team )
GetNPCArrayOfEnemies array< entity > GetNPCArrayOfEnemies( int team )
GetNPCArrayEx array< entity > GetNPCArrayEx( string classname, int onSameTeamAsNum, int enemiesOfTeamNum, vector origin, float maxdist ) Get array of all NPCs by class, team, within dist. team -1 for any team, 'any' for any class, -1 for any dist
GetNPCArrayWithSubclassEx array< entity > GetNPCArrayWithSubclassEx( string classname, int onSameTeamAsNum, int enemiesOfTeamNum, vector origin, float maxdist, array< int > subclasses ) 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
GetNPCArrayByClass array< entity > GetNPCArrayByClass( string classname ) Get array of all NPCs of class
GetNPCArrayByClassAndSubclass array< entity > GetNPCArrayByClassAndSubclass( string classname, array< int > subclasses ) Get array of all NPCs of class and subclass
GetProjectileArray array< entity > GetProjectileArray() ParameterMask:[.] Get array of all projectiles
GetProjectileArrayEx array< entity > GetProjectileArrayEx( string classname, int onSameTeamAsNum, int enemiesOfTeamNum, vector origin, float maxdist ) Get array of all projectiles by class, team, within dist. team -1 for any team, 'any' for any class, -1 for any dist
IsPlayerSafeFromNPCs bool IsPlayerSafeFromNPCs() Check if player is safe from NPCs
IsPlayerSafeFromProjectiles bool IsPlayerSafeFromProjectiles() Check if player would safe from projectiles at a given position
GetWindowHint entity GetWindowHint( Vector, float, float, Vector, float, float, float, handle ) Returns the best window hint. Start position, clearance radius, clearance height, direction, distance, gravity, search margin, ignore ent
BuildingCubeMaps bool BuildingCubeMaps() Returns true if building cube maps.
IsTestMap bool IsTestMap() Returns value of IsTestMap from the level's script list .rson file
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.
GetModelViewerList array< asset > GetModelViewerList() Returns list of files in scripts/model_viewer_list.txt, which is written by reRun
Entities_First entity Entities_First() Begin an iteration over the list of entities
Entities_Next entity Entities_Next() Continue an iteration over the list of entities, providing reference to a previously found entity
Entities_CreateByClassname entity Entities_CreateByClassname() Creates an entity by classname but does not spawn it. Call DispatchSpawn( ent ) to spawn the entity into the level.
Entities_CreateProjectileByClassname entity Entities_CreateProjectileByClassname()
Entities_CreateByTemplate entity Entities_CreateByTemplate() Create an entity based on the named template. If no template found, returns null.
Entities_CreateByTemplateMultiple array Entities_CreateByTemplateMultiple( matchingString ) ParameterMask:[.s] Create zero or more entities from templates that match the given string, and return them as an array. Wildcards allowed.
Entities_CreateByPointTemplates array Entities_CreateByPointTemplates( matchingString, [origin], [angles] ) ParameterMask:[.svv] Create zero or more entities from point-templates that match the given string, and return them as an array. Wildcards allowed.
Entities_FindByClassname entity Entities_FindByClassname() Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Entities_FindByName entity Entities_FindByName() Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Entities_FindInSphere entity Entities_FindInSphere() Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Entities_FindByTarget entity Entities_FindByTarget() Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Entities_FindByModel entity Entities_FindByModel() Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Entities_FindByNameNearest entity Entities_FindByNameNearest() Find entities by name nearest to a point.
Entities_FindByNameWithin entity Entities_FindByNameWithin() Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Entities_FindByClassnameNearest entity Entities_FindByClassnameNearest() Find entities by class name nearest to a point.
Entities_FindByClassnameWithin entity Entities_FindByClassnameWithin() 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
EmitSoundOnEntity float EmitSoundOnEntity( handle, string ) Plays a given sound on the given entity.
EmitSoundOnEntityNoSave float EmitSoundOnEntityNoSave() Plays a given sound on the given entity. Doesn't save sound
EmitSoundOnEntityAfterDelay float EmitSoundOnEntityAfterDelay( handle, string, float ) Plays the given sound on the given entity after a given number of seconds.
EmitSoundOnEntityOnlyToPlayerWithSeek float EmitSoundOnEntityOnlyToPlayerWithSeek( handle, handle, string, float ) Plays the given sound on the given entity only to a given player, seeking the given number of seconds into it.
EmitSoundOnEntityExceptToPlayerWithSeek float EmitSoundOnEntityExceptToPlayerWithSeek( handle, handle, string, float ) Plays the given sound on the given entity except to a given player, seeking the given number of seconds into it.
EmitSoundOnEntityToTeam float EmitSoundOnEntityToTeam( handle, string, int ) Plays a given sound on the given entity only for one team.
EmitSoundOnEntityToEnemies float EmitSoundOnEntityToEnemies() Plays a given sound on the given entity only for enemies of the given team.
EmitSoundAtPosition float EmitSoundAtPosition( Vector, string ) Plays a sound in the world unattached to an entity.
EmitSoundAtPositionOnlyToPlayer float EmitSoundAtPositionOnlyToPlayer( Vector, handle, string ) Play a sound in the world only to a given player.
EmitSoundAtPositionExceptToPlayer float EmitSoundAtPositionExceptToPlayer( Vector, handle, string ) Play a sound in the world for everyone except to a specific player.
StopSoundOnEntity void StopSoundOnEntity( handle, string ) Stops any instances of a certain sound playing on the given entity.
StopSoundAtPosition void StopSoundAtPosition( Vector, string ) Stops any instances of a certain sound playing very near the given position.
FadeOutSoundOnEntity void FadeOutSoundOnEntity( handle, string, float ) Fades out a sound over time.
EmitSoundOnEntityOnlyToPlayer float EmitSoundOnEntityOnlyToPlayer( handle, handle, string ) Play a sound on an entity only to a given player.
EmitSoundOnEntityOnlyToPlayerWithFadeIn float EmitSoundOnEntityOnlyToPlayerWithFadeIn( handle, handle, string, float ) Play a sound on an entity only to a given player with a fade in time.
EmitSoundOnEntityExceptToPlayer float EmitSoundOnEntityExceptToPlayer( handle, handle, string ) Play a sound for everyone except for a specific player.
EmitSoundOnEntityExceptToPlayerNotPredicted float EmitSoundOnEntityExceptToPlayerNotPredicted( handle, handle, string ) Play a sound for everyone except for a specific player. Use this version if the player is not hearing a predicted version, but rather a different sound entirely.
DoesAliasExist bool DoesAliasExist( string ) Returns whether the given alias exists.
GetSoundTags int GetSoundTags() Returns int which is ORed together SOUNDTAG_* values for this sound (from scripts/audio/metadata_tags.rson)
SetRapidShiftOffset void SetRapidShiftOffset() Specifies a player-shift offset to a location to also test sound radii against. (0 0 0 is disabled)
GrantClientSidePickup_MatchCandy void GrantClientSidePickup_MatchCandy( entity playerEnt, int amount, vector origin, int flags, int recieptID )
GetAISettingHullType int GetAISettingHullType( string aiSettingsName )
GetApproxClosestHitboxToRay Vector GetApproxClosestHitboxToRay( handle, Vector, Vector ) Given (ent, rayStart, rayDir), return an approximate point closest to the ray, based on hitbox centers.
SendHudMessage void 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 void 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.
GetEntArrayByName_Expensive array< entity > GetEntArrayByName_Expensive( string name ) Get array of entities matching a name
GetEntArrayByNameWildCard_Expensive array< entity > GetEntArrayByNameWildCard_Expensive( string name ) Get array of entities matching a name with support for *
GetEntArrayByClass_Expensive array< entity > GetEntArrayByClass_Expensive( string classname ) Get array of entities matching a class
GetEntArrayByClassWildCard_Expensive array< entity > GetEntArrayByClassWildCard_Expensive( string classname ) Get array of entities matching a class with support for *
GetEntArrayByScriptName array< entity > GetEntArrayByScriptName( string name ) Get array of entities matching a script name
GetEntArrayByScriptNameInInstance array< entity > GetEntArrayByScriptNameInInstance( string scriptName, string instanceName ) Get array of entities matching a script name and instance
GetEntByScriptName entity GetEntByScriptName() Get entity matching the given script name. It will script error if no entity is found or more than one entity is found.
GetEntByScriptNameInInstance entity GetEntByScriptNameInInstance() Get entity matching the given script name and instance. It will script error if no entity is found or more than one entity is found.
GetWeaponArray array< entity > GetWeaponArray( bool onlyNotOwned ) Get weapons in the world
CreateWeaponEntityByName entity CreateWeaponEntityByName() Create a weapon entity.
CreateWeaponEntityByNameConstrained entity CreateWeaponEntityByNameConstrained() Create a constrained weapon entity that will stay in place at spawn.
CreateWeaponEntityByNameWithPhysics entity CreateWeaponEntityByNameWithPhysics() Create a constrained weapon entity that will move at spawn.
CreateScriptManagedEntArray int CreateScriptManagedEntArray() Return array ID index
AddToScriptManagedEntArray void AddToScriptManagedEntArray( int, handle ) Add an entity to script managed array
RemoveFromScriptManagedEntArray void RemoveFromScriptManagedEntArray( int, handle ) Remove entity from script managed array
GetScriptManagedEntArrayLen int GetScriptManagedEntArrayLen() Get the size of the script managed ent array
GetScriptManagedEntArray array< entity > GetScriptManagedEntArray( int index ) Get the script managed ent array for the given index
GetScriptManagedEntArrayWithinCenter array< entity > GetScriptManagedEntArrayWithinCenter( int index, int notTeam, vector origin, float dist ) Get the script managed ent array for the given index within distance of a point
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_SetRatingMultiplier_PetTitan void SpawnPoints_SetRatingMultiplier_PetTitan() Set pet Titan rating multiplier
SpawnPoints_GetPilot array< entity > SpawnPoints_GetPilot() ParameterMask:[.] Get pilot spawn points
SpawnPoints_GetTitan array< entity > SpawnPoints_GetTitan() ParameterMask:[.] Get titan spawn points
SpawnPoints_GetDropPod array< entity > SpawnPoints_GetDropPod() ParameterMask:[.] Get droppod spawn points
SpawnPoints_GetPilotStart array< entity > SpawnPoints_GetPilotStart( int team ) Get pilot start spawn points for a team
SpawnPoints_GetTitanStart array< entity > SpawnPoints_GetTitanStart( int team ) Get titan start spawn points for a team
SpawnPoints_GetDropPodStart array< entity > SpawnPoints_GetDropPodStart( int team ) Get droppod start spawn points for a team
SpawnPoints_SortPilot void SpawnPoints_SortPilot() Sort spawn points for pilot
SpawnPoints_SortTitan void SpawnPoints_SortTitan() Sort spawn points for titan
SpawnPoints_SortDropPod void SpawnPoints_SortDropPod() Sort spawn points for droppod
SpawnPoints_SortPilotStart void SpawnPoints_SortPilotStart() Sort start spawn points for pilot
SpawnPoints_SortTitanStart void SpawnPoints_SortTitanStart() Sort start spawn points for titan
SpawnPoints_SortDropPodStart void SpawnPoints_SortDropPodStart() Sort start spawn points for droppod
SpawnPoints_InitRatings void SpawnPoints_InitRatings( handle ) Initialize rating spawn points
SpawnPoints_DiscardRatings void SpawnPoints_DiscardRatings() End rating spawn points without sorting
SpawnPoints_InitFrontlineData void SpawnPoints_InitFrontlineData( Vector, Vector, Vector, Vector, float ) Initialize rating spawn points for frontlines
AssertNoPlayerChildren void AssertNoPlayerChildren( handle ) Check the given entity has no player childrens attached. If so, it will raise a script error.
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.
CalculateHashForString int CalculateHashForString( string )
ShouldDoReplayIsForcedByCode bool ShouldDoReplayIsForcedByCode() Returns the value of tweak var 'replay_forced'.
SetVisibleEntitiesInConeQueriableEnabled void SetVisibleEntitiesInConeQueriableEnabled( handle, bool ) Given (entity, enabled) should this entity be a candidate to be returned from FindVisibleEntitiesInCone
SetCrosshairTeamColoringDisabled void SetCrosshairTeamColoringDisabled( handle, bool ) Given (entity, disabled) should this entity be disabled from doing team color crosshair logic
SetForceDrawWhileParented void SetForceDrawWhileParented( handle, bool ) Force entity to be drawn while parented even to first person player
SetHideOnCloak void SetHideOnCloak() Fully hide when cloaked
SetCustomSmartAmmoTarget void SetCustomSmartAmmoTarget( handle, bool ) Sets an entity to be a smart ammo target.
SetPreventSmartAmmoLock void SetPreventSmartAmmoLock() Whether an entity is immune to smart ammo lock or not
SetSmartAmmoLockFromTitansOnly void SetSmartAmmoLockFromTitansOnly() Whether an entity is immune to smart ammo lock from humans
NoteMatchState void NoteMatchState( int, int, int, int, int, int, int, int, int ) ( MATCHPHASE_?, maxRounds, roundsIMC, roundsMilitia, timeLimit, timePassed, maxScore, scoreIMC, scoreMilitia )
NoteLobbyState void NoteLobbyState( int, string ) ( countdownRemaining [< 0 if no countdown] )
IsHighPerfDevServer bool IsHighPerfDevServer() Is high performance dev server
LogPlayerMatchStat_KilledAPilot void LogPlayerMatchStat_KilledAPilot( handle )
LogPlayerMatchStat_Death void LogPlayerMatchStat_Death( handle )
LogPlayerMatchStat_EarnedXP void LogPlayerMatchStat_EarnedXP( handle, int )
LogPlayerMatchStat_UsedBurncard void LogPlayerMatchStat_UsedBurncard()
LogPlayerMatchStat_HappyHourMeritsGiven void LogPlayerMatchStat_HappyHourMeritsGiven()
ShouldAwardHappyHourBonus bool ShouldAwardHappyHourBonus()
LogPlayerStat_BurncardDiscard void LogPlayerStat_BurncardDiscard()
SendAllPlayersBackToPartyScreen void SendAllPlayersBackToPartyScreen() Send all players on the server back to the party server / screen
Explosion void Explosion() Creates an explosion. Does damage in an area, moves physics objects, plays effects. Explosion( center, attacker, inflictor, damage, damageHeavyArmor, innerRadius, outerRadius, flags, projectileLaunchOrigin, explosionForce, scriptDamageFlags, scriptDamageSourceIdentifier, impactEffectTableName )
Explosion_DamageDefSimple void Explosion_DamageDefSimple() Creates an explosion. Does damage in an area, moves physics objects, plays effects. Explosion_DamageDefSimple( damageDefID, center, attacker, inflictor, projectileLaunchOrigin )
Explosion_DamageDef void Explosion_DamageDef() Same as Explosion_DamageDefSimple but specify damage and radius. Explosion_DamageDef( damageDefID, center, attacker, inflictor, damage, damageHeavyArmor, innerRadius, outerRadius, projectileLaunchOrigin )
RadiusDamage void RadiusDamage() Does silent, invisible damage in a spherical area. RadiusDamage( center, attacker, inflictor, damage, damageHeavyArmor, innerRadius, outerRadius, flags, distanceFromAttacker, explosionForce, scriptDamageFlags, scriptDamageSourceIdentifier )
RadiusDamage_DamageDefSimple void RadiusDamage_DamageDefSimple() Does silent, invisible damage in a spherical area. RadiusDamage_DamageDefSimple( damagedefID, center, attacker, inflictor, distanceFromAttacker )
RadiusDamage_DamageDef void RadiusDamage_DamageDef() Same as RadiusDamage_DamageDefSimple but specify damage and radius. RadiusDamage_DamageDef( damagedefID, center, attacker, inflictor, damage, damageHeavyArmor, innerRadius, outerRadius, distanceFromAttacker )
GetTeamEnt entity GetTeamEnt() Returns an entity representing the specified team
Remote_BeginRegisteringFunctions void Remote_BeginRegisteringFunctions() Begin registration of remote functions.
Remote_RegisterFunction void Remote_RegisterFunction() Register a function name to be used in remote calls.
Remote_EndRegisteringFunctions void Remote_EndRegisteringFunctions() Finish registration of remote functions.
Remote_CallFunction_Replay void Remote_CallFunction_Replay( player, functionName, [param1], [param2], [param3], ... ) ParameterMask:[.es] 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.
Remote_CallFunction_NonReplay void Remote_CallFunction_NonReplay( player, functionName, [param1], [param2], [param3], ... ) ParameterMask:[.es] 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.
Remote_CallFunction_UI void Remote_CallFunction_UI( player, functionName, [param1], [param2], [param3], ... ) ParameterMask:[.es] Given a player, function name, and optional parameters, call function in UI script. Allowed var types are null, bool, int, and float.
LoadRecordedAnimation var LoadRecordedAnimation( asset recordedAnimPath ) Loads an anim_recording asset generated by bakery.
GetRecordedAnimationDuration float GetRecordedAnimationDuration( var recordedAnim ) Returns the duration in seconds of the recorded anim.
GetRecordedAnimationStartForRefPoint vector GetRecordedAnimationStartForRefPoint( var recordedAnim, vector refOrg, vector refAng ) Calculates the position of the first frame of the recorded animation if it were played so that its reference origin/angles line up with the given origin/angles.
SaveGame_Create void SaveGame_Create() Do a save, SaveGame_Create( string saveName, int saveVersion, int start_point )
SaveGame_CreateWithCommitDelay void SaveGame_CreateWithCommitDelay() Do a save, SaveGame_Create( string saveName, int saveVersion, float delay, int trycount ) , will call back 'bool CodeCallback_SaveGameIsSafeToCommit()' to validate it is ok to commit the save file.
SaveGame_Commit void SaveGame_Commit() If their is an outstanding save commit, accept it asap.
SaveGame_Reject void SaveGame_Reject() If their is an outstanding save commit, reject it asap.
SaveGame_Load void SaveGame_Load() Do a restore, SaveGame_Load( string saveName )
SaveGame_IsValid bool SaveGame_IsValid() Checks if a file is ok to use. SaveGame_IsValid( string saveName )
SaveGame_GetVersion int SaveGame_GetVersion() Return the script version of a save load. SaveGame_GetVersion( string saveName )
SaveGame_GetStartPoint int SaveGame_GetStartPoint() Return the script start point of a save load. SaveGame_GetStartPoint( string saveName )
SaveGame_GetMapName string SaveGame_GetMapName() Return the map name of a save load. SaveGame_GetMapName( string saveName )
ChangeLevel void ChangeLevel( string mapname, LevelTransitionStruct transitionStruct ) Loads a new level. The data in transitionStruct can be read in the next level with GetLevelTransitionStruct().
GetLevelTransitionStruct LevelTransitionStruct ornull GetLevelTransitionStruct() Reads the transition data set by ChangeLevel() on the previous map. Returns null if this is the first map or the previous map didn't supply any data.
PutEntityInSafeSpot bool PutEntityInSafeSpot() Tries to put an entity into a position not in solid, given a desired 'end' position. Returns true if successful. If you don't have a safeStartingLocationForEntity, just set it the same as the end position. PutEntityInSafeSpot( entity, referenceEnt, movingGroundEnt, safeStartingLocationForEntity, positionAtEndOfAnimationForEntity )
SetTimeshiftTimeOfDay_Night void SetTimeshiftTimeOfDay_Night()
SetTimeshiftTimeOfDay_Day void SetTimeshiftTimeOfDay_Day()
SetTimeshiftArmDeviceSkin void SetTimeshiftArmDeviceSkin( int skinIndex )
WeaponIsPrecached bool WeaponIsPrecached( string weaponName )
ModelIsPrecached bool ModelIsPrecached( asset modelAssetName )
CreateRope entity CreateRope( vector start, vector end, float length = 0, entity startEnt = null, entity endEnt = null, int startAttachment = 0, int endAttachment = 0, string material = "", int segmentCount = 0 ) Creates a rope between two points or entities.
GetTeamSkill float GetTeamSkill() Gets the overall skill of the given team
CreatePINTelemetryHeader void CreatePINTelemetryHeader( int versionMajor, int versionMinor, table keyValuePairs )
AddPINTelemetryEvent void AddPINTelemetryEvent( string eventName, table headerKeyValuePairs, table bodyKeyValuePairs )
GetPINPlatformName string GetPINPlatformName() Gets the platform name the way PIN likes it
GetDatacenterName string GetDatacenterName() Gets the name of this server's datacenter
IsGameFromReload bool IsGameFromReload() Is this a reloaded save game?
GetCPULevel int GetCPULevel() Gets the CPU level for the platform this server is running on
IsEnemyTeam bool IsEnemyTeam( int teamNumber, int otherTeam )
GetCurrentPlaylistGamemodesCount int GetCurrentPlaylistGamemodesCount() Returns the number of gamemodes in the current playlist
GetPlaylistGamemodesCount int GetPlaylistGamemodesCount() Returns the number of gamemodes in the specified playlist
GetCurrentPlaylistGamemodeByIndex string GetCurrentPlaylistGamemodeByIndex( int ) Returns the name of the gamemode at the specified index in the current playlist
GetPlaylistGamemodeByIndex string GetPlaylistGamemodeByIndex( string, int ) Returns the name of the gamemode at the specified index in the specified playlist
GetPlaylistGamemodeByIndexVar string GetPlaylistGamemodeByIndexVar()
GetCurrentPlaylistGamemodeByIndexVar string GetCurrentPlaylistGamemodeByIndexVar()
GetCurrentPlaylistGamemodeByIndexMapsCount int GetCurrentPlaylistGamemodeByIndexMapsCount() Returns the number of maps for the gamemode at the specified index in the current playlist
GetPlaylistGamemodeByIndexMapsCount int GetPlaylistGamemodeByIndexMapsCount() Returns the number of maps for the gamemode at the specified index in the specified playlist
GetCurrentPlaylistGamemodeByIndexMapByIndex string GetCurrentPlaylistGamemodeByIndexMapByIndex() Returns the name of the map at the specified gamemode and map indices in the current playlist
GetPlaylistGamemodeByIndexMapByIndex string GetPlaylistGamemodeByIndexMapByIndex() Returns the name of the map at the specified gamemode and map indices in the specified playlist
GetCurrentPlaylistMapsCount int GetCurrentPlaylistMapsCount() Returns the total number of maps in current playlist
GetPlaylistMapsCount int GetPlaylistMapsCount() Returns the total number of maps in the specified playlist
IsPrivateMatch bool IsPrivateMatch()
IsCoopMatch bool IsCoopMatch()
GetLobbyTeamsShowAsBalanced bool GetLobbyTeamsShowAsBalanced()
DevLobbyIsFrozen bool DevLobbyIsFrozen()
GetGamemodeVarOrUseValue string GetGamemodeVarOrUseValue()
GetPlaylistCount int GetPlaylistCount() Returns the total number of playlists
GetPlaylistName <unknown> GetPlaylistName( int ) Gets the name of the playlist, by index
GetPlaylistVarOrUseValue string GetPlaylistVarOrUseValue( string, string, string ) Get the value of a variable from a playlist, and if it doesn't exist, use the value passed in
GetPlaylistVarOrUseValueOriginal string GetPlaylistVarOrUseValueOriginal( string, string, string ) Get the original value of a variable from a playlist, and if it doesn't exist, use the value passed in
GetCurrentPlaylistName string GetCurrentPlaylistName() Get the name of the current playlist
Code_GetCurrentPlaylistVar <unknown> Code_GetCurrentPlaylistVar() Get the value of a variable from the current playlist
Code_GetCurrentPlaylistVarOrUseValue string Code_GetCurrentPlaylistVarOrUseValue() Get the value of a variable from the current playlist, and if it doesn't exist, use the value passed in
GetCurrentPlaylistVarOrUseValueOriginal string GetCurrentPlaylistVarOrUseValueOriginal( string, string ) Get the original value of a variable from the current playlist, and if it doesn't exist, use the value passed in
GetMaxPlayersForPlaylistName int GetMaxPlayersForPlaylistName() Gets the max players for the specified playlist
GetMaxTeamsForPlaylistName int GetMaxTeamsForPlaylistName() Gets the max teams for the specified playlist
SetPlaylistVarOverride void SetPlaylistVarOverride( string, string )
ClearPlaylistVarOverrides void ClearPlaylistVarOverrides()
SetCurrentPlaylist bool SetCurrentPlaylist( string ) Sets the current playlist
SendTrainingGauntletStatsToBackend void SendTrainingGauntletStatsToBackend()
IsMatchmakingServer bool IsMatchmakingServer() Returns true if this is a matchmaking server
GetLobbyType string GetLobbyType() Returns 'party' or 'game' lobby type
GetPlayerByIndex entity GetPlayerByIndex( int ) Returns player entity n where n is in [0,maxPlayers-1].
DamageDef_GetCount int DamageDef_GetCount() Get number of damage defs defined
DamageDef_GetName string DamageDef_GetName() Get damage def name
DamageDef_GetObituary string DamageDef_GetObituary()
DamageDef_GetDeathProtection bool DamageDef_GetDeathProtection()
Dev_DamageDef_GetSettingByKeyField <unknown> Dev_DamageDef_GetSettingByKeyField()
GameRules_GetGameMode string GameRules_GetGameMode() Get the base, game mode name
GameRules_GetTeamScore int GameRules_GetTeamScore() Get a team's score, given a team index.
GameRules_GetTeamScore2 int GameRules_GetTeamScore2() Get a team's second score, given a team index.
GameRules_GetTeamKills int GameRules_GetTeamKills() Get a team's score, given a team index.
GameRules_GetTeamDeaths int GameRules_GetTeamDeaths() Get a team's score, given a team index.
GameRules_GetTeamName string GameRules_GetTeamName() Get a team's name, given a team index.
GameRules_TimeLimitEnabled bool GameRules_TimeLimitEnabled() Returns true if the time limit should be enabled
GameRules_AllowMatchEnd bool GameRules_AllowMatchEnd() Returns true if the match can end
GameRules_GetClassMax int GameRules_GetClassMax() Get the max players allowed for a class.
GameRules_SetGameMode void GameRules_SetGameMode() Set the game mode
GameRules_SetTeamScore void GameRules_SetTeamScore() Set a team's score, given a team index and new score.
GameRules_SetTeamScore2 void GameRules_SetTeamScore2() Set a team's second score, given a team index and new score.
GameRules_EndMatch void GameRules_EndMatch() End the match.
GameRules_MarkGameStatePrematchEnding void GameRules_MarkGameStatePrematchEnding() Note that the game has started (end of prematch).
GameRules_MarkGameStateWinnerDetermined void GameRules_MarkGameStateWinnerDetermined() Note that a winner has been declared (start of epilogue, etc).
GameRules_ChangeMap void GameRules_ChangeMap() Change to a new map
GameRules_GetRecentMap string GameRules_GetRecentMap() Returns the most recent maps loaded
GameRules_GetRecentGameMode string GameRules_GetRecentGameMode() Returns the most recent game modes loaded
GameRules_GetRecentTeamScore int GameRules_GetRecentTeamScore() Returns the most recent team scores
GameRules_EnableGlobalChat void GameRules_EnableGlobalChat() Set whether you want everyone to hear everyone else
GameRules_GetUniqueMatchID string GameRules_GetUniqueMatchID() Gets the unique ID for this match
GameRules_SetDeadPlayersCanOnlySpeakToDeadPlayersInHudChat void GameRules_SetDeadPlayersCanOnlySpeakToDeadPlayersInHudChat() Set if dead players can only text chat with other dead players
MarkTeamsAsBalanced_On void MarkTeamsAsBalanced_On()
MarkTeamsAsBalanced_Off void MarkTeamsAsBalanced_Off()
SendPlayersToPartyScreen void SendPlayersToPartyScreen() ParameterMask:[..] Sends a group of players off to the party screen, possibly by allocating a server first
BeginPrivateMatchSearchForPlayer void BeginPrivateMatchSearchForPlayer()
MatchmakePlayer void MatchmakePlayer() Find a match for this player
AbortMatchSearchesForPlayer void AbortMatchSearchesForPlayer( handle )
SetMaxActivityMode void SetMaxActivityMode( int ) Set max activity mode on the server (0,1,2)
DamageInfo_GetAttacker entity DamageInfo_GetAttacker() Return the attacker that inflicted this damage
DamageInfo_GetInflictor entity DamageInfo_GetInflictor() Return the entity that inflicted this damage (projectile, etc...)
DamageInfo_GetWeapon entity DamageInfo_GetWeapon() Return the weapon that the attacker was using
DamageInfo_GetForceKill bool DamageInfo_GetForceKill() Return whether this damage should force a kill
DamageInfo_GetDamage float DamageInfo_GetDamage() Return the amount of damage
DamageInfo_GetDamageCriticalHitScale float DamageInfo_GetDamageCriticalHitScale() Gets the scale that critical hit damage should be multiplied by.
DamageInfo_GetDamagePosition Vector DamageInfo_GetDamagePosition() Gets the world position where the damage was dealt
DamageInfo_GetHitGroup int DamageInfo_GetHitGroup() Get the section group being damaged
DamageInfo_GetHitBox int DamageInfo_GetHitBox() Get the section being damaged
DamageInfo_GetDeathPackage string DamageInfo_GetDeathPackage() Returns what death package you have set, if any.
DamageInfo_GetDamageType int DamageInfo_GetDamageType() Gets the code damage type
DamageInfo_GetCustomDamageType int DamageInfo_GetCustomDamageType() Gets the damage type that was set by script when firing the weapon.
DamageInfo_GetDamageSourceIdentifier int DamageInfo_GetDamageSourceIdentifier() Gets the damage source identifier that was set by script when this damage mechanism was created.
DamageInfo_GetViewPunchMultiplier float DamageInfo_GetViewPunchMultiplier() Gets the view punch multiplier
DamageInfo_GetDistFromAttackOrigin float DamageInfo_GetDistFromAttackOrigin() Get the distance from where the bullet/projectile was fired.
DamageInfo_GetDistFromExplosionCenter float DamageInfo_GetDistFromExplosionCenter() If it's a radius damage, gives the distance from the center of the blast. Otherwise defaults to zero.
DamageInfo_GetDamageForce Vector DamageInfo_GetDamageForce() Get damage force vector.
DamageInfo_IsRagdollAllowed bool DamageInfo_IsRagdollAllowed() Checks if code is allowing this entity to ragdoll on death
DamageInfo_GetDamageFlags int DamageInfo_GetDamageFlags() Get all DAMAGEFLAG_* flags.
DamageInfo_HasDamageFlags bool DamageInfo_HasDamageFlags() Returns true if contains all given DAMAGEFLAG_* flags.
DamageInfo_GetDamageWeaponName <unknown> DamageInfo_GetDamageWeaponName() Returns weapon name, even if weapon entity is gone
DamageInfo_ShouldRecordStatsForWeapon bool DamageInfo_ShouldRecordStatsForWeapon() Returns if stats should be recorded for damage weapon
DamageInfo_SetForceKill void DamageInfo_SetForceKill() Sets whether this damage should force a kill
DamageInfo_SetDamage void DamageInfo_SetDamage() Set the amount of damage
DamageInfo_SetCustomDamageType void DamageInfo_SetCustomDamageType() Overrides the damage type that was set by script when firing the weapon.
DamageInfo_AddCustomDamageType void DamageInfo_AddCustomDamageType() Add damage flag.
DamageInfo_RemoveCustomDamageType void DamageInfo_RemoveCustomDamageType() Remove damage flag.
DamageInfo_SetDamageSourceIdentifier void DamageInfo_SetDamageSourceIdentifier() Sets the damage source identifier.
DamageInfo_SetDeathPackage void DamageInfo_SetDeathPackage() Set what death (anim) package to use if this damage kills the guy.
DamageInfo_SetDamageForce void DamageInfo_SetDamageForce() Set damage force vector.
DamageInfo_SetFlinchDirection void DamageInfo_SetFlinchDirection() Set which direction the target should flinch in.
DamageInfo_AddDamageFlags void DamageInfo_AddDamageFlags() Add a DAMAGEFLAG_* flag.
AINFileIsUpToDate bool AINFileIsUpToDate() Returns true if the map's AIN file is up-to-date.
AINExists bool AINExists() Returns AIN file exists
NPCSetSearchPathUseDist void NPCSetSearchPathUseDist( float ) Set the maximum distance for considering search paths
NPCGetSearchPathUseDist float NPCGetSearchPathUseDist() Get the maximum distance for considering search paths
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
NPCSetReacquireParams void NPCSetReacquireParams() Sets how long it takes AI to not see enemy before considering enemy to be reacquired. Set time to prevent reacquire if AI has been suppressing enemy
NPCSetSquadNoFlankThreshold void NPCSetSquadNoFlankThreshold( string, float, float ) Sets distance and member percent fraction (0 - 1) for not using flanking
CreateNPCSquad void CreateNPCSquad( string ) Creates an empty NPC Squad
GetNearestNodeToPos int GetNearestNodeToPos( Vector ) Gets the nearest node to a position
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
GetNodePos Vector GetNodePos( int, int ) Gets the position of a node
GetNodeCount int GetNodeCount() Gets the number of nodes in the level
GetNodeScriptData_Boolean bool GetNodeScriptData_Boolean( int, int ) Returns boolean data on an AI node at a given slot
SetNodeScriptData_Boolean void SetNodeScriptData_Boolean( int, int, bool ) Sets boolean data on an AI node at a given slot
GetAINScriptVersion int GetAINScriptVersion() Returns what the currently loaded AINs script version is
SetAINScriptVersion void SetAINScriptVersion( int ) Sets what the currently loaded AINs script version is for later serialization to file
NavMesh_IsUpToDate bool NavMesh_IsUpToDate() Returns true if the map's navmesh is up-to-date.
NavMesh_ClampPointForAI vector ornull NavMesh_ClampPointForAI( vector pointToClamp, entity contextAI ) Clamps a goal point to the NavMesh for a given AI. Uses AIs hull size as test extents
NavMesh_ClampPointForAIWithExtents vector ornull NavMesh_ClampPointForAIWithExtents( vector pointToClamp, entity contextAI, vector extents ) Clamps a goal point to the NavMesh for a given AI. As extents increase in size more possible clamp positions become available, but too large and the clamped position may be very far from the original point
NavMesh_ClampPointForHull vector ornull NavMesh_ClampPointForHull( vector pointToClamp, int hull ) Clamps a goal point to the NavMesh for a given hull
NavMesh_ClampPointForHullWithExtents vector ornull NavMesh_ClampPointForHullWithExtents( vector pointToClamp, int hull, vector extents ) Clamps a goal point to the NavMesh for a given hull. As extents increase in size more possible clamp positions become available, but too large and the clamped position may be very far from the original point
NavMesh_GetNeighborPositions array< vector > NavMesh_GetNeighborPositions( vector startPos, int hull, int numPositionsRequested ) Get nearby ground positions by following the NavMesh graph
NavMesh_RandomPositions array< vector > NavMesh_RandomPositions( vector startPos, int hull, int numPositionsRequested, float minDist, float maxDist ) Get n ( < 64) ground positions around a spot within minDist and maxDist
NavMesh_RandomPositions_LargeArea array< vector > NavMesh_RandomPositions_LargeArea( vector startPos, int hull, int numPositionsRequested, float minDist, float maxDist ) Get upto n ground positions around a spot within minDist and maxDist. Gets center of random polygons
NavMesh_IsPosReachableForAI bool NavMesh_IsPosReachableForAI() Return if a position is reachable for an AI from it's current position. Only checks static pathing.
GetBoundsMin Vector GetBoundsMin() Get minimum bounds for a HULL type
GetBoundsMax Vector GetBoundsMax() Get maximum bounds for a HULL type
GetNPCSquadSize int GetNPCSquadSize( string ) Gets the number of members in a squad
SetNPCSquadMode void SetNPCSquadMode() Set squad mode
GetNPCArrayBySquad array< entity > GetNPCArrayBySquad( string squadname ) Get array of all NPCs of squad
UpdateEnemyMemoryFromTeammates void UpdateEnemyMemoryFromTeammates( handle ) Get a dump of enemies from all teammate AI
UpdateEnemyMemoryWithinRadius void UpdateEnemyMemoryWithinRadius() Get all enemy information within radius
SetEnableNPCs void SetEnableNPCs( bool ) Enable or disable AI in the level
ToggleNPCPathsForEntity void ToggleNPCPathsForEntity() Enable or disable pathing for collision of an entity
ToggleNPCPathsForEntityAtPosition void ToggleNPCPathsForEntityAtPosition() Enable or disable pathing for collision of an entity at a given position
TransitionNPCPathsForEntity void TransitionNPCPathsForEntity() Transition pathing from moving collision to end state of the moving collision or vice versa
SkitSetDistancesToClosestHarpoints void SkitSetDistancesToClosestHarpoints() Initialize distance to nearest hard point
GetSkitNodeArray_NearPlayers array< entity > GetSkitNodeArray_NearPlayers() ParameterMask:[.] Get skit nodes sorted by nearest to average player position with some randomization
GetSkitNodeArray_NearHardpoints array< entity > GetSkitNodeArray_NearHardpoints() ParameterMask:[.] Get skit nodes sorted by nearest to hardpoints with some randomization
GetSkitNodeArray_NearPos array< entity > GetSkitNodeArray_NearPos() Get skit nodes sorted by nearest to pos with some randomization
AI_CreateDangerousArea void AI_CreateDangerousArea( entity lifetimeEnt, entity weaponOrProjectile, float radius, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor ) Create a known dangerous area that AI should avoid if necessary. The lifetime of the danger is tied to an entity
AI_CreateDangerousArea_Static void AI_CreateDangerousArea_Static( entity lifetimeEnt, entity weaponOrProjectile, float radius, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor, vector staticOrigin ) Same as AI_CreateDangerousArea except the origin is always in a single place
AI_CreateDangerousArea_DamageDef void AI_CreateDangerousArea_DamageDef( int damageDef, entity lifetimeEnt, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor ) Create dangerous area using damage def
Weapon_SetDespawnTime void Weapon_SetDespawnTime( float ) Dropped weapons disappear after this much time
SmartAmmo_SetCustomFractionSource void SmartAmmo_SetCustomFractionSource( handle, handle, float ) Set a source for a lock-on warning
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
CreateTurretEnt entity CreateTurretEnt( vector origin, vector angles, entity ownerEnt, asset turretModel, string turretSettingsName )
CreateControlPanelEnt entity CreateControlPanelEnt( vector origin, vector angles, entity ownerEnt, asset model )
GetSpawnerArrayByClassName array< entity > GetSpawnerArrayByClassName( string name ) Get array of spawners matching a class name
GetSpawnerArrayByScriptName array< entity > GetSpawnerArrayByScriptName( string name ) Get array of spawners matching a script name
GetSpawnerByScriptName entity GetSpawnerByScriptName() Get spawner matching the given script name. It will script error if no spawner is found or more than one entity is found.

CAI_BaseNPC

Extends CBaseCombatCharacter.

Methods

Function Signature Description
HasAISettings bool CAI_BaseNPC::HasAISettings() Return if AI settings have been set
SetAISettings void CAI_BaseNPC::SetAISettings( string ) Sets the AI's settings file
GetAISettingsName string CAI_BaseNPC::GetAISettingsName() Gets the AI settings name
SetBehaviorSelector void CAI_BaseNPC::SetBehaviorSelector() Sets the AI's behavior selector
GetSubclass int CAI_BaseNPC::GetSubclass() Gets the AI's subclass type
SetSubclass void CAI_BaseNPC::SetSubclass( int ) Sets the AI's subclass type
GetAIClass int CAI_BaseNPC::GetAIClass() Gets the AI Class
GetAIClassName string CAI_BaseNPC::GetAIClassName() Gets the AI Class by name
GetBodyType string CAI_BaseNPC::GetBodyType() Gets the AI body type
IsCrouching bool CAI_BaseNPC::IsCrouching() Returns whether the AI is crouching
UseSequenceBounds void CAI_BaseNPC::UseSequenceBounds( bool ) Use animation sequence for bounding box (expensive)
GetSettingModelName asset CAI_BaseNPC::GetSettingModelName() Return default model name for current team
GetSettingTitle string CAI_BaseNPC::GetSettingTitle() Return default title for current team
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.
RemoveFromFireteam void CAI_BaseNPC::RemoveFromFireteam() Remove this npc from any fireteam.
EnableBehavior void CAI_BaseNPC::EnableBehavior( string ) Enable NPC Behavior by behavior name
DisableBehavior void CAI_BaseNPC::DisableBehavior( string ) Disable NPC Behavior by behavior name
InitFollowBehavior void CAI_BaseNPC::InitFollowBehavior( handle, int ) Setup follow behavior (follow target and formation)
SetFollowTargetMoveTolerance void CAI_BaseNPC::SetFollowTargetMoveTolerance() Set target move tolerance to change follow position when follow target moves
SetFollowGoalTolerance void CAI_BaseNPC::SetFollowGoalTolerance() Set goal tolerance when not in combat
SetFollowGoalCombatTolerance void CAI_BaseNPC::SetFollowGoalCombatTolerance() Set goal tolerance when in combat
GetFollowTarget entity CAI_BaseNPC::GetFollowTarget() Gets the entity the NPC is following
AssaultPointClampedExtents void CAI_BaseNPC::AssaultPointClampedExtents() Same as AssaultPoint but clamps position to navmesh within extents.
AssaultPointClamped void CAI_BaseNPC::AssaultPointClamped() Same as AssaultPoint but clamps position to navmesh.
AssaultPoint void CAI_BaseNPC::AssaultPoint( Vector, float ) Uses assault behavior to reach a given location.
AssaultPointToAnimSetCallback void CAI_BaseNPC::AssaultPointToAnimSetCallback() Callback when AI arrives at position to do animation
AssaultGetFightRadius float CAI_BaseNPC::AssaultGetFightRadius() Get assault fight radius.
AssaultGetGoalRadius float CAI_BaseNPC::AssaultGetGoalRadius() Get assault goal radius.
AssaultGetGoalHeight float CAI_BaseNPC::AssaultGetGoalHeight() Get assault goal radius.
AssaultGetArrivalTolerance float CAI_BaseNPC::AssaultGetArrivalTolerance() Get the custom assault arrival tolerance.
AssaultClearArrivalTolerance void CAI_BaseNPC::AssaultClearArrivalTolerance() Removes the custom assault arrival tolerance.
AssaultSetFightRadius void CAI_BaseNPC::AssaultSetFightRadius() Set assault fight radius.
AssaultSetGoalRadius void CAI_BaseNPC::AssaultSetGoalRadius() Set assault goal radius. Sets goal height to radius if it is taller than the radius
AssaultSetGoalHeight void CAI_BaseNPC::AssaultSetGoalHeight() Set assault goal height.
AssaultSetArrivalTolerance void CAI_BaseNPC::AssaultSetArrivalTolerance() Sets a custom assault arrival tolerance.
AssaultSetAngles void CAI_BaseNPC::AssaultSetAngles() Set assault angles and faceAngles.
AssaultSetFinalDestination void CAI_BaseNPC::AssaultSetFinalDestination() Set assault final destination flag which allows AI to take up squad assigned positions.
InitSquadAssaultInterupt void CAI_BaseNPC::InitSquadAssaultInterupt()
GetMinGoalRadius float CAI_BaseNPC::GetMinGoalRadius() Get minium goal radius for an AI for current AI setting
SetAlert void CAI_BaseNPC::SetAlert() Sets AI to alert state once. The state can be changed by AI when appropriate
GetDangerousAreaWeapon string CAI_BaseNPC::GetDangerousAreaWeapon() Get weapon name for current dangerous area
ForceCheckGroundEntity void CAI_BaseNPC::ForceCheckGroundEntity() Force check ground entity
GetNPCVelocity Vector CAI_BaseNPC::GetNPCVelocity() Gets an NPC's velocity.
TestAnimPath bool CAI_BaseNPC::TestAnimPath( int, float, float, bool ) Checks if NPC can play an animation from its current position and angles without getting blocked
TestAnimPathFrom bool CAI_BaseNPC::TestAnimPathFrom( Vector, float, int, float, float, bool ) Checks if NPC can play an animation from a position and angles without getting blocked
SetActivityModifier void CAI_BaseNPC::SetActivityModifier() Enables or disables activity modifiers on this entity. See ACT_MODIFIER_***
IsActivityModifierActive bool CAI_BaseNPC::IsActivityModifierActive() Returns whether or not an activity modifier is active on this entity. See ACT_MODIFIER_***
GetSquadCentroid Vector CAI_BaseNPC::GetSquadCentroid() Gets the squad members average origin
SetSquad void CAI_BaseNPC::SetSquad( string ) Sets NPC's squad. Set to "" to clear
SetAutoSquad void CAI_BaseNPC::SetAutoSquad() Set NPC to auto managed squad.
GetEnemy entity CAI_BaseNPC::GetEnemy() Gets the NPC's enemy, if he has one
GetEnemyLKP Vector CAI_BaseNPC::GetEnemyLKP() Return the last known position of the enemy for this NPC
GetEnemyLSP Vector CAI_BaseNPC::GetEnemyLSP() Return the last seen position of the enemy for this NPC
GetEnemyLastTimeSeen float CAI_BaseNPC::GetEnemyLastTimeSeen() Returns the last time this AI saw his enemy. Only valid if GetEnemy() is not null
GetTimeFirstAttackAfterReacquire float CAI_BaseNPC::GetTimeFirstAttackAfterReacquire() Return the time that this AI first shot at the enemy after reacquire
GetClosestEnemyPlayer entity CAI_BaseNPC::GetClosestEnemyPlayer() Gets closest non-cloaked enemy player, even if not visible, within sensing dist
GetClosestEnemyNPC entity CAI_BaseNPC::GetClosestEnemyNPC() Gets closest non-cloaked enemy NPC, even if not visible, within sensing dist
GetClosestEnemy entity CAI_BaseNPC::GetClosestEnemy() Gets closest non-cloaked enemy player or NPC, even if not visible, within sensing dist
GetSafeHint entity CAI_BaseNPC::GetSafeHint() Gets the safe hint entity the AI is currently using
GetGoalEnt entity CAI_BaseNPC::GetGoalEnt() Gets the NPC's goal entity
SetGoalEnt void CAI_BaseNPC::SetGoalEnt( handle ) Sets the NPC's goal entity
CanSee bool CAI_BaseNPC::CanSee( handle ) Determines if the given entity is visible to this NPC
TimeSinceSeen float CAI_BaseNPC::TimeSinceSeen( handle ) Time since this NPC last saw this entity
TimeSinceKnown float CAI_BaseNPC::TimeSinceKnown( handle ) Time since this NPC last knew this entity's position
GetNearestVisibleFriendlyPlayer entity CAI_BaseNPC::GetNearestVisibleFriendlyPlayer() Gets the nearest visible friendly player
GetSquadEnemy entity CAI_BaseNPC::GetSquadEnemy() Gets the enemy the NPC's squad is focused on
GetLookDist float CAI_BaseNPC::GetLookDist() Get actual maximum sight dist currently in use
SetLookDistOverride void CAI_BaseNPC::SetLookDistOverride() Set maximum sight dist that overrides the aisetting file
GetLookDistOverride float CAI_BaseNPC::GetLookDistOverride() Get the overriden maximum sight dist. It will be -1 if it has not been overriden
DisableLookDistOverride void CAI_BaseNPC::DisableLookDistOverride() Disable the maximum sight dist override and instead use values form the aisetting file
SetEngagementDistVsWeak void CAI_BaseNPC::SetEngagementDistVsWeak( float, float ) Set engagement distances vs weak enemy (min vs weak, max vs weak)
SetEngagementDistVsStrong void CAI_BaseNPC::SetEngagementDistVsStrong( float, float ) Set engagement distances vs strong enemy (min vs strong, max vs strong)
GetHearingSensitivity float CAI_BaseNPC::GetHearingSensitivity() Get hearing sensitivity (default 1.0)
SetHearingSensitivity void CAI_BaseNPC::SetHearingSensitivity( float ) Set hearing sensitivity
GetAllowMelee bool CAI_BaseNPC::GetAllowMelee() Check if npc is allowed to jump
SetAllowMelee void CAI_BaseNPC::SetAllowMelee( bool ) Set if npc is allowed to jump
GetNPCState string CAI_BaseNPC::GetNPCState() Return the current NPC state
GetPrevNPCState string CAI_BaseNPC::GetPrevNPCState() Return the previous NPC state
GetSurprisedReactionReason int CAI_BaseNPC::GetSurprisedReactionReason() Returns the reason the AI is reacting surprised. Compare to enum RSR_***
SetMoveAnim void CAI_BaseNPC::SetMoveAnim( string ) Sets the movement animation to use
ClearMoveAnim void CAI_BaseNPC::ClearMoveAnim() Clears script override move animation
SetIdleAnim void CAI_BaseNPC::SetIdleAnim( string ) Sets the idle animation to use
ClearIdleAnim void CAI_BaseNPC::ClearIdleAnim() Clears script override idle animation
SetAttackAnim void CAI_BaseNPC::SetAttackAnim( string ) Sets the attack animation to use
ClearAttackAnim void CAI_BaseNPC::ClearAttackAnim() Clears script override attack animation
SetDeathActivity void CAI_BaseNPC::SetDeathActivity() Forces a certain death animation
ClearDeathActivity void CAI_BaseNPC::ClearDeathActivity() Clears the script overridden death animation
Anim_AdvanceCycleEveryFrame void CAI_BaseNPC::Anim_AdvanceCycleEveryFrame( bool ) For animations that must be synced with non AI. Must be parented to an entity
DisableArrivalOnce void CAI_BaseNPC::DisableArrivalOnce( bool ) Disable arrival animation once; arriving at goal or new path find will clear this
TakeActiveWeapon void CAI_BaseNPC::TakeActiveWeapon() Removes npc's current weapon (no drop)
SetHullType void CAI_BaseNPC::SetHullType( string ) Sets the npc's hull type: HULL_HUMAN, HULL_SMALL, HULL_MEDIUM, HULL_FLYING_VEHICLE, HULL_TITAN
SetEnemyLKP void CAI_BaseNPC::SetEnemyLKP( handle, Vector ) Sets the npc's LKP of the enemy to a given position
SetEnemy void CAI_BaseNPC::SetEnemy( handle ) Sets the npc's enemy
LockEnemy void CAI_BaseNPC::LockEnemy() Lock's npc's enemy to one entity until it is dead or cleared
ClearEnemy void CAI_BaseNPC::ClearEnemy() Sets the npc's enemy set by SetEnemy
SetPotentialThreatPos void CAI_BaseNPC::SetPotentialThreatPos() Sets threat pos to take cover from
ClearPotentialThreatPos void CAI_BaseNPC::ClearPotentialThreatPos() Clears threat pos to take cover from
SetSecondaryEnemy void CAI_BaseNPC::SetSecondaryEnemy() Sets secondary enemy, use for special behaviors only
ClearEnemyMemory void CAI_BaseNPC::ClearEnemyMemory() Clears memory about current enemy
ClearAllEnemyMemory void CAI_BaseNPC::ClearAllEnemyMemory() Clears memory about all enemies
RequestSpecialRangeAttack void CAI_BaseNPC::RequestSpecialRangeAttack() Request AI to do special attack when possible, resets to off after attack is done
SetEnemyChangeCallback void CAI_BaseNPC::SetEnemyChangeCallback( void functionref( entity self ) ) Sets the callback function when to be used when the NPCs enemy changes
GetPrevScheduleName string CAI_BaseNPC::GetPrevScheduleName() Gets the previous NPC schedule
GetCurScheduleName string CAI_BaseNPC::GetCurScheduleName() Gets the current NPC schedule
SetDefaultSchedule void CAI_BaseNPC::SetDefaultSchedule( string ) Sets the default schedule to use when there is nothing else to do
SetEfficientMode void CAI_BaseNPC::SetEfficientMode( bool ) Sets whether this npc should run in efficient mode (less frequent think)
SetThinkEveryFrame void CAI_BaseNPC::SetThinkEveryFrame() Sets whether this npc should think every frame. Should only be used briefly to match up animation with non-npc entity
DoRodeoAttack void CAI_BaseNPC::DoRodeoAttack( bool ) Do rodeo attack while attach on enemy
SetRodeoAllowed void CAI_BaseNPC::SetRodeoAllowed() Set if this NPC can be rodeoed
SetAimAssistForcePullPitchEnabled void CAI_BaseNPC::SetAimAssistForcePullPitchEnabled( bool forcePitchEnabled )
SetHologram void CAI_BaseNPC::SetHologram() Make this NPC a hologram. It will generate hologram impact effects when hit.
ClearHologram void CAI_BaseNPC::ClearHologram() Make this NPC no longer a hologram.
Freeze void CAI_BaseNPC::Freeze() Freeze NPC
Unfreeze void CAI_BaseNPC::Unfreeze() Unfreeze NPC
IsFrozen bool CAI_BaseNPC::IsFrozen() Returns true if the NPC is currently frozen
DisableNPCFlag void CAI_BaseNPC::DisableNPCFlag() Turn off NPC_* flags
DisableNPCMoveFlag void CAI_BaseNPC::DisableNPCMoveFlag() Turn off NPCMF_* flags
EnableNPCFlag void CAI_BaseNPC::EnableNPCFlag() Turn on NPC_* flags
EnableNPCMoveFlag void CAI_BaseNPC::EnableNPCMoveFlag() Turn on NPCMF_* flags
SetNPCFlag void CAI_BaseNPC::SetNPCFlag() Set NPC_* flags
SetNPCMoveFlag void CAI_BaseNPC::SetNPCMoveFlag() Set NPCMF_* flags
GetNPCFlag bool CAI_BaseNPC::GetNPCFlag() Get NPC_* flags
GetNPCMoveFlag bool CAI_BaseNPC::GetNPCMoveFlag() Get NPCMF_* flags
SetCapabilityFlag void CAI_BaseNPC::SetCapabilityFlag() Set bits_CAP_* flags
GetCapabilityFlag bool CAI_BaseNPC::GetCapabilityFlag() Get bits_CAP_* flags
SetCanBeMeleeExecuted void CAI_BaseNPC::SetCanBeMeleeExecuted() Sets whether this npc is a valid melee execute target
SetCanBeGroundExecuted void CAI_BaseNPC::SetCanBeGroundExecuted() Sets whether this npc can be executed on ground
IsNonCombatAI bool CAI_BaseNPC::IsNonCombatAI() Returns if AI is a non-combat AI
CanBeMeleeExecuted bool CAI_BaseNPC::CanBeMeleeExecuted() Sets whether this npc is a valid melee execute target
CanBeGroundExecuted bool CAI_BaseNPC::CanBeGroundExecuted() Sets whether this npc is a valid ground execute target
SetValidHealthBarTarget void CAI_BaseNPC::SetValidHealthBarTarget( bool ) Sets whether this npc can display a healthbar
IsValidHealthBarTarget bool CAI_BaseNPC::IsValidHealthBarTarget() Sets whether this npc can display a healthbar
SetNPCMoveSpeedScale void CAI_BaseNPC::SetNPCMoveSpeedScale() Sets movement speed multiplier
SetDangerousAreaRadius void CAI_BaseNPC::SetDangerousAreaRadius()
IsInterruptable bool CAI_BaseNPC::IsInterruptable() Returns if AI is in a state that can be interrupted
IsInsideIndoorArea bool CAI_BaseNPC::IsInsideIndoorArea() Returns if AI is indoors. Indoors is based off AI reaching path nodes inside trigger volume 'trigger_indoor_area'
IsAtShootingCoverHint bool CAI_BaseNPC::IsAtShootingCoverHint()
SetDangerousAreaReactionTime void CAI_BaseNPC::SetDangerousAreaReactionTime()
IsSecondaryAttack bool CAI_BaseNPC::IsSecondaryAttack() If AI is using secondary attack
AISetting_BaseHealth int CAI_BaseNPC::AISetting_BaseHealth()
AISetting_MaxFlyingSpeed float CAI_BaseNPC::AISetting_MaxFlyingSpeed()
AISetting_GetDefaultWeapon string CAI_BaseNPC::AISetting_GetDefaultWeapon()
AISetting_GetGrenadeWeapon string CAI_BaseNPC::AISetting_GetGrenadeWeapon()
AISetting_SummonDrone string CAI_BaseNPC::AISetting_SummonDrone()
AISetting_MeleeChargeSet string CAI_BaseNPC::AISetting_MeleeChargeSet()
AISetting_LeechAnimSet string CAI_BaseNPC::AISetting_LeechAnimSet()
AISetting_LeechAnimTag string CAI_BaseNPC::AISetting_LeechAnimTag()
AISetting_LeechDataKnifeTag string CAI_BaseNPC::AISetting_LeechDataKnifeTag()
AISetting_OnLeechFunc <unknown> CAI_BaseNPC::AISetting_OnLeechFunc()
AISetting_ShootableByFriendlyPlayer bool CAI_BaseNPC::AISetting_ShootableByFriendlyPlayer()
GetMeleeDamageMaxForTarget int CAI_BaseNPC::GetMeleeDamageMaxForTarget()
Anim_ScriptedPlay void CAI_BaseNPC::Anim_ScriptedPlay( string ) Same as Anim_Play but block AI
Anim_ScriptedPlayWithRefPoint void CAI_BaseNPC::Anim_ScriptedPlayWithRefPoint( string, Vector, Vector, float ) Same as Anim_PlayWithRefPoint but block AI
Anim_ScriptedPlayActivityByName void CAI_BaseNPC::Anim_ScriptedPlayActivityByName()
Anim_ScriptedPlayActivityByNameWithRefPoint void CAI_BaseNPC::Anim_ScriptedPlayActivityByNameWithRefPoint()
Anim_ScriptedJump void CAI_BaseNPC::Anim_ScriptedJump() Play jump animation to position
Anim_ScriptedAddGestureSequence void CAI_BaseNPC::Anim_ScriptedAddGestureSequence() Play a gesture by sequence name
Anim_ScriptedAddGestureActivity void CAI_BaseNPC::Anim_ScriptedAddGestureActivity() Play a gesture by activity and set if it should auto kill on finishing
Anim_ScriptedRemoveGestureActivity void CAI_BaseNPC::Anim_ScriptedRemoveGestureActivity() Remove a gesture by activity
Anim_ScriptedRemoveAllGestures void CAI_BaseNPC::Anim_ScriptedRemoveAllGestures() Remove all gesture animations
SetAllowSpecialJump void CAI_BaseNPC::SetAllowSpecialJump() Set allowing special jumps
GetNPCViewVector Vector CAI_BaseNPC::GetNPCViewVector() Get current aim direction
GetNPCViewForward Vector CAI_BaseNPC::GetNPCViewForward() Get current aim direction
GetNPCViewUp Vector CAI_BaseNPC::GetNPCViewUp() Get current aim up
GetNPCViewRight Vector CAI_BaseNPC::GetNPCViewRight() Get current aim right
GetMaxEnemyDist float CAI_BaseNPC::GetMaxEnemyDist()
GetMaxEnemyDistHeavyArmor float CAI_BaseNPC::GetMaxEnemyDistHeavyArmor()
GetMaxTurretYaw float CAI_BaseNPC::GetMaxTurretYaw()
Dev_GetAISettingByKeyField <unknown> CAI_BaseNPC::Dev_GetAISettingByKeyField() Get AI setting key field.
Dev_GetAISettingAssetByKeyField asset CAI_BaseNPC::Dev_GetAISettingAssetByKeyField( string ) Get AI setting key field. Assume return type is an asset
AssaultPointToAnim void CAI_BaseNPC::AssaultPointToAnim(vector point, vector angles, string animName, bool doArrival, float tolerance) 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.
LastKnownPosition vector ornull CAI_BaseNPC::LastKnownPosition(entity enemy) Returns the last known position(LKP) that an AI has for a given enemy
LastSeenPosition vector ornull CAI_BaseNPC::LastSeenPosition(entity enemy) Returns the last seen position(LSP) that an AI has for a given enemy
SquadLastKnownPosition vector CAI_BaseNPC::SquadLastKnownPosition() ParameterMask:[.] Gets the NPC's squad's last known position of their enemy

CAI_Hint

Extends CBaseEntity.

Methods

Function Signature Description
GetHintType string CAI_Hint::GetHintType() Gets the type of the hint, such as "window" or "door"
GetHintGenericType string CAI_Hint::GetHintGenericType() Gets the Generic Hint for "generic" hint types
SetHintDisabled void CAI_Hint::SetHintDisabled() Sets whether or not any AI can use this hint

CAI_SkitNode

Extends CBaseEntity.

Methods

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

CAI_TrackPather

Extends CAI_BaseNPC.

Methods

Function Signature Description
FlyPath void CAI_TrackPather::FlyPath( handle ) Fly forward along the path starting with the specified node.
FlyPathBackward void CAI_TrackPather::FlyPathBackward( handle ) Fly along the path nodes in reverse order, starting with the specified node.
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.
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.
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.
FlyToPoint void CAI_TrackPather::FlyToPoint( Vector ) Fly to a position in space.

CBaseAnimating

Extends CBaseEntity.

Methods

Function Signature Description
LookupAttachment int CBaseAnimating::LookupAttachment( string ) Get the named attachment id
SetDoomed void CBaseAnimating::SetDoomed() Set this entity to use doomed animations
ClearDoomed void CBaseAnimating::ClearDoomed() Set this entity to not use doomed animations
GetAttachmentOrigin Vector CBaseAnimating::GetAttachmentOrigin( int ) Get the attachement id's origin vector
GetAttachmentAngles Vector CBaseAnimating::GetAttachmentAngles( int ) Get the attachement id's angles as a p,y,r vector
GetAttachmentForward Vector CBaseAnimating::GetAttachmentForward() Get the attachement id's forward vector
LookupSequence int CBaseAnimating::LookupSequence( string ) Get integer index for sequence string
GetSequenceDuration float CBaseAnimating::GetSequenceDuration( string ) Get animation sequence duration in seconds
GetAnimDeltas Vector CBaseAnimating::GetAnimDeltas( int, float, float ) Get animation position deltas
GetAnimEndPos Vector CBaseAnimating::GetAnimEndPos( int, float, float ) Get where animation will end up if played from current position and angles
SetBodygroup void CBaseAnimating::SetBodygroup( int, int ) Sets a bodygroup
IsSequenceFinished bool CBaseAnimating::IsSequenceFinished() Ask whether the main sequence is done playing
SetFullBodygroup void CBaseAnimating::SetFullBodygroup( int ) Sets the entire bodygroup state.
GetFullBodygroup int CBaseAnimating::GetFullBodygroup() Gets the entire bodygroup state.
FindBodyGroup int CBaseAnimating::FindBodyGroup( string ) Given ( groupName ), find a bodygroup index by name.
GetBodyGroupState int CBaseAnimating::GetBodyGroupState( int ) Given ( groupIndex ), gets the currently active model index of a bodygroup.
GetBodyGroupModelCount int CBaseAnimating::GetBodyGroupModelCount( int ) Given ( groupIndex ), gets the number of models in a bodygroup.
SetDoFaceAnimations void CBaseAnimating::SetDoFaceAnimations( bool ) Set whether this model should do face animations or not
LookupPoseParameterIndex int CBaseAnimating::LookupPoseParameterIndex( string ) Get the specified pose parameter index by name. Returns -1 if not found.
SetPoseParameter void CBaseAnimating::SetPoseParameter( int, float ) Set the specified pose parameter to the specified value
SetPoseParameterOverTime void CBaseAnimating::SetPoseParameterOverTime() Set the specified pose parameter to the specified value over the given duration
GetPoseParameter float CBaseAnimating::GetPoseParameter( int ) Get the specified pose parameter value
SetPoseParametersSameAs void CBaseAnimating::SetPoseParametersSameAs() Set pose parameters to be the same as the given entity
SequenceTransitionFromEntity void CBaseAnimating::SequenceTransitionFromEntity() Initialize the sequence transitioner to blend from the given entity
Anim_HasSequence bool CBaseAnimating::Anim_HasSequence( string ) Returns bool whether the entity's model has the specified sequence.
Anim_HasActivity bool CBaseAnimating::Anim_HasActivity( string ) Returns bool whether the entity's model has the specified activity.
Anim_GetActivity int CBaseAnimating::Anim_GetActivity() Returns enum value for the current activity e.g. ACT_***
Anim_Play void CBaseAnimating::Anim_Play( string ) Play an anim without trying to set origin/angles.
Anim_NonScriptedPlay void CBaseAnimating::Anim_NonScriptedPlay( string ) Just sets the current sequence, without the entity entering a scripted anim mode.
Anim_PlayWithRefPoint void CBaseAnimating::Anim_PlayWithRefPoint( string, Vector, Vector, float ) Plays an animation with a specific ref point.
Anim_DisableAnimDelta void CBaseAnimating::Anim_DisableAnimDelta() Disables movement due to animation delta.
Anim_DisableUpdatePosition void CBaseAnimating::Anim_DisableUpdatePosition() Disables moving the entity around via the animation. In other words, they will just animate in place.
Anim_GetRefLocalOffset Vector CBaseAnimating::Anim_GetRefLocalOffset( string ) Gets position local offset from ref point for an animation.
Anim_EnablePlanting void CBaseAnimating::Anim_EnablePlanting() Enables collision and causes ref to move in Z to keep entity on ground.
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.
Anim_SetInitialTime void CBaseAnimating::Anim_SetInitialTime( float ) Sets the initial time (in seconds) that the given animation will begin playing at
Anim_SetStartTime void CBaseAnimating::Anim_SetStartTime() Immediately setup up the animation like as if it had actually already started at the given start time
Anim_IgnoreParentRotation void CBaseAnimating::Anim_IgnoreParentRotation() Ignore parent rotation when playing relative to a parent attachment. Turns off automatically on Anim_Stop
Anim_IsActive bool CBaseAnimating::Anim_IsActive() Returns true if currently playing an animation from Anim_Play*()
Anim_Stop void CBaseAnimating::Anim_Stop() Stops the current animation started by Anim_Play*() after signaling "ScriptAnimStop"
Code_Anim_Stop void CBaseAnimating::Code_Anim_Stop() Stops the current animation started by Anim_Play*()
Anim_DisableSequenceTransition void CBaseAnimating::Anim_DisableSequenceTransition() Snaps into the animation straight away rather than blending it in from its previous sequence.
GetSkin int CBaseAnimating::GetSkin() Get skin
SetSkin void CBaseAnimating::SetSkin( int ) Sets the skin
GetCamo int CBaseAnimating::GetCamo() Get camo index.
SetCamo void CBaseAnimating::SetCamo( int ) Set camo index. -1 is default.
SetDecal void CBaseAnimating::SetDecal( int decalIndex ) Sets the decalIndex.
GetDecal int CBaseAnimating::GetDecal() Gets the decalIndex.
BecomeRagdoll bool CBaseAnimating::BecomeRagdoll( Vector ) Turns the entity into a client-side ragdoll; returns true for success
SetRagdollImpactFX void CBaseAnimating::SetRagdollImpactFX( int ) When this entity becomes a client ragdoll it will do impact fx according to the passed ImpactTable index (PrecacheImpactEffectTable)
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.
Gib void CBaseAnimating::Gib( vector impulseforce ) Gib this entity
Dissolve void CBaseAnimating::Dissolve( int, Vector, int ) Dissolve this entity
DissolveNonLethal void CBaseAnimating::DissolveNonLethal() Dissolve this entity without killing it.
DissolveStop void CBaseAnimating::DissolveStop() If this.IsDissolving(), stop the effect.
IsDissolving bool CBaseAnimating::IsDissolving() True if entity is dissolving.
DisableFastPathRendering void CBaseAnimating::DisableFastPathRendering() Disable fast-path rendering for this entity. Don't use this unless you really need to.
GetAnimEventCycleFrac float CBaseAnimating::GetAnimEventCycleFrac( string, string ) Returns the cycle for the given event in the given animation sequence. Returns -1 on any errors.
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.
LerpSkyScale void CBaseAnimating::LerpSkyScale( float, float ) Sets the sky scale for this entity. Pass in target skyscale and time to lerp to that value.
SetRecordedAnimationPlaybackRate void CBaseAnimating::SetRecordedAnimationPlaybackRate() Sets the playback rate of the recorded animation started with PlayRecordedAnimation().
GetCycle float CBaseAnimating::GetCycle() Get how far through the animation is.
SetPlaybackRate void CBaseAnimating::SetPlaybackRate() Set the play back rate
Anim_GetStartForRefPoint AnimRefPoint CBaseAnimating::Anim_GetStartForRefPoint(string animName, vector origin, vector angles) Gets the starting position for an animation played with a specific ref point.
Anim_GetStartForRefEntity AnimRefPoint CBaseAnimating::Anim_GetStartForRefEntity(string animName, entity ent, string attachment) Gets the starting position for an animation played with a parent entity and attachment as a ref point.
Anim_GetStartForRefPoint_Old table CBaseAnimating::Anim_GetStartForRefPoint_Old(animName, referencePosition, referenceAngles) ParameterMask:[.svv] Gets the starting position for an animation played with a specific ref point.
Anim_GetStartForRefEntity_Old table CBaseAnimating::Anim_GetStartForRefEntity_Old(animName, referenceEntity, referenceAttachment) ParameterMask:[.ses] Gets the starting position for an animation played with a parent entity and attachment as a ref point.
Anim_GetAttachmentAtTime Attachment CBaseAnimating::Anim_GetAttachmentAtTime(string animName, string attachName, float time) Returns the position and angle of an attachment at the given time in the given animation
PlayRecordedAnimation void CBaseAnimating::PlayRecordedAnimation(var recordedAnim, vector origin, vector angles, float blendtime = 0, entity ref = null) Plays an animation recorded via StartRecordingAnimation(). If ref entity is specified, origin and angles should be in its local space.

CBaseCombatCharacter

Extends CBaseAnimating.

Methods

Function Signature Description
GetActiveWeapon entity CBaseCombatCharacter::GetActiveWeapon() Returns the active weapon.
SetActiveWeaponByName void CBaseCombatCharacter::SetActiveWeaponByName() Sets the active weapon.
SetActiveWeaponBySlot void CBaseCombatCharacter::SetActiveWeaponBySlot() Sets the active weapon.
GetAntiTitanWeapon entity CBaseCombatCharacter::GetAntiTitanWeapon() Returns the anti titan weapon.
GetSidearmWeapon entity CBaseCombatCharacter::GetSidearmWeapon() Returns the active weapon.
GetLatestPrimaryWeapon entity CBaseCombatCharacter::GetLatestPrimaryWeapon() Returns the last primary weapon used
GetSelectedWeapon entity CBaseCombatCharacter::GetSelectedWeapon() Returns the selected weapon.
IsWeaponDisabled bool CBaseCombatCharacter::IsWeaponDisabled() Returns true if the weapon is disabled
IsUsingOffhandWeapon bool CBaseCombatCharacter::IsUsingOffhandWeapon() Returns true if player is using their offhand weapon
OffsetPositionFromView Vector CBaseCombatCharacter::OffsetPositionFromView( Vector, Vector ) Returns position that has been offset relative to the view
OffsetFromViewAngles Vector CBaseCombatCharacter::OffsetFromViewAngles( Vector ) Returns angles that has been offset relative to the view
RefillAllAmmo void CBaseCombatCharacter::RefillAllAmmo() Refills ammo for all equipped weapons.
GetActiveWeaponPrimaryAmmoLoaded int CBaseCombatCharacter::GetActiveWeaponPrimaryAmmoLoaded() Get the amount of currently loaded ammo in the active weapon.
SetActiveWeaponPrimaryAmmoTotal void CBaseCombatCharacter::SetActiveWeaponPrimaryAmmoTotal( int ) Set the total amount of ammo for the active weapon that this character has.
SetActiveWeaponPrimaryAmmoLoaded void CBaseCombatCharacter::SetActiveWeaponPrimaryAmmoLoaded( int ) Set the amount of currently loaded ammo in the active weapon.
GetWeaponAmmoStockpile int CBaseCombatCharacter::GetWeaponAmmoStockpile( handle ) Get the total amount of ammo for the specified weapon that this character has.
GetWeaponAmmoLoaded int CBaseCombatCharacter::GetWeaponAmmoLoaded( handle ) Get the amount of currently loaded ammo in the specified weapon.
GetWeaponAmmoMaxLoaded int CBaseCombatCharacter::GetWeaponAmmoMaxLoaded( handle ) Get the max amount loaded ammo in the specified weapon.
ReplaceActiveWeapon void CBaseCombatCharacter::ReplaceActiveWeapon( string ) Take the current weapon and instantly replace with the new weapon. This will skip any holster and draw animations.
GiveExistingOffhandWeapon void CBaseCombatCharacter::GiveExistingOffhandWeapon( handle, int ) Give an existing weapon to the specified slot
TakeOffhandWeapon void CBaseCombatCharacter::TakeOffhandWeapon( int ) Take the offhand weapon in the specified slot.
TakeOffhandWeapon_NoDelete entity CBaseCombatCharacter::TakeOffhandWeapon_NoDelete( int ) Take the offhand weapon in the specified slot and return the weapon entity
GetOffhandWeapon entity CBaseCombatCharacter::GetOffhandWeapon( int ) Get the offhand weapon in the specified slot.
ClearOffhand void CBaseCombatCharacter::ClearOffhand() Clear offhand weapons
TakeWeapon void CBaseCombatCharacter::TakeWeapon( string ) Take the weapon by name.
TakeWeaponNow void CBaseCombatCharacter::TakeWeaponNow() Take the weapon by name, skipping any put-the-weapon-away formalities.
TakeWeapon_NoDelete entity CBaseCombatCharacter::TakeWeapon_NoDelete( string ) Take the weapon by name and returns weapon entity without deleting it.
SetInventoryChangedCallbackEnabled void CBaseCombatCharacter::SetInventoryChangedCallbackEnabled( bool ) Sets whether this entity will generate a callback to CodeCallback_OnInventoryChanged when its inventory changes
GetPlayerOrNPCViewVector Vector CBaseCombatCharacter::GetPlayerOrNPCViewVector() Gets the forward view vector of a player or NPC. Prefer GetViewVector or GetNPCViewVector when you know whether you're working with a player or NPC.
GetPlayerOrNPCViewForward Vector CBaseCombatCharacter::GetPlayerOrNPCViewForward() Gets the forward view vector of a player or NPC. Prefer GetViewForward or GetNPCViewForward when you know whether you're working with a player or NPC.
GetPlayerOrNPCViewUp Vector CBaseCombatCharacter::GetPlayerOrNPCViewUp() Gets the up view vector of a player or NPC. Prefer GetViewUp or GetNPCViewUp when you know whether you're working with a player or NPC.
GetPlayerOrNPCViewRight Vector CBaseCombatCharacter::GetPlayerOrNPCViewRight() Gets the right view vector of a player or NPC. Prefer GetViewright or GetNPCViewRight when you know whether you're working with a player or NPC.
SetOutOfBoundsDeadTime void CBaseCombatCharacter::SetOutOfBoundsDeadTime() Set time at which this player or NPC titan will die from being out of bounds (assuming it doesn't move into bounds)
GetOutOfBoundsDeadTime float CBaseCombatCharacter::GetOutOfBoundsDeadTime() Get time at which this player or NPC titan will die from being out of bounds (assuming it doesn't move into bounds)
GetAttackSpreadAngle float CBaseCombatCharacter::GetAttackSpreadAngle() Returns the player or NPC's attack spread in degrees from one side of the cone to the other.
GiveExistingWeapon void CBaseCombatCharacter::GiveExistingWeapon() Give an existing weapon entity to player or AI
GetMeleeWeapon entity CBaseCombatCharacter::GetMeleeWeapon()
ResetHealthChangeRate void CBaseCombatCharacter::ResetHealthChangeRate() Reset health change rate for AI logic
SetHealthPerSegment void CBaseCombatCharacter::SetHealthPerSegment() Set amount of health per segment
GetHealthPerSegment int CBaseCombatCharacter::GetHealthPerSegment() Get amount of health per segment
SetTitanSoul void CBaseCombatCharacter::SetTitanSoul( handle ) Sets the titanSoul of this entity
GetTitanSoul entity CBaseCombatCharacter::GetTitanSoul() Gets the titanSoul for this entity
GetSettingsHeadshotFX asset CBaseCombatCharacter::GetSettingsHeadshotFX() Get headshot fx from settings
SetCloakReactEndTime void CBaseCombatCharacter::SetCloakReactEndTime()
IsPhaseShiftedOrPending bool CBaseCombatCharacter::IsPhaseShiftedOrPending()
PhaseShiftBegin void CBaseCombatCharacter::PhaseShiftBegin()
EnablePhaseShiftFlags void CBaseCombatCharacter::EnablePhaseShiftFlags()
DisablePhaseShiftFlags void CBaseCombatCharacter::DisablePhaseShiftFlags()
PhaseShiftCancel void CBaseCombatCharacter::PhaseShiftCancel()
PhaseShiftTimeRemaining float CBaseCombatCharacter::PhaseShiftTimeRemaining() Time left in phase shift.
PhaseShiftTimePassed float CBaseCombatCharacter::PhaseShiftTimePassed()
GetEntityAtPhaseShiftExitPosition entity CBaseCombatCharacter::GetEntityAtPhaseShiftExitPosition() Gets the entity you are about to phase shift into
ContextAction_IsActive bool CBaseCombatCharacter::ContextAction_IsActive() Returns whether in the middle of any context action (like melee or leeching)
ContextAction_IsBusy bool CBaseCombatCharacter::ContextAction_IsBusy() Returns whether in the middle of a busy context action
ContextAction_IsLeeching bool CBaseCombatCharacter::ContextAction_IsLeeching() Returns whether in the middle of a leeching context action
ContextAction_IsMeleeExecution bool CBaseCombatCharacter::ContextAction_IsMeleeExecution() Returns true if the entity is in the middle of a melee execution context action
ContextAction_IsMeleeExecutionAttacker bool CBaseCombatCharacter::ContextAction_IsMeleeExecutionAttacker() Returns true if the entity is an attacker in the middle of a melee execution context action
ContextAction_IsMeleeExecutionTarget bool CBaseCombatCharacter::ContextAction_IsMeleeExecutionTarget() Returns true if the entity is a target in the middle of a melee execution context action
ContextAction_IsRequisitionBattery bool CBaseCombatCharacter::ContextAction_IsRequisitionBattery() Returns whether entity is in the middle of a battery requisition context action
ContextAction_IsRodeo bool CBaseCombatCharacter::ContextAction_IsRodeo() Returns whether the player is in a rodeo context action
ContextAction_IsInVehicle bool CBaseCombatCharacter::ContextAction_IsInVehicle() Returns whether the player is in a vehicle context action
ContextAction_IsZipline bool CBaseCombatCharacter::ContextAction_IsZipline() Returns whether the player is in a zipline context action
ContextAction_IsFastball bool CBaseCombatCharacter::ContextAction_IsFastball() Returns whether the player is in a fastball context action
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)
ContextAction_ClearBusy void CBaseCombatCharacter::ContextAction_ClearBusy() Marks the entity as no longer doing some kind of context action
ContextAction_SetInVehicle void CBaseCombatCharacter::ContextAction_SetInVehicle() Marks the entity as inside a vehicle
ContextAction_ClearInVehicle void CBaseCombatCharacter::ContextAction_ClearInVehicle() Marks the entity as no longer inside a vehicle
ContextAction_SetFastball void CBaseCombatCharacter::ContextAction_SetFastball() Marks that the entity is executing a fastball
ContextAction_ClearFastball void CBaseCombatCharacter::ContextAction_ClearFastball() Marks that the entity as no longer executing a fastball
PlayerMelee_ExecutionStartAttacker bool CBaseCombatCharacter::PlayerMelee_ExecutionStartAttacker( float ) Let script tell code a melee attack has started (for the attacker)
PlayerMelee_ExecutionStartTarget bool CBaseCombatCharacter::PlayerMelee_ExecutionStartTarget( handle ) Let script tell code a melee attack has started (for the target/victim)
PlayerMelee_ExecutionEndAttacker bool CBaseCombatCharacter::PlayerMelee_ExecutionEndAttacker() Let script tell code a melee attack has ended (for the attacker)
PlayerMelee_ExecutionEndTarget bool CBaseCombatCharacter::PlayerMelee_ExecutionEndTarget() Let script tell code a melee attack has ended (for the target/victim)
Event_LeechStart void CBaseCombatCharacter::Event_LeechStart() Let script tell code a leech has started
Event_LeechEnd void CBaseCombatCharacter::Event_LeechEnd() Let script tell code a leech has ended
ContextAction_RequisitionBatteryStart void CBaseCombatCharacter::ContextAction_RequisitionBatteryStart() Let script tell code battery requisitioning has started
ContextAction_RequisitionBatteryEnd void CBaseCombatCharacter::ContextAction_RequisitionBatteryEnd() Let script tell code battery requisitioning has ended
PrintInventory void CBaseCombatCharacter::PrintInventory() Prints the contents of the weapon inventory to the console
SetNPCPriorityOverride void CBaseCombatCharacter::SetNPCPriorityOverride( int ) Sets NPC enemy selection priority override. Refer to player/AI settings files for values
SetNPCPriorityOverride_NoThreat void CBaseCombatCharacter::SetNPCPriorityOverride_NoThreat() AI will never naturally choose this entity as their enemy
ClearNPCPriorityOverride void CBaseCombatCharacter::ClearNPCPriorityOverride() Clears NPC enemy selection priority override
DropWeapon void CBaseCombatCharacter::DropWeapon() drops a weapon using the default class behavior
SetHudInfoVisibilityTestAlwaysPasses void CBaseCombatCharacter::SetHudInfoVisibilityTestAlwaysPasses( bool alwaysPasses )
GetFirstRodeoRider entity CBaseCombatCharacter::GetFirstRodeoRider() Returns the first rodeo rider found or null if there are none.
GetRodeoRider entity CBaseCombatCharacter::GetRodeoRider() Returns rodeo rider (if there is one) at the given slot.
SetRodeoRider void CBaseCombatCharacter::SetRodeoRider() Sets the rodeo rider at the given slot.
GetNumRodeoSlots int CBaseCombatCharacter::GetNumRodeoSlots() Returns number of rodeo slots available on this entity.
SetNumRodeoSlots void CBaseCombatCharacter::SetNumRodeoSlots() Sets the maximum number of rodeo slots available on this entity.
SetTargetInfoIcon void CBaseCombatCharacter::SetTargetInfoIcon( asset newIcon ) Exposed to client targetinfo RUIs as 'image targetIcon' arg.
AddTether int CBaseCombatCharacter::AddTether() Adds a tether to this player or AI. Returns an integer ID
RemoveTether void CBaseCombatCharacter::RemoveTether() Removes a tether from this player or AI. ID should be return value of AddPlayerTether.
IsValidTetherID bool CBaseCombatCharacter::IsValidTetherID() Checks if the tether still exists. ID should be return value of AddPlayerTether.
TransferTethersToEntity void CBaseCombatCharacter::TransferTethersToEntity() Transfers all tethers to another entity. Destroys all tethers on the destination entity, if any.
GetLastFiredTime float CBaseCombatCharacter::GetLastFiredTime() Returns the last time the entity fired a bullet weapon.
AddSharedEnergy void CBaseCombatCharacter::AddSharedEnergy()
TakeSharedEnergy void CBaseCombatCharacter::TakeSharedEnergy()
CanUseSharedEnergy bool CBaseCombatCharacter::CanUseSharedEnergy()
GetSharedEnergyCount int CBaseCombatCharacter::GetSharedEnergyCount()
SetSharedEnergyTotal void CBaseCombatCharacter::SetSharedEnergyTotal()
GetSharedEnergyTotal int CBaseCombatCharacter::GetSharedEnergyTotal()
SetSharedEnergyRegenRate void CBaseCombatCharacter::SetSharedEnergyRegenRate()
GetSharedEnergyRegenRate float CBaseCombatCharacter::GetSharedEnergyRegenRate()
SetSharedEnergyRegenDelay void CBaseCombatCharacter::SetSharedEnergyRegenDelay()
GetSharedEnergyRegenDelay float CBaseCombatCharacter::GetSharedEnergyRegenDelay()
GetMainWeapons array< entity > CBaseCombatCharacter::GetMainWeapons() Get array of the main weapons.
GiveOffhandWeapon void CBaseCombatCharacter::GiveOffhandWeapon(string weaponName, int slotIndex, array< string > mods = null) Give the offhand weapon in the specified slot, and optionally apply active mods.
GetOffhandWeapons array< entity > CBaseCombatCharacter::GetOffhandWeapons() Get array of the offhand weapons.
GiveWeapon entity CBaseCombatCharacter::GiveWeapon(string weaponname, array< string > mods = null) Create a weapon of the given classname, and optionally apply active mods.

CBaseCombatWeapon

Extends CBaseAnimating.

Methods

Function Signature Description
GetWeaponPrintName <unknown> CBaseCombatWeapon::GetWeaponPrintName() Returns the display name of the weapon
GetWeaponDescription <unknown> CBaseCombatWeapon::GetWeaponDescription() Returns the description of the weapon
SetDroppedModel void CBaseCombatWeapon::SetDroppedModel( asset )
SetWeaponConstrained void CBaseCombatWeapon::SetWeaponConstrained() Constrains a non-carried weapon in place. Similar to parenting a non-carried weapon.
LookupWorldModelAttachment int CBaseCombatWeapon::LookupWorldModelAttachment() Returns index for the given attachment on the weapon's world model.
LookupViewModelAttachment int CBaseCombatWeapon::LookupViewModelAttachment() Returns index for the given attachment on the weapon's view model.

CBaseEntity

Extends undefined.

Methods

Function Signature Description
GetHealth int CBaseEntity::GetHealth()
GetMaxHealth int CBaseEntity::GetMaxHealth()
SetHealth void CBaseEntity::SetHealth( int )
SetMaxHealth void CBaseEntity::SetMaxHealth( int )
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
IsEntAlive bool CBaseEntity::IsEntAlive() Is this entity alive?
GetArmorType int CBaseEntity::GetArmorType() Get the entity's armor type
SetModel void CBaseEntity::SetModel( asset ) Set the file path of the model
SetUsePrompts void CBaseEntity::SetUsePrompts( string, string ) Sets the entity's hold use and press use prompts.
GetNoTarget bool CBaseEntity::GetNoTarget()
SetNoTarget void CBaseEntity::SetNoTarget( bool )
GetNoTargetSmartAmmo bool CBaseEntity::GetNoTargetSmartAmmo() Get whether the smart ammo system can see this target
SetNoTargetSmartAmmo void CBaseEntity::SetNoTargetSmartAmmo( bool ) Set whether the smart ammo system can see this target
IsDraw bool CBaseEntity::IsDraw()
IsSolid bool CBaseEntity::IsSolid() Returns true if solid entity
GetModelName asset CBaseEntity::GetModelName() Returns the name of the model
GetBodyGroupNameFromHitboxId <unknown> CBaseEntity::GetBodyGroupNameFromHitboxId() Returns Body group name from the hitboxid.
GetClassName string CBaseEntity::GetClassName()
GetTargetName string CBaseEntity::GetTargetName()
GetScriptName string CBaseEntity::GetScriptName() Returns the script_name for this entity
SetScriptName void CBaseEntity::SetScriptName() Sets the script_name for this entity
GetInstanceName string CBaseEntity::GetInstanceName() Returns the instance_name for this entity
GetPreTemplateName string CBaseEntity::GetPreTemplateName() Get the entity name stripped of template unique decoration
GetOrigin Vector CBaseEntity::GetOrigin()
GetLocalOrigin Vector CBaseEntity::GetLocalOrigin()
SetOrigin void CBaseEntity::SetOrigin( Vector ) Sets the position of the entity
SetAbsOrigin void CBaseEntity::SetAbsOrigin( Vector ) Sets the position of the entity relative to the world, regardless of parent orientation
SetAbsOriginSmooth void CBaseEntity::SetAbsOriginSmooth() Sets the position of the entity relative to the world, regardless of parent orientation. Does it by smoothly interpolating the entity to the new location.
SnapToAbsOrigin void CBaseEntity::SnapToAbsOrigin() Like SetAbsOrigin(), except it will not do any blending/lerping to the new location
SetLocalOrigin void CBaseEntity::SetLocalOrigin( Vector ) Sets the position of the entity relative to its parent
GetForwardVector Vector CBaseEntity::GetForwardVector() Get the forward vector of the entity
GetRightVector Vector CBaseEntity::GetRightVector() Get the right vector of the entity
GetUpVector Vector CBaseEntity::GetUpVector() Get the up vector of the entity
SetForwardVector void CBaseEntity::SetForwardVector( Vector ) Set the orientation of the entity to have this forward vector
SetAbsForwardVector void CBaseEntity::SetAbsForwardVector( Vector ) Set the orientation of the entity to have this forward vector relative to the world, regardless of parent orientation
SetLocalForwardVector void CBaseEntity::SetLocalForwardVector( Vector ) Set the orientation of the entity to have this forward vector relative to its parent
SetForwardVectorWithUp void CBaseEntity::SetForwardVectorWithUp( Vector, Vector ) Set the orientation of the entity to have this forward vector, based on the given up vector
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
GetVelocity Vector CBaseEntity::GetVelocity()
GetSmoothedVelocity Vector CBaseEntity::GetSmoothedVelocity() Get velocity that is weighted averaged with previous velocity
GetLocalVelocity Vector CBaseEntity::GetLocalVelocity()
SetVelocity void CBaseEntity::SetVelocity( Vector )
SetAngularVelocity void CBaseEntity::SetAngularVelocity( float, float, float ) Set the local angular velocity - takes float pitch,yaw,roll velocities
GetAngularVelocity Vector CBaseEntity::GetAngularVelocity() Get the local angular velocity - returns a vector of pitch,yaw,roll
GetCenter Vector CBaseEntity::GetCenter() Get vector to center of object - absolute coords
EyePosition Vector CBaseEntity::EyePosition() Get vector to eye position - absolute coords
ShipHack_PositionBetweenEyes Vector CBaseEntity::ShipHack_PositionBetweenEyes() The the position between the entity's eyes.
SetAngles void CBaseEntity::SetAngles( Vector ) Set entity pitch, yaw, roll
SetAbsAngles void CBaseEntity::SetAbsAngles( Vector ) Set entity pitch, yaw, roll relative to world, regardless of parent orientation
SetAbsAnglesSmooth void CBaseEntity::SetAbsAnglesSmooth() Set entity pitch, yaw, roll relative to world, regardless of parent orientation. Will smoothly interpolate to the new angles.
SetLocalAngles void CBaseEntity::SetLocalAngles( Vector ) Set entity pitch, yaw, roll relative to parent
GetAngles Vector CBaseEntity::GetAngles() Get entity pitch, yaw, roll as a vector
GetLocalAngles Vector CBaseEntity::GetLocalAngles() Get entity pitch, yaw, roll as a vector relative to parent
EyeAngles Vector CBaseEntity::EyeAngles() Get eye angles
SetSize void CBaseEntity::SetSize( Vector, Vector )
GetBoundingMins Vector CBaseEntity::GetBoundingMins() Get a vector containing min bounds, centered on object
GetBoundingMaxs Vector CBaseEntity::GetBoundingMaxs() Get a vector containing max bounds, centered on object
SetBlocksLOS void CBaseEntity::SetBlocksLOS( bool ) Sets whether this entity will block AI LOS
GetBlocksLOS bool CBaseEntity::GetBlocksLOS() Gets whether this entity will block AI LOS
SetBlocksRadiusDamage void CBaseEntity::SetBlocksRadiusDamage() Sets whether this entity will block radius damage. An entity may block radius damage for other reasons, but setting this flag ensures that it will.
GetBlocksRadiusDamage bool CBaseEntity::GetBlocksRadiusDamage() Gets whether this flag is set.
Destroy void CBaseEntity::Destroy()
GetTeam int CBaseEntity::GetTeam()
Code_SetTeam bool CBaseEntity::Code_SetTeam()
GetParent entity CBaseEntity::GetParent() If in hierarchy, retrieves the entity's parent
GetParentAttachment string CBaseEntity::GetParentAttachment() Gives the name of the attachment that we are parented to
GetParentAttachmentIndex int CBaseEntity::GetParentAttachmentIndex() Gives the index of the attachment that we are parented to
GetParentHitbox int CBaseEntity::GetParentHitbox() Gives the index of the hitbox that we are parented to
GetRootMoveParent entity CBaseEntity::GetRootMoveParent() If in hierarchy, walks up the hierarchy to find the root parent
FirstMoveChild entity CBaseEntity::FirstMoveChild()
NextMovePeer entity CBaseEntity::NextMovePeer()
SetValueForModelKey void CBaseEntity::SetValueForModelKey( asset ) type safe equivalent of ent.kv.model = model
GetValueForModelKey asset CBaseEntity::GetValueForModelKey() type safe equivalent of model = ent.kv.model
SetValueForTextureKey void CBaseEntity::SetValueForTextureKey( asset ) type safe equivalent of ent.kv.texture = model
GetValueForTextureKey asset CBaseEntity::GetValueForTextureKey() type safe equivalent of model = ent.kv.texture
SetValueForEffectNameKey void CBaseEntity::SetValueForEffectNameKey( asset ) type safe equivalent of ent.kv.effect_name = effect_name
GetValueForEffectNameKey asset CBaseEntity::GetValueForEffectNameKey() type safe equivalent of effect_name = ent.kv.effect_name
SetValueForKey bool CBaseEntity::SetValueForKey() @
GetValueForKey string CBaseEntity::GetValueForKey( string ) Get a string representation of the specified key's value.
GetTarget_Deprecated string CBaseEntity::GetTarget_Deprecated() Shortcut for GetValueForKey( "target" )
HasKey bool CBaseEntity::HasKey( string ) Returns true if the specified key exists on the entity.
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.
ValidateScriptScope bool CBaseEntity::ValidateScriptScope() Ensure that an entity's script scope has been created
GetScriptScope <unknown> CBaseEntity::GetScriptScope() Retrieve the script-side data associated with an entity
scope <unknown> CBaseEntity::scope() Retrieve the script-side data associated with an entity
GetScriptId string CBaseEntity::GetScriptId() Retrieve the unique identifier used to refer to the entity within the scripting system
GetOwner entity CBaseEntity::GetOwner() Gets this entity's owner
SetOwner void CBaseEntity::SetOwner( handle ) Sets this entity's owner
GetEntIndex int CBaseEntity::GetEntIndex() Get entity index of networked entity. Script error if the entity doesn't have an index
entindex int CBaseEntity::entindex()
AddToSpatialPartition void CBaseEntity::AddToSpatialPartition() Add entity to spatial partition data
RemoveFromSpatialPartition void CBaseEntity::RemoveFromSpatialPartition() Remove entity from spatial partition data
MarkAsNonMovingAttachment void CBaseEntity::MarkAsNonMovingAttachment() Marks this entity as an attachment that never moves away from the attachment point
DontIncludeParentBbox void CBaseEntity::DontIncludeParentBbox() Don't create a giant bounding box even though we are attached to an attachment
UseHitBoxForTraceCheck void CBaseEntity::UseHitBoxForTraceCheck() Hitbox overrides vphysics for trace checks on this entity
SetBoneMerge void CBaseEntity::SetBoneMerge() Treat entity as part of parent when calculating animations
ClearBoneMerge void CBaseEntity::ClearBoneMerge() Clear bone merge and unlink from parent
StopPhysics void CBaseEntity::StopPhysics() Stops physics for an entity
SetPhysics void CBaseEntity::SetPhysics() Sets the move type.
SetToSameParentAs void CBaseEntity::SetToSameParentAs() Sets this entity's move parent to be the same as the given entity's.
DumpParentingState void CBaseEntity::DumpParentingState() Prints information about the entity's parenting.
ClearParent void CBaseEntity::ClearParent() Clears an entity's parenting.
ClearHitboxAttachedChildren void CBaseEntity::ClearHitboxAttachedChildren() Clears all children attached to hitboxes
TransferChildrenTo void CBaseEntity::TransferChildrenTo( handle ) Transfers all children (entities parented to this entity) to another parent.
IsChild bool CBaseEntity::IsChild( handle ) Returns true if given entity is already a child of this entity
GetIndexForEntity int CBaseEntity::GetIndexForEntity() Get an index that can be used for kill replay.
GetPhysicsSolidMask int CBaseEntity::GetPhysicsSolidMask() Gets the solid mask for this entity
NotSolid void CBaseEntity::NotSolid() Set the entity to be not solid.
Solid void CBaseEntity::Solid() Sets an entity to solid (usually something that had NotSolid called on it.
SetBoundingBox void CBaseEntity::SetBoundingBox( Vector, Vector ) Specify the bounding box for this entity, also switch collision over to BBOX (may stop physics movement, etc.)
SetTouchTriggers void CBaseEntity::SetTouchTriggers( bool ) Set whether this entity will touch triggers
SetTitle void CBaseEntity::SetTitle( string ) Sets an entity's title. This may be displayed on client HUDs.
GetTitle string CBaseEntity::GetTitle() Gets an entity's title. This may be displayed on client HUDs.
IsPlayer bool CBaseEntity::IsPlayer() Returns true if entity is a player.
IsNPC bool CBaseEntity::IsNPC() Returns true if entity is an NPC.
IsWorld bool CBaseEntity::IsWorld() Returns true if entity is the world entity.
IsFuncBrush bool CBaseEntity::IsFuncBrush() Returns true if entity is a func brush.
IsProjectile bool CBaseEntity::IsProjectile() Returns true if this is a projectile.
IsTriggerBox bool CBaseEntity::IsTriggerBox() Returns true if this is a trigger box.
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.
GetEncodedEHandle int CBaseEntity::GetEncodedEHandle() Get an encoded handle to this ent, suitable for sending to client script.
HasOutput bool CBaseEntity::HasOutput( string ) Returns true if an entity has an output of the given name.
SetGroundEntity void CBaseEntity::SetGroundEntity() sets the ground entity on a given entity
EnableAttackableByAI void CBaseEntity::EnableAttackableByAI() Make AI treat this as a threat. Compare priority with values set in player and AI settings files
DisableAttackableByAI void CBaseEntity::DisableAttackableByAI() Clear this entity from being a threat to AI
SetAIObstacle void CBaseEntity::SetAIObstacle() Make AI try to path around this entity or not
GetWorldSpaceCenter Vector CBaseEntity::GetWorldSpaceCenter() Get the centerpoint of an entity.
GetBossPlayer entity CBaseEntity::GetBossPlayer() Gets the boss player for an entity
SetBossPlayer void CBaseEntity::SetBossPlayer( handle ) Mark this entity as belonging to the specified player
ClearBossPlayer void CBaseEntity::ClearBossPlayer() Clear this entity of any player ownership.
SetUsable void CBaseEntity::SetUsable() Marks this entity as usable by any player.
GetUsableValue int CBaseEntity::GetUsableValue() Returns a integer representing of the usable state, so that you can return to this state later.
SetUsableValue void CBaseEntity::SetUsableValue( int ) Sets the usable state by integer, which was earlier obtained from GetUsableValue().
AddUsableValue void CBaseEntity::AddUsableValue() Adds a usable type to the entity. Should not be called often as need to recompute partition mask everytime a new value is added
RemoveUsableValue void CBaseEntity::RemoveUsableValue() Removes a usable type from the entity. Should not be called often as need to recompute partition mask evertime a new value is removed
SetUsableByGroup void CBaseEntity::SetUsableByGroup( string ) Marks this entity as usable by specific players.
SetUsablePriority void CBaseEntity::SetUsablePriority() Sets the priority of a usable ent
SetUsableRadius void CBaseEntity::SetUsableRadius() Sets extra area for use ent
SetUsableFOV void CBaseEntity::SetUsableFOV() Set fov for this ent to use
SetUsableFOVByDegrees void CBaseEntity::SetUsableFOVByDegrees() Converts to cosine degrees
SetUsePromptSize void CBaseEntity::SetUsePromptSize()
UnsetUsable void CBaseEntity::UnsetUsable() Undoes the effects of SetUsable().
LagCompensate void CBaseEntity::LagCompensate( bool ) Make entity do lag compensation
SetFadeDistance void CBaseEntity::SetFadeDistance( float ) Set the distance that this entity starts fading.
RenderWithViewModels void CBaseEntity::RenderWithViewModels( bool ) Controls whether the given entity is drawn as a viewmodel or not
IsRenderingWithViewModels bool CBaseEntity::IsRenderingWithViewModels() Returns true if the entity is rendering in the view model pass
SetTakeDamageType void CBaseEntity::SetTakeDamageType() Sets the take damage type, DAMAGE_NO, DAMAGE_YES, DAMAGE_EVENTS_ONLY
IsMarkedForDeletion bool CBaseEntity::IsMarkedForDeletion() True if this entity is being removed (deleted or killed).
SetDoDestroyCallback void CBaseEntity::SetDoDestroyCallback( bool ) If true, this entity will be do a callback to script before being destroyed.
GetDamage float CBaseEntity::GetDamage() Returns the amount of damage this entity would potentially inflict.
IsSpottedByTeam bool CBaseEntity::IsSpottedByTeam( int ) Returns true if the given team has spotted this entity.
IsOnGround bool CBaseEntity::IsOnGround() True if standing on something
HasPusherRootParent bool CBaseEntity::HasPusherRootParent() If entity's root parent is a pusher
GetGroundEntity entity CBaseEntity::GetGroundEntity() Return ground entity
GetGroundRelativePos Vector CBaseEntity::GetGroundRelativePos() Transform a world space position to where it would be if moving ground entity is in its original position.
SetNameVisibleToOwner void CBaseEntity::SetNameVisibleToOwner( bool ) Set player visibility of this entity's name.
SetNameVisibleToFriendly void CBaseEntity::SetNameVisibleToFriendly( bool ) Set player visibility of this entity's name.
SetNameVisibleToEnemy void CBaseEntity::SetNameVisibleToEnemy( bool ) Set player visibility of this entity's name.
SetNameVisibleToNeutral void CBaseEntity::SetNameVisibleToNeutral( bool ) Set player visibility of this entity's name.
IsTitan bool CBaseEntity::IsTitan() True if the entity is titan type.
IsOperator bool CBaseEntity::IsOperator() True if the entity is operator type.
IsHuman bool CBaseEntity::IsHuman() True if the entity is human type.
IsMechanical bool CBaseEntity::IsMechanical() True if the entity is mechanical type
HasGibModel bool CBaseEntity::HasGibModel() True if the entity has gib models
IsZipline bool CBaseEntity::IsZipline() True if the entity is a zipline type.
IsBreakableGlass bool CBaseEntity::IsBreakableGlass() True if the entity is breakable glass.
IsPlayerDecoy bool CBaseEntity::IsPlayerDecoy() True if the entity is a player decoy.
IsHologram bool CBaseEntity::IsHologram() True if the entity is a hologram.
Minimap_SetAlignUpright void CBaseEntity::Minimap_SetAlignUpright( bool ) Tell this entity whether to draw always upright on client minimaps
Minimap_SetClampToEdge void CBaseEntity::Minimap_SetClampToEdge( bool ) Tell this entity whether to clamp to the edges of client minimaps when drawing
Minimap_SetHeightTracking void CBaseEntity::Minimap_SetHeightTracking() Tell this entity whether to use height tracking behavior on client minimaps
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
Minimap_AlwaysShow void CBaseEntity::Minimap_AlwaysShow( int, handle ) Forces this entity to show up on client minimaps that match the team or player handle
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
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)
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
Minimap_SetCustomState void CBaseEntity::Minimap_SetCustomState() A custom integer that can be RUI tracked on the client. Code behavior isn't affected by this variable. Must be positive or 0
IsCloaked bool CBaseEntity::IsCloaked( bool ) Return if entity is cloaked
GetCloakEndTime float CBaseEntity::GetCloakEndTime() Return when cloak ends (ie, when fade-in begins)
SetCloakDuration void CBaseEntity::SetCloakDuration( float, float, float ) Sets the cloak (fade in, duration, fade out); duration: -1 for infinite, 0 to turn off
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
SetCanCloak void CBaseEntity::SetCanCloak( bool ) Sets whether the entity can cloak or not
CanCloak bool CBaseEntity::CanCloak() Gets whether the entity can cloak or not
IsPhaseShifted bool CBaseEntity::IsPhaseShifted()
Highlight_GetCurrentContext int CBaseEntity::Highlight_GetCurrentContext() Get the current highlight context.
Highlight_GetCurrentInsideOpacity float CBaseEntity::Highlight_GetCurrentInsideOpacity() Get the inside opacity on the current context.
Highlight_GetCurrentOutlineOpacity float CBaseEntity::Highlight_GetCurrentOutlineOpacity() Get the outline opacity on the current context.
Highlight_GetInheritHighlight bool CBaseEntity::Highlight_GetInheritHighlight() Tells if this entity can inherit the highlighting settings from a parent entity if there is no local settings.
Highlight_GetInsideFunction int CBaseEntity::Highlight_GetInsideFunction() Get the inside function slot on the given context. 0 for a disabled a function.
Highlight_GetOutlineFunction int CBaseEntity::Highlight_GetOutlineFunction() Get the outline function slot on the given context. 0 for a disabled a function.
Highlight_GetOutlineRadius float CBaseEntity::Highlight_GetOutlineRadius() Get the outline radius on the given context.
Highlight_GetParam Vector CBaseEntity::Highlight_GetParam() Get custom parameters on the given context. Parameters are shared between inside and outline functions.
Highlight_GetState int CBaseEntity::Highlight_GetState() Get custom state on the given context.
Highlight_IsEntityVisible bool CBaseEntity::Highlight_IsEntityVisible() Tells if this entity will be drawn.
Highlight_IsAfterPostProcess bool CBaseEntity::Highlight_IsAfterPostProcess() Tells if this highlight will be drawn after all post-processes.
Highlight_Enable void CBaseEntity::Highlight_Enable() Enable highlighting on this entity.
Highlight_SetCurrentContext void CBaseEntity::Highlight_SetCurrentContext() Set the current highlight context. 0 by default. Server has priority over client. Use context -1 to disable highlighting.
Highlight_SetInheritHighlight void CBaseEntity::Highlight_SetInheritHighlight() Set if this entity can inherit the highlighting settings from a parent entity if there is no local settings. False by default. Shared by all contexts.
Highlight_SetFunctions void CBaseEntity::Highlight_SetFunctions() Set function slots on the given context. Use slot 0 to disable a function.
Highlight_SetParam void CBaseEntity::Highlight_SetParam() Set custom parameters on the given context. Parameters are shared between inside and outline functions.
Highlight_SetVisibleByPlayer void CBaseEntity::Highlight_SetVisibleByPlayer() Set if the given player can see the highlights.
Highlight_HideInside void CBaseEntity::Highlight_HideInside() Hide inside function in a given duration. 0 to hide immediately. Server has priority over client.
Highlight_HideOutline void CBaseEntity::Highlight_HideOutline() Hide outline function in a given duration. 0 to hide immediately. Server has priority over client.
Highlight_ShowInside void CBaseEntity::Highlight_ShowInside() Show inside function in a given duration. 0 to show immediately. Server has priority over client.
Highlight_ShowOutline void CBaseEntity::Highlight_ShowOutline() Show outline function in a given duration. 0 to show immediately. Server has priority over client.
HighlightEnableForTeam void CBaseEntity::HighlightEnableForTeam()
HighlightDisableForTeam void CBaseEntity::HighlightDisableForTeam()
HighlightSetTeamBitField void CBaseEntity::HighlightSetTeamBitField()
IsHighlightEnabledForTeam bool CBaseEntity::IsHighlightEnabledForTeam()
SetGrenadeTargetDebounce void CBaseEntity::SetGrenadeTargetDebounce() Set the debounce duration for when AI are allowed to throw grenades at this target
MakeInvisible void CBaseEntity::MakeInvisible() Hides this entity and its children (entity still gets sent to the client, it just isn't rendered)
MakeVisible void CBaseEntity::MakeVisible() Shows this entity
Hide void CBaseEntity::Hide() Hides this entity but not its children (entity still gets sent to the client, it just isn't rendered)
Show void CBaseEntity::Show() Shows this entity
DispatchImpactEffects void CBaseEntity::DispatchImpactEffects( handle, Vector, Vector, int, int, int, int, handle, int )
SetAimAssistAllowed void CBaseEntity::SetAimAssistAllowed( bool ) If set false, clients will not aimassist to this entity.
GetTimeSinceSpawning float CBaseEntity::GetTimeSinceSpawning() Return the time that this entity spawned.
GetLifeState int CBaseEntity::GetLifeState()
SetInvulnerable void CBaseEntity::SetInvulnerable() Increment invulnerability counter. IsInvulnerable will return true as long as that counter is > 0.
ClearInvulnerable void CBaseEntity::ClearInvulnerable() Decrement invulnerability counter. IsInvulnerable will return true as long as that counter is > 0.
IsInvulnerable bool CBaseEntity::IsInvulnerable() Returns whether the entity is invulnerable to damage.
SetInactive void CBaseEntity::SetInactive( bool ) Sets the entity to be active or inactive
SetShieldHealth void CBaseEntity::SetShieldHealth() Set the shield health
SetShieldHealthMax void CBaseEntity::SetShieldHealthMax() Set the maximum shield health
GetShieldHealth int CBaseEntity::GetShieldHealth() Get the shield health
GetShieldHealthMax int CBaseEntity::GetShieldHealthMax() Get the maximum shield health
TraceAttackToTriggers void CBaseEntity::TraceAttackToTriggers() Does a trace to trigger all triggers along it
GetLinkEntArray array< entity > CBaseEntity::GetLinkEntArray() Returns array of entities that this entity is linked to
GetLinkParentArray array< entity > CBaseEntity::GetLinkParentArray() Returns array of entities that are linked to this entity
LinkToEnt void CBaseEntity::LinkToEnt() Creates a link from the current entity to the given entity
UnlinkFromEnt void CBaseEntity::UnlinkFromEnt() Removes a link from the current entity to the given entity
GetLinkEnt entity CBaseEntity::GetLinkEnt() Returns the single entity this entity is linked to (if there is one)
GetLinkParent entity CBaseEntity::GetLinkParent() Returns the single entity that connects to this entity (if there is one)
IsLinkedToEnt bool CBaseEntity::IsLinkedToEnt() Returns true if there exists a link from this entity to the given entity
AreEntityLinksNetworked bool CBaseEntity::AreEntityLinksNetworked() Returns if this entity's links are networked
EnableNetworkedEntityLinks void CBaseEntity::EnableNetworkedEntityLinks() Entity links for this entity are sent down to the clients
DisableNetworkedEntityLinks void CBaseEntity::DisableNetworkedEntityLinks() Entity links for this entity are NOT sent down to clients
SetPusher void CBaseEntity::SetPusher() Sets whether this entity pushes other entities
GetPusher bool CBaseEntity::GetPusher() Sets whether this entity pushes other entities
SetKillNPCOnPush void CBaseEntity::SetKillNPCOnPush() Sets whether this entity should kill NPCs when it pushes them
SetForceVisibleInPhaseShift void CBaseEntity::SetForceVisibleInPhaseShift() Forces an entity to be visible during phase shift.
AllowMantle void CBaseEntity::AllowMantle() Allows mantling on this entity (normally disabled for non-pusher entities)
SetDamageNotifications void CBaseEntity::SetDamageNotifications() Sets whether CodeCallback_DamageEntity should be called for this entity. Equivalent to ent.kv.damageNotifications
SetDeathNotifications void CBaseEntity::SetDeathNotifications() Sets whether CodeCallback_OnEntityKilled should be called for this entity. Equivalent to ent.kv.deathNotifications
GetPassThroughFlags int CBaseEntity::GetPassThroughFlags()
SetPassThroughFlags void CBaseEntity::SetPassThroughFlags() Sets flags for when pass through happens on this entity
SetPassThroughThickness void CBaseEntity::SetPassThroughThickness() Sets the thickness of and entity for pass through bullets.
SetPassThroughDirection void CBaseEntity::SetPassThroughDirection() Sets the direction the shot has to come from to pass the ent.
SetPreventCrits void CBaseEntity::SetPreventCrits()
GetCritsPrevented bool CBaseEntity::GetCritsPrevented()
DisableHibernation void CBaseEntity::DisableHibernation() Prevents this entity from ever hibernating (so it is sent to all clients). Consider using MinimizeHibernation() instead.
MinimizeHibernation void CBaseEntity::MinimizeHibernation() Makes this entity only hibernate beyond hibernation_far_dist.
EnableHibernation void CBaseEntity::EnableHibernation() Returns this entity to normal hibernation behavior.
RoundOriginAndAnglesToNearestNetworkValue void CBaseEntity::RoundOriginAndAnglesToNearestNetworkValue() Rounds entity origin and angles so they will exactly match on client and server
GetSpawner entity CBaseEntity::GetSpawner() Returns spawner that created this entity, if it was created from one.
EnableRenderAlways void CBaseEntity::EnableRenderAlways() Set this entity to render always
DisableRenderAlways void CBaseEntity::DisableRenderAlways() Set this entity to not render always
DisableGrappleAttachment void CBaseEntity::DisableGrappleAttachment() Prevents grapple from attaching to this entity
EnableDebugBrokenInterpolation void CBaseEntity::EnableDebugBrokenInterpolation()
PhysicsDummyEnableMotion void CBaseEntity::PhysicsDummyEnableMotion() Pass true or false to enable/disable motion for physics collision.
ConnectOutput void CBaseEntity::ConnectOutput(string eventName, void functionref( entity self, entity activator, entity caller, var value )) Adds an I/O connection that will call the named function when the specified output fires
DisconnectOutput void CBaseEntity::DisconnectOutput(string eventName, void functionref( entity self, entity activator, entity caller, var value )) Removes a connected script function from an I/O event.
Die void CBaseEntity::Die(entity attacker = null, entity inflictor = null, table additionalParams = null) Kill the entity. Additional params table can contain: weapon, origin, force, forceKill, scriptType, damageSourceId, attackerClass, meleeAttack, meleeExecution, hitbox
SetParent void CBaseEntity::SetParent(entity parentEnt, string attachment = "", bool maintainOffset = null, float blendTime = 0) Parents this entity to another entity. maintainOffset defaults to false if an attachment is specified, and defaults to true otherwise.
SetParentWithHitbox void CBaseEntity::SetParentWithHitbox(entity parentEnt, int hitboxIdx, bool maintainOffset = false, float blendTime = 0) Parents this entity to another entity's hitbox. maintainOffset defaults to false if a hitbox is nonzero, and defaults to true otherwise.
CreateTableFromModelKeyValues table CBaseEntity::CreateTableFromModelKeyValues() ParameterMask:[.] Creates and returns a script table built from the entity's model's .qc $keyvalues block.

CBaseGrenade

Extends CProjectile.

Methods

Function Signature Description
GrenadeIgnite void CBaseGrenade::GrenadeIgnite() Forces the grenade to ignite immediately.
GrenadeHasIgnited bool CBaseGrenade::GrenadeHasIgnited()
GrenadeExplode void CBaseGrenade::GrenadeExplode() Forces the grenade to explode immediately.
ExplodeForCollisionCallback void CBaseGrenade::ExplodeForCollisionCallback( Vector ) Forces the grenade to explode immediately.
GetDamageRadius float CBaseGrenade::GetDamageRadius() Gets the damage radius
GetExplosionRadius float CBaseGrenade::GetExplosionRadius() Gets the explosion radius
GetDamageAmount float CBaseGrenade::GetDamageAmount( int ) Gets the maximum damage amount
GetCreationTime float CBaseGrenade::GetCreationTime() Gets the time this grenade was created.
GetFuseTime float CBaseGrenade::GetFuseTime() Gets the fuse time of the grenade
MarkAsAttached void CBaseGrenade::MarkAsAttached()
GetThrower entity CBaseGrenade::GetThrower() Gets who through the grenade.
SetDoesExplode void CBaseGrenade::SetDoesExplode() Sets whether or not the grenade explodes
InitMagnetic void CBaseGrenade::InitMagnetic( float, string ) Init magnetic grenade parameters
SetLauncherOwner void CBaseGrenade::SetLauncherOwner( handle )
SetGrenadeTimer void CBaseGrenade::SetGrenadeTimer( float )
SetGrenadeIgnitionDuration void CBaseGrenade::SetGrenadeIgnitionDuration( float )

CBaseHelicopter

Extends CAI_TrackPather.

Methods

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

CBaseTrigger

Extends CBaseEntity.

Methods

Function Signature Description
ContainsPoint bool CBaseTrigger::ContainsPoint( Vector ) Tests if the trigger contains a given point.
IsTouching bool CBaseTrigger::IsTouching( handle ) Tests if the trigger contains a given entity.
IsTouched bool CBaseTrigger::IsTouched() Tests if the trigger is being touched by any entity that can trigger it.
SetPhaseShiftCanTouch void CBaseTrigger::SetPhaseShiftCanTouch() Sets whether or not phase shift can touch this trigger.
Enable void CBaseTrigger::Enable() Enable the trigger
Disable void CBaseTrigger::Disable() Disable the trigger
IsEnabled bool CBaseTrigger::IsEnabled() Returns true if the trigger is enabled
GetNearbyDistance float CBaseTrigger::GetNearbyDistance() Returns how close an entity is to the trigger box. The return value is in game units. The minimum value is 0.
GetNearbyFraction float CBaseTrigger::GetNearbyFraction() Returns how close an entity is to the trigger box. The return value is normalized from [0, 1], where 0 is just entering the nearby radius and 1 is just touching the actual trigger.
SetNearbyRadius void CBaseTrigger::SetNearbyRadius() Sets the nearby radius for the trigger box.
GetNearbyRadius float CBaseTrigger::GetNearbyRadius() Returns the nearby radius of the trigger box.
GetClosestPoint Vector CBaseTrigger::GetClosestPoint() Returns the closest point on the trigger box to the given entity.
SearchForNewTouchingEntity void CBaseTrigger::SearchForNewTouchingEntity() Force trigger to search for entities touching it. Needed when spawning in a new trigger.
GetTouchingEntities array< entity > CBaseTrigger::GetTouchingEntities() Get array of touching entities
SetEnterCallback void CBaseTrigger::SetEnterCallback(void functionref( entity trig, entity ent )) Sets a function to be called when an entity enters the trigger.
SetLeaveCallback void CBaseTrigger::SetLeaveCallback(void functionref( entity trig, entity ent )) Sets a function to be called when an entity leaves the trigger.

CBreakableSurface

Extends CBreakable.

Methods

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

CCrossbowBolt

Extends CProjectile.

Methods

Function Signature Description
SetRicochetMaxCount void CCrossbowBolt::SetRicochetMaxCount() Sets max number of ricochet's a bolt can do

CDynamicProp

Extends CBaseAnimating.

Methods

Function Signature Description
GetBoneFollowerForBone entity CDynamicProp::GetBoneFollowerForBone()
SetBoneFollowersSolid void CDynamicProp::SetBoneFollowersSolid()

CFirstPersonProxy

Extends CBaseAnimating.

Methods

Function Signature Description
HideFirstPersonProxy void CFirstPersonProxy::HideFirstPersonProxy()
ShowFirstPersonProxy void CFirstPersonProxy::ShowFirstPersonProxy()

CHardPointEntity

Extends CBaseEntity.

Methods

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

CMissile

Extends CProjectile.

Methods

Function Signature Description
SetDamage void CMissile::SetDamage( float ) Set missile's damage
SetExplosionRadius void CMissile::SetExplosionRadius( float, float ) Set missile's inner and outer explosion radius
SetSpeed void CMissile::SetSpeed( float ) Set missile's speed
GetSpeed float CMissile::GetSpeed() Get missile's speed
SetHomingSpeeds void CMissile::SetHomingSpeeds( float, float ) Set missile's homing speed
GetHomingSpeed float CMissile::GetHomingSpeed() Get missile's homing speed
GetHomingSpeedAtDodgingPlayer float CMissile::GetHomingSpeedAtDodgingPlayer() Get missile's homing speed -vs- dodging players.
SetMissileTarget void CMissile::SetMissileTarget() Set missile's homing target. If the missile's target position is set that will be used instead.
GetMissileTarget entity CMissile::GetMissileTarget() Get missile's homing target
SetMissileTargetPosition void CMissile::SetMissileTargetPosition() Sets the missile's target homing position. This will override any target entity.
GetMissileTargetPosition Vector CMissile::GetMissileTargetPosition() Gets the missile's target homing position. This may be garbage if not at first set.
ClearMissileTargetPosition void CMissile::ClearMissileTargetPosition() Clears the missile's target homing position.
MissileExplode void CMissile::MissileExplode() Self-destruct.
InitMissileForRandomDriftFromWeaponSettings void CMissile::InitMissileForRandomDriftFromWeaponSettings( Vector, Vector ) Init missile drift settings from weapon settings
InitMissileForRandomDrift void CMissile::InitMissileForRandomDrift( Vector, Vector, float, float, float, float, float, float ) Init missile drift with custom settings
InitMissileExpandContract void CMissile::InitMissileExpandContract( Vector, Vector, float, float, float, float, Vector, bool ) Init missile path expand contract settings
ApplyMissileControlledDrift Vector CMissile::ApplyMissileControlledDrift( float, float ) Apply missile drift to velocity
InitMissileSpiral void CMissile::InitMissileSpiral( Vector, Vector, int, bool, bool ) Init spiralling missile

CNPC_Drone

Extends CAI_BaseNPC.

Methods

Function Signature Description
SetAttackMode void CNPC_Drone::SetAttackMode() Set whether or not to ttack targets

CNPC_Dropship

Extends CBaseHelicopter.

Methods

Function Signature Description
IsJetWakeFXEnabled bool CNPC_Dropship::IsJetWakeFXEnabled() IsJetWakeFXEnabled
SetJetWakeFXEnabled void CNPC_Dropship::SetJetWakeFXEnabled() SetJetWakeFXEnabled

CNPC_SentryTurret

Extends CAI_BaseNPC.

Methods

Function Signature Description
EnableTurret void CNPC_SentryTurret::EnableTurret() Enable the turret
DisableTurret void CNPC_SentryTurret::DisableTurret() Disable the turret
GetTurretState int CNPC_SentryTurret::GetTurretState() Gets the turret's current state. Enum values under TURRET_***
SetMuzzleData void CNPC_SentryTurret::SetMuzzleData( int, int ) Sets the turrets muzzle attachment data assumes all muzzle attachments are consecutive (first muzzle attachment, num muzzles)
SetControlPanel void CNPC_SentryTurret::SetControlPanel( handle ) Sets the control panel for this turret.
GetControlPanel entity CNPC_SentryTurret::GetControlPanel() Gets the control panel for this turret.
StartDeployed void CNPC_SentryTurret::StartDeployed() starts the turret searching
SetDumbFireMode void CNPC_SentryTurret::SetDumbFireMode() lets the turrets shoot at glass if a player is behind it

CNPC_Titan

Extends CAI_BaseNPC.

Methods

Function Signature Description
SetCanStand void CNPC_Titan::SetCanStand( bool ) Let client know that the titan could stand when checked.
GetCanStand bool CNPC_Titan::GetCanStand() Is the titan able to stand
GrappleNPC bool CNPC_Titan::GrappleNPC() Launch grapple

CParticleSystem

Extends CBaseEntity.

Methods

Function Signature Description
DoNotCreateFXOnRestore void CParticleSystem::DoNotCreateFXOnRestore() Prevent the fx to be re-created on restore
FXEnableRenderAlways void CParticleSystem::FXEnableRenderAlways() Set this entity to render always
FXDisableRenderAlways void CParticleSystem::FXDisableRenderAlways() Set this entity to not render always
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".)
SetControlPointEnt void CParticleSystem::SetControlPointEnt( int, handle ) Assign the given ent to the given control point index.

CPlayer

Extends CBaseCombatCharacter.

Methods

Function Signature Description
GetViewModelEntity entity CPlayer::GetViewModelEntity() Returns the view model entity.
IsNoclipping bool CPlayer::IsNoclipping() Returns true if the player is in noclip mode.
IsFreeSpace bool CPlayer::IsFreeSpace( Vector ) Returns true if the player will not be stuck if teleported to given position.
GetFirstPersonProxy entity CPlayer::GetFirstPersonProxy() Get the player's first person proxy
GetPredictedFirstPersonProxy entity CPlayer::GetPredictedFirstPersonProxy() Get the player's predicted first person proxy
SetTrackEntity void CPlayer::SetTrackEntity( handle ) Sets an entity to be viewed by this player in third person.
GetTrackEntity entity CPlayer::GetTrackEntity() Gets the current entity to be viewed by this player in third person.
SetTrackEntityBlendTimes void CPlayer::SetTrackEntityBlendTimes( float, float, float ) Sets the blend times used for blending to a tracked ent (or third-person ent).
SetTrackEntityOffset void CPlayer::SetTrackEntityOffset( Vector ) Sets the player's camera offset from the tracked entity.
GetTrackEntityOffset Vector CPlayer::GetTrackEntityOffset() Gets the player's camera offset from the tracked entity.
SetTrackEntityPitchLookMode void CPlayer::SetTrackEntityPitchLookMode( string ) Sets what the pitch axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
GetTrackEntityPitchLookMode string CPlayer::GetTrackEntityPitchLookMode() Gets what the pitch axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
SetTrackEntityYawLookMode void CPlayer::SetTrackEntityYawLookMode( string ) Sets what the yaw axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
GetTrackEntityYawLookMode string CPlayer::GetTrackEntityYawLookMode() Gets what the yaw axis does. "orbit": right stick orbits around the entity. "freelook": right stick rotates the camera in place
SetTrackEntityDistanceMode void CPlayer::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.
GetTrackEntityDistanceMode string CPlayer::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.
SetTrackEntityMinYaw void CPlayer::SetTrackEntityMinYaw( float ) Sets camera min yaw when tracking entity.
SetTrackEntityMaxYaw void CPlayer::SetTrackEntityMaxYaw( float ) Sets camera max yaw when tracking entity.
SetTrackEntityMinPitch void CPlayer::SetTrackEntityMinPitch( float ) Sets camera min pitch when tracking entity.
SetTrackEntityMaxPitch void CPlayer::SetTrackEntityMaxPitch( float ) Sets camera max pitch when tracking entity.
GetTrackEntityMinYaw float CPlayer::GetTrackEntityMinYaw() Gets camera min yaw when tracking entity.
GetTrackEntityMaxYaw float CPlayer::GetTrackEntityMaxYaw() Gets camera max yaw when tracking entity.
GetTrackEntityMinPitch float CPlayer::GetTrackEntityMinPitch() Gets camera min pitch when tracking entity.
GetTrackEntityMaxPitch float CPlayer::GetTrackEntityMaxPitch() Gets camera max pitch when tracking entity.
ClearTrackEntitySettings void CPlayer::ClearTrackEntitySettings() Resets track entity settings to the defaults.
SetTrackEntitySpringViewToCenterRate void CPlayer::SetTrackEntitySpringViewToCenterRate( float ) Sets rate at which the camera rotates back to center when player isn't looking around.
GetTrackEntitySpringViewToCenterRate float CPlayer::GetTrackEntitySpringViewToCenterRate() Gets rate at which the camera rotates back to center when player isn't looking around.
SetTrackEntityLookaheadLowerEntSpeed void CPlayer::SetTrackEntityLookaheadLowerEntSpeed( float ) The tracked ent speed above which the camera begins to look ahead.
SetTrackEntityLookaheadUpperEntSpeed void CPlayer::SetTrackEntityLookaheadUpperEntSpeed( float ) The tracked ent speed at which the camera has maximum look ahead.
SetTrackEntityLookaheadMaxAngle void CPlayer::SetTrackEntityLookaheadMaxAngle( float ) The maximum angle the camera can turn to look ahead.
SetTrackEntityLookaheadLerpAheadRate void CPlayer::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.
SetTrackEntityLookaheadLerpToCenterRate void CPlayer::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.
GetTrackEntityLookaheadLowerEntSpeed float CPlayer::GetTrackEntityLookaheadLowerEntSpeed() The tracked ent speed above which the camera begins to look ahead.
GetTrackEntityLookaheadUpperEntSpeed float CPlayer::GetTrackEntityLookaheadUpperEntSpeed() The tracked ent speed at which the camera has maximum look ahead.
GetTrackEntityLookaheadMaxAngle float CPlayer::GetTrackEntityLookaheadMaxAngle() The maximum angle the camera can turn to look ahead.
GetTrackEntityLookaheadLerpAheadRate float CPlayer::GetTrackEntityLookaheadLerpAheadRate() To smooth things out, the camera angle lags behind the 'ideal' lookahead angle. This is the interpolation speed when turning to look ahead.
GetTrackEntityLookaheadLerpToCenterRate float CPlayer::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.
SetTrackEntityPushedInByGeo void CPlayer::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.
AirCameraEnable void CPlayer::AirCameraEnable()
AirCameraDisable void CPlayer::AirCameraDisable()
AirCameraFollowHeight void CPlayer::AirCameraFollowHeight()
AirCameraFollowDistance void CPlayer::AirCameraFollowDistance()
AirCameraFollowHeightSmooth void CPlayer::AirCameraFollowHeightSmooth() Same as AirCameraFollowHeight, except it does a smooth transition.
AirCameraFollowDistanceSmooth void CPlayer::AirCameraFollowDistanceSmooth() Same as AirCameraFollowDistance, except it does a smooth transition.
AirCameraMinPitch void CPlayer::AirCameraMinPitch()
AirCameraMaxPitch void CPlayer::AirCameraMaxPitch()
AirCameraMinPitchSmooth void CPlayer::AirCameraMinPitchSmooth() Same as AirCameraMinPitch, except it does a smooth transition.
AirCameraMaxPitchSmooth void CPlayer::AirCameraMaxPitchSmooth() Same as AirCameraMaxPitch, except it does a smooth transition.
AirCameraShootFromPlayer void CPlayer::AirCameraShootFromPlayer()
NotifyDidDamage void CPlayer::NotifyDidDamage( handle, int, Vector, int, float, int, int, handle, float ) Inform clients that they've damaged another player or entity.
CockpitStartDisembark void CPlayer::CockpitStartDisembark() Start disembarking from cockpit.
CockpitStartEject void CPlayer::CockpitStartEject() Start ejecting from cockpit.
CockpitStartBoot void CPlayer::CockpitStartBoot() Start cockpit boot up.
SetHotDropImpactDelay void CPlayer::SetHotDropImpactDelay() Time in seconds until hot drop impact.
ClearHotDropImpactTime void CPlayer::ClearHotDropImpactTime() Clear out the active hot drop impact.
SetPlayerGameStat void CPlayer::SetPlayerGameStat() Sets the player's value for the given game stat. Stat indices start with PGS, such as PGS_KILLS.
AddToPlayerGameStat void CPlayer::AddToPlayerGameStat() Adds to the player's value for the given game stat. Stat indices start with PGS, such as PGS_KILLS.
GetPlayerGameStat int CPlayer::GetPlayerGameStat() Gets the player's value for the given game stat. Stat indices start with PGS, such as PGS_KILLS. Call with -1 for list of valid values. (stat index)
HasEntitlement bool CPlayer::HasEntitlement() Check if player has an entitlement
Script_SetHighSpeedViewmodelAnims void CPlayer::Script_SetHighSpeedViewmodelAnims() Sets whether this player should use "fast" viewmodel animations
Script_GetHighSpeedViewmodelAnims bool CPlayer::Script_GetHighSpeedViewmodelAnims() Sets whether this player is using "fast" viewmodel animations
CameraPosition Vector CPlayer::CameraPosition() Get current camera position
CameraAngles Vector CPlayer::CameraAngles() Get current camera angles
SnapEyeAngles void CPlayer::SnapEyeAngles( Vector ) Snaps the player's eye angles to the given angles
SnapFeetToEyes void CPlayer::SnapFeetToEyes() Snaps the player's feet to the direction they are looking
SnapEyesToFeet void CPlayer::SnapEyesToFeet() Snaps the player's eyes to the direction of their feet
GetPetTitan entity CPlayer::GetPetTitan() Get the players pet titan
SetPetTitan void CPlayer::SetPetTitan( handle ) Get the players pet titan
GetPetTitanMode int CPlayer::GetPetTitanMode() Get the players pet titan mode
SetPetTitanMode void CPlayer::SetPetTitanMode( int ) Get the players pet titan mode
GetPlayerModHealthPerSegment float CPlayer::GetPlayerModHealthPerSegment()
GetPlayerModHealth float CPlayer::GetPlayerModHealth()
GetRemoteTurret entity CPlayer::GetRemoteTurret()
SetSelectedOffhandToMelee void CPlayer::SetSelectedOffhandToMelee()
GetNextTitanRespawnAvailable float CPlayer::GetNextTitanRespawnAvailable()
SetNextTitanRespawnAvailable void CPlayer::SetNextTitanRespawnAvailable()
GetHardpointEntity entity CPlayer::GetHardpointEntity() Get the players hardpoint entity
SetHardpointEntity void CPlayer::SetHardpointEntity( handle ) Get the players hardpoint entity
DisableWeapon void CPlayer::DisableWeapon() Disable the player's weapon
DisableWeaponWithSlowHolster void CPlayer::DisableWeaponWithSlowHolster()
EnableWeapon void CPlayer::EnableWeapon() Enable the player's weapon
EnableWeaponWithSlowDeploy void CPlayer::EnableWeaponWithSlowDeploy()
HolsterWeapon void CPlayer::HolsterWeapon() Holster player's weapon with slower holster animation
DeployWeapon void CPlayer::DeployWeapon() Pull out the player's weapon using slow deploy animation
DisableWeaponViewModel void CPlayer::DisableWeaponViewModel() Disable the player's weapon viewmodel
EnableWeaponViewModel void CPlayer::EnableWeaponViewModel() Enable the player's weapon viewmodel
Weapon_StartCustomActivity bool CPlayer::Weapon_StartCustomActivity( string, bool ) Given (activityName, playRaiseAnimOnComplete), Plays the given activity on the weapon viewmodel
Weapon_StopCustomActivity void CPlayer::Weapon_StopCustomActivity() Stops any custom activities currently playing on the weapon viewmodel
Weapon_IsInCustomActivity bool CPlayer::Weapon_IsInCustomActivity() Queries whether the weapon viewmodel is currently playing a custom activity
Weapon_HasCustomActivity bool CPlayer::Weapon_HasCustomActivity( string ) Given (activityName), Returns whether the activity is valid for the current weapon
Weapon_GetCustomActivityFraction float CPlayer::Weapon_GetCustomActivityFraction() Returns the fraction of the current custom weapon activity that is complete.
Weapon_GetCustomActivityDuration float CPlayer::Weapon_GetCustomActivityDuration() Returns the duration of the current custom weapon activity.
Weapon_CustomActivityAttachModel void CPlayer::Weapon_CustomActivityAttachModel( string, string ) Specifies a model to be attached to the viewmodel during the current custom activity, as well as an attachment index.
Weapon_CustomActivityClearAttachedModel void CPlayer::Weapon_CustomActivityClearAttachedModel() Clears the attached custom activity model.
RemoveAllItems void CPlayer::RemoveAllItems() Remove all the player's items
IsGodMode bool CPlayer::IsGodMode() Is player in god mode.
IsBuddhaMode bool CPlayer::IsBuddhaMode() Is player in Buddha mode.
ForceUseEntity void CPlayer::ForceUseEntity( handle ) Forces a user to use an entity. Does not do any validity check
PlayerCone_Disable void CPlayer::PlayerCone_Disable() Disable the player view-limiting cone.
PlayerCone_FromAnim void CPlayer::PlayerCone_FromAnim() Player view-limiting cone provided by scriptanim.
PlayerCone_SetSpecific void CPlayer::PlayerCone_SetSpecific( Vector ) Directly specify center of view-limiting cone.
PlayerCone_SetLerpTime void CPlayer::PlayerCone_SetLerpTime( float ) Set the number of seconds to lerp out a 180 degree error into the player view-limiting cone.
PlayerCone_SetMinYaw void CPlayer::PlayerCone_SetMinYaw( float ) Set the minimum yaw of the player view-limiting cone.
PlayerCone_SetMaxYaw void CPlayer::PlayerCone_SetMaxYaw( float ) Set the maximum yaw of the player view-limiting cone.
PlayerCone_SetMinPitch void CPlayer::PlayerCone_SetMinPitch( float ) Set the minimum pitch of the player view-limiting cone.
PlayerCone_SetMaxPitch void CPlayer::PlayerCone_SetMaxPitch( float ) Set the maximum pitch of the player view-limiting cone.
HidePlayer void CPlayer::HidePlayer() Hides the player.
UnhidePlayer void CPlayer::UnhidePlayer() Undoes the effects of .HidePlayer()
ViewOffsetEntity_SetEntity void CPlayer::ViewOffsetEntity_SetEntity() Set view offset entity for first-person animation.
ViewOffsetEntity_Clear void CPlayer::ViewOffsetEntity_Clear() Clear view offset entity for first-person animation.
ViewOffsetEntity_SetLerpInTime void CPlayer::ViewOffsetEntity_SetLerpInTime() Sets the lerp-in duration for the view offset entity. Setting the entity resets the time to zero, so call this after setting the view entity.
ViewOffsetEntity_SetLerpOutTime void CPlayer::ViewOffsetEntity_SetLerpOutTime() Sets the lerp-out duration for the view offset entity. Setting the entity resets the time to zero, so call this after setting the view entity.
AnimViewEntity_SetEntity void CPlayer::AnimViewEntity_SetEntity() Set view entity for first-person animation.
AnimViewEntity_Clear void CPlayer::AnimViewEntity_Clear() Clear view entity for first-person animation.
AnimViewEntity_EnableThirdPersonCameraVisibilityChecks void CPlayer::AnimViewEntity_EnableThirdPersonCameraVisibilityChecks() Make the third person camera try to slide around collision rather than going right through it. And also change camera attachments to get a better view.
AnimViewEntity_SetLerpInTime void CPlayer::AnimViewEntity_SetLerpInTime() Sets the lerp-in duration for the anim view entity. Setting the entity resets the time to zero, so call this after setting the view entity.
AnimViewEntity_SetLerpOutTime void CPlayer::AnimViewEntity_SetLerpOutTime() Sets the lerp-out duration for the anim view entity. Setting the entity resets the time to zero, so call this after setting the view entity.
GetDodgePower float CPlayer::GetDodgePower() Gets the raw dodge power of the suit
Server_SetDodgePower void CPlayer::Server_SetDodgePower() Sets the power of the suit to whatever value you want (100 = max).
GetSuitPower float CPlayer::GetSuitPower() Gets the percentage of "suit power" remaining (used for sprint, etc) (100 = max)
GetSuitJumpPower float CPlayer::GetSuitJumpPower() Gets the percentage of "suit jump power" remaining (used for double jump) (100 = max)
GetSuitGrapplePower float CPlayer::GetSuitGrapplePower() Gets the percentage of "grapple power" remaining (100 = max)
SetSuitPower void CPlayer::SetSuitPower() Sets the percentage of "suit power" remaining (used for sprint, etc) (100 = max)
SetSuitJumpPower void CPlayer::SetSuitJumpPower() Sets the percentage of "suit jump power" remaining (used for double jump) (100 = max)
SetSuitGrapplePower void CPlayer::SetSuitGrapplePower() Sets the percentage of "grapple power" remaining (100 = max)
CreatePlayerDecoy entity CPlayer::CreatePlayerDecoy() Creates a decoy of this player
CreateAnimatedPlayerDecoy entity CPlayer::CreateAnimatedPlayerDecoy() Creates a decoy that plays an animation
IsWallRunning bool CPlayer::IsWallRunning() Returns whether the player is wallrunning
IsWallHanging bool CPlayer::IsWallHanging() Returns whether the player is wall-hanging.
IsSprinting bool CPlayer::IsSprinting() Returns whether the player is sprinting
IsDoubleJumping bool CPlayer::IsDoubleJumping() Returns whether the player is in the middle of a double-jump.
IsDodging bool CPlayer::IsDodging() Returns whether the player is dodging.
IsTraversing bool CPlayer::IsTraversing() Returns whether the player is traversing (i.e. mantle or window anims).
IsMantling bool CPlayer::IsMantling() Returns whether the player is mantling.
GetMantlingEndPosition Vector CPlayer::GetMantlingEndPosition() Returns the position the player is going to finish mantling.
IsPredicting bool CPlayer::IsPredicting() Returns whether this player has prediction enabled.
HasGrapple bool CPlayer::HasGrapple() Returns whether this player has grapple available in general.
MayGrapple bool CPlayer::MayGrapple() Returns whether this player can grapple the surface they're looking at.
IsSliding bool CPlayer::IsSliding() Returns whether the player is sliding
ClearTraverse void CPlayer::ClearTraverse() Ends traversals such as mantle. Moves the player to the nearest nonsolid location.
GetOriginOutOfTraversal Vector CPlayer::GetOriginOutOfTraversal() Returns the player's origin, or, if the player is traversing / mantling, returns a safe nearby position that is not in solid.
GetViewVector Vector CPlayer::GetViewVector() Get the forward view vector of the player
GetViewForward Vector CPlayer::GetViewForward() Get the forward view vector of the player
GetViewRight Vector CPlayer::GetViewRight() Get the right view vector of the player
GetViewUp Vector CPlayer::GetViewUp() Get the up view vector of the player
GetViewPunchSqrd float CPlayer::GetViewPunchSqrd() Get the players current viewpunch amount, squared
ViewPunch void CPlayer::ViewPunch( Vector, float, float, float ) Punch the players view from the specified origin. Takes arguments: origin, softAmount, hardAmount, randomBoost
Dev_GetPlayerSettingByKeyField <unknown> CPlayer::Dev_GetPlayerSettingByKeyField() Get player setting key field.
Code_SetPlayerSettings void CPlayer::Code_SetPlayerSettings() Sets the current player class
HasClassMod bool CPlayer::HasClassMod( string ) Given (string), returns true if mod is active on this player
HasClassPosMod bool CPlayer::HasClassPosMod() Given (string, pose)
IsClassModAvailableForPlayerSetting bool CPlayer::IsClassModAvailableForPlayerSetting( string, string ) Given (string), returns true if given mod is available to use for this player
IsClassPosModAvailableForPlayerSetting bool CPlayer::IsClassPosModAvailableForPlayerSetting() return true if given mod is on a given pose of the class settings
GetClassPosCount int CPlayer::GetClassPosCount()
SetPlayerRequestedSettings void CPlayer::SetPlayerRequestedSettings( string ) Sets the requested player class
GetPlayerRequestedClass string CPlayer::GetPlayerRequestedClass() What class has the player requested
GetPlayerSettings string CPlayer::GetPlayerSettings() What class is the player
GetPlayerRequestedSettings string CPlayer::GetPlayerRequestedSettings() What class has the player requested
GetPlayerClass string CPlayer::GetPlayerClass() What general class is the player (pilot/titan)
GetPlayerSubClass string CPlayer::GetPlayerSubClass() What general subclass is the player (wallrun/boost)
GetPlayerSettingsAsset asset CPlayer::GetPlayerSettingsAsset( string ) Gets the value of this setting from the current player class settings (.set files)
SetViewEntity void CPlayer::SetViewEntity( handle, bool ) Set player's view entity.
ClearViewEntity void CPlayer::ClearViewEntity() Clear view entity.
SetViewIndex void CPlayer::SetViewIndex( int ) Set the view entity to index from GetViewIndexForEntity.
GetPlayerIndex int CPlayer::GetPlayerIndex() Return player's index number (which is entindex() -1 )
FreezeControlsOnServer void CPlayer::FreezeControlsOnServer( bool ) Makes player controls not affect movement, etc.
UnfreezeControlsOnServer void CPlayer::UnfreezeControlsOnServer() Makes player controls not affect movement, etc.
LockWeaponChange void CPlayer::LockWeaponChange() Disallows weapon changes.
UnlockWeaponChange void CPlayer::UnlockWeaponChange() Allows weapon changes.
IsWeaponChangeLocked bool CPlayer::IsWeaponChangeLocked() Query the weapon change allowed state.
MovementEnable void CPlayer::MovementEnable() Enable player movement
MovementDisable void CPlayer::MovementDisable() Disable player movement
Server_TurnOffhandWeaponsDisabledOn void CPlayer::Server_TurnOffhandWeaponsDisabledOn() Turns the disable offhand weapons flag on.
Server_TurnOffhandWeaponsDisabledOff void CPlayer::Server_TurnOffhandWeaponsDisabledOff() Turns the disable offhand weapons flag off.
Server_TurnDodgeDisabledOn void CPlayer::Server_TurnDodgeDisabledOn() Turns the disable dodge flag on.
Server_TurnDodgeDisabledOff void CPlayer::Server_TurnDodgeDisabledOff() Turns the diable dodge flag off.
ForceMPAimassist void CPlayer::ForceMPAimassist()
PreventWeaponDestroyNoAmmo void CPlayer::PreventWeaponDestroyNoAmmo()
EnableWeaponDestroyNoAmmo void CPlayer::EnableWeaponDestroyNoAmmo()
EnableAllIDLightsFriendly void CPlayer::EnableAllIDLightsFriendly()
DisableAllIDLightsFriendly void CPlayer::DisableAllIDLightsFriendly()
Code_RespawnPlayer void CPlayer::Code_RespawnPlayer() Respawns the player.
ReserveSpawnPoint void CPlayer::ReserveSpawnPoint( handle ) Reserves a spawn point for a player.
ClearSpawnPoint void CPlayer::ClearSpawnPoint() Clears a spawn point reservation.
SetLastSpawnPoint void CPlayer::SetLastSpawnPoint( handle ) Sets the last spawn point used by the player.
IsReplay bool CPlayer::IsReplay() Returns if player is a fake player for replays
IsObserver bool CPlayer::IsObserver() Returns whether the player is in an observer mode
GetObserverMode int CPlayer::GetObserverMode() Returns the player's observer mode. OBS_MODE_NONE if they are not observing
StartObserverMode void CPlayer::StartObserverMode( int ) Put player into the given observer mode
StopObserverMode void CPlayer::StopObserverMode() Clears observer mode to OBS_MODE_NONE.
SetObserverTarget void CPlayer::SetObserverTarget( handle ) Set target entity for player's observer mode
GetObserverTarget entity CPlayer::GetObserverTarget() Gets the target entity for player's observer mode
GetFirstObserverTarget entity CPlayer::GetFirstObserverTarget() Gets the first target entity in the cycle for player's observer mode
SetObserverModeStaticPosition void CPlayer::SetObserverModeStaticPosition( Vector ) Sets the position that this player will use when they are in OBS_MODE_STATIC or OBS_MODE_STATIC_LOCKED
SetObserverModeStaticAngles void CPlayer::SetObserverModeStaticAngles( Vector ) Sets the angles that this player will use when they are in OBS_MODE_STATIC or OBS_MODE_STATIC_LOCKED
SetIsValidChaseObserverTarget void CPlayer::SetIsValidChaseObserverTarget( bool ) Sets whether this player is a valid observer target for other players who are using OBS_MODE_CHASE
StartObservingPlayerInFirstPerson void CPlayer::StartObservingPlayerInFirstPerson( handle ) Start using another player for you first person view.
StopObservingPlayerInFirstPerson void CPlayer::StopObservingPlayerInFirstPerson() Stop observing another player in first person.
GetZoomFrac float CPlayer::GetZoomFrac() Get how zoomed-in a player is. Result is between (0.0, 1.0).
GetPlayerMins Vector CPlayer::GetPlayerMins() Returns player's minimum bounds
GetPlayerMaxs Vector CPlayer::GetPlayerMaxs() Returns player's maximum bounds
UseButtonPressed bool CPlayer::UseButtonPressed() Returns whether player has use button pressed
GetPlayerName string CPlayer::GetPlayerName() Get the player's name.
GetPlayerPlatformName string CPlayer::GetPlayerPlatformName() Get the player's platform name.
PlayerMelee_StartAttack void CPlayer::PlayerMelee_StartAttack() Let code know a melee attack has started
PlayerMelee_EndAttack void CPlayer::PlayerMelee_EndAttack() Let code know a melee attack has ended
PlayerMelee_IsAttackActive bool CPlayer::PlayerMelee_IsAttackActive() Let script query whether a melee attack is currently in progress
PlayerMelee_SetAttackHitEntity void CPlayer::PlayerMelee_SetAttackHitEntity( handle ) Let code know the melee attack hit something (so code will stop the lunge movement)
PlayerMelee_SetAttackRecoveryShouldBeQuick void CPlayer::PlayerMelee_SetAttackRecoveryShouldBeQuick()
PlayerMelee_GetAttackHitEntity entity CPlayer::PlayerMelee_GetAttackHitEntity() Let script query whether the melee attack hit flag has been set
PlayerMelee_SetState void CPlayer::PlayerMelee_SetState( int ) Sets scripted melee state (arbitrary integer)
PlayerMelee_GetState int CPlayer::PlayerMelee_GetState() Gets scripted melee state (arbitrary integer)
SetMeleeDisabled void CPlayer::SetMeleeDisabled() Increments disabled melee counter
ClearMeleeDisabled void CPlayer::ClearMeleeDisabled() Decrements disabled melee counter
GetMeleeDisabled int CPlayer::GetMeleeDisabled() Gets the disabled melee counter
Lunge_SetTargetEntity bool CPlayer::Lunge_SetTargetEntity() Have the player lerp towards the given target as they wind up for their attack
Lunge_GetTargetEntity entity CPlayer::Lunge_GetTargetEntity() Get the current lunge target
Lunge_SetTargetPosition void CPlayer::Lunge_SetTargetPosition() Make the player lerp towards the given position
Lunge_GetTargetPosition Vector CPlayer::Lunge_GetTargetPosition() Get the position the player is lunging towards
Lunge_SetEndPositionOffset void CPlayer::Lunge_SetEndPositionOffset()
Lunge_GetEndPositionOffset Vector CPlayer::Lunge_GetEndPositionOffset()
Lunge_ClearTarget void CPlayer::Lunge_ClearTarget() Clears any lunging currently going on
Lunge_EnableFlying void CPlayer::Lunge_EnableFlying() Allow the lunge to fly into the air, if it needs to
Lunge_LockPitch void CPlayer::Lunge_LockPitch() Whether lunging to adjust the player's view pitch
Lunge_SetSmoothTime void CPlayer::Lunge_SetSmoothTime() Sets how long it takes to lunge to the target. Default is 0.5 seconds.
Lunge_SetMaxTime void CPlayer::Lunge_SetMaxTime() Sets maximum time for how long a lunge will go on for
Lunge_SetMaxEndSpeed void CPlayer::Lunge_SetMaxEndSpeed() Sets the maximum speed the player can end lunging with. Defaults to 0.
Lunge_IsActive bool CPlayer::Lunge_IsActive() Is the player lunging.
Lunge_IsLungingToEntity bool CPlayer::Lunge_IsLungingToEntity() Is the player lunging towards an entity
Lunge_IsLungingToPosition bool CPlayer::Lunge_IsLungingToPosition() Is the player lunging towards a position
Lunge_IsGroundExecute bool CPlayer::Lunge_IsGroundExecute() Is the player lunging to ground execute
Lunge_GetStartPositionOffset Vector CPlayer::Lunge_GetStartPositionOffset() Returns the initial relative position of the player from the lunge target
RumbleEffect void CPlayer::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.
TouchGround void CPlayer::TouchGround() Force things (like superjump and wallrunning) to reset as if the player touched ground.
ConsumeDoubleJump void CPlayer::ConsumeDoubleJump() Makes the player unable to double jump until they touch the ground again.
SetStaggering void CPlayer::SetStaggering() Set this entity to use staggered walk and run animations
SetAnimNearZ void CPlayer::SetAnimNearZ( float ) Sets the near Z to use when playing scripted animations
ClearAnimNearZ void CPlayer::ClearAnimNearZ() Resets the near Z to default when playing scripted animations
SetMoveSpeedScale void CPlayer::SetMoveSpeedScale( float ) Scales the movement speed of the player
SetAccelerationScale void CPlayer::SetAccelerationScale( float ) Scales the movement acceleration of the player
SetPowerRegenRateScale void CPlayer::SetPowerRegenRateScale( float ) Scales the power regen rate of the player (e.g. for dodge use)
SetDodgePowerDelayScale void CPlayer::SetDodgePowerDelayScale( float ) Scales the dodge power delay of the player
WantsMatchmaking bool CPlayer::WantsMatchmaking() Returns true if the player wants to be actively matchmaking
Despawn void CPlayer::Despawn() Kills the player (without leaving a corpse)
IsZiplining bool CPlayer::IsZiplining() Returns true if the player is ziplining (in either direction)
IsZipliningInReverse bool CPlayer::IsZipliningInReverse() Returns true if the player is ziplining in reverse
SmartAmmo_GetHighestLockOnMeFraction float CPlayer::SmartAmmo_GetHighestLockOnMeFraction() Returns the highest fraction value a smart-ammo-enabled weapon has locked onto this entity right now
SmartAmmo_GetPreviousHighestLockOnMeFraction float CPlayer::SmartAmmo_GetPreviousHighestLockOnMeFraction() Returns the previous highest fraction value
SmartAmmo_GetHighestLocksOnMeEntities array< entity > CPlayer::SmartAmmo_GetHighestLocksOnMeEntities() Returns an array of the weapon entities with the highest fraction/locks on us
SetOneHandedWeaponUsageOn void CPlayer::SetOneHandedWeaponUsageOn() Enable one-handed weapon anims.
SetOneHandedWeaponUsageOff void CPlayer::SetOneHandedWeaponUsageOff() Disable one-handed weapon anims.
SetSkyCamera void CPlayer::SetSkyCamera( handle ) Set the skycamera entity that this player should use.
SetTitanSoulBeingRodeoed void CPlayer::SetTitanSoulBeingRodeoed( handle ) Sets the titan soul of the titan this player is rodeoing
GetTitanSoulBeingRodeoed entity CPlayer::GetTitanSoulBeingRodeoed() Gets the titan soul of the titan this player is rodeoing
SetSyncedEntity void CPlayer::SetSyncedEntity( handle ) Sets an entity that should be time-aligned with the player
GetSyncedEntity entity CPlayer::GetSyncedEntity() Gets the entity that should be time-aligned with the player
GetReplayDelay float CPlayer::GetReplayDelay() Gets the player's replay delay
IsWatchingKillReplay bool CPlayer::IsWatchingKillReplay() Returns true if the local client is watching a kill replay.
IsWatchingSpecReplay bool CPlayer::IsWatchingSpecReplay() Returns true if the local client is watching a spectator replay.
SetKillReplayDelay void CPlayer::SetKillReplayDelay( float delay, bool forceThirdPerson ) Sets the player's delay for kill replay (starts/ends kill replay)
SetSpecReplayDelay void CPlayer::SetSpecReplayDelay( float ) Sets the player's delay for 1st person spectator (starts/ends spectator replay)
ClearReplayDelay void CPlayer::ClearReplayDelay() Clear's the player's delay for replay, whether kill or spectator
SetKillReplayVictim void CPlayer::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).
SetKillReplayInflictorEHandle void CPlayer::SetKillReplayInflictorEHandle( int encodedEHandle )
SetIsReplayRoundWinning void CPlayer::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().
SetPredictionEnabled void CPlayer::SetPredictionEnabled( bool ) Allow enabling and disable prediction...useful for death cam.
GetUID string CPlayer::GetUID()
GetPlatformUID string CPlayer::GetPlatformUID()
GetSkill float CPlayer::GetSkill()
GetMMDbgFlags int CPlayer::GetMMDbgFlags() Get debug flags that clients have set on themselves.
Code_SetActiveBurnCardIndex void CPlayer::Code_SetActiveBurnCardIndex()
Code_GetActiveBurnCardIndex int CPlayer::Code_GetActiveBurnCardIndex()
GetLatency float CPlayer::GetLatency() Gets the duration of the most recent network round trip to the player
GetTitanBuildTime float CPlayer::GetTitanBuildTime()
SetTitanBuildTime void CPlayer::SetTitanBuildTime( float )
GetTitanBubbleShieldTime float CPlayer::GetTitanBubbleShieldTime()
SetTitanBubbleShieldTime void CPlayer::SetTitanBubbleShieldTime( float )
GetCinematicEventFlags int CPlayer::GetCinematicEventFlags()
SetCinematicEventFlags void CPlayer::SetCinematicEventFlags( int )
GivePassive void CPlayer::GivePassive()
RemovePassive void CPlayer::RemovePassive()
HasPassive bool CPlayer::HasPassive()
GetForcedDialogueOnly bool CPlayer::GetForcedDialogueOnly()
SetForcedDialogueOnly void CPlayer::SetForcedDialogueOnly( bool )
SetTitanEmbarkEnabled void CPlayer::SetTitanEmbarkEnabled()
GetTitanEmbarkEnabled bool CPlayer::GetTitanEmbarkEnabled()
SetTitanDisembarkEnabled void CPlayer::SetTitanDisembarkEnabled()
GetTitanDisembarkEnabled bool CPlayer::GetTitanDisembarkEnabled()
SetObjectiveIndex void CPlayer::SetObjectiveIndex( int ) Set index that client script can use for objective info
SetObjectiveEntity void CPlayer::SetObjectiveEntity( handle ) Set entity that client script can use for objectives
SetObjectiveEndTime void CPlayer::SetObjectiveEndTime( float ) Set time when the object will expire
GetObjectiveIndex int CPlayer::GetObjectiveIndex() Get index that client script can use for objective info
GetObjectiveEntity entity CPlayer::GetObjectiveEntity() Get entity that client script can use for objectives
GetObjectiveEndTime float CPlayer::GetObjectiveEndTime() Get time when the object will expire
SetVoicePackIndex void CPlayer::SetVoicePackIndex( int ) Set index that client script can use for voice pack info
GetVoicePackIndex int CPlayer::GetVoicePackIndex() Get index that client script can use for voice pack info
XPChanged void CPlayer::XPChanged() Call when XP changes to refresh code XP value
GenChanged void CPlayer::GenChanged() Call when generation changes to refresh code GEN value
RankedChanged void CPlayer::RankedChanged() Call when rank-related persistence variables are changed
GetXPRate float CPlayer::GetXPRate() Gets the player's XP rate
AddXP void CPlayer::AddXP( int, int ) Adds XP to player
GetXP int CPlayer::GetXP() Gets the player's XP
GetLevel int CPlayer::GetLevel() Gets the player's Level
GetGen int CPlayer::GetGen() Gets the player's generation
GetRank int CPlayer::GetRank() Gets the player's rank
IsPlayingRanked bool CPlayer::IsPlayingRanked() Find out if the player is playing in ranked mode
GetCommunityName string CPlayer::GetCommunityName() Gets the player's current community name
GetCommunityClanTag string CPlayer::GetCommunityClanTag() Gets the player's current community clan tag
GetCommunityId int CPlayer::GetCommunityId() Gets the player's current community id
GetFaction string CPlayer::GetFaction() Gets the player's faction
ResetIdleTimer void CPlayer::ResetIdleTimer() Marks the player as active to prevent being kicked for no activity
HasBadReputation bool CPlayer::HasBadReputation() Returns true if this player has a bad reputation
TrueTeamSwitch void CPlayer::TrueTeamSwitch()
GetIdleTime float CPlayer::GetIdleTime()
GetStandingViewHeight float CPlayer::GetStandingViewHeight() Returns the view height when standing
GetCrouchingViewHeight float CPlayer::GetCrouchingViewHeight() Returns the view height when crouching
GetStandingHullMin Vector CPlayer::GetStandingHullMin() Returns the min hull vector when standing
GetStandingHullMax Vector CPlayer::GetStandingHullMax() Returns the max hull vector when standing
GetCrouchingHullMin Vector CPlayer::GetCrouchingHullMin() Returns the min hull vector when crouching
GetCrouchingHullMax Vector CPlayer::GetCrouchingHullMax() Returns the max hull vector when crouching
ForceCrouch void CPlayer::ForceCrouch() Forces the player to crouch
UnforceCrouch void CPlayer::UnforceCrouch() Lets the player stand again
ForceSlide void CPlayer::ForceSlide() Forces the player to crouch and slide
UnforceSlide void CPlayer::UnforceSlide() Lets the player stand again
ForceStand void CPlayer::ForceStand() Blocks the player from crouching
UnforceStand void CPlayer::UnforceStand() Lets the player crouch again
IsStanding bool CPlayer::IsStanding() Returns if the player is standing.
IsCrouched bool CPlayer::IsCrouched() Returns if the player is crouched.
IsBot bool CPlayer::IsBot() Returns true if this player is a bot
IsPlayback bool CPlayer::IsPlayback() Returns true if this player is a a bot created to play back a recording from 'bot_record'
Anim_PlayGesture void CPlayer::Anim_PlayGesture() Plays the named activity animation as a gesture
Anim_StopGesture void CPlayer::Anim_StopGesture() Stop gesture from playing
Grapple bool CPlayer::Grapple() Toggles grapple
GetPilotClassIndex int CPlayer::GetPilotClassIndex() Get the players pilot class index.
SetPilotClassIndex void CPlayer::SetPilotClassIndex() Set the players pilot class index.
IsBoosting bool CPlayer::IsBoosting() Returns true if the player is currently boosting
IsJetpack bool CPlayer::IsJetpack() Returns true if the player is currently using the jetpack
IsGliding bool CPlayer::IsGliding() Returns true if the player is currently gliding
IsHovering bool CPlayer::IsHovering() Returns true if the player is currently hovering
IsHoverEnabled bool CPlayer::IsHoverEnabled() Returns true if the player can hover
IsInAirSlowMo bool CPlayer::IsInAirSlowMo() Returns true if the player is in air slowmo
GetNumPingsUsed int CPlayer::GetNumPingsUsed() Gets the number of pings used by the player. Initially 0.
GetNumPingsAvailable int CPlayer::GetNumPingsAvailable() Gets the number of pings available to be used. Initially 0.
GetLastPingTime float CPlayer::GetLastPingTime() Gets the time the player last performed a ping. Initially 0.0
GetPingGroupStartTime float CPlayer::GetPingGroupStartTime() Gets the start time for the current ping group. Initially 0.0
GetPingGroupAccumulator int CPlayer::GetPingGroupAccumulator() Accumulates pings in a group so we can limit to x pings in y seconds. Initially 0
SetNumPingsUsed void CPlayer::SetNumPingsUsed() Set the number of pings used by the player
SetNumPingsAvailable void CPlayer::SetNumPingsAvailable() Set the number of pings available to be used
SetLastPingTime void CPlayer::SetLastPingTime() Set the time the player last performed a ping
SetPingGroupStartTime void CPlayer::SetPingGroupStartTime() Set the start time for the current ping group
SetPingGroupAccumulator void CPlayer::SetPingGroupAccumulator() Set the ping group accumulator
GetTitanTarget entity CPlayer::GetTitanTarget() Get a titan available for smart targetting type uses.
GetSendMovementCallbacks bool CPlayer::GetSendMovementCallbacks() Returns if movement callbacks are being dispatched for the player.
SetSendMovementCallbacks void CPlayer::SetSendMovementCallbacks() Sets if movement callbacks are being dispatched for the player.
GetSendInputCallbacks bool CPlayer::GetSendInputCallbacks() Returns if input callbacks are being dispatched for the player.
SetSendInputCallbacks void CPlayer::SetSendInputCallbacks() Sets if input callbacks are being dispatched for the player.
IsInputCommandHeld bool CPlayer::IsInputCommandHeld() Indicates if the specified input command is being pressed. May be inaccurate as the server does not update as often as the client.
IsInputCommandPressed bool CPlayer::IsInputCommandPressed() Indicates if the specified input command was pressed this frame. May be inaccurate as the server does not update as often as the client.
IsInputCommandReleased bool CPlayer::IsInputCommandReleased() Indicates if the specified input command was released this frame. May be inaccurate as the server does not update as often as the client.
GetInputAxisForward float CPlayer::GetInputAxisForward() Gets the amount the left stick or WASD keys are pressed forward between -1 to 1.
GetInputAxisRight float CPlayer::GetInputAxisRight() Gets the amount the left stick or WASD keys are pressed right between -1 to 1.
StartRecordingAnimation void CPlayer::StartRecordingAnimation() Begins recording the player's animation for playback later.
GetGroundFrictionScale float CPlayer::GetGroundFrictionScale() Gets the ground friction scale for the player.
SetGroundFrictionScale void CPlayer::SetGroundFrictionScale() Sets the ground friction scale for the player. Default is 1.0.
GetWallrunFrictionScale float CPlayer::GetWallrunFrictionScale() Gets the wallrun friction scale for the player.
SetWallrunFrictionScale void CPlayer::SetWallrunFrictionScale() Sets the wallrun friction scale for the player. Default is 1.0.
EnableWorldSpacePlayerEyeAngles void CPlayer::EnableWorldSpacePlayerEyeAngles() Player eye angles remain independent of their move parent's angles.
DisableWorldSpacePlayerEyeAngles void CPlayer::DisableWorldSpacePlayerEyeAngles() Player eye angles are based off their move parent's angles.
IsWorldSpacePlayerEyeAngles bool CPlayer::IsWorldSpacePlayerEyeAngles() Returns true if the player eye angles are independent of their move parent's angles.
SetCallingCard void CPlayer::SetCallingCard() Sets the calling card of the current player on stryder
SetCallSign void CPlayer::SetCallSign() Sets the calling card of the current player on stryder
SetCallSignStyle void CPlayer::SetCallSignStyle() Sets the calling card of the current player on stryder
SetPlayerNetBool void CPlayer::SetPlayerNetBool() Sets a bool network variable on the player (see RegisterNetworkedVariable)
SetPlayerNetInt void CPlayer::SetPlayerNetInt() Sets an int network variable on the player (see RegisterNetworkedVariable)
SetPlayerNetFloat void CPlayer::SetPlayerNetFloat() Sets a float network variable on the player (see RegisterNetworkedVariable)
SetPlayerNetFloatOverTime void CPlayer::SetPlayerNetFloatOverTime() Changes a float network variable on the player gradually over time from its current value to the specified new value (see RegisterNetworkedVariable)
SetPlayerNetTime void CPlayer::SetPlayerNetTime() Sets a time (float) network variable on the player (see RegisterNetworkedVariable)
SetPlayerNetEnt void CPlayer::SetPlayerNetEnt() Sets an entity network variable on the player (see RegisterNetworkedVariable)
GetPlayerNetBool bool CPlayer::GetPlayerNetBool() Gets a bool network variable on the player (see RegisterNetworkedVariable)
GetPlayerNetInt int CPlayer::GetPlayerNetInt() Gets an int network variable on the player (see RegisterNetworkedVariable)
GetPlayerNetFloat float CPlayer::GetPlayerNetFloat() Gets a float network variable on the player (see RegisterNetworkedVariable)
GetPlayerNetTime float CPlayer::GetPlayerNetTime() Gets a time (float) network variable on the player (see RegisterNetworkedVariable)
GetPlayerNetEnt entity CPlayer::GetPlayerNetEnt() Gets an entity network variable on the player (see RegisterNetworkedVariable)
RequestCallbackWhenPlayerHasBeenConnectedForDuration void CPlayer::RequestCallbackWhenPlayerHasBeenConnectedForDuration() ( duration ). Requests CodeCallback_PlayerHasBeenConnectedForDuration() to be called once duration has elapsed since fully connected, or immediately if that amount of time has already elapsed. If there was a previous request that had not yet called the callback, this call will cancel the previous request and set up a new one.
Player_GetWorldViewAngles Vector CPlayer::Player_GetWorldViewAngles() Returns eye direction of the 3p player
ForceAutoSprintOn void CPlayer::ForceAutoSprintOn() Forces the autosprint setting to "on"
ForceAutoSprintOff void CPlayer::ForceAutoSprintOff() Forces the autosprint setting to "off"
UnforceAutoSprint void CPlayer::UnforceAutoSprint() Returns to user-specified autosprint setting
GetAutoSprintSetting int CPlayer::GetAutoSprintSetting() Returns user's autosprint setting
JumpedOffRodeo void CPlayer::JumpedOffRodeo() Used to prevent very specific cases of jumping
GetPINNucleusId string CPlayer::GetPINNucleusId()
GetPINPlatformId string CPlayer::GetPINPlatformId()
GetIPString string CPlayer::GetIPString() Gets the player's IP address as a string
GetPreferredDataCenter string CPlayer::GetPreferredDataCenter() Gets the player's prefered data center
GetSPDifficulty int CPlayer::GetSPDifficulty()
GetSPStartPoint int CPlayer::GetSPStartPoint()
GetSPLastMission int CPlayer::GetSPLastMission()
GetSPUnlockedMission int CPlayer::GetSPUnlockedMission()
GetSPHighestDifficultyCompleted int CPlayer::GetSPHighestDifficultyCompleted()
GetSPTitanLoadoutsUsed int CPlayer::GetSPTitanLoadoutsUsed()
GetSPTitanLoadoutsSelected int CPlayer::GetSPTitanLoadoutsSelected()
GetSPTitanLoadoutCurrent int CPlayer::GetSPTitanLoadoutCurrent()
AnimViewEntity_SetThirdPersonCameraAttachments void CPlayer::AnimViewEntity_SetThirdPersonCameraAttachments(array < string >) Sets the name of the attachment the camera will follow instead of the default ("CAMERA")
SetPlayerSettingsWithMods null CPlayer::SetPlayerSettingsWithMods("classname", [modName0, modname1, ...]) ParameterMask:[.sa] Sets the class of the player with given mods applied
SetPlayerSettingPosMods null CPlayer::SetPlayerSettingPosMods(int, [modName0, modname1, ...]) ParameterMask:[.ia] sets the pose mods on the class of the player
GetPlayerSettingsMods array<string> CPlayer::GetPlayerSettingsMods() Get an array of mods active on this player
GetPlayerModsForPos array CPlayer::GetPlayerModsForPos(int) ParameterMask:[.i] Gets the array of mods for a pose in a player class
GetPlayerSettingsField var CPlayer::GetPlayerSettingsField( fieldName ) ParameterMask:[.s] Gets the value of this setting from the current player class settings (.set files)
GetPlayerRequestedSettingsField var CPlayer::GetPlayerRequestedSettingsField( fieldName ) ParameterMask:[.s] Gets the value of this setting from the player's requested class settings (.set files)
GetPersistentVar result CPlayer::GetPersistentVar("variableName") ParameterMask:[.s]
GetPersistentVarAsInt int CPlayer::GetPersistentVarAsInt("variableName") ParameterMask:[.s]
SetPersistentVar void CPlayer::SetPersistentVar("variableName", newVal) ParameterMask:[.s.]
GetExtraWeaponMods array CPlayer::GetExtraWeaponMods() ParameterMask:[.]
SetExtraWeaponMods void CPlayer::SetExtraWeaponMods(["modName4", "modname1", ...]) ParameterMask:[.a]
StopRecordingAnimation var CPlayer::StopRecordingAnimation() Ends recording the player's animation for playback later.
GetPINAdditionalData table CPlayer::GetPINAdditionalData() Gets a table of additional telemetry data sent by code functions for a player.
GetPlayerStateStats table<string,int> CPlayer::GetPlayerStateStats() Gets a table of time and distance stats for different player states

CPlayerDecoy

Extends CBaseAnimating.

Methods

Function Signature Description
Decoy_Die void CPlayerDecoy::Decoy_Die() Kill the player decoy and dissolve at the same time.
Decoy_Dissolve void CPlayerDecoy::Decoy_Dissolve() Dissolve out the player decoy without killing it.
SetFriendlyFire void CPlayerDecoy::SetFriendlyFire() Sets whether friendly fire is enabled or disabled for this player decoy (default enabled).
GetFriendlyFire bool CPlayerDecoy::GetFriendlyFire() Returns true if friendly fire is enabled for this player decoy
SetLandSplash void CPlayerDecoy::SetLandSplash() Sets whether splashes out when it lands from airborne state (default disabled).
GetLandSplash bool CPlayerDecoy::GetLandSplash() Returns true if land splash is enabled for this player decoy
SetTimeout void CPlayerDecoy::SetTimeout() Set timeout in seconds. When timeout finishes the decoy dies. Default is -1 (no timeout)
SetJumpDelay void CPlayerDecoy::SetJumpDelay() Sets the delay for when the decoy jumps after created in air
SetFlickerRate void CPlayerDecoy::SetFlickerRate() Sets the rate at which the decoy flickers after created
SetEnableRandomLanding void CPlayerDecoy::SetEnableRandomLanding() Lets the decoy land in slide or sprint
SetKillOnCollision void CPlayerDecoy::SetKillOnCollision() Sets whether or not the decoy dies on collisions
SetDecoyRandomPulseRateMax void CPlayerDecoy::SetDecoyRandomPulseRateMax() Sets max rate the decoy can pulse at. Randomly pulses at around this rate on the minimap

CProjectile

Extends CBaseAnimating.

Methods

Function Signature Description
ProjectileGetWeaponClassName string CProjectile::ProjectileGetWeaponClassName() Gets the weapon classname that fired this projectile.
SetVortexRefired void CProjectile::SetVortexRefired( bool ) Sets whether the projectile has been refired from the vortex; affects which script is run.
DamageAliveOnly void CProjectile::DamageAliveOnly( bool ) Set whether projectile should do damage to alive entities only
ProjectileGetWeaponInfoFileKeyField <unknown> CProjectile::ProjectileGetWeaponInfoFileKeyField() Resolves a string key to its value in this weapons info file.
ProjectileGetWeaponInfoFileKeyFieldAsset asset CProjectile::ProjectileGetWeaponInfoFileKeyFieldAsset( string ) Resolves a string key to its asset in this weapons info file.
ProjectileGetWeaponChargeLevel int CProjectile::ProjectileGetWeaponChargeLevel() Gets a weapons charge level returns 0 if not a charge weapon or has 0 charge
ProjectileGetRodeoDamage int CProjectile::ProjectileGetRodeoDamage() Get the damage amount this projectile's weapon should do to a titan that the player is rodeoing.
ForceAdjustToGunBarrelDisabled void CProjectile::ForceAdjustToGunBarrelDisabled( bool ) Force projectile to act as if the 'adjust_to_gun_barrel' weapon setting had been set to false.
GetProjectileCreationTime float CProjectile::GetProjectileCreationTime() Returns the time the projectile was created by the player
GetProjectileCreationTimeServer float CProjectile::GetProjectileCreationTimeServer() Return the time the projectile was created on the server
SetProjectilTrailEffectIndex void CProjectile::SetProjectilTrailEffectIndex( int ) Specify which of the weapon's "projectile_trail_effect_#" settings this projectile should use.
SetProjectileLifetime void CProjectile::SetProjectileLifetime() Sets how long the projectile is alive for 0 is infinite or until it collides
SetProjectileDestructionDistance void CProjectile::SetProjectileDestructionDistance() Sets how far the projectile can travel for 0 is infinite or until it collides
GetTimeToProjectileDeath float CProjectile::GetTimeToProjectileDeath() Gets how long before the lifetime of the projectile is up.
GetProjectileAllowHeadShots bool CProjectile::GetProjectileAllowHeadShots() Gets whether or not this projectile allows headshots
SetReducedEffects void CProjectile::SetReducedEffects()
SetImpactEffectTable void CProjectile::SetImpactEffectTable( int ) Set the impact FX table to use for collisions.
SetProjectileImpactDamageOverride void CProjectile::SetProjectileImpactDamageOverride( float damage )
SetWeaponClassName bool CProjectile::SetWeaponClassName( string ) Set the weapon classname that this projectile will report.
ProjectileGetDamageSourceID int CProjectile::ProjectileGetDamageSourceID() Get the damagesourceID set on this projectile.
ProjectileSetDamageSourceID void CProjectile::ProjectileSetDamageSourceID() Set the damagesourceID set on this projectile.
ProjectileGetMods array< string > CProjectile::ProjectileGetMods() Get an array of mods active on the weapon that shot this projectile.
GetProjectileWeaponSettingInt int CProjectile::GetProjectileWeaponSettingInt(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetProjectileWeaponSettingFloat float CProjectile::GetProjectileWeaponSettingFloat(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetProjectileWeaponSettingBool bool CProjectile::GetProjectileWeaponSettingBool(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetProjectileWeaponSettingVector vector CProjectile::GetProjectileWeaponSettingVector(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetProjectileWeaponSettingString string CProjectile::GetProjectileWeaponSettingString(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetProjectileWeaponSettingAsset asset CProjectile::GetProjectileWeaponSettingAsset(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.

CRopeKeyframe

Extends CBaseEntity.

Methods

Function Signature Description
RopeWiggle void CRopeKeyframe::RopeWiggle() Makes the rope wiggle, straightening as it reaches a max length or max time, to simulate fast motion. maxlen, magnitude, speed, duration, fadeDuration. Wiggle fades as length reaches maxlen and within fadeDuration seconds of duration. Magnitude scales with rope length.
Zipline_Enable void CRopeKeyframe::Zipline_Enable() Allows the zipline to be used
Zipline_Disable void CRopeKeyframe::Zipline_Disable() Disallow using the zipline
Zipline_IsEnabled bool CRopeKeyframe::Zipline_IsEnabled() Returns true if this rope is a zipline and it is allowed to be used

CScriptProp

Extends CDynamicProp.

Methods

Function Signature Description
SetArmorType void CScriptProp::SetArmorType()
SetFootstepType void CScriptProp::SetFootstepType() Set custom footstep type to use
SetScriptPropFlags void CScriptProp::SetScriptPropFlags( int flags )
GetScriptPropFlags int CScriptProp::GetScriptPropFlags()
SetSmartAmmoLockType void CScriptProp::SetSmartAmmoLockType() Sets the type of custom smart ammo target this is
GetSmartAmmoLockType int CScriptProp::GetSmartAmmoLockType() Gets the type of custom smart ammo target this is

CScriptTraceVolume

Extends CBaseEntity.

Methods

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

CSpawner

Extends CBaseEntity.

Methods

Function Signature Description
SpawnEntity entity CSpawner::SpawnEntity() Spawn the entity associated with this spawner
GetSpawnCount int CSpawner::GetSpawnCount() Return the number of times SpawnEntity() has been called
SetSpawnCallback void CSpawner::SetSpawnCallback( void functionref( entity spawned ) spawnCallback ) Set a script callback that will be called each time this spawner spawns something
GetSpawnEntityClassName string CSpawner::GetSpawnEntityClassName() Return the class name of the entity that will be spawned by this spawner
GetSpawnEntityKeyValues table CSpawner::GetSpawnEntityKeyValues() Return a table of the key-values that will be applied to the spawned entity
GetSpawnerModelName asset CSpawner::GetSpawnerModelName() Return the model key as an asset.

CTeamSpawnPoint

Extends CBaseEntity.

Methods

Function Signature Description
IsVisibleToEnemies bool CTeamSpawnPoint::IsVisibleToEnemies( int ) Determines whether the spawnpoint is visible to any enemy players of the given team
NearbyEnemyScore float CTeamSpawnPoint::NearbyEnemyScore( int, string ) Returns the nearby enemies scored by distance using spawnpoint_near_dist and spawnpoint_far_dist
NearbyEnemyDistance float CTeamSpawnPoint::NearbyEnemyDistance( int, string ) Returns the distance of the nearest enemy
NearbyAllyScore float CTeamSpawnPoint::NearbyAllyScore( int, string ) Returns the nearby allies scored by distance using spawnpoint_near_dist and spawnpoint_far_dist
NearbyAllyDistance float CTeamSpawnPoint::NearbyAllyDistance( int, string ) Returns the distance of the nearest ally
CalculateRating float CTeamSpawnPoint::CalculateRating( int, int, float, float ) Calculate the final rating and with additional value from script
CalculateRatingDontCache float CTeamSpawnPoint::CalculateRatingDontCache() Calculate the final rating, but don't use or modify saved state from earlier calls this frame
CalculateFrontlineRating float CTeamSpawnPoint::CalculateFrontlineRating() Calculate frontline rating
IsOccupied bool CTeamSpawnPoint::IsOccupied() Determines whether any entities are inside of this spawnpoint
GetRatingData table CTeamSpawnPoint::GetRatingData() ParameterMask:[.] Returns table of spawn point rating data

CTitanSoul

Extends CBaseEntity.

Methods

Function Signature Description
GetLastRodeoHitTime float CTitanSoul::GetLastRodeoHitTime() Get last rodeo hit time
SetLastRodeoHitTime void CTitanSoul::SetLastRodeoHitTime( float ) Set last rodeo hit time
GetStance int CTitanSoul::GetStance()
SetStance void CTitanSoul::SetStance( int )
GetPlayerSettingsNum int CTitanSoul::GetPlayerSettingsNum()
SetPlayerSettingsNum void CTitanSoul::SetPlayerSettingsNum( int )
EnableDoomed void CTitanSoul::EnableDoomed()
DisableDoomed void CTitanSoul::DisableDoomed()
IsDoomed bool CTitanSoul::IsDoomed()
SetInvalidHealthBarEnt void CTitanSoul::SetInvalidHealthBarEnt( bool )
GetInvalidHealthBarEnt bool CTitanSoul::GetInvalidHealthBarEnt()
IsEjecting bool CTitanSoul::IsEjecting()
SetEjecting void CTitanSoul::SetEjecting( bool )
SetIsValidRodeoTarget void CTitanSoul::SetIsValidRodeoTarget() Whether the Titan can be rodeo-ed by players or not
SetDefensivePlacement void CTitanSoul::SetDefensivePlacement() Set active defensive placement information for AI to use
SetDefensiveAttachment void CTitanSoul::SetDefensiveAttachment() Set active defensive attachment information for AI to use
HasValidTitan bool CTitanSoul::HasValidTitan() Returns if the titanSoul has a valid titan
GetTitan entity CTitanSoul::GetTitan() Gets the titan for this titanSoul entity
GetNextCoreChargeAvailable float CTitanSoul::GetNextCoreChargeAvailable()
SetNextCoreChargeAvailable void CTitanSoul::SetNextCoreChargeAvailable( float )
GetCoreChargeExpireTime float CTitanSoul::GetCoreChargeExpireTime()
SetCoreChargeExpireTime void CTitanSoul::SetCoreChargeExpireTime( float )
GetCoreChargeStartTime float CTitanSoul::GetCoreChargeStartTime()
SetCoreChargeStartTime void CTitanSoul::SetCoreChargeStartTime()
GetCoreUseDuration float CTitanSoul::GetCoreUseDuration()
SetCoreUseDuration void CTitanSoul::SetCoreUseDuration()
AddTitanSoulSpawnFlag void CTitanSoul::AddTitanSoulSpawnFlag() Adds a spawn flag to the titan soul
SetTitanSoulNetBool void CTitanSoul::SetTitanSoulNetBool() Sets a bool network variable on the titan soul (see RegisterNetworkedVariable)
SetTitanSoulNetInt void CTitanSoul::SetTitanSoulNetInt() Sets an int network variable on the titan soul (see RegisterNetworkedVariable)
SetTitanSoulNetFloat void CTitanSoul::SetTitanSoulNetFloat() Sets a float network variable on the titan soul (see RegisterNetworkedVariable)
SetTitanSoulNetFloatOverTime void CTitanSoul::SetTitanSoulNetFloatOverTime() Changes a float network variable on the titan soul gradually over time from its current value to the specified new value (see RegisterNetworkedVariable)
SetTitanSoulNetTime void CTitanSoul::SetTitanSoulNetTime() Sets a time (float) network variable on the titan soul (see RegisterNetworkedVariable)
SetTitanSoulNetEnt void CTitanSoul::SetTitanSoulNetEnt() Sets an entity network variable on the titan soul (see RegisterNetworkedVariable)
GetTitanSoulNetBool bool CTitanSoul::GetTitanSoulNetBool() Gets a bool network variable on the titan soul (see RegisterNetworkedVariable)
GetTitanSoulNetInt int CTitanSoul::GetTitanSoulNetInt() Gets an int network variable on the titan soul (see RegisterNetworkedVariable)
GetTitanSoulNetFloat float CTitanSoul::GetTitanSoulNetFloat() Gets a float network variable on the titan soul (see RegisterNetworkedVariable)
GetTitanSoulNetTime float CTitanSoul::GetTitanSoulNetTime() Gets a time (float) network variable on the titan soul (see RegisterNetworkedVariable)
GetTitanSoulNetEnt entity CTitanSoul::GetTitanSoulNetEnt() Gets an entity network variable on the titan soul (see RegisterNetworkedVariable)

CTriggerCylinder

Extends CBaseTrigger.

Methods

Function Signature Description
GetRadius float CTriggerCylinder::GetRadius() Get the cylinder's radius
SetRadius void CTriggerCylinder::SetRadius() Set the cylinder's radius
GetAboveHeight float CTriggerCylinder::GetAboveHeight() Get the cylinder's height above its origin
SetAboveHeight void CTriggerCylinder::SetAboveHeight() Set the cylinder's height extending upward from its origin.
GetBelowHeight float CTriggerCylinder::GetBelowHeight() Get the cylinder's height below its origin
SetBelowHeight void CTriggerCylinder::SetBelowHeight() Set the cylinder's height extending downward from its origin.
CheckForLOS void CTriggerCylinder::CheckForLOS() Checks for a line of sight to touching entities and signals "TouchVisible" if one succeeds

CTriggerPointGravity

Extends CTriggerCylinder.

Methods

Function Signature Description
SetParams void CTriggerPointGravity::SetParams() Set gravity parameters. (pull inner radius, pull outer radius, reduce speed inner radius, reduce speed outer radius, pull accel, pull speed)

CTurret

Extends CBaseCombatCharacter.

Methods

Function Signature Description
SetDriver void CTurret::SetDriver( handle ) Sets the driver of the turret
GetDriver entity CTurret::GetDriver()
ClearDriver void CTurret::ClearDriver() Clears the driver of the turret
AimTurret void CTurret::AimTurret( float, float ) Sets the aim direction of the turret (while there is no player controlling)

CVortexSphere

Extends CBaseEntity.

Methods

Function Signature Description
GetBulletAbsorbedCount int CVortexSphere::GetBulletAbsorbedCount()
GetProjectileAbsorbedCount int CVortexSphere::GetProjectileAbsorbedCount()
SetOwnerWeapon void CVortexSphere::SetOwnerWeapon( handle ) Set the weapon entity that owns this vortex sphere.
SetVortexEffect void CVortexSphere::SetVortexEffect() sets the particle effect of the vortex sphere.
SetGunVortexAngles void CVortexSphere::SetGunVortexAngles() sets local angles on the effect of the vortex
SetGunVortexAttachment void CVortexSphere::SetGunVortexAttachment() sets the attachment for the gun
GetOwnerWeapon entity CVortexSphere::GetOwnerWeapon() Get the weapon entity that owns this vortex sphere.
AddBulletToSphere void CVortexSphere::AddBulletToSphere() Add a single bullet to the sphere
AddProjectileToSphere void CVortexSphere::AddProjectileToSphere() Add a single projectile to the sphere.
ClearAllBulletsFromSphere void CVortexSphere::ClearAllBulletsFromSphere()
DisableVortexBlockLOS void CVortexSphere::DisableVortexBlockLOS() Allows npc's to target behind vortex sphere
RemoveBulletFromSphere void CVortexSphere::RemoveBulletFromSphere() Remove a single bullet from the sphere.
RemoveProjectileFromSphere void CVortexSphere::RemoveProjectileFromSphere() Remove a single projectile from the sphere.

CWeaponX

Extends CBaseCombatWeapon.

Methods

Function Signature Description
GetWeaponOwner entity CWeaponX::GetWeaponOwner() Returns entity using the weapon
GetAttackPosition Vector CWeaponX::GetAttackPosition() Returns the position to fire from
GetAttackDirection Vector CWeaponX::GetAttackDirection() Returns the direction to fire from
AllowUse void CWeaponX::AllowUse() Sets whether a weapon can be used or not
HasSilencer bool CWeaponX::HasSilencer() Returns if weapon has a silencer
EmitWeaponSound_1p3p void CWeaponX::EmitWeaponSound_1p3p( string soundName1p, string soundName3p ) Plays appropriate 1p and 3p sounds
EmitWeaponSound void CWeaponX::EmitWeaponSound( string ) Plays the sound on the weapon
StopWeaponSound void CWeaponX::StopWeaponSound( string ) Stops the sound on the weapon
EmitWeaponNpcSound void CWeaponX::EmitWeaponNpcSound( float, float ) Notifies NPCs of weapon sound
EmitWeaponNpcSound_DontUpdateLastFiredTime void CWeaponX::EmitWeaponNpcSound_DontUpdateLastFiredTime() Notifies NPCs of weapon sound
IsNetOptimized bool CWeaponX::IsNetOptimized() Returns true if this weapon is net optimized *and* net weapon optimizations are enabled ('net_optimize_weapons 1')
PlayWeaponEffectNoCull void CWeaponX::PlayWeaponEffectNoCull( asset, asset, string ) Plays the effect on the weapon, always spawn even if out of view
PlayWeaponEffect void CWeaponX::PlayWeaponEffect( asset, asset, string ) Plays the effect on the weapon
StopWeaponEffect void CWeaponX::StopWeaponEffect( asset, asset ) Stops the effect on the weapon
SetWeaponBurstFireCount void CWeaponX::SetWeaponBurstFireCount( int ) Set the burst fire count
GetWeaponBurstFireCount int CWeaponX::GetWeaponBurstFireCount() Get the burst fire count
SetWeaponSkin void CWeaponX::SetWeaponSkin( int ) Sets the skin index on the weapon
SetWeaponCamo void CWeaponX::SetWeaponCamo() Sets the camo index on the weapon
FireWeaponBullet void CWeaponX::FireWeaponBullet( Vector, Vector, int, int ) Fires a bullet
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.
FireWeaponBolt entity CWeaponX::FireWeaponBolt( Vector, Vector, float, int, int, bool ) Fires a bolt projectile, given ( pos, dir, float speed, touchDamageType, explosionDamageType, isClientPredicted, additionalRandomSeed ).
FireWeaponGrenade entity 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 ).
FireWeaponMissile entity CWeaponX::FireWeaponMissile( Vector, Vector, float, int, int, bool, bool ) Fires a missile projectile, given ( pos, dir, float speed, touchDamageType, explosionDamageType, doRandomVelocAndThinkVars, isClientPredicted ).
GetWeaponPrimaryAmmoCount int CWeaponX::GetWeaponPrimaryAmmoCount() Returns the amount of primary ammo
SetWeaponPrimaryAmmoCount void CWeaponX::SetWeaponPrimaryAmmoCount( int ) Set the amount of primary ammo
GetProjectilesPerShot int CWeaponX::GetProjectilesPerShot() Gets the number of projectiles per shot
GetAmmoPerShot int CWeaponX::GetAmmoPerShot() Gets the ammo consumed per shot
GetAmmoDisplay string CWeaponX::GetAmmoDisplay() Gets the display type of the ammo
GetWeaponPrimaryClipCountMax int CWeaponX::GetWeaponPrimaryClipCountMax() Returns the max amount of primary ammo that can be in the clip.
SetWeaponPrimaryClipCount void CWeaponX::SetWeaponPrimaryClipCount( int ) Set the amount of primary ammo in the clip
SetWeaponPrimaryClipCountAbsolute void CWeaponX::SetWeaponPrimaryClipCountAbsolute() Set the amount of primary ammo in the clip
SetWeaponPrimaryClipCountNoRegenReset void CWeaponX::SetWeaponPrimaryClipCountNoRegenReset() Sets primary ammo count, doesn't reset regen
IsWeaponRegenDraining bool CWeaponX::IsWeaponRegenDraining() gets whether or not the regen ammo on this weapon is draining or not
GetWeaponPrimaryClipCount int CWeaponX::GetWeaponPrimaryClipCount() Returns the amount of primary ammo in the clip.
RegenerateAmmoReset void CWeaponX::RegenerateAmmoReset()
GetLifetimeShotsRemaining int CWeaponX::GetLifetimeShotsRemaining()
SetLifetimeShotsRemaining void CWeaponX::SetLifetimeShotsRemaining( int newCount )
SetLifetimeShotsRemainingInfinite void CWeaponX::SetLifetimeShotsRemainingInfinite()
GetWeaponUtilityEntity entity CWeaponX::GetWeaponUtilityEntity() Get the weapon's utility entity
IsReloading bool CWeaponX::IsReloading() Returns true if the weapon is reloading
IsWeaponInAds bool CWeaponX::IsWeaponInAds() Returns true if the weapon is in ADS
IsWeaponAdsButtonPressed bool CWeaponX::IsWeaponAdsButtonPressed() Returns true if the ADS button is pressed, even if the weapon doesn't allow zooming
GetWeaponType int CWeaponX::GetWeaponType() Return weapon type: WT_DEFAULT, WT_SIDEARM, WT_ANTI_TITAN, WT_SHOULDER
IsChargeWeapon bool CWeaponX::IsChargeWeapon() Returns true if the weapon has a charge ability.
IsWeaponCharging bool CWeaponX::IsWeaponCharging() Returns true if the weapon is currently charging
GetWeaponChargeTime float CWeaponX::GetWeaponChargeTime() Returns how long the weapon has been charging
GetWeaponChargeTimeRemaining float CWeaponX::GetWeaponChargeTimeRemaining() Returns how long the weapon has left to charge
GetWeaponChargeFraction float CWeaponX::GetWeaponChargeFraction() Returns fraction [0,1] where the charge level is.
SetWeaponChargeFraction void CWeaponX::SetWeaponChargeFraction( float ) Sets charge of the weapon as a fraction [0,1].
SetWeaponChargeFractionForced void CWeaponX::SetWeaponChargeFractionForced( float )
GetWeaponChargeLevel int CWeaponX::GetWeaponChargeLevel()
GetWeaponChargeLevelMax int CWeaponX::GetWeaponChargeLevelMax()
GetChargeDuration float CWeaponX::GetChargeDuration() Gets the total charge duration of the weapon.
GetWeaponReadyToFireProgress float CWeaponX::GetWeaponReadyToFireProgress()
GetWeaponChargeEnergyCost int CWeaponX::GetWeaponChargeEnergyCost()
GetWeaponDefaultEnergyCost int CWeaponX::GetWeaponDefaultEnergyCost()
ResetWeaponToDefaultEnergyCost void CWeaponX::ResetWeaponToDefaultEnergyCost()
GetWeaponCurrentEnergyCost int CWeaponX::GetWeaponCurrentEnergyCost()
SetWeaponEnergyCost void CWeaponX::SetWeaponEnergyCost()
GetWeaponInfoFileKeyField <unknown> CWeaponX::GetWeaponInfoFileKeyField( string ) Resolves a string key to its value in this weapons info file.
GetWeaponInfoFileKeyFieldAsset asset CWeaponX::GetWeaponInfoFileKeyFieldAsset( string key ) Resolves a string key to its value in this weapons info file.
CheckWeaponIsDisabled bool CWeaponX::CheckWeaponIsDisabled() takes in a player and checks to see if the weapon is disabled
Deploy bool CWeaponX::Deploy() Triggers weapon deploy
DeployInstant bool CWeaponX::DeployInstant() Triggers weapon deploy
Raise bool CWeaponX::Raise() Triggers weapon raise (or equip)
ShouldPredictProjectiles bool CWeaponX::ShouldPredictProjectiles() Returns true if it is appropriate to fire predicted projectiles on the client
SmartAmmo_IsEnabled bool CWeaponX::SmartAmmo_IsEnabled() Returns true if smart ammo tracking is enabled
SmartAmmo_SetNewTargetTime void CWeaponX::SmartAmmo_SetNewTargetTime() Let script inform code it started locking on a new target in this tick
SmartAmmo_GetNewTargetTime float CWeaponX::SmartAmmo_GetNewTargetTime() Returns the last time a new target was acquired
SmartAmmo_GetSearchAngle float CWeaponX::SmartAmmo_GetSearchAngle() Returns the angle used by the smart ammo cone search
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
SmartAmmo_SetTarget void CWeaponX::SmartAmmo_SetTarget( handle, float ) Appends new smart ammo target if not already in the list
SmartAmmo_StoreTargets void CWeaponX::SmartAmmo_StoreTargets() Stores the current list of smart ammo targets for later retrieval
SmartAmmo_GetStoredTargets array< entity > CWeaponX::SmartAmmo_GetStoredTargets() Returns the list of targets that was last stored
SmartAmmo_Clear void CWeaponX::SmartAmmo_Clear( bool ) Clears all current smart ammo targets. Pass in true for the first argument to clear stored targets too. Pass in true for the second argument to clear trackers too.
SmartAmmo_GetFirePosition Vector CWeaponX::SmartAmmo_GetFirePosition( handle ) Returns the position to fire at for this target
SmartAmmo_TrackEntity void CWeaponX::SmartAmmo_TrackEntity() Marks an entity as trackable by the smart ammo system
SmartAmmo_UntrackEntity void CWeaponX::SmartAmmo_UntrackEntity() Clears an entity as trackable by the smart ammo system
SmartAmmo_GetNumTrackersOnEntity int CWeaponX::SmartAmmo_GetNumTrackersOnEntity() Returns number of trackers currently on entity
SmartAmmo_IsVisibleTarget bool CWeaponX::SmartAmmo_IsVisibleTarget() Returns true if the given target is visible to the weapon
SmartAmmo_GetTrackedEntities array< entity > CWeaponX::SmartAmmo_GetTrackedEntities() Returns array of all entities currently tracked by this weapon
IsReadyToFire bool CWeaponX::IsReadyToFire() Returns true if weapon is ready to fire (based on next allowed attack time)
IsBurstFireInProgress bool CWeaponX::IsBurstFireInProgress() Returns true if a burst fire is in progress
GetBurstFireShotsPending int CWeaponX::GetBurstFireShotsPending()
TimeUntilReadyToFire float CWeaponX::TimeUntilReadyToFire() Returns time remaining until ready to fire
GetWeaponClassName string CWeaponX::GetWeaponClassName() Returns the class name of the weapon
GetDamageSourceID int CWeaponX::GetDamageSourceID() Gets the damage source ID for this weapon
GetMaxDamageFarDist float CWeaponX::GetMaxDamageFarDist() Gets the largest damage far dist for current owner
ForceRelease void CWeaponX::ForceRelease() Forces the offhand weapon to release
IsForceRelease bool CWeaponX::IsForceRelease() Returns true if the offhand weapon was forced to release
ForceReleaseFromServer void CWeaponX::ForceReleaseFromServer() Forces the offhand weapon to release (on server only)
IsForceReleaseFromServer bool CWeaponX::IsForceReleaseFromServer() Returns true if the offhand weapon was forced to release (on server only)
HasMod bool CWeaponX::HasMod( string ) Given (string), returns true if mod is active on this weapon.
AddMod void CWeaponX::AddMod() Given (string), add the mod from this weapon.
RemoveMod void CWeaponX::RemoveMod() Given (string), remove the mod from this weapon.
SetModBitField void CWeaponX::SetModBitField() Sets mods bit field
GetModBitField int CWeaponX::GetModBitField() Gets mods bit field
GetSmartAmmoHudLockStyle string CWeaponX::GetSmartAmmoHudLockStyle() Retrieve weapons smart_ammo_hud_lock_style setting
GetSmartAmmoWeaponType string CWeaponX::GetSmartAmmoWeaponType() Retrieve weapons smart_ammo_weapon_type setting
IsWeaponOffhand bool CWeaponX::IsWeaponOffhand() Returns true if the weapon is offhand
GetNextAttackAllowedTime float CWeaponX::GetNextAttackAllowedTime() Get this weapon's internal when-can-I-shoot-next time.
GetNextAttackAllowedTimeRaw float CWeaponX::GetNextAttackAllowedTimeRaw() Get this weapon's internal when-can-I-shoot-next time, ignoring the "ready" timer
SetNextAttackAllowedTime void CWeaponX::SetNextAttackAllowedTime( float ) Set this weapon's internal when-can-I-shoot-next time.
GetRodeoDamage int CWeaponX::GetRodeoDamage() Get the damage amount this weapon should do to a titan that the player is rodeoing.
GetShotCount int CWeaponX::GetShotCount()
GetWeaponClass string CWeaponX::GetWeaponClass() Gets the string specified in the weapon's .txt file for 'weaponClass'.
SetAttackKickScale void CWeaponX::SetAttackKickScale( float ) Only useful within primaryattack callbacks.
SetAttackKickRollScale void CWeaponX::SetAttackKickRollScale( float ) Only useful within primaryattack callbacks.
IsInCooldown bool CWeaponX::IsInCooldown() Returns true if weapon is in a cooldown state.
IsCooldownPending bool CWeaponX::IsCooldownPending() Returns true if weapon is has a cooldown state pending.
GetWeaponDamageFlags int CWeaponX::GetWeaponDamageFlags()
GetWeaponExplosionDamageFlags int CWeaponX::GetWeaponExplosionDamageFlags()
GetImpactTableIndex int CWeaponX::GetImpactTableIndex()
GetNPCMissFastPlayer bool CWeaponX::GetNPCMissFastPlayer()
GetMeleeLungeTargetRange float CWeaponX::GetMeleeLungeTargetRange()
GetMeleeLungeTargetAngle float CWeaponX::GetMeleeLungeTargetAngle()
GetMeleeCanHitHumanSized bool CWeaponX::GetMeleeCanHitHumanSized()
GetMeleeCanHitTitans bool CWeaponX::GetMeleeCanHitTitans()
GetDamageAmountForArmorType int CWeaponX::GetDamageAmountForArmorType()
GetMeleeAttackRange float CWeaponX::GetMeleeAttackRange()
GetMeleeAttackAngle float CWeaponX::GetMeleeAttackAngle()
GetMeleeAnim3p string CWeaponX::GetMeleeAnim3p()
GetWeaponReadyMsg string CWeaponX::GetWeaponReadyMsg()
GetWeaponReadyHint string CWeaponX::GetWeaponReadyHint()
GetGrenadeFuseTime float CWeaponX::GetGrenadeFuseTime()
GetGrenadeIgnitionTime float CWeaponX::GetGrenadeIgnitionTime()
GetAllowHeadShots bool CWeaponX::GetAllowHeadShots() Does this weapon allow for headshot damage
GetCurrentAltFireIndex int CWeaponX::GetCurrentAltFireIndex() Gets the index for the next shot to be fired
GetWeaponZoomFOV float CWeaponX::GetWeaponZoomFOV() Gets the current zoom FOV of the weapon
GetReloadMilestoneIndex int CWeaponX::GetReloadMilestoneIndex()
SetForcedADS void CWeaponX::SetForcedADS() Forces the player to ads
ClearForcedADS void CWeaponX::ClearForcedADS() Lets the player choose whether or not to ads
GetForcedADS int CWeaponX::GetForcedADS() Gets whether or not the player is forced into ads
GetInventoryIndex int CWeaponX::GetInventoryIndex()
GetChargeAnimIndex int CWeaponX::GetChargeAnimIndex()
SetChargeAnimIndex void CWeaponX::SetChargeAnimIndex( int )
GetWeaponDamageForce float CWeaponX::GetWeaponDamageForce()
ForceSustainedDischargeEnd void CWeaponX::ForceSustainedDischargeEnd() Forcibly ends a sustained discharge. Does nothing if no sustained discharge is occurring.
ForceChargeEndNoAttack void CWeaponX::ForceChargeEndNoAttack() Forcibly ends charging, without an attack. Does nothing if no charging is occurring.
GetCoreDuration float CWeaponX::GetCoreDuration() Gets the core duration
IsSustainedDischargeWeapon bool CWeaponX::IsSustainedDischargeWeapon() Indicates if this is a sustained discharge weapon.
IsDischarging bool CWeaponX::IsDischarging() Indicates if the weapon is currently performing a sustained discharge
GetSustainedDischargeDuration float CWeaponX::GetSustainedDischargeDuration() Gets the total duration of a sustained discharge.
GetSustainedDischargeRemainder float CWeaponX::GetSustainedDischargeRemainder() Gets the time remaining for the current sustained discharge between.
GetSustainedDischargeFraction float CWeaponX::GetSustainedDischargeFraction() Gets the fraction of completion for the current sustained discharge between [0, 1].
GetSustainedDischargePulseFrequency float CWeaponX::GetSustainedDischargePulseFrequency() Gets the frequency at which pulse callbacks are dispatched if enabled. Also controls frequency of sustained laser damage.
SetSustainedDischargeFractionForced void CWeaponX::SetSustainedDischargeFractionForced() Forces the discharge to be at a certain fraction
IsSustainedLaserWeapon bool CWeaponX::IsSustainedLaserWeapon() Indicates if this is a sustained laser weapon.
DoMeleeHitConfirmation void CWeaponX::DoMeleeHitConfirmation( float )
SetScriptTime0 void CWeaponX::SetScriptTime0( float )
GetScriptTime0 float CWeaponX::GetScriptTime0()
SetScriptFlags0 void CWeaponX::SetScriptFlags0( int )
GetScriptFlags0 int CWeaponX::GetScriptFlags0()
ThrowWeapon entity CWeaponX::ThrowWeapon( Vector, Vector, Vector, Vector ) Duplicate this weapon and throw it.
SetWeaponUtilityEntity void CWeaponX::SetWeaponUtilityEntity( handle ) Set the weapon's utility entity
PlayWeaponEffectOnOwner void CWeaponX::PlayWeaponEffectOnOwner( asset, int ) Plays the effect on the weapons owner, use this when the weapon does NOT have a world model.
EnableCatchAnimation void CWeaponX::EnableCatchAnimation() Makes the weapon play ACT_VM_DRAWCATCH next time it is deployed to a player.
MarkAsLoadoutPickup void CWeaponX::MarkAsLoadoutPickup()
ForceDryfireEvent void CWeaponX::ForceDryfireEvent()
SetProScreenOwner void CWeaponX::SetProScreenOwner( entity proScreenOwner )
GetProScreenOwner entity CWeaponX::GetProScreenOwner()
SetProScreenIntValForIndex void CWeaponX::SetProScreenIntValForIndex( int index, int val )
SetProScreenFloatValForIndex void CWeaponX::SetProScreenFloatValForIndex( int index, float val )
IsLoadoutPickup bool CWeaponX::IsLoadoutPickup()
GetMods array< string > CWeaponX::GetMods() Get an array of mods active on this weapon.
SetMods void CWeaponX::SetMods(array< string > mods) Reset and apply active mods on a weapon.
GetWeaponSettingInt int CWeaponX::GetWeaponSettingInt(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetWeaponSettingFloat float CWeaponX::GetWeaponSettingFloat(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetWeaponSettingBool bool CWeaponX::GetWeaponSettingBool(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetWeaponSettingVector vector CWeaponX::GetWeaponSettingVector(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetWeaponSettingString string CWeaponX::GetWeaponSettingString(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.
GetWeaponSettingAsset asset CWeaponX::GetWeaponSettingAsset(int eWeaponVar) Retrieve a weapon's current setting. Must be a valid modable eWeaponVar.* value.

CWindowHint

Extends CBaseEntity.

Methods

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

CBreakable

Extends CBaseEntity.

Methods

Function Signature Description

ScriptMover

Extends CScriptProp.

Methods

Function Signature Description
SetMoveToPosition void ScriptMover::SetMoveToPosition( Vector ) Set desired position toward which we will move and stop at.
GetMoveToPosition Vector ScriptMover::GetMoveToPosition() Get desired position toward which we will move and stop at.
SetMaxSpeed void ScriptMover::SetMaxSpeed( float ) Set max/cruising speed for moving to a desired position.
GetMaxSpeed float ScriptMover::GetMaxSpeed() Get max/cruising speed for moving to a desired position.
SetDesiredVelocityHorizontal void ScriptMover::SetDesiredVelocityHorizontal( Vector ) Set the drone's desired velocity.
SetDesiredVelocity3D void ScriptMover::SetDesiredVelocity3D( Vector ) Set the drone's desired velocity.
GetDesiredVelocity Vector ScriptMover::GetDesiredVelocity() Get the drone's desired velocity.
SetDesiredHeight void ScriptMover::SetDesiredHeight( float ) Set drone's desired height.
GetDesiredHeight float ScriptMover::GetDesiredHeight() Get drone's desired height.
SetDesiredYaw void ScriptMover::SetDesiredYaw( float ) Overrides the direction to face.
ClearDesiredYaw void ScriptMover::ClearDesiredYaw() Switches back to code controll of yaw.
GetDesiredYaw float ScriptMover::GetDesiredYaw() Get yaw override.
SetYawRate void ScriptMover::SetYawRate( float ) Set the yaw rate.
GetYawRate float ScriptMover::GetYawRate() Get the yaw rate.
SetBobScale void ScriptMover::SetBobScale( float ) Set the amplitude of the random bobbing. Zero is no bobbing.
SetBobSpeedScale void ScriptMover::SetBobSpeedScale( float ) Sets the rate of the random bobbing.
GetBobScale float ScriptMover::GetBobScale() Get the amplitude of the random bobbing. Zero is no bobbing.
GetBobSpeedScale float ScriptMover::GetBobSpeedScale() Gets the rate of the random bobbing.
SetAccelScale void ScriptMover::SetAccelScale( float ) When you have a desired velocity set, this controls how fast we accelerate to the desired velocity.
GetAccelScale float ScriptMover::GetAccelScale() When you have a desired velocity set, this controls how fast we accelerate to the desired velocity.
SetMinimalHeight void ScriptMover::SetMinimalHeight() Sets an absolute minimal height. Additional velocity will be applied to ensure the mover never goes below this height.
ClearMinimalHeight void ScriptMover::ClearMinimalHeight() Clears any absolute minimal height previously set.
SetRollTorque void ScriptMover::SetRollTorque( float ) Applies a force that makes the entity spin around its forward axis.
GetRollTorque float ScriptMover::GetRollTorque() Gets the force that makes the entity spin around its forward axis.
SetSideForce void ScriptMover::SetSideForce( float ) Applies a force to the entity's left. Combined with SetRollTorque() can create a wobbly trajectory.
GetSideForce float ScriptMover::GetSideForce() The force to the entity's left. Combined with SetRollTorque() can create a wobbly trajectory.
AllowNPCGroundEnt void ScriptMover::AllowNPCGroundEnt() Sets if this script mover and child entities can be a ground entity for NPCs
ChangeNPCPathsOnMove void ScriptMover::ChangeNPCPathsOnMove() Connect/disconnect NPC paths for child entities attached to this, when this moves
NonPhysicsStop void ScriptMover::NonPhysicsStop() Stop all movement/rotation immediately
NonPhysicsMoveTo void ScriptMover::NonPhysicsMoveTo( Vector, float, float, float ) Move to a given point over time. Specify total travel time, acceleration time, and deceleration time.
NonPhysicsMoveInWorldSpaceToLocalPos void ScriptMover::NonPhysicsMoveInWorldSpaceToLocalPos() Move to a given point over time. The point is specified in the local space (i.e. relative to our parent), but the movement is linear in world space.
NonPhysicsMoveWithGravity void ScriptMover::NonPhysicsMoveWithGravity() Move with a given starting velocity and apply the given gravity over time
NonPhysicsRotateTo void ScriptMover::NonPhysicsRotateTo( Vector, float, float, float ) Rotate to given angles over time. Specify total travel time.
NonPhysicsRotate void ScriptMover::NonPhysicsRotate() Rotate around the given axis with the given speed. Use an axis or speed of 0 to stop.
NonPhysicsSetMoveModeLocal void ScriptMover::NonPhysicsSetMoveModeLocal() When set true, will use local positions.
NonPhysicsSetRotateModeLocal void ScriptMover::NonPhysicsSetRotateModeLocal( bool ) When set true, will use local rotation.

See also