Titanfall 2/Scripting/Server Script Functions
Automatically generated Squirrel functions list for 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. |