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- =====================================
- Enum: HidingSpot
- Elements: 4
- Description: Visibility enum for nav mesh hiding spots
- =====================================
- =====================================
- Enum: Hitgroup
- Elements: 9
- Description: Hit groups from traces
- =====================================
- =====================================
- Enum: IN
- Elements: 26
- Description: Button mask bindings
- =====================================
- =====================================
- Enum: MapLoad
- Elements: 4
- Description: Map load enum for GetLoadType()
- =====================================
- =====================================
- Enum: RenderMode
- Elements: 11
- Description: Render modes used by Get/SetRenderMode
- =====================================
- =====================================
- Enum: WeaponID
- Elements: 69
- Description: Weapon IDs for all NMRiH weapons.
- =====================================
- =====================================
- Enum: WeaponSound
- Elements: 17
- Description: Weapon sounds.
- =====================================
- Constant: AE_TYPE_CLIENT
- Value: 16 (int)
- Description: Animation event flag which indicates an event is supposed to be clientside only.
- Constant: AE_TYPE_FACEPOSER
- Value: 32 (int)
- Description: Animation event flag with an unknown purpose. Presumably related to Faceposer.
- Constant: AE_TYPE_NEWEVENTSYSTEM
- Value: 1024 (int)
- Description: Animation event flag which indicates an event is using the new system. This is often used by class-specific events from NPCs.
- Constant: AE_TYPE_SCRIPTED
- Value: 2 (int)
- Description: Animation event flag with an unknown purpose.
- Constant: AE_TYPE_SERVER
- Value: 1 (int)
- Description: Animation event flag which indicates an event is supposed to be serverside only.
- Constant: AE_TYPE_SHARED
- Value: 4 (int)
- Description: Animation event flag which indicates an event is supposed to be shared between the server and client.
- Constant: AE_TYPE_WEAPON
- Value: 8 (int)
- Description: Animation event flag which indicates an event is part of a weapon.
- Constant: AISS_AWAKE
- Value: 0 (int)
- Description: NPC is awake. (NPC sleep state used in Get/SetSleepState())
- Constant: AISS_WAITING_FOR_INPUT
- Value: 3 (int)
- Description: NPC is asleep and will only awaken upon receiving the Wake input. (NPC sleep state used in Get/SetSleepState())
- Constant: AISS_WAITING_FOR_PVS
- Value: 2 (int)
- Description: NPC is asleep and will awaken upon entering a player's PVS. (NPC sleep state used in Get/SetSleepState())
- Constant: AISS_WAITING_FOR_THREAT
- Value: 1 (int)
- Description: NPC is asleep and will awaken upon seeing an enemy. (NPC sleep state used in Get/SetSleepState())
- Constant: AI_SLEEP_FLAGS_NONE
- Value: 0 (int)
- Description: No sleep flags. (NPC sleep flag used in Add/Remove/HasSleepFlags())
- Constant: AI_SLEEP_FLAG_AUTO_PVS
- Value: 1 (int)
- Description: Indicates a NPC will sleep upon exiting PVS. (NPC sleep flag used in Add/Remove/HasSleepFlags())
- Constant: AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS
- Value: 2 (int)
- Description: Indicates a NPC will sleep upon exiting PVS after entering PVS for the first time(?????) (NPC sleep flag used in Add/Remove/HasSleepFlags())
- Constant: ALL_CONTEXTS
- Value: -1048576 (int)
- Description: All sound contexts useable in QueryHearSound hooks, etc.
- Constant: ALL_SCENTS
- Value: 224 (int)
- Description: All "scent" sound types useable in QueryHearSound hooks, etc.
- Constant: ALL_SOUNDS
- Value: 1048351 (int)
- Description: All sound types useable in QueryHearSound hooks, etc.
- Constant: ALL_VISIBLE_CONTENTS
- Value: 255 (int)
- Description: Contains all visible spatial content flags.
- Constant: AUTOAIM_10DEGREES
- Value: 0.173648 (float)
- Description: 10-degree autoaim cone.
- Constant: AUTOAIM_20DEGREES
- Value: 0.349066 (float)
- Description: 20-degree autoaim cone.
- Constant: AUTOAIM_2DEGREES
- Value: 0.034899 (float)
- Description: 2-degree autoaim cone.
- Constant: AUTOAIM_5DEGREES
- Value: 0.087156 (float)
- Description: 5-degree autoaim cone.
- Constant: AUTOAIM_8DEGREES
- Value: 0.139173 (float)
- Description: 8-degree autoaim cone.
- Constant: AUTOAIM_SCALE_DEFAULT
- Value: 1.000000 (float)
- Description: Indicates default auto aim scale.
- Constant: AUTOAIM_SCALE_DIRECT_ONLY
- Value: 0.000000 (float)
- Description: Indicates auto aim should not be used except for direct hits.
- Constant: CHAN_AUTO
- Value: 0 (int)
- Description: The default generic sound channel.
- Constant: CHAN_BODY
- Value: 4 (int)
- Description: The sound channel used for clothing, ragdoll impacts, footsteps, knocking/pounding/punching etc.
- Constant: CHAN_ITEM
- Value: 3 (int)
- Description: The sound channel used for generic physics impact sounds, health/suit chargers, +use sounds.
- Constant: CHAN_REPLACE
- Value: -1 (int)
- Description: The sound channel used when playing sounds through console commands.
- Constant: CHAN_STATIC
- Value: 6 (int)
- Description: The sound channel for constant/background sound that doesn't require any reaction.
- Constant: CHAN_STREAM
- Value: 5 (int)
- Description: The sound channel for sounds that can be delayed by an async load, i.e. aren't responses to particular events.
- Constant: CHAN_VOICE
- Value: 2 (int)
- Description: The sound channel used for dialogue, voice lines, etc.
- Constant: CHAN_VOICE2
- Value: 7 (int)
- Description: An additional sound channel for voices. Used in TF2 for the announcer.
- Constant: CHAN_VOICE_BASE
- Value: 8 (int)
- Description: The sound channel used for network voice data (online voice communications).
- Constant: CHAN_WEAPON
- Value: 1 (int)
- Description: The sound channel for player and NPC weapons.
- Constant: CLASS_BULLSEYE
- Value: 7 (int)
- Description: Used by npc_bullseye.
- Constant: CLASS_EARTH_FAUNA
- Value: 8 (int)
- Description: Used by birds.
- Constant: CLASS_NATIONAL_GUARD
- Value: 6 (int)
- Description: Reserved for the National Guard.
- Constant: CLASS_NONE
- Value: 0 (int)
- Description: No class.
- Constant: CLASS_NPC
- Value: 5 (int)
- Description: Reserved for generic NPCs.
- Constant: CLASS_PLAYER
- Value: 1 (int)
- Description: Used by players.
- Constant: CLASS_PLAYER_ALLY
- Value: 2 (int)
- Description: Used by player allies.
- Constant: CLASS_PLAYER_ALLY_VITAL
- Value: 3 (int)
- Description: Reserved for vital player allies.
- Constant: CLASS_ZOMBIE
- Value: 4 (int)
- Description: Used by the living dead.
- Constant: CLIENT_DLL
- Value: 0 (int)
- Constant: COLLISION_GROUP_BREAKABLE_GLASS
- Value: 6 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_DEBRIS
- Value: 1 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_DEBRIS_TRIGGER
- Value: 2 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_DISSOLVING
- Value: 25 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_DOOR_BLOCKER
- Value: 23 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_INTERACTIVE
- Value: 4 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_INTERACTIVE_DEBRIS
- Value: 3 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_IN_VEHICLE
- Value: 19 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_NONE
- Value: 0 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_NPC
- Value: 9 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_NPC_ACTOR
- Value: 27 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_NPC_SCRIPTED
- Value: 28 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_PASSABLE_DOOR
- Value: 24 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_PLAYER
- Value: 5 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_PLAYER_MOVEMENT
- Value: 8 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_PROJECTILE
- Value: 22 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_PUSHAWAY
- Value: 26 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_VEHICLE
- Value: 7 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_VEHICLE_CLIP
- Value: 21 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: COLLISION_GROUP_WEAPON
- Value: 20 (int)
- Description: Collision group used in GetCollisionGroup(), etc.
- Constant: CONTENTS_AREAPORTAL
- Value: 32768 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_AUX
- Value: 4 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_BLOCKLOS
- Value: 64 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_CURRENT_0
- Value: 262144 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_CURRENT_180
- Value: 1048576 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_CURRENT_270
- Value: 2097152 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_CURRENT_90
- Value: 524288 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_CURRENT_DOWN
- Value: 8388608 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_CURRENT_UP
- Value: 4194304 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_DEBRIS
- Value: 67108864 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_DETAIL
- Value: 134217728 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_EMPTY
- Value: 0 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_GRATE
- Value: 8 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_HITBOX
- Value: 1073741824 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_IGNORE_NODRAW_OPAQUE
- Value: 8192 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_LADDER
- Value: 536870912 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_MONSTER
- Value: 33554432 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_MONSTERCLIP
- Value: 131072 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_MOVEABLE
- Value: 16384 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_OPAQUE
- Value: 128 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_ORIGIN
- Value: 16777216 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_PLAYERCLIP
- Value: 65536 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_SLIME
- Value: 16 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_SOLID
- Value: 1 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_TEAM1
- Value: 2048 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_TEAM2
- Value: 4096 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_TESTFOGVOLUME
- Value: 256 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_TRANSLUCENT
- Value: 268435456 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_WATER
- Value: 32 (int)
- Description: Spatial content flags.
- Constant: CONTENTS_WINDOW
- Value: 2 (int)
- Description: Spatial content flags.
- Constant: DAMAGE_AIM
- Value: 3 (int)
- Description: (Use with GetTakeDamage/SetTakeDamage)
- Constant: DAMAGE_EVENTS_ONLY
- Value: 1 (int)
- Description: Call damage functions, but don't modify health (Use with GetTakeDamage/SetTakeDamage)
- Constant: DAMAGE_NO
- Value: 0 (int)
- Description: Don't take damage (Use with GetTakeDamage/SetTakeDamage)
- Constant: DAMAGE_YES
- Value: 2 (int)
- Description: Allow damage to be taken (Use with GetTakeDamage/SetTakeDamage)
- Constant: DEG2RAD
- Value: 0.017453 (float)
- Constant: DMG_ACID
- Value: 1048576 (int)
- Description: Damage type used in damage information.
- Constant: DMG_AIRBOAT
- Value: 33554432 (int)
- Description: Damage type used in damage information.
- Constant: DMG_ALWAYSGIB
- Value: 8192 (int)
- Description: Damage type used in damage information.
- Constant: DMG_BLAST
- Value: 64 (int)
- Description: Damage type used in damage information.
- Constant: DMG_BLAST_SURFACE
- Value: 134217728 (int)
- Description: Damage type used in damage information.
- Constant: DMG_BUCKSHOT
- Value: 536870912 (int)
- Description: Damage type used in damage information.
- Constant: DMG_BULLET
- Value: 2 (int)
- Description: Damage type used in damage information.
- Constant: DMG_BURN
- Value: 8 (int)
- Description: Damage type used in damage information.
- Constant: DMG_CLUB
- Value: 128 (int)
- Description: Damage type used in damage information.
- Constant: DMG_CRUSH
- Value: 1 (int)
- Description: Damage type used in damage information.
- Constant: DMG_DIRECT
- Value: 268435456 (int)
- Description: Damage type used in damage information.
- Constant: DMG_DISSOLVE
- Value: 67108864 (int)
- Description: Damage type used in damage information.
- Constant: DMG_DROWN
- Value: 16384 (int)
- Description: Damage type used in damage information.
- Constant: DMG_DROWNRECOVER
- Value: 524288 (int)
- Description: Damage type used in damage information.
- Constant: DMG_ENERGYBEAM
- Value: 1024 (int)
- Description: Damage type used in damage information.
- Constant: DMG_FALL
- Value: 32 (int)
- Description: Damage type used in damage information.
- Constant: DMG_GENERIC
- Value: 0 (int)
- Description: Damage type used in damage information.
- Constant: DMG_NERVEGAS
- Value: 65536 (int)
- Description: Damage type used in damage information.
- Constant: DMG_NEVERGIB
- Value: 4096 (int)
- Description: Damage type used in damage information.
- Constant: DMG_PARALYZE
- Value: 32768 (int)
- Description: Damage type used in damage information.
- Constant: DMG_PHYSGUN
- Value: 8388608 (int)
- Description: Damage type used in damage information.
- Constant: DMG_PLASMA
- Value: 16777216 (int)
- Description: Damage type used in damage information.
- Constant: DMG_POISON
- Value: 131072 (int)
- Description: Damage type used in damage information.
- Constant: DMG_PREVENT_PHYSICS_FORCE
- Value: 2048 (int)
- Description: Damage type used in damage information.
- Constant: DMG_RADIATION
- Value: 262144 (int)
- Description: Damage type used in damage information.
- Constant: DMG_REMOVENORAGDOLL
- Value: 4194304 (int)
- Description: Damage type used in damage information.
- Constant: DMG_SHOCK
- Value: 256 (int)
- Description: Damage type used in damage information.
- Constant: DMG_SLASH
- Value: 4 (int)
- Description: Damage type used in damage information.
- Constant: DMG_SLOWBURN
- Value: 2097152 (int)
- Description: Damage type used in damage information.
- Constant: DMG_SONIC
- Value: 512 (int)
- Description: Damage type used in damage information.
- Constant: DMG_VEHICLE
- Value: 16 (int)
- Description: Damage type used in damage information.
- Constant: D_ER
- Value: 0 (int)
- Description: 'Error' relationship definition. Used by NPCs and players for relationship disposition.
- Constant: D_FR
- Value: 2 (int)
- Description: Denotes a 'Fear' relationship. Used by NPCs and players for relationship disposition.
- Constant: D_HT
- Value: 1 (int)
- Description: Denotes a 'Hate' relationship. Used by NPCs and players for relationship disposition.
- Constant: D_LI
- Value: 3 (int)
- Description: Denotes a 'Like' relationship. Used by NPCs and players for relationship disposition.
- Constant: D_NU
- Value: 4 (int)
- Description: Denotes a 'Neutral' relationship. Used by NPCs and players for relationship disposition.
- Constant: EFL_BOT_FROZEN
- Value: 256 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_CHECK_UNTOUCH
- Value: 16777216 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DIRTY_ABSANGVELOCITY
- Value: 8192 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DIRTY_ABSTRANSFORM
- Value: 2048 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DIRTY_ABSVELOCITY
- Value: 4096 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DIRTY_SHADOWUPDATE
- Value: 32 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DIRTY_SPATIAL_PARTITION
- Value: 32768 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS
- Value: 16384 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DONTBLOCKLOS
- Value: 33554432 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DONTWALKON
- Value: 67108864 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_DORMANT
- Value: 2 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_FORCE_CHECK_TRANSMIT
- Value: 128 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_HAS_PLAYER_CHILD
- Value: 16 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_IN_SKYBOX
- Value: 131072 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_IS_BEING_LIFTED_BY_BARNACLE
- Value: 1048576 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_KEEP_ON_RECREATE_ENTITIES
- Value: 16 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_KILLME
- Value: 1 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NOCLIP_ACTIVE
- Value: 4 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NOTIFY
- Value: 64 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_AUTO_EDICT_ATTACH
- Value: 1024 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_DAMAGE_FORCES
- Value: -2147483648 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_DISSOLVE
- Value: 134217728 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_GAME_PHYSICS_SIMULATION
- Value: 8388608 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_MEGAPHYSCANNON_RAGDOLL
- Value: 268435456 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_PHYSCANNON_INTERACTION
- Value: 1073741824 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_ROTORWASH_PUSH
- Value: 2097152 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_THINK_FUNCTION
- Value: 4194304 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_NO_WATER_VELOCITY_CHANGE
- Value: 536870912 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_SERVER_ONLY
- Value: 512 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_SETTING_UP_BONES
- Value: 8 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_TOUCHING_FLUID
- Value: 524288 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EFL_USE_PARTITION_WHEN_NOT_SOLID
- Value: 262144 (int)
- Description: Entity flag used in GetEFlags(), etc.
- Constant: EF_BONEMERGE
- Value: 1 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_BONEMERGE_FASTCULL
- Value: 128 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_BRIGHTLIGHT
- Value: 2 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_DIMLIGHT
- Value: 4 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_ITEM_BLINK
- Value: 256 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_NODRAW
- Value: 32 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_NOINTERP
- Value: 8 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_NORECEIVESHADOW
- Value: 64 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_NOSHADOW
- Value: 16 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: EF_PARENT_ANIMATES
- Value: 512 (int)
- Description: Effect flag used in GetEffects(), etc.
- Constant: FCVAR_ACCESSIBLE_FROM_THREADS
- Value: 33554432 (int)
- Description: If this convar flag is set, it will be accessible from the material system thread.
- Constant: FCVAR_ARCHIVE
- Value: 128 (int)
- Description: If this convar flag is set, its value will be saved when the game is exited.
- Constant: FCVAR_ARCHIVE_XBOX
- Value: 16777216 (int)
- Description: If this convar flag is set, it will be archived on the Xbox config.
- Constant: FCVAR_CHEAT
- Value: 16384 (int)
- Description: Only useable in singleplayer / debug / multiplayer & sv_cheats
- Constant: FCVAR_CLIENTCMD_CAN_EXECUTE
- Value: 1073741824 (int)
- Description: If this convar flag is set, any client will be allowed to execute this command.
- Constant: FCVAR_CLIENTDLL
- Value: 8 (int)
- Description: This convar flag is defined in client DLL convars.
- Constant: FCVAR_DEMO
- Value: 65536 (int)
- Description: If this convar flag is set, it will be recorded when starting a demo file.
- Constant: FCVAR_DEVELOPMENTONLY
- Value: 2 (int)
- Description: If this convar flag is set, it's hidden in "retail" DLLs.
- Constant: FCVAR_DONTRECORD
- Value: 131072 (int)
- Description: If this convar flag is set, it will NOT be recorded when starting a demo file.
- Constant: FCVAR_GAMEDLL
- Value: 4 (int)
- Description: This convar flag is defined in server DLL convars.
- Constant: FCVAR_HIDDEN
- Value: 16 (int)
- Description: If this convar flag is set, it doesn't appear in the console or any searching tools, but it can still be set.
- Constant: FCVAR_MATERIAL_SYSTEM_THREAD
- Value: 8388608 (int)
- Description: This convar flag indicates it's read from the material system thread.
- Constant: FCVAR_NEVER_AS_STRING
- Value: 4096 (int)
- Description: If this convar flag is set, it will never be printed as a string.
- Constant: FCVAR_NONE
- Value: 0 (int)
- Description: Empty convar flag.
- Constant: FCVAR_NOTIFY
- Value: 256 (int)
- Description: If this convar flag is set, it will notify players when it is changed.
- Constant: FCVAR_NOT_CONNECTED
- Value: 4194304 (int)
- Description: If this convar flag is set, it cannot be changed by a client connected to the server.
- Constant: FCVAR_PRINTABLEONLY
- Value: 1024 (int)
- Description: If this convar flag is set, it cannot contain unprintable characters. Used for player name cvars, etc.
- Constant: FCVAR_PROTECTED
- Value: 32 (int)
- Description: This convar flag prevents convars with secure data (e.g. passwords) from sending full data to clients, only sending 1 if non-zero and 0 otherwise.
- Constant: FCVAR_RELOAD_MATERIALS
- Value: 1048576 (int)
- Description: If this convar flag is set, it will force a material reload when it changes.
- Constant: FCVAR_RELOAD_TEXTURES
- Value: 2097152 (int)
- Description: If this convar flag is set, it will force a texture reload when it changes.
- Constant: FCVAR_REPLICATED
- Value: 8192 (int)
- Description: If this convar flag is set, it will enforce a serverside value on any clientside counterparts. (also known as FCVAR_SERVER)
- Constant: FCVAR_SERVER_CANNOT_QUERY
- Value: 536870912 (int)
- Description: If this convar flag is set, the server will not be allowed to query its value.
- Constant: FCVAR_SERVER_CAN_EXECUTE
- Value: 268435456 (int)
- Description: If this convar flag is set, the server will be allowed to execute it as a client command.
- Constant: FCVAR_SPONLY
- Value: 64 (int)
- Description: If this convar flag is set, it can't be changed by clients connected to a multiplayer server.
- Constant: FCVAR_UNLOGGED
- Value: 2048 (int)
- Description: If this convar flag is set, it will not log its changes if a log is being created.
- Constant: FCVAR_UNREGISTERED
- Value: 1 (int)
- Description: If this convar flag is set, it isn't added to linked list, etc.
- Constant: FCVAR_USERINFO
- Value: 512 (int)
- Description: If this convar flag is set, it will be marked as info which plays a part in how the server identifies a client.
- Constant: FL_AIMTARGET
- Value: 131072 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_ATCONTROLS
- Value: 128 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_BASEVELOCITY
- Value: 16777216 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_CLIENT
- Value: 256 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_CONVEYOR
- Value: 8192 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_DISSOLVING
- Value: 536870912 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_DONTTOUCH
- Value: 8388608 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_DUCKING
- Value: 2 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_FAKECLIENT
- Value: 512 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_FLY
- Value: 2048 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_FROZEN
- Value: 64 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_GODMODE
- Value: 32768 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_GRAPHED
- Value: 1048576 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_GRENADE
- Value: 2097152 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_INRAIN
- Value: 32 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_INWATER
- Value: 1024 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_KILLME
- Value: 134217728 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_NOTARGET
- Value: 65536 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_NPC
- Value: 16384 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_OBJECT
- Value: 67108864 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_ONFIRE
- Value: 268435456 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_ONGROUND
- Value: 1 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_ONTRAIN
- Value: 16 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_PARTIALGROUND
- Value: 262144 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_STATICPROP
- Value: 524288 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_STEPMOVEMENT
- Value: 4194304 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_SWIM
- Value: 4096 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_TRANSRAGDOLL
- Value: 1073741824 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_UNBLOCKABLE_BY_PLAYER
- Value: -2147483648 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_WATERJUMP
- Value: 8 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FL_WORLDBRUSH
- Value: 33554432 (int)
- Description: Flag used in GetFlags(), etc.
- Constant: FSOLID_CUSTOMBOXTEST
- Value: 2 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_CUSTOMRAYTEST
- Value: 1 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_FORCE_WORLD_ALIGNED
- Value: 64 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_NOT_SOLID
- Value: 4 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_NOT_STANDABLE
- Value: 16 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_ROOT_PARENT_ALIGNED
- Value: 256 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_TRIGGER
- Value: 8 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_TRIGGER_TOUCH_DEBRIS
- Value: 512 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_USE_TRIGGER_BOUNDS
- Value: 128 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: FSOLID_VOLUME_CONTENTS
- Value: 32 (int)
- Description: Solid flag used in GetSolidFlags(), etc.
- Constant: GENDER_FEMALE
- Value: 2 (int)
- Description: A standard value used to represent female gender. Usually used for sounds.
- Constant: GENDER_MALE
- Value: 1 (int)
- Description: A standard value used to represent male gender. Usually used for sounds.
- Constant: GENDER_NONE
- Value: 0 (int)
- Description: A standard value used to represent no specific gender. Usually used for sounds.
- Constant: GLOBAL_DEAD
- Value: 2 (int)
- Description: Global state used by the Globals singleton.
- Constant: GLOBAL_OFF
- Value: 0 (int)
- Description: Global state used by the Globals singleton.
- Constant: GLOBAL_ON
- Value: 1 (int)
- Description: Global state used by the Globals singleton.
- Constant: HidingSpot.EXPOSED
- Value: 8 (int)
- Constant: HidingSpot.GOOD_SNIPER_SPOT
- Value: 2 (int)
- Constant: HidingSpot.IDEAL_SNIPER_SPOT
- Value: 4 (int)
- Constant: HidingSpot.IN_COVER
- Value: 1 (int)
- Constant: Hitgroup.Chest
- Value: 2 (int)
- Constant: Hitgroup.Gear
- Value: 10 (int)
- Constant: Hitgroup.Generic
- Value: 0 (int)
- Constant: Hitgroup.Head
- Value: 1 (int)
- Constant: Hitgroup.LeftArm
- Value: 4 (int)
- Constant: Hitgroup.LeftLeg
- Value: 6 (int)
- Constant: Hitgroup.RightArm
- Value: 5 (int)
- Constant: Hitgroup.RightLeg
- Value: 7 (int)
- Constant: Hitgroup.Stomach
- Value: 3 (int)
- Constant: IN.ALT1
- Value: 16384 (int)
- Description: Button for +alt1
- Constant: IN.ALT2
- Value: 32768 (int)
- Description: Button for +alt2
- Constant: IN.ATTACK
- Value: 1 (int)
- Description: Button for +attack
- Constant: IN.ATTACK2
- Value: 2048 (int)
- Description: Button for +attack2
- Constant: IN.ATTACK3
- Value: 33554432 (int)
- Description: Button for +attack3
- Constant: IN.BACK
- Value: 16 (int)
- Description: Button for +back
- Constant: IN.BULLRUSH
- Value: 4194304 (int)
- Description: Unused button
- Constant: IN.CANCEL
- Value: 64 (int)
- Description: Special button flag for attack cancel
- Constant: IN.DUCK
- Value: 4 (int)
- Description: Button for +duck
- Constant: IN.FORWARD
- Value: 8 (int)
- Description: Button for +forward
- Constant: IN.GRENADE1
- Value: 8388608 (int)
- Description: Button for +grenade1
- Constant: IN.GRENADE2
- Value: 16777216 (int)
- Description: Button for +grenade2
- Constant: IN.JUMP
- Value: 2 (int)
- Description: Button for +jump
- Constant: IN.LEFT
- Value: 128 (int)
- Description: Button for +left
- Constant: IN.MOVELEFT
- Value: 512 (int)
- Description: Button for +moveleft
- Constant: IN.MOVERIGHT
- Value: 1024 (int)
- Description: Button for +moveright
- Constant: IN.RELOAD
- Value: 8192 (int)
- Description: Button for +reload
- Constant: IN.RIGHT
- Value: 256 (int)
- Description: Button for +right
- Constant: IN.RUN
- Value: 4096 (int)
- Description: Unused button (see IN.SPEED for sprint)
- Constant: IN.SCORE
- Value: 65536 (int)
- Description: Button for +score
- Constant: IN.SPEED
- Value: 131072 (int)
- Description: Button for +speed
- Constant: IN.USE
- Value: 32 (int)
- Description: Button for +use
- Constant: IN.WALK
- Value: 262144 (int)
- Description: Button for +walk
- Constant: IN.WEAPON1
- Value: 1048576 (int)
- Description: Special button used by weapons themselves
- Constant: IN.WEAPON2
- Value: 2097152 (int)
- Description: Special button used by weapons themselves
- Constant: IN.ZOOM
- Value: 524288 (int)
- Description: Button for +zoom
- Constant: LAST_VISIBLE_CONTENTS
- Value: 128 (int)
- Description: Contains last visible spatial content flags.
- Constant: MASK_BLOCKLOS
- Value: 16449 (int)
- Description: Spatial content mask representing objects which block LOS for AI (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
- Constant: MASK_BLOCKLOS_AND_NPCS
- Value: 33570881 (int)
- Description: Spatial content mask equivalent to MASK_BLOCKLOS, but also including NPCs (MASK_BLOCKLOS|CONTENTS_MONSTER)
- Constant: MASK_NPCSOLID
- Value: 33701899 (int)
- Description: Spatial content mask representing objects solid to NPCs, including NPC clips (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
- Constant: MASK_NPCSOLID_BRUSHONLY
- Value: 147467 (int)
- Description: Spatial content mask equivalent to MASK_NPCSOLID, but without NPCs (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
- Constant: MASK_NPCWORLDSTATIC
- Value: 131083 (int)
- Description: Spatial content mask representing objects static to NPCs, used for nodegraph rebuilding (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
- Constant: MASK_OPAQUE
- Value: 16513 (int)
- Description: Spatial content mask representing objects which block lighting (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)
- Constant: MASK_OPAQUE_AND_NPCS
- Value: 33570945 (int)
- Description: Spatial content mask equivalent to MASK_OPAQUE, but also including NPCs (MASK_OPAQUE|CONTENTS_MONSTER)
- Constant: MASK_PLAYERSOLID
- Value: 33636363 (int)
- Description: Spatial content mask representing objects solid to the player, including player clips (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
- Constant: MASK_PLAYERSOLID_BRUSHONLY
- Value: 81931 (int)
- Description: Spatial content mask equivalent to MASK_PLAYERSOLID, but without NPCs (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)
- Constant: MASK_SHOT
- Value: 1174421507 (int)
- Description: Spatial content mask representing objects solid to bullets (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
- Constant: MASK_SHOT_HULL
- Value: 100679691 (int)
- Description: Spatial content mask representing objects solid to non-raycasted weapons, including grates (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
- Constant: MASK_SHOT_PORTAL
- Value: 33570819 (int)
- Description: Spatial content mask equivalent to MASK_SHOT, but excluding debris and not using expensive hitbox calculations (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
- Constant: MASK_SOLID
- Value: 33570827 (int)
- Description: Spatial content mask representing solid objects (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
- Constant: MASK_SOLID_BRUSHONLY
- Value: 16395 (int)
- Description: Spatial content mask equivalent to MASK_SOLID, but without NPCs (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)
- Constant: MASK_SPLITAREAPORTAL
- Value: 48 (int)
- Description: Spatial content mask representing objects which can split areaportals (CONTENTS_WATER|CONTENTS_SLIME)
- Constant: MASK_VISIBLE
- Value: 24705 (int)
- Description: Spatial content mask representing objects which block LOS for players (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
- Constant: MASK_VISIBLE_AND_NPCS
- Value: 33579137 (int)
- Description: Spatial content mask equivalent to MASK_VISIBLE, but also including NPCs (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
- Constant: MASK_WATER
- Value: 16432 (int)
- Description: Spatial content mask representing water and slime solids (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)
- Constant: MAX_COORD_FLOAT
- Value: 16384.000000 (float)
- Description: Maximum float coordinate.
- Constant: MAX_PLAYERS
- Value: 9 (int)
- Description: Max number of players in a game.
- Constant: MAX_TRACE_LENGTH
- Value: 56755.839844 (float)
- Description: Maximum traceable distance (assumes cubic world and trace from one corner to opposite).
- Constant: MOVETYPE_CUSTOM
- Value: 11 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_FLY
- Value: 4 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_FLYGRAVITY
- Value: 5 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_ISOMETRIC
- Value: 1 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_LADDER
- Value: 9 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_NOCLIP
- Value: 8 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_NONE
- Value: 0 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_OBSERVER
- Value: 10 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_PUSH
- Value: 7 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_STEP
- Value: 3 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_VPHYSICS
- Value: 6 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MOVETYPE_WALK
- Value: 2 (int)
- Description: Move type used in GetMoveType(), etc.
- Constant: MapLoad.Background
- Value: 3 (int)
- Description: Map was loaded as a background map
- Constant: MapLoad.LoadGame
- Value: 1 (int)
- Description: Map was loaded from a save file
- Constant: MapLoad.NewGame
- Value: 0 (int)
- Description: Map was loaded from a new game
- Constant: MapLoad.Transition
- Value: 2 (int)
- Description: Map was loaded from a level transition
- Constant: NAV_MESH_AVOID
- Value: 128 (int)
- Description: Avoid this area unless alternatives are too dangerous.
- Constant: NAV_MESH_CLIFF
- Value: 32768 (int)
- Description: This nav area is adjacent to a drop of at least CliffHeight.
- Constant: NAV_MESH_CROUCH
- Value: 1 (int)
- Description: Must crouch to use this node or area.
- Constant: NAV_MESH_DONT_HIDE
- Value: 512 (int)
- Description: Area should not be considered for hiding spot generation.
- Constant: NAV_MESH_FUNC_COST
- Value: 536870912 (int)
- Description: Area has designer specified cost controlled by func_nav_cost entities.
- Constant: NAV_MESH_HAS_ELEVATOR
- Value: 1073741824 (int)
- Description: Area is in an elevator's path.
- Constant: NAV_MESH_INVALID
- Value: 0 (int)
- Constant: NAV_MESH_JUMP
- Value: 2 (int)
- Description: Must jump to traverse this area (only used during generation).
- Constant: NAV_MESH_NAV_BLOCKER
- Value: -2147483648 (int)
- Description: Area is blocked by nav blocker.
- Constant: NAV_MESH_NO_HOSTAGES
- Value: 2048 (int)
- Description: Hostages shouldn't use this area.
- Constant: NAV_MESH_NO_JUMP
- Value: 8 (int)
- Description: Inhibit discontinuity jumping.
- Constant: NAV_MESH_NO_MERGE
- Value: 8192 (int)
- Description: Don't merge this area with adjacent areas.
- Constant: NAV_MESH_NO_ZOMBIE_SPAWN
- Value: 65536 (int)
- Description: Zombies shouldn't spawn here.
- Constant: NAV_MESH_OBSTACLE_TOP
- Value: 16384 (int)
- Description: This nav area is the climb point on the tip of an obstacle.
- Constant: NAV_MESH_PRECISE
- Value: 4 (int)
- Description: Do not adjust for obstacles, just move along area.
- Constant: NAV_MESH_RUN
- Value: 32 (int)
- Description: Must run to traverse this area.
- Constant: NAV_MESH_STAIRS
- Value: 4096 (int)
- Description: This area represents stairs, do not attempt to climb or jump them - just walk up.
- Constant: NAV_MESH_STAND
- Value: 1024 (int)
- Description: Bots hiding in this area should stand.
- Constant: NAV_MESH_STOP
- Value: 16 (int)
- Description: Must stop when entering this area.
- Constant: NAV_MESH_TRANSIENT
- Value: 256 (int)
- Description: Area may become blocked, and should be periodically checked.
- Constant: NAV_MESH_WALK
- Value: 64 (int)
- Description: Must walk to traverse this area.
- Constant: NPC_STATE_ALERT
- Value: 2 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NPC_STATE_COMBAT
- Value: 3 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NPC_STATE_DEAD
- Value: 7 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NPC_STATE_IDLE
- Value: 1 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NPC_STATE_INVALID
- Value: -1 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NPC_STATE_NONE
- Value: 0 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NPC_STATE_PLAYDEAD
- Value: 5 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NPC_STATE_PRONE
- Value: 6 (int)
- Description: When in clutches of barnacle (NPC state type used in GetNPCState(), etc.)
- Constant: NPC_STATE_SCRIPT
- Value: 4 (int)
- Description: NPC state type used in GetNPCState(), etc.
- Constant: NUM_AI_CLASSES
- Value: 9 (int)
- Description: Number of AI classes.
- Constant: PATTACH_ABSORIGIN
- Value: 0 (int)
- Description: Create at absorigin, but don't follow
- Constant: PATTACH_ABSORIGIN_FOLLOW
- Value: 1 (int)
- Description: Create at absorigin, and update to follow the entity
- Constant: PATTACH_CUSTOMORIGIN
- Value: 2 (int)
- Description: Create at a custom origin, but don't follow
- Constant: PATTACH_POINT
- Value: 3 (int)
- Description: Create on attachment point, but don't follow
- Constant: PATTACH_POINT_FOLLOW
- Value: 4 (int)
- Description: Create on attachment point, and update to follow the entity
- Constant: PATTACH_ROOTBONE_FOLLOW
- Value: 6 (int)
- Description: Create at the root bone of the entity, and update to follow
- Constant: PATTACH_WORLDORIGIN
- Value: 5 (int)
- Description: Used for control points that don't attach to an entity
- Constant: PITCH_HIGH
- Value: 120 (int)
- Description: The standard high pitch value.
- Constant: PITCH_LOW
- Value: 95 (int)
- Description: The standard low pitch value.
- Constant: PITCH_NORM
- Value: 100 (int)
- Description: The standard pitch value.
- Constant: RAD2DEG
- Value: 57.295780 (float)
- Constant: ROPE_BARBED
- Value: 2 (int)
- Description: Hack option to draw like a barbed wire. (for use in rope flags)
- Constant: ROPE_BREAKABLE
- Value: 16 (int)
- Description: Can the endpoints detach? (for use in rope flags)
- Constant: ROPE_COLLIDE
- Value: 4 (int)
- Description: Collide with the world. (for use in rope flags)
- Constant: ROPE_GRAVITY
- Value: Vector( 610500212157265220000000000000000000.000000, 0.000000, (Vector)
- Description: Default rope gravity vector.
- Constant: ROPE_INITIAL_HANG
- Value: 64 (int)
- Description: By default, ropes will simulate for a bit internally when they are created so they sag, but dynamically created ropes for things like harpoons don't want this. (for use in rope flags)
- Constant: ROPE_NO_GRAVITY
- Value: 256 (int)
- Description: Disable gravity on this rope. (for use in rope flags)
- Constant: ROPE_NUMFLAGS
- Value: 9 (int)
- Description: The number of rope flags recognized by the game.
- Constant: ROPE_PLAYER_WPN_ATTACH
- Value: 128 (int)
- Description: If this flag is set, then the second attachment must be a player. The rope will attach to "buff_attach" on the player's active weapon. This is a flag because it requires special code on the client to find the weapon. (for use in rope flags)
- Constant: ROPE_RESIZE
- Value: 1 (int)
- Description: Try to keep the rope dangling the same amount even as the rope length changes. (for use in rope flags)
- Constant: ROPE_SIMULATE
- Value: 8 (int)
- Description: Is the rope valid? (for use in rope flags)
- Constant: RenderMode.Additive
- Value: 5 (int)
- Constant: RenderMode.AdditiveFractionalFrame
- Value: 7 (int)
- Constant: RenderMode.AlphaAdd
- Value: 8 (int)
- Constant: RenderMode.Color
- Value: 1 (int)
- Constant: RenderMode.Environmental
- Value: 6 (int)
- Constant: RenderMode.Glow
- Value: 3 (int)
- Constant: RenderMode.None
- Value: 10 (int)
- Constant: RenderMode.Normal
- Value: 0 (int)
- Constant: RenderMode.Solid
- Value: 4 (int)
- Constant: RenderMode.Texture
- Value: 2 (int)
- Constant: RenderMode.WorldSpaceGlow
- Value: 9 (int)
- Constant: SCRIPT_CLEANUP
- Value: 3 (int)
- Description: Cancelling the script / cleaning up.
- Constant: SCRIPT_PLAYING
- Value: 0 (int)
- Description: Moving to the scripted sequence position while playing a custom movement animation.
- Constant: SCRIPT_POST_IDLE
- Value: 2 (int)
- Description: Playing the post idle animation after playing the action animation.
- Constant: SCRIPT_RUN_TO_MARK
- Value: 5 (int)
- Description: Running to the scripted sequence position.
- Constant: SCRIPT_WAIT
- Value: 1 (int)
- Description: Waiting on everyone in the script to be ready. Plays the pre idle animation if there is one.
- Constant: SCRIPT_WALK_TO_MARK
- Value: 4 (int)
- Description: Walking to the scripted sequence position.
- Constant: SERVER_DLL
- Value: 1 (int)
- Constant: SNDLVL_100dB
- Value: 100 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_105dB
- Value: 105 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_110dB
- Value: 110 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_120dB
- Value: 120 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_130dB
- Value: 130 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_140dB
- Value: 140 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_150dB
- Value: 150 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_180dB
- Value: 180 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_20dB
- Value: 20 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_25dB
- Value: 25 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_30dB
- Value: 30 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_35dB
- Value: 35 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_40dB
- Value: 40 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_45dB
- Value: 45 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_50dB
- Value: 50 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_55dB
- Value: 55 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_60dB
- Value: 60 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_65dB
- Value: 65 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_70dB
- Value: 70 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_75dB
- Value: 75 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_80dB
- Value: 80 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_85dB
- Value: 85 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_90dB
- Value: 90 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_95dB
- Value: 95 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_GUNFIRE
- Value: 140 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_IDLE
- Value: 60 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_NONE
- Value: 0 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_NORM
- Value: 75 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_STATIC
- Value: 66 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SNDLVL_TALKING
- Value: 80 (int)
- Description: A standard value used for a sound's sound level.
- Constant: SND_CHANGE_PITCH
- Value: 2 (int)
- Description: Indicates a sound is a pitch change to an already-playing sound.
- Constant: SND_CHANGE_VOL
- Value: 1 (int)
- Description: Indicates a sound is a volume change to an already-playing sound.
- Constant: SND_DELAY
- Value: 16 (int)
- Description: Indicates a sound has an initial delay.
- Constant: SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL
- Value: 1024 (int)
- Description: Prevents a sound from interrupting other sounds on a channel (if the channel supports interruption).
- Constant: SND_IGNORE_NAME
- Value: 512 (int)
- Description: Used to change all sounds emitted by an entity, regardless of name.
- Constant: SND_IGNORE_PHONEMES
- Value: 256 (int)
- Description: Prevents the entity emitting this sound from using its phonemes (no lip-syncing).
- Constant: SND_SHOULDPAUSE
- Value: 128 (int)
- Description: Forces a sound to pause if the game is paused.
- Constant: SND_SPAWNING
- Value: 8 (int)
- Description: Indicates a sound is spawning, used in some cases for ambients. Not networked.
- Constant: SND_SPEAKER
- Value: 64 (int)
- Description: Indicates a sound is being played again by a microphone through a speaker.
- Constant: SND_STOP
- Value: 4 (int)
- Description: Indicates a sound is stopping an already-playing sound.
- Constant: SND_STOP_LOOPING
- Value: 32 (int)
- Description: Stops all looping sounds on an entity.
- Constant: SOLID_BBOX
- Value: 2 (int)
- Description: Solid type used by VPhysics
- Constant: SOLID_BSP
- Value: 1 (int)
- Description: Solid type used by VPhysics
- Constant: SOLID_CUSTOM
- Value: 5 (int)
- Description: Solid type used by VPhysics
- Constant: SOLID_NONE
- Value: 0 (int)
- Description: Solid type used by VPhysics
- Constant: SOLID_OBB
- Value: 3 (int)
- Description: Solid type used by VPhysics
- Constant: SOLID_OBB_YAW
- Value: 4 (int)
- Description: Solid type used by VPhysics
- Constant: SOLID_VPHYSICS
- Value: 6 (int)
- Description: Solid type used by VPhysics
- Constant: SOUNDENT_CHANNEL_BULLET_IMPACT
- Value: 6 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_INJURY
- Value: 5 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_NPC_FOOTSTEP
- Value: 7 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_REPEATED_DANGER
- Value: 2 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER
- Value: 3 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_REPEATING
- Value: 1 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_SPOOKY_NOISE
- Value: 8 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_UNSPECIFIED
- Value: 0 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_WEAPON
- Value: 4 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_CHANNEL_ZOMBINE_GRENADE
- Value: 9 (int)
- Description: Sound channel used in QueryHearSound hooks, etc.
- Constant: SOUNDENT_VOLUME_MACHINEGUN
- Value: 1500 (int)
- Description: Sound volume preset for use in InsertAISound, etc.
- Constant: SOUNDENT_VOLUME_PISTOL
- Value: 500 (int)
- Description: Sound volume preset for use in InsertAISound, etc.
- Constant: SOUNDENT_VOLUME_SHOTGUN
- Value: 1500 (int)
- Description: Sound volume preset for use in InsertAISound, etc.
- Constant: SOUND_BUGBAIT
- Value: 512 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_BULLET_IMPACT
- Value: 16 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_CARCASS
- Value: 32 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_COMBAT
- Value: 1 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_ALLIES_ONLY
- Value: 268435456 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_COMBINE_ONLY
- Value: 8388608 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_DANGER_APPROACH
- Value: 134217728 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_EXCLUDE_COMBINE
- Value: 67108864 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_EXPLOSION
- Value: 33554432 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_FROM_SNIPER
- Value: 1048576 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_GUNFIRE
- Value: 2097152 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_MORTAR
- Value: 4194304 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_PLAYER_VEHICLE
- Value: 536870912 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_CONTEXT_REACT_TO_SOURCE
- Value: 16777216 (int)
- Description: Sound context used in QueryHearSound hooks, etc.
- Constant: SOUND_DANGER
- Value: 8 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_DANGER_SNIPERONLY
- Value: 2048 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_GARBAGE
- Value: 128 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_MEAT
- Value: 64 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_MOVE_AWAY
- Value: 4096 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_NONE
- Value: 0 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_PHYSICS_DANGER
- Value: 1024 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_PLAYER
- Value: 4 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_PLAYER_VEHICLE
- Value: 8192 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_READINESS_HIGH
- Value: 65536 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_READINESS_LOW
- Value: 16384 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_READINESS_MEDIUM
- Value: 32768 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_THUMPER
- Value: 256 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: SOUND_WORLD
- Value: 2 (int)
- Description: Sound type used in QueryHearSound hooks, etc.
- Constant: TEAM_ANY
- Value: -2 (int)
- Description: Index for any team.
- Constant: TEAM_INVALID
- Value: -1 (int)
- Description: Index for an invalid team.
- Constant: TEAM_SPECTATOR
- Value: 1 (int)
- Description: Index for spectator team.
- Constant: TEAM_UNASSIGNED
- Value: 0 (int)
- Description: Index for an unassigned team.
- Constant: VECTOR_CONE_10DEGREES
- Value: Vector( 0.087160, 0.087160, 0.087160 ) (Vector)
- Description: 10-degree weapon vector cone.
- Constant: VECTOR_CONE_15DEGREES
- Value: Vector( 0.130530, 0.130530, 0.130530 ) (Vector)
- Description: 15-degree weapon vector cone.
- Constant: VECTOR_CONE_1DEGREES
- Value: Vector( 0.008730, 0.008730, 0.008730 ) (Vector)
- Description: 1-degree weapon vector cone.
- Constant: VECTOR_CONE_20DEGREES
- Value: Vector( 0.173650, 0.173650, 0.173650 ) (Vector)
- Description: 20-degree weapon vector cone.
- Constant: VECTOR_CONE_2DEGREES
- Value: Vector( 0.017450, 0.017450, 0.017450 ) (Vector)
- Description: 2-degree weapon vector cone.
- Constant: VECTOR_CONE_3DEGREES
- Value: Vector( 0.026180, 0.026180, 0.026180 ) (Vector)
- Description: 3-degree weapon vector cone.
- Constant: VECTOR_CONE_4DEGREES
- Value: Vector( 0.034900, 0.034900, 0.034900 ) (Vector)
- Description: 4-degree weapon vector cone.
- Constant: VECTOR_CONE_5DEGREES
- Value: Vector( 0.043620, 0.043620, 0.043620 ) (Vector)
- Description: 5-degree weapon vector cone.
- Constant: VECTOR_CONE_6DEGREES
- Value: Vector( 0.052340, 0.052340, 0.052340 ) (Vector)
- Description: 6-degree weapon vector cone.
- Constant: VECTOR_CONE_7DEGREES
- Value: Vector( 0.061050, 0.061050, 0.061050 ) (Vector)
- Description: 7-degree weapon vector cone.
- Constant: VECTOR_CONE_8DEGREES
- Value: Vector( 0.069760, 0.069760, 0.069760 ) (Vector)
- Description: 8-degree weapon vector cone.
- Constant: VECTOR_CONE_9DEGREES
- Value: Vector( 0.078460, 0.078460, 0.078460 ) (Vector)
- Description: 9-degree weapon vector cone.
- Constant: VECTOR_CONE_PRECALCULATED
- Value: Vector( 0.000000, 0.000000, 0.000000 ) (Vector)
- Description: This is just a zero vector, but it adds some context indicating that the person writing the code is not allowing FireBullets() to modify the direction of the shot because the shot direction being passed into the function has already been modified by another piece of code and should be fired as specified.
- Constant: VOL_NORM
- Value: 1.000000 (float)
- Description: The standard volume value.
- Constant: WEAPON_PROFICIENCY_AVERAGE
- Value: 1 (int)
- Description: Average weapon proficiency. Causes average accuracy.
- Constant: WEAPON_PROFICIENCY_GOOD
- Value: 2 (int)
- Description: Good weapon proficiency. Causes good accuracy.
- Constant: WEAPON_PROFICIENCY_PERFECT
- Value: 4 (int)
- Description: Perfect weapon proficiency. Causes perfect accuracy.
- Constant: WEAPON_PROFICIENCY_POOR
- Value: 0 (int)
- Description: Poor weapon proficiency. Causes low accuracy.
- Constant: WEAPON_PROFICIENCY_VERY_GOOD
- Value: 3 (int)
- Description: Very good weapon proficiency. Causes very good accuracy.
- Constant: WeaponID.AMMOBOX_12GAUGE
- Value: 55 (int)
- Constant: WeaponID.AMMOBOX_22LR
- Value: 56 (int)
- Constant: WeaponID.AMMOBOX_308
- Value: 57 (int)
- Constant: WeaponID.AMMOBOX_357
- Value: 54 (int)
- Constant: WeaponID.AMMOBOX_45ACP
- Value: 53 (int)
- Constant: WeaponID.AMMOBOX_556
- Value: 58 (int)
- Constant: WeaponID.AMMOBOX_762MM
- Value: 59 (int)
- Constant: WeaponID.AMMOBOX_9MM
- Value: 52 (int)
- Constant: WeaponID.AMMOBOX_ARROW
- Value: 60 (int)
- Constant: WeaponID.AMMOBOX_BOARD
- Value: 61 (int)
- Constant: WeaponID.AMMOBOX_FLARE
- Value: 63 (int)
- Constant: WeaponID.AMMOBOX_FUEL
- Value: 62 (int)
- Constant: WeaponID.BOW_DEERHUNTER
- Value: 22 (int)
- Constant: WeaponID.EXP_GRENADE
- Value: 49 (int)
- Constant: WeaponID.EXP_MOLOTOV
- Value: 50 (int)
- Constant: WeaponID.EXP_TNT
- Value: 51 (int)
- Constant: WeaponID.FA_1022
- Value: 11 (int)
- Constant: WeaponID.FA_1022_25MAG
- Value: 12 (int)
- Constant: WeaponID.FA_1911
- Value: 4 (int)
- Constant: WeaponID.FA_500A
- Value: 9 (int)
- Constant: WeaponID.FA_870
- Value: 6 (int)
- Constant: WeaponID.FA_CZ858
- Value: 15 (int)
- Constant: WeaponID.FA_FNFAL
- Value: 17 (int)
- Constant: WeaponID.FA_GLOCK17
- Value: 1 (int)
- Constant: WeaponID.FA_JAE700
- Value: 16 (int)
- Constant: WeaponID.FA_M16A4
- Value: 20 (int)
- Constant: WeaponID.FA_M16A4_CARRYHANDLE
- Value: 21 (int)
- Constant: WeaponID.FA_M92FS
- Value: 2 (int)
- Constant: WeaponID.FA_MAC10
- Value: 18 (int)
- Constant: WeaponID.FA_MKIII
- Value: 3 (int)
- Constant: WeaponID.FA_MP5A3
- Value: 19 (int)
- Constant: WeaponID.FA_SAKO85
- Value: 14 (int)
- Constant: WeaponID.FA_SAKO85_IRONSIGHTS
- Value: 67 (int)
- Constant: WeaponID.FA_SKS
- Value: 13 (int)
- Constant: WeaponID.FA_SKS_NOBAYO
- Value: 66 (int)
- Constant: WeaponID.FA_SUPERX3
- Value: 7 (int)
- Constant: WeaponID.FA_SV10
- Value: 8 (int)
- Constant: WeaponID.FA_SW686
- Value: 5 (int)
- Constant: WeaponID.FA_WINCHESTER1892
- Value: 10 (int)
- Constant: WeaponID.ITEM_BANDAGES
- Value: 47 (int)
- Constant: WeaponID.ITEM_FIRST_AID
- Value: 45 (int)
- Constant: WeaponID.ITEM_GENE_THERAPY
- Value: 46 (int)
- Constant: WeaponID.ITEM_MAGLITE
- Value: 42 (int)
- Constant: WeaponID.ITEM_PILLS
- Value: 44 (int)
- Constant: WeaponID.ITEM_WALKIETALKIE
- Value: 43 (int)
- Constant: WeaponID.ITEM_ZIPPO
- Value: 48 (int)
- Constant: WeaponID.ME_ABRASIVESAW
- Value: 31 (int)
- Constant: WeaponID.ME_AXE_FIRE
- Value: 27 (int)
- Constant: WeaponID.ME_BAT_METAL
- Value: 28 (int)
- Constant: WeaponID.ME_CHAINSAW
- Value: 30 (int)
- Constant: WeaponID.ME_CLEAVER
- Value: 65 (int)
- Constant: WeaponID.ME_CROWBAR
- Value: 29 (int)
- Constant: WeaponID.ME_ETOOL
- Value: 32 (int)
- Constant: WeaponID.ME_FISTS
- Value: 33 (int)
- Constant: WeaponID.ME_FUBAR
- Value: 34 (int)
- Constant: WeaponID.ME_HATCHET
- Value: 35 (int)
- Constant: WeaponID.ME_KITKNIFE
- Value: 36 (int)
- Constant: WeaponID.ME_MACHETE
- Value: 37 (int)
- Constant: WeaponID.ME_PICKAXE
- Value: 64 (int)
- Constant: WeaponID.ME_PIPE_LEAD
- Value: 38 (int)
- Constant: WeaponID.ME_SHOVEL
- Value: 39 (int)
- Constant: WeaponID.ME_SLEDGE
- Value: 40 (int)
- Constant: WeaponID.ME_WRENCH
- Value: 41 (int)
- Constant: WeaponID.TOOL_BARRICADE
- Value: 23 (int)
- Constant: WeaponID.TOOL_EXTINGUISHER
- Value: 24 (int)
- Constant: WeaponID.TOOL_FLARE_GUN
- Value: 25 (int)
- Constant: WeaponID.TOOL_WELDER
- Value: 26 (int)
- Constant: WeaponID.WEAPON_MAX
- Value: 68 (int)
- Constant: WeaponID.WEAPON_NONE
- Value: 0 (int)
- Constant: WeaponSound.BURST
- Value: 5 (int)
- Constant: WeaponSound.DEPLOY
- Value: 15 (int)
- Constant: WeaponSound.DOUBLE_NPC
- Value: 4 (int)
- Constant: WeaponSound.EMPTY
- Value: 0 (int)
- Constant: WeaponSound.MELEE_HIT
- Value: 9 (int)
- Constant: WeaponSound.MELEE_HIT_WORLD
- Value: 10 (int)
- Constant: WeaponSound.MELEE_MISS
- Value: 8 (int)
- Constant: WeaponSound.NUM_SHOOT_SOUND_TYPES
- Value: 16 (int)
- Constant: WeaponSound.RELOAD
- Value: 6 (int)
- Constant: WeaponSound.RELOAD_NPC
- Value: 7 (int)
- Constant: WeaponSound.SINGLE
- Value: 1 (int)
- Constant: WeaponSound.SINGLE_NPC
- Value: 2 (int)
- Constant: WeaponSound.SPECIAL1
- Value: 11 (int)
- Constant: WeaponSound.SPECIAL2
- Value: 12 (int)
- Constant: WeaponSound.SPECIAL3
- Value: 13 (int)
- Constant: WeaponSound.TAUNT
- Value: 14 (int)
- Constant: WeaponSound.WPN_DOUBLE
- Value: 3 (int)
- Constant: bits_CAP_AIM_GUN
- Value: 536870912 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_ANIMATEDFACE
- Value: 8388608 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_AUTO_DOORS
- Value: 1024 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_DOORS_GROUP
- Value: 3072 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_DUCK
- Value: 134217728 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_FRIENDLY_DMG_IMMUNE
- Value: 33554432 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_INNATE_MELEE_ATTACK1
- Value: 524288 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_INNATE_MELEE_ATTACK2
- Value: 1048576 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_INNATE_RANGE_ATTACK1
- Value: 131072 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_INNATE_RANGE_ATTACK2
- Value: 262144 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MELEE_ATTACK_GROUP
- Value: 98304 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MOVE_CLIMB
- Value: 8 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MOVE_CRAWL
- Value: 32 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MOVE_FLY
- Value: 4 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MOVE_GROUND
- Value: 1 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MOVE_JUMP
- Value: 2 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MOVE_SHOOT
- Value: 64 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_MOVE_SWIM
- Value: 16 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_NO_HIT_PLAYER
- Value: 268435456 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_NO_HIT_SQUADMATES
- Value: 1073741824 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_OPEN_DOORS
- Value: 2048 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_RANGE_ATTACK_GROUP
- Value: 24576 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_SIMPLE_RADIUS_DAMAGE
- Value: -2147483648 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_SKIP_NAV_GROUND_CHECK
- Value: 128 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_SQUAD
- Value: 67108864 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_TURN_HEAD
- Value: 4096 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_USE
- Value: 256 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_USE_SHOT_REGULATOR
- Value: 16777216 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_USE_WEAPONS
- Value: 2097152 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_WEAPON_MELEE_ATTACK1
- Value: 32768 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_WEAPON_MELEE_ATTACK2
- Value: 65536 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_WEAPON_RANGE_ATTACK1
- Value: 8192 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- Constant: bits_CAP_WEAPON_RANGE_ATTACK2
- Value: 16384 (int)
- Description: NPC/player/weapon capability used in GetCapabilities(), etc.
- =====================================
- Class: AI_EnemyInfo_t
- Base:
- Description: Accessor for information about an enemy.
- =====================================
- =====================================
- Class: CAI_BaseActor
- Base: CAI_BaseNPC
- Description: The base class for NPCs which act in complex choreo scenes.
- =====================================
- =====================================
- Class: CAI_BaseNPC
- Base: CBaseCombatCharacter
- Description: The base class all NPCs derive from.
- =====================================
- =====================================
- Class: CAI_Expresser
- Base:
- Description: Expresser class for complex speech.
- =====================================
- =====================================
- Class: CAI_GoalEntity
- Base: CBaseEntity
- Description: The base class for goal entities used to control NPC behavior.
- =====================================
- =====================================
- Class: CAI_Hint
- Base: CBaseEntity
- Description: An entity which gives contextual pointers for NPCs.
- =====================================
- =====================================
- Class: CAI_Squad
- Base:
- Description: NPC squads used for schedule coordination, sharing information about enemies, etc.
- =====================================
- =====================================
- Class: CAI_SquadManager
- Base:
- Description: Manager for NPC squads.
- =====================================
- =====================================
- Class: CAmbientFMOD
- Base: CBaseEntity
- Description: Entity similar to ambient_generic, using FMOD sound system for playback.
- =====================================
- =====================================
- Class: CAmmoDef
- Base:
- Description: The ammo type definition manager.
- =====================================
- =====================================
- Class: CBaseAnimating
- Base: CBaseEntity
- Description: Animating models
- =====================================
- =====================================
- Class: CBaseCombatCharacter
- Base: CBaseFlex
- Description: The base class shared by players and NPCs.
- =====================================
- =====================================
- Class: CBaseCombatWeapon
- Base: CBaseAnimating
- Description: The base class for all equippable weapons.
- =====================================
- =====================================
- Class: CBaseEntity
- Base:
- Description: Root class of all server-side entities
- =====================================
- =====================================
- Class: CBaseFilter
- Base: CBaseEntity
- Description: All entities which could be used as filters.
- =====================================
- =====================================
- Class: CBaseFlex
- Base: CBaseAnimating
- Description: Animated characters who have vertex flex capability.
- =====================================
- =====================================
- Class: CBasePlayer
- Base: CInfectableCharacter
- Description: The player entity.
- =====================================
- =====================================
- Class: CConvars
- Base:
- Description: Provides an interface to convars.
- =====================================
- =====================================
- Class: CDebugOverlayScriptHelper
- Base:
- Description: CDebugOverlayScriptHelper
- =====================================
- =====================================
- Class: CEntities
- Base:
- Description: The global list of entities
- =====================================
- =====================================
- Class: CEnvEntityMaker
- Base: CBaseEntity
- Description: env_entity_maker
- =====================================
- =====================================
- Class: CEnvScreenOverlayMultiplayer
- Base: CBaseEntity
- Description: An entity that can display and control a set of screen overlays, to be displayed over the player's view.
- =====================================
- =====================================
- Class: CEnvTimer
- Base: CBaseEntity
- Description: An entity that displays a simple HUD timer, with controls similar to a stopwatch.
- =====================================
- =====================================
- Class: CFilterScript
- Base: CBaseFilter
- Description: The filter_script entity which allows VScript functions to hook onto filter methods.
- =====================================
- =====================================
- Class: CFuncZombieSpawn
- Base: CBaseEntity
- Description: Zombie spawn volume.
- =====================================
- =====================================
- Class: CFunc_SafeZone
- Base: CBaseEntity
- Description: Safe zone for survival mode.
- =====================================
- =====================================
- Class: CGameRules
- Base:
- Description: The container of the game's rules, handling behavior which could be different on a game-by-game basis.
- =====================================
- =====================================
- Class: CGameState
- Base:
- Description: Helper interface for various game state functions.
- =====================================
- =====================================
- Class: CGameTrace
- Base:
- Description: trace_t
- =====================================
- =====================================
- Class: CInfectableCharacter
- Base: CBaseCombatCharacter
- Description: Base class for all characters that can be infected.
- =====================================
- =====================================
- Class: CItem_AmmoBox
- Base: CBaseAnimating
- Description: Ammo box.
- =====================================
- =====================================
- Class: CItem_InventoryBox
- Base: CBaseAnimating
- Description: Inventory box, an entity used for supply crates.
- =====================================
- =====================================
- Class: CLogicProgress
- Base: CBaseEntity
- Description: An entity that displays a HUD progress bar on clients, stores progress, and fires an output on completion.
- =====================================
- =====================================
- Class: CLogicScriptProxy
- Base: CBaseEntity
- Description: Script proxy, an entity bridge between VScript and server plugins.
- =====================================
- =====================================
- Class: CNMRiH_BarricadePoint
- Base: CBaseAnimating
- Description: A place that a player can barricade.
- =====================================
- =====================================
- Class: CNMRiH_BaseZombie
- Base: CAI_BaseNPC
- Description: The zombie entity.
- =====================================
- =====================================
- Class: CNMRiH_GameRules
- Base: CGameRules
- =====================================
- =====================================
- Class: CNMRiH_HealthStationLocation
- Base: CBaseAnimating
- Description: Health station.
- =====================================
- =====================================
- Class: CNMRiH_ItemCustom
- Base: CBaseAnimating
- Description: A carryable item with custom properties.
- =====================================
- =====================================
- Class: CNMRiH_Music_Manager
- Base: CBaseEntity
- Description: Dynamic music manager.
- =====================================
- =====================================
- Class: CNMRiH_Player
- Base: CBasePlayer
- Description: The player entity for NMRiH.
- =====================================
- =====================================
- Class: CNMRiH_WeaponBase
- Base: CBaseCombatWeapon
- Description: The weapon entity for NMRiH.
- =====================================
- =====================================
- Class: CNavMesh
- Base:
- Description: An interface for nav areas.
- =====================================
- =====================================
- Class: CNetPropManager
- Base:
- Description: Allows reading and updating the network properties and data fields of an entity.
- =====================================
- =====================================
- Class: CObjective
- Base:
- Description: A map objective, used in conjunction with CObjectiveManager.
- =====================================
- =====================================
- Class: CObjectiveManager
- Base:
- Description: Interface for objective manager.
- =====================================
- =====================================
- Class: COverlord_Wave_Controller
- Base: CBaseEntity
- Description: The wave controller.
- =====================================
- =====================================
- Class: COverlord_Zombie_Helper
- Base: CBaseEntity
- Description: The zombie helper.
- =====================================
- =====================================
- Class: CPointMessageMultiplayer
- Base: CBaseEntity
- Description: An entity that displays a text message in the world, at its origin. Has multiplayer support.
- =====================================
- =====================================
- Class: CPointViewControlMultiplayer
- Base: CBaseEntity
- Description: A camera entity that controls the player's view. While it's active, the player will see out of the camera. Has multiplayer support.
- =====================================
- =====================================
- Class: CPointWorldText
- Base: CBaseEntity
- Description: An entity that displays a text message oriented in the world, at its origin.
- =====================================
- =====================================
- Class: CRagdollProp
- Base: CBaseAnimating
- Description: Ragdoll physics prop.
- =====================================
- =====================================
- Class: CRandomSpawnController
- Base: CBaseEntity
- Description: Entity to limit items created by random_spawner entities.
- =====================================
- =====================================
- Class: CRandom_Spawner
- Base: CBaseEntity
- Description: An entity that spawns random items.
- =====================================
- =====================================
- Class: CRulesetManager
- Base:
- Description: Interface for ruleset manager.
- =====================================
- =====================================
- Class: CSceneEntity
- Base: CBaseEntity
- Description: Choreographed scene which controls animation and/or dialog on one or more actors.
- =====================================
- =====================================
- Class: CSceneListManager
- Base: CBaseEntity
- Description: Stores choreo scenes and cleans them up when a later scene in the list begins playing.
- =====================================
- =====================================
- Class: CScriptKeyValues
- Base:
- Description: Wrapper class over KeyValues instance
- =====================================
- =====================================
- Class: CScriptNavArea
- Base:
- Description: Rectangular region defining a walkable area in the environment.
- =====================================
- =====================================
- Class: CSound
- Base:
- Description: A sound NPCs can hear.
- =====================================
- =====================================
- Class: CTakeDamageInfo
- Base:
- Description: Damage information handler.
- =====================================
- =====================================
- Class: CUserCmd
- Base:
- =====================================
- =====================================
- Class: CVersion
- Base:
- Description: Utilities for NMRiH versioning, such as patch labels.
- =====================================
- =====================================
- Class: Color
- Base:
- =====================================
- =====================================
- Class: EmitSound_t
- Base:
- =====================================
- =====================================
- Class: FireBulletsInfo_t
- Base:
- =====================================
- =====================================
- Class: IPhysicsObject
- Base:
- Description: VPhysics object class.
- =====================================
- =====================================
- Class: Quaternion
- Base:
- Description: A quaternion.
- =====================================
- =====================================
- Class: Vector
- Base:
- Description: Basic 3-float Vector class.
- =====================================
- =====================================
- Class: cplane_t
- Base:
- =====================================
- =====================================
- Class: csurface_t
- Base:
- =====================================
- =====================================
- Class: matrix3x4_t
- Base:
- Description: A 3x4 matrix transform.
- =====================================
- =====================================
- Class: scriptanimevent_t
- Base:
- =====================================
- =====================================
- Class: surfacedata_t
- Base:
- =====================================
- Function: AI_EnemyInfo_t::DangerMemory
- Signature: bool AI_EnemyInfo_t::DangerMemory()
- Description: Get the memory of danger position w/o enemy pointer.
- Function: AI_EnemyInfo_t::EludedMe
- Signature: bool AI_EnemyInfo_t::EludedMe()
- Description: Get whether the enemy is not at the last known location.
- Function: AI_EnemyInfo_t::Enemy
- Signature: handle AI_EnemyInfo_t::Enemy()
- Description: Get the enemy.
- Function: AI_EnemyInfo_t::LastKnownLocation
- Signature: Vector AI_EnemyInfo_t::LastKnownLocation()
- Description: Get the enemy's last known location.
- Function: AI_EnemyInfo_t::LastSeenLocation
- Signature: Vector AI_EnemyInfo_t::LastSeenLocation()
- Description: Get the enemy's last seen location.
- Function: AI_EnemyInfo_t::MobbedMe
- Signature: bool AI_EnemyInfo_t::MobbedMe()
- Description: Get whether the enemy was part of a mob at some point.
- Function: AI_EnemyInfo_t::SetDangerMemory
- Signature: void AI_EnemyInfo_t::SetDangerMemory(bool)
- Description: Set the memory of danger position w/o enemy pointer.
- Function: AI_EnemyInfo_t::SetEludedMe
- Signature: void AI_EnemyInfo_t::SetEludedMe(bool)
- Description: Set whether the enemy is not at the last known location.
- Function: AI_EnemyInfo_t::SetEnemy
- Signature: void AI_EnemyInfo_t::SetEnemy(handle)
- Description: Set the enemy.
- Function: AI_EnemyInfo_t::SetLastKnownLocation
- Signature: void AI_EnemyInfo_t::SetLastKnownLocation(Vector)
- Description: Set the enemy's last known location.
- Function: AI_EnemyInfo_t::SetLastSeenLocation
- Signature: void AI_EnemyInfo_t::SetLastSeenLocation(Vector)
- Description: Set the enemy's last seen location.
- Function: AI_EnemyInfo_t::SetMobbedMe
- Signature: void AI_EnemyInfo_t::SetMobbedMe(bool)
- Description: Set whether the enemy was part of a mob at some point.
- Function: AI_EnemyInfo_t::SetTimeAtFirstHand
- Signature: void AI_EnemyInfo_t::SetTimeAtFirstHand(float)
- Description: Set the time at which the enemy was seen firsthand.
- Function: AI_EnemyInfo_t::SetTimeFirstSeen
- Signature: void AI_EnemyInfo_t::SetTimeFirstSeen(float)
- Description: Set the first time the enemy was seen.
- Function: AI_EnemyInfo_t::SetTimeLastReacquired
- Signature: void AI_EnemyInfo_t::SetTimeLastReacquired(float)
- Description: Set the last time the enemy was reaquired.
- Function: AI_EnemyInfo_t::SetTimeLastReceivedDamageFrom
- Signature: void AI_EnemyInfo_t::SetTimeLastReceivedDamageFrom(float)
- Description: Set the last time damage was received from this enemy.
- Function: AI_EnemyInfo_t::SetTimeLastSeen
- Signature: void AI_EnemyInfo_t::SetTimeLastSeen(float)
- Description: Set the last time the enemy was seen.
- Function: AI_EnemyInfo_t::SetTimeValidEnemy
- Signature: void AI_EnemyInfo_t::SetTimeValidEnemy(float)
- Description: Set the time at which the enemy can be selected (reaction delay).
- Function: AI_EnemyInfo_t::SetUnforgettable
- Signature: void AI_EnemyInfo_t::SetUnforgettable(bool)
- Description: Set whether the enemy is unforgettable.
- Function: AI_EnemyInfo_t::TimeAtFirstHand
- Signature: float AI_EnemyInfo_t::TimeAtFirstHand()
- Description: Get the time at which the enemy was seen firsthand.
- Function: AI_EnemyInfo_t::TimeFirstSeen
- Signature: float AI_EnemyInfo_t::TimeFirstSeen()
- Description: Get the first time the enemy was seen.
- Function: AI_EnemyInfo_t::TimeLastReacquired
- Signature: float AI_EnemyInfo_t::TimeLastReacquired()
- Description: Get the last time the enemy was reaquired.
- Function: AI_EnemyInfo_t::TimeLastReceivedDamageFrom
- Signature: float AI_EnemyInfo_t::TimeLastReceivedDamageFrom()
- Description: Get the last time damage was received from this enemy.
- Function: AI_EnemyInfo_t::TimeLastSeen
- Signature: float AI_EnemyInfo_t::TimeLastSeen()
- Description: Get the last time the enemy was seen.
- Function: AI_EnemyInfo_t::TimeValidEnemy
- Signature: float AI_EnemyInfo_t::TimeValidEnemy()
- Description: Get the time at which the enemy can be selected (reaction delay).
- Function: AI_EnemyInfo_t::Unforgettable
- Signature: bool AI_EnemyInfo_t::Unforgettable()
- Description: Get whether the enemy is unforgettable.
- Function: AddPhysVelocity
- Signature: void AddPhysVelocity(handle, Vector, Vector)
- Description: Adds physics velocity for the given VPhysics object
- Function: AddThinkToEnt
- Signature: void AddThinkToEnt(handle, string)
- Description: This will put a think function onto an entity, or pass null to remove it. This is NOT chained, so be careful.
- Function: AngleDiff
- Signature: float AngleDiff(float, float)
- Description: Returns the degrees difference between two yaw angles.
- Function: AngleDistance
- Signature: float AngleDistance(float, float)
- Function: AngleIMatrix
- Signature: void AngleIMatrix(Vector, Vector, handle)
- Description: Sets the inverted angles and position of a matrix.
- Function: AngleMatrix
- Signature: void AngleMatrix(Vector, Vector, handle)
- Description: Sets the angles and position of a matrix.
- Function: AngleNormalize
- Signature: float AngleNormalize(float)
- Description: Clamps an angle to be in between -360 and 360.
- Function: AngleNormalizePositive
- Signature: float AngleNormalizePositive(float)
- Description: Clamps an angle to be in between 0 and 360.
- Function: AngleVectors
- Signature: Vector AngleVectors(Vector)
- Description: Turns an angle into a direction vector.
- Function: AnglesAreEqual
- Signature: bool AnglesAreEqual(float, float, float)
- Description: Checks if two angles are equal based on a given tolerance value.
- Function: Approach
- Signature: float Approach(float, float, float)
- Function: ApproachAngle
- Signature: float ApproachAngle(float, float, float)
- Description: Returns an angle which approaches the target angle from the input angle with the specified speed.
- Function: Bias
- Signature: float Bias(float, float)
- Description: The curve is biased towards 0 or 1 based on biasAmt, which is between 0 and 1.
- Function: CAI_BaseActor::AddLookTarget
- Signature: void CAI_BaseActor::AddLookTarget(handle, float, float, float)
- Description: Add a potential look target for this actor.
- Function: CAI_BaseActor::AddLookTargetPos
- Signature: void CAI_BaseActor::AddLookTargetPos(Vector, float, float, float)
- Description: Add a potential look target position for this actor.
- Function: CAI_BaseNPC::AddSleepFlags
- Signature: void CAI_BaseNPC::AddSleepFlags(int)
- Description: Add to the NPC's sleep flags. (see AI_SLEEP_ set of constants)
- Function: CAI_BaseNPC::CapabilitiesAdd
- Signature: int CAI_BaseNPC::CapabilitiesAdd(int)
- Description: Add capabilities to the NPC.
- Function: CAI_BaseNPC::CapabilitiesClear
- Signature: void CAI_BaseNPC::CapabilitiesClear()
- Description: Clear capabilities for the NPC.
- Function: CAI_BaseNPC::CapabilitiesGet
- Signature: int CAI_BaseNPC::CapabilitiesGet()
- Description: Get the capabilities the NPC currently possesses.
- Function: CAI_BaseNPC::CapabilitiesRemove
- Signature: int CAI_BaseNPC::CapabilitiesRemove(int)
- Description: Remove capabilities from the NPC.
- Function: CAI_BaseNPC::ClearCondition
- Signature: void CAI_BaseNPC::ClearCondition(string)
- Description: Clear a condition on the NPC.
- Function: CAI_BaseNPC::ClearConditionID
- Signature: void CAI_BaseNPC::ClearConditionID(int)
- Description: Clear a condition on the NPC by ID.
- Function: CAI_BaseNPC::ClearSchedule
- Signature: void CAI_BaseNPC::ClearSchedule(string)
- Description: Clear the NPC's current schedule for the specified reason.
- Function: CAI_BaseNPC::FindEnemyMemory
- Signature: handle CAI_BaseNPC::FindEnemyMemory(handle)
- Description: Get information about the NPC's current enemy.
- Function: CAI_BaseNPC::Freeze
- Signature: void CAI_BaseNPC::Freeze()
- Description: Freezes NPC in place and pauses their sequence.
- Function: CAI_BaseNPC::GetActivity
- Signature: string CAI_BaseNPC::GetActivity()
- Description: Get the NPC's current activity.
- Function: CAI_BaseNPC::GetActivityID
- Signature: int CAI_BaseNPC::GetActivityID()
- Description: Get the NPC's current activity ID.
- Function: CAI_BaseNPC::GetCine
- Signature: handle CAI_BaseNPC::GetCine()
- Description: Get the NPC's currently running scripted sequence if it has one.
- Function: CAI_BaseNPC::GetEnemy
- Signature: handle CAI_BaseNPC::GetEnemy()
- Description: Get the NPC's current enemy.
- Function: CAI_BaseNPC::GetEnemyLKP
- Signature: Vector CAI_BaseNPC::GetEnemyLKP()
- Description: Get the last known position of the NPC's current enemy.
- Function: CAI_BaseNPC::GetExpresser
- Signature: handle CAI_BaseNPC::GetExpresser()
- Description: Get a handle for this NPC's expresser.
- Function: CAI_BaseNPC::GetHintGroup
- Signature: string CAI_BaseNPC::GetHintGroup()
- Description: Get the name of the NPC's hint group.
- Function: CAI_BaseNPC::GetHintNode
- Signature: handle CAI_BaseNPC::GetHintNode()
- Description: Get the NPC's current AI hint.
- Function: CAI_BaseNPC::GetLastAttackTime
- Signature: float CAI_BaseNPC::GetLastAttackTime()
- Description: Get the last time the NPC has used an attack (e.g. fired a bullet from a gun).
- Function: CAI_BaseNPC::GetLastDamageTime
- Signature: float CAI_BaseNPC::GetLastDamageTime()
- Description: Get the last time the NPC has been damaged.
- Function: CAI_BaseNPC::GetLastEnemyTime
- Signature: float CAI_BaseNPC::GetLastEnemyTime()
- Description: Get the last time the NPC has seen an enemy.
- Function: CAI_BaseNPC::GetLastPlayerDamageTime
- Signature: float CAI_BaseNPC::GetLastPlayerDamageTime()
- Description: Get the last time the NPC has been damaged by a player.
- Function: CAI_BaseNPC::GetNPCState
- Signature: int CAI_BaseNPC::GetNPCState()
- Description: Get the NPC's current state.
- Function: CAI_BaseNPC::GetSchedule
- Signature: string CAI_BaseNPC::GetSchedule()
- Description: Get the NPC's current schedule.
- Function: CAI_BaseNPC::GetScheduleID
- Signature: int CAI_BaseNPC::GetScheduleID()
- Description: Get the NPC's current schedule ID.
- Function: CAI_BaseNPC::GetScriptState
- Signature: int CAI_BaseNPC::GetScriptState()
- Description: Get the NPC's current scripted sequence state.
- Function: CAI_BaseNPC::GetSleepState
- Signature: int CAI_BaseNPC::GetSleepState()
- Description: Get the NPC's sleep state. (see AISS_ set of constants)
- Function: CAI_BaseNPC::GetSquad
- Signature: handle CAI_BaseNPC::GetSquad()
- Description: Get the NPC's squad if it has one.
- Function: CAI_BaseNPC::GetTask
- Signature: string CAI_BaseNPC::GetTask()
- Description: Get the NPC's current task.
- Function: CAI_BaseNPC::GetTaskID
- Signature: int CAI_BaseNPC::GetTaskID()
- Description: Get the NPC's current task ID.
- Function: CAI_BaseNPC::HasCondition
- Signature: bool CAI_BaseNPC::HasCondition(string)
- Description: Get whether the NPC has a condition.
- Function: CAI_BaseNPC::HasConditionID
- Signature: bool CAI_BaseNPC::HasConditionID(int)
- Description: Get whether the NPC has a condition ID.
- Function: CAI_BaseNPC::HasSleepFlags
- Signature: bool CAI_BaseNPC::HasSleepFlags(int)
- Description: Return true if the NPC has the specified sleep flags. (see AI_SLEEP_ set of constants)
- Function: CAI_BaseNPC::IsCommandable
- Signature: bool CAI_BaseNPC::IsCommandable()
- Description: Check if the NPC is commandable.
- Function: CAI_BaseNPC::IsFrozen
- Signature: bool CAI_BaseNPC::IsFrozen()
- Description: Returns true if NPC is frozen.
- Function: CAI_BaseNPC::IsInPlayerSquad
- Signature: bool CAI_BaseNPC::IsInPlayerSquad()
- Description: Check if the NPC is in the player's squad.
- Function: CAI_BaseNPC::IsInSquad
- Signature: bool CAI_BaseNPC::IsInSquad()
- Description: Returns true if the NPC is in a squad.
- Function: CAI_BaseNPC::IsMoving
- Signature: bool CAI_BaseNPC::IsMoving()
- Description: Check if the NPC is moving.
- Function: CAI_BaseNPC::NumWeaponsInSquad
- Signature: int CAI_BaseNPC::NumWeaponsInSquad(string)
- Description: Get the number of weapons in a squad.
- Function: CAI_BaseNPC::RemoveSleepFlags
- Signature: void CAI_BaseNPC::RemoveSleepFlags(int)
- Description: Remove from NPC's sleep flags. (see AI_SLEEP_ set of constants)
- Function: CAI_BaseNPC::ResetActivity
- Signature: void CAI_BaseNPC::ResetActivity()
- Description: Reset the NPC's current activity.
- Function: CAI_BaseNPC::SetActivity
- Signature: void CAI_BaseNPC::SetActivity(string)
- Description: Set the NPC's current activity.
- Function: CAI_BaseNPC::SetActivityID
- Signature: void CAI_BaseNPC::SetActivityID(int)
- Description: Set the NPC's current activity ID.
- Function: CAI_BaseNPC::SetCondition
- Signature: void CAI_BaseNPC::SetCondition(string)
- Description: Set a condition on the NPC.
- Function: CAI_BaseNPC::SetConditionID
- Signature: void CAI_BaseNPC::SetConditionID(int)
- Description: Set a condition on the NPC by ID.
- Function: CAI_BaseNPC::SetEnemy
- Signature: void CAI_BaseNPC::SetEnemy(handle)
- Description: Set the NPC's current enemy.
- Function: CAI_BaseNPC::SetSchedule
- Signature: void CAI_BaseNPC::SetSchedule(string)
- Description: Set the NPC's current schedule.
- Function: CAI_BaseNPC::SetScheduleID
- Signature: void CAI_BaseNPC::SetScheduleID(int)
- Description: Set the NPC's current schedule ID.
- Function: CAI_BaseNPC::SetSleepState
- Signature: void CAI_BaseNPC::SetSleepState(int)
- Description: Set the NPC's sleep state. (see AISS_ set of constants)
- Function: CAI_BaseNPC::Sleep
- Signature: void CAI_BaseNPC::Sleep()
- Description: Puts the NPC into a sleeping state.
- Function: CAI_BaseNPC::Unfreeze
- Signature: void CAI_BaseNPC::Unfreeze()
- Description: Unfreezes NPC if they're frozen.
- Function: CAI_BaseNPC::Wake
- Signature: void CAI_BaseNPC::Wake(handle)
- Description: Awakens the NPC if it is currently asleep.
- Function: CAI_Expresser::BlockSpeechUntil
- Signature: void CAI_Expresser::BlockSpeechUntil(float)
- Description: Block speech for a certain amount of time. This is stored in curtime.
- Function: CAI_Expresser::CanSpeak
- Signature: bool CAI_Expresser::CanSpeak()
- Description: Check if the actor can speak.
- Function: CAI_Expresser::ForceNotSpeaking
- Signature: void CAI_Expresser::ForceNotSpeaking()
- Description: If the actor is speaking, force the system to recognize them as not speaking.
- Function: CAI_Expresser::GetVoicePitch
- Signature: int CAI_Expresser::GetVoicePitch()
- Description: Get the actor's voice pitch. Used in sentences.
- Function: CAI_Expresser::IsSpeaking
- Signature: bool CAI_Expresser::IsSpeaking()
- Description: Check if the actor is speaking.
- Function: CAI_Expresser::SetVoicePitch
- Signature: void CAI_Expresser::SetVoicePitch(int)
- Description: Set the actor's voice pitch. Used in sentences.
- Function: CAI_Expresser::Speak
- Signature: bool CAI_Expresser::Speak(string, string)
- Description: Speak a response concept with the specified modifiers.
- Function: CAI_Expresser::SpeakAutoGeneratedScene
- Signature: bool CAI_Expresser::SpeakAutoGeneratedScene(string, float)
- Description: Speak an automatically generated, instanced VCD scene for this sound as though it were played through the Response System. Return whether the scene successfully plays.
- Function: CAI_Expresser::SpeakRawScene
- Signature: bool CAI_Expresser::SpeakRawScene(string, float)
- Description: Speak a raw, instanced VCD scene as though it were played through the Response System. Return whether the scene successfully plays.
- Function: CAI_Expresser::SpeakRawSentence
- Signature: int CAI_Expresser::SpeakRawSentence(string, float)
- Description: Speak a raw sentence as though it were played through the Response System. Return the sentence's index; -1 if not successfully played.
- Function: CAI_GoalEntity::IsActive
- Signature: bool CAI_GoalEntity::IsActive()
- Description: Check if the goal entity is active.
- Function: CAI_GoalEntity::NumActors
- Signature: int CAI_GoalEntity::NumActors()
- Description: Get the number of actors using this goal entity.
- Function: CAI_Hint::GetDirection
- Signature: Vector CAI_Hint::GetDirection()
- Description: Get the hint's direction.
- Function: CAI_Hint::GetHintActivity
- Signature: string CAI_Hint::GetHintActivity()
- Description: Get the name of the hint activity.
- Function: CAI_Hint::GetHintGroup
- Signature: string CAI_Hint::GetHintGroup()
- Description: Get the name of the hint's group.
- Function: CAI_Hint::GetHintType
- Signature: int CAI_Hint::GetHintType()
- Description: Get the hint's type ID.
- Function: CAI_Hint::GetNodeId
- Signature: int CAI_Hint::GetNodeId()
- Description: Get the hint's node ID.
- Function: CAI_Hint::GetUser
- Signature: handle CAI_Hint::GetUser()
- Description: Get the hint's current user.
- Function: CAI_Hint::IsDisabled
- Signature: bool CAI_Hint::IsDisabled()
- Description: Check if the hint is disabled.
- Function: CAI_Hint::IsLocked
- Signature: bool CAI_Hint::IsLocked()
- Description: Check if the hint is locked.
- Function: CAI_Hint::Yaw
- Signature: float CAI_Hint::Yaw()
- Description: Get the hint's yaw.
- Function: CAI_Squad::AddToSquad
- Signature: void CAI_Squad::AddToSquad(handle)
- Description: Adds a NPC to the squad.
- Function: CAI_Squad::GetAnyMember
- Signature: handle CAI_Squad::GetAnyMember()
- Description: Randomly get any one of the squad's members.
- Function: CAI_Squad::GetFirstMember
- Signature: handle CAI_Squad::GetFirstMember(bool)
- Description: Get the squad's first member. The parameter is for whether to ignore silent members (see CAI_Squad::IsSilentMember() for more info).
- Function: CAI_Squad::GetLeader
- Signature: handle CAI_Squad::GetLeader()
- Description: Get the squad's leader.
- Function: CAI_Squad::GetMember
- Signature: handle CAI_Squad::GetMember(int)
- Description: Get one of the squad's members by their index.
- Function: CAI_Squad::GetName
- Signature: string CAI_Squad::GetName()
- Description: Get the squad's name.
- Function: CAI_Squad::GetSquadData
- Signature: string CAI_Squad::GetSquadData(int)
- Description: Get the squad data in the specified slot.
- Function: CAI_Squad::GetSquadIndex
- Signature: int CAI_Squad::GetSquadIndex(handle)
- Description: Get the index of the specified NPC in the squad.
- Function: CAI_Squad::GetSquadMemberNearestTo
- Signature: handle CAI_Squad::GetSquadMemberNearestTo(Vector)
- Description: Get the squad member nearest to a point.
- Function: CAI_Squad::GetVisibleSquadMembers
- Signature: int CAI_Squad::GetVisibleSquadMembers(handle)
- Description: Get the number of squad members visible to the specified member.
- Function: CAI_Squad::IsLeader
- Signature: bool CAI_Squad::IsLeader(handle)
- Description: Returns true if the specified NPC is the squad's leader.
- Function: CAI_Squad::IsMember
- Signature: bool CAI_Squad::IsMember(handle)
- Description: Returns true if the specified NPC is a member of the squad.
- Function: CAI_Squad::IsSilentMember
- Signature: bool CAI_Squad::IsSilentMember(handle)
- Description: Returns true if the specified NPC is a "silent squad member", which means it's only in squads for enemy information purposes and does not actually participate in any tactics. For example, this is used for npc_enemyfinder and vital allies (e.g. Alyx) in the player's squad. Please note that this does not check if the NPC is in the squad first.
- Function: CAI_Squad::NearestSquadMember
- Signature: handle CAI_Squad::NearestSquadMember(handle)
- Description: Get the squad member nearest to the specified member.
- Function: CAI_Squad::NumMembers
- Signature: int CAI_Squad::NumMembers(bool)
- Description: Get the squad's number of members. The parameter is for whether to ignore silent members (see CAI_Squad::IsSilentMember() for more info).
- Function: CAI_Squad::RemoveFromSquad
- Signature: void CAI_Squad::RemoveFromSquad(handle)
- Description: Removes a NPC from the squad.
- Function: CAI_Squad::SetSquadData
- Signature: void CAI_Squad::SetSquadData(int, string)
- Description: Set the squad data in the specified slot.
- Function: CAI_Squad::SquadMemberInRange
- Signature: handle CAI_Squad::SquadMemberInRange(Vector, float)
- Description: Get the first squad member found around the specified position in the specified range.
- Function: CAI_Squad::UpdateEnemyMemory
- Signature: void CAI_Squad::UpdateEnemyMemory(handle, handle, Vector)
- Description: Updates the squad's memory of an enemy. The first parameter is the updater, the second parameter is the enemy, and the third parameter is the position.
- Function: CAI_SquadManager::FindCreateSquad
- Signature: handle CAI_SquadManager::FindCreateSquad(string)
- Description: Find the specified squad in the squad list or create it if it doesn't exist.
- Function: CAI_SquadManager::FindSquad
- Signature: handle CAI_SquadManager::FindSquad(string)
- Description: Find the specified squad in the squad list. Returns null if none found.
- Function: CAI_SquadManager::GetFirstSquad
- Signature: handle CAI_SquadManager::GetFirstSquad()
- Description: Get the first squad in the squad list.
- Function: CAI_SquadManager::GetNextSquad
- Signature: handle CAI_SquadManager::GetNextSquad(handle)
- Description: Get the next squad in the squad list starting from the specified squad.
- Function: CAI_SquadManager::NumSquads
- Signature: int CAI_SquadManager::NumSquads()
- Description: Get the number of squads in the list.
- Function: CAmbientFMOD::DecreaseVolume
- Signature: void CAmbientFMOD::DecreaseVolume(float)
- Description: Decreases volume by the specified amount. If this result is less than the min. volume, it will be set to silent.
- Function: CAmbientFMOD::IncreaseVolume
- Signature: void CAmbientFMOD::IncreaseVolume(float)
- Description: Increases volume by the specified amount. If this result is greater than the max. volume, it will be set to loudest.
- Function: CAmbientFMOD::PlaySound
- Signature: void CAmbientFMOD::PlaySound()
- Function: CAmbientFMOD::SetSound
- Signature: void CAmbientFMOD::SetSound(string)
- Description: Sets a sound for playback, parameter can be a GameSound entry, or a direct filename. Supported formats: AIFF, ASF, ASX, DLS, FLAC, FSB, IT, M3U, MIDI, MOD, MP2, MP3, OGG, PLS, S3M, WAV, WAX, WMA, XM
- Function: CAmbientFMOD::SetSoundSource
- Signature: void CAmbientFMOD::SetSoundSource(handle)
- Description: Sets sound source, with a parameter of an entity handle.
- Function: CAmbientFMOD::SetVolume
- Signature: void CAmbientFMOD::SetVolume(float)
- Description: Sets sound volume, expressed as a range from 0.0 to 10.0, where 10.0 is the loudest.
- Function: CAmbientFMOD::StopSound
- Signature: void CAmbientFMOD::StopSound()
- Function: CAmbientFMOD::ToggleSound
- Signature: void CAmbientFMOD::ToggleSound()
- Function: CAmmoDef::DamageForce
- Signature: float CAmmoDef::DamageForce(int)
- Description: Gets the amount of force this ammo type deals.
- Function: CAmmoDef::DamageType
- Signature: int CAmmoDef::DamageType(int)
- Description: Gets the type of damage this ammo type deals.
- Function: CAmmoDef::Flags
- Signature: int CAmmoDef::Flags(int)
- Description: Gets the flags this ammo type uses.
- Function: CAmmoDef::GetNumAmmoTypes
- Signature: int CAmmoDef::GetNumAmmoTypes()
- Description: Gets the number of ammo types which currently exist.
- Function: CAmmoDef::Index
- Signature: int CAmmoDef::Index(string)
- Description: Gets the index of the specified ammo type name.
- Function: CAmmoDef::MaxCarry
- Signature: int CAmmoDef::MaxCarry(int)
- Description: Gets the maximum amount of this ammo type which players should be able to carry.
- Function: CAmmoDef::MaxSplashSize
- Signature: int CAmmoDef::MaxSplashSize(int)
- Description: Gets the maximum size of water splashes caused by impacts from this ammo type.
- Function: CAmmoDef::MinSplashSize
- Signature: int CAmmoDef::MinSplashSize(int)
- Description: Gets the minimum size of water splashes caused by impacts from this ammo type.
- Function: CAmmoDef::NPCDamage
- Signature: int CAmmoDef::NPCDamage(int)
- Description: Gets the damage NPCs deal for the specified ammo type.
- Function: CAmmoDef::PlrDamage
- Signature: int CAmmoDef::PlrDamage(int)
- Description: Gets the damage players deal for the specified ammo type.
- Function: CAmmoDef::TracerType
- Signature: int CAmmoDef::TracerType(int)
- Description: Gets the type of tracer this ammo type uses.
- Function: CBaseAnimating::BecomeRagdollOnClient
- Signature: bool CBaseAnimating::BecomeRagdollOnClient(Vector)
- Function: CBaseAnimating::CanBecomeRagdoll
- Signature: bool CBaseAnimating::CanBecomeRagdoll()
- Function: CBaseAnimating::DisableGlow
- Signature: void CBaseAnimating::DisableGlow()
- Description: Disables outline glow, requires entity to be 'glowable'.
- Function: CBaseAnimating::Dissolve
- Signature: bool CBaseAnimating::Dissolve(string, float, bool, int, Vector, int)
- Description: Use 'sprites/blueglow1.vmt' for the default material, Time() for the default start time, false for npcOnly if you don't want it to check if the entity is a NPC first, 0 for the default dissolve type, Vector(0,0,0) for the default dissolver origin, and 0 for the default magnitude.
- Function: CBaseAnimating::EnableGlow
- Signature: void CBaseAnimating::EnableGlow()
- Description: Enables outline glow, requires entity to be 'glowable'.
- Function: CBaseAnimating::FindBodygroupByName
- Signature: int CBaseAnimating::FindBodygroupByName(string)
- Description: Finds a bodygroup by name
- Function: CBaseAnimating::GetAttachmentAngles
- Signature: Vector CBaseAnimating::GetAttachmentAngles(int)
- Description: Get the attachement id's angles as a p,y,r vector
- Function: CBaseAnimating::GetAttachmentMatrix
- Signature: handle CBaseAnimating::GetAttachmentMatrix(int)
- Description: Get the attachement id's matrix transform
- Function: CBaseAnimating::GetAttachmentOrigin
- Signature: Vector CBaseAnimating::GetAttachmentOrigin(int)
- Description: Get the attachement id's origin vector
- Function: CBaseAnimating::GetBodygroup
- Signature: int CBaseAnimating::GetBodygroup(int)
- Description: Gets a bodygroup
- Function: CBaseAnimating::GetBodygroupCount
- Signature: int CBaseAnimating::GetBodygroupCount(int)
- Description: Gets the number of models in a bodygroup
- Function: CBaseAnimating::GetBodygroupName
- Signature: string CBaseAnimating::GetBodygroupName(int)
- Description: Gets a bodygroup name
- Function: CBaseAnimating::GetBoneTransform
- Signature: void CBaseAnimating::GetBoneTransform(int, handle)
- Description: Get the transform for the specified bone
- Function: CBaseAnimating::GetCycle
- Signature: float CBaseAnimating::GetCycle()
- Function: CBaseAnimating::GetModelScale
- Signature: float CBaseAnimating::GetModelScale()
- Description: Returns current model scale.
- Function: CBaseAnimating::GetNumBodyGroups
- Signature: int CBaseAnimating::GetNumBodyGroups()
- Description: Gets the number of bodygroups
- Function: CBaseAnimating::GetNumBones
- Signature: int CBaseAnimating::GetNumBones()
- Description: Get the number of bones
- Function: CBaseAnimating::GetPhysicsBone
- Signature: int CBaseAnimating::GetPhysicsBone(int)
- Description: Get physics bone from bone index
- Function: CBaseAnimating::GetPlaybackRate
- Signature: float CBaseAnimating::GetPlaybackRate()
- Function: CBaseAnimating::GetPoseParameter
- Signature: float CBaseAnimating::GetPoseParameter(string)
- Description: Get the specified pose parameter's value
- Function: CBaseAnimating::GetSequence
- Signature: int CBaseAnimating::GetSequence()
- Description: Gets the current sequence
- Function: CBaseAnimating::GetSequenceActivity
- Signature: int CBaseAnimating::GetSequenceActivity(int)
- Description: Gets the activity ID of the specified sequence index
- Function: CBaseAnimating::GetSequenceActivityName
- Signature: string CBaseAnimating::GetSequenceActivityName(int)
- Description: Gets the activity name of the specified sequence index
- Function: CBaseAnimating::GetSequenceKeyValues
- Signature: handle CBaseAnimating::GetSequenceKeyValues(int)
- Description: Get a KeyValue class instance on the specified sequence. WARNING: This uses the same KeyValue pointer as GetModelKeyValues!
- Function: CBaseAnimating::GetSequenceMoveDist
- Signature: float CBaseAnimating::GetSequenceMoveDist(int)
- Description: Gets the move distance of the specified sequence
- Function: CBaseAnimating::GetSequenceMoveYaw
- Signature: float CBaseAnimating::GetSequenceMoveYaw(int)
- Description: Gets the move yaw of the specified sequence
- Function: CBaseAnimating::GetSequenceName
- Signature: string CBaseAnimating::GetSequenceName(int)
- Description: Gets the name of the specified sequence index
- Function: CBaseAnimating::GetSkin
- Signature: int CBaseAnimating::GetSkin()
- Description: Gets the model's skin
- Function: CBaseAnimating::Ignite
- Signature: void CBaseAnimating::Ignite(float, bool, float, bool)
- Description: 'NPCOnly' only lets this fall through if the entity is a NPC and 'CalledByLevelDesigner' determines whether to treat this like the Ignite input or just an internal ignition call.
- Function: CBaseAnimating::IsGlowable
- Signature: bool CBaseAnimating::IsGlowable()
- Description: Returns true if this entity can have an outline glow.
- Function: CBaseAnimating::IsRagdoll
- Signature: bool CBaseAnimating::IsRagdoll()
- Function: CBaseAnimating::IsSequenceFinished
- Signature: bool CBaseAnimating::IsSequenceFinished()
- Description: Ask whether the main sequence is done playing
- Function: CBaseAnimating::LookupActivity
- Signature: int CBaseAnimating::LookupActivity(string)
- Description: Gets the ID of the specified activity name
- Function: CBaseAnimating::LookupAttachment
- Signature: int CBaseAnimating::LookupAttachment(string)
- Description: Get the named attachement id
- Function: CBaseAnimating::LookupBone
- Signature: int CBaseAnimating::LookupBone(string)
- Description: Get the named bone id
- Function: CBaseAnimating::LookupSequence
- Signature: int CBaseAnimating::LookupSequence(string)
- Description: Gets the index of the specified sequence name
- Function: CBaseAnimating::ResetSequenceInfo
- Signature: void CBaseAnimating::ResetSequenceInfo()
- Function: CBaseAnimating::Scorch
- Signature: void CBaseAnimating::Scorch(int, int)
- Description: Makes the entity darker from scorching
- Function: CBaseAnimating::SelectHeaviestSequence
- Signature: int CBaseAnimating::SelectHeaviestSequence(int)
- Description: Selects the sequence with the heaviest weight for the specified activity ID
- Function: CBaseAnimating::SelectWeightedSequence
- Signature: int CBaseAnimating::SelectWeightedSequence(int, int)
- Description: Selects a sequence for the specified activity ID
- Function: CBaseAnimating::SequenceDuration
- Signature: float CBaseAnimating::SequenceDuration(int)
- Description: Get the specified sequence duration
- Function: CBaseAnimating::SequenceHasMovement
- Signature: bool CBaseAnimating::SequenceHasMovement(int)
- Description: Checks if the specified sequence has movement
- Function: CBaseAnimating::SequenceLoops
- Signature: bool CBaseAnimating::SequenceLoops()
- Description: Does the current sequence loop?
- Function: CBaseAnimating::SetBodygroup
- Signature: void CBaseAnimating::SetBodygroup(int, int)
- Description: Sets a bodygroup
- Function: CBaseAnimating::SetCycle
- Signature: void CBaseAnimating::SetCycle(float)
- Function: CBaseAnimating::SetGlowBlip
- Signature: void CBaseAnimating::SetGlowBlip(bool)
- Description: When true, this glow will show a 'blip' in the player compass.
- Function: CBaseAnimating::SetGlowColor
- Signature: void CBaseAnimating::SetGlowColor(int, int, int)
- Description: Sets glow color, with RGB parameters.
- Function: CBaseAnimating::SetGlowDistance
- Signature: void CBaseAnimating::SetGlowDistance(float)
- Description: Sets max. distance for a player to see the glow, in units. Use -1 for no limit.
- Function: CBaseAnimating::SetGlowable
- Signature: void CBaseAnimating::SetGlowable(bool)
- Description: Sets the 'glowable' state. If you want to use glow properties and functions, you'll have to enable this first.
- Function: CBaseAnimating::SetModelScale
- Signature: void CBaseAnimating::SetModelScale(float, float)
- Description: Changes model scale. Params: <scale> <change duration in seconds>
- Function: CBaseAnimating::SetPlaybackRate
- Signature: void CBaseAnimating::SetPlaybackRate(float)
- Function: CBaseAnimating::SetPoseParameter
- Signature: void CBaseAnimating::SetPoseParameter(string, float)
- Description: Set the specified pose parameter to the specified value
- Function: CBaseAnimating::SetSequence
- Signature: void CBaseAnimating::SetSequence(int)
- Description: Sets the current sequence
- Function: CBaseAnimating::SetSkin
- Signature: void CBaseAnimating::SetSkin(int)
- Description: Sets the model's skin
- Function: CBaseAnimating::StudioFrameAdvance
- Signature: void CBaseAnimating::StudioFrameAdvance()
- Function: CBaseCombatCharacter::BodyAngles
- Signature: Vector CBaseCombatCharacter::BodyAngles()
- Description: Get the body's angles.
- Function: CBaseCombatCharacter::BodyDirection2D
- Signature: Vector CBaseCombatCharacter::BodyDirection2D()
- Description: Get the body's 2D direction.
- Function: CBaseCombatCharacter::BodyDirection3D
- Signature: Vector CBaseCombatCharacter::BodyDirection3D()
- Description: Get the body's 3D direction.
- Function: CBaseCombatCharacter::DoMuzzleFlash
- Signature: void CBaseCombatCharacter::DoMuzzleFlash()
- Description: Does a muzzle flash.
- Function: CBaseCombatCharacter::DropAllWeapons
- Signature: void CBaseCombatCharacter::DropAllWeapons(bool)
- Description: Make the character drop all of its weapons.
- Function: CBaseCombatCharacter::DropWeapon
- Signature: void CBaseCombatCharacter::DropWeapon(handle)
- Description: Make the character drop the specified weapon entity if they own it.
- Function: CBaseCombatCharacter::EntInAimCone
- Signature: bool CBaseCombatCharacter::EntInAimCone(handle)
- Description: Check if the specified entity is in the character's aim cone.
- Function: CBaseCombatCharacter::EntInViewCone
- Signature: bool CBaseCombatCharacter::EntInViewCone(handle)
- Description: Check if the specified entity is in the character's viewcone.
- Function: CBaseCombatCharacter::EquipWeapon
- Signature: void CBaseCombatCharacter::EquipWeapon(handle)
- Description: Make the character equip the specified weapon entity. If they don't already own the weapon, they will acquire it instantly.
- Function: CBaseCombatCharacter::EyeDirection2D
- Signature: Vector CBaseCombatCharacter::EyeDirection2D()
- Description: Get the eyes' 2D direction.
- Function: CBaseCombatCharacter::EyeDirection3D
- Signature: Vector CBaseCombatCharacter::EyeDirection3D()
- Description: Get the eyes' 3D direction.
- Function: CBaseCombatCharacter::FindWeapon
- Signature: handle CBaseCombatCharacter::FindWeapon(string, int)
- Description: Find a specific weapon in the character's inventory by its classname.
- Function: CBaseCombatCharacter::GetActiveWeapon
- Signature: handle CBaseCombatCharacter::GetActiveWeapon()
- Description: Get the character's active weapon entity.
- Function: CBaseCombatCharacter::GetAllWeapons
- Signature: void CBaseCombatCharacter::GetAllWeapons(handle)
- Description: Get the character's weapon inventory.
- Function: CBaseCombatCharacter::GetAmmoCount
- Signature: int CBaseCombatCharacter::GetAmmoCount(int)
- Description: Get the ammo count of the specified ammo type.
- Function: CBaseCombatCharacter::GetAttackSpread
- Signature: Vector CBaseCombatCharacter::GetAttackSpread(handle, handle)
- Description: Get the attack spread.
- Function: CBaseCombatCharacter::GetCurrentWeaponProficiency
- Signature: int CBaseCombatCharacter::GetCurrentWeaponProficiency()
- Description: Get the character's current proficiency (accuracy) with their current weapon.
- Function: CBaseCombatCharacter::GetRelationPriority
- Signature: int CBaseCombatCharacter::GetRelationPriority(handle)
- Description: Get a character's relationship priority for a specific entity.
- Function: CBaseCombatCharacter::GetRelationship
- Signature: int CBaseCombatCharacter::GetRelationship(handle)
- Description: Get a character's relationship to a specific entity.
- Function: CBaseCombatCharacter::GetSpreadBias
- Signature: float CBaseCombatCharacter::GetSpreadBias(handle, handle)
- Description: Get the spread bias.
- Function: CBaseCombatCharacter::GetVehicleEntity
- Signature: handle CBaseCombatCharacter::GetVehicleEntity()
- Description: Get the entity for a character's current vehicle if they're in one.
- Function: CBaseCombatCharacter::GetWeapon
- Signature: handle CBaseCombatCharacter::GetWeapon(int)
- Description: Get a specific weapon in the character's inventory.
- Function: CBaseCombatCharacter::HeadDirection2D
- Signature: Vector CBaseCombatCharacter::HeadDirection2D()
- Description: Get the head's 2D direction.
- Function: CBaseCombatCharacter::HeadDirection3D
- Signature: Vector CBaseCombatCharacter::HeadDirection3D()
- Description: Get the head's 3D direction.
- Function: CBaseCombatCharacter::InAimCone
- Signature: bool CBaseCombatCharacter::InAimCone(Vector)
- Description: Check if the specified position is in the character's aim cone.
- Function: CBaseCombatCharacter::InViewCone
- Signature: bool CBaseCombatCharacter::InViewCone(Vector)
- Description: Check if the specified position is in the character's viewcone.
- Function: CBaseCombatCharacter::SetAmmoCount
- Signature: void CBaseCombatCharacter::SetAmmoCount(int, int)
- Description: Set the ammo count of the specified ammo type.
- Function: CBaseCombatCharacter::SetRelationship
- Signature: void CBaseCombatCharacter::SetRelationship(handle, int, int)
- Description: Set a character's relationship with a specific entity.
- Function: CBaseCombatCharacter::ShootPosition
- Signature: Vector CBaseCombatCharacter::ShootPosition()
- Description: Get the character's shoot position.
- Function: CBaseCombatCharacter::WeaponCount
- Signature: int CBaseCombatCharacter::WeaponCount()
- Description: Get the number of weapons a character possesses.
- Function: CBaseCombatWeapon::AddViewKick
- Signature: void CBaseCombatWeapon::AddViewKick()
- Description: Applies the weapon's view kick.
- Function: CBaseCombatWeapon::AltFiresUnderwater
- Signature: bool CBaseCombatWeapon::AltFiresUnderwater()
- Description: Returns true if this weapon can alt-fire underwater.
- Function: CBaseCombatWeapon::CanBePickedUpByNPCs
- Signature: bool CBaseCombatWeapon::CanBePickedUpByNPCs()
- Description: Check if the weapon can be picked up by NPCs.
- Function: CBaseCombatWeapon::CapabilitiesGet
- Signature: int CBaseCombatWeapon::CapabilitiesGet()
- Description: Get the capabilities the weapon currently possesses.
- Function: CBaseCombatWeapon::Clip1
- Signature: int CBaseCombatWeapon::Clip1()
- Description: Get the weapon's current primary ammo.
- Function: CBaseCombatWeapon::Clip2
- Signature: int CBaseCombatWeapon::Clip2()
- Description: Get the weapon's current secondary ammo.
- Function: CBaseCombatWeapon::FireDuration
- Signature: float CBaseCombatWeapon::FireDuration()
- Description: Returns the amount of time that the weapon has sustained firing.
- Function: CBaseCombatWeapon::FiresUnderwater
- Signature: bool CBaseCombatWeapon::FiresUnderwater()
- Description: Returns true if this weapon can fire underwater.
- Function: CBaseCombatWeapon::GetBulletSpread
- Signature: Vector CBaseCombatWeapon::GetBulletSpread()
- Description: Returns the weapon's default bullet spread.
- Function: CBaseCombatWeapon::GetBulletSpreadForProficiency
- Signature: Vector CBaseCombatWeapon::GetBulletSpreadForProficiency(int)
- Description: Returns the weapon's bullet spread for the specified proficiency level.
- Function: CBaseCombatWeapon::GetDefaultAnimSpeed
- Signature: float CBaseCombatWeapon::GetDefaultAnimSpeed()
- Description: Returns the weapon's default animation speed.
- Function: CBaseCombatWeapon::GetDefaultClip1
- Signature: int CBaseCombatWeapon::GetDefaultClip1()
- Description: Get the weapon's default primary ammo.
- Function: CBaseCombatWeapon::GetDefaultClip2
- Signature: int CBaseCombatWeapon::GetDefaultClip2()
- Description: Get the weapon's default secondary ammo.
- Function: CBaseCombatWeapon::GetDrawActivity
- Signature: int CBaseCombatWeapon::GetDrawActivity()
- Description: Returns the weapon's draw activity.
- Function: CBaseCombatWeapon::GetFireRate
- Signature: float CBaseCombatWeapon::GetFireRate()
- Description: Get the weapon's firing rate.
- Function: CBaseCombatWeapon::GetMaxClip1
- Signature: int CBaseCombatWeapon::GetMaxClip1()
- Description: Get the weapon's maximum primary ammo.
- Function: CBaseCombatWeapon::GetMaxClip2
- Signature: int CBaseCombatWeapon::GetMaxClip2()
- Description: Get the weapon's maximum secondary ammo.
- Function: CBaseCombatWeapon::GetOwner
- Signature: handle CBaseCombatWeapon::GetOwner()
- Description: Get the weapon's owner.
- Function: CBaseCombatWeapon::GetPrimaryAmmoType
- Signature: int CBaseCombatWeapon::GetPrimaryAmmoType()
- Description: Get the weapon's primary ammo type.
- Function: CBaseCombatWeapon::GetPrimaryAttackActivity
- Signature: int CBaseCombatWeapon::GetPrimaryAttackActivity()
- Description: Returns the weapon's primary attack activity.
- Function: CBaseCombatWeapon::GetPrintName
- Signature: string CBaseCombatWeapon::GetPrintName()
- Function: CBaseCombatWeapon::GetSecondaryAmmoType
- Signature: int CBaseCombatWeapon::GetSecondaryAmmoType()
- Description: Get the weapon's secondary ammo type.
- Function: CBaseCombatWeapon::GetSecondaryAttackActivity
- Signature: int CBaseCombatWeapon::GetSecondaryAttackActivity()
- Description: Returns the weapon's secondary attack activity.
- Function: CBaseCombatWeapon::GetSubType
- Signature: int CBaseCombatWeapon::GetSubType()
- Description: Get the weapon's subtype.
- Function: CBaseCombatWeapon::GetViewModel
- Signature: string CBaseCombatWeapon::GetViewModel(int)
- Description: Get the weapon's view model.
- Function: CBaseCombatWeapon::GetViewModelSequenceDuration
- Signature: float CBaseCombatWeapon::GetViewModelSequenceDuration()
- Description: Gets the sequence duration of the current view model animation.
- Function: CBaseCombatWeapon::GetWeaponIdleTime
- Signature: float CBaseCombatWeapon::GetWeaponIdleTime()
- Description: Returns the next time WeaponIdle() will run.
- Function: CBaseCombatWeapon::GetWeight
- Signature: int CBaseCombatWeapon::GetWeight()
- Description: Get the weapon's weight.
- Function: CBaseCombatWeapon::GetWorldModel
- Signature: string CBaseCombatWeapon::GetWorldModel()
- Description: Get the weapon's world model.
- Function: CBaseCombatWeapon::GiveDefaultAmmo
- Signature: void CBaseCombatWeapon::GiveDefaultAmmo()
- Description: Fill the weapon back up to default ammo.
- Function: CBaseCombatWeapon::HasAnyAmmo
- Signature: bool CBaseCombatWeapon::HasAnyAmmo()
- Description: Check if the weapon currently has ammo or doesn't need ammo.
- Function: CBaseCombatWeapon::HasPrimaryAmmo
- Signature: bool CBaseCombatWeapon::HasPrimaryAmmo()
- Description: Check if the weapon currently has ammo or doesn't need primary ammo.
- Function: CBaseCombatWeapon::HasSecondaryAmmo
- Signature: bool CBaseCombatWeapon::HasSecondaryAmmo()
- Description: Check if the weapon currently has ammo or doesn't need secondary ammo.
- Function: CBaseCombatWeapon::HasWeaponIdleTimeElapsed
- Signature: bool CBaseCombatWeapon::HasWeaponIdleTimeElapsed()
- Description: Returns true if the idle time has elapsed.
- Function: CBaseCombatWeapon::IsViewModelSequenceFinished
- Signature: bool CBaseCombatWeapon::IsViewModelSequenceFinished()
- Description: Returns true if the current view model animation is finished.
- Function: CBaseCombatWeapon::MinRange1
- Signature: float CBaseCombatWeapon::MinRange1()
- Description: Returns the closest this weapon can be used.
- Function: CBaseCombatWeapon::MinRange2
- Signature: float CBaseCombatWeapon::MinRange2()
- Description: Returns the closest this weapon can be used.
- Function: CBaseCombatWeapon::NextPrimaryAttack
- Signature: float CBaseCombatWeapon::NextPrimaryAttack()
- Description: Returns the next time PrimaryAttack() will run when the player is pressing +ATTACK.
- Function: CBaseCombatWeapon::NextSecondaryAttack
- Signature: float CBaseCombatWeapon::NextSecondaryAttack()
- Description: Returns the next time SecondaryAttack() will run when the player is pressing +ATTACK2.
- Function: CBaseCombatWeapon::ReloadsSingly
- Signature: bool CBaseCombatWeapon::ReloadsSingly()
- Description: Returns true if this weapon reloads 1 round at a time.
- Function: CBaseCombatWeapon::SendWeaponAnim
- Signature: bool CBaseCombatWeapon::SendWeaponAnim(int)
- Description: Sends a weapon animation.
- Function: CBaseCombatWeapon::SetAltFiresUnderwater
- Signature: void CBaseCombatWeapon::SetAltFiresUnderwater(bool)
- Description: Sets whether this weapon can alt-fire underwater.
- Function: CBaseCombatWeapon::SetClip1
- Signature: void CBaseCombatWeapon::SetClip1(int)
- Description: Set the weapon's current primary ammo.
- Function: CBaseCombatWeapon::SetClip2
- Signature: void CBaseCombatWeapon::SetClip2(int)
- Description: Set the weapon's current secondary ammo.
- Function: CBaseCombatWeapon::SetFireDuration
- Signature: void CBaseCombatWeapon::SetFireDuration(float)
- Description: Sets the amount of time that the weapon has sustained firing.
- Function: CBaseCombatWeapon::SetFiresUnderwater
- Signature: void CBaseCombatWeapon::SetFiresUnderwater(bool)
- Description: Sets whether this weapon can fire underwater.
- Function: CBaseCombatWeapon::SetMinRange1
- Signature: void CBaseCombatWeapon::SetMinRange1(float)
- Description: Sets the closest this weapon can be used.
- Function: CBaseCombatWeapon::SetMinRange2
- Signature: void CBaseCombatWeapon::SetMinRange2(float)
- Description: Sets the closest this weapon can be used.
- Function: CBaseCombatWeapon::SetNextPrimaryAttack
- Signature: void CBaseCombatWeapon::SetNextPrimaryAttack(float)
- Description: Sets the next time PrimaryAttack() will run when the player is pressing +ATTACK.
- Function: CBaseCombatWeapon::SetNextSecondaryAttack
- Signature: void CBaseCombatWeapon::SetNextSecondaryAttack(float)
- Description: Sets the next time SecondaryAttack() will run when the player is pressing +ATTACK2.
- Function: CBaseCombatWeapon::SetOwner
- Signature: void CBaseCombatWeapon::SetOwner(handle)
- Description: Set the weapon's owner.
- Function: CBaseCombatWeapon::SetReloadsSingly
- Signature: void CBaseCombatWeapon::SetReloadsSingly(bool)
- Description: Sets whether this weapon reloads 1 round at a time.
- Function: CBaseCombatWeapon::SetSubType
- Signature: void CBaseCombatWeapon::SetSubType(int)
- Description: Set the weapon's subtype.
- Function: CBaseCombatWeapon::SetWeaponIdleTime
- Signature: void CBaseCombatWeapon::SetWeaponIdleTime(float)
- Description: Sets the next time WeaponIdle() will run.
- Function: CBaseCombatWeapon::UsesClipsForAmmo1
- Signature: bool CBaseCombatWeapon::UsesClipsForAmmo1()
- Description: Check if the weapon uses clips for primary ammo.
- Function: CBaseCombatWeapon::UsesClipsForAmmo2
- Signature: bool CBaseCombatWeapon::UsesClipsForAmmo2()
- Description: Check if the weapon uses clips for secondary ammo.
- Function: CBaseCombatWeapon::UsesPrimaryAmmo
- Signature: bool CBaseCombatWeapon::UsesPrimaryAmmo()
- Description: Check if the weapon uses primary ammo.
- Function: CBaseCombatWeapon::UsesSecondaryAmmo
- Signature: bool CBaseCombatWeapon::UsesSecondaryAmmo()
- Description: Check if the weapon uses secondary ammo.
- Function: CBaseCombatWeapon::WeaponSound
- Signature: void CBaseCombatWeapon::WeaponSound(int, float)
- Description: Plays one of the weapon's sounds.
- Function: CBaseEntity::AcceptInput
- Signature: bool CBaseEntity::AcceptInput(string, string, handle, handle)
- Function: CBaseEntity::Activate
- Signature: void CBaseEntity::Activate()
- Function: CBaseEntity::AddEFlags
- Signature: void CBaseEntity::AddEFlags(int)
- Description: Add Eflags
- Function: CBaseEntity::AddEffects
- Signature: void CBaseEntity::AddEffects(int)
- Description: Add effect(s)
- Function: CBaseEntity::AddFlag
- Signature: void CBaseEntity::AddFlag(int)
- Description: Add flag
- Function: CBaseEntity::AddOutput
- Signature: bool CBaseEntity::AddOutput(string, string, string, string, float, int)
- Description: Add an output
- Function: CBaseEntity::AddSolidFlags
- Signature: void CBaseEntity::AddSolidFlags(int)
- Description: Add solid flags
- Function: CBaseEntity::AddSpawnFlags
- Signature: void CBaseEntity::AddSpawnFlags(int)
- Description: Add spawnflag(s)
- Function: CBaseEntity::ApplyAbsVelocityImpulse
- Signature: void CBaseEntity::ApplyAbsVelocityImpulse(Vector)
- Function: CBaseEntity::ApplyLocalAngularVelocityImpulse
- Signature: void CBaseEntity::ApplyLocalAngularVelocityImpulse(Vector)
- Function: CBaseEntity::BodyTarget
- Signature: Vector CBaseEntity::BodyTarget(Vector, bool)
- Function: CBaseEntity::Classify
- Signature: int CBaseEntity::Classify()
- Description: Get Class_T class ID (corresponds to the CLASS_ set of constants)
- Function: CBaseEntity::ClearEffects
- Signature: void CBaseEntity::ClearEffects()
- Description: Clear effect(s)
- Function: CBaseEntity::ClearSpawnFlags
- Signature: void CBaseEntity::ClearSpawnFlags()
- Description: Clear spawnflag(s)
- Function: CBaseEntity::ConnectOutput
- Signature: void CBaseEntity::ConnectOutput(string, string)
- Description: Adds an I/O connection that will call the named function when the specified output fires
- Function: CBaseEntity::Destroy
- Signature: void CBaseEntity::Destroy()
- Function: CBaseEntity::DisconnectOutput
- Signature: void CBaseEntity::DisconnectOutput(string, string)
- Description: Removes a connected script function from an I/O event.
- Function: CBaseEntity::EmitSound
- Signature: void CBaseEntity::EmitSound(string)
- Description: Plays a sound from this entity.
- Function: CBaseEntity::EntityToWorldTransform
- Signature: handle CBaseEntity::EntityToWorldTransform()
- Description: Get the entity's transform
- Function: CBaseEntity::EyeAngles
- Signature: Vector CBaseEntity::EyeAngles()
- Description: Get eye pitch, yaw, roll as a vector
- Function: CBaseEntity::EyePosition
- Signature: Vector CBaseEntity::EyePosition()
- Description: Get vector to eye position - absolute coords
- Function: CBaseEntity::FireBullets
- Signature: void CBaseEntity::FireBullets(handle)
- Description: Fire bullets from entity with a given info handle
- Function: CBaseEntity::FireOutput
- Signature: void CBaseEntity::FireOutput(string, handle, handle, string, float)
- Description: Fire an entity output
- Function: CBaseEntity::FirstMoveChild
- Signature: handle CBaseEntity::FirstMoveChild()
- Function: CBaseEntity::FollowEntity
- Signature: void CBaseEntity::FollowEntity(handle, bool)
- Description: Begin following the specified entity. This makes this entity non-solid, parents it to the target entity, and teleports it to the specified entity's origin. The second parameter is whether or not to use bonemerging while following.
- Function: CBaseEntity::GetAngles
- Signature: Vector CBaseEntity::GetAngles()
- Description: Get entity pitch, yaw, roll as a vector
- Function: CBaseEntity::GetAngularVelocity
- Signature: Vector CBaseEntity::GetAngularVelocity()
- Description: Get the local angular velocity - returns a vector of pitch,yaw,roll
- Function: CBaseEntity::GetBoundingMaxs
- Signature: Vector CBaseEntity::GetBoundingMaxs()
- Description: Get a vector containing max bounds, centered on object
- Function: CBaseEntity::GetBoundingMins
- Signature: Vector CBaseEntity::GetBoundingMins()
- Description: Get a vector containing min bounds, centered on object
- Function: CBaseEntity::GetCenter
- Signature: Vector CBaseEntity::GetCenter()
- Description: Get vector to center of object - absolute coords
- Function: CBaseEntity::GetClassname
- Signature: string CBaseEntity::GetClassname()
- Function: CBaseEntity::GetCollisionGroup
- Signature: int CBaseEntity::GetCollisionGroup()
- Description: Get the collision group
- Function: CBaseEntity::GetContextCount
- Signature: int CBaseEntity::GetContextCount()
- Description: Get the number of response contexts
- Function: CBaseEntity::GetDebugName
- Signature: string CBaseEntity::GetDebugName()
- Description: If name exists returns name, otherwise returns classname
- Function: CBaseEntity::GetEFlags
- Signature: int CBaseEntity::GetEFlags()
- Description: Get Eflags
- Function: CBaseEntity::GetEffects
- Signature: int CBaseEntity::GetEffects()
- Description: Get effects
- Function: CBaseEntity::GetFlags
- Signature: int CBaseEntity::GetFlags()
- Description: Get flags
- Function: CBaseEntity::GetFollowedEntity
- Signature: handle CBaseEntity::GetFollowedEntity()
- Description: Get the entity we're following.
- Function: CBaseEntity::GetForwardVector
- Signature: Vector CBaseEntity::GetForwardVector()
- Description: Get the forward vector of the entity
- Function: CBaseEntity::GetFriction
- Signature: float CBaseEntity::GetFriction()
- Function: CBaseEntity::GetGravity
- Signature: float CBaseEntity::GetGravity()
- Function: CBaseEntity::GetGroundEntity
- Signature: handle CBaseEntity::GetGroundEntity()
- Description: Returns handle to ground entity.
- Function: CBaseEntity::GetHealth
- Signature: int CBaseEntity::GetHealth()
- Function: CBaseEntity::GetKeyValue
- Signature: string CBaseEntity::GetKeyValue(string)
- Description: Get a keyvalue
- Function: CBaseEntity::GetLocalAngles
- Signature: Vector CBaseEntity::GetLocalAngles()
- Description: GetLocalAngles
- Function: CBaseEntity::GetLocalOrigin
- Signature: Vector CBaseEntity::GetLocalOrigin()
- Description: GetLocalOrigin
- Function: CBaseEntity::GetMass
- Signature: float CBaseEntity::GetMass()
- Function: CBaseEntity::GetMaxHealth
- Signature: int CBaseEntity::GetMaxHealth()
- Function: CBaseEntity::GetMaxOutputDelay
- Signature: float CBaseEntity::GetMaxOutputDelay(string)
- Description: Get the longest delay for all events attached to an output
- Function: CBaseEntity::GetModelKeyValues
- Signature: handle CBaseEntity::GetModelKeyValues()
- Description: Get a KeyValue class instance on this entity's model
- Function: CBaseEntity::GetModelName
- Signature: string CBaseEntity::GetModelName()
- Description: Returns the name of the model
- Function: CBaseEntity::GetMoveParent
- Signature: handle CBaseEntity::GetMoveParent()
- Description: If in hierarchy, retrieves the entity's parent
- Function: CBaseEntity::GetMoveType
- Signature: int CBaseEntity::GetMoveType()
- Description: Get the move type
- Function: CBaseEntity::GetName
- Signature: string CBaseEntity::GetName()
- Function: CBaseEntity::GetOrCreatePrivateScriptScope
- Signature: handle CBaseEntity::GetOrCreatePrivateScriptScope()
- Description: Create and retrieve the script-side data associated with an entity
- Function: CBaseEntity::GetOrigin
- Signature: Vector CBaseEntity::GetOrigin()
- Function: CBaseEntity::GetOwner
- Signature: handle CBaseEntity::GetOwner()
- Description: Gets this entity's owner
- Function: CBaseEntity::GetPhysicsObject
- Signature: handle CBaseEntity::GetPhysicsObject()
- Description: Get the entity's physics object if it has one
- Function: CBaseEntity::GetPreTemplateName
- Signature: string CBaseEntity::GetPreTemplateName()
- Description: Get the entity name stripped of template unique decoration
- Function: CBaseEntity::GetRenderAlpha
- Signature: int CBaseEntity::GetRenderAlpha()
- Description: Get the render color's alpha value
- Function: CBaseEntity::GetRenderColorB
- Signature: int CBaseEntity::GetRenderColorB()
- Description: Get the render color's B value
- Function: CBaseEntity::GetRenderColorG
- Signature: int CBaseEntity::GetRenderColorG()
- Description: Get the render color's G value
- Function: CBaseEntity::GetRenderColorR
- Signature: int CBaseEntity::GetRenderColorR()
- Description: Get the render color's R value
- Function: CBaseEntity::GetRenderColorVector
- Signature: Vector CBaseEntity::GetRenderColorVector()
- Description: Get the render color as a vector
- Function: CBaseEntity::GetRenderMode
- Signature: int CBaseEntity::GetRenderMode()
- Description: Get render mode
- Function: CBaseEntity::GetRightVector
- Signature: Vector CBaseEntity::GetRightVector()
- Description: Get the right vector of the entity
- Function: CBaseEntity::GetRootMoveParent
- Signature: handle CBaseEntity::GetRootMoveParent()
- Description: If in hierarchy, walks up the hierarchy to find the root parent
- Function: CBaseEntity::GetScriptId
- Signature: string CBaseEntity::GetScriptId()
- Description: Retrieve the unique identifier used to refer to the entity within the scripting system
- Function: CBaseEntity::GetScriptScope
- Signature: handle CBaseEntity::GetScriptScope()
- Description: Retrieve the script-side data associated with an entity
- Function: CBaseEntity::GetSolid
- Signature: int CBaseEntity::GetSolid()
- Function: CBaseEntity::GetSolidFlags
- Signature: int CBaseEntity::GetSolidFlags()
- Description: Get solid flags
- Function: CBaseEntity::GetSoundDuration
- Signature: float CBaseEntity::GetSoundDuration(string, string)
- Description: Returns float duration of the sound. Takes soundname and optional actormodelname.
- Function: CBaseEntity::GetSpawnFlags
- Signature: int CBaseEntity::GetSpawnFlags()
- Description: Get spawnflags
- Function: CBaseEntity::GetTakeDamage
- Signature: int CBaseEntity::GetTakeDamage()
- Description: Gets this entity's m_takedamage value. (DAMAGE_YES, DAMAGE_NO, etc.)
- Function: CBaseEntity::GetTeam
- Signature: int CBaseEntity::GetTeam()
- Function: CBaseEntity::GetTransmitState
- Signature: int CBaseEntity::GetTransmitState()
- Function: CBaseEntity::GetUpVector
- Signature: Vector CBaseEntity::GetUpVector()
- Description: Get the up vector of the entity
- Function: CBaseEntity::GetVelocity
- Signature: Vector CBaseEntity::GetVelocity()
- Function: CBaseEntity::GetWaterLevel
- Signature: int CBaseEntity::GetWaterLevel()
- Description: Get current level of water submergence
- Function: CBaseEntity::HasSpawnFlags
- Signature: bool CBaseEntity::HasSpawnFlags(int)
- Description: Check if the entity has specific spawnflag(s) ticked
- Function: CBaseEntity::HeadTarget
- Signature: Vector CBaseEntity::HeadTarget(Vector)
- Function: CBaseEntity::IsAlive
- Signature: bool CBaseEntity::IsAlive()
- Description: Return true if this entity is alive
- Function: CBaseEntity::IsCombatCharacter
- Signature: bool CBaseEntity::IsCombatCharacter()
- Description: Returns true if this entity is a combat character (player or NPC).
- Function: CBaseEntity::IsEffectActive
- Signature: bool CBaseEntity::IsEffectActive(int)
- Description: Check if an effect is active
- Function: CBaseEntity::IsEntVisible
- Signature: bool CBaseEntity::IsEntVisible(handle)
- Description: Check if the specified entity can be visible to this entity.
- Function: CBaseEntity::IsFollowingEntity
- Signature: bool CBaseEntity::IsFollowingEntity()
- Description: Returns true if this entity is following another entity.
- Function: CBaseEntity::IsNPC
- Signature: bool CBaseEntity::IsNPC()
- Description: Returns true if this entity is a NPC.
- Function: CBaseEntity::IsPlayer
- Signature: bool CBaseEntity::IsPlayer()
- Description: Returns true if this entity is a player.
- Function: CBaseEntity::IsVisible
- Signature: bool CBaseEntity::IsVisible(Vector)
- Description: Check if the specified position can be visible to this entity.
- Function: CBaseEntity::IsVisibleWithMask
- Signature: bool CBaseEntity::IsVisibleWithMask(Vector, int)
- Description: Check if the specified position can be visible to this entity with a specific trace mask.
- Function: CBaseEntity::IsWeapon
- Signature: bool CBaseEntity::IsWeapon()
- Description: Returns true if this entity is a weapon.
- Function: CBaseEntity::IsWorld
- Signature: bool CBaseEntity::IsWorld()
- Description: Returns true if this entity is the world.
- Function: CBaseEntity::KeyValueFromFloat
- Signature: bool CBaseEntity::KeyValueFromFloat(string, float)
- Description: Executes KeyValue with a float, same caveat from KeyValueFromString applies.
- Function: CBaseEntity::KeyValueFromInt
- Signature: bool CBaseEntity::KeyValueFromInt(string, int)
- Description: Executes KeyValue with an int, same caveat from KeyValueFromString applies.
- Function: CBaseEntity::KeyValueFromString
- Signature: bool CBaseEntity::KeyValueFromString(string, string)
- Description: Executes KeyValue with a string. Warning: Does not update the internal network state of the entity, which can result in any desired visual changes being delayed for clients if used after spawning. Netprops can be used instead which correctly updates the networking state and results in an immediate update.
- Function: CBaseEntity::KeyValueFromVector
- Signature: bool CBaseEntity::KeyValueFromVector(string, Vector)
- Description: Executes KeyValue with a vector, same caveat from KeyValueFromString applies.
- Function: CBaseEntity::NextMovePeer
- Signature: handle CBaseEntity::NextMovePeer()
- Function: CBaseEntity::PhysicsDestroyObject
- Signature: void CBaseEntity::PhysicsDestroyObject()
- Description: Destroys the entity's physics object
- Function: CBaseEntity::PhysicsInitNormal
- Signature: void CBaseEntity::PhysicsInitNormal(int, int, bool)
- Description: Initializes the entity's physics object with the specified solid type, solid flags, and whether to start asleep
- Function: CBaseEntity::PrecacheSoundScript
- Signature: void CBaseEntity::PrecacheSoundScript(string)
- Description: Precache a sound for later playing.
- Function: CBaseEntity::RemoveEFlags
- Signature: void CBaseEntity::RemoveEFlags(int)
- Description: Remove Eflags
- Function: CBaseEntity::RemoveEffects
- Signature: void CBaseEntity::RemoveEffects(int)
- Description: Remove effect(s)
- Function: CBaseEntity::RemoveFlag
- Signature: void CBaseEntity::RemoveFlag(int)
- Description: Remove flag
- Function: CBaseEntity::RemoveSolidFlags
- Signature: void CBaseEntity::RemoveSolidFlags(int)
- Description: Remove solid flags
- Function: CBaseEntity::RemoveSpawnFlags
- Signature: void CBaseEntity::RemoveSpawnFlags(int)
- Description: Remove spawnflag(s)
- Function: CBaseEntity::SetAbsAngles
- Signature: void CBaseEntity::SetAbsAngles(Vector)
- Description: SetAbsAngles
- Function: CBaseEntity::SetAbsOrigin
- Signature: void CBaseEntity::SetAbsOrigin(Vector)
- Description: SetAbsOrigin
- Function: CBaseEntity::SetAngles
- Signature: void CBaseEntity::SetAngles(Vector)
- Description: Set entity pitch, yaw, roll
- Function: CBaseEntity::SetAngularVelocity
- Signature: void CBaseEntity::SetAngularVelocity(float, float, float)
- Description: Set the local angular velocity - takes float pitch,yaw,roll velocities
- Function: CBaseEntity::SetCauser
- Signature: void CBaseEntity::SetCauser(handle)
- Description: Set who gets credit for a kill from this entity.
- Function: CBaseEntity::SetClassname
- Signature: void CBaseEntity::SetClassname(string)
- Description: Replaces entity's classname. Very dangerous, use with care.
- Function: CBaseEntity::SetCollisionGroup
- Signature: void CBaseEntity::SetCollisionGroup(int)
- Description: Set the collision group
- Function: CBaseEntity::SetContextThink
- Signature: void CBaseEntity::SetContextThink(string, handle, float)
- Description: Set a think function on this entity.
- Function: CBaseEntity::SetEffects
- Signature: void CBaseEntity::SetEffects(int)
- Description: Set effect(s)
- Function: CBaseEntity::SetForwardVector
- Signature: void CBaseEntity::SetForwardVector(Vector)
- Description: Set the orientation of the entity to have this forward vector
- Function: CBaseEntity::SetFriction
- Signature: void CBaseEntity::SetFriction(float)
- Function: CBaseEntity::SetGravity
- Signature: void CBaseEntity::SetGravity(float)
- Function: CBaseEntity::SetGroundEntity
- Signature: void CBaseEntity::SetGroundEntity(handle)
- Description: Sets ground entity by handle, pass null to clear it.
- Function: CBaseEntity::SetHealth
- Signature: void CBaseEntity::SetHealth(int)
- Function: CBaseEntity::SetLocalAngles
- Signature: void CBaseEntity::SetLocalAngles(Vector)
- Description: SetLocalAngles
- Function: CBaseEntity::SetLocalOrigin
- Signature: void CBaseEntity::SetLocalOrigin(Vector)
- Description: SetLocalOrigin
- Function: CBaseEntity::SetMass
- Signature: void CBaseEntity::SetMass(float)
- Function: CBaseEntity::SetMaxHealth
- Signature: void CBaseEntity::SetMaxHealth(int)
- Function: CBaseEntity::SetModel
- Signature: void CBaseEntity::SetModel(string)
- Function: CBaseEntity::SetMoveType
- Signature: void CBaseEntity::SetMoveType(int)
- Description: Set the move type
- Function: CBaseEntity::SetName
- Signature: void CBaseEntity::SetName(string)
- Function: CBaseEntity::SetOrigin
- Signature: void CBaseEntity::SetOrigin(Vector)
- Function: CBaseEntity::SetOriginAngles
- Signature: void CBaseEntity::SetOriginAngles(Vector, Vector)
- Description: Set both the origin and the angles
- Function: CBaseEntity::SetOriginAnglesVelocity
- Signature: void CBaseEntity::SetOriginAnglesVelocity(Vector, Vector, Vector)
- Description: Set the origin, the angles, and the velocity
- Function: CBaseEntity::SetOwner
- Signature: void CBaseEntity::SetOwner(handle)
- Description: Sets this entity's owner
- Function: CBaseEntity::SetParent
- Signature: void CBaseEntity::SetParent(handle, string)
- Function: CBaseEntity::SetRenderAlpha
- Signature: void CBaseEntity::SetRenderAlpha(int)
- Description: Set the render color's alpha value
- Function: CBaseEntity::SetRenderColor
- Signature: void CBaseEntity::SetRenderColor(int, int, int)
- Description: Set the render color
- Function: CBaseEntity::SetRenderColorB
- Signature: void CBaseEntity::SetRenderColorB(int)
- Description: Set the render color's B value
- Function: CBaseEntity::SetRenderColorG
- Signature: void CBaseEntity::SetRenderColorG(int)
- Description: Set the render color's G value
- Function: CBaseEntity::SetRenderColorR
- Signature: void CBaseEntity::SetRenderColorR(int)
- Description: Set the render color's R value
- Function: CBaseEntity::SetRenderColorVector
- Signature: void CBaseEntity::SetRenderColorVector(Vector)
- Description: Set the render color as a vector
- Function: CBaseEntity::SetRenderMode
- Signature: void CBaseEntity::SetRenderMode(int)
- Description: Set render mode
- Function: CBaseEntity::SetSize
- Signature: void CBaseEntity::SetSize(Vector, Vector)
- Function: CBaseEntity::SetSolid
- Signature: void CBaseEntity::SetSolid(int)
- Function: CBaseEntity::SetTakeDamage
- Signature: void CBaseEntity::SetTakeDamage(int)
- Description: Sets this entity's m_takedamage value. (DAMAGE_YES, DAMAGE_NO, etc.)
- Function: CBaseEntity::SetTeam
- Signature: void CBaseEntity::SetTeam(int)
- Function: CBaseEntity::SetThink
- Signature: void CBaseEntity::SetThink(handle, float)
- Function: CBaseEntity::SetThinkFunction
- Signature: void CBaseEntity::SetThinkFunction(string, float)
- Function: CBaseEntity::SetTransmitState
- Signature: int CBaseEntity::SetTransmitState(int)
- Function: CBaseEntity::SetVelocity
- Signature: void CBaseEntity::SetVelocity(Vector)
- Function: CBaseEntity::StopFollowingEntity
- Signature: void CBaseEntity::StopFollowingEntity()
- Description: Stops following an entity if we're following one.
- Function: CBaseEntity::StopSound
- Signature: void CBaseEntity::StopSound(string)
- Description: Stops a sound from this entity.
- Function: CBaseEntity::StopThink
- Signature: void CBaseEntity::StopThink()
- Function: CBaseEntity::StopThinkFunction
- Signature: void CBaseEntity::StopThinkFunction()
- Function: CBaseEntity::TakeDamage
- Signature: int CBaseEntity::TakeDamage(handle)
- Description: Apply damage to this entity with a given info handle
- Function: CBaseEntity::TakeHealth
- Signature: int CBaseEntity::TakeHealth(float, int)
- Description: Give this entity health
- Function: CBaseEntity::ValidateScriptScope
- Signature: bool CBaseEntity::ValidateScriptScope()
- Description: Ensure that an entity's script scope has been created
- Function: CBaseEntity::entindex
- Signature: int CBaseEntity::entindex()
- Function: CBaseFilter::PassesDamageFilter
- Signature: bool CBaseFilter::PassesDamageFilter(handle, handle)
- Description: Check if the given caller and damage info pass the damage filter, with the second parameter being a CTakeDamageInfo instance. The caller is the one who requests the filter result; For example, the entity being damaged when using this as a damage filter.
- Function: CBaseFilter::PassesFilter
- Signature: bool CBaseFilter::PassesFilter(handle, handle)
- Description: Check if the given caller and entity pass the filter. The caller is the one who requests the filter result; For example, the entity being damaged when using this as a damage filter.
- Function: CBaseFlex::GetCurrentScene
- Signature: handle CBaseFlex::GetCurrentScene()
- Description: Returns the instance of the oldest active scene entity (if any).
- Function: CBaseFlex::GetSceneByIndex
- Signature: handle CBaseFlex::GetSceneByIndex(int)
- Description: Returns the instance of the scene entity at the specified index.
- Function: CBasePlayer::CanPickupObject
- Signature: bool CBasePlayer::CanPickupObject(handle, float, float)
- Description: Can player pick up this entity? With float parameters for mass limit, and size limit.
- Function: CBasePlayer::DeathCount
- Signature: int CBasePlayer::DeathCount()
- Description: Gets the number of deaths this player has had in a multiplayer game.
- Function: CBasePlayer::DisableButtons
- Signature: void CBasePlayer::DisableButtons(int)
- Description: Disables the specified button mask.
- Function: CBasePlayer::EnableButtons
- Signature: void CBasePlayer::EnableButtons(int)
- Description: Enables the specified button mask if it was disabled before.
- Function: CBasePlayer::FlashlightIsOn
- Signature: int CBasePlayer::FlashlightIsOn()
- Description: Returns true if the flashlight is on.
- Function: CBasePlayer::FlashlightTurnOff
- Signature: void CBasePlayer::FlashlightTurnOff()
- Description: Turns off the flashlight.
- Function: CBasePlayer::FlashlightTurnOn
- Signature: void CBasePlayer::FlashlightTurnOn()
- Description: Turns on the flashlight.
- Function: CBasePlayer::ForceButtons
- Signature: void CBasePlayer::ForceButtons(int)
- Description: Forces the specified button mask.
- Function: CBasePlayer::FragCount
- Signature: int CBasePlayer::FragCount()
- Description: Gets the number of frags (kills) this player has in a multiplayer game.
- Function: CBasePlayer::GetArmor
- Signature: int CBasePlayer::GetArmor()
- Description: Gets the player's armor.
- Function: CBasePlayer::GetAutoaimVector
- Signature: Vector CBasePlayer::GetAutoaimVector(float)
- Description: Gets the player's autoaim shooting direction with the specified scale.
- Function: CBasePlayer::GetAutoaimVectorCustomMaxDist
- Signature: Vector CBasePlayer::GetAutoaimVectorCustomMaxDist(float, float)
- Description: Gets the player's autoaim shooting direction with the specified scale and a custom max distance.
- Function: CBasePlayer::GetButtonDisabled
- Signature: int CBasePlayer::GetButtonDisabled()
- Description: Gets the player's currently unusable buttons.
- Function: CBasePlayer::GetButtonForced
- Signature: int CBasePlayer::GetButtonForced()
- Description: Gets the player's currently forced buttons.
- Function: CBasePlayer::GetButtonLast
- Signature: int CBasePlayer::GetButtonLast()
- Description: Gets the player's previously active buttons.
- Function: CBasePlayer::GetButtonPressed
- Signature: int CBasePlayer::GetButtonPressed()
- Description: Gets the player's currently pressed buttons.
- Function: CBasePlayer::GetButtonReleased
- Signature: int CBasePlayer::GetButtonReleased()
- Description: Gets the player's just-released buttons.
- Function: CBasePlayer::GetButtons
- Signature: int CBasePlayer::GetButtons()
- Description: Gets the player's active buttons.
- Function: CBasePlayer::GetExpresser
- Signature: handle CBasePlayer::GetExpresser()
- Description: Gets a handle for this player's expresser.
- Function: CBasePlayer::GetEyeForward
- Signature: Vector CBasePlayer::GetEyeForward()
- Description: Gets the player's forward eye vector.
- Function: CBasePlayer::GetEyeRight
- Signature: Vector CBasePlayer::GetEyeRight()
- Description: Gets the player's right eye vector.
- Function: CBasePlayer::GetEyeUp
- Signature: Vector CBasePlayer::GetEyeUp()
- Description: Gets the player's up eye vector.
- Function: CBasePlayer::GetFOV
- Signature: int CBasePlayer::GetFOV()
- Function: CBasePlayer::GetFOVOwner
- Signature: handle CBasePlayer::GetFOVOwner()
- Description: Gets current view owner.
- Function: CBasePlayer::GetNetworkIDString
- Signature: string CBasePlayer::GetNetworkIDString()
- Description: Gets the player's network (i.e. Steam) ID.
- Function: CBasePlayer::GetPlayerName
- Signature: string CBasePlayer::GetPlayerName()
- Description: Gets the player's name.
- Function: CBasePlayer::GetUserID
- Signature: int CBasePlayer::GetUserID()
- Description: Gets the player's user ID.
- Function: CBasePlayer::IsConnected
- Signature: bool CBasePlayer::IsConnected()
- Description: Returns true if this player is connected.
- Function: CBasePlayer::IsDisconnecting
- Signature: bool CBasePlayer::IsDisconnecting()
- Description: Returns true if this player is disconnecting.
- Function: CBasePlayer::IsNoclipping
- Signature: bool CBasePlayer::IsNoclipping()
- Description: Returns true if the player is in noclip mode.
- Function: CBasePlayer::IsSuitEquipped
- Signature: bool CBasePlayer::IsSuitEquipped()
- Description: Returns true if this player had the HEV suit equipped.
- Function: CBasePlayer::SetArmor
- Signature: void CBasePlayer::SetArmor(int)
- Description: Sets the player's armor.
- Function: CBasePlayer::SetFOV
- Signature: void CBasePlayer::SetFOV(int, float)
- Description: Sets player FOV regardless of view owner.
- Function: CBasePlayer::SetMuzzleFlashTime
- Signature: void CBasePlayer::SetMuzzleFlashTime(float)
- Description: Sets the player's muzzle flash time for AI.
- Function: CBasePlayer::SetSuitUpdate
- Signature: void CBasePlayer::SetSuitUpdate(string, int, int)
- Description: Sets an update for the player's HEV suit.
- Function: CBasePlayer::ShouldAutoaim
- Signature: bool CBasePlayer::ShouldAutoaim()
- Description: Returns true if the player should be autoaiming.
- Function: CBasePlayer::UnforceButtons
- Signature: void CBasePlayer::UnforceButtons(int)
- Description: Unforces the specified button mask if it was forced before.
- Function: CBasePlayer::ViewPunch
- Signature: void CBasePlayer::ViewPunch(Vector)
- Description: Punches the player's view with the specified vector.
- Function: CConvars::GetBool
- Signature: bool CConvars::GetBool(string)
- Description: Returns the convar as a bool. May return null if no such convar.
- Function: CConvars::GetClientConvarValue
- Signature: CConvars::GetClientConvarValue(string, int)
- Description: Returns the convar value for the entindex as a string. Only works with client convars with the FCVAR_USERINFO flag.
- Function: CConvars::GetCommandClient
- Signature: handle CConvars::GetCommandClient()
- Description: returns the player who issued this console command.
- Function: CConvars::GetDefaultValue
- Signature: string CConvars::GetDefaultValue(string)
- Description: Returns the convar's default value as a string. May return null if no such convar.
- Function: CConvars::GetFloat
- Signature: float CConvars::GetFloat(string)
- Description: Returns the convar as a float. May return null if no such convar.
- Function: CConvars::GetInt
- Signature: int CConvars::GetInt(string)
- Description: Returns the convar as an int. May return null if no such convar.
- Function: CConvars::GetStr
- Signature: string CConvars::GetStr(string)
- Description: Returns the convar as a string. May return null if no such convar.
- Function: CConvars::IsFlagSet
- Signature: bool CConvars::IsFlagSet(string, int)
- Description: Returns the convar's flags. May return null if no such convar.
- Function: CConvars::RegisterAdminCommand
- Signature: void CConvars::RegisterAdminCommand(string, handle, string, int)
- Description: Registers an admin command, only server admins are able to execute it. Otherwise identical to RegisterCommand. Usage: RegisterAdminCommand(<name>, <callback function>, <description>, <flags>)
- Function: CConvars::RegisterCommand
- Signature: void CConvars::RegisterCommand(string, handle, string, int)
- Description: Registers a console command. For callback, args will be mirrored as function params (e.g. Callback(name, arg1, arg2, ...)) Usage: RegisterCommand(<name>, <callback function>, <description>, <flags>)
- Function: CConvars::RegisterConvar
- Signature: void CConvars::RegisterConvar(string, string, string, int)
- Description: Registers a new console variable. Usage: RegisterConvar(<name>, <default value>, <description>, <flags>)
- Function: CConvars::SetBool
- Signature: void CConvars::SetBool(string, bool)
- Description: Sets the value of the convar as a bool.
- Function: CConvars::SetChangeCallback
- Signature: void CConvars::SetChangeCallback(string, handle)
- Description: callback is called with 5 parameters (var, szOldValue, flOldValue, szNewValue, flNewValue)
- Function: CConvars::SetCompletionCallback
- Signature: void CConvars::SetCompletionCallback(string, handle)
- Description: callback is called with 3 parameters (cmd, partial, commands), user strings must be appended to 'commands' array
- Function: CConvars::SetFloat
- Signature: void CConvars::SetFloat(string, float)
- Description: Sets the value of the convar as a float.
- Function: CConvars::SetInt
- Signature: void CConvars::SetInt(string, int)
- Description: Sets the value of the convar as an int.
- Function: CConvars::SetStr
- Signature: void CConvars::SetStr(string, string)
- Description: Sets the value of the convar as a string.
- Function: CConvars::UnregisterCommand
- Signature: void CConvars::UnregisterCommand(string)
- Description: unregister a console command.
- Function: CDebugOverlayScriptHelper::Axis
- Signature: void CDebugOverlayScriptHelper::Axis(Vector, Vector, float, bool, float)
- Description: Draws an axis. Specify origin + orientation in world space.
- Function: CDebugOverlayScriptHelper::Box
- Signature: void CDebugOverlayScriptHelper::Box(Vector, Vector, Vector, int, int, int, int, float)
- Description: Draws a world-space axis-aligned box. Specify bounds in world space.
- Function: CDebugOverlayScriptHelper::BoxAngles
- Signature: void CDebugOverlayScriptHelper::BoxAngles(Vector, Vector, Vector, Vector, int, int, int, int, float)
- Description: Draws an oriented box at the origin. Specify bounds in local space.
- Function: CDebugOverlayScriptHelper::BoxDirection
- Signature: void CDebugOverlayScriptHelper::BoxDirection(Vector, Vector, Vector, Vector, int, int, int, int, float)
- Description: Draw box oriented to a Vector direction
- Function: CDebugOverlayScriptHelper::Circle
- Signature: void CDebugOverlayScriptHelper::Circle(Vector, Vector, Vector, float, int, int, int, int, bool, float)
- Description: Draws a circle. Specify center in world space.
- Function: CDebugOverlayScriptHelper::CircleOriented
- Signature: void CDebugOverlayScriptHelper::CircleOriented(Vector, Vector, float, int, int, int, int, bool, float)
- Description: Draws a circle oriented. Specify center in world space.
- Function: CDebugOverlayScriptHelper::ClearAllOverlays
- Signature: void CDebugOverlayScriptHelper::ClearAllOverlays()
- Description: Clear all debug overlays at once
- Function: CDebugOverlayScriptHelper::Cross3D
- Signature: void CDebugOverlayScriptHelper::Cross3D(Vector, float, int, int, int, bool, float)
- Description: Draws a world-aligned cross. Specify origin in world space.
- Function: CDebugOverlayScriptHelper::Cross3DOriented
- Signature: void CDebugOverlayScriptHelper::Cross3DOriented(Vector, Vector, float, int, int, int, bool, float)
- Description: Draws an oriented cross. Specify origin in world space.
- Function: CDebugOverlayScriptHelper::DrawTickMarkedLine
- Signature: void CDebugOverlayScriptHelper::DrawTickMarkedLine(Vector, Vector, float, int, int, int, int, bool, float)
- Description: Draws a dashed line. Specify endpoints in world space.
- Function: CDebugOverlayScriptHelper::EntityBounds
- Signature: void CDebugOverlayScriptHelper::EntityBounds(handle, int, int, int, int, float)
- Description: Draws bounds of an entity
- Function: CDebugOverlayScriptHelper::EntityText
- Signature: void CDebugOverlayScriptHelper::EntityText(int, int, string, float, int, int, int, int)
- Description: Draws text on an entity
- Function: CDebugOverlayScriptHelper::EntityTextAtPosition
- Signature: void CDebugOverlayScriptHelper::EntityTextAtPosition(Vector, int, string, float, int, int, int, int)
- Description: Draw entity text overlay at a specific position
- Function: CDebugOverlayScriptHelper::Grid
- Signature: void CDebugOverlayScriptHelper::Grid(Vector)
- Description: Add grid overlay
- Function: CDebugOverlayScriptHelper::HorzArrow
- Signature: void CDebugOverlayScriptHelper::HorzArrow(Vector, Vector, float, int, int, int, int, bool, float)
- Description: Draws a horizontal arrow. Specify endpoints in world space.
- Function: CDebugOverlayScriptHelper::Line
- Signature: void CDebugOverlayScriptHelper::Line(Vector, Vector, int, int, int, bool, float)
- Description: Draws a line between two points
- Function: CDebugOverlayScriptHelper::ScreenText
- Signature: void CDebugOverlayScriptHelper::ScreenText(float, float, string, int, int, int, int, float)
- Description: Draws 2D text. Specify coordinates in screen space.
- Function: CDebugOverlayScriptHelper::SetDebugBits
- Signature: void CDebugOverlayScriptHelper::SetDebugBits(handle, int)
- Description: Set debug bits on entity
- Function: CDebugOverlayScriptHelper::Sphere
- Signature: void CDebugOverlayScriptHelper::Sphere(Vector, float, int, int, int, bool, float)
- Description: Draws a wireframe sphere. Specify center in world space.
- Function: CDebugOverlayScriptHelper::SweptBox
- Signature: void CDebugOverlayScriptHelper::SweptBox(Vector, Vector, Vector, Vector, Vector, int, int, int, int, float)
- Description: Draws a swept box. Specify endpoints in world space and the bounds in local space.
- Function: CDebugOverlayScriptHelper::Text
- Signature: void CDebugOverlayScriptHelper::Text(Vector, string, float)
- Description: Draws 2D text. Specify origin in world space.
- Function: CDebugOverlayScriptHelper::Triangle
- Signature: void CDebugOverlayScriptHelper::Triangle(Vector, Vector, Vector, int, int, int, int, bool, float)
- Description: Draws a filled triangle. Specify vertices in world space.
- Function: CDebugOverlayScriptHelper::VertArrow
- Signature: void CDebugOverlayScriptHelper::VertArrow(Vector, Vector, float, int, int, int, int, bool, float)
- Description: Draws a vertical arrow. Specify endpoints in world space.
- Function: CDebugOverlayScriptHelper::YawArrow
- Signature: void CDebugOverlayScriptHelper::YawArrow(Vector, float, float, float, int, int, int, int, bool, float)
- Description: Draws a arrow associated with a specific yaw. Specify endpoints in world space.
- Function: CEntities::CreateByClassname
- Signature: handle CEntities::CreateByClassname(string)
- Description: Creates an entity by classname
- Function: CEntities::FindByClassNearestFacing
- Signature: handle CEntities::FindByClassNearestFacing(Vector, Vector, float, string)
- Description: Find the nearest entity along the facing direction from the given origin within the angular threshold with the given classname.
- Function: CEntities::FindByClassname
- Signature: handle CEntities::FindByClassname(handle, string)
- Description: Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
- Function: CEntities::FindByClassnameNearest
- Signature: handle CEntities::FindByClassnameNearest(string, Vector, float)
- Description: Find entities by class name nearest to a point.
- Function: CEntities::FindByClassnameWithin
- Signature: handle CEntities::FindByClassnameWithin(handle, string, Vector, float)
- Description: 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
- Function: CEntities::FindByClassnameWithinBox
- Signature: handle CEntities::FindByClassnameWithinBox(handle, string, Vector, Vector)
- Description: Find entities by class name within an AABB. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
- Function: CEntities::FindByModel
- Signature: handle CEntities::FindByModel(handle, string)
- Description: Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
- Function: CEntities::FindByName
- Signature: handle CEntities::FindByName(handle, string)
- Description: Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
- Function: CEntities::FindByNameNearest
- Signature: handle CEntities::FindByNameNearest(string, Vector, float)
- Description: Find entities by name nearest to a point.
- Function: CEntities::FindByNameWithin
- Signature: handle CEntities::FindByNameWithin(handle, string, Vector, float)
- Description: Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
- Function: CEntities::FindByTarget
- Signature: handle CEntities::FindByTarget(handle, string)
- Description: Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
- Function: CEntities::FindInSphere
- Signature: handle CEntities::FindInSphere(handle, Vector, float)
- Description: Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
- Function: CEntities::First
- Signature: handle CEntities::First()
- Description: Begin an iteration over the list of entities
- Function: CEntities::Next
- Signature: handle CEntities::Next(handle)
- Description: Continue an iteration over the list of entities, providing reference to a previously found entity
- Function: CEnvEntityMaker::SpawnEntity
- Signature: void CEnvEntityMaker::SpawnEntity()
- Description: Create an entity at the location of the maker
- Function: CEnvEntityMaker::SpawnEntityAtEntityOrigin
- Signature: void CEnvEntityMaker::SpawnEntityAtEntityOrigin(handle)
- Description: Create an entity at the location of a specified entity instance
- Function: CEnvEntityMaker::SpawnEntityAtLocation
- Signature: void CEnvEntityMaker::SpawnEntityAtLocation(Vector, Vector)
- Description: Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
- Function: CEnvEntityMaker::SpawnEntityAtNamedEntityOrigin
- Signature: void CEnvEntityMaker::SpawnEntityAtNamedEntityOrigin(string)
- Description: Create an entity at the location of a named entity
- Function: CEnvScreenOverlayMultiplayer::StartOverlay
- Signature: void CEnvScreenOverlayMultiplayer::StartOverlay(handle)
- Description: Starts displaying the first overlay for the given player.
- Function: CEnvScreenOverlayMultiplayer::StartOverlayForAllPlayers
- Signature: void CEnvScreenOverlayMultiplayer::StartOverlayForAllPlayers()
- Description: Starts displaying the first overlay for all players.
- Function: CEnvScreenOverlayMultiplayer::StopOverlay
- Signature: void CEnvScreenOverlayMultiplayer::StopOverlay(handle)
- Description: Stops displaying any overlays for the given player.
- Function: CEnvScreenOverlayMultiplayer::StopOverlayForAllPlayers
- Signature: void CEnvScreenOverlayMultiplayer::StopOverlayForAllPlayers()
- Description: Stops displaying any overlays for all players.
- Function: CEnvScreenOverlayMultiplayer::SwitchOverlay
- Signature: void CEnvScreenOverlayMultiplayer::SwitchOverlay(handle, int)
- Description: Switches to displaying a specific overlay. Pass in the desired player and overlay number.
- Function: CEnvScreenOverlayMultiplayer::SwitchOverlayForAllPlayers
- Signature: void CEnvScreenOverlayMultiplayer::SwitchOverlayForAllPlayers(int)
- Description: Switches to displaying a specific overlay for all players. Pass in the desired overlay number.
- Function: CEnvTimer::AddTargetTime
- Signature: void CEnvTimer::AddTargetTime(float)
- Description: Adds a target time, with parameter in seconds. Once met, output OnTargetTime will be fired. You can have multiple.
- Function: CEnvTimer::HideTimer
- Signature: void CEnvTimer::HideTimer()
- Description: Stops displaying the timer.
- Function: CEnvTimer::SetBroadcast
- Signature: void CEnvTimer::SetBroadcast(bool)
- Description: When true, display the timer to all players, and not only the activator.
- Function: CEnvTimer::SetCountdown
- Signature: void CEnvTimer::SetCountdown(bool)
- Description: When true, this timer will count down.
- Function: CEnvTimer::SetResolution
- Signature: void CEnvTimer::SetResolution(int)
- Description: Sets timer resolution. Available values are; 0 - mm:ss, 1 - mm:ss.cs, 2 - hh:mm, 3 - hh:mm:ss, 4 - hh:mm:ss.cs (Key: hh - hours, mm - minutes, ss - seconds, cs - centiseconds)
- Function: CEnvTimer::SetStartTime
- Signature: void CEnvTimer::SetStartTime(float)
- Description: The timer will initialize with this value, in seconds.
- Function: CEnvTimer::SetTime
- Signature: void CEnvTimer::SetTime(float)
- Description: Sets the current time, with the parameter override in seconds.
- Function: CEnvTimer::SetTimerColor
- Signature: void CEnvTimer::SetTimerColor(int, int, int)
- Description: Sets timer color, with RGB parameters.
- Function: CEnvTimer::SetXPos
- Signature: void CEnvTimer::SetXPos(int)
- Description: Overrides proportional X position on the HUD, set to '-1' for default screen adjusted position.
- Function: CEnvTimer::SetYPos
- Signature: void CEnvTimer::SetYPos(int)
- Description: Overrides proportional Y position on the HUD, set to '-1' for default screen adjusted position.
- Function: CEnvTimer::ShowTimer
- Signature: void CEnvTimer::ShowTimer()
- Description: Displays timer on HUD for players. Doesn't start it.
- Function: CEnvTimer::StartTimer
- Signature: void CEnvTimer::StartTimer(handle)
- Description: Starts the timer, with parameter of a player you wish to show it for (has no effect for broadcast timers, can be set to null). If this is a countdown timer, it'll tick down instead.
- Function: CEnvTimer::StopTimer
- Signature: void CEnvTimer::StopTimer()
- Description: Stops the timer, this effectively pauses it.
- Function: CFuncZombieSpawn::CanDespawn
- Signature: bool CFuncZombieSpawn::CanDespawn()
- Description: Returns true if this volume can despawn zombies.
- Function: CFuncZombieSpawn::Disable
- Signature: void CFuncZombieSpawn::Disable()
- Description: Removes self from global list of active zones.
- Function: CFuncZombieSpawn::Enable
- Signature: void CFuncZombieSpawn::Enable()
- Description: Adds self to global list of active zones.
- Function: CFuncZombieSpawn::GetChildChance
- Signature: float CFuncZombieSpawn::GetChildChance()
- Description: Returns current child chance for this volume.
- Function: CFuncZombieSpawn::GetInterimMax
- Signature: int CFuncZombieSpawn::GetInterimMax()
- Description: Returns optimal number of zombies this volume can spawn based on player proximity.
- Function: CFuncZombieSpawn::GetRegenTarget
- Signature: float CFuncZombieSpawn::GetRegenTarget()
- Description: Returns ratio of dead zombie regeneration.
- Function: CFuncZombieSpawn::GetRunnerChance
- Signature: float CFuncZombieSpawn::GetRunnerChance()
- Description: Returns current runner chance for this volume.
- Function: CFuncZombieSpawn::GetSpawnDensity
- Signature: float CFuncZombieSpawn::GetSpawnDensity()
- Description: Returns ratio of spawn density
- Function: CFuncZombieSpawn::GetSpawnMax
- Signature: int CFuncZombieSpawn::GetSpawnMax()
- Description: Returns maximum of zombies this volume can hold.
- Function: CFuncZombieSpawn::GetSpawnedCount
- Signature: int CFuncZombieSpawn::GetSpawnedCount()
- Description: Returns the number of active zombies spawned by this volume.
- Function: CFuncZombieSpawn::GetSpawnedDead
- Signature: int CFuncZombieSpawn::GetSpawnedDead()
- Description: Returns the number of dead zombies that were spawned by this volume. Reduces over time when regen is enabled.
- Function: CFuncZombieSpawn::GetZombiesNeeded
- Signature: int CFuncZombieSpawn::GetZombiesNeeded()
- Description: Returns the number of zombies this volume wants to spawn.
- Function: CFuncZombieSpawn::HasHadPlayers
- Signature: bool CFuncZombieSpawn::HasHadPlayers()
- Description: Returns true if this volume ever had players inside.
- Function: CFuncZombieSpawn::HasPlayers
- Signature: bool CFuncZombieSpawn::HasPlayers()
- Description: Returns true if this volume has players inside.
- Function: CFuncZombieSpawn::InstantSpawn
- Signature: void CFuncZombieSpawn::InstantSpawn(int)
- Description: Instantly spawns given amount of zombies in this volume.
- Function: CFuncZombieSpawn::IsEnabled
- Signature: bool CFuncZombieSpawn::IsEnabled()
- Description: Returns true if this volume is active.
- Function: CFuncZombieSpawn::SetChildChance
- Signature: void CFuncZombieSpawn::SetChildChance(float)
- Description: Sets child chance by given multiplier.
- Function: CFuncZombieSpawn::SetIgnoreVisibility
- Signature: void CFuncZombieSpawn::SetIgnoreVisibility(bool)
- Description: When true, ignores player visibility when spawning zombies.
- Function: CFuncZombieSpawn::SetRunnerChance
- Signature: void CFuncZombieSpawn::SetRunnerChance(float)
- Description: Sets runner chance by given multiplier.
- Function: CFuncZombieSpawn::SetSpawnDensity
- Signature: void CFuncZombieSpawn::SetSpawnDensity(float)
- Description: Sets spawn density by given multiplier.
- Function: CFuncZombieSpawn::SetSpawnRegenTarget
- Signature: void CFuncZombieSpawn::SetSpawnRegenTarget(float)
- Description: Sets regeneration fraction goal.
- Function: CFuncZombieSpawn::SetTarget
- Signature: void CFuncZombieSpawn::SetTarget(string)
- Description: Sets target entity that zombies will head towards after spawning.
- Function: CFunc_SafeZone::Deactivate
- Signature: void CFunc_SafeZone::Deactivate()
- Function: CFunc_SafeZone::Heal
- Signature: void CFunc_SafeZone::Heal(int)
- Description: Heals this safe zone by given amount.
- Function: CFunc_SafeZone::IsActive
- Signature: bool CFunc_SafeZone::IsActive()
- Function: CFunc_SafeZone::IsActiveForZombies
- Signature: bool CFunc_SafeZone::IsActiveForZombies()
- Description: Returns true if the zone is active and not deactivated by map author.
- Function: CFunc_SafeZone::IsPaused
- Signature: bool CFunc_SafeZone::IsPaused()
- Function: CFunc_SafeZone::IsTouchingEntity
- Signature: bool CFunc_SafeZone::IsTouchingEntity(handle)
- Description: Returns true if given entity is inside safe zone bounds.
- Function: CFunc_SafeZone::PauseDrain
- Signature: void CFunc_SafeZone::PauseDrain()
- Description: Pauses safe zone health drain.
- Function: CFunc_SafeZone::Reactivate
- Signature: void CFunc_SafeZone::Reactivate()
- Function: CFunc_SafeZone::Reset
- Signature: void CFunc_SafeZone::Reset()
- Description: Resets this safe zone back to default.
- Function: CFunc_SafeZone::ResumeDrain
- Signature: void CFunc_SafeZone::ResumeDrain()
- Description: Resumes safe zone health drain.
- Function: CGameRules::AllowFlashlight
- Signature: bool CGameRules::AllowFlashlight()
- Description: Returns true if players are allowed to switch on their flashlight.
- Function: CGameRules::AllowNPCs
- Signature: bool CGameRules::AllowNPCs()
- Description: Returns true if NPCs are allowed.
- Function: CGameRules::AllowThirdPersonCamera
- Signature: bool CGameRules::AllowThirdPersonCamera()
- Description: Returns true if third-person camera is allowed.
- Function: CGameRules::Damage_IsTimeBased
- Signature: bool CGameRules::Damage_IsTimeBased(int)
- Description: Damage types that are time-based.
- Function: CGameRules::Damage_NoPhysicsForce
- Signature: bool CGameRules::Damage_NoPhysicsForce(int)
- Description: Damage types that don't have to supply a physics force & position.
- Function: CGameRules::Damage_ShouldGibCorpse
- Signature: bool CGameRules::Damage_ShouldGibCorpse(int)
- Description: Damage types that gib the corpse.
- Function: CGameRules::Damage_ShouldNotBleed
- Signature: bool CGameRules::Damage_ShouldNotBleed(int)
- Description: Damage types that don't make the player bleed.
- Function: CGameRules::Damage_ShowOnHUD
- Signature: bool CGameRules::Damage_ShowOnHUD(int)
- Description: Damage types that have client HUD art.
- Function: CGameRules::DefaultFOV
- Signature: int CGameRules::DefaultFOV()
- Description: Default player FOV in this game.
- Function: CGameRules::GetDamageMultiplier
- Signature: float CGameRules::GetDamageMultiplier()
- Description: Ammo type damage multiplier.
- Function: CGameRules::GetGameDescription
- Signature: string CGameRules::GetGameDescription()
- Description: This is the game description that gets seen in server browsers.
- Function: CGameRules::GetGameType
- Signature: int CGameRules::GetGameType()
- Function: CGameRules::GetGameTypeName
- Signature: string CGameRules::GetGameTypeName()
- Function: CGameRules::GetSkillLevel
- Signature: int CGameRules::GetSkillLevel()
- Description: Returns the game's difficulty/skill level.
- Function: CGameRules::InRoundRestart
- Signature: bool CGameRules::InRoundRestart()
- Description: Returns true if the round is restarting.
- Function: CGameRules::IsCoOp
- Signature: bool CGameRules::IsCoOp()
- Function: CGameRules::IsDeathmatch
- Signature: bool CGameRules::IsDeathmatch()
- Function: CGameRules::IsMultiplayer
- Signature: bool CGameRules::IsMultiplayer()
- Description: Returns true if this is a multiplayer game (like co-op or deathmatch).
- Function: CGameRules::IsSkillLevel
- Signature: bool CGameRules::IsSkillLevel(int)
- Description: Returns true if the game is set to the specified difficulty/skill level.
- Function: CGameRules::IsTeamplay
- Signature: bool CGameRules::IsTeamplay()
- Function: CGameRules::Name
- Signature: string CGameRules::Name()
- Description: Gets the name of these rules.
- Function: CGameRules::RefreshSkillData
- Signature: void CGameRules::RefreshSkillData(bool)
- Function: CGameRules::SetSkillLevel
- Signature: void CGameRules::SetSkillLevel(int)
- Description: Sets the game's difficulty/skill level.
- Function: CGameRules::ShouldCollide
- Signature: bool CGameRules::ShouldCollide(int, int)
- Description: Returns whether two collision groups collide with each other in this game.
- Function: CGameState::EndRound
- Signature: void CGameState::EndRound()
- Description: Ends the round (loss state).
- Function: CGameState::ExtractAllPlayers
- Signature: void CGameState::ExtractAllPlayers()
- Description: Extracts all players (win state).
- Function: CGameState::ExtractPlayer
- Signature: void CGameState::ExtractPlayer(handle)
- Description: Extracts a player.
- Function: CGameState::FreezeAllNPCs
- Signature: void CGameState::FreezeAllNPCs()
- Description: Freezes all NPCs.
- Function: CGameState::FreezeAllPlayers
- Signature: void CGameState::FreezeAllPlayers()
- Description: Freezes all players.
- Function: CGameState::NukePlayers
- Signature: void CGameState::NukePlayers()
- Description: Kills all players, then ends the round (loss state).
- Function: CGameState::RespawnAllPlayers
- Signature: void CGameState::RespawnAllPlayers()
- Description: Respawns all players.
- Function: CGameState::RespawnDeadPlayers
- Signature: void CGameState::RespawnDeadPlayers()
- Description: Respawns dead players.
- Function: CGameState::RespawnPlayer
- Signature: void CGameState::RespawnPlayer(handle)
- Description: Respawns a player.
- Function: CGameState::RestartRound
- Signature: void CGameState::RestartRound()
- Description: Restarts round immediately.
- Function: CGameState::UnfreezeAllNPCs
- Signature: void CGameState::UnfreezeAllNPCs()
- Description: Unfreezes all NPCs.
- Function: CGameState::UnfreezeAllPlayers
- Signature: void CGameState::UnfreezeAllPlayers()
- Description: Unfreezes all players.
- Function: CGameTrace::AllSolid
- Signature: bool CGameTrace::AllSolid()
- Description: Returns whether the trace is completely within a solid.
- Function: CGameTrace::Contents
- Signature: int CGameTrace::Contents()
- Description: Gets the contents of the surface the trace has hit.
- Function: CGameTrace::Destroy
- Signature: void CGameTrace::Destroy()
- Description: Deletes this instance. Important for preventing memory leaks.
- Function: CGameTrace::DidHit
- Signature: bool CGameTrace::DidHit()
- Description: Returns whether the trace hit anything.
- Function: CGameTrace::DidHitNonWorldEntity
- Signature: bool CGameTrace::DidHitNonWorldEntity()
- Description: Returns whether the trace hit something other than the world entity.
- Function: CGameTrace::DidHitWorld
- Signature: bool CGameTrace::DidHitWorld()
- Description: Returns whether the trace hit the world entity or not.
- Function: CGameTrace::DispFlags
- Signature: int CGameTrace::DispFlags()
- Description: Gets the displacement flags of the surface the trace has hit.
- Function: CGameTrace::EndPos
- Signature: Vector CGameTrace::EndPos()
- Description: Gets the trace's end position.
- Function: CGameTrace::Entity
- Signature: handle CGameTrace::Entity()
- Description: Returns the entity this trace has hit.
- Function: CGameTrace::Fraction
- Signature: float CGameTrace::Fraction()
- Description: Gets the fraction of the trace completed. For example, if the trace stopped exactly halfway to the end position, this would be 0.5.
- Function: CGameTrace::FractionLeftSolid
- Signature: float CGameTrace::FractionLeftSolid()
- Description: If this trace started within a solid, this is the point in the trace's fraction at which it left that solid.
- Function: CGameTrace::GetEntityIndex
- Signature: int CGameTrace::GetEntityIndex()
- Description: Returns the index of whatever entity this trace hit.
- Function: CGameTrace::HitBox
- Signature: int CGameTrace::HitBox()
- Description: Returns the hitbox of the entity this trace has hit. If it hit the world entity, this returns the static prop index.
- Function: CGameTrace::HitGroup
- Signature: int CGameTrace::HitGroup()
- Description: Returns the specific hit group this trace hit if it hit an entity.
- Function: CGameTrace::IsDispSurface
- Signature: bool CGameTrace::IsDispSurface()
- Description: Returns whether this trace hit a displacement.
- Function: CGameTrace::IsDispSurfaceBuildable
- Signature: bool CGameTrace::IsDispSurfaceBuildable()
- Description: Returns whether DISPSURF_FLAG_BUILDABLE is ticked on the displacement this trace hit.
- Function: CGameTrace::IsDispSurfaceProp1
- Signature: bool CGameTrace::IsDispSurfaceProp1()
- Description: Returns whether DISPSURF_FLAG_SURFPROP1 is ticked on the displacement this trace hit.
- Function: CGameTrace::IsDispSurfaceProp2
- Signature: bool CGameTrace::IsDispSurfaceProp2()
- Description: Returns whether DISPSURF_FLAG_SURFPROP2 is ticked on the displacement this trace hit.
- Function: CGameTrace::IsDispSurfaceWalkable
- Signature: bool CGameTrace::IsDispSurfaceWalkable()
- Description: Returns whether DISPSURF_FLAG_WALKABLE is ticked on the displacement this trace hit.
- Function: CGameTrace::PhysicsBone
- Signature: int CGameTrace::PhysicsBone()
- Description: Returns the physics bone this trace hit if it hit an entity.
- Function: CGameTrace::Plane
- Signature: handle CGameTrace::Plane()
- Function: CGameTrace::StartPos
- Signature: Vector CGameTrace::StartPos()
- Description: Gets the trace's start position.
- Function: CGameTrace::StartSolid
- Signature: bool CGameTrace::StartSolid()
- Description: Returns whether the trace started within a solid.
- Function: CGameTrace::Surface
- Signature: handle CGameTrace::Surface()
- Function: CInfectableCharacter::BecomeInfected
- Signature: void CInfectableCharacter::BecomeInfected()
- Description: Character becomes infected.
- Function: CInfectableCharacter::CureInfection
- Signature: void CInfectableCharacter::CureInfection()
- Description: Cures active infection.
- Function: CInfectableCharacter::DiedWhileInfected
- Signature: bool CInfectableCharacter::DiedWhileInfected()
- Description: Returns true if character died while infected.
- Function: CInfectableCharacter::GetInfectionDeathTime
- Signature: float CInfectableCharacter::GetInfectionDeathTime()
- Description: Gets the time of when infection takes over.
- Function: CInfectableCharacter::GetInfectionTime
- Signature: float CInfectableCharacter::GetInfectionTime()
- Description: Gets the time of infection.
- Function: CInfectableCharacter::IsInfected
- Signature: bool CInfectableCharacter::IsInfected()
- Description: Returns true if character is infected.
- Function: CInfectableCharacter::TakePills
- Signature: void CInfectableCharacter::TakePills()
- Description: Resets infection time.
- Function: CItem_AmmoBox::GetAmmoType
- Signature: string CItem_AmmoBox::GetAmmoType()
- Description: Returns ammo type name, e.g. ammobox_9mm
- Function: CItem_AmmoBox::GetMaxAmmo
- Signature: int CItem_AmmoBox::GetMaxAmmo()
- Description: Returns max count for current ammo type.
- Function: CItem_AmmoBox::SetAmmoCount
- Signature: void CItem_AmmoBox::SetAmmoCount(int)
- Description: Set ammo count.
- Function: CItem_AmmoBox::SetAmmoType
- Signature: void CItem_AmmoBox::SetAmmoType(string)
- Description: Set ammo type by name.
- Function: CItem_InventoryBox::AddItem
- Signature: bool CItem_InventoryBox::AddItem(string)
- Description: Adds an item to the inventory box, accepts item aliases and spawner keywords. Returns false if the box is full.
- Function: CItem_InventoryBox::AddItemAtIndex
- Signature: void CItem_InventoryBox::AddItemAtIndex(string, int, int)
- Description: Adds an item at specified category and index, accepts item aliases and spawner keywords.
- Function: CItem_InventoryBox::AddRandomAmmo
- Signature: void CItem_InventoryBox::AddRandomAmmo(int)
- Description: Adds a random ammo item to the inventory box, with a parameter of item count. Use -1 to fill all the empty slots.
- Function: CItem_InventoryBox::AddRandomGear
- Signature: void CItem_InventoryBox::AddRandomGear(int)
- Description: Adds a random gear item to the inventory box, with a parameter of item count. Use -1 to fill all the empty slots.
- Function: CItem_InventoryBox::AddRandomWeapon
- Signature: void CItem_InventoryBox::AddRandomWeapon(int)
- Description: Adds a random weapon item to the inventory box, with a parameter of item count. Use -1 to fill all the empty slots.
- Function: CItem_InventoryBox::AllowEmpty
- Signature: void CItem_InventoryBox::AllowEmpty(bool)
- Description: Sets whether or not the box will be removed once it's been emptied, with a boolean parameter.
- Function: CItem_InventoryBox::IsDroppedByChopper
- Signature: bool CItem_InventoryBox::IsDroppedByChopper()
- Description: Returns true if this inventory box is dropped by a chopper, and isn't manually spawned.
- Function: CItem_InventoryBox::IsUncategorized
- Signature: bool CItem_InventoryBox::IsUncategorized()
- Description: Returns true if this inventory box is uncategorized.
- Function: CItem_InventoryBox::ItemAtPosition
- Signature: int CItem_InventoryBox::ItemAtPosition(int, int)
- Description: Returns WeaponID for an item at specified category and index.
- Function: CItem_InventoryBox::RandomizeContents
- Signature: void CItem_InventoryBox::RandomizeContents()
- Description: Randomizes new contents, and replaces all existing items.
- Function: CItem_InventoryBox::RemoveAllItems
- Signature: void CItem_InventoryBox::RemoveAllItems()
- Description: Removes all items in the inventory box.
- Function: CItem_InventoryBox::RemoveItem
- Signature: void CItem_InventoryBox::RemoveItem(int, int)
- Description: Removes an item at specified category and index.
- Function: CItem_InventoryBox::SetBackgroundTexture
- Signature: void CItem_InventoryBox::SetBackgroundTexture(string)
- Description: Changes supply crate background in the client UI, with a parameter of material name.
- Function: CLogicProgress::AddMilestone
- Signature: void CLogicProgress::AddMilestone(float)
- Description: Adds a milestone, with parameter of progress ratio (0.0 - 1.0). Once hit, output OnMilestone will be fired. You can have multiple milestones.
- Function: CLogicProgress::GetProgress
- Signature: float CLogicProgress::GetProgress()
- Description: Returns current progress ratio (0.0 - 1.0).
- Function: CLogicProgress::HideProgress
- Signature: void CLogicProgress::HideProgress()
- Description: Hides progress on HUD while it's still ongoing.
- Function: CLogicProgress::SetBroadcast
- Signature: void CLogicProgress::SetBroadcast(bool)
- Description: When true, display the progress bar to all players, and not only the activator.
- Function: CLogicProgress::SetInvert
- Signature: void CLogicProgress::SetInvert(bool)
- Description: When true, progress decreases and fires output when depleted. Note: Milestones remain unchanged, e.g. 0.75 would be fired when 0.25 is hit.
- Function: CLogicProgress::SetLength
- Signature: void CLogicProgress::SetLength(float)
- Description: Sets length to completion in seconds when the progress activates. Only works in dynamic mode.
- Function: CLogicProgress::SetProgress
- Signature: void CLogicProgress::SetProgress(float)
- Description: Sets current progress, with parameter of ratio (0.0 - 1.0). In dynamic mode, the timer will be set accordingly.
- Function: CLogicProgress::SetProgressColor
- Signature: void CLogicProgress::SetProgressColor(int, int, int)
- Description: Sets a custom color for HUD progress bar, with RGB parameters.
- Function: CLogicProgress::SetStatic
- Signature: void CLogicProgress::SetStatic(bool)
- Description: When true, be a static timer; it'll remain still, and will require manual use of SetProgress. When false, be a dynamic timer; a timer-based counter (i.e. trigger_progress_use).
- Function: CLogicProgress::StartProgress
- Signature: void CLogicProgress::StartProgress(handle)
- Description: Starts progress, with a parameter being the user of this entity.
- Function: CLogicProgress::StopProgress
- Signature: void CLogicProgress::StopProgress()
- Description: Stops progress for all users.
- Function: CLogicProgress::ToggleProgress
- Signature: void CLogicProgress::ToggleProgress()
- Description: Toggles progress on/off.
- Function: CLogicScriptProxy::RunFunction
- Signature: void CLogicScriptProxy::RunFunction(string)
- Description: Runs an entity script function using a proxy.
- Function: CLogicScriptProxy::RunFunctionBool
- Signature: void CLogicScriptProxy::RunFunctionBool(string)
- Description: Runs an entity script function using a proxy, and saves returned value into entprop buffer as boolean (0/1).
- Function: CLogicScriptProxy::RunFunctionEHandle
- Signature: void CLogicScriptProxy::RunFunctionEHandle(string)
- Description: Runs an entity script function using a proxy, and saves returned entity handle into entprop.
- Function: CLogicScriptProxy::RunFunctionFloat
- Signature: void CLogicScriptProxy::RunFunctionFloat(string)
- Description: Runs an entity script function using a proxy, and saves returned float into entprop buffer.
- Function: CLogicScriptProxy::RunFunctionInt
- Signature: void CLogicScriptProxy::RunFunctionInt(string)
- Description: Runs an entity script function using a proxy, and saves returned int into entprop buffer.
- Function: CLogicScriptProxy::RunFunctionString
- Signature: void CLogicScriptProxy::RunFunctionString(string)
- Description: Runs an entity script function using a proxy, and saves returned string into entprop buffer.
- Function: CLogicScriptProxy::RunFunctionVector
- Signature: void CLogicScriptProxy::RunFunctionVector(string)
- Description: Runs an entity script function using a proxy, and saves returned vector into entprop buffer.
- Function: CLogicScriptProxy::SetTargetEntity
- Signature: void CLogicScriptProxy::SetTargetEntity(handle)
- Description: Target chosen entity.
- Function: CNMRiH_BarricadePoint::DoBarricade
- Signature: void CNMRiH_BarricadePoint::DoBarricade()
- Description: Barricades this point, does nothing if it's already used.
- Function: CNMRiH_BarricadePoint::GetBarricadeProp
- Signature: handle CNMRiH_BarricadePoint::GetBarricadeProp()
- Description: Returns entity handle to barricade prop, if one is available.
- Function: CNMRiH_BarricadePoint::IsBlocked
- Signature: bool CNMRiH_BarricadePoint::IsBlocked()
- Description: Returns true if this point is blocked by a player, NPC, or anything else.
- Function: CNMRiH_BarricadePoint::IsInUse
- Signature: bool CNMRiH_BarricadePoint::IsInUse()
- Description: Returns true if this barricade point has been used, i.e. has a prop.
- Function: CNMRiH_BaseZombie::BecomeCrawler
- Signature: void CNMRiH_BaseZombie::BecomeCrawler()
- Description: Turns this zombie into a crawler.
- Function: CNMRiH_BaseZombie::BecomeRunner
- Signature: void CNMRiH_BaseZombie::BecomeRunner()
- Description: Turns this zombie into a runner.
- Function: CNMRiH_BaseZombie::BecomeShambler
- Signature: void CNMRiH_BaseZombie::BecomeShambler()
- Description: Turns this zombie into a shambler.
- Function: CNMRiH_BaseZombie::GetShoved
- Signature: void CNMRiH_BaseZombie::GetShoved(handle)
- Description: Zombie gets shoved back, with entity handle parameter of shove source.
- Function: CNMRiH_BaseZombie::HasArmor
- Signature: bool CNMRiH_BaseZombie::HasArmor()
- Description: Returns true if this zombie has armor (i.e. national guard).
- Function: CNMRiH_BaseZombie::IsCrawler
- Signature: bool CNMRiH_BaseZombie::IsCrawler()
- Description: Returns true if this zombie is a crawler.
- Function: CNMRiH_BaseZombie::IsKid
- Signature: bool CNMRiH_BaseZombie::IsKid()
- Description: Returns true if this zombie is a kid.
- Function: CNMRiH_BaseZombie::IsRunner
- Signature: bool CNMRiH_BaseZombie::IsRunner()
- Description: Returns true if this zombie is a runner.
- Function: CNMRiH_BaseZombie::IsShambler
- Signature: bool CNMRiH_BaseZombie::IsShambler()
- Description: Returns true if this zombie is a shambler.
- Function: CNMRiH_BaseZombie::IsTurned
- Signature: bool CNMRiH_BaseZombie::IsTurned()
- Description: Returns true if this zombie is a turned player.
- Function: CNMRiH_BaseZombie::SetModelOverride
- Signature: void CNMRiH_BaseZombie::SetModelOverride(string)
- Description: Overrides model on this zombie.
- Function: CNMRiH_BaseZombie::SpawnLootAmmo
- Signature: handle CNMRiH_BaseZombie::SpawnLootAmmo(string)
- Description: Spawns loot drop by ammo name, returns handle to new entity.
- Function: CNMRiH_BaseZombie::SpawnLootWeapon
- Signature: handle CNMRiH_BaseZombie::SpawnLootWeapon(string)
- Description: Spawns loot drop by weapon classname, returns handle to new entity.
- Function: CNMRiH_GameRules::AreTokensGivenFromKills
- Signature: bool CNMRiH_GameRules::AreTokensGivenFromKills()
- Function: CNMRiH_GameRules::GetActivePlayerCount
- Signature: int CNMRiH_GameRules::GetActivePlayerCount()
- Function: CNMRiH_GameRules::GetActivePlayerSpawnCount
- Signature: int CNMRiH_GameRules::GetActivePlayerSpawnCount()
- Function: CNMRiH_GameRules::GetCurrentState
- Signature: int CNMRiH_GameRules::GetCurrentState()
- Function: CNMRiH_GameRules::GetDeadPlayerCount
- Signature: int CNMRiH_GameRules::GetDeadPlayerCount()
- Function: CNMRiH_GameRules::GetExtractedPlayerCount
- Signature: int CNMRiH_GameRules::GetExtractedPlayerCount()
- Function: CNMRiH_GameRules::GetGameOverState
- Signature: int CNMRiH_GameRules::GetGameOverState()
- Function: CNMRiH_GameRules::GetInfectionModifier
- Signature: float CNMRiH_GameRules::GetInfectionModifier()
- Function: CNMRiH_GameRules::GetKillsRequiredPerToken
- Signature: int CNMRiH_GameRules::GetKillsRequiredPerToken()
- Function: CNMRiH_GameRules::GetLossState
- Signature: int CNMRiH_GameRules::GetLossState()
- Function: CNMRiH_GameRules::GetPracticeState
- Signature: int CNMRiH_GameRules::GetPracticeState()
- Function: CNMRiH_GameRules::GetRestartState
- Signature: int CNMRiH_GameRules::GetRestartState()
- Function: CNMRiH_GameRules::GetRunningState
- Signature: int CNMRiH_GameRules::GetRunningState()
- Function: CNMRiH_GameRules::GetStateTransitionTime
- Signature: float CNMRiH_GameRules::GetStateTransitionTime()
- Function: CNMRiH_GameRules::GetSuppliesDroppedCount
- Signature: int CNMRiH_GameRules::GetSuppliesDroppedCount()
- Function: CNMRiH_GameRules::GetWinState
- Signature: int CNMRiH_GameRules::GetWinState()
- Function: CNMRiH_GameRules::HasLevelTransitioned
- Signature: bool CNMRiH_GameRules::HasLevelTransitioned()
- Function: CNMRiH_GameRules::IsIntermission
- Signature: bool CNMRiH_GameRules::IsIntermission()
- Function: CNMRiH_HealthStationLocation::BecomeActive
- Signature: void CNMRiH_HealthStationLocation::BecomeActive()
- Description: Activates health station.
- Function: CNMRiH_HealthStationLocation::BecomeDepleted
- Signature: void CNMRiH_HealthStationLocation::BecomeDepleted()
- Description: Depletes health station.
- Function: CNMRiH_HealthStationLocation::GetHealthPercentage
- Signature: float CNMRiH_HealthStationLocation::GetHealthPercentage()
- Description: Returns percentage of health remaining in the station.
- Function: CNMRiH_HealthStationLocation::GetStationHealth
- Signature: int CNMRiH_HealthStationLocation::GetStationHealth()
- Description: Returns amount of health remaining in the station.
- Function: CNMRiH_HealthStationLocation::IsActive
- Signature: bool CNMRiH_HealthStationLocation::IsActive()
- Description: Returns true when health station is active.
- Function: CNMRiH_HealthStationLocation::IsFadingOut
- Signature: bool CNMRiH_HealthStationLocation::IsFadingOut()
- Description: Returns true when depleted health station is fading out.
- Function: CNMRiH_HealthStationLocation::SetStationHealth
- Signature: void CNMRiH_HealthStationLocation::SetStationHealth(int)
- Description: Sets amount of health remaining in the station.
- Function: CNMRiH_ItemCustom::ApplyItem
- Signature: bool CNMRiH_ItemCustom::ApplyItem()
- Description: Applies item to its owner, returns success.
- Function: CNMRiH_ItemCustom::CanHoverSelect
- Signature: bool CNMRiH_ItemCustom::CanHoverSelect()
- Description: Returns true when the item can be applied by hovering and closing the radial wheel.
- Function: CNMRiH_ItemCustom::DropItem
- Signature: bool CNMRiH_ItemCustom::DropItem()
- Description: Drops item from its owner if it's being held, returns success.
- Function: CNMRiH_ItemCustom::GetIcon
- Signature: string CNMRiH_ItemCustom::GetIcon()
- Description: Returns material name of the inventory icon.
- Function: CNMRiH_ItemCustom::GetLabel
- Signature: string CNMRiH_ItemCustom::GetLabel()
- Description: Returns inventory label.
- Function: CNMRiH_ItemCustom::GetWeight
- Signature: int CNMRiH_ItemCustom::GetWeight()
- Description: Returns physical weight.
- Function: CNMRiH_ItemCustom::GiveItem
- Signature: bool CNMRiH_ItemCustom::GiveItem(handle)
- Description: Attempts to give item to a target player, returns success.
- Function: CNMRiH_ItemCustom::IsHighlighted
- Signature: bool CNMRiH_ItemCustom::IsHighlighted()
- Description: Returns true when the item is displayed as highlighted in the inventory.
- Function: CNMRiH_ItemCustom::SetHighlight
- Signature: void CNMRiH_ItemCustom::SetHighlight(bool)
- Description: When true, highlight entry in the inventory.
- Function: CNMRiH_ItemCustom::SetHoverSelect
- Signature: void CNMRiH_ItemCustom::SetHoverSelect(bool)
- Description: When true, item can be applied by hovering and closing the radial wheel, when false, user must click to apply.
- Function: CNMRiH_ItemCustom::SetIcon
- Signature: void CNMRiH_ItemCustom::SetIcon(string)
- Description: Sets material name for VGUI inventory icon.
- Function: CNMRiH_ItemCustom::SetLabel
- Signature: void CNMRiH_ItemCustom::SetLabel(string)
- Description: Sets visible name for inventory wheel, accepts localization strings.
- Function: CNMRiH_ItemCustom::SetWeight
- Signature: void CNMRiH_ItemCustom::SetWeight(int)
- Description: Sets physical weight.
- Function: CNMRiH_Music_Manager::EndEvac
- Signature: void CNMRiH_Music_Manager::EndEvac()
- Description: Stops playing evac music.
- Function: CNMRiH_Music_Manager::Mute
- Signature: void CNMRiH_Music_Manager::Mute()
- Description: Mutes all music.
- Function: CNMRiH_Music_Manager::StartCustomMusicState
- Signature: void CNMRiH_Music_Manager::StartCustomMusicState(int)
- Description: Starts playing custom music, with parameter of state number (1-3).
- Function: CNMRiH_Music_Manager::StopCustomMusicState
- Signature: void CNMRiH_Music_Manager::StopCustomMusicState()
- Description: Stops playing custom music.
- Function: CNMRiH_Music_Manager::TriggerEvac
- Signature: void CNMRiH_Music_Manager::TriggerEvac()
- Description: Starts playing evac music.
- Function: CNMRiH_Music_Manager::Unmute
- Signature: void CNMRiH_Music_Manager::Unmute()
- Description: Unmutes all music.
- Function: CNMRiH_Player::AddCarriedWeight
- Signature: void CNMRiH_Player::AddCarriedWeight(int)
- Description: Adds carried inventory weight.
- Function: CNMRiH_Player::Ammo_Drop
- Signature: bool CNMRiH_Player::Ammo_Drop(string)
- Description: Drops one box of owned ammo, with parameter of ammo name (without ammobox_ prefix, e.g. '12gauge'). Returns success.
- Function: CNMRiH_Player::ApplyBandage
- Signature: void CNMRiH_Player::ApplyBandage()
- Description: Applies the effect of using a bandage.
- Function: CNMRiH_Player::ApplyFirstAidKit
- Signature: void CNMRiH_Player::ApplyFirstAidKit()
- Description: Applies the effect of using a first aid kit.
- Function: CNMRiH_Player::ApplyVaccine
- Signature: void CNMRiH_Player::ApplyVaccine()
- Description: Applies the effect of gene therapy vaccine, cures and immunizes infection.
- Function: CNMRiH_Player::BleedOut
- Signature: void CNMRiH_Player::BleedOut()
- Description: Inflicts bleeding.
- Function: CNMRiH_Player::CancelSuicide
- Signature: void CNMRiH_Player::CancelSuicide(bool)
- Description: Cancels suicide when contemplating, with boolean parameter for playing cancel animation.
- Function: CNMRiH_Player::CancelThrowDrop
- Signature: void CNMRiH_Player::CancelThrowDrop()
- Description: Cancels active weapon throw.
- Function: CNMRiH_Player::ClearHandModelOverride
- Signature: void CNMRiH_Player::ClearHandModelOverride()
- Description: Resets viewmodel hands back to default.
- Function: CNMRiH_Player::ContemplateSuicide
- Signature: void CNMRiH_Player::ContemplateSuicide()
- Description: Begins contemplating suicide.
- Function: CNMRiH_Player::DeathCount
- Signature: int CNMRiH_Player::DeathCount()
- Description: Returns the amount of times player has died.
- Function: CNMRiH_Player::DecrementRespawnTokens
- Signature: void CNMRiH_Player::DecrementRespawnTokens()
- Description: Decrements active respawn tokens.
- Function: CNMRiH_Player::DestroyAllAmmo
- Signature: void CNMRiH_Player::DestroyAllAmmo()
- Description: Destroys all ammo that player owns.
- Function: CNMRiH_Player::DestroyAllWeapons
- Signature: void CNMRiH_Player::DestroyAllWeapons()
- Description: Destroys all weapons that player owns.
- Function: CNMRiH_Player::DestroyEverything
- Signature: void CNMRiH_Player::DestroyEverything()
- Description: Destroys all items that player owns.
- Function: CNMRiH_Player::DoCommitSuicide
- Signature: void CNMRiH_Player::DoCommitSuicide()
- Description: Does commit suicide.
- Function: CNMRiH_Player::DropEverything
- Signature: void CNMRiH_Player::DropEverything()
- Description: Drops all items that player owns.
- Function: CNMRiH_Player::EnableSprint
- Signature: void CNMRiH_Player::EnableSprint(bool)
- Description: Enables / disables sprinting ability.
- Function: CNMRiH_Player::GetAmmoCarryWeight
- Signature: int CNMRiH_Player::GetAmmoCarryWeight()
- Description: Returns ammo inventory weight.
- Function: CNMRiH_Player::GetCarriedItems
- Signature: void CNMRiH_Player::GetCarriedItems(handle)
- Description: Fills table with carried inventory items, including weapons and custom items (excl. passive items such as fists, zippo, and ammo).
- Function: CNMRiH_Player::GetCarriedWeight
- Signature: int CNMRiH_Player::GetCarriedWeight()
- Description: Returns total carried inventory weight.
- Function: CNMRiH_Player::GetHeldEntity
- Signature: handle CNMRiH_Player::GetHeldEntity()
- Description: Returns a prop player is holding.
- Function: CNMRiH_Player::GetJumpStaminaCost
- Signature: float CNMRiH_Player::GetJumpStaminaCost()
- Description: Returns the amount of stamina jumping costs.
- Function: CNMRiH_Player::GetLastObserverMode
- Signature: int CNMRiH_Player::GetLastObserverMode()
- Description: Returns previous observer mode.
- Function: CNMRiH_Player::GetMaxCarriedWeight
- Signature: float CNMRiH_Player::GetMaxCarriedWeight()
- Description: Returns max carried inventory weight.
- Function: CNMRiH_Player::GetNextRespawnTime
- Signature: float CNMRiH_Player::GetNextRespawnTime()
- Description: Returns next respawn time for this player.
- Function: CNMRiH_Player::GetNextSpawnTryTime
- Signature: float CNMRiH_Player::GetNextSpawnTryTime()
- Description: Returns next spawn attempt time for this player.
- Function: CNMRiH_Player::GetSpeedModifier
- Signature: float CNMRiH_Player::GetSpeedModifier()
- Description: Returns active speed modifier.
- Function: CNMRiH_Player::GetSpeedOverride
- Signature: float CNMRiH_Player::GetSpeedOverride()
- Description: Returns active speed override, -1.0 if none is applied.
- Function: CNMRiH_Player::GetStamina
- Signature: float CNMRiH_Player::GetStamina()
- Description: Returns player stamina.
- Function: CNMRiH_Player::GetThrowScale
- Signature: float CNMRiH_Player::GetThrowScale()
- Description: Returns current weapon throw scale.
- Function: CNMRiH_Player::GetThrowVector
- Signature: Vector CNMRiH_Player::GetThrowVector(float)
- Description: Returns weapon throw vector, with parameter of throw force.
- Function: CNMRiH_Player::HasFlashlight
- Signature: bool CNMRiH_Player::HasFlashlight()
- Description: Returns true if player owns flashlight.
- Function: CNMRiH_Player::HasLeftoverWeight
- Signature: bool CNMRiH_Player::HasLeftoverWeight(int)
- Description: Returns true if player has given weight available.
- Function: CNMRiH_Player::HasWalkieTalkie
- Signature: bool CNMRiH_Player::HasWalkieTalkie()
- Description: Returns true if player owns walkie talkie.
- Function: CNMRiH_Player::IncreaseBloodiness
- Signature: void CNMRiH_Player::IncreaseBloodiness()
- Description: Increases visual bloodiness.
- Function: CNMRiH_Player::IncrementRespawnTokens
- Signature: void CNMRiH_Player::IncrementRespawnTokens()
- Description: Increments active respawn tokens.
- Function: CNMRiH_Player::IsBleedingOut
- Signature: bool CNMRiH_Player::IsBleedingOut()
- Description: Returns true is player is bleeding.
- Function: CNMRiH_Player::IsContemplatingSuicide
- Signature: bool CNMRiH_Player::IsContemplatingSuicide()
- Description: Returns true when player is contemplating suicide.
- Function: CNMRiH_Player::IsDucking
- Signature: bool CNMRiH_Player::IsDucking()
- Description: Returns true if player is ducking.
- Function: CNMRiH_Player::IsExtracted
- Signature: bool CNMRiH_Player::IsExtracted()
- Description: Returns true if player is extracted.
- Function: CNMRiH_Player::IsGrabbed
- Signature: bool CNMRiH_Player::IsGrabbed()
- Description: Returns true if player is being grabbed by a zombie.
- Function: CNMRiH_Player::IsHoldingEntity
- Signature: bool CNMRiH_Player::IsHoldingEntity()
- Description: Returns true if player is holding a prop.
- Function: CNMRiH_Player::IsHost
- Signature: bool CNMRiH_Player::IsHost()
- Description: Returns true if this player is a listen server host.
- Function: CNMRiH_Player::IsInBarricadingMode
- Signature: bool CNMRiH_Player::IsInBarricadingMode()
- Description: Returns true when player is in barricade build mode (i.e. has a board out and sees points).
- Function: CNMRiH_Player::IsInLevelTransition
- Signature: bool CNMRiH_Player::IsInLevelTransition()
- Description: Returns true if player is in level transition.
- Function: CNMRiH_Player::IsJumping
- Signature: bool CNMRiH_Player::IsJumping()
- Description: Returns true if player is jumping.
- Function: CNMRiH_Player::IsPartialBlindnessActive
- Signature: bool CNMRiH_Player::IsPartialBlindnessActive()
- Description: Returns true if player is experiencing blindness from vaccine side effects.
- Function: CNMRiH_Player::IsPlacingBoard
- Signature: bool CNMRiH_Player::IsPlacingBoard()
- Description: Returns true when player is nailing a board while barricading.
- Function: CNMRiH_Player::IsSprinting
- Signature: bool CNMRiH_Player::IsSprinting()
- Description: Returns true if player is sprinting.
- Function: CNMRiH_Player::IsTalkingLocal
- Signature: bool CNMRiH_Player::IsTalkingLocal()
- Description: Returns true if player is talking without a walkie talkie.
- Function: CNMRiH_Player::IsTalkingWalkie
- Signature: bool CNMRiH_Player::IsTalkingWalkie()
- Description: Returns true if player is talking with a walkie talkie.
- Function: CNMRiH_Player::IsUsingProgressTrigger
- Signature: bool CNMRiH_Player::IsUsingProgressTrigger()
- Description: Returns true if player is using a tool.
- Function: CNMRiH_Player::IsVaccinated
- Signature: bool CNMRiH_Player::IsVaccinated()
- Description: Returns true if player is vaccinated.
- Function: CNMRiH_Player::IsVoiceCommandTimerExpired
- Signature: bool CNMRiH_Player::IsVoiceCommandTimerExpired()
- Description: Returns true when voice command timer has expired.
- Function: CNMRiH_Player::ReadyToRespawn
- Signature: bool CNMRiH_Player::ReadyToRespawn()
- Description: Returns true if player is ready to respawn.
- Function: CNMRiH_Player::RemoveCarriedWeight
- Signature: void CNMRiH_Player::RemoveCarriedWeight(int)
- Description: Removes carried inventory weight.
- Function: CNMRiH_Player::RemoveInflictions
- Signature: void CNMRiH_Player::RemoveInflictions()
- Description: Removes infection and bleeding.
- Function: CNMRiH_Player::ResetRespawnTokens
- Signature: void CNMRiH_Player::ResetRespawnTokens()
- Description: Resets active respawn tokens.
- Function: CNMRiH_Player::ResetVoiceCommandTimer
- Signature: void CNMRiH_Player::ResetVoiceCommandTimer()
- Description: Resets voice command cooldown timer.
- Function: CNMRiH_Player::RespawnTokenCount
- Signature: int CNMRiH_Player::RespawnTokenCount()
- Description: Returns active respawn token count.
- Function: CNMRiH_Player::SetExtracted
- Signature: void CNMRiH_Player::SetExtracted(bool)
- Description: Sets this player as extracted.
- Function: CNMRiH_Player::SetHandModelOverride
- Signature: void CNMRiH_Player::SetHandModelOverride(string)
- Description: Overrides viewmodel hands, with string parameter for model name.
- Function: CNMRiH_Player::SetIdleTimeout
- Signature: void CNMRiH_Player::SetIdleTimeout(float)
- Description: Sets timeout for idle auto-kick.
- Function: CNMRiH_Player::SetIgnoreFallDamage
- Signature: void CNMRiH_Player::SetIgnoreFallDamage(bool)
- Description: Makes the player ignore all fall damage.
- Function: CNMRiH_Player::SetNextRespawnTime
- Signature: void CNMRiH_Player::SetNextRespawnTime(float)
- Description: Sets next respawn time for this player.
- Function: CNMRiH_Player::SetNextSpawnTryTime
- Signature: void CNMRiH_Player::SetNextSpawnTryTime(float)
- Description: Sets next spawn attempt time for this player.
- Function: CNMRiH_Player::SetRespawnTokens
- Signature: void CNMRiH_Player::SetRespawnTokens(int, bool)
- Description: Sets active respawn tokens, with boolean parameter if player should be notified.
- Function: CNMRiH_Player::SetSpawnWeapon
- Signature: void CNMRiH_Player::SetSpawnWeapon(string, int)
- Description: Sets starting weapon when player spawns, with weapon classname, and ammo percent as integer.
- Function: CNMRiH_Player::SetSpeedModifier
- Signature: void CNMRiH_Player::SetSpeedModifier(float)
- Description: Sets overall player speed modifier, applied last.
- Function: CNMRiH_Player::SetSpeedOverride
- Signature: void CNMRiH_Player::SetSpeedOverride(float)
- Description: Overrides player speed to an absolute value, ignoring all modifiers.
- Function: CNMRiH_Player::SetStamina
- Signature: void CNMRiH_Player::SetStamina(float)
- Description: Sets player stamina.
- Function: CNMRiH_Player::SetUsingProgressTrigger
- Signature: void CNMRiH_Player::SetUsingProgressTrigger(bool)
- Description: Sets the state of player using a tool.
- Function: CNMRiH_Player::ShouldIgnoreFallDamage
- Signature: bool CNMRiH_Player::ShouldIgnoreFallDamage()
- Description: Returns true if player should ignore fall damage.
- Function: CNMRiH_Player::StopBleedingOut
- Signature: void CNMRiH_Player::StopBleedingOut()
- Description: Stops bleeding.
- Function: CNMRiH_Player::ThrowAllAmmo
- Signature: void CNMRiH_Player::ThrowAllAmmo()
- Description: Throws all ammo that player owns.
- Function: CNMRiH_Player::ThrowAllCustomItems
- Signature: void CNMRiH_Player::ThrowAllCustomItems()
- Description: Throws all custom items that player owns.
- Function: CNMRiH_Player::ThrowAllWeapons
- Signature: void CNMRiH_Player::ThrowAllWeapons()
- Description: Throws all weapons that player owns.
- Function: CNMRiH_Player::VoiceCommand
- Signature: void CNMRiH_Player::VoiceCommand(int, bool)
- Description: Tries a voice command, with boolean parameter for playing it regardless of cooldown.
- Function: CNMRiH_WeaponBase::AllowsSelectiveFire
- Signature: bool CNMRiH_WeaponBase::AllowsSelectiveFire()
- Description: Returns true if the weapon allows different fire modes.
- Function: CNMRiH_WeaponBase::AllowsSuicide
- Signature: bool CNMRiH_WeaponBase::AllowsSuicide()
- Function: CNMRiH_WeaponBase::CanIronsight
- Signature: bool CNMRiH_WeaponBase::CanIronsight()
- Function: CNMRiH_WeaponBase::ClearIconOverride
- Signature: void CNMRiH_WeaponBase::ClearIconOverride()
- Description: Resets icon back to default.
- Function: CNMRiH_WeaponBase::ClearLabelOverride
- Signature: void CNMRiH_WeaponBase::ClearLabelOverride()
- Description: Resets label back to default.
- Function: CNMRiH_WeaponBase::ClearShootSoundOverride
- Signature: void CNMRiH_WeaponBase::ClearShootSoundOverride(string)
- Description: Clears shoot sound override by key name.
- Function: CNMRiH_WeaponBase::ClearViewModelOverride
- Signature: void CNMRiH_WeaponBase::ClearViewModelOverride()
- Description: Resets viewmodel back to default.
- Function: CNMRiH_WeaponBase::ClearWeightOverride
- Signature: void CNMRiH_WeaponBase::ClearWeightOverride()
- Description: Resets physical weight back to default.
- Function: CNMRiH_WeaponBase::ClearWorldModelOverride
- Signature: void CNMRiH_WeaponBase::ClearWorldModelOverride()
- Description: Resets world model back to default.
- Function: CNMRiH_WeaponBase::GetBloodCount
- Signature: int CNMRiH_WeaponBase::GetBloodCount()
- Description: Returns visual bloodiness level.
- Function: CNMRiH_WeaponBase::GetIronsightPlayerSpeed
- Signature: float CNMRiH_WeaponBase::GetIronsightPlayerSpeed()
- Description: Returns player movement speed while in ironsights.
- Function: CNMRiH_WeaponBase::GetMaxThrowDistance
- Signature: int CNMRiH_WeaponBase::GetMaxThrowDistance()
- Description: Returns calculated distance for the weapon throw.
- Function: CNMRiH_WeaponBase::GetThrower
- Signature: handle CNMRiH_WeaponBase::GetThrower()
- Description: Returns handle to weapon thrower.
- Function: CNMRiH_WeaponBase::GetViewModelOverride
- Signature: string CNMRiH_WeaponBase::GetViewModelOverride()
- Description: Returns viewmodel override if it's set, empty string otherwise.
- Function: CNMRiH_WeaponBase::GetWeaponID
- Signature: int CNMRiH_WeaponBase::GetWeaponID()
- Description: Returns weapon ID.
- Function: CNMRiH_WeaponBase::GetWorldModelOverride
- Signature: string CNMRiH_WeaponBase::GetWorldModelOverride()
- Description: Returns world model override if it's set, empty string otherwise.
- Function: CNMRiH_WeaponBase::HasFirstDrawActivity
- Signature: bool CNMRiH_WeaponBase::HasFirstDrawActivity()
- Description: Returns true if this weapon has an initial draw animation, e.g. pulling back the hammer on pistols.
- Function: CNMRiH_WeaponBase::IsAttacking
- Signature: bool CNMRiH_WeaponBase::IsAttacking()
- Function: CNMRiH_WeaponBase::IsBashActiveTimeExpired
- Signature: bool CNMRiH_WeaponBase::IsBashActiveTimeExpired()
- Description: Returns true if the shove cooldown has expired.
- Function: CNMRiH_WeaponBase::IsDry
- Signature: bool CNMRiH_WeaponBase::IsDry()
- Description: Returns true if the current magazine is empty.
- Function: CNMRiH_WeaponBase::IsFlashlightAllowed
- Signature: bool CNMRiH_WeaponBase::IsFlashlightAllowed()
- Function: CNMRiH_WeaponBase::IsFlashlightOn
- Signature: bool CNMRiH_WeaponBase::IsFlashlightOn()
- Function: CNMRiH_WeaponBase::IsIdle
- Signature: bool CNMRiH_WeaponBase::IsIdle()
- Function: CNMRiH_WeaponBase::IsIronsighted
- Signature: bool CNMRiH_WeaponBase::IsIronsighted()
- Function: CNMRiH_WeaponBase::IsShoveStab
- Signature: bool CNMRiH_WeaponBase::IsShoveStab()
- Description: Returns true if the shove does stab, i.e. bayonet.
- Function: CNMRiH_WeaponBase::SetIconOverride
- Signature: void CNMRiH_WeaponBase::SetIconOverride(string)
- Description: Overrides icon in the inventory wheel.
- Function: CNMRiH_WeaponBase::SetLabelOverride
- Signature: void CNMRiH_WeaponBase::SetLabelOverride(string)
- Description: Overrides label in the inventory wheel.
- Function: CNMRiH_WeaponBase::SetShootSoundOverride
- Signature: void CNMRiH_WeaponBase::SetShootSoundOverride(string, string)
- Description: Overrides shoot sound, with parameters of key name and sound name. For example: SetShootSoundOverride("single_shot", "Weapon_1911.Single"). Available keys: empty, single_shot, single_shot_npc, double_shot, double_shot_npc, burst, reload, reload_npc, melee_miss, melee_hit, melee_hit_world, special1, special2, special3, taunt, deploy
- Function: CNMRiH_WeaponBase::SetViewModelOverride
- Signature: void CNMRiH_WeaponBase::SetViewModelOverride(string)
- Description: Overrides viewmodel, with string parameter for model name. Use with caution, sequences on the new model should match the existing weapon viewmodel!
- Function: CNMRiH_WeaponBase::SetWeightOverride
- Signature: void CNMRiH_WeaponBase::SetWeightOverride(int)
- Description: Overrides physical weight.
- Function: CNMRiH_WeaponBase::SetWorldModelOverride
- Signature: void CNMRiH_WeaponBase::SetWorldModelOverride(string)
- Description: Overrides world model, with string parameter for model name.
- Function: CNMRiH_WeaponBase::UsesTacticalReload
- Signature: bool CNMRiH_WeaponBase::UsesTacticalReload()
- Description: Returns true if this weapon can be reloaded while having a full magazine.
- Function: CNavMesh::FindNavAreaAlongRay
- Signature: handle CNavMesh::FindNavAreaAlongRay(Vector, Vector, handle)
- Description: Returns nav area from ray.
- Function: CNavMesh::GetAllAreas
- Signature: void CNavMesh::GetAllAreas(handle)
- Description: Fills table with all areas in the nav mesh.
- Function: CNavMesh::GetAreasWithAttributes
- Signature: void CNavMesh::GetAreasWithAttributes(int, handle)
- Description: Fills table with all areas that have specified NAV_MESH_* attributes.
- Function: CNavMesh::GetNavArea
- Signature: handle CNavMesh::GetNavArea(Vector, float)
- Description: Given a position, return the nav area that IsOverlapping and is *immediately* beneath it.
- Function: CNavMesh::GetNavAreaByID
- Signature: handle CNavMesh::GetNavAreaByID(int)
- Description: Given an ID, return the associated area.
- Function: CNavMesh::GetNavAreaCount
- Signature: int CNavMesh::GetNavAreaCount()
- Description: Returns total number of nav areas.
- Function: CNavMesh::GetNavAreasFromBuildPath
- Signature: bool CNavMesh::GetNavAreasFromBuildPath(handle, handle, Vector, float, int, bool, handle)
- Description: Fills table with areas from a path. Returns whether a path was found. If 'goalArea' is null, will compute a path as close as possible to 'goalPos'.
- Function: CNavMesh::GetNavAreasInRadius
- Signature: void CNavMesh::GetNavAreasInRadius(Vector, float, handle)
- Description: Fills table with areas within radius of given position.
- Function: CNavMesh::GetNavAreasOverlappingEntityExtent
- Signature: void CNavMesh::GetNavAreasOverlappingEntityExtent(handle, handle)
- Description: Fills table with areas overlapping entity's extent.
- Function: CNavMesh::GetNearestNavArea
- Signature: handle CNavMesh::GetNearestNavArea(Vector, float, bool, bool)
- Description: Given a position in the world, return the nav area that is closest, and at the same height, or beneath it. Used to find initial area if we start off of the mesh.
- Function: CNavMesh::GetObstructingEntities
- Signature: void CNavMesh::GetObstructingEntities(handle)
- Description: Fills table with all obstructing entities.
- Function: CNavMesh::NavAreaBuildPath
- Signature: bool CNavMesh::NavAreaBuildPath(handle, handle, Vector, float, int, bool)
- Description: Returns true if a path exists. If 'goalArea' is null, will compute a path as close as possible to 'goalPos'.
- Function: CNavMesh::NavAreaTravelDistance
- Signature: float CNavMesh::NavAreaTravelDistance(handle, handle, float)
- Description: Computes distance between two areas. Returns -1 if can't reach 'goalArea' from 'startArea'.
- Function: CNavMesh::RegisterAvoidanceObstacle
- Signature: void CNavMesh::RegisterAvoidanceObstacle(handle)
- Function: CNavMesh::UnregisterAvoidanceObstacle
- Signature: void CNavMesh::UnregisterAvoidanceObstacle(handle)
- Function: CNetPropManager::GetPropArraySize
- Signature: int CNetPropManager::GetPropArraySize(handle, string)
- Description: Returns the size of an array.
- Function: CNetPropManager::GetPropEntity
- Signature: handle CNetPropManager::GetPropEntity(handle, string)
- Description: Reads an entity.
- Function: CNetPropManager::GetPropEntityArray
- Signature: handle CNetPropManager::GetPropEntityArray(handle, string, int)
- Description: Reads an entity from an array.
- Function: CNetPropManager::GetPropFloat
- Signature: float CNetPropManager::GetPropFloat(handle, string)
- Description: Reads a float.
- Function: CNetPropManager::GetPropFloatArray
- Signature: float CNetPropManager::GetPropFloatArray(handle, string, int)
- Description: Reads a float from an array.
- Function: CNetPropManager::GetPropInt
- Signature: int CNetPropManager::GetPropInt(handle, string)
- Description: Reads an integer.
- Function: CNetPropManager::GetPropIntArray
- Signature: int CNetPropManager::GetPropIntArray(handle, string, int)
- Description: Reads an integer from an array.
- Function: CNetPropManager::GetPropString
- Signature: string CNetPropManager::GetPropString(handle, string)
- Description: Reads a string.
- Function: CNetPropManager::GetPropStringArray
- Signature: string CNetPropManager::GetPropStringArray(handle, string, int)
- Description: Reads a string from an array.
- Function: CNetPropManager::GetPropType
- Signature: string CNetPropManager::GetPropType(handle, string)
- Description: Returns the netprop type as a string.
- Function: CNetPropManager::GetPropVector
- Signature: Vector CNetPropManager::GetPropVector(handle, string)
- Description: Reads a 3D vector.
- Function: CNetPropManager::GetPropVectorArray
- Signature: Vector CNetPropManager::GetPropVectorArray(handle, string, int)
- Description: Reads a 3D vector from an array.
- Function: CNetPropManager::HasProp
- Signature: bool CNetPropManager::HasProp(handle, string)
- Description: Checks if netprop/datafield exists.
- Function: CNetPropManager::SetPropEntity
- Signature: void CNetPropManager::SetPropEntity(handle, string, handle)
- Description: Sets an entity.
- Function: CNetPropManager::SetPropEntityArray
- Signature: void CNetPropManager::SetPropEntityArray(handle, string, handle, int)
- Description: Sets an entity in an array.
- Function: CNetPropManager::SetPropFloat
- Signature: void CNetPropManager::SetPropFloat(handle, string, float)
- Description: Sets to the specified float.
- Function: CNetPropManager::SetPropFloatArray
- Signature: void CNetPropManager::SetPropFloatArray(handle, string, float, int)
- Description: Sets a float in an array.
- Function: CNetPropManager::SetPropInt
- Signature: void CNetPropManager::SetPropInt(handle, string, int)
- Description: Sets to the specified integer.
- Function: CNetPropManager::SetPropIntArray
- Signature: void CNetPropManager::SetPropIntArray(handle, string, int, int)
- Description: Sets an integer in an array.
- Function: CNetPropManager::SetPropString
- Signature: void CNetPropManager::SetPropString(handle, string, string)
- Description: Sets to the specified string.
- Function: CNetPropManager::SetPropStringArray
- Signature: void CNetPropManager::SetPropStringArray(handle, string, string, int)
- Description: Sets a string in an array.
- Function: CNetPropManager::SetPropVector
- Signature: void CNetPropManager::SetPropVector(handle, string, Vector)
- Description: Sets to the specified vector.
- Function: CNetPropManager::SetPropVectorArray
- Signature: void CNetPropManager::SetPropVectorArray(handle, string, Vector, int)
- Description: Sets a 3D vector in an array.
- Function: CObjective::GetDescription
- Signature: string CObjective::GetDescription()
- Function: CObjective::GetId
- Signature: int CObjective::GetId()
- Function: CObjective::GetName
- Signature: string CObjective::GetName()
- Function: CObjective::GetObjectiveBoundary
- Signature: handle CObjective::GetObjectiveBoundary()
- Description: Returns entity handle to current objective boundary.
- Function: CObjective::GetObjectiveBoundaryName
- Signature: string CObjective::GetObjectiveBoundaryName()
- Description: Returns name of the current objective boundary.
- Function: CObjective::IsAntiObjective
- Signature: bool CObjective::IsAntiObjective()
- Function: CObjective::SetDescription
- Signature: void CObjective::SetDescription(string)
- Function: CObjectiveManager::CompleteCurrentObjective
- Signature: void CObjectiveManager::CompleteCurrentObjective(string)
- Description: Completes current objective, with targetname parameter of forced extraction zone.
- Function: CObjectiveManager::GetCurrentObjective
- Signature: handle CObjectiveManager::GetCurrentObjective()
- Description: Returns current objective instance.
- Function: CObjectiveManager::GetCurrentObjectiveIndex
- Signature: int CObjectiveManager::GetCurrentObjectiveIndex()
- Description: Returns current objective index.
- Function: CObjectiveManager::GetObjectiveById
- Signature: handle CObjectiveManager::GetObjectiveById(int)
- Description: Returns objective instance by ID.
- Function: CObjectiveManager::GetObjectiveByIndex
- Signature: handle CObjectiveManager::GetObjectiveByIndex(int)
- Description: Returns objective instance by index.
- Function: CObjectiveManager::GetObjectiveByName
- Signature: handle CObjectiveManager::GetObjectiveByName(string)
- Description: Returns objective instance by name.
- Function: CObjectiveManager::GetObjectiveChain
- Signature: void CObjectiveManager::GetObjectiveChain(handle)
- Description: Fills array with current objective chain.
- Function: CObjectiveManager::GetObjectiveCount
- Signature: int CObjectiveManager::GetObjectiveCount()
- Description: Returns total objective count.
- Function: CObjectiveManager::IsCompleted
- Signature: bool CObjectiveManager::IsCompleted()
- Description: Returns true if objectives are complete.
- Function: CObjectiveManager::IsFailed
- Signature: bool CObjectiveManager::IsFailed()
- Description: Returns true if objectives failed.
- Function: CObjectiveManager::SendObjectiveNotify
- Signature: void CObjectiveManager::SendObjectiveNotify(string)
- Description: Broadcasts objective notification to all clients, with string parameter of description.
- Function: CObjectiveManager::SendObjectiveNotifyToPlayer
- Signature: void CObjectiveManager::SendObjectiveNotifyToPlayer(handle, string)
- Description: Sends individual objective notification to a given player, with string parameter of description.
- Function: CObjectiveManager::SendObjectiveUpdate
- Signature: void CObjectiveManager::SendObjectiveUpdate(string)
- Description: Silently updates objective HUD for all clients, with string parameter of description.
- Function: CObjectiveManager::SendObjectiveUpdateToPlayer
- Signature: void CObjectiveManager::SendObjectiveUpdateToPlayer(handle, string)
- Description: Silently updates individual objective HUD for a given player, with string parameter of description.
- Function: CObjectiveManager::StartNextObjective
- Signature: void CObjectiveManager::StartNextObjective()
- Description: Starts next objective on the chain.
- Function: COverlord_Wave_Controller::CouldJoinServerAndSpawn
- Signature: bool COverlord_Wave_Controller::CouldJoinServerAndSpawn()
- Description: Returns true if players are able to spawn after joining the server.
- Function: COverlord_Wave_Controller::DidComplete
- Signature: bool COverlord_Wave_Controller::DidComplete()
- Description: Returns true if completed.
- Function: COverlord_Wave_Controller::DidFail
- Signature: bool COverlord_Wave_Controller::DidFail()
- Description: Returns true if failed.
- Function: COverlord_Wave_Controller::GetNPCsKilled
- Signature: int COverlord_Wave_Controller::GetNPCsKilled()
- Description: Returns count of NPCs killed.
- Function: COverlord_Wave_Controller::GetNPCsSpawned
- Signature: int COverlord_Wave_Controller::GetNPCsSpawned()
- Description: Returns count of NPCs spawned.
- Function: COverlord_Wave_Controller::GetStopWaveNumber
- Signature: int COverlord_Wave_Controller::GetStopWaveNumber()
- Description: Get stop wave number.
- Function: COverlord_Wave_Controller::GetWaveNumber
- Signature: int COverlord_Wave_Controller::GetWaveNumber()
- Description: Get current wave number.
- Function: COverlord_Wave_Controller::GetWaveProgressPercent
- Signature: float COverlord_Wave_Controller::GetWaveProgressPercent()
- Description: Returns percentage of current wave progress.
- Function: COverlord_Wave_Controller::IsCurrentWaveResupply
- Signature: bool COverlord_Wave_Controller::IsCurrentWaveResupply()
- Description: Returns true if current wave is resupply wave.
- Function: COverlord_Wave_Controller::IsWaveResupply
- Signature: bool COverlord_Wave_Controller::IsWaveResupply(int)
- Description: Returns true if waveNum is resupply wave.
- Function: COverlord_Wave_Controller::ResetPlayerTokens
- Signature: void COverlord_Wave_Controller::ResetPlayerTokens()
- Description: Resets respawn tokens on all players.
- Function: COverlord_Zombie_Helper::DisableSpawning
- Signature: void COverlord_Zombie_Helper::DisableSpawning()
- Function: COverlord_Zombie_Helper::EnableSpawning
- Signature: void COverlord_Zombie_Helper::EnableSpawning()
- Function: COverlord_Zombie_Helper::Spawn
- Signature: void COverlord_Zombie_Helper::Spawn(int, string)
- Description: Instantly spawns zombies across all active spawn brushes. Optionally specify a spawn target name.
- Function: COverlord_Zombie_Helper::SpawnIgnoreVisibility
- Signature: void COverlord_Zombie_Helper::SpawnIgnoreVisibility(int, string)
- Description: Same as Spawn, but ignores visiblity checks.
- Function: CPointMessageMultiplayer::Disable
- Signature: void CPointMessageMultiplayer::Disable()
- Description: Stops displaying the text.
- Function: CPointMessageMultiplayer::Enable
- Signature: void CPointMessageMultiplayer::Enable()
- Description: Starts displaying the text for players within the radius.
- Function: CPointMessageMultiplayer::SetFont
- Signature: void CPointMessageMultiplayer::SetFont(string)
- Description: Sets font (from ClientScheme.res).
- Function: CPointMessageMultiplayer::SetFontDropShadow
- Signature: void CPointMessageMultiplayer::SetFontDropShadow(bool)
- Description: When true, font will have a drop shadow.
- Function: CPointMessageMultiplayer::SetFontProportional
- Signature: void CPointMessageMultiplayer::SetFontProportional(bool)
- Description: When true, text will scale to user resolution.
- Function: CPointMessageMultiplayer::SetHeightOffset
- Signature: void CPointMessageMultiplayer::SetHeightOffset(float)
- Description: When SetShouldOffsetPosition is set to true, this allows you to set message offset relative to entity bounds. For example, 0.5 would print at the center of the hull, while 1.25 prints slightly over the top.
- Function: CPointMessageMultiplayer::SetMessage
- Signature: void CPointMessageMultiplayer::SetMessage(string)
- Description: Sets message text, supports localization strings.
- Function: CPointMessageMultiplayer::SetRadius
- Signature: void CPointMessageMultiplayer::SetRadius(float)
- Description: Sets distance a player must be within to see this message. -1 to show everywhere.
- Function: CPointMessageMultiplayer::SetShouldOffsetPosition
- Signature: void CPointMessageMultiplayer::SetShouldOffsetPosition(bool)
- Description: When true, text position will be offset relative to entity bounds. Works best when following parented entities. When false, use entity origin.
- Function: CPointMessageMultiplayer::SetTextColor
- Signature: void CPointMessageMultiplayer::SetTextColor(int, int, int)
- Description: Sets text color, with RGB parameters.
- Function: CPointViewControlMultiplayer::AddPlayer
- Signature: void CPointViewControlMultiplayer::AddPlayer(handle)
- Description: Adds the given player as a viewer for this entity. Starts the camera if it's off.
- Function: CPointViewControlMultiplayer::Disable
- Signature: void CPointViewControlMultiplayer::Disable()
- Description: Disables the entity, and stops controlling the view for all players. The viewer list will be emptied.
- Function: CPointViewControlMultiplayer::Enable
- Signature: void CPointViewControlMultiplayer::Enable()
- Description: Enables the entity, and starts controlling the player's view. If the list of viewers is empty, all players will be added.
- Function: CPointViewControlMultiplayer::RemovePlayer
- Signature: void CPointViewControlMultiplayer::RemovePlayer(handle)
- Description: Removes the given player as a viewer for this entity.
- Function: CPointWorldText::SetColor
- Signature: void CPointWorldText::SetColor(int, int, int, int)
- Description: Sets the message color, with RGBA parameters.
- Function: CPointWorldText::SetFont
- Signature: void CPointWorldText::SetFont(int)
- Description: Sets the font, with index parameter.
- Function: CPointWorldText::SetOrientation
- Signature: void CPointWorldText::SetOrientation(int)
- Description: Sets the orientation. 0: Stationary, 1: Face player, 2: Ignore pitch
- Function: CPointWorldText::SetRainbow
- Signature: void CPointWorldText::SetRainbow(bool)
- Description: Enables rainbow text effect.
- Function: CPointWorldText::SetText
- Signature: void CPointWorldText::SetText(string)
- Description: Sets the message text.
- Function: CPointWorldText::SetTextSize
- Signature: void CPointWorldText::SetTextSize(float)
- Description: Sets the message text size.
- Function: CPointWorldText::SetTextSpacingX
- Signature: void CPointWorldText::SetTextSpacingX(float)
- Description: Sets the spacing between letters along the X axis.
- Function: CPointWorldText::SetTextSpacingY
- Signature: void CPointWorldText::SetTextSpacingY(float)
- Description: Sets the spacing between letters along the Y axis.
- Function: CRagdollProp::GetRagdollObject
- Signature: handle CRagdollProp::GetRagdollObject(int)
- Description: Gets the ragdoll object of the specified index.
- Function: CRagdollProp::GetRagdollObjectCount
- Signature: int CRagdollProp::GetRagdollObjectCount()
- Description: Gets the number of ragdoll objects on this ragdoll.
- Function: CRagdollProp::SetSourceClassName
- Signature: void CRagdollProp::SetSourceClassName(string)
- Description: Sets the ragdoll's source classname.
- Function: CRandomSpawnController::GetSpawnLimits
- Signature: void CRandomSpawnController::GetSpawnLimits(handle)
- Description: Fills table with spawn limits.
- Function: CRandomSpawnController::IsSpawnOfTypeAllowed
- Signature: bool CRandomSpawnController::IsSpawnOfTypeAllowed(string)
- Description: Returns true if this classname can be spawned.
- Function: CRandom_Spawner::GetSpawnedItem
- Signature: handle CRandom_Spawner::GetSpawnedItem()
- Description: Returns a handle to most recent spawned item that was created by this spawner.
- Function: CRandom_Spawner::SetDisallowInitialSpawn
- Signature: void CRandom_Spawner::SetDisallowInitialSpawn(bool)
- Description: When true, don't create an item on spawn. Overrides map spawnflags.
- Function: CRandom_Spawner::SpawnItem
- Signature: handle CRandom_Spawner::SpawnItem(string)
- Description: Spawns an item by classname or a keyname, ignores random spawner controller. Returns handle to a spawned item.
- Function: CRandom_Spawner::SpawnRandomItem
- Signature: handle CRandom_Spawner::SpawnRandomItem()
- Description: Spawns a random item based on current item weights, respects random spawner controller. Returns handle to a spawned item.
- Function: CRulesetManager::ApplyCvars
- Signature: void CRulesetManager::ApplyCvars(string)
- Description: Applies cvars by string in "<cvar> <value>" format, and optionally with ';' delimiter for multiple cvars.
- Function: CRulesetManager::RevertCvar
- Signature: void CRulesetManager::RevertCvar(string)
- Description: Reverts cvar by name to ruleset value (when available), or default.
- Function: CSceneEntity::EstimateLength
- Signature: float CSceneEntity::EstimateLength()
- Description: Returns length of this scene in seconds.
- Function: CSceneEntity::FindNamedEntity
- Signature: handle CSceneEntity::FindNamedEntity(string)
- Description: given an entity reference, such as !target, get actual entity from scene object
- Function: CSceneEntity::IsPaused
- Signature: bool CSceneEntity::IsPaused()
- Description: If this scene is currently paused.
- Function: CSceneEntity::IsPlayingBack
- Signature: bool CSceneEntity::IsPlayingBack()
- Description: If this scene is currently playing.
- Function: CSceneEntity::LoadSceneFromString
- Signature: bool CSceneEntity::LoadSceneFromString(string, string)
- Description: given a dummy scene name and a vcd string, load the scene
- Function: CSceneListManager::GetScene
- Signature: handle CSceneListManager::GetScene(int)
- Description: Gets the specified scene index from this manager.
- Function: CScriptKeyValues::FindKey
- Signature: handle CScriptKeyValues::FindKey(string)
- Description: Given a KeyValues object and a key name, find a KeyValues object associated with the key name
- Function: CScriptKeyValues::FindOrCreateKey
- Signature: handle CScriptKeyValues::FindOrCreateKey(string)
- Description: Given a KeyValues object and a key name, find or create a KeyValues object associated with the key name
- Function: CScriptKeyValues::GetBool
- Signature: bool CScriptKeyValues::GetBool()
- Description: Given a KeyValues object, return its own associated bool value
- Function: CScriptKeyValues::GetFirstSubKey
- Signature: handle CScriptKeyValues::GetFirstSubKey()
- Description: Given a KeyValues object, return the first sub key object
- Function: CScriptKeyValues::GetFloat
- Signature: float CScriptKeyValues::GetFloat()
- Description: Given a KeyValues object, return its own associated float value
- Function: CScriptKeyValues::GetInt
- Signature: int CScriptKeyValues::GetInt()
- Description: Given a KeyValues object, return its own associated integer value
- Function: CScriptKeyValues::GetKeyBool
- Signature: bool CScriptKeyValues::GetKeyBool(string)
- Description: Given a KeyValues object and a key name, return associated bool value
- Function: CScriptKeyValues::GetKeyFloat
- Signature: float CScriptKeyValues::GetKeyFloat(string)
- Description: Given a KeyValues object and a key name, return associated float value
- Function: CScriptKeyValues::GetKeyInt
- Signature: int CScriptKeyValues::GetKeyInt(string)
- Description: Given a KeyValues object and a key name, return associated integer value
- Function: CScriptKeyValues::GetKeyString
- Signature: string CScriptKeyValues::GetKeyString(string)
- Description: Given a KeyValues object and a key name, return associated string value
- Function: CScriptKeyValues::GetName
- Signature: string CScriptKeyValues::GetName()
- Description: Given a KeyValues object, return its name
- Function: CScriptKeyValues::GetNextKey
- Signature: handle CScriptKeyValues::GetNextKey()
- Description: Given a KeyValues object, return the next key object in a sub key group
- Function: CScriptKeyValues::GetString
- Signature: string CScriptKeyValues::GetString()
- Description: Given a KeyValues object, return its own associated string value
- Function: CScriptKeyValues::IsKeyEmpty
- Signature: bool CScriptKeyValues::IsKeyEmpty(string)
- Description: Given a KeyValues object and a key name, return true if key name has no value
- Function: CScriptKeyValues::ReleaseKeyValues
- Signature: void CScriptKeyValues::ReleaseKeyValues()
- Description: Given a root KeyValues object, release its contents
- Function: CScriptKeyValues::SetBool
- Signature: void CScriptKeyValues::SetBool(bool)
- Description: Given a KeyValues object, set its own associated bool value
- Function: CScriptKeyValues::SetFloat
- Signature: void CScriptKeyValues::SetFloat(float)
- Description: Given a KeyValues object, set its own associated float value
- Function: CScriptKeyValues::SetInt
- Signature: void CScriptKeyValues::SetInt(int)
- Description: Given a KeyValues object, set its own associated integer value
- Function: CScriptKeyValues::SetKeyBool
- Signature: void CScriptKeyValues::SetKeyBool(string, bool)
- Description: Given a KeyValues object and a key name, set associated bool value
- Function: CScriptKeyValues::SetKeyFloat
- Signature: void CScriptKeyValues::SetKeyFloat(string, float)
- Description: Given a KeyValues object and a key name, set associated float value
- Function: CScriptKeyValues::SetKeyInt
- Signature: void CScriptKeyValues::SetKeyInt(string, int)
- Description: Given a KeyValues object and a key name, set associated integer value
- Function: CScriptKeyValues::SetKeyString
- Signature: void CScriptKeyValues::SetKeyString(string, string)
- Description: Given a KeyValues object and a key name, set associated string value
- Function: CScriptKeyValues::SetName
- Signature: void CScriptKeyValues::SetName(string)
- Description: Given a KeyValues object, set its name
- Function: CScriptKeyValues::SetString
- Signature: void CScriptKeyValues::SetString(string)
- Description: Given a KeyValues object, set its own associated string value
- Function: CScriptKeyValues::SubKeysToTable
- Signature: void CScriptKeyValues::SubKeysToTable(handle)
- Description: Converts to script table.
- Function: CScriptKeyValues::TableToSubKeys
- Signature: void CScriptKeyValues::TableToSubKeys(handle)
- Description: Converts a script table to KeyValues.
- Function: CScriptNavArea::AddIncomingConnection
- Signature: void CScriptNavArea::AddIncomingConnection(handle, int)
- Description: The area 'source' is connected to us along our 'incomingEdgeDir' edge.
- Function: CScriptNavArea::ComputeClosestPointInPortal
- Signature: Vector CScriptNavArea::ComputeClosestPointInPortal(handle, int, Vector)
- Description: Compute closest point within the 'portal' between to adjacent areas.
- Function: CScriptNavArea::ComputeDirection
- Signature: int CScriptNavArea::ComputeDirection(Vector)
- Description: Returns direction from this area to the given point.
- Function: CScriptNavArea::ConnectTo
- Signature: void CScriptNavArea::ConnectTo(handle, int)
- Description: Connect this area to given area in given direction.
- Function: CScriptNavArea::Contains
- Signature: bool CScriptNavArea::Contains(handle)
- Description: Returns true if area completely contains other area.
- Function: CScriptNavArea::ContainsOrigin
- Signature: bool CScriptNavArea::ContainsOrigin(Vector)
- Description: Returns true if given point is on or above this area, but no others
- Function: CScriptNavArea::Disconnect
- Signature: void CScriptNavArea::Disconnect(handle)
- Description: Disconnect this area from given area.
- Function: CScriptNavArea::FindRandomSpot
- Signature: Vector CScriptNavArea::FindRandomSpot()
- Function: CScriptNavArea::GetAdjacentArea
- Signature: handle CScriptNavArea::GetAdjacentArea(int, int)
- Description: Returns number of connected areas in given direction.
- Function: CScriptNavArea::GetAttributes
- Signature: int CScriptNavArea::GetAttributes()
- Function: CScriptNavArea::GetAvoidanceObstacleHeight
- Signature: float CScriptNavArea::GetAvoidanceObstacleHeight()
- Description: Returns the maximum height of the obstruction above the ground.
- Function: CScriptNavArea::GetCenter
- Signature: Vector CScriptNavArea::GetCenter()
- Function: CScriptNavArea::GetCorner
- Signature: Vector CScriptNavArea::GetCorner(int)
- Description: Returns the coordinates of the area's corner.
- Function: CScriptNavArea::GetDistanceSquaredToPoint
- Signature: float CScriptNavArea::GetDistanceSquaredToPoint(Vector)
- Description: Returns shortest distance squared between point and this area.
- Function: CScriptNavArea::GetHidingSpots
- Signature: void CScriptNavArea::GetHidingSpots(handle)
- Description: Fills table with nested tables containing properties from available hiding spots.
- Function: CScriptNavArea::GetID
- Signature: int CScriptNavArea::GetID()
- Description: Returns this area's unique ID.
- Function: CScriptNavArea::GetIncomingConnections
- Signature: void CScriptNavArea::GetIncomingConnections(int, handle)
- Description: Get areas connected TO this area by a ONE-WAY link (i.e. we have no connection back to them).
- Function: CScriptNavArea::GetParent
- Signature: handle CScriptNavArea::GetParent()
- Description: Returns the area just prior to this on the search path.
- Function: CScriptNavArea::GetParentHow
- Signature: int CScriptNavArea::GetParentHow()
- Description: Returns nav traverse type on how we get from parent to us.
- Function: CScriptNavArea::GetPlayerCount
- Signature: int CScriptNavArea::GetPlayerCount(int)
- Description: Returns number of players of given team currently within this area (team of zero means any/all).
- Function: CScriptNavArea::GetRandomAdjacentArea
- Signature: handle CScriptNavArea::GetRandomAdjacentArea(int)
- Function: CScriptNavArea::GetSizeX
- Signature: float CScriptNavArea::GetSizeX()
- Function: CScriptNavArea::GetSizeY
- Signature: float CScriptNavArea::GetSizeY()
- Function: CScriptNavArea::GetZ
- Signature: float CScriptNavArea::GetZ(Vector)
- Description: Returns Z of area at (x,y) of 'pos', trilinear interpolation of Z values at quad edges, note that pos.z is not used.
- Function: CScriptNavArea::HasAttributes
- Signature: bool CScriptNavArea::HasAttributes(int)
- Function: CScriptNavArea::HasAvoidanceObstacle
- Signature: bool CScriptNavArea::HasAvoidanceObstacle(float)
- Description: Returns true if there is a large, immobile object obstructing this area.
- Function: CScriptNavArea::IsBlocked
- Signature: bool CScriptNavArea::IsBlocked(int, bool)
- Description: Returns true if area is blocked, with parameters of team ID and boolean for ignoring nav blockers.
- Function: CScriptNavArea::IsCompletelyVisible
- Signature: bool CScriptNavArea::IsCompletelyVisible(handle)
- Description: Returns true if given area is completely visible from somewhere in this area.
- Function: CScriptNavArea::IsCompletelyVisibleToTeam
- Signature: bool CScriptNavArea::IsCompletelyVisibleToTeam(int)
- Description: Returns true if given area is completely visible from somewhere in this area by someone on the team.
- Function: CScriptNavArea::IsConnected
- Signature: bool CScriptNavArea::IsConnected(handle, int)
- Description: Returns true if given area is connected in given direction, if dir == NUM_DIRECTIONS, check all directions (direction is unknown).
- Function: CScriptNavArea::IsCoplanar
- Signature: bool CScriptNavArea::IsCoplanar(handle)
- Description: Returns true if this area and given area are approximately co-planar.
- Function: CScriptNavArea::IsDamaging
- Signature: bool CScriptNavArea::IsDamaging()
- Description: Returns true if continuous damage (i.e. fire) is in this area.
- Function: CScriptNavArea::IsDegenerate
- Signature: bool CScriptNavArea::IsDegenerate()
- Description: Returns true if this area is badly formed.
- Function: CScriptNavArea::IsEdge
- Signature: bool CScriptNavArea::IsEdge(int)
- Description: Returns true if there are no bi-directional links on the given side.
- Function: CScriptNavArea::IsFlat
- Signature: bool CScriptNavArea::IsFlat()
- Description: Returns true if this area is approximately flat.
- Function: CScriptNavArea::IsOverlapping
- Signature: bool CScriptNavArea::IsOverlapping(handle)
- Description: Returns true if 'area' overlaps our 2D extents.
- Function: CScriptNavArea::IsPotentiallyVisible
- Signature: bool CScriptNavArea::IsPotentiallyVisible(handle)
- Description: Returns true if given area is potentially visible from somewhere in this area.
- Function: CScriptNavArea::IsPotentiallyVisibleToTeam
- Signature: bool CScriptNavArea::IsPotentiallyVisibleToTeam(int)
- Description: Returns true if any portion of this area is visible to anyone on the given team.
- Function: CScriptNavArea::IsRoughlySquare
- Signature: bool CScriptNavArea::IsRoughlySquare()
- Description: Returns true if this area is approximately square.
- Function: CScriptNavArea::IsUnderwater
- Signature: bool CScriptNavArea::IsUnderwater()
- Function: CScriptNavArea::IsVisible
- Signature: bool CScriptNavArea::IsVisible(Vector)
- Description: Returns true if area is visible from the given eyepoint.
- Function: CScriptNavArea::MarkAsBlocked
- Signature: void CScriptNavArea::MarkAsBlocked(int)
- Description: An entity can force a nav area to be blocked.
- Function: CScriptNavArea::MarkAsDamaging
- Signature: void CScriptNavArea::MarkAsDamaging(float)
- Description: Mark this area is damaging for the next 'duration' seconds.
- Function: CScriptNavArea::MarkObstacleToAvoid
- Signature: void CScriptNavArea::MarkObstacleToAvoid(float)
- Function: CScriptNavArea::RemoveAttributes
- Signature: void CScriptNavArea::RemoveAttributes(int)
- Function: CScriptNavArea::RemoveOrthogonalConnections
- Signature: void CScriptNavArea::RemoveOrthogonalConnections(int)
- Description: Removes all connections in directions to left and right of specified direction.
- Function: CScriptNavArea::SetAttributes
- Signature: void CScriptNavArea::SetAttributes(int)
- Function: CScriptNavArea::UnblockArea
- Signature: void CScriptNavArea::UnblockArea()
- Description: Clear blocked status for the given team(s).
- Function: CSound::DoesSoundExpire
- Signature: bool CSound::DoesSoundExpire()
- Description: Returns true if the sound expires.
- Function: CSound::GetOwner
- Signature: handle CSound::GetOwner()
- Description: Gets the sound's owner.
- Function: CSound::GetSoundOrigin
- Signature: Vector CSound::GetSoundOrigin()
- Description: Gets the sound's origin.
- Function: CSound::GetSoundReactOrigin
- Signature: Vector CSound::GetSoundReactOrigin()
- Description: Gets the sound's react origin.
- Function: CSound::GetTarget
- Signature: handle CSound::GetTarget()
- Description: Gets the sound's target.
- Function: CSound::IsScent
- Signature: bool CSound::IsScent()
- Description: Returns true if this is a type of scent (as opposed to a sound).
- Function: CSound::IsSound
- Signature: bool CSound::IsSound()
- Description: Returns true if this is a type of sound (as opposed to a scent).
- Function: CSound::IsSoundType
- Signature: bool CSound::IsSoundType(int)
- Description: Returns true if the sound type is the specified type.
- Function: CSound::OccludedVolume
- Signature: float CSound::OccludedVolume()
- Description: Gets the sound's occluded volume.
- Function: CSound::Reset
- Signature: void CSound::Reset()
- Description: Clears the volume, type, and origin for the sound without actually removing it.
- Function: CSound::SetSoundOrigin
- Signature: void CSound::SetSoundOrigin(Vector)
- Description: Sets the sound's origin.
- Function: CSound::SoundChannel
- Signature: int CSound::SoundChannel()
- Description: Gets the sound's channel.
- Function: CSound::SoundContext
- Signature: int CSound::SoundContext()
- Description: Gets the sound type with contexts only.
- Function: CSound::SoundExpirationTime
- Signature: float CSound::SoundExpirationTime()
- Description: Gets the sound's expiration time.
- Function: CSound::SoundType
- Signature: int CSound::SoundType()
- Description: Gets the raw sound type.
- Function: CSound::SoundTypeNoContext
- Signature: int CSound::SoundTypeNoContext()
- Description: Gets the sound type with contexts excluded.
- Function: CSound::ValidateOwner
- Signature: bool CSound::ValidateOwner()
- Description: Returns true if the sound's owner is still valid or if the sound never had an owner in the first place.
- Function: CSound::Volume
- Signature: int CSound::Volume()
- Description: Gets the sound's volume.
- Function: CTakeDamageInfo::AddDamage
- Signature: void CTakeDamageInfo::AddDamage(float)
- Description: Adds to the damage.
- Function: CTakeDamageInfo::AddDamageType
- Signature: void CTakeDamageInfo::AddDamageType(int)
- Description: Adds to the damage type.
- Function: CTakeDamageInfo::BaseDamageIsValid
- Signature: bool CTakeDamageInfo::BaseDamageIsValid()
- Description: Checks if the base damage is valid.
- Function: CTakeDamageInfo::GetAmmoName
- Signature: string CTakeDamageInfo::GetAmmoName()
- Description: Gets the ammo type name.
- Function: CTakeDamageInfo::GetAmmoType
- Signature: int CTakeDamageInfo::GetAmmoType()
- Description: Gets the ammo type.
- Function: CTakeDamageInfo::GetAttacker
- Signature: handle CTakeDamageInfo::GetAttacker()
- Description: Gets the attacker.
- Function: CTakeDamageInfo::GetBaseDamage
- Signature: float CTakeDamageInfo::GetBaseDamage()
- Description: Gets the base damage.
- Function: CTakeDamageInfo::GetDamage
- Signature: float CTakeDamageInfo::GetDamage()
- Description: Gets the damage.
- Function: CTakeDamageInfo::GetDamageBonus
- Signature: float CTakeDamageInfo::GetDamageBonus()
- Description: Gets the damage bonus.
- Function: CTakeDamageInfo::GetDamageCustom
- Signature: int CTakeDamageInfo::GetDamageCustom()
- Description: Gets the damage custom.
- Function: CTakeDamageInfo::GetDamageForce
- Signature: Vector CTakeDamageInfo::GetDamageForce()
- Description: Gets the damage force.
- Function: CTakeDamageInfo::GetDamagePosition
- Signature: Vector CTakeDamageInfo::GetDamagePosition()
- Description: Gets the damage position.
- Function: CTakeDamageInfo::GetDamageStats
- Signature: int CTakeDamageInfo::GetDamageStats()
- Description: Gets the damage stats.
- Function: CTakeDamageInfo::GetDamageType
- Signature: int CTakeDamageInfo::GetDamageType()
- Description: Gets the damage type.
- Function: CTakeDamageInfo::GetDamagedOtherPlayers
- Signature: int CTakeDamageInfo::GetDamagedOtherPlayers()
- Description: Gets whether other players have been damaged.
- Function: CTakeDamageInfo::GetInflictor
- Signature: handle CTakeDamageInfo::GetInflictor()
- Description: Gets the inflictor.
- Function: CTakeDamageInfo::GetMaxDamage
- Signature: float CTakeDamageInfo::GetMaxDamage()
- Description: Gets the max damage.
- Function: CTakeDamageInfo::GetPlayerPenetrationCount
- Signature: int CTakeDamageInfo::GetPlayerPenetrationCount()
- Description: Gets the player penetration count.
- Function: CTakeDamageInfo::GetReportedPosition
- Signature: Vector CTakeDamageInfo::GetReportedPosition()
- Description: Gets the reported damage position.
- Function: CTakeDamageInfo::GetWeapon
- Signature: handle CTakeDamageInfo::GetWeapon()
- Description: Gets the weapon.
- Function: CTakeDamageInfo::IsForceFriendlyFire
- Signature: bool CTakeDamageInfo::IsForceFriendlyFire()
- Description: Gets force friendly fire.
- Function: CTakeDamageInfo::ScaleDamage
- Signature: void CTakeDamageInfo::ScaleDamage(float)
- Description: Scales the damage.
- Function: CTakeDamageInfo::ScaleDamageForce
- Signature: void CTakeDamageInfo::ScaleDamageForce(float)
- Description: Scales the damage force.
- Function: CTakeDamageInfo::SetAmmoType
- Signature: void CTakeDamageInfo::SetAmmoType(int)
- Description: Sets the ammo type.
- Function: CTakeDamageInfo::SetAttacker
- Signature: void CTakeDamageInfo::SetAttacker(handle)
- Description: Sets the attacker.
- Function: CTakeDamageInfo::SetDamage
- Signature: void CTakeDamageInfo::SetDamage(float)
- Description: Sets the damage.
- Function: CTakeDamageInfo::SetDamageBonus
- Signature: void CTakeDamageInfo::SetDamageBonus(float)
- Description: Sets the damage bonus.
- Function: CTakeDamageInfo::SetDamageBonusWithProvider
- Signature: void CTakeDamageInfo::SetDamageBonusWithProvider(float, handle)
- Description: Sets the damage bonus.
- Function: CTakeDamageInfo::SetDamageCustom
- Signature: void CTakeDamageInfo::SetDamageCustom(int)
- Description: Sets the damage custom.
- Function: CTakeDamageInfo::SetDamageForce
- Signature: void CTakeDamageInfo::SetDamageForce(Vector)
- Description: Sets the damage force.
- Function: CTakeDamageInfo::SetDamagePosition
- Signature: void CTakeDamageInfo::SetDamagePosition(Vector)
- Description: Sets the damage position.
- Function: CTakeDamageInfo::SetDamageStats
- Signature: void CTakeDamageInfo::SetDamageStats(int)
- Description: Sets the damage stats.
- Function: CTakeDamageInfo::SetDamageType
- Signature: void CTakeDamageInfo::SetDamageType(int)
- Description: Sets the damage type.
- Function: CTakeDamageInfo::SetDamagedOtherPlayers
- Signature: void CTakeDamageInfo::SetDamagedOtherPlayers(int)
- Description: Sets whether other players have been damaged.
- Function: CTakeDamageInfo::SetForceFriendlyFire
- Signature: void CTakeDamageInfo::SetForceFriendlyFire(bool)
- Description: Sets force friendly fire.
- Function: CTakeDamageInfo::SetInflictor
- Signature: void CTakeDamageInfo::SetInflictor(handle)
- Description: Sets the inflictor.
- Function: CTakeDamageInfo::SetMaxDamage
- Signature: void CTakeDamageInfo::SetMaxDamage(float)
- Description: Sets the max damage.
- Function: CTakeDamageInfo::SetPlayerPenetrationCount
- Signature: void CTakeDamageInfo::SetPlayerPenetrationCount(int)
- Description: Sets the player penetration count.
- Function: CTakeDamageInfo::SetReportedPosition
- Signature: void CTakeDamageInfo::SetReportedPosition(Vector)
- Description: Sets the reported damage position.
- Function: CTakeDamageInfo::SetWeapon
- Signature: void CTakeDamageInfo::SetWeapon(handle)
- Description: Sets the weapon.
- Function: CTakeDamageInfo::SubtractDamage
- Signature: void CTakeDamageInfo::SubtractDamage(float)
- Description: Removes from the damage.
- Function: CUserCmd::GetButtons
- Signature: int CUserCmd::GetButtons()
- Description: Input button state.
- Function: CUserCmd::GetCommandNumber
- Signature: int CUserCmd::GetCommandNumber()
- Description: For matching server and client commands for debugging.
- Function: CUserCmd::GetForwardMove
- Signature: float CUserCmd::GetForwardMove()
- Function: CUserCmd::GetImpulse
- Signature: int CUserCmd::GetImpulse()
- Description: Impulse command issued.
- Function: CUserCmd::GetMouseX
- Signature: int CUserCmd::GetMouseX()
- Description: Mouse accum in x from create move.
- Function: CUserCmd::GetMouseY
- Signature: int CUserCmd::GetMouseY()
- Description: Mouse accum in y from create move.
- Function: CUserCmd::GetRandomSeed
- Signature: int CUserCmd::GetRandomSeed()
- Description: For shared random functions.
- Function: CUserCmd::GetSideMove
- Signature: float CUserCmd::GetSideMove()
- Function: CUserCmd::GetTickCount
- Signature: int CUserCmd::GetTickCount()
- Description: The tick the client created this command.
- Function: CUserCmd::GetUpMove
- Signature: float CUserCmd::GetUpMove()
- Function: CUserCmd::GetViewAngles
- Signature: Vector CUserCmd::GetViewAngles()
- Description: Player instantaneous view angles.
- Function: CUserCmd::GetWeaponSelect
- Signature: int CUserCmd::GetWeaponSelect()
- Description: Current weapon id.
- Function: CUserCmd::GetWeaponSubtype
- Signature: int CUserCmd::GetWeaponSubtype()
- Description: Current weapon subtype id.
- Function: CUserCmd::SetButtons
- Signature: void CUserCmd::SetButtons(int)
- Description: Sets input button state.
- Function: CUserCmd::SetForwardMove
- Signature: void CUserCmd::SetForwardMove(float)
- Function: CUserCmd::SetImpulse
- Signature: void CUserCmd::SetImpulse(int)
- Description: Sets impulse command issued.
- Function: CUserCmd::SetMouseX
- Signature: void CUserCmd::SetMouseX(int)
- Description: Sets mouse accum in x from create move.
- Function: CUserCmd::SetMouseY
- Signature: void CUserCmd::SetMouseY(int)
- Description: Sets mouse accum in y from create move.
- Function: CUserCmd::SetSideMove
- Signature: void CUserCmd::SetSideMove(float)
- Function: CUserCmd::SetUpMove
- Signature: void CUserCmd::SetUpMove(float)
- Function: CUserCmd::SetViewAngles
- Signature: void CUserCmd::SetViewAngles(Vector)
- Description: Sets player instantaneous view angles.
- Function: CUserCmd::SetWeaponSelect
- Signature: void CUserCmd::SetWeaponSelect(int)
- Description: Sets current weapon id.
- Function: CUserCmd::SetWeaponSubtype
- Signature: void CUserCmd::SetWeaponSubtype(int)
- Description: Sets current weapon subtype id.
- Function: CVersion::GetBuildDate
- Signature: string CVersion::GetBuildDate()
- Description: Returns build date.
- Function: CVersion::GetBuildNumber
- Signature: int CVersion::GetBuildNumber()
- Description: Returns build number.
- Function: CVersion::GetGameTitle
- Signature: string CVersion::GetGameTitle()
- Description: Returns game title.
- Function: CVersion::GetVersionLabel
- Signature: string CVersion::GetVersionLabel()
- Description: Returns version label.
- Function: CalcClosestPointOnAABB
- Signature: Vector CalcClosestPointOnAABB(Vector, Vector, Vector)
- Description: Returns the closest point on a bounding box.
- Function: CalcClosestPointOnLine
- Signature: Vector CalcClosestPointOnLine(Vector, Vector, Vector)
- Description: Returns the closest point on a line.
- Function: CalcClosestPointOnLineSegment
- Signature: Vector CalcClosestPointOnLineSegment(Vector, Vector, Vector)
- Description: Returns the closest point on a line segment.
- Function: CalcDistanceToLine
- Signature: float CalcDistanceToLine(Vector, Vector, Vector)
- Description: Returns the distance to a line.
- Function: CalcDistanceToLineSegment
- Signature: float CalcDistanceToLineSegment(Vector, Vector, Vector)
- Description: Returns the distance to a line segment.
- Function: CalcSqrDistanceToAABB
- Signature: float CalcSqrDistanceToAABB(Vector, Vector, Vector)
- Description: Returns the squared distance to a bounding box.
- Function: CalculateBulletDamageForce
- Signature: void CalculateBulletDamageForce(handle, int, Vector, Vector, float)
- Description: Fill out a damage info handle with a damage force for a bullet impact.
- Function: CalculateExplosiveDamageForce
- Signature: void CalculateExplosiveDamageForce(handle, Vector, Vector, float)
- Description: Fill out a damage info handle with a damage force for an explosive.
- Function: CalculateMeleeDamageForce
- Signature: void CalculateMeleeDamageForce(handle, Vector, Vector, float)
- Description: Fill out a damage info handle with a damage force for a melee impact.
- Function: CenterPrint
- Signature: void CenterPrint(handle, string)
- Description: Sends HUD text message to the client. Usage: CenterPrint(<player ent handle>, <string>)
- Function: CenterPrintAll
- Signature: void CenterPrintAll(string)
- Description: Sends HUD text message to all clients. Usage: CenterPrintAll(<string>)
- Function: CenterPrintAllWithParams
- Signature: void CenterPrintAllWithParams(string, string, string, string, string)
- Description: Sends HUD text message to all clients, with optional string params. Format is limited to strings and is mapped to param order, i.e. %s1, %s2, %s3, %s4. You can pass an empty string as a param to skip. Usage: CenterPrintAllWithParams(<string>, <p1>, <p2>, <p3>, <p4>)
- Function: CenterPrintWithParams
- Signature: void CenterPrintWithParams(handle, string, string, string, string, string)
- Description: Sends HUD text message to the client, with optional string params. Format is limited to strings and is mapped to param order, i.e. %s1, %s2, %s3, %s4. You can pass an empty string as a param to skip. Usage: CenterPrintWithParams(<player ent handle>, <string>, <p1>, <p2>, <p3>, <p4>)
- Function: Color::GetRawColor
- Signature: int Color::GetRawColor()
- Description: Gets the raw color integer.
- Function: Color::SetColor
- Signature: void Color::SetColor(int, int, int, int)
- Description: Sets the color.
- Function: Color::SetRawColor
- Signature: void Color::SetRawColor(int)
- Description: Sets the raw color integer.
- Function: ConcatTransforms
- Signature: void ConcatTransforms(handle, handle, handle)
- Description: Concatenates two transformation matrices into another matrix.
- Function: CreateDamageInfo
- Signature: handle CreateDamageInfo(handle, handle, Vector, Vector, float, int)
- Function: CreateFireBulletsInfo
- Signature: handle CreateFireBulletsInfo(int, Vector, Vector, Vector, float, handle)
- Function: CreateProp
- Signature: handle CreateProp(string, Vector, string, int)
- Description: Create a physics prop
- Function: CreateRope
- Signature: handle CreateRope(handle, handle, int, int, float, string, int, int)
- Description: Creates a single rope between two entities. Can optionally follow specific attachments.
- Function: DebugDrawBox
- Signature: void DebugDrawBox(Vector, Vector, Vector, int, int, int, int, float)
- Description: Draw a debug overlay box
- Function: DebugDrawLine
- Signature: void DebugDrawLine(Vector, Vector, int, int, int, bool, float)
- Description: Draw a debug overlay box
- Function: DecalTrace
- Signature: void DecalTrace(handle, string)
- Description: Creates a dynamic decal based on the given trace info. The trace information can be generated by TraceLineComplex() and the decal name must be from decals_subrect.txt.
- Function: DestroyDamageInfo
- Signature: void DestroyDamageInfo(handle)
- Function: DestroyFireBulletsInfo
- Signature: void DestroyFireBulletsInfo(handle)
- Function: DispatchParticleEffect
- Signature: function DispatchParticleEffect(particleName, origin, angles, entity)
- Description: Dispatches a one-off particle system
- Function: DispatchParticleEffectByAttachment
- Signature: void DispatchParticleEffectByAttachment(string, int, handle, string, bool)
- Description: Dispatches one-off particle system by attaching to an entity. Params: <particle name>, <attach type>, <target entity>, <attachment name>, <reset all particles on entity?>
- Function: DispatchSpawn
- Signature: void DispatchSpawn(handle)
- Description: Spawns an unspawned entity.
- Function: DoIncludeScript
- Signature: bool DoIncludeScript(string, handle)
- Description: Execute a script (internal)
- Function: EmitSoundOn
- Signature: void EmitSoundOn(string, handle)
- Description: Play named sound on an entity.
- Function: EmitSoundOnClient
- Signature: void EmitSoundOnClient(string, handle, handle)
- Description: Play named sound only on the client for the specified player.
- Function: EmitSoundParamsOn
- Signature: void EmitSoundParamsOn(handle, handle)
- Description: Play EmitSound_t params on an entity.
- Function: EmitSound_t::ClearOrigin
- Signature: void EmitSound_t::ClearOrigin()
- Description: Clears the sound's origin override if it has one.
- Function: EmitSound_t::GetChannel
- Signature: int EmitSound_t::GetChannel()
- Function: EmitSound_t::GetEmitCloseCaption
- Signature: bool EmitSound_t::GetEmitCloseCaption()
- Description: Gets whether or not the sound will emit closed captioning/subtitles.
- Function: EmitSound_t::GetFlags
- Signature: int EmitSound_t::GetFlags()
- Description: Gets the sound's flags. See the 'SND_' set of constants.
- Function: EmitSound_t::GetOrigin
- Signature: Vector EmitSound_t::GetOrigin()
- Description: Gets the sound's origin override.
- Function: EmitSound_t::GetSoundLevel
- Signature: int EmitSound_t::GetSoundLevel()
- Description: Gets the sound's level in decibels. (Note that this may not apply to soundscripts)
- Function: EmitSound_t::GetSoundName
- Signature: string EmitSound_t::GetSoundName()
- Description: Gets the sound's file path or soundscript name.
- Function: EmitSound_t::GetSoundScriptHandle
- Signature: int EmitSound_t::GetSoundScriptHandle()
- Function: EmitSound_t::GetSoundTime
- Signature: float EmitSound_t::GetSoundTime()
- Description: Gets the time the sound will begin, relative to Time().
- Function: EmitSound_t::GetSpeakerEntity
- Signature: int EmitSound_t::GetSpeakerEntity()
- Description: Gets the sound's original source if it is being transmitted by a microphone.
- Function: EmitSound_t::GetSpecialDSP
- Signature: int EmitSound_t::GetSpecialDSP()
- Function: EmitSound_t::GetVolume
- Signature: float EmitSound_t::GetVolume()
- Description: (Note that this may not apply to soundscripts)
- Function: EmitSound_t::GetWarnOnDirectWaveReference
- Signature: bool EmitSound_t::GetWarnOnDirectWaveReference()
- Description: Gets whether or not the sound will send a message to the console if it references a direct sound file instead of a soundscript.
- Function: EmitSound_t::GetWarnOnMissingCloseCaption
- Signature: bool EmitSound_t::GetWarnOnMissingCloseCaption()
- Description: Gets whether or not the sound will send a message to the console if there is no corresponding closed captioning token.
- Function: EmitSound_t::HasOrigin
- Signature: bool EmitSound_t::HasOrigin()
- Description: Returns true if the sound has an origin override.
- Function: EmitSound_t::SetChannel
- Signature: void EmitSound_t::SetChannel(int)
- Function: EmitSound_t::SetEmitCloseCaption
- Signature: void EmitSound_t::SetEmitCloseCaption(bool)
- Description: Sets whether or not the sound will emit closed captioning/subtitles.
- Function: EmitSound_t::SetFlags
- Signature: void EmitSound_t::SetFlags(int)
- Description: Sets the sound's flags. See the 'SND_' set of constants.
- Function: EmitSound_t::SetOrigin
- Signature: void EmitSound_t::SetOrigin(Vector)
- Description: Sets the sound's origin override.
- Function: EmitSound_t::SetSoundLevel
- Signature: void EmitSound_t::SetSoundLevel(int)
- Description: Sets the sound's level in decibels. (Note that this may not apply to soundscripts)
- Function: EmitSound_t::SetSoundName
- Signature: void EmitSound_t::SetSoundName(string)
- Description: Sets the sound's file path or soundscript name.
- Function: EmitSound_t::SetSoundScriptHandle
- Signature: void EmitSound_t::SetSoundScriptHandle(int)
- Function: EmitSound_t::SetSoundTime
- Signature: void EmitSound_t::SetSoundTime(float)
- Description: Sets the time the sound will begin, relative to Time().
- Function: EmitSound_t::SetSpeakerEntity
- Signature: void EmitSound_t::SetSpeakerEntity(int)
- Description: Sets the sound's original source if it is being transmitted by a microphone.
- Function: EmitSound_t::SetSpecialDSP
- Signature: void EmitSound_t::SetSpecialDSP(int)
- Function: EmitSound_t::SetVolume
- Signature: void EmitSound_t::SetVolume(float)
- Description: (Note that this may not apply to soundscripts)
- Function: EmitSound_t::SetWarnOnDirectWaveReference
- Signature: void EmitSound_t::SetWarnOnDirectWaveReference(bool)
- Description: Sets whether or not the sound will send a message to the console if it references a direct sound file instead of a soundscript.
- Function: EmitSound_t::SetWarnOnMissingCloseCaption
- Signature: void EmitSound_t::SetWarnOnMissingCloseCaption(bool)
- Description: Sets whether or not the sound will send a message to the console if there is no corresponding closed captioning token.
- Function: EntFire
- Signature: function EntFire(target, action, value, delay, activator, caller)
- Description: Generate an entity i/o event
- Function: EntFireByHandle
- Signature: function EntFireByHandle(target, action, value, delay, activator, caller)
- Description: Generate an entity i/o event. First parameter is an entity instance.
- Function: EntIndexToHScript
- Signature: handle EntIndexToHScript(int)
- Description: Returns the script handle for the given entity index.
- Function: EntitiesAtPoint
- Signature: void EntitiesAtPoint(handle, int, Vector, int)
- Description: Gets all entities which are intersecting a point in space. This function copies them to an array with a maximum number of elements.
- Function: EntitiesInBox
- Signature: void EntitiesInBox(handle, int, Vector, Vector, int)
- Description: Gets all entities which are within a worldspace box. This function copies them to an array with a maximum number of elements.
- Function: EntitiesInSphere
- Signature: void EntitiesInSphere(handle, int, Vector, float, int)
- Description: Gets all entities which are within a sphere. This function copies them to an array with a maximum number of elements.
- Function: ExponentialDecay
- Signature: float ExponentialDecay(float, float, float)
- Description: decayTo is factor the value should decay to in decayTime
- Function: FLerp
- Signature: float FLerp(float, float, float, float, float)
- Function: FMOD_PrecacheSound
- Signature: bool FMOD_PrecacheSound(string)
- Description: Precaches a sound file or soundscript entry to FMOD sound system.
- Function: FileToKeyValues
- Signature: handle FileToKeyValues(string)
- Description: Returns the CScriptKeyValues from the file, null if no file or file is too big.
- Function: FireBulletsInfo_t::GetAdditionalIgnoreEnt
- Signature: handle FireBulletsInfo_t::GetAdditionalIgnoreEnt()
- Function: FireBulletsInfo_t::GetAmmoType
- Signature: int FireBulletsInfo_t::GetAmmoType()
- Function: FireBulletsInfo_t::GetAttacker
- Signature: handle FireBulletsInfo_t::GetAttacker()
- Function: FireBulletsInfo_t::GetDamage
- Signature: float FireBulletsInfo_t::GetDamage()
- Description: Gets the damage the bullets should deal. 0 = use ammo type
- Function: FireBulletsInfo_t::GetDamageForceScale
- Signature: float FireBulletsInfo_t::GetDamageForceScale()
- Function: FireBulletsInfo_t::GetDirShooting
- Signature: Vector FireBulletsInfo_t::GetDirShooting()
- Function: FireBulletsInfo_t::GetDistance
- Signature: float FireBulletsInfo_t::GetDistance()
- Description: Gets the distance the bullets should travel.
- Function: FireBulletsInfo_t::GetFlags
- Signature: int FireBulletsInfo_t::GetFlags()
- Description: Gets the flags the bullets should use.
- Function: FireBulletsInfo_t::GetPlayerDamage
- Signature: int FireBulletsInfo_t::GetPlayerDamage()
- Description: Gets the damage the bullets should deal when hitting the player. 0 = use regular damage
- Function: FireBulletsInfo_t::GetPrimaryAttack
- Signature: bool FireBulletsInfo_t::GetPrimaryAttack()
- Description: Gets whether the bullets came from a primary attack.
- Function: FireBulletsInfo_t::GetShots
- Signature: int FireBulletsInfo_t::GetShots()
- Description: Gets the number of shots which should be fired.
- Function: FireBulletsInfo_t::GetSource
- Signature: Vector FireBulletsInfo_t::GetSource()
- Function: FireBulletsInfo_t::GetSpread
- Signature: Vector FireBulletsInfo_t::GetSpread()
- Function: FireBulletsInfo_t::GetTracerFreq
- Signature: int FireBulletsInfo_t::GetTracerFreq()
- Function: FireBulletsInfo_t::SetAdditionalIgnoreEnt
- Signature: void FireBulletsInfo_t::SetAdditionalIgnoreEnt(handle)
- Function: FireBulletsInfo_t::SetAmmoType
- Signature: void FireBulletsInfo_t::SetAmmoType(int)
- Function: FireBulletsInfo_t::SetAttacker
- Signature: void FireBulletsInfo_t::SetAttacker(handle)
- Function: FireBulletsInfo_t::SetDamage
- Signature: void FireBulletsInfo_t::SetDamage(float)
- Description: Sets the damage the bullets should deal. 0 = use ammo type
- Function: FireBulletsInfo_t::SetDamageForceScale
- Signature: void FireBulletsInfo_t::SetDamageForceScale(float)
- Function: FireBulletsInfo_t::SetDirShooting
- Signature: void FireBulletsInfo_t::SetDirShooting(Vector)
- Function: FireBulletsInfo_t::SetDistance
- Signature: void FireBulletsInfo_t::SetDistance(float)
- Description: Sets the distance the bullets should travel.
- Function: FireBulletsInfo_t::SetFlags
- Signature: void FireBulletsInfo_t::SetFlags(float)
- Description: Sets the flags the bullets should use.
- Function: FireBulletsInfo_t::SetPlayerDamage
- Signature: void FireBulletsInfo_t::SetPlayerDamage(float)
- Description: Sets the damage the bullets should deal when hitting the player. 0 = use regular damage
- Function: FireBulletsInfo_t::SetPrimaryAttack
- Signature: void FireBulletsInfo_t::SetPrimaryAttack(bool)
- Description: Sets whether the bullets came from a primary attack.
- Function: FireBulletsInfo_t::SetShots
- Signature: void FireBulletsInfo_t::SetShots(int)
- Description: Sets the number of shots which should be fired.
- Function: FireBulletsInfo_t::SetSource
- Signature: void FireBulletsInfo_t::SetSource(Vector)
- Function: FireBulletsInfo_t::SetSpread
- Signature: void FireBulletsInfo_t::SetSpread(Vector)
- Function: FireBulletsInfo_t::SetTracerFreq
- Signature: void FireBulletsInfo_t::SetTracerFreq(int)
- Function: FireGameEvent
- Signature: void FireGameEvent(string, handle)
- Description: Fire a game event.
- Function: FireGameEventLocal
- Signature: void FireGameEventLocal(string, handle)
- Description: Fire a game event without broadcasting to the client.
- Function: FrameTime
- Signature: float FrameTime()
- Description: Get the time spent on the server in the last frame
- Function: FreeMatrixInstance
- Signature: void FreeMatrixInstance(handle)
- Description: Frees an allocated matrix instance.
- Function: FreeQuaternionInstance
- Signature: void FreeQuaternionInstance(handle)
- Description: Frees an allocated quaternion instance.
- Function: Gain
- Signature: float Gain(float, float)
- Description: Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
- Function: GetActivityName
- Signature: string GetActivityName(int)
- Description: Gets the name of the specified activity index.
- Function: GetFrameCount
- Signature: int GetFrameCount()
- Description: Absolute frame counter
- Function: GetLoadType
- Signature: int GetLoadType()
- Description: Get the way the current game was loaded (corresponds to the MapLoad enum)
- Function: GetMapName
- Signature: string GetMapName()
- Description: Get the name of the map.
- Function: GetPhysAngVelocity
- Signature: Vector GetPhysAngVelocity(handle)
- Description: Gets physics angular velocity for the given VPhysics object
- Function: GetPhysVelocity
- Signature: Vector GetPhysVelocity(handle)
- Description: Gets physics velocity for the given VPhysics object
- Function: GetPlayerByIndex
- Signature: handle GetPlayerByIndex(int)
- Description: Returns a handle to a player by index. Only returns if the player is spawned and connected, otherwise returns null.
- Function: GetPlayerByName
- Signature: handle GetPlayerByName(string)
- Description: Returns a handle to a player by name.
- Function: GetPlayerByUserId
- Signature: handle GetPlayerByUserId(int)
- Description: Returns a handle to a player by user id.
- Function: GuessDamageForce
- Signature: void GuessDamageForce(handle, Vector, Vector, float)
- Description: Try and guess the physics force to use.
- Function: IPhysicsObject::ApplyForceCenter
- Signature: void IPhysicsObject::ApplyForceCenter(Vector)
- Function: IPhysicsObject::ApplyForceOffset
- Signature: void IPhysicsObject::ApplyForceOffset(Vector, Vector)
- Function: IPhysicsObject::ApplyTorqueCenter
- Signature: void IPhysicsObject::ApplyTorqueCenter(Vector)
- Function: IPhysicsObject::EnableCollisions
- Signature: void IPhysicsObject::EnableCollisions(bool)
- Function: IPhysicsObject::EnableDrag
- Signature: void IPhysicsObject::EnableDrag(bool)
- Function: IPhysicsObject::EnableGravity
- Signature: void IPhysicsObject::EnableGravity(bool)
- Function: IPhysicsObject::EnableMotion
- Signature: void IPhysicsObject::EnableMotion(bool)
- Function: IPhysicsObject::GetInertia
- Signature: Vector IPhysicsObject::GetInertia()
- Function: IPhysicsObject::GetInvInertia
- Signature: Vector IPhysicsObject::GetInvInertia()
- Function: IPhysicsObject::GetInvMass
- Signature: float IPhysicsObject::GetInvMass()
- Function: IPhysicsObject::GetMass
- Signature: float IPhysicsObject::GetMass()
- Function: IPhysicsObject::GetName
- Signature: string IPhysicsObject::GetName()
- Function: IPhysicsObject::IsAsleep
- Signature: bool IPhysicsObject::IsAsleep()
- Function: IPhysicsObject::IsAttachedToConstraint
- Signature: bool IPhysicsObject::IsAttachedToConstraint(bool)
- Function: IPhysicsObject::IsCollisionEnabled
- Signature: bool IPhysicsObject::IsCollisionEnabled()
- Function: IPhysicsObject::IsDragEnabled
- Signature: bool IPhysicsObject::IsDragEnabled()
- Function: IPhysicsObject::IsFluid
- Signature: bool IPhysicsObject::IsFluid()
- Function: IPhysicsObject::IsGravityEnabled
- Signature: bool IPhysicsObject::IsGravityEnabled()
- Function: IPhysicsObject::IsHinged
- Signature: bool IPhysicsObject::IsHinged()
- Function: IPhysicsObject::IsMotionEnabled
- Signature: bool IPhysicsObject::IsMotionEnabled()
- Function: IPhysicsObject::IsMoveable
- Signature: bool IPhysicsObject::IsMoveable()
- Function: IPhysicsObject::IsStatic
- Signature: bool IPhysicsObject::IsStatic()
- Function: IPhysicsObject::IsTrigger
- Signature: bool IPhysicsObject::IsTrigger()
- Function: IPhysicsObject::SetInertia
- Signature: void IPhysicsObject::SetInertia(Vector)
- Function: IPhysicsObject::SetMass
- Signature: void IPhysicsObject::SetMass(float)
- Function: IPhysicsObject::Sleep
- Signature: void IPhysicsObject::Sleep()
- Function: IPhysicsObject::Wake
- Signature: void IPhysicsObject::Wake()
- Function: InsertAISound
- Signature: void InsertAISound(int, Vector, int, float, handle, int, handle)
- Description: Inserts an AI sound.
- Function: IntervalPerTick
- Signature: float IntervalPerTick()
- Description: Simulation tick interval
- Function: IsClient
- Signature: bool IsClient()
- Description: Returns true if the script is being run on the client.
- Function: IsDedicatedServer
- Signature: bool IsDedicatedServer()
- Description: Is this a dedicated server?
- Function: IsLinux
- Signature: bool IsLinux()
- Description: Returns true if the game is being run on a Linux machine.
- Function: IsServer
- Signature: bool IsServer()
- Description: Returns true if the script is being run on the server.
- Function: IsWindows
- Signature: bool IsWindows()
- Description: Returns true if the game is being run on a Windows machine.
- Function: Lerp
- Signature: float Lerp(float, float, float)
- Function: ListenToGameEvent
- Signature: int ListenToGameEvent(string, handle, string)
- Description: Register as a listener for a game event from script.
- Function: MatricesAreEqual
- Signature: void MatricesAreEqual(handle, handle)
- Description: Checks if two matrices are equal.
- Function: MatrixAngles
- Signature: void MatrixAngles(handle, Vector, Vector)
- Description: Gets the angles and position of a matrix.
- Function: MatrixCopy
- Signature: void MatrixCopy(handle, handle)
- Description: Copies a matrix to another matrix.
- Function: MatrixGetColumn
- Signature: Vector MatrixGetColumn(handle, int)
- Description: Gets the column of a matrix.
- Function: MatrixGetTranslation
- Signature: Vector MatrixGetTranslation(handle)
- Description: Gets a matrix's translation.
- Function: MatrixInvert
- Signature: void MatrixInvert(handle, handle)
- Description: Inverts a matrix and copies the result to another matrix.
- Function: MatrixQuaternion
- Signature: void MatrixQuaternion(handle, handle)
- Description: Converts a matrix to a quaternion.
- Function: MatrixScaleBy
- Signature: void MatrixScaleBy(float, handle)
- Description: Scales a matrix.
- Function: MatrixScaleByZero
- Signature: void MatrixScaleByZero(handle)
- Description: Scales a matrix by zero.
- Function: MatrixSetColumn
- Signature: void MatrixSetColumn(Vector, int, handle)
- Description: Sets the column of a matrix.
- Function: MatrixSetTranslation
- Signature: void MatrixSetTranslation(Vector, handle)
- Description: Sets a matrix's translation.
- Function: MaxPlayers
- Signature: int MaxPlayers()
- Description: Get the maximum number of players allowed on this server
- Function: Msg
- Signature: void Msg(string)
- Function: NPrint
- Signature: void NPrint(int, string)
- Description: Notification print
- Function: NXPrint
- Signature: void NXPrint(int, int, int, int, bool, float, string)
- Description: Notification print, customised
- Function: ParticleTracerEffect
- Signature: void ParticleTracerEffect(string, Vector, Vector, int, int, bool)
- Description: Makes a tracer effect by using a particle. Params: <particle name>, <startpos>, <endpos>, <entindex>, <attachment idx>, <should whiz?>
- Function: PrecacheEntityFromTable
- Signature: void PrecacheEntityFromTable(string, handle)
- Description: Precache an entity from KeyValues in a table.
- Function: PrecacheMaterial
- Signature: void PrecacheMaterial(string)
- Description: Precaches a material for later usage.
- Function: PrecacheModel
- Signature: int PrecacheModel(string, bool)
- Description: Precaches a model for later usage.
- Function: PrecacheOther
- Signature: void PrecacheOther(string, string)
- Description: Precaches an entity class for later usage.
- Function: PrecacheParticleSystem
- Signature: void PrecacheParticleSystem(string)
- Description: Precaches a particle system for later usage.
- Function: PredictedPosition
- Signature: Vector PredictedPosition(handle, float)
- Description: Predicts what an entity's position will be in a given amount of time.
- Function: Quaternion::Init
- Signature: void Quaternion::Init(float, float, float, float)
- Description: Creates a quaternion with the given values.
- Function: QuaternionAdd
- Signature: void QuaternionAdd(handle, handle, handle)
- Description: Adds two quaternions together into another quaternion.
- Function: QuaternionAngles
- Signature: Vector QuaternionAngles(handle)
- Description: Converts a quaternion to angles.
- Function: QuaternionMatrix
- Signature: void QuaternionMatrix(handle, handle)
- Description: Converts a quaternion to a matrix.
- Function: RandomFloat
- Signature: float RandomFloat(float, float)
- Description: Generate a random floating point number within a range, inclusive.
- Function: RandomInt
- Signature: int RandomInt(int, int)
- Description: Generate a random integer within a range, inclusive.
- Function: ReadMapKeyValues
- Signature: handle ReadMapKeyValues()
- Description: Read the KeyValues from <mapname>_kv.txt file.
- Function: RegisterActivityConstants
- Signature: void RegisterActivityConstants()
- Description: Registers all activity IDs as usable constants.
- Function: RemapVal
- Signature: float RemapVal(float, float, float, float, float)
- Function: RemapValClamped
- Signature: float RemapValClamped(float, float, float, float, float)
- Function: SaveEntityKVToTable
- Signature: void SaveEntityKVToTable(handle, handle)
- Description: Saves an entity's keyvalues to a table.
- Function: SetIdentityMatrix
- Signature: void SetIdentityMatrix(handle)
- Description: Turns a matrix into an identity matrix.
- Function: SetPhysVelocity
- Signature: void SetPhysVelocity(handle, Vector, Vector)
- Description: Sets physics velocity for the given VPhysics object
- Function: SetScaleMatrix
- Signature: void SetScaleMatrix(float, float, float, handle)
- Description: Builds a scale matrix.
- Function: ShowMessage
- Signature: void ShowMessage(string)
- Description: Print a hud message on all clients
- Function: SimpleSpline
- Signature: float SimpleSpline(float)
- Function: SimpleSplineRemapVal
- Signature: float SimpleSplineRemapVal(float, float, float, float, float)
- Description: remaps a value in [startInterval, startInterval+rangeInterval] from linear to spline using SimpleSpline
- Function: SimpleSplineRemapValClamped
- Signature: float SimpleSplineRemapValClamped(float, float, float, float, float)
- Description: remaps a value in [startInterval, startInterval+rangeInterval] from linear to spline using SimpleSpline
- Function: SmoothCurve
- Signature: float SmoothCurve(float)
- Description: SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
- Function: SmoothCurve_Tweak
- Signature: float SmoothCurve_Tweak(float, float, float)
- Description: SmoothCurve peaks at flPeakPos, flPeakSharpness controls the sharpness of the peak
- Function: SpawnEntityFromKeyValues
- Signature: handle SpawnEntityFromKeyValues(string, handle)
- Description: Spawns an entity with the keyvalues in a CScriptKeyValues handle.
- Function: SpawnEntityFromTable
- Signature: handle SpawnEntityFromTable(string, handle)
- Description: Native function for entity spawning.
- Function: StopListeningToAllGameEvents
- Signature: void StopListeningToAllGameEvents(string)
- Description: Stop listening to all game events within a specific context.
- Function: StopListeningToGameEvent
- Signature: bool StopListeningToGameEvent(int)
- Description: Stop the specified event listener.
- Function: Time
- Signature: float Time()
- Description: Get the current server time
- Function: TraceHullComplex
- Signature: handle TraceHullComplex(Vector, Vector, Vector, Vector, handle, int, int)
- Description: Takes 2 points, min/max hull bounds, an ent to ignore, a trace mask, and a collision group to trace to a point using a hull. Returns a handle which can access all trace info.
- Function: TraceLine
- Signature: float TraceLine(Vector, Vector, handle)
- Description: given 2 points & ent to ignore, return fraction along line that hits world or models
- Function: TraceLineComplex
- Signature: handle TraceLineComplex(Vector, Vector, handle, int, int)
- Description: Complex version of TraceLine which takes 2 points, an ent to ignore, a trace mask, and a collision group. Returns a handle which can access all trace info.
- Function: TraceLineEx
- Signature: bool TraceLineEx(handle)
- Description: Does a raycast along a line specified by two vectors, returning the first entity or geometry hit along the way. Results are written to the passed-in table. The input variables are kept in the table after the trace.
- Function: TracerEffect
- Signature: void TracerEffect(Vector, Vector, int, int, float, bool, string)
- Description: Makes a tracer effect using the old non-particle system effects. Params: <startpos>, <endpos>, <target entity>, <entindex>, <attachment idx>, <velocity>, <should whiz?>, <custom tracer name>
- Function: UniqueString
- Signature: function UniqueString(string)
- Description: Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
- Function: Vector::Cross
- Signature: float Vector::Cross(vector)
- Description: Return the vector product of two vectors.
- Function: Vector::Dot
- Signature: float Vector::Dot(vector)
- Description: Return the dot/scalar product of two vectors.
- Function: Vector::Length
- Signature: float Vector::Length()
- Description: Return the vector's length.
- Function: Vector::Length2D
- Signature: float Vector::Length2D()
- Description: Return the vector's 2D length.
- Function: Vector::Length2DSqr
- Signature: float Vector::Length2DSqr()
- Description: Return the vector's squared 2D length.
- Function: Vector::LengthSqr
- Signature: float Vector::LengthSqr()
- Description: Return the vector's squared length.
- Function: Vector::Norm
- Signature: void Vector::Norm()
- Description: Normalize the vector in place.
- Function: Vector::Normalized
- Signature: float Vector::Normalized()
- Description: Return a normalized version of the vector.
- Function: Vector::Scale
- Signature: vector Vector::Scale(float)
- Description: Scale the vector's magnitude and return the result.
- Function: Vector::ToKVString
- Signature: string Vector::ToKVString()
- Description: Return a vector as a string in KeyValue form, without separation commas.
- Function: VectorAngles
- Signature: Vector VectorAngles(Vector)
- Description: Turns a direction vector into an angle.
- Function: VectorIRotate
- Signature: Vector VectorIRotate(Vector, handle)
- Description: Rotates a vector with the inverse of a matrix.
- Function: VectorITransform
- Signature: Vector VectorITransform(Vector, handle)
- Description: Transforms a vector with the inverse of a matrix.
- Function: VectorRotate
- Signature: Vector VectorRotate(Vector, handle)
- Description: Rotates a vector with a matrix.
- Function: VectorTransform
- Signature: Vector VectorTransform(Vector, handle)
- Description: Transforms a vector with a matrix.
- Function: WriteMapKeyValues
- Signature: bool WriteMapKeyValues(handle)
- Description: Stores the CScriptKeyValues into <mapname>_kv.txt file.
- Function: clamp
- Signature: float clamp(float, float, float)
- Function: csurface_t::Name
- Signature: string csurface_t::Name()
- Function: csurface_t::SurfaceProps
- Signature: handle csurface_t::SurfaceProps()
- Description: The surface's properties.
- Function: matrix3x4_t::Init
- Signature: void matrix3x4_t::Init(Vector, Vector, Vector, Vector)
- Description: Creates a matrix where the X axis = forward, the Y axis = left, and the Z axis = up.
- Function: max
- Signature: float max(float, float)
- Function: min
- Signature: float min(float, float)
- Function: printc
- Signature: void printc(int, int, int, string)
- Description: Version of print() which takes a color before the message.
- Function: printcl
- Signature: void printcl(int, int, int, string)
- Description: Version of printl() which takes a color before the message.
- Function: scriptanimevent_t::GetCycle
- Signature: float scriptanimevent_t::GetCycle()
- Function: scriptanimevent_t::GetEvent
- Signature: int scriptanimevent_t::GetEvent()
- Function: scriptanimevent_t::GetEventTime
- Signature: float scriptanimevent_t::GetEventTime()
- Function: scriptanimevent_t::GetOptions
- Signature: string scriptanimevent_t::GetOptions()
- Function: scriptanimevent_t::GetSource
- Signature: handle scriptanimevent_t::GetSource()
- Description: Gets the event's source entity.
- Function: scriptanimevent_t::GetType
- Signature: int scriptanimevent_t::GetType()
- Description: Gets the event's type flags. See the 'AE_TYPE_' set of constants for valid flags.
- Function: scriptanimevent_t::SetCycle
- Signature: void scriptanimevent_t::SetCycle(float)
- Function: scriptanimevent_t::SetEvent
- Signature: void scriptanimevent_t::SetEvent(int)
- Function: scriptanimevent_t::SetEventTime
- Signature: void scriptanimevent_t::SetEventTime(float)
- Function: scriptanimevent_t::SetOptions
- Signature: void scriptanimevent_t::SetOptions(string)
- Function: scriptanimevent_t::SetSource
- Signature: void scriptanimevent_t::SetSource(handle)
- Description: Sets the event's source entity.
- Function: scriptanimevent_t::SetType
- Signature: void scriptanimevent_t::SetType(int)
- Description: Sets the event's type flags. See the 'AE_TYPE_' set of constants for valid flags.
- Function: surfacedata_t::GetFriction
- Signature: float surfacedata_t::GetFriction()
- Function: surfacedata_t::GetJumpFactor
- Signature: float surfacedata_t::GetJumpFactor()
- Function: surfacedata_t::GetMaterialChar
- Signature: char surfacedata_t::GetMaterialChar()
- Function: surfacedata_t::GetSoundBreak
- Signature: string surfacedata_t::GetSoundBreak()
- Function: surfacedata_t::GetSoundBulletImpact
- Signature: string surfacedata_t::GetSoundBulletImpact()
- Function: surfacedata_t::GetSoundImpactHard
- Signature: string surfacedata_t::GetSoundImpactHard()
- Function: surfacedata_t::GetSoundImpactSoft
- Signature: string surfacedata_t::GetSoundImpactSoft()
- Function: surfacedata_t::GetSoundRolling
- Signature: string surfacedata_t::GetSoundRolling()
- Function: surfacedata_t::GetSoundScrapeRough
- Signature: string surfacedata_t::GetSoundScrapeRough()
- Function: surfacedata_t::GetSoundScrapeSmooth
- Signature: string surfacedata_t::GetSoundScrapeSmooth()
- Function: surfacedata_t::GetSoundStepLeft
- Signature: string surfacedata_t::GetSoundStepLeft()
- Function: surfacedata_t::GetSoundStepRight
- Signature: string surfacedata_t::GetSoundStepRight()
- Function: surfacedata_t::GetSoundStrain
- Signature: string surfacedata_t::GetSoundStrain()
- Function: surfacedata_t::GetThickness
- Signature: float surfacedata_t::GetThickness()
- Member: Color.a
- Signature: char Color.a
- Description: Member variable for alpha. (transparency)
- Member: Color.b
- Signature: char Color.b
- Description: Member variable for blue.
- Member: Color.g
- Signature: char Color.g
- Description: Member variable for green.
- Member: Color.r
- Signature: char Color.r
- Description: Member variable for red.
- Member: Quaternion.w
- Signature: float Quaternion.w
- Description: The quaternion's scalar component.
- Member: Quaternion.x
- Signature: float Quaternion.x
- Description: The quaternion's i axis component.
- Member: Quaternion.y
- Signature: float Quaternion.y
- Description: The quaternion's j axis component.
- Member: Quaternion.z
- Signature: float Quaternion.z
- Description: The quaternion's k axis component.
- Member: Vector.x
- Signature: float Vector.x
- Description: The vector's X coordinate on the cartesian X axis.
- Member: Vector.y
- Signature: float Vector.y
- Description: The vector's Y coordinate on the cartesian Y axis.
- Member: Vector.z
- Signature: float Vector.z
- Description: The vector's Z coordinate on the cartesian Z axis.
- Hook: CAI_BaseNPC -> GetActualShootPosition
- Signature: void CAI_BaseNPC -> GetActualShootPosition(Vector [shootOrigin], handle [target])
- Description: Called when the NPC is getting their actual shoot position, using the default shoot position as the parameter. (NOTE: NPCs which override this themselves might not always use this hook!)
- Hook: CAI_BaseNPC -> NPC_TranslateActivity
- Signature: variant CAI_BaseNPC -> NPC_TranslateActivity(string [activity], int [activity_id])
- Description: Called when the NPC is translating their current activity. The activity is provided in both string and ID form. Should return either an activity string or an activity ID. Return -1 to not translate.
- Hook: CAI_BaseNPC -> NPC_TranslateSchedule
- Signature: variant CAI_BaseNPC -> NPC_TranslateSchedule(string [schedule], int [schedule_id])
- Description: Called when the NPC is translating their current schedule. The schedule is provided in both string and ID form. Should return either a schedule string or a schedule ID. Return -1 to not translate.
- Hook: CAI_BaseNPC -> QueryHearSound
- Signature: bool CAI_BaseNPC -> QueryHearSound(handle [sound])
- Description: Called when the NPC is deciding whether to hear a CSound or not.
- Hook: CAI_BaseNPC -> QuerySeeEntity
- Signature: bool CAI_BaseNPC -> QuerySeeEntity(handle [entity])
- Description: Called when the NPC is deciding whether to see an entity or not.
- Hook: CBaseAnimating -> HandleAnimEvent
- Signature: bool CBaseAnimating -> HandleAnimEvent(handle [event])
- Description: Called when handling animation events. Return false to cancel base handling.
- Hook: CBaseAnimating -> OnServerRagdoll
- Signature: void CBaseAnimating -> OnServerRagdoll(handle [ragdoll], bool [submodel])
- Description: Called when this entity creates/turns into a server-side ragdoll.
- Hook: CBaseCombatCharacter -> RelationshipPriority
- Signature: int CBaseCombatCharacter -> RelationshipPriority(handle [entity], int [def])
- Description: Called when a character's relationship priority for another entity is requested. Returning a number will make the game use that priority instead of the default priority. (note: 'default' in this case includes overrides from ai_relationship/SetRelationship)
- Hook: CBaseCombatCharacter -> RelationshipType
- Signature: int CBaseCombatCharacter -> RelationshipType(handle [entity], int [def])
- Description: Called when a character's relationship to another entity is requested. Returning a disposition will make the game use that disposition instead of the default relationship. (note: 'default' in this case includes overrides from ai_relationship/SetRelationship)
- Hook: CBaseEntity -> HandleInteraction
- Signature: bool CBaseEntity -> HandleInteraction(int [interaction], handle [sourceEnt])
- Description: Called for internal game interactions. See the g_interaction set of constants for more information. Returning true or false will return that value without falling to any internal handling. Returning nothing will allow the interaction to fall to any internal handling.
- Hook: CBaseEntity -> ModifyEmitSoundParams
- Signature: void CBaseEntity -> ModifyEmitSoundParams(handle [params])
- Description: Called every time a sound is emitted on this entity, allowing for its parameters to be modified.
- Hook: CBaseEntity -> ModifySentenceParams
- Signature: void CBaseEntity -> ModifySentenceParams(handle [params])
- Description: Called every time a sentence is emitted on this entity, allowing for its parameters to be modified.
- Hook: CBaseEntity -> OnDeath
- Signature: bool CBaseEntity -> OnDeath(handle [info])
- Description: Called when the entity dies (Event_Killed). Returning false makes the entity cancel death, although this could have unforeseen consequences. For hooking any damage instead of just death, see filter_script and PassesFinalDamageFilter.
- Hook: CBaseEntity -> OnEntText
- Signature: string CBaseEntity -> OnEntText()
- Description: Called every frame when ent_text is enabled on the entity. Return a string to be added to the ent_text printout.
- Hook: CBaseEntity -> OnKilledOther
- Signature: void CBaseEntity -> OnKilledOther(handle [victim], handle [info])
- Description: Called when the entity kills another entity.
- Hook: CBaseEntity -> UpdateOnRemove
- Signature: void CBaseEntity -> UpdateOnRemove()
- Description: Called when the entity is being removed.
- Hook: CBaseEntity -> VPhysicsCollision
- Signature: void CBaseEntity -> VPhysicsCollision(handle [entity], float [speed], Vector [point], Vector [normal])
- Description: Called for every single VPhysics-related collision experienced by this entity.
- Hook: CBasePlayer -> PlayerRunCommand
- Signature: void CBasePlayer -> PlayerRunCommand(handle [command])
- Description: Called when running a player command on the server.
- Hook: CEntities -> OnEntityCreated
- Signature: void CEntities -> OnEntityCreated(handle [entity])
- Description: Called when an entity is created. Requires EnableEntityListening() to be fired beforehand.
- Hook: CEntities -> OnEntityDeleted
- Signature: void CEntities -> OnEntityDeleted(handle [entity])
- Description: Called when an entity is deleted. Requires EnableEntityListening() to be fired beforehand.
- Hook: CEntities -> OnEntitySpawned
- Signature: void CEntities -> OnEntitySpawned(handle [entity])
- Description: Called when an entity spawns. Requires EnableEntityListening() to be fired beforehand.
- Hook: CFilterScript -> PassesDamageFilter
- Signature: bool CFilterScript -> PassesDamageFilter(handle [caller], handle [info])
- Description: A hook used by filter_script to determine what damage should pass it when it's being used as a damage filter. Return true if the info should pass or false if it should not. If this hook is not defined in a filter_script, damage filter requests will instead check PassesFilter with the attacker as the activator.
- Hook: CFilterScript -> PassesFilter
- Signature: bool CFilterScript -> PassesFilter(handle [caller], handle [activator])
- Description: A hook used by filter_script to determine what entities should pass it. Return true if the entity should pass or false if it should not. This hook is required for regular filtering.
- Hook: CNMRiH_ItemCustom -> OnItemApply
- Signature: void CNMRiH_ItemCustom -> OnItemApply()
- Description: Called when this item is applied by a player (i.e. clicked in the inventory wheel).
- Hook: CNMRiH_ItemCustom -> OnItemDrop
- Signature: void CNMRiH_ItemCustom -> OnItemDrop()
- Description: Called when this item is dropped by a player.
- Hook: CNMRiH_ItemCustom -> OnItemPickup
- Signature: void CNMRiH_ItemCustom -> OnItemPickup()
- Description: Called when a player picks up this item (with +USE).
- Hook: CNMRiH_ItemCustom -> PostItemPickupThink
- Signature: void CNMRiH_ItemCustom -> PostItemPickupThink()
- Description: Called as a think function when the item is carried.
- Hook: CNMRiH_ItemCustom -> PreItemPickupThink
- Signature: void CNMRiH_ItemCustom -> PreItemPickupThink()
- Description: Called as a think function when the item isn't carried.
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