Miscellaneous#
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bool IsServer()#
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bool IsClient()#
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bool IsToolsMode()#
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bool IsFNF()#
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bool IsGameFromReload()#
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int GetCPULevel()#
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bool IsEnemyTeam(int ownTeam, int otherTeam)#
Returns if
otherTeam
is an enemy ofownTeam
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void SetMaxActivityMode(int mode)#
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int CalculateHashForString(string s)#
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void CreateRope(vector start, vector end, float length = 0, entity startEnt = null, entity endEnt = null, int startAttachment = 0, int endAttachment = 0, string material = "", int segmentCount = 0)#
Creates a rope between two points or entities.
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float GetTeamSkill(int team)#
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void SendToConsole(string cmd)#
Execute
cmd
on the local host
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void RecordAchievementEvent(string s1, number n1)#
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void ServiceEventQueue()#
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void SetDucking(string s1, string s2, number n1)#
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void GrantClientSidePickup_MatchCandy(entity player, int amount, vector origin, int flags, int recieptID)#
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void NoteMatchState(number a1, number a2, number a3, number a4, number a5, number a6, number a7, number a8, number a9)#
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void NoteLobbyState(number a1, string a2)#
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bool IsHighPerfDevServer()#
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bool ShouldAwardHappyHourBonus(entity player)#
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bool InPrediction()#
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bool IsFirstTimePredicted()#
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string GetMapName()#
Get the map name of the current map
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bool IsFastIterationEnabled()#
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bool BuildingCubeMaps()#
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bool IsTestMap()#
Returns value of IsTestMap from the level’s script list .rson file
Parents & Children#
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void AssertNoPlayerChildren(entity parent)#
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void TryClearParent(entity parent)#
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void SetForceDrawWhileParented(entity child, bool force)#
Visual Options#
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void SetCrosshairTeamColoringDisabled(entity player, bool disabled)#
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void SetHideOnCloak(entity ent, bool hide)#
VPK#
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void VPKNotifyFile(string file)#
Player Utils#
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bool IsPlayerSafeFromNPCs(entity player)#
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bool IsPlayerSafeFromProjectiles(entity player, vector origin)#
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entity GetWindowHint(vector startPos, number radius, number height, vector dir, number distance, number gravity, number margin, entity ignoreEnt)#
Returns the best window hint.
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void ScreenFade(entity player, number r, number g, number b, number fadeTime, number fadeHold, int fadeFlags)#
Fade the player’s scren.
Fade flags start with
FFADE_
Levels#
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void SetXPForLevel(int a, int b)#
Sets the XP required for a player to get to a certain level
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int GetLevelForXP(int n)#
Entity Utils#
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float GetHealthFrac(entity ent)#
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bool IsMagneticTarget(entity ent)#
Returns if an entity is a magnetic target
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bool IsTurret(entity ent)#
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int GetHitgroupForHitboxOnEntity(var a, number b)#
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void PutEntityInSafeSpot(entity ent, entity referenceEnt, entity movingGroundEnt, vector, safeStartingLocationForEntity, vector positionAtEndOfAnimationForEntity)#
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float GetHealthFrac(entity ent)
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bool IsMagneticTarget(entity ent)
Returns if an entity is a magnetic target
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bool IsTurret(entity ent)
Is entity a turret
Weapon Utils#
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void Weapon_SetDespawnTime(number time)#
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int GetImpactEffectTable(string weapon)#
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float CalcWeaponDamage(entity owner, entity target, entity weapon, number distanceToTarget, int extraMods)#
Preinstall#
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bool IsGameFullyInstalled()#
Returns true if the full game is installed. You can’t start mp or any sp map but sp_training and sp_crashsite if this is false.
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bool IsGamePartiallyInstalled()#
Returns true if the game is partially installed. You can’t start sp training this is false.
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float GetGameFullyInstalledProgress()#
Returns fraction 0.0 to 1.0 of downloading of full game progress.
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bool Script_IsRunningTrialVersion()#
Only call when we have an active user.
Script Reloads#
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void ReloadScriptCallbacks()#
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void ReloadingScriptsBegin()#
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void ReloadingScriptsEnd()#