Entities#
There are different Classes for Server and Client. Classes that start with C_
are exclusive to the Client VM and classes that only have the C
Prefix are only usable in the Server VM.
Most entries have three sub entries: The class available to the SERVER, the CLIENT and methods that are available on both VMs.
For a graphic reprasentation of the Server and Client class inheritance, refer to this chart
Note
Pay attention to the extends
keyword for each class! You can use every property of that the parent class has access to!
This List of Classes and their Methods is incomplete!
CBaseEntity / C_BaseEntity#
Basic enitity that most other entities inherit from.
CBaseEntity#
-
class CBaseEntity#
-
int SetHealth(int health)#
Set current health of this entity
-
int SetMaxHealth(int health)#
Set max health of this entity
-
void SetOwner(entity owner)#
Set the owner of this entity
-
entity GetSpawner()#
-
void Die()#
Kill this entity in the game sense - all callbacks and signals get triggered
-
bool NotSolid()#
Returns
false
if this entity is solid
-
void MoveTo(vector pos, float moveTime, float easeIn = 0, float easeOut = 0)#
Moves this entity to
pos
over the duration ofmoveTime
with ease in and ease outNote
Entites that are not movers get teleported instantly
-
void RotateTo(vector pos, float moveTime, float easeIn = 0, float easeOut = 0)#
Rotate to the specified angles over time with ease in and ease out.
-
void ClearInvulnerable()#
Make this entity vulnerable again
-
void SetInvulnerable()#
Make this entity invulnerable
-
void SetNextThinkNow()#
Trigger AI now
-
void SetNoTarget(bool noTarget)#
-
void SetNoTargetSmartAmmo(bool noTarget)#
-
void Minimap_SetClampToEdge(bool clamp)#
-
void Minimap_SetCustomState(int state)#
-
void Minimap_SetZOrder(int order)#
-
void Minimap_SetAlignUpright(bool align)#
-
void Minimap_SetObjectScale(float scale)#
-
void SetShieldHealth(int)#
-
void SetShieldHealthMax(int)#
-
int GetEncodedEHandle()#
-
void SetUsable(bool usable)#
Make this entity usable
-
void SetUsableByGroup(string group)#
Make this entity usable only for a specific group
-
void SetUsableRadius(float distance)#
Set the radius in which this entity can be interacted with
-
void UnsetUsable()#
Make this entity unusable
-
void SetUsableValue(int val)#
-
void Solid()#
Make this entity solid
-
void Fire(string output, string param = "", float delay = 0, entity activator = null, entity caller = null)#
Fire an output on this entity, with optional parm and delay
-
void FireNow(string output, string param = "", float delay = 0, entity activator = null, entity caller = null)#
Fire an output on this entity, with optional parm and delay (synchronous)
-
void DisableHibernation()#
-
void SetSize(float width, float height)#
-
void SetCloakFlicker(float intensity, float duration)#
Trigger cloak flicker effect
- void TakeDamage( int damageAmount, entity attacker_1, entity attacker_2, table { int scriptType, int damageType, int damageSourceId, vector origin, vector force } )
-
vector GetCenter()#
- void TraceAttackToTriggers( int damageAmount, entity attacker_1, entity attacker_2, table { int scriptType, int damageType, int damageSourceId, vector force }, vector startPos, vector endPos, vector direction )
-
void SetBlocksRadiusDamage(bool blocks)#
-
void SetDamageNotifications(bool getNotifs)#
-
entity NextMovePeer()#
-
void SetNameVisibleToEnemy(bool visible)#
-
void SetNameVisibleToFriendly(bool visible)#
-
void SetNameVisibleToOwner(bool visible)#
-
entity FirstMoveChild()#
-
entity GetRootMoveParent()#
-
void RemoveFromSpatialPartition()#
-
void SetUsePrompts(string pc_prompt, string console_prompt)#
-
void SetAngularVelocity(float x, float y, float z)#
-
void MakeInvisible()#
Make this entity invisible
-
void MakeVisible()#
Make this entity visible
-
entity GetGroundEntity()#
-
vector GetGroundRelativePos()#
-
int GetPhysicsSolidMask()#
-
void EnableAttackableByAI(int ai_priority_no_threat, int unknown, int ai_ap_flag)#
Set if this entity can be attacked by AI
-
void SetDeathNotifications(bool notifs)#
-
void SetTitle(string title)#
-
void SetAbsAngles(vector angles)#
-
void SetAbsOrigin(void origin)#
-
void Minimap_AlwaysShow(int team, entity ent)#
-
void RoundOriginAndAnglesToNearestNetworkValue()#
-
void ClearBossPlayer()#
Remove boss player reference from this entity.
-
void Minimap_DisplayDefault(int team, entity ent)#
-
void _typeof()#
Prints ent index, classname and target name of this entity to the console.
-
void DisableDraw()#
“consider this the mega hide”
-
void EnableDraw()#
“it’s back!”
-
string CreateStringForFunction(function func)#
this is a general purpose function that returns a string which, when executed, runs the given function on this entity.
the function must be called (or the entity deleted) at some point to avoid leaking the new slot we make in this Table.
compile with output with
compilestring
-
int SetHealth(int health)#
C_BaseEntity#
-
class C_BaseEntity#
-
string GetSignifierName()#
-
string GetBossPlayerName()#
-
void ForceShadowVisible(bool visible)#
-
void clKill()#
Kill this client side prop.
-
float Highlight_GetNearFadeDist()#
-
void Highlight_ResetFlags()#
-
void Highlight_SetFadeInTime(float time)#
-
void Highlight_SetFadeOutTime(float time)#
-
void Highlight_SetFarFadeDist(float dist)#
-
void Highlight_SetFlag(int highlightFlag, bool enable)#
-
void Highlight_SetLifeTime(float time)#
-
void Highlight_SetNearFadeDist(float dist)#
-
void Highlight_SetVisibilityType(int type)#
-
void Highlight_StartOn()#
Starts the highlight with the set configuration
-
void DisableRenderWithViewModelsNoZoom()#
-
void EnableRenderWithCockpit()#
-
void EnableRenderWithHud()#
-
void SetAttachOffsetAngles(vector angles)#
-
void SetAttachOffsetOrigin(vector origin)#
-
void SetVisibleForLocalPlayer(int visible)#
-
void InitHudElem(var key)#
-
string GetTitleForUI()#
-
float GetCloakFadeFactor()#
-
int Dev_GetEncodedEHandle()#
Returns the EHandle of this entity.
-
int Minimap_GetCustomState()#
-
int Minimap_GetZOrder()#
-
void DoDeathCallback(bool doCallback)#
-
void EnableHealthChangedCallback()#
-
void HideHUD()#
Hide HUD elements
-
void ShowHUD()#
Show HUD elements
-
bool IsHUDVisible()#
Return
true
if HUD is shown on this entity
-
string GetSignifierName()#
CDynamicProp / C_DynamicProp#
Shared#
- CDynamicProp / C_DynamicProp : extends CBaseAnimating / C_BaseAnimating
CDynamicProp#
- CDynamicProp : extends CBaseAnimating
-
void SetFullBodygroup(int group)#
-
void SetFullBodygroup(int group)#
C_DynamicProp#
- C_DynamicProp : extends C_BaseAnimating
CScriptProp / C_ScriptProp#
Shared#
CScriptProp#
C_ScriptProp#
CBaseCombatWeapon / C_BaseCombatWeapon#
Shared#
- CBaseCombatWeapon / C_BaseCombatWeapon : extends CBaseAnimating / C_BaseAnimating
-
string GetWeaponDescription()#
Returns the weapon description
-
string GetWeaponDescription()#
CBaseCombatWeapon#
- CBaseCombatWeapon : extends CBaseAnimating
C_BaseCombatWeapon#
- C_BaseCombatWeapon : extends C_BaseAnimating
CWeaponX / C_WeaponX#
Weapons hold by a player or that are lying on the ground are of this type.
Shared#
- CWeaponX / C_WeaponX : extends CBaseCombatWeapon / C_BaseCombatWeapon
-
entity GetWeaponOwner()#
Returns the owner of this weapon
-
bool GetAllowHeadShots()#
Returns
true
if this weapon can deal crits
-
float GetMaxDamageFarDist()#
Returns the max damage at the maximum travel distance
-
bool GetWeaponSettingBool(int setting)#
Get a weapon setting
-
float GetWeaponSettingFloat(int setting)#
Get a weapon setting
-
int GetWeaponSettingInt(int setting)#
Get a weapon setting
-
vector GetAttackDirection()#
-
vector GetAttackPosition()#
-
int GetWeaponPrimaryAmmoCount()#
Return the amount of ammo in a weapon
-
int GetWeaponPrimaryClipCount()#
Returns the amount of clips remaining in a weapon
-
int GetWeaponPrimaryClipCountMax()#
Returns the maximum ammo in a clip of a primary weapon
-
bool IsChargeWeapon()#
Returns
true
if this weapon is a charge weapon
-
void SetNextAttackAllowedTime(float time)#
You need to set a game time as time.
-
void SetWeaponChargeFractionForced(float frac)#
-
void SetWeaponPrimaryClipCount(int)#
-
string GetWeaponClassName()#
Returns the weapon class name
-
var GetWeaponInfoFileKeyField(string key)#
-
float GetCoreDuration()#
-
int GetWeaponType()#
-
array<string> GetMods()#
Get all mods of this weapon
-
bool IsWeaponOffhand()#
Returns
true
if this weapon is equipped as a offhand weapon
-
float GetWeaponChargeFraction()#
Returns the percent this weapon has been charged
-
float GetWeaponChargeTime()#
Returns the time this weapon needs to be charged
-
bool HasMod(string mod)#
Check if the array of mods for this weapon contains
mod
-
int GetWeaponCurrentEnergyCost()#
Returns the amount of energy consumed per use.
-
bool GetMeleeCanHitHumanSized()#
-
bool GetMeleeCanHitTitans()#
-
void DoMeleeHitConfirmation(float severityScale)#
-
void EmitWeaponNpcSound_DontUpdateLastFiredTime(int volume, float time)#
-
int GetDamageAmountForArmorType(int armor)#
-
float GetMeleeAttackRange()#
-
float GetMeleeLungeTargetRange()#
-
void SetMods(array<string> mods)#
Set the mods this weapon.
-
void EmitWeaponNpcSound(int volume, float duration)#
-
int GetWeaponDamageFlags()#
Returns a bitflag of damage types this weapon has.
-
bool SmartAmmo_IsEnabled(bool enabled)#
-
int SmartAmmo_GetNumTrackersOnEntity(entity target)#
-
array<entity> SmartAmmo_GetTrackedEntities()#
-
bool SmartAmmo_IsVisibleTarget(entity trackedEnt)#
-
string GetWeaponClass()#
-
void SetWeaponSkin(int skin)#
- entity FireWeaponGrenade( vector attackPos, vector throwVelocity, vector angularVelocity, float fuseTime, int contactDamageType, int explosionDamageType, bool isPredicted, bool isLagCompensated, bool bounce? )
-
int GetScriptFlags0()#
Returns script flags of this weapon.
-
bool ShouldPredictProjectiles()#
Returns
true
if clients should be predicting the projectiles fired from this weapon.
-
float GetScriptTime0()#
Returns the script time of this weapon.
-
void SetScriptTime0(float gameTime)#
gameTime
needs to be game time. The current game time can be retrieved withTime()
-
bool IsReloading()#
Returns
true
if this weapon is currently being reloaded.
-
void SetForcedADS()#
Force the holder to ADS this weapon.
-
void ClearForcedADS()#
Allow the holder to hipfire.
-
void EmitWeaponSound_1p3p(string sound1P, string sound3P)#
-
int GetChargeAnimIndex()#
-
void PlayWeaponEffectNoCull(asset effect1P, asset effect3P, string tagName)#
-
void RegenerateAmmoReset()#
-
void SetChargeAnimIndex(int index)#
-
void SetWeaponPrimaryAmmoCount(int count)#
Set the ammo of a primary weapon.
-
void StopWeaponEffect(asset effect1P, asset effect3P)#
Stops the effects.
-
int GetReloadMilestoneIndex()#
Reload progress. Reloading continues from there.
-
int GetAmmoPerShot()#
Returns the amount of ammo that is being used per shot.
-
bool IsBurstFireInProgress()#
-
void PlayWeaponEffect(asset effect1P, asset effect3P, string tagName)#
-
void StopWeaponSound(string sound)#
-
float GetSustainedDischargeDuration()#
-
void SetSustainedDischargeFractionForced(float frac)#
-
entity FireWeaponMissile(vector origin, vector dir, float missileSpeed, int contactDamageType, int explosionDamageType, bool doPopup, bool predict)#
-
int GetBurstFireShotsPending()#
-
bool AllowUse()#
Allow entities to use the weapon.
-
void RemoveMod(string mod)#
Remove the passed mod from this weapon.
-
array<entity> SmartAmmo_GetTargets()#
-
void SmartAmmo_TrackEntity(entity hitEnt, LMG_SMART_AMMO_TRACKER_TIME)#
-
void EmitWeaponSound(string sound)#
Play a sound on this weapon.
-
float GetWeaponChargeLevel()#
-
void SetWeaponBurstFireCount(int amount)#
-
int GetCurrentAltFireIndex()#
-
void ForceRelease()#
-
float SetWeaponChargeFraction()#
-
int GetProjectilesPerShot()#
-
entity FireWeaponBolt(vector origin, vector dir, float projectileSpeed, int contactDamageType, int explosionDamageType, bool predict, int index)#
-
bool IsWeaponInAds()#
Returns
true
if this weapon is in ADS.
-
void ResetWeaponToDefaultEnergyCost()#
Reset the amount of energy consumed per use
-
void SetWeaponEnergyCost(int cost)#
Set the amount of energy consumed per use.
-
entity FireWeaponBullet(vector origin, vector dir, int numBullets, damageType)#
Fires a hitscan bullet from this weapon.
-
bool IsWeaponAdsButtonPressed()#
Returns
true
while the ADS button is pressed.
-
float GetWeaponChargeLevelMax()#
-
bool IsReadyToFire()#
Returns
true
if the weapon can be fired.
-
void SetAttackKickRollScale(float scale)#
-
int GetShotCount()#
-
void AddMod(string mod)#
Add a mod to this weapon
-
void FireWeaponBullet_Special(vector origin, vector direction, int numShots, int damageType, bool noAntilag, bool noSpread, bool onlyDamageEntitiesOnce, bool unknownPurpose, bool noTracers, bool activeShot, bool doTraceBrushOnly)#
-
string GetWeaponSettingString(string setting)#
-
void SmartAmmo_UntrackEntity(entity target)#
-
string GetSmartAmmoWeaponType()#
Check if weaponType is valid:
Assert( weaponType in VALID_WEAPON_TYPES )
-
int GetWeaponBurstFireCount()#
-
void SmartAmmo_Clear(bool unknown_purpose, bool clearPartialLocks)#
-
vector SmartAmmo_GetFirePosition(entity target, int burstIndex)#
-
array<entity> SmartAmmo_GetStoredTargets()#
-
void SmartAmmo_StoreTargets()#
-
bool IsSustainedDischargeWeapon()#
-
int GetDamageSourceID()#
-
float GetGrenadeFuseTime()#
Note that fuse time of 0 means the grenade won’t explode on its own, instead it depends on OnProjectileCollision() functions to be defined and explode there.
-
void SetWeaponPrimaryClipCountAbsolute(int clipsize)#
-
entity GetWeaponUtilityEntity()#
-
bool IsForceRelease()#
-
bool IsWeaponRegenDraining()#
-
void SetWeaponPrimaryClipCountNoRegenReset(int clipsize)#
-
entity GetWeaponOwner()#
CWeaponX#
- CWeaponX : extends CBaseCombatWeapon
-
void SetWeaponUtilityEntity(entity ent)#
-
void ForceDryfireEvent()#
Force this weapon to dry fire
-
void PlayWeaponEffectOnOwner(asset effect, int bodypart)#
Play an effect on the weapon owner
-
void ForceReleaseFromServer()#
Will eventually result in
Grenade_OnWeaponToss_()
or equivalent function
-
bool IsForceReleaseFromServer()#
returns
true
if this weapon has been forced to be released
-
void SetWeaponUtilityEntity(entity ent)#
C_WeaponX#
CProjectile / C_Projectile#
Projectiles.
Shared#
- CProjectile / C_Projectile : extends CDynamicProp / C_DynamicProp
-
bool GetProjectileWeaponSettingBool(string setting)#
-
float GetProjectileWeaponSettingFloat(string setting)#
-
int GetProjectileWeaponSettingInt(string setting)#
-
string ProjectileGetWeaponClassName()#
-
void SetImpactEffectTable(string fxTableHandle)#
-
array<string> ProjectileGetMods()#
Returns an array of every mod this projectile has equipped
-
void SetProjectilTrailEffectIndex(int index)#
Set the projectile trail by index
-
void SetProjectileLifetime(float lifetime)#
Set the time after which this projectile gets destroyed programmatically
-
string ProjectileGetWeaponInfoFileKeyField(string key)#
-
void SetReducedEffects()#
Only use reduced effects for this projectile
-
asset GetProjectileWeaponSettingAsset(string setting)#
-
void SetVortexRefired(bool refired)#
Tells the code that the projectile was refired from the vortex so that it uses “projectile_vortex_vscript”
-
float GetProjectileCreationTime()#
Get the gametime when this projectile has been created
-
asset ProjectileGetWeaponInfoFileKeyFieldAsset(string key)#
-
bool GetProjectileWeaponSettingBool(string setting)#
CProjectile#
C_Projectile#
- C_Projectile : extends C_DynamicProp
CBaseGrenade / C_BaseGrenade#
Grenade entities in worldspace. Grenades that are equipped (“cooked”) by players are instances from the CWeaponX class.
Shared#
- CBaseGrenade / C_BaseGrenade : extends CProjectile / C_Projectile
-
float GetDamageRadius()#
Get the damage radius
-
float GetExplosionRadius()#
Get the explosion radius
-
void GrenadeExplode(vector normal)#
Explode this grenade now
-
entity GetThrower()#
Get the enitity that has thrown this grenade
-
bool GrenadeHasIgnited()#
Returns
true
if this grenade has already been ignited
-
void GrenadeIgnite()#
-
void SetDoesExplode(bool explodes)#
-
void InitMagnetic(float force, string attractKey)#
-
void ExplodeForCollisionCallback(vector normal)#
-
void MarkAsAttached()#
-
float GetDamageRadius()#
CBaseGrenade#
C_BaseGrenade#
- C_BaseGrenade : extends C_Projectile
CMissile / C_Missile#
Shared#
- CMissile / C_Missile : extends CProjectile / C_Projectile
-
void MissileExplode()#
Make this missile explode now
-
void InitMissileForRandomDriftFromWeaponSettings(vector pos, vector dir)#
-
void SetHomingSpeeds(int speed, int speed_for_dodging_player)#
-
void SetMissileTarget(enity target, vector offset)#
-
void SetMissileTargetPosition(vector pos)#
-
void InitMissileSpiral(vector pos, vector dir, int missileNumber, bool unknown_purpose1, bool unknown_purpose2)#
If both
slowAndExpand
andconsistentSpacing
are true, missiles fly faster instead of normalslowAndExpand
behavior.
-
void SetSpeed(float speed)#
-
entity GetMissileTarget()#
-
void InitMissileExpandContract(vector outward, vector inward, float launchOutTime, float launchInLerpTime, float launchInTime, float launchStraightLerpTime, vector missileEndPos, bool applyRandSpread)#
-
void InitMissileForRandomDrift(vector pos, vector dir)#
-
void MissileExplode()#
CMissile#
- CMissile : extends CProjectile
C_Missile#
- C_Missile : extends C_Projectile
CPlayer / C_Player#
Shared#
- CPlayer / C_Player : extends CBaseCombatCharacter / C_BaseCombatCharacter
-
int GetGen()#
Returns the gen of the player account.
-
int GetLevel()#
Returns the level of the player account.
-
int GetXP()#
Returns the xp of the player account.
-
entity GetFirstPersonProxy()#
-
string GetPlayerClass()#
-
void Lunge_ClearTarget()#
-
bool Lunge_IsActive()#
Returns
true
if the player is currently lunging to a melee victim.
-
bool GetForcedDialogueOnly()#
-
float GetLastPingTime()#
-
int GetNumPingsAvailable()#
-
int GetPingGroupAccumulator()#
-
float GetPingGroupStartTime()#
-
void SetLastPingTime(float time)#
-
void SetNumPingsAvailable(int num)#
-
void SetNumPingsUsed(int num)#
-
void SetPingGroupAccumulator(int acc)#
-
void SetPingGroupStartTime(float gametime)#
-
string GetPlayerName()#
Returns the player account name
-
int GetPlayerGameStat(int PGS)#
Returns the score of the player in the provided category. some categories are: PGS_KILLS, PGS_DEATHS, PGS_SCORE etc.
-
entity GetPetTitan()#
Returns the soul of the player’s autotitan.
-
bool GetTitanDisembarkEnabled()#
-
bool GetTitanEmbarkEnabled()#
-
bool IsBot()#
-
void SetTitanDisembarkEnabled(bool enabled)#
-
void SetTitanEmbarkEnabled(bool enabled)#
-
string GetPlayerSettings()#
-
int GetActiveBurnCardIndex()#
Returns the index of the selected burn card.
-
int Code_GetActiveBurnCardIndex()#
Use
GetActiveBurnCardIndex
instead
-
string GetPlayerSettingsField(string field)#
-
int GetCinematicEventFlags()#
-
entity GetObserverTarget()#
-
vector GetViewRight()#
-
vector GetViewVector()#
-
vector GetViewForward()#
-
vector GetViewUp()#
-
int GetPersistentVarAsInt(string key)#
-
entity GetViewModelEntity()#
-
int GetOutOfBoundsDeadTime()#
-
entity GetTitanSoulBeingRodeoed()#
-
vector CameraAngles()#
Returns the angles of this player’s camera.
-
float GetObjectiveEndTime()#
-
entity GetObjectiveEntity()#
-
int GetObjectiveIndex()#
-
enitity GetPredictedFirstPersonProxy()#
-
int GetPetTitanMode()#
-
bool IsWallHanging()#
Returns
true
if the player is wall hanging.
-
float GetNextTitanRespawnAvailable()#
-
var GetPersistentVar(string key)#
-
bool HasBadReputation()#
-
int GetObserverMode()#
-
float GetPlayerModHealth()#
-
bool IsInputCommandHeld(int flag)#
-
int GetPlayerNetInt(string state)#
-
float GetPlayerNetFloat(string state)#
-
entity GetHardpointEntity()#
-
bool GetPlayerNetBool(string key)#
-
bool IsCrouched()#
Returns
true
if the player is crouching.
-
bool IsStanding()#
Returns
true
if the player is standing
-
void IsTraversing()#
-
void IsWallRunning()#
Returns
true
if the player is wallrunning.
-
bool IsZiplining()#
Returns
true
if the player is currently attached to a zipline
-
vector Lunge_GetStartPositionOffset()#
-
void Lunge_SetTargetEntity(entity target, bool unknown_purpose)#
-
int PlayerMelee_GetState()#
-
bool PlayerMelee_IsAttackActive()#
-
void PlayerMelee_SetState(int state)#
-
void Lunge_EnableFlying()#
-
vector Lunge_GetEndPositionOffset()#
-
bool Lunge_IsGroundExecute()#
-
bool Lunge_IsLungingToEntity()#
-
void Lunge_LockPitch(bool lock)#
-
void Lunge_SetEndPositionOffset(vector offset)#
-
void Lunge_SetTargetPosition(vector pos)#
-
void PlayerMelee_EndAttack()#
-
entity PlayerMelee_GetAttackHitEntity()#
-
void PlayerMelee_SetAttackHitEntity(entity ent)#
-
void PlayerMelee_SetAttackRecoveryShouldBeQuick(bool beQuick)#
-
void PlayerMelee_StartAttack(int attackState)#
-
void SetSelectedOffhandToMelee()#
-
void Weapon_StartCustomActivity(string animation, bool unknown_purpose)#
-
float GetPlayerNetTime(string key)#
-
vector CameraPosition()#
Returns the camera position of this player.
-
entity GetPlayerNetEnt(string key)#
-
bool HasPassive(int passive)#
-
void Lunge_SetSmoothTime(float time)#
-
float SmartAmmo_GetHighestLockOnMeFraction()#
-
array<entity> SmartAmmo_GetHighestLocksOnMeEntities()#
-
float SmartAmmo_GetPreviousHighestLockOnMeFraction()#
-
void Grapple(vector direction)#
-
bool MayGrapple()#
-
int GetSuitGrapplePower()#
-
void SetSuitGrapplePower(float power)#
-
array<string> GetPlayerSettingsMods()#
-
void ClearMeleeDisabled()#
-
void SetMeleeDisabled()#
-
void RumbleEffect(int x, int y, int z)#
-
float GetInputAxisForward()#
Y Axis
-
float GetInputAxisRight()#
X Axis
-
int GetDodgePower()#
-
void HolsterWeapon()#
Holsters this weapon. The player can’t use it until it’s deployed again with
DeployWeapon
-
void DeployWeapon()#
May not work with
DeployAndEnableWeapons()
andHolsterAndDisableWeapons()
-
float GetZoomFrac()#
Returns the fractal of the current weapon zoom. 1.0 is fully zoomed in.
-
entity GetRemoteTurret()#
-
int GetGen()#
CPlayer#
- CPlayer : extends CBaseCombatCharacter
-
void CockpitStartDisembark()#
-
void NotifyDidDamage(entity damagedEnt, int hitbox, vector damagePosition, int customDamageType, float damage, int damageFlags, int hitGroup, enitity weapon, float distanceFromAttackOrigin)#
-
void Server_SetDodgePower(float dodgePower)#
-
void SetDodgePowerDelayScale(float delay)#
-
void SetPowerRegenRateScale(float scale)#
-
void SetPersistentVar(string key, var val)#
-
void ForceStand()#
Force this player to stand up
-
void UnforceStand()#
Allow crouching
-
void SetPlayerNetBool(string key, bool val)#
-
void Anim_StopGesture(int gesture)#
-
void PlayerCone_Disable()#
-
void PlayerCone_FromAnim()#
-
void PlayerCone_SetLerpTime(float time)#
-
void PlayerCone_SetMaxPitch(int maxPitch)#
-
void PlayerCone_SetMaxYaw(int maxYaw)#
-
void PlayerCone_SetMinPitch(int min)#
-
void PlayerCone_SetMinYaw(int min)#
-
entity CreateAnimatedPlayerDecoy(string decoyType)#
Decoy Types:
pt_mp_execution_attacker_hologram_01
,pt_mp_execution_attacker_hologram_02
,pt_mp_execution_attacker_hologram_03
-
void StopObserverMode()#
-
void CockpitStartEject()#
-
void FreezeControlsOnServer()#
-
void UnfreezeControlsOnServer()#
-
void CockpitStartBoot()#
-
void SetStaggering()#
-
void ForceCrouch()#
Force this player to crouch.
-
void UnforceCrouch()#
Allow this player to stand.
-
bool IsNoclipping()#
Returns
true
if noclip is enabled.
-
void SetCinematicEventFlags(int flag)#
-
void SetSyncedEntity(entity synced)#
-
void SnapEyeAngles(vector angles)#
-
void SnapFeetToEyes()#
-
void TouchGround()#
Allows the player to double jump again.
-
void ViewOffsetEntity_Clear()#
-
entity CreatePlayerDecoy(float stickPercentToRun)#
-
void SetPlayerSettingsWithMods(string settings, array<string> newMods)#
-
void Server_TurnOffhandWeaponsDisabledOff()#
-
void Server_TurnOffhandWeaponsDisabledOn()#
-
void SetPlayerNetInt(string key, int val)#
-
void Anim_PlayGesture(string anim3p, float unknown_purpose, float unknown_purpose1, float unknown_purpose2)#
-
void Server_TurnDodgeDisabledOff()#
-
void Server_TurnDodgeDisabledOn()#
-
void SetGroundFrictionScale(int scale)#
-
void PlayerCone_SetSpecific(vector viewAngles)#
-
void GiveExtraWeaponMod(string mod)#
-
void CockpitStartDisembark()#
C_Player#
- C_Player : extends C_BaseCombatCharacter
-
void ClientCommand(string command)#
Executes a command on the player’s client. The command only gets executed when the player has launched Northstar with the
norestrictservercommands
launch argument for security reasons.
-
entity GetCockpit()#
-
string GetBodyType()#
-
float GetAdsFraction()#
-
bool IsInThirdPersonReplay()#
-
float GetHotDropImpactTime(entity titan = this.titan, string animation = HOTDROP_TURBO_ANIM)#
If called without paramets returns time for the player’s titan drop.
-
string GetPlayerNameWithClanTag()#
-
bool HasMic()#
-
bool InPartyChat()#
-
bool IsMuted()#
-
bool IsPartyLeader()#
-
bool IsTalking()#
-
void CockpitJolt(vector joltDir, float severity)#
play a jolt effect on the player
-
void SetScriptMenuOff()#
-
void SetScriptMenuOn()#
-
EntityScreenSpaceBounds GetEntScreenSpaceBounds(entity ent, int padding)#
-
void HideCrosshairNames()#
Disable showing crosshair names of entities when aiming at them.
-
void UnhideCrosshairNames()#
Enable showing crosshair names of entities when aiming at them. (default)
-
void FreezeControlsOnClient()#
Stop player input.
-
void Rodeo_StartCameraSmoothing(float factor)#
-
void Rodeo_StopCameraSmoothing(float factor)#
-
void StartArcCannon()#
-
void StopArcCannon()#
-
void ClientCommand(string command)#
CTitanSoul / C_TitanSoul#
Shared#
- CTitanSoul / C_TitanSoul : extends CBaseEntity / C_BaseEntity
-
entity GetTitan()#
-
bool HasValidTitan()#
-
bool IsDoomed()#
Returns
true
if this soul is in doomed state
-
float GetTitanSoulNetFloat(string key)#
-
entity GetInvalidHealthBarEnt()#
Returns an instance of
CNPC_Titan
-
int GetTitanSoulNetInt(string key)#
-
float GetLastRodeoHitTime()#
-
bool IsEjecting()#
-
int GetStance()#
-
int GetPlayerSettingsNum()#
-
float GetCoreChargeExpireTime()#
-
float GetCoreChargeStartTime()#
-
float GetNextCoreChargeAvailable()#
-
entity GetTitan()#
CTitanSoul#
- CTitanSoul : extends CBaseEntity
-
void SetEjecting(bool ejecting)#
-
void SetPlayerSettingsNum(int enum)#
-
void SetStance(int stance)#
-
void SoulDestroy()#
-
void SetCoreChargeExpireTime(float gametime)#
-
void SetTitanSoulNetFloat(string key, float val)#
-
void SetTitanSoulNetFloatOverTime(string key, float val, float time)#
-
float GetCoreUseDuration()#
-
void SetTitanSoulNetInt(string key, int val)#
-
void SetLastRodeoHitTime(float gametime)#
-
void SetCoreChargeStartTime(float gametime)#
-
void SetCoreUseDuration(float duration)#
-
void SetNextCoreChargeAvailable(float time)#
-
void SetEjecting(bool ejecting)#
C_TitanSoul#
- C_TitanSoul : extends C_BaseEntity
CBaseCombatCharacter / C_BaseCombatCharacter#
Shared#
- CBaseCombatCharacter / C_BaseCombatCharacter : extends CBaseAnimating / C_BaseAnimating
-
entity GetTitanSoul()#
-
void ContextAction_ClearBusy()#
-
bool ContextAction_IsActive()#
-
bool ContextAction_IsBusy()#
-
void ContextAction_SetBusy()#
-
vector Anim_GetStartForRefEntity_Old(string anim, vector reference, string optionalTag)#
-
array<entity> GetMainWeapons()#
-
entity GetOffhandWeapon(int slot)#
-
enitity GetActiveWeapon()#
-
entity GetLatestPrimaryWeapon()#
-
int GetSkin()#
-
int LookupSequence(string sequence)#
-
void SetSkin(int skin)#
-
entity GetAntiTitanWeapon()#
-
AnimRefPoint Anim_GetStartForRefPoint(string anim, vector origin, vector angles)#
-
vector GetPlayerOrNPCViewVector()#
-
vector Anim_GetStartForRefPoint_Old(animation, origin, angles)#
-
void Anim_PlayWithRefPoint(string animation, vector origin, vector angles, float blendTime)#
-
bool IsWeaponDisabled()#
-
int GetActiveWeaponPrimaryAmmoLoaded()#
-
bool ContextAction_IsMeleeExecution()#
-
int GetWeaponAmmoStockpile(entity weapon)#
-
entity GetMeleeWeapon()#
-
bool ContextAction_IsMeleeExecutionTarget()#
-
enitity GetFirstRodeoRider()#
Returns the first rodeo rider found or null if there are none.
-
int GetNumRodeoSlots()#
Returns number of rodeo slots available on this entity.
-
entity GetRodeoRider()#
Returns rodeo rider (if there is one) at the given slot.
-
void PhaseShiftBegin(float warmUpTime, float duration)#
-
void PhaseShiftCancel()#
-
vector OffsetPositionFromView(vector startPos, vector offset)#
-
int GetWeaponAmmoLoaded(entity weapon)#
-
int GetWeaponAmmoMaxLoaded(entity weapon)#
-
float GetAttackSpreadAngle()#
-
array<entity> GetOffhandWeapons()#
-
bool ContextAction_IsLeeching()#
-
void DisablePhaseShiftFlags()#
-
void EnablePhaseShiftFlags()#
-
entity GetEntityAtPhaseShiftExitPosition()#
-
float PhaseShiftTimeRemaining()#
-
bool CanUseSharedEnergy(int curCost)
-
entity GetTitanSoul()#
CBaseCombatCharacter#
- CBaseCombatCharacter : extends CBaseAnimating
-
void SetFullBodygroup(int group)
-
void GetSettingsHeadshotFX()#
Looks for “headshotFX” in an AI settings file or a player set file
-
void GiveOffhandWeapon(string ordnanceName, int slot, array<string> mods)#
-
void GiveWeapon(string weapon)#
-
void SetActiveWeaponByName(string weapon)#
-
void TakeOffhandWeapon(int slot)#
-
void TakeWeaponNow(string weapon)#
-
void TakeWeapon(string weapon)#
-
int GetOutOfBoundsDeadTime()
-
void SetNumRodeoSlots(int)#
Sets the maximum number of rodeo slots available on this entity.
-
void SetRodeoRider(int slot, entity rider)#
Sets the rodeo rider at the given slot
-
void SetNPCPriorityOverride_NoThreat()#
-
void SetTitanSoul(entity soul)#
-
vector GetPlayerOrNPCViewRight()#
-
void ResetHealthChangeRate()#
-
void SetFullBodygroup(int group)
C_BaseCombatCharacter#
CAI_BaseNPC / C_AI_BaseNPC#
Shared#
- CAI_BaseNPC / C_AI_BaseNPC : extends CBaseCombatCharacter
-
var Dev_GetAISettingByKeyField(string key)#
Expect as string
-
bool IsInterruptable()#
-
int GetAIClass()#
AIC_SMALL_TURRET
,AIC_MARVIN
,AIC_SPECTRE
,AIC_STALKER_CRAWLING
,AIC_FRAG_DRONE
,AIC_HUMAN
-
string GetBodyType()
-
string GetAISettingsName()#
-
int GetMeleeDamageMaxForTarget(entity target)#
-
float AISetting_MaxFlyingSpeed()#
get the current flying speed of the npc.
-
string AISetting_LeechAnimSet()#
-
string AISetting_LeechDataKnifeTag()#
-
var Dev_GetAISettingByKeyField(string key)#
CAI_BaseNPC#
- CAI_BaseNPC : extends C_BaseCombatCharacter
-
void AssaultPoint(vector point)#
-
void EnableBehavior(string behaviour)#
-
void DisableBehavior(string behaviour)#
Possible behaviours:
Follow
,Assault
-
void SetThinkEveryFrame(bool think)#
-
void ClearEnemy(entity enemy)#
Clears the enemy of this npc.
-
void SetEnemy(entity enemy)#
Sets the enemy this npc will attack.
-
void Anim_ScriptedPlay(string anim)#
-
void ForceCheckGroundEntity()#
-
string GetNPCState()#
-
float GetMaxEnemyDist()#
Max pilot engagement distance
-
float GetMaxEnemyDistHeavyArmor()#
Max titan engagement distance
-
float GetMaxTurretYaw()#
-
void SetSecondaryEnemy(entity enemy)#
-
void DisableNPCMoveFlag(int flag)#
-
void EnableNPCMoveFlag(int flag)#
-
void SetAISettings(string settings)#
-
void SetCapabilityFlag(int flag, bool active)#
Sets if a capability is available to the player
-
void Anim_ScriptedPlayActivityByName(string activity, bool unknown_purpose1, float unknown_purpose2)#
-
entity GetEnemy()#
-
bool CanSee(entity ent)#
Returns
true
if the npc can see theent
.
-
bool IsCrouching()#
-
bool IsSecondaryAttack()#
-
entity GetFollowTarget()#
-
void InitFollowBehavior(entity followMe, string followBehaviour)#
-
void DisableNPCFlag(int flag)#
-
void EnableNPCFlag(int flag)#
-
void Freeze()#
Freezes all animations and movement of this entity.
-
void Unfreeze()#
unfreezes all animations and movement of this entity.
-
bool HasXRaySupport()#
Returns if
this.supportsXRay
not null.
-
void ForceCombat()#
Force into combat state by updating NPC’s memory of the player.
-
bool InCombat()#
Returns true if NPC is in combat.
-
void AssaultPoint(vector point)#
C_AI_BaseNPC#
- C_AI_BaseNPC : extends C_BaseCombatCharacter
CNPC_Titan / C_NPC_Titan#
Shared#
- CNPC_Titan / C_NPC_Titan : extends CAI_BaseNPC / C_AI_BaseNPC
-
bool GetCanStand()#
-
bool GetCanStand()#
CNPC_Titan#
C_NPC_Titan#
CNPC_Dropship / C_NPC_Dropship#
Shared#
- CNPC_Dropship / C_NPC_Dropship : extends CAI_BaseNPC / C_AI_BaseNPC
-
bool IsJetWakeFXEnabled()#
-
bool IsJetWakeFXEnabled()#
CNPC_Dropship#
- CNPC_Dropship : extends CAI_BaseNPC
C_NPC_Dropship#
- C_NPC_Dropship : extends C_AI_BaseNPC
CNPC_Drone#
- CNPC_Drone : extends CAI_BaseNPC
-
void SetAttackMode(bool attack)#
Set to
false
to not attack enemies.
-
void SetAttackMode(bool attack)#
CNPC_SentryTurret / C_NPC_SentryTurret
Shared#
CNPC_SentryTurret#
- CNPC_SentryTurret : extends CAI_BaseNPC
-
void StartDeployed()#
-
void StartDeployed()#
C_NPC_SentryTurret#
- C_NPC_SentryTurret : extends C_AI_BaseNPC
CFirstPersonProxy / C_FirstPersonProxy#
Shared#
- CFirstPersonProxy / C_FirstPersonProxy : extends CBaseAnimating / C_BaseAnimating
CFirstPersonProxy#
- CFirstPersonProxy : extends CBaseAnimating
C_FirstPersonProxy#
- C_FirstPersonProxy : extends C_BaseAnimating
CBaseAnimating / C_BaseAnimating#
Shared#
- CBaseAnimating / C_BaseAnimating : extends CBaseEntity / C_BaseEntity
-
vector GetAttachmentOrigin()#
-
int LookupAttachment(string attachment)#
-
int FindBodyGroup(string group)#
-
int GetBodyGroupState(int bodyGroupIndex)#
-
int GetBodyGroupModelCount(int bodyGroupIndex)#
-
void SetBodygroup(int groupIndex, int newIndex)#
-
vector GetAttachmentAngles()#
-
Attachment Anim_GetAttachmentAtTime(string animation, string attachmentName, float time)#
-
float GetScriptedAnimEventCycleFrac(string anim, string event)#
-
float GetSequenceDuration(string anim)#
-
bool Anim_IsActive()#
-
void Anim_Play(string anim)#
-
void Anim_SetInitialTime(float time)#
-
void Anim_Stop()#
-
vector Anim_GetStartForRefEntity_Old(string anim, vector reference, string optionalTag)
-
int GetSkin()
-
int LookupSequence(string sequence)
-
void SetSkin(int skin)
-
AnimRefPoint Anim_GetStartForRefPoint(string anim, vector origin, vector angles)
-
vector Anim_GetStartForRefPoint_Old(animation, origin, angles)
-
void Anim_PlayWithRefPoint(string animation, vector origin, vector angles, float blendTime)
-
void Anim_NonScriptedPlay(string animation)#
-
bool Anim_HasSequence(string animation)#
-
void SetPlaybackRate(float rate)#
-
void Anim_SetStartTime(float time)#
-
void LerpSkyScale(float skyScale, float time)#
-
void SetPoseParameter(int pose, float offset)#
-
vector GetAttachmentForward(int attachID)#
-
vector GetAttachmentOrigin()#
CBaseAnimating#
- CBaseAnimating : extends CBaseEntity
-
int GetFullBodygroup()#
-
void BecomeRagdoll(vector push, bool skipAnim)#
-
void Dissolve(int dissolveID, vector normal, int unknown_purpose)#
-
void Gib(vector forceVec)#
-
void SetContinueAnimatingAfterRagdoll(bool cont)#
-
void PlayRecordedAnimation(asset animation, vector unknown_purpose1, vecor unknown_purpose2, float blendTime, entity ref)#
-
void SetRecordedAnimationPlaybackRate(float rate)#
-
void Anim_EnablePlanting()#
-
int LookupPoseParameterIndex(string poseParam)#
-
void Anim_DisableUpdatePosition()#
-
int GetFullBodygroup()#
C_BaseAnimating#
CPlayerDecoy / C_PlayerDecoy#
Shared#
- CPlayerDecoy / C_PlayerDecoy : extends CBaseAnimating / C_BaseAnimating
CPlayerDecoy#
- CPlayerDecoy : extends CBaseAnimating
-
void Decoy_Dissolve()#
Dissolve this decoy. You might want to clear decoy fx with
CleanupFXAndSoundsForDecoy( entity decoy )
afterwards.
-
void SetTimeout(float duration)#
Set the time after which the decoy gets automatically dissolved.
-
void SetDecoyRandomPulseRateMax(float pulse_amount_per_second)#
-
void SetFriendlyFire(bool enabled)#
Sets if friendly fire is enabled for this decoy.
-
void SetKillOnCollision(bool kill)#
Sets if this decoy gets killed when colliding with props or geometry.
-
void Decoy_Dissolve()#
C_PlayerDecoy#
- CPlayerDecoy : extends CBaseAnimating
CTurret#
C_Titan_Cockpit#
- C_Titan_Cockpit : extends C_BaseEntity
-
void AddToTitanHudDamageHistory(int panel, int damage)#
-
void SetCaptureScreenBeforeViewmodels(bool cap)#
-
float GetTimeInCockpit()#
Returns the total time of time spent in this cockpit.
Cockpit booting takes 1.3 seconds, so anything less than 1.3 seconds is still playing the booting animation. You can use
TitanCockpit_IsBooting( entity cockpit )
to determine this state.
-
void SetOpenViewmodelOffset(float x, float y, float z)#
-
void AddToTitanHudDamageHistory(int panel, int damage)#
CParticleSystem#
CVortexSphere / C_VortexSphere#
Shared#
CVortexSphere#
- CVortexSphere : extends CBaseEntity
-
void SetGunVortexAngles(vector angles)#
-
void SetGunVortexAttachment(string attach)#
-
void SetOwnerWeapon(entity owner)#
-
void SetVortexEffect(entity fx)#
-
void DisableVortexBlockLOS()#
-
enitity GetOwnerWeapon()#
-
void AddBulletToSphere()#
-
void AddProjectileToSphere()#
-
void ClearAllBulletsFromSphere()#
-
void RemoveBulletFromSphere()#
-
void RemoveProjectileFromSphere()#
-
void SetGunVortexAngles(vector angles)#
C_VortexSphere#
- C_VortexSphere : extends C_BaseEntity
CEnvExplosion#
- CEnvExplosion : extends CBaseEntity