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.

Shared#

CBaseEntity / C_BaseEntity
void Hide()#
void Destroy()#
void Signal(string signal)#
vector GetOrigin()#
entity GetBossPlayer()#
string GetClassName()#
bool IsNPC()#
bool IsTitan()#
bool IsHuman()#
bool IsPhaseShifted()#
bool IsPlayer()#
bool IsProjectile()#
asset GetModelName()#
void SetParent( entity parent, ..., string type = "" )
void SetValueForEffectNameKey(asset effect)#
table CreateTableFromModelKeyValues()#
void EndSignal(string signal)#
int GetArmorType()#
int GetMaxHealth()#
bool HasGibModel()#
bool HasKey(string key)#
bool IsMarkedForDeletion()#
bool IsMechanical()#
void SetOrigin(vector position)#
string GetTargetName()#
int GetTeam()#
vector GetAngles()#
vector EyePosition()#
var GetValueForKey(string key)#
void WaitSignal(string signal)#
vector GetVelocity()#
void Kill_Deprecated_UseDestroyInstead()#

You should use Destroy instead. Both function do exactly the same.

vector GetBoundingMaxs()#
vector GetBoundingMins()#
vector SetAngles(vector angle)#
void ClearParent(entity parent)#
void SetValueForModelKey(asset model)#
void Show()#
bool IsInvulnerable()#
entity GetParent()#
vector GetWorldSpaceCenter()#
int Highlight_GetCurrentContext()#
float Highlight_GetCurrentInsideOpacity()#
float Highlight_GetCurrentOutlineOpacity()#
unknown Highlight_GetInheritHighlight()#
int Highlight_GetInsideFunction(int contextID)#
int Highlight_GetOutlineFunction(int contextID)#
float Highlight_GetOutlineRadius()#
unknown Highlight_GetParam(int contextID, int parameterNum)#
int Highlight_GetState(int contextID)#
void Highlight_HideInside(float duration)#
void Highlight_HideOutline(float duration)#
bool Highlight_IsAfterPostProcess(int contextID)#
bool Highlight_IsEntityVisible(int contextID)#
void Highlight_SetCurrentContext(int contextID)#
void Highlight_SetFunctions(int contextID, int hightlightFillID, bool entityVisible, int colorMode, float radius, int highlightID, bool afterPostProcess)#
void Highlight_SetParam(int contextID, int parameterID, vector highlightColor)#
void Highlight_ShowInside(float duration)#
void Highlight_ShowOutline(float duration)#
int GetEntIndex()#
entity GetOwner()#
int GetShieldHealth()#
int GetShieldHealthMax()#
void SetScriptName(string name)#
array<entity> GetLinkEntArray()#
entity GetLinkEnt()#
void Code_SetTeam(int team)#
int GetHealth()#
bool IsCloaked()#
bool IsEntAlive()#
bool IsValidInternal()#
vector GetForwardVector()#
vector GetRightVector()#
vector GetUpVector()#
void SetValueForKey(var key, var val)#
entity constructor(unknown)#

Depends on the class.

Returns a new instance of a class.

You can invoke the constructor with brackets as well, for example like this: CBaseEntity()

void SetDoDestroyCallback(bool doCallBack)#
int GetLifeState()#
void DisableDraw()#
void EnableDraw()#
void SetCanCloak(bool canCloak)#
bool GetCritsPrevented()#
bool IsHologram()#
bool IsOnGround()#
void SetModel(asset model)#
void MarkAsNonMovingAttachment()#
string GetScriptName()#
vector EyeAngles()#
bool IsBreakableGlass()#
bool IsWorld()#
void DispatchImpactEffects(entity ent, vector startPos, vector endPos, vector hitNormal, enitity prop, int propIndex, int damageType, int impactIndex, entity orig, int impactEffectFlags)#
void IsPlayerDecoy()#
void SetPassThroughDirection(float dir)#
void SetPassThroughThickness(float thickness)#
void SetTakeDamageType(int takeDamageType)#

DAMAGE_NO, DAMAGE_YES, DAMAGE_EVENTS_ONLY

void SetVelocity(vector vel)#
void EnableRenderAlways()#
entity GetParentAttachment()#
void SetFadeDistance(int distance)#
void Highlight_SetInheritHighlight(bool set)#
void DisableRenderAlways()#
void SetLocalOrigin(vector origin)#
bool HasPusherRootParent()#
void StopPhysics()#
void SetPreventCrits(bool prevent)#
void HighlightDisableForTeam(int team)#
void HighlightEnableForTeam(int team)#
void HighlightSetTeamBitField(int bitField)#
void SetLocalAngles(vector angles)#
void SetParentWithHitbox(entity parent, int hitGroup, bool unknown)#
void RenderWithViewModels(bool renderWith)#
void SetValueForTextureKey(asset texture)#
asset GetValueForModelKey()#
vector GetLocalAngles()#
entity GetLinkParent()#
bool GetNoTarget()#
void SetForceVisibleInPhaseShift(bool visible)#
table GetScriptScope()#

CBaseEntity#

class CBaseEntity#
int SetHealth(int health)#
int SetMaxHealth(int health)#
void SetOwner(entity owner)#
entity GetSpawner()#
void Die()#
bool NotSolid()#
void MoveTo(vector pos, float moveTime, int unknown1, int unknown2)#
void RotateTo(vector pos, float moveTime, int unknown1, int unknown2)#
void ClearInvulnerable()#
void SetInvulnerable()#
void SetNextThinkNow()#
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)#
void SetUsableRadius(float distance)#
void Solid()#
void Fire(string unknown, string unknown1 = "", int duration)#
void SetUsableByGroup(string group)#
void DisableHibernation()#
void SetSize(float width, float height)#
void SetCloakFlicker(float intensity, float duration)#
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()#
void MakeVisible()#
entity GetGroundEntity()#
vector GetGroundRelativePos()#
int GetPhysicsSolidMask()#
void SetBossPlayer(entity boss)#
void EnableAttackableByAI(int ai_priority_no_threat, int unknown, int ai_ap_flag)#
void SetDeathNotifications(bool notifs)#
void SetTitle(string title)#
void LinkToEnt(entity ent)#
void SetAbsAngles(vector angles)#
void SetAbsOrigin(void origin)#
void UnsetUsable()#
void Minimap_AlwaysShow(int team, entity ent)#
void RoundOriginAndAnglesToNearestNetworkValue()#
void ConnectOutput(string event, void functionref(entity self, entity activator, entity caller, var value))#
void ClearBossPlayer()#
void SetUsableValue(int val)#
void Minimap_DisplayDefault(int team, entity ent)#
void FireNow(string s)#

s is either "Enable" or Disable

C_BaseEntity#

class C_BaseEntity#
string GetSignifierName()#
string GetBossPlayerName()#
void ForceShadowVisible(bool visible)#
void clKill()#
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

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()#
int Minimap_GetCustomState()#
int Minimap_GetZOrder()#
void DoDeathCallback(bool doCallback)#
void EnableHealthChangedCallback()#
void HideHUD()#
void ShowHUD()#
bool IsHUDVisible()#

CDynamicProp / C_DynamicProp#

Shared#

CDynamicProp / C_DynamicProp : extends CBaseAnimating / C_BaseAnimating

CDynamicProp#

CDynamicProp : extends CBaseAnimating
void SetFullBodygroup(int group)#

C_DynamicProp#

C_DynamicProp : extends C_BaseAnimating

CScriptProp / C_ScriptProp#

Shared#

CScriptProp / C_ScriptProp : extends CDynamicProp / C_DynamicProp
unknown SetSmartAmmoLockType(unknown)#
unknown GetScriptPropFlags(unknown)#

CScriptProp#

CScriptProp : extends CDynamicProp
unknown SetFootstepType(unknown)#
unknown SetArmorType(unknown)#
unknown SetScriptPropFlags(unknown)#

C_ScriptProp#

CBaseCombatWeapon / C_BaseCombatWeapon#

Shared#

CBaseCombatWeapon / C_BaseCombatWeapon : extends CBaseAnimating / C_BaseAnimating
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()#
bool GetAllowHeadShots()#
float GetMaxDamageFarDist()#
bool GetWeaponSettingBool(int setting)#
float GetWeaponSettingFloat(int setting)#
int GetWeaponSettingInt(int setting)#
vector GetAttackDirection()#
vector GetAttackPosition()#
int GetWeaponPrimaryAmmoCount()#
int GetWeaponPrimaryClipCount()#
int GetWeaponPrimaryClipCountMax()#
bool IsChargeWeapon()#
void SetNextAttackAllowedTime(float time)#

You need to set a game time as time.

void SetWeaponChargeFractionForced(float frac)#
void SetWeaponPrimaryClipCount(int)#
string GetWeaponClassName()#
var GetWeaponInfoFileKeyField(string key)#
float GetCoreDuration()#
int GetWeaponType()#
array<string> GetMods()#
bool IsWeaponOffhand()#
float GetWeaponChargeFraction()#
float GetWeaponChargeTime()#
bool HasMod(string mod)#
int GetWeaponCurrentEnergyCost()#
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)#
void EmitWeaponNpcSound(int volume, float duration)#
int GetWeaponDamageFlags()#
bool SmartAmmo_IsEnabled(unknown)#
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()#
bool ShouldPredictProjectiles()#
float GetScriptTime0()#
void SetScriptTime0(float gameTime)#

gameTime needs to be game time. The current game time can be retrieved with Time()

bool IsReloading()#
void SetForcedADS()#
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)#
void StopWeaponEffect(asset effect1P, asset effect3P)#
void ClearForcedADS()#
int GetReloadMilestoneIndex()#

Reload progress. Reloading continues from there.

int GetAmmoPerShot()#
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()#
void RemoveMod(string mod)#
unknown<unknown> SmartAmmo_GetTargets()#
void SmartAmmo_TrackEntity(entity hitEnt, LMG_SMART_AMMO_TRACKER_TIME)#
void EmitWeaponSound(string sound)#
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()#
void ResetWeaponToDefaultEnergyCost()#
void SetWeaponEnergyCost(int cost)#
entity FireWeaponBullet(vector origin, vector dir, int unknown_purpose, damageType)#
bool IsWeaponAdsButtonPressed()#
float GetWeaponChargeLevelMax()#
bool IsReadyToFire()#
void SetAttackKickRollScale(float scale)#
int GetShotCount()#
void AddMod(string mod)#
void FireWeaponBullet_Special(vector origin, vector direction, int numShots, int damageType, bool unknownPurpose1, bool unknownPurpose2, bool unknownPurpose3, bool unknownPurpose4, bool unknownPurpose5, 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_purpose1, bool unknown_purpose2)#
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)#

CWeaponX#

CWeaponX : extends CBaseCombatWeapon
void SetWeaponUtilityEntity(entity ent)#
void ForceDryfireEvent()#
void PlayWeaponEffectOnOwner(asset effect, int bodypart)#
void ForceReleaseFromServer()#

Will eventually result in Grenade_OnWeaponToss_() or equivalent function

bool IsForceReleaseFromServer()#

C_WeaponX#

C_WeaponX : extends C_BaseCombatWeapon
void PlayWeaponEffectReturnViewEffectHandle(asset fpEffect, asset unknown_purpose, string tag)#
void SetViewmodelAmmoModelIndex(int index)#

index may be the number of rounds in the clip etc.

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()#
void SetProjectilTrailEffectIndex(int index)#
void SetProjectileLifetime(float lifetime)#
string ProjectileGetWeaponInfoFileKeyField(string key)#
void SetReducedEffects()#
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()#
asset ProjectileGetWeaponInfoFileKeyFieldAsset(string key)#

CProjectile#

CProjectile : extends CDynamicProp
int ProjectileGetDamageSourceID()#
void ProjectileSetDamageSourceID(int id)#
void SetWeaponClassName(string name)#
void SetProjectileImpactDamageOverride(int flag)#

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()#
float GetExplosionRadius()#
void GrenadeExplode(vector unknown_purpose)#
entity GetThrower()#
bool GrenadeHasIgnited()#
void GrenadeIgnite()#
void SetDoesExplode(bool explodes)#
void InitMagnetic(float force, string attractKey)#
void ExplodeForCollisionCallback(vector unknown_purpose)#
void MarkAsAttached()#

CBaseGrenade#

CBaseGrenade : extends CProjectile
void SetGrenadeTimer(float fuseTime)#
void SetGrenadeIgnitionDuration(float fuseTime)#

C_BaseGrenade#

C_BaseGrenade : extends C_Projectile

CMissile / C_Missile#

Shared#

CMissile / C_Missile : extends CProjectile / C_Projectile
void MissileExplode()#
void InitMissileForRandomDriftFromWeaponSettings(vector pos, vector dir)#
void SetHomingSpeeds(int speed, int speed_for_dodging_player)#
void SetMissileTarget(enity target, vector unknown_purpose)#
void SetMissileTargetPosition(vector pos)#
void InitMissileSpiral(vector pos, vector dir, int missileNumber, bool unknown_purpose1, bool unknown_purpose2)#
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)#

CMissile#

CMissile : extends CProjectile

C_Missile#

C_Missile : extends C_Projectile

CPlayer / C_Player#

Shared#

CPlayer / C_Player : extends CBaseCombatCharacter / C_BaseCombatCharacter
int GetGen()#
entity GetFirstPersonProxy()#
string GetPlayerClass()#
void Lunge_ClearTarget()#
bool Lunge_IsActive()#
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()#
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()#
bool GetTitanDisembarkEnabled()#
bool GetTitanEmbarkEnabled()#
bool IsBot()#
void SetTitanDisembarkEnabled(bool enabled)#
void SetTitanEmbarkEnabled(bool enabled)#
string GetPlayerSettings()#
int GetActiveBurnCardIndex()#

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()#
int GetLevel()#
entity GetTitanSoulBeingRodeoed()#
int GetXP()#
vector CameraAngles()#
float GetObjectiveEndTime()#
entity GetObjectiveEntity()#
int GetObjectiveIndex()#
enitity GetPredictedFirstPersonProxy()#
int GetPetTitanMode()#
bool IsWallHanging()#
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()#
void IsTraversing()#
void IsWallRunning()#
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()#
entity GetPlayerNetEnt(string key)#
bool IsStanding()#
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()#
bool IsZiplining()#
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()#
void DeployWeapon()#

May not work with DeployAndEnableWeapons() and HolsterAndDisableWeapons()

float GetZoomFrac()#
entity GetRemoteTurret()#

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()#
void SetPlayerNetBool(string key, bool val)#
void UnforceStand()#
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()#
void UnforceCrouch()#
bool IsNoclipping()#
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 SetSuitGrapplePower(float power)#
void GiveExtraWeaponMod(string mod)#

C_Player#

C_Player : extends C_BaseCombatCharacter
void ClientCommand(string command)#
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)#
void SetScriptMenuOff()#
void SetScriptMenuOn()#
EntityScreenSpaceBounds GetEntScreenSpaceBounds(entity ent, int padding)#
void HideCrosshairNames()#
void UnhideCrosshairNames()#
void FreezeControlsOnClient()#
void Rodeo_StartCameraSmoothing(float factor)#
void Rodeo_StopCameraSmoothing(float factor)#
void StartArcCannon()#
void StopArcCannon()#

CTitanSoul / C_TitanSoul#

Shared#

CTitanSoul / C_TitanSoul : extends CBaseEntity / C_BaseEntity
entity GetTitan()#
bool HasValidTitan()#
bool IsDoomed()#
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()#

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 unknown_purpose, float val)#
float GetCoreUseDuration()#
void SetTitanSoulNetInt(string key, int val)#
void SetLastRodeoHitTime(float gametime)#
void SetCoreChargeStartTime(float gametime)#
void SetCoreUseDuration(float duration)#
void SetNextCoreChargeAvailable(float time)#

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)#
bool CanUseSharedEnergy(int curCost)
void AddSharedEnergy(int amount)#
int GetSharedEnergyTotal()#
int GetSharedEnergyCount()#
void SetSharedEnergyRegenDelay(float delay)#
void TakeSharedEnergy(int amount)#

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()#

C_BaseCombatCharacter#

C_BaseCombatCharacter : extends C_BaseAnimating
TraceResults TraceToLocalPlayer()#
float TraceToLocalPlayerSimple()#

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(unknown)#
string AISetting_LeechAnimSet()#
string AISetting_LeechDataKnifeTag()#

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)#
void SetEnemy(entity enemy)#
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 unknown_purpose)#
void Anim_ScriptedPlayActivityByName(string activity, bool unknown_purpose1, float unknown_purpose2)#
entity GetEnemy()#
bool CanSee(entity ent)#
bool IsCrouching()#
bool IsSecondaryAttack()#
entity GetFollowTarget()#
void InitFollowBehavior(entity followMe, string followBehaviour)#
void DisableNPCFlag(int flag)#
void EnableNPCFlag(int flag)#
void Freeze()#
void Unfreeze()#

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()#

CNPC_Titan#

CNPC_Titan : extends CAI_BaseNPC
void SetCanStand(bool canStand)#
void GrappleNPC(vector dir)#

C_NPC_Titan#

CNPC_Dropship / C_NPC_Dropship#

Shared#

CNPC_Dropship / C_NPC_Dropship : extends CAI_BaseNPC / C_AI_BaseNPC
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
unknown SetAttackMode(unknown)#

CNPC_SentryTurret / C_NPC_SentryTurret

Shared#

CNPC_SentryTurret / C_NPC_SentryTurret : extends CAI_BaseNPC / C_AI_BaseNPC
unknown GetTurretState(unknown)#
unknown GetControlPanel(unknown)#

CNPC_SentryTurret#

CNPC_SentryTurret : extends CAI_BaseNPC
unknown StartDeployed(unknown)#

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)
unknown 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)#

CBaseAnimating#

CBaseAnimating : extends CBaseEntity
int GetFullBodygroup()#
void BecomeRagdoll(vector push, bool skipAnim)#
void Dissolve(int dissolveID, vector unknown_purpose1, int unknown_purpose2)#
void Gib(vector forceVec)#
void SetContinueAnimatingAfterRagdoll(bool cont)#
void PlayRecordedAnimation(asset animation, vector unknown_purpose1, vecor unknown_purpose2)#
void SetRecordedAnimationPlaybackRate(float rate)#
void Anim_EnablePlanting()#
int LookupPoseParameterIndex(string poseParam)#
void Anim_DisableUpdatePosition()#

C_BaseAnimating#

C_BaseAnimatin : extends C_BaseEntity
void SetGroundEffectTable(string tableIdentifier)#
float GetAttachmentOrigin_ViewModelNoFOVAdjust(int index)#
void Anim_SetPaused(bool pause)#
void SetCycle(float cycle)#
void DoBodyGroupChangeScriptCallback(bool unknown_purpose, int bodygroup)#

CPlayerDecoy / C_PlayerDecoy#

Shared#

CPlayerDecoy / C_PlayerDecoy : extends CBaseAnimating / C_BaseAnimating

CPlayerDecoy#

CPlayerDecoy : extends CBaseAnimating
void Decoy_Dissolve()#
void SetTimeout(int duration)#
void SetDecoyRandomPulseRateMax(float pulse_amount_per_second)#
void SetFriendlyFire(bool ff)#
void SetKillOnCollision(bool kill)#

C_PlayerDecoy#

CPlayerDecoy : extends CBaseAnimating

CTurret#

CTurret : extends CBaseAnimating
void ClearDriver()#
entity GetDriver()#
voit SetDriver(enitity driver)#

C_Titan_Cockpit#

C_Titan_Cockpit : extends C_BaseEntity
void AddToTitanHudDamageHistory(int panel, int damage)#
void SetCaptureScreenBeforeViewmodels(bool cap)#
float GetTimeInCockpit()#

Cockpit booting takes 1.3 seconds.

void SetOpenViewmodelOffset(float a, float b, float c)#

CParticleSystem#

CParticleSystem : extends CBaseEntity
void FXEnableRenderAlways()#
void SetStopType(string type)#
void SetControlPointEnt(int unknown_purpose, entity destEnt)#

CVortexSphere / C_VortexSphere#

Shared#

CVortexSphere / C_VortexSphere : extends CBaseEntity / C_BaseEntity
int GetBulletAbsorbedCount()#
int GetProjectileAbsorbedCount()#

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()#

C_VortexSphere#

C_VortexSphere : extends C_BaseEntity

CEnvExplosion

CEnvExplosion : extends CBaseEntity