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
otherTeamis 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
cmdon 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()¶