Miscellaneous#

bool IsServer()#
bool IsClient()#
bool IsToolsMode()#
bool IsFNF()#
bool IsGameFromReload()#
int GetCPULevel()#
bool IsEnemyTeam(int ownTeam, int otherTeam)#

Returns if otherTeam is an enemy of ownTeam

void SetMaxActivityMode(int mode)#
int CalculateHashForString(string s)#
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.

float GetTeamSkill(int team)#
void SendToConsole(string cmd)#

Execute cmd on the local host

void RecordAchievementEvent(string s1, number n1)#
void ServiceEventQueue()#
void SetDucking(string s1, string s2, number n1)#
void GrantClientSidePickup_MatchCandy(entity player, int amount, vector origin, int flags, int recieptID)#
void NoteMatchState(number a1, number a2, number a3, number a4, number a5, number a6, number a7, number a8, number a9)#
void NoteLobbyState(number a1, string a2)#
bool IsHighPerfDevServer()#
bool ShouldAwardHappyHourBonus(entity player)#
bool InPrediction()#
bool IsFirstTimePredicted()#
string GetMapName()#

Get the map name of the current map

bool IsFastIterationEnabled()#
bool BuildingCubeMaps()#
bool IsTestMap()#

Returns value of IsTestMap from the level’s script list .rson file

Parents & Children#

void AssertNoPlayerChildren(entity parent)#
void TryClearParent(entity parent)#
void SetForceDrawWhileParented(entity child, bool force)#

Visual Options#

void SetCrosshairTeamColoringDisabled(entity player, bool disabled)#
void SetHideOnCloak(entity ent, bool hide)#

VPK#

void VPKNotifyFile(string file)#

Player Utils#

bool IsPlayerSafeFromNPCs(entity player)#
bool IsPlayerSafeFromProjectiles(entity player, vector origin)#
entity GetWindowHint(vector startPos, number radius, number height, vector dir, number distance, number gravity, number margin, entity ignoreEnt)#

Returns the best window hint.

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#

void SetXPForLevel(int a, int b)#

Sets the XP required for a player to get to a certain level

int GetLevelForXP(int n)#

Entity Utils#

float GetHealthFrac(entity ent)#
bool IsMagneticTarget(entity ent)#

Returns if an entity is a magnetic target

bool IsTurret(entity ent)#
int GetHitgroupForHitboxOnEntity(var a, number b)#
void PutEntityInSafeSpot(entity ent, entity referenceEnt, entity movingGroundEnt, vector, safeStartingLocationForEntity, vector positionAtEndOfAnimationForEntity)#
float GetHealthFrac(entity ent)
bool IsMagneticTarget(entity ent)

Returns if an entity is a magnetic target

bool IsTurret(entity ent)

Is entity a turret

Weapon Utils#

void Weapon_SetDespawnTime(number time)#
int GetImpactEffectTable(string weapon)#
float CalcWeaponDamage(entity owner, entity target, entity weapon, number distanceToTarget, int extraMods)#

Preinstall#

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.

bool IsGamePartiallyInstalled()#

Returns true if the game is partially installed. You can’t start sp training this is false.

float GetGameFullyInstalledProgress()#

Returns fraction 0.0 to 1.0 of downloading of full game progress.

bool Script_IsRunningTrialVersion()#

Only call when we have an active user.

Script Reloads#

void ReloadScriptCallbacks()#
void ReloadingScriptsBegin()#
void ReloadingScriptsEnd()#