Es/Team Fortress 2/Scripting/Script Functions

Esta lista contiene clases, funcoines y variables de Squirrel relacionadas con el motor, disponible para en . 
Los documentos oficiales se pueden ver en la consola con el código developer, cargando un mapa y ejecutando script_help. Sin embargo, están muy incompletos y la mayoría de métodos no aparecen, haciendo que haya que encontrarlos con otros métodos.
THE TRAGIC I-NEED-HELP TODO TABLE
#1
#2
#3
#4
#5
#6
#7
#8
#9
== Instances ==
Nombre 	Clase 	Descripción
Convars 	Convars 	Provides an interface to read and change the values of console variables.
Entities 	CEntities 	Provides access to currently spawned entities.
EntityOutputs 	CScriptEntityOutputs	Allows manipulation of entity output data
NavMesh 	CNavMesh 	Provides access to the maps NavMesh and NavAreas.
NetProps 	CNetPropManager 	Allows reading and updating the network properties of an entity.
PlayerVoiceListener	PlayerVoiceListener 	Tracks if any player is using voice and for how long.
== Variables ==
Name 	Type 	Value / Description
Constants 	table 	Enumerations for various function arguments or netprops. See this page for the list.
Documentation 	table 	Contains the printed strings from the script_help command.
print_indent 	integer	0
_PublishedHelp	table 	NONE
=== Script Debug ===
Name 	Type 	Value
ScriptDebugDefaultWatchColor 	array 	[0, 192, 0]
ScriptDebugDrawTextEnabled 	bool 	true
ScriptDebugDrawWatchesEnabled	bool 	true
ScriptDebugInDebugDraw 	bool 	false
ScriptDebugText 	array 	NONE
ScriptDebugTextIndent 	integer	0
ScriptDebugTextFilters 	table 	NONE
ScriptDebugTraces 	table 	NONE
ScriptDebugTraceAllOn 	bool 	false
ScriptDebugWatches 	array 	NONE
=== Constants ===
A constant is a variable whose value cannot be altered during program runtime, usually made to rid any instances of magic numbers by giving them self-documenting names.
Name 	Type 	Value
_charsize_ 	integer	1
_floatsize_ 	integer	4
_intsize_ 	integer	4
_version_ 	string 	"Squirrel 3.0.4 stable"
_versionnumber_	integer	304
RAND_MAX 	integer	32767
PI 	float 	3.14159
=== Enums ===
:See this page for all enums under the Constants table.
There are also enums kept within the Constants table, all with their own constants. For an example of accessing an enum's constant, the HIDEHUD_CROSSHAIR constant of the enum HideHUD is accessed by doing Constants.HideHUD.HIDEHUD_CROSSHAIR.
== Classes ==
=== CBaseEntity ===
This is a script handle class for entities. All entities have a script handle using this class, sometimes as one of its subclasses.
An entity's own handle are accessed with:
* Entities instance.
* only - The self keyword.
==== Methods ====
Function 	Signature 	Description
__KeyValueFromFloat 	__KeyValueFromFloat(string, float) 	
__KeyValueFromInt 	__KeyValueFromInt(string, int) 	
__KeyValueFromString 	__KeyValueFromString(string, string) 	
__KeyValueFromVector 	__KeyValueFromVector(string, Vector) 	
AddEFlags 	AddEFlags(int) 	
AddFlag 	AddFlag(int) 	
AddSolidFlags 	AddSolidFlags(int) 	
ApplyAbsVelocityImpulse 	void ApplyAbsVelocityImpulse(Vector) 	Apply a Velocity Impulse
ApplyLocalAngularVelocityImpulse 	void ApplyLocalAngularVelocityImpulse(Vector) 	Apply an Ang Velocity Impulse
BecomeRagdollOnClient 	bool BecomeRagdollOnClient(Vector) 	Becomes a ragdoll with a force
ClearFlags 	ClearFlags() 	
ClearSolidFlags 	ClearSolidFlags() 	
ConnectOutput 	void ConnectOutput(string, string) 	Adds an I/O connection that will call the named function when the specified output fires
Destroy 	void Destroy() 	
DisableDraw 	void DisableDraw() 	Enable drawing (removes EF_NODRAW)
DisconnectOutput 	void DisconnectOutput(string, string) 	Removes a connected script function from an I/O event.
DispatchSpawn 	void DispatchSpawn() 	Alternative dispatch spawn, same as the one in CEntities, for convenience.
EmitSound 	void EmitSound(string) 	Plays a sound from this entity.
EnableDraw 	void EnableDraw() 	Disable drawing (sets EF_NODRAW)
entindex 	int entindex() 	
EyeAngles 	QAngle EyeAngles() 	Returns the entity's eye angles
EyePosition 	Vector EyePosition() 	Get vector to eye position - absolute coords
FirstMoveChild 	handle FirstMoveChild() 	
GetAbsAngles 	QAngle GetAbsAngles() 	Get entity pitch, yaw, roll as QAngles
GetAbsVelocity 	Vector GetAbsVelocity() 	Returns the current absolute velocity of the entity
GetAngles (→ GetAbsAngles) 	Vector GetAngles() 	Get entity pitch, yaw, roll as a vector
GetAngularVelocity 	Vector GetAngularVelocity() 	Get the local angular velocity - returns a vector of pitch,yaw,roll
GetBaseVelocity 	Vector GetBaseVelocity() 	Returns any constant velocity currently being imparted onto the entity. This includes being pushed by effects like and players standing on moving geometry like elevators. Should always returns a zero vector if the entity is not affected by any movement effects.
GetBoundingMaxs 	Vector GetBoundingMaxs() 	Get a vector containing max bounds, centered on object
GetBoundingMaxsOriented 	Vector GetBoundingMaxsOriented() 	Get a vector containing max bounds, centered on object, taking the object's orientation into account
GetBoundingMins 	Vector GetBoundingMins() 	Get a vector containing min bounds, centered on object
GetBoundingMinsOriented 	Vector GetBoundingMinsOriented() 	Get a vector containing min bounds, centered on object, taking the object's orientation into account
GetCenter 	Vector GetCenter() 	Get vector to center of object - absolute coords
GetClassname 	string GetClassname() 	
GetCollisionGroup 	GetCollisionGroup() 	
GetEFlags 	int GetEFlags() 	
GetFlags 	int GetFlags() 	
GetEntityHandle 	<unknown> GetEntityHandle() 	Get the entity as an EHANDLE
GetEntityIndex 	int GetEntityIndex() 	
GetForwardVector 	Vector GetForwardVector() 	Get the forward vector of the entity
GetFriction 	float GetFriction() 	Get PLAYER friction, ignored for objects
GetGravity 	float GetGravity() 	
GetHealth 	int GetHealth() 	
GetLeftVector (→ GetRightVector)	Vector GetLeftVector() 	Get the right vector of the entity. This is purely for compatibility.
GetLocalAngles 	QAngle GetLocalAngles() 	
GetLocalOrigin 	Vector GetLocalOrigin() 	
GetLocalVelocity 	Vector GetLocalVelocity() 	Get Entity relative velocity
GetMaxHealth 	int GetMaxHealth() 	
GetModelKeyValues 	handle GetModelKeyValues() 	Get a KeyValue class instance on this entity's model
GetModelName 	string GetModelName() 	Returns the name of the model
GetMoveParent 	handle GetMoveParent() 	If in hierarchy, retrieves the entity's parent
GetMoveType 	int GetMoveType() 	
GetName 	string GetName() 	
GetOrigin 	Vector GetOrigin() 	This is GetAbsOrigin with a funny script name for some reason. Not changing it for legacy compat though.
GetOwner 	handle GetOwner() 	Gets this entity's owner
GetPhysAngularVelocity 	Vector GetPhysAngularVelocity() 	
GetPhysVelocity 	Vector GetPhysVelocity() 	
GetPreTemplateName 	string GetPreTemplateName() 	Get the entity name stripped of template unique decoration
GetRightVector 	Vector GetRightVector() 	Get the right vector of the entity
GetRootMoveParent 	handle GetRootMoveParent() 	If in hierarchy, walks up the hierarchy to find the root parent
GetScriptId 	string GetScriptId() 	Retrieve the unique identifier used to refer to the entity within the scripting system.
GetScriptScope 	handle GetScriptScope() 	Retrieve the script-side data associated with an entity
GetScriptThinkFunc 	string GetScriptThinkFunc() 	Retrieve the name of the current script think func
GetSolid 	int GetSolid() 	
GetSoundDuration 	float GetSoundDuration(string, string) 	Returns float duration of the sound. Takes soundname and optional actormodelname.
GetTeam 	int GetTeam() 	
GetUpVector 	Vector GetUpVector() 	Get the up vector of the entity
GetVelocity (→ GetAbsVelocity) 	Vector GetVelocity() 	
GetWaterLevel 	int GetWaterLevel() 	
GetWaterType 	int GetWaterType() 	
IsEFlagSet 	bool IsEFlagSet(int) 	
IsPlayer 	bool IsPlayer() 	
IsSolid 	bool IsSolid() 	
IsSolidFlagSet 	bool IsSolidFlagSet(int) 	
IsValid 	bool IsValid() 	
KeyValueFromFloat 	bool KeyValueFromFloat(string, float) 	Executes KeyValue with a float
KeyValueFromInt 	bool KeyValueFromInt(string, int) 	Executes KeyValue with an int
KeyValueFromString 	bool KeyValueFromString(string, string) 	Executes KeyValue with a string
KeyValueFromVector 	bool KeyValueFromVector(string, Vector) 	Executes KeyValue with a vector
Kill 	void Kill() 	
LocalEyeAngles 	handle LocalEyeAngles() 	Returns the entity's local eye angles
NextMovePeer 	handle NextMovePeer() 	
PrecacheModel 	void PrecacheModel(string) 	
PrecacheScriptSound 	void PrecacheScriptSound(string) 	
PrecacheSoundScript 	void PrecacheSoundScript(string) 	Precache a sound for later playing.
RemoveEFlags 	void RemoveEFlags(int) 	
RemoveFlag 	void RemoveFlag(int) 	
RemoveSolidFlags 	void RemoveSolidFlags(int) 	
SetAbsAngles 	void SetAbsAngles(QAngle) 	Set entity pitch, yaw, roll as QAngles
SetAbsVelocity 	void SetAbsVelocity(Vector) 	Sets the current absolute velocity of the entity
SetAbsOrigin 	void SetAbsOrigin(Vector) 	SetAbsOrigin
SetAngles (→ SetAbsAngles) 	void SetAngles(float, float, float) 	Set entity pitch, yaw, roll.
SetAngularVelocity 	void SetAngularVelocity(float, float, float) 	Set the local angular velocity - takes float pitch,yaw,roll velocities
SetCollisionGroup 	void SetCollisionGroup(int) 	
SetDrawEnabled 	void SetDrawEnabled(bool) 	Enables drawing if you pass true, disables drawing if you pass false.
SetEFlags 	void SetEFlags(int) 	
SetForwardVector 	void SetForwardVector(Vector) 	Set the orientation of the entity to have this forward vector
SetFriction 	void SetFriction(float) 	
SetGravity 	void SetGravity(float) 	
SetHealth 	void SetHealth(int) 	
SetLocalAngles 	void SetLocalAngles(QAngle) 	
SetLocalOrigin 	void SetLocalOrigin(Vector) 	
SetMaxHealth 	void SetMaxHealth(int) 	
SetModel 	void SetModel(string) 	Set a model for this entity
SetMoveType 	void SetMoveType(EMoveType movetype, EMoveCollide movecollide) 	
SetModelSimple 	void SetModelSimple(string) 	Set a model for this entity. Matches easier behaviour of the SetModel input, automatically precaches, maintains sequence/cycle if possible.
SetOrigin (→ SetAbsOrigin) 	void SetOrigin(Vector) 	
SetOwner 	void SetOwner(handle) 	Sets this entity's owner
SetPhysAngularVelocity 	void SetPhysAngularVelocity(Vector) 	
SetPhysVelocity 	void SetPhysVelocity(Vector) 	
SetSize 	void SetSize(Vector, Vector) 	
SetSolid 	SetSolid(int) 	
SetSolidFlags 	SetSolidFlags(int) 	
SetTeam 	void SetTeam(int) 	
SetVelocity 	void SetVelocity(Vector) 	
SetWaterLevel 	SetWaterLevel(int) 	
SetWaterType 	SetWaterType(int) 	
StopSound 	void StopSound(string) 	Stops a sound on this entity.
TakeDamage 	void TakeDamage(float flDamage, int nDamageType, handle hAttacker) 	
Teleport 	void Teleport(bool, Vector, bool, QAngle, bool, Vector) 	Teleports this entity
TerminateScriptScope 	void TerminateScriptScope() 	Clear the current script scope for this entity
ToggleFlag 	ToggleFlag(int) 	
TakeDamageEx 	void TakeDamageEx(handle hInflictor, handle hAttacker, handle hWeapon, Vector vecDamageForce, Vector vecDamagePosition, float flDamage, int nDamageType) 	
TakeDamageCustom 	void TakeDamageCustom(handle hInflictor, handle hAttacker, handle hWeapon, Vector vecDamageForce, Vector vecDamagePosition, float flDamage, int nDamageType, int nCustomDamageType)	
ValidateScriptScope 	bool ValidateScriptScope() 	Ensure that an entity's script scope has been created
==== Hooks ====
Hooks are functions that are called by the game code at appropriate moments. For example, when an entity takes damage, the OnTakeDamage hook would be executed.
Function 	Signature 	Description 	 	 	
Input[InputName] 	bool Input[InputName]() 	Called when the entity receives an input from the I/O system that matches the function's name. The name of the function needs to beInputfollowed by the name of the input with the same casing (PascalCase). E.g. for the FireUser1 input, it would beInputFireUser1.
When the function is called, Script Handles of the activator and caller entities are accessible to the function under the variablesactivatorandcaller. The function needs to return a boolean value; Returningtrueprocesses the input, whilefalsecancels it.	 	 	
OnPostSpawn 	void OnPostSpawn() 	Called after the entity spawns, which is after scripts and players have loaded. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way.	 	 	
Precache 	void Precache() 	Called after the script executes. Can be used to call precache functions for models and sounds on map load. 	 	 	
OnTakeDamage 	void OnTakeDamage(handle params)	Called each time an entity takes damage. The script can modify the table entries not suffixed with const, and these will be sent back to the game code. 
The table contains the following keys:
{| class = "standard-table" style = "width: 85%;"	Name	Type	Description
const_entity 	handle 	The entity which took damage 	 	 	
inflictor 	handle 	The entity which dealt the damage, can be null 	 	 	
weapon 	handle 	The weapon which dealt the damage, can be null 	 	 	
attacker 	handle 	The owner of the damage, can be null 	 	 	
damage 	float 	Damage amount 	 	 	
max_damage 	float 	Damage cap 	 	 	
damage_bonus 	float 	Additional damage (e.g. from crits) 	 	 	
damage_bonus_provider 	handle 	Owner of the damage bonus 	 	 	
base_damage_const 	float 	Base damage 	 	 	
damage_force 	Vector 	Damage force 	 	 	
damage_for_force_calc 	float 	If non-zero, this damage is used for force calculations 	 	 	
damage_position 	Vector 	Where the damage actually came from 	 	 	
reported_position 	Vector 	Where the damage supposedly came from 	 	 	
damage_type 	int 	Damage type. See Constants.FDmgType 	 	 	
damage_custom 	int 	Special damage type. See Constants.ETFDmgCustom 	 	 	
damage_stats 	int 	Unused 	 	 	
force_friendly_fire 	bool 	If true, force the damage to friendlyfire, regardless of this entity's and attacker's team 	 	 	
ammo_type 	int 	Unused 	 	 	
player_penetration_count	int 	How many players the damage has penetrated so far 	 	 	
damaged_other_players 	int 	How many players other than the attacker has the damage been applied to. Used for rocket jump damage reduction 	 	 	
crit_type 	int 	Type of crit damage. 0 - None, 1 - Mini, 2 - Full 	 	 	
early_out 	bool 	If set to true by the script, the game's damage routine will not run and it will simply return the currently set damage. 	 	 	
=== CBaseAnimating ===
Extends CBaseEntity
Script handle class for animatable entities, such as props.
==== Methods ====
Function 	Signature 	Description
DispatchAnimEvents 	void DispatchAnimEvents(handle) 	Dispatch animation events to a CBaseAnimating
FindBodygroupByName 	int FindBodygroupByName(string) 	Find a bodygroup id by name
GetAttachmentAngles 	QAngle GetAttachmentAngles(int) 	Get the attachement id's angles as a p,y,r vector
GetAttachmentBone 	int GetAttachmentBone(int) 	Get the named attachement's parent bone index
GetAttachmentOrigin 	Vector GetAttachmentOrigin(int) 	Get the attachement id's origin vector
GetBodygroup 	int GetBodygroup(int) 	Get a bodygroup by id
GetBodygroupName 	string GetBodygroupName(int) 	Get the bodygroup id's name
GetBodygroupPartName 	string GetBodygroupPartName(int, int)	Get name by group and part
GetBoneAngles 	QAngle GetBoneAngles(int) 	Get the bone id's angles as a p,y,r vector
GetBoneOrigin 	Vector GetBoneOrigin(int) 	Get the bone id's origin vector
GetCycle 	float GetCycle() 	Gets the models current cycle
GetModelScale 	float GetModelScale() 	
GetPlaybackRate 	float GetPlaybackRate() 	Set the current playback rate.
GetSequence 	int GetSequence() 	Get the current sequence id
GetSequenceActivityName 	string GetSequenceActivityName(int) 	Get the activity name for a sequence by id
GetSequenceDuration 	float GetSequenceDuration(int) 	Get a sequence duration by id
GetSequenceName 	string GetSequenceName(int) 	Get a sequence name by id
GetSkin 	int GetSkin() 	Gets the current skin index.
IsSequenceFinished 	bool IsSequenceFinished() 	Ask whether the main sequence is done playing
LookupActivity 	int LookupActivity(string) 	Get the named activity index
LookupAttachment 	int LookupAttachment(string) 	Get the named attachement id
LookupBone 	int LookupBone(string) 	Get the named bone index
LookupPoseParameter 	int LookupPoseParameter(string) 	Looks up a pose parameter index by name
LookupSequence 	int LookupSequence(string) 	Looks up a sequence by sequence name or activity name
ResetSequence 	void ResetSequence(int) 	Reset a sequence by id. If the id is different than the current sequence, switch to the new sequence
SetBodygroup 	void SetBodygroup(int, int) 	Sets a bodygroup
SetCycle 	void SetCycle(float) 	Sets the models current cycle
SetModelScale 	void SetModelScale(float, float) 	(scale, change_duration) Changes a model's scale over time
SetPlaybackRate 	void SetPlaybackRate(float) 	Set the current playback rate.
SetPoseParameter 	float SetPoseParameter(int, float) 	(id, value) Sets a pose parameter value
SetSequence 	void SetSequence(int) 	Set a sequence by id
SetSkin 	void SetSkin(int) 	Sets the skin.
StopAnimation 	void StopAnimation() 	Stop the current animation (same as SetPlaybackRate 0.0)
StudioFrameAdvance 	void StudioFrameAdvance() 	Advance animation frame to some time in the future with an automatically calculated interval
StudioFrameAdvanceManual	void StudioFrameAdvanceManual(float) 	Advance animation frame to some time in the future with a manual interval
=== CBaseCombatWeapon ===
Extends CBaseAnimating
Function 	Signature 	Description 	
CanBeSelected 	bool CanBeSelected() 	Can this weapon be selected 	
Clip1 	int Clip1() 	Current ammo in clip1 	
Clip2 	int Clip2() 	Current ammo in clip2 	
GetDefaultClip1 	int GetDefaultClip1() 	Default size of clip1 	
GetDefaultClip2 	int GetDefaultClip2() 	Default size of clip2 	
GetMaxClip1 	int GetMaxClip1() 	Max size of clip1 	
GetMaxClip2 	int GetMaxClip2() 	Max size of clip2 	
GetName 	string GetName() 	Gets the weapon's name 	
GetPosition 	int GetPosition() 	Gets the weapon's current position 	
GetPrimaryAmmoCount 	int GetPrimaryAmmoCount() 	Current primary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF) 	
GetPrimaryAmmoType 	int GetPrimaryAmmoType() 	Returns the primary ammo type 	
GetPrintName 	string GetPrintName() 	Gets the weapon's print name 	
GetSecondaryAmmoCount 	int GetSecondaryAmmoCount() 	Current secondary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF)	
GetSecondaryAmmoType 	int GetSecondaryAmmoType() 	Returns the secondary ammo type 	
GetSlot 	int GetSlot() 	Gets the weapon's current slot 	
GetSubType 	int GetSubType() 	Get the weapon subtype 	
GetWeaponFlags 	int GetWeaponFlags() 	Get the weapon flags 	
GetWeight 	int GetWeight() 	Get the weapon weighting/importance 	
HasAnyAmmo 	bool HasAnyAmmo() 	Do we have any ammo? 	
HasPrimaryAmmo 	bool HasPrimaryAmmo() 	Do we have any primary ammo? 	
HasSecondaryAmmo 	bool HasSecondaryAmmo() 	Do we have any secondary ammo? 	
IsAllowedToSwitch 	bool IsAllowedToSwitch() 	Are we allowed to switch to this weapon? 	
IsMeleeWeapon 	bool IsMeleeWeapon() 	Returns whether this is a melee weapon 	
PrimaryAttack 	void PrimaryAttack() 	Force a primary attack 	
SecondaryAttack 	void SecondaryAttack() 	Force a secondary attack 	
SetClip1 	void SetClip1(int) 	Set current ammo in clip1 	
SetClip2 	void SetClip2(int) 	Set current ammo in clip2 	
SetCustomViewModel 	void SetCustomViewModel(string) 	Sets a custom view model for this weapon by model name 	
SetCustomViewModelModelIndex	void SetCustomViewModelModelIndex(int)	Sets a custom view model for this weapon by modelindex 	
SetSubType 	void SetSubType(int) 	Set the weapon subtype 	
UsesClipsForAmmo1 	bool UsesClipsForAmmo1() 	Do we use clips for ammo 1? 	
UsesClipsForAmmo2 	bool UsesClipsForAmmo2() 	Do we use clips for ammo 2? 	
UsesPrimaryAmmo 	bool UsesPrimaryAmmo() 	Do we use primary ammo? 	
UsesSecondaryAmmo 	bool UsesSecondaryAmmo() 	Do we use secondary ammo? 	
VisibleInWeaponSelection 	bool VisibleInWeaponSelection() 	Is this weapon visible in weapon selection 	
=== CBaseFlex ===
Extends CBaseAnimating
Function 	Signature 	Description
PlayScene	float PlayScene(string, float)	Play the specified .vcd file.
=== CBaseCombatCharacter ===
Extends CBaseFlex
Function 	Signature 	Description
GetLastKnownArea	handle GetLastKnownArea()	Return the last nav area occupied - NULL if unknown
=== CBasePlayer ===
Extends CBaseCombatCharacter
Script handle class for player entities.
==== Methods ====
Function 	Signature 	Description
GetForceLocalDraw 	bool GetForceLocalDraw() 	Gets the state of whether the player is being forced by SetForceLocalDraw to be drawn
GetPlayerMaxs 	Vector GetPlayerMaxs() 	
GetPlayerMins 	Vector GetPlayerMins() 	
GetScriptOverlayMaterial	string GetScriptOverlayMaterial() 	Gets the current view overlay material
IsNoclipping 	bool IsNoclipping() 	Returns true if the player is in noclip mode.
SetForceLocalDraw 	void SetForceLocalDraw(bool) 	Forces the player to be drawn as if they are third person
SetScriptOverlayMaterial	void SetScriptOverlayMaterial(string)	Sets a view overlay material
SnapEyeAngles 	void SnapEyeAngles(QAngle) 	Snap the player's eye angles to this.
ViewPunch 	void ViewPunch(QAngle) 	Ow! Punches the player's view
ViewPunchReset 	void ViewPunchReset(float) 	Reset's the player's view punch
=== CBaseMultiplayerPlayer ===
Extends CBasePlayer
Script handle sub-class for player entities in multiplayer games. No additional methods.
=== CEconEntity ===
Extends CBaseAnimating
Script handle class for economic leisure exquisite items, meaning hats and weapons.
==== Methods ====
Function 	Signature 	Description
AddAttribute 	void AddAttribute(string, float, float)	Add an attribute to the entity
RemoveAttribute 	void RemoveAttribute(string) 	Remove an attribute to the entity
ReapplyProvision	void ReapplyProvision() 	Relinks attributes to provisioners, e.g. calling this on a weapon will add it's attributes to the player
=== CTFPlayer ===
Extends CBaseMultiplayerPlayer
Script handle class for entities of Team Fortress 2.
==== Methods ====
Function 	Signature 	Description
AddCond 	void AddCond(ETFCond cond) 	
AddCondEx 	void AddCondEx(ETFCond cond, float duration, handle provider) 	
AddCustomAttribute 	void AddCustomAttribute(string, float, float) 	Add a custom attribute to the player
ApplyPunchImpulseX 	bool ApplyPunchImpulseX(float) 	
BleedPlayer 	void BleedPlayer(float) 	
BleedPlayerEx 	void BleedPlayerEx(float, int, bool, int) 	
CanAirDash 	bool CanAirDash() 	
CanBeDebuffed 	bool CanBeDebuffed() 	
CanBreatheUnderwater 	bool CanBreatheUnderwater() 	
CanDuck 	bool CanDuck() 	Can the player duck?
CanGetWet 	bool CanGetWet() 	
CanJump 	bool CanJump() 	Can the player jump?
ClearCustomModelRotation 	void ClearCustomModelRotation() 	
ClearSpells 	void ClearSpells() 	
CanPlayerMove 	bool CanPlayerMove() 	Can the player move?
DropFlag 	void DropFlag(bool) 	Force player to drop the flag.
DropRune 	void DropRune(bool, int) 	Force player to drop the rune.
EquipWearableViewModel 	void EquipWearableViewModel(handle ent) 	Equips a wearble on the viewmodel. Intended to be used with tf_wearable_vm entities.
ExtinguishPlayerBurning 	void ExtinguishPlayerBurning() 	
FiringTalk 	void FiringTalk() 	Makes eg. a heavy go AAAAAAAAAAaAaa like they are firing their minigun.
FirstMoveChild 	FirstMoveChild() 	
ForceChangeTeam 	void ForceChangeTeam(int, bool) 	Force player to change their team.
ForceRegenerateAndRespawn 	void ForceRegenerateAndRespawn(int, bool) 	Force regenerates and respawns the player
ForceRespawn 	void ForceRespawn(int) 	Force respawns the player
GetActiveWeapon 	handle GetActiveWeapon() 	Get the player's current weapon
GetBackstabs 	int GetBackstabs() 	
GetBonusPoints 	int GetBonusPoints() 	
GetBotType 	int GetBotType() 	
GetBuildingsDestroyed 	int GetBuildingsDestroyed() 	
GetCaptures 	int GetCaptures() 	
GetClassEyeHeight 	Vector GetClassEyeHeight() 	Gets the eye height of the player
GetCondDuration 	float GetCondDuration(ETFCond cond) 	
GetCurrency 	int GetCurrency() 	Get player's cash for game modes with upgrades, ie. MvM
GetCurrentTauntMoveSpeed 	float GetCurrentTauntMoveSpeed() 	
GetDefenses 	int GetDefenses() 	
GetDisguiseAmmoCount 	int GetDisguiseAmmoCount() 	
GetDisguiseTarget 	handle GetDisguiseTarget() 	
GetDisguiseTeam 	int GetDisguiseTeam() 	
GetDominations 	int GetDominations() 	
GetGrapplingHookTarget 	handle GetGrapplingHookTarget() 	What entity is the player grappling?
GetHeadshots 	int GetHeadshots() 	
GetHealPoints 	int GetHealPoints() 	
GetHealTarget 	handle GetHealTarget() 	Who is the medic healing?
GetInvulns 	int GetInvulns() 	
GetKillAssists 	int GetKillAssists() 	
GetLastWeapon 	GetLastWeapon() 	
GetNextChangeClassTime 	float GetNextChangeClassTime() 	Get next change class time.
GetNextChangeTeamTime 	float GetNextChangeTeamTime() 	Get next change team time.
GetNextRegenTime 	float GetNextRegenTime() 	Get next health regen time.
GetPlayerClass 	int GetPlayerClass() 	
GetRageMeter 	float GetRageMeter() 	
GetResupplyPoints 	int GetResupplyPoints() 	
GetRevenge 	int GetRevenge() 	
GetScoutHypeMeter 	float GetScoutHypeMeter() 	
GetSpyCloakMeter 	float GetSpyCloakMeter() 	
GetTeleports 	int GetTeleports() 	
GetTimeSinceCalledForMedic 	float GetTimeSinceCalledForMedic() 	When did the player last call medic
GrantOrRemoveAllUpgrades 	GrantOrRemoveAllUpgrades(bool, bool) 	
HasItem 	bool HasItem() 	Currently holding an item? Eg. capture flag
IgnitePlayer 	void IgnitePlayer() 	
InAirDueToExplosion 	bool InAirDueToExplosion() 	
InAirDueToKnockback 	bool InAirDueToKnockback() 	
InCond 	bool InCond(ETFCond cond) 	
IsAirDashing 	bool IsAirDashing() 	
IsAllowedToTaunt 	bool IsAllowedToTaunt() 	
IsBotOfType 	bool IsBotOfType(int) 	
IsCallingForMedic 	bool IsCallingForMedic() 	Is this player calling for medic?
IsCarryingRune 	bool IsCarryingRune() 	
IsControlStunned 	bool IsControlStunned() 	
IsCritBoosted 	bool IsCritBoosted() 	
IsFakeClient 	bool IsFakeClient() 	
IsFireproof 	bool IsFireproof() 	
IsFullyInvisible 	bool IsFullyInvisible() 	
IsHypeBuffed 	bool IsHypeBuffed() 	
IsImmuneToPushback 	bool IsImmuneToPushback() 	
IsInspecting 	bool IsInspecting() 	
IsInvulnerable 	bool IsInvulnerable() 	
IsJumping 	bool IsJumping() 	
IsMiniBoss 	bool IsMiniBoss() 	Is this player an MvM mini-boss?
IsParachuteEquipped 	bool IsParachuteEquipped() 	
IsPlacingSapper 	bool IsPlacingSapper() 	Returns true if we placed a sapper in the last few moments
IsPlayer 	IsPlayer() 	
IsRageDraining 	bool IsRageDraining() 	
IsRegenerating 	bool IsRegenerating() 	
IsSapping 	bool IsSapping() 	Returns true if we are currently sapping
IsSnared 	bool IsSnared() 	
IsStealthed 	bool IsStealthed() 	
IsUsingActionSlot 	bool IsUsingActionSlot() 	
IsViewingCYOAPDA 	bool IsViewingCYOAPDA() 	
IsViewingCYOAPDA 	bool IsViewingCYOAPDA() 	
Regenerate 	void Regenerate(bool) 	Resupplies a player. If regen health/ammo is set, clears negative conds, gives back player health/ammo
RemoveAllItems 	void RemoveAllItems(bool) 	
RemoveAllObjects 	void RemoveAllObjects(bool) 	Remove all player objects. Eg. dispensers/sentries.
RemoveCond 	void RemoveCond(ETFCond cond) 	
RemoveCondEx 	void RemoveCondEx(ETFCond cond, bool ignoreDuration) 	
RemoveCurrency 	void RemoveCurrency(int) 	Take away money from a player for reasons such as ie. spending.
RemoveCustomAttribute 	void RemoveCustomAttribute(string) 	Remove a custom attribute to the player
RemoveDisguise 	void RemoveDisguise() 	Undisguise a spy.
RemoveInvisibility 	void RemoveInvisibility() 	Un-invisible a spy.
RemoveTeleportEffect 	void RemoveTeleportEffect() 	
ResetScores 	void ResetScores() 	
RollRareSpell 	void RollRareSpell() 	
SetCondDuration 	void SetCondDuration(ETFCond cond, float duration) 	
SetCurrency 	void SetCurrency(int) 	Set player's cash for game modes with upgrades, ie. MvM
SetCurrentTauntMoveSpeed 	void SetCurrentTauntMoveSpeed(float) 	
SetCustomModel 	void SetCustomModel(string) 	
SetCustomModelOffset 	void SetCustomModelOffset(Vector) 	
SetCustomModelRotates 	void SetCustomModelRotates(bool) 	
SetCustomModelRotation 	void SetCustomModelRotation(QAngle) 	
SetCustomModelVisibleToSelf 	void SetCustomModelVisibleToSelf(bool) 	
SetCustomModelWithClassAnimations	void SetCustomModelWithClassAnimations(string) 	
SetDisguiseAmmoCount 	void SetDisguiseAmmoCount(int) 	
SetForcedTauntCam 	void SetForcedTauntCam(int) 	
SetGrapplingHookTarget 	void SetGrapplingHookTarget(handle, bool) 	Set the player's target grapple entity
SetIsMiniBoss 	void SetIsMiniBoss(bool) 	Make this player an MvM mini-boss.
SetNextChangeClassTime 	void SetNextChangeClassTime(float) 	Set next change class time.
SetNextChangeTeamTime 	void SetNextChangeTeamTime(float) 	Set next change team time.
SetNextRegenTime 	void SetNextRegenTime(float) 	Set next health regen time.
SetPlayerClass 	void SetPlayerClass(int) 	
SetRageMeter 	void SetRageMeter(float) 	
SetScoutHypeMeter 	void SetScoutHypeMeter(float) 	
SetSpyCloakMeter 	void SetSpyCloakMeter(float) 	
SetUseBossHealthBar 	void SetUseBossHealthBar(bool) 	
TryToPickupBuilding 	bool TryToPickupBuilding() 	Make the player attempt to pick up a building in front of them
UpdateSkin 	UpdateSkin(num) 	
WasInCond 	bool WasInCond(ETFCond cond) 	
Weapon_CanUse 	bool Weapon_CanUse(handle weapon) 	
Weapon_Drop 	void Weapon_Drop(handle weapon) 	
Weapon_DropEx 	void Weapon_DropEx(handle weapon, Vector target, Vector velocity)	
Weapon_Equip 	void Weapon_Equip(handle weapon) 	
Weapon_SetLast 	void Weapon_SetLast(handle weapon) 	
Weapon_ShootPosition 	Vector Weapon_ShootPosition() 	
Weapon_Switch 	void Weapon_Switch(handle weapon) 	
=== CTFBot ===
Extends CTFPlayer and NextBotCombatCharacter
Function 	Signature 	Description
AddBotAttribute 	void AddBotAttribute(int) 	Sets attribute flags on this TFBot
AddBotTag 	void AddBotTag(string) 	Adds a bot tag
AddWeaponRestriction 	void AddWeaponRestriction(int) 	Adds weapon restriction flags
ClearAllBotAttributes 	void ClearAllBotAttributes() 	Clears all attribute flags on this TFBot
ClearAllBotTags 	void ClearAllBotTags() 	Clears bot tags
ClearAllWeaponRestrictions 	void ClearAllWeaponRestrictions() 	Removes all weapon restriction flags
ClearAttentionFocus 	void ClearAttentionFocus() 	Clear current focus
DelayedThreatNotice 	void DelayedThreatNotice(handle, float)	
DisbandCurrentSquad 	void DisbandCurrentSquad() 	Forces the current squad to be entirely disbanded by everyone
FindVantagePoint 	handle FindVantagePoint(float) 	Get the nav area of the closest vantage point (within distance)
GenerateAndWearItem 	void GenerateAndWearItem(string) 	Give me an item!
GetHomeArea 	handle GetHomeArea() 	Sets the home nav area of the bot
GetDifficulty 	int GetDifficulty() 	Returns the bot's difficulty level
GetMaxVisionRangeOverride 	float GetMaxVisionRangeOverride() 	Gets the max vision range override for the bot
GetNearestKnownSappableTarget	handle GetNearestKnownSappableTarget() 	Gets the nearest known sappable target
GetSpawnArea 	handle GetSpawnArea() 	Return the nav area of where we spawned
GetSquadFormationError 	float GetSquadFormationError() 	Gets our formation error coefficient.
HasBotAttribute 	bool HasBotAttribute(int) 	Checks if this TFBot has the given attributes
HasBotTag 	bool HasBotTag(string) 	Checks if this TFBot has the given bot tag
HasWeaponRestriction 	bool HasWeaponRestriction(int) 	Checks if this TFBot has the given weapon restriction flags
IsAmmoFull 	bool IsAmmoFull() 	
IsAmmoLow 	bool IsAmmoLow() 	
IsAttentionFocused 	bool IsAttentionFocused() 	Is our attention focused right now?
IsAttentionFocusedOn 	bool IsAttentionFocusedOn(handle) 	Is our attention focused on this entity
IsDifficulty 	bool IsDifficulty(int) 	Returns true/false if the bot's difficulty level matches.
IsInASquad 	bool IsInASquad() 	Checks if we are in a squad
IsWeaponRestricted 	bool IsWeaponRestricted(handle) 	Checks if the given weapon is restricted for use on the bot
LeaveSquad 	void LeaveSquad() 	Makes us leave the current squad (if any)
PressAltFireButton 	void PressAltFireButton(float) 	
PressFireButton 	void PressFireButton(float) 	
PressSpecialFireButton 	void PressSpecialFireButton(float) 	
RemoveBotAttribute 	void RemoveBotAttribute(int) 	Removes attribute flags on this TFBot
RemoveBotTag 	void RemoveBotTag(string) 	Removes a bot tag
RemoveWeaponRestriction 	void RemoveWeaponRestriction(int) 	Removes weapon restriction flags
SetAttentionFocus 	void SetAttentionFocus(handle) 	Sets our current attention focus to this entity
SetAutoJump 	void SetAutoJump(float, float) 	Sets if the bot should automatically jump
SetDifficulty 	void SetDifficulty(int) 	Sets the bots difficulty level
SetHomeArea 	void SetHomeArea(handle) 	Returns the home nav area of the bot -- may be nil.
SetMaxVisionRangeOverride 	void SetMaxVisionRangeOverride(float) 	Sets max vision range override for the bot
SetScaleOverride 	void SetScaleOverride(float) 	Sets the scale override for the bot
SetShouldQuickBuild 	void SetShouldQuickBuild(bool) 	Sets if the bot should build instantly
SetSquadFormationError 	void SetSquadFormationError(float) 	Sets our formation error coefficient.
ShouldAutoJump 	bool ShouldAutoJump() 	Returns if the bot should automatically jump
ShouldQuickBuild 	bool ShouldQuickBuild() 	Returns if the bot should build instantly
UpdateDelayedThreatNotices 	void UpdateDelayedThreatNotices() 	
=== Convars ===
Game Instance: Convars
Provides an interface for getting and setting on the server.
==== Methods ====
Function 	Signature 	Description
GetBool 	bool GetClientConvarValue(string name) 	Returns the convar as a bool. May return null if no such convar.
GetClientConvarValue	string GetClientConvarValue(string name, int entindex)	Returns the convar value for the entindex as a string. Only works on client convars with the FCVAR_USERINFO flag.
GetInt 	int GetInt(string name) 	Returns the convar as an int. May return null if no such convar.
GetStr 	string GetStr(string name) 	Returns the convar as a string. May return null if no such convar.
GetFloat 	float GetFloat(string name) 	Returns the convar as a float. May return null if no such convar.
IsConVarOnAllowList 	bool IsConVarOnAllowList(string name) 	Checks if the convar is allowed to be used and is in cfg/vscript_convar_allowlist.txt. Please be nice with this and use it for *compatibility* if you need check support and NOT to force server owners to allow hostname to be set... or else this will simply lie and return true in future. ;-) You have been warned!
SetValue 	void SetValue(string name, value) 	Sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Convars marked as cheat-only can be set even if sv_cheats is off. Supported types are bool, int, float, string.
=== CEntities ===
Game Instance: Entities
An interface to find and iterate over the script handles for the entities in play. To iterate over a set of entities, pass null to the previous parameter in the appropriate method to start an iteration. A reference to a previously-found entity can be used instead to continue a search.
The following are two equivalent examples and iterate over all weapons on the map:
local ent = null;
while ( ent = Entities.FindByClassname(ent, "tf_weapon_*") )
{
 // ...
}	
for (local ent; ent = Entities.FindByName(ent, "tf_weapon_*"); )
{
 // ...
}
==== Methods ====
Function 	Signature 	Description
CreateByClassname 	handle CreateByClassname(string classname) 	Creates an entity by classname
DispatchSpawn 	void DispatchSpawn(handle entity) 	Dispatches spawn of an entity!
FindByClassname 	handle FindByClassname(handle previous, string classname) 	Find entities by the value of their classname keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByClassnameNearest	handle FindByClassnameNearest(string classname, Vector center, float radius) 	Find entities by classname nearest to a point.
FindByClassnameWithin 	handle FindByClassnameWithin(handle previous, string classname, Vector center, float radius)	Find entities by classname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByModel 	handle FindByModel(handle previous, string modelname) 	Find entities by the value of their model keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByName 	handle FindByName(handle previous, string targetname) 	Find entities by the value of their keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByNameNearest 	handle FindByNameNearest(string targetname, Vector center, float radius) 	Find entities by targetname nearest to a point.
FindByNameWithin 	handle FindByNameWithin(handle previous, string targetname, Vector center, float radius) 	Find entities by targetname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByTarget 	handle FindByTarget(handle previous, string target) 	Find entities by the value of their target keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindInSphere 	handle FindInSphere(handle previous, Vector center, float radius) 	Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
First 	handle First() 	Begin an iteration over the list of entities
Next 	handle Next(handle previous) 	At the given reference of a previously-found entity, returns the next one after it in the list.
=== CTFNavArea ===
==== Methods ====
Function 	Signature 	Description
AddIncomingConnection 	void AddIncomingConnection(handle area, int dir) 	Add areas that connect TO this area by a ONE-WAY link
ClearAttributeTF 	void ClearAttributeTF(int) 	Clear TF-specific area attribute bits
ComputeClosestPointInPortal 	Vector ComputeClosestPointInPortal(handle, int, Vector) 	Compute closest point within the portal between to adjacent areas.
ComputeDirection 	int ComputeDirection(Vector point) 	Return direction from this area to the given point
ConnectTo 	void ConnectTo(handle area, int dir) 	Connect this area to given area in given direction
Contains 	bool Contains(handle area) 	Return true if other area is on or above this area, but no others
ContainsOrigin 	bool ContainsOrigin(Vector point) 	Return true if given point is on or above this area, but no others
DebugDrawFilled 	void DebugDrawFilled(int, int, int, int, float, bool, float)	Draw area as a filled rect of the given color
Disconnect 	void Disconnect(handle area) 	Disconnect this area from given area
FindRandomSpot 	Vector FindRandomSpot() 	Get random origin within extent of area
GetAdjacentArea 	handle GetAdjacentArea(int dir, int n) 	Return the n'th adjacent area in the given direction
GetAdjacentAreas 	void GetAdjacentAreas(int dir, handle table) 	Fills a passed in table with all adjacent areas in the given direction
GetAdjacentCount 	int GetAdjacentCount(int dir) 	Get the number of adjacent areas in the given direction
GetAttributes 	int GetAttributes() 	Get area attribute bits
GetAvoidanceObstacleHeight 	float GetAvoidanceObstacleHeight() 	Returns the maximum height of the obstruction above the ground
GetCenter 	Vector GetCenter() 	Get center origin of area
GetCorner 	Vector GetCorner(int dir) 	Get corner origin of area
GetDistanceSquaredToPoint 	float GetDistanceSquaredToPoint(Vector pos) 	Return shortest distance between point and this area
GetDoor 	handle GetDoor() 	Returns the door entity above the area
GetElevator 	handle GetElevator() 	Returns the elevator if in an elevator's path
GetElevatorAreas 	void GetElevatorAreas(handle table) 	Fills table with a collection of areas reachable via elevator from this area
GetID 	int GetID() 	Get area ID.
GetIncomingConnections 	void GetIncomingConnections(int dir, handle table) 	Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them)
GetParent 	handle GetParent() 	Returns the area just prior to this one in the search path
GetParentHow 	int GetParentHow() 	Returns how we get from parent to us
GetPlaceName 	string GetPlaceName() 	Get place name
GetPlayerCount 	int GetPlayerCount(int team) 	Return number of players of given team currently within this area (team of zero means any/all)
GetRandomAdjacentArea 	handle GetRandomAdjacentArea(int dir) 	Return a random adjacent area in the given direction
GetSizeX 	float GetSizeX() 	Return the area size along the X axis
GetSizeY 	float GetSizeY() 	Return the area size along the Y axis
GetTravelDistanceToBombTarget	float GetTravelDistanceToBombTarget() 	Gets the travel distance to the MvM bomb target
GetZ 	float GetZ(Vector pos) 	Return Z of area at (x,y) of 'pos'
HasAttributeTF 	bool HasAttributeTF(int) 	Has TF-specific area attribute bits
HasAttributes 	bool HasAttributes(int) 	Has area attribute bits
HasAvoidanceObstacle 	bool HasAvoidanceObstacle(float maxheight) 	Returns true if there's a large, immobile object obstructing this area
IsBlocked 	bool IsBlocked(int team, bool) 	Return true if team is blocked in this area
IsBottleneck 	bool IsBottleneck() 	Returns true if area is a bottleneck
IsCompletelyVisibleToTeam 	bool IsCompletelyVisibleToTeam(int team) 	Return true if given area is completely visible from somewhere in this area by someone on the team
IsConnected 	bool IsConnected(handle area, int dir) 	Return true if given area is connected in given direction
IsCoplanar 	bool IsCoplanar(handle area) 	Return true if this area and given area are approximately co-planar
IsDamaging 	bool IsDamaging() 	Return true if continuous damage (ie: fire) is in this area
IsDegenerate 	bool IsDegenerate() 	Return true if this area is badly formed
IsEdge 	bool IsEdge(int dir) 	Return true if there are no bi-directional links on the given side
IsFlat 	bool IsFlat() 	Return true if this area is approximately flat
IsOverlapping 	bool IsOverlapping(handle area) 	Return true if 'area' overlaps our 2D extents
IsOverlappingOrigin 	bool IsOverlappingOrigin(Vector pos, float tolerance) 	Return true if 'pos' is within 2D extents of area
IsPotentiallyVisibleToTeam 	bool IsPotentiallyVisibleToTeam(int team) 	Return true if any portion of this area is visible to anyone on the given team
IsReachableByTeam 	bool IsReachableByTeam(int) 	Is this area reachable by the given team?
IsRoughlySquare 	bool IsRoughlySquare() 	Return true if this area is approximately square
IsTFMarked 	bool IsTFMarked() 	Is this nav area marked with the current marking scope?
IsUnderwater 	bool IsUnderwater() 	Return true if area is underwater
IsValidForWanderingPopulation	bool IsValidForWanderingPopulation() 	Returns true if area is valid for wandering population
IsVisible 	bool IsVisible(Vector point) 	Return true if area is visible from the given eyepoint
MarkAsBlocked 	void MarkAsBlocked(int team) 	Mark this area as blocked for team
MarkAsDamaging 	void MarkAsDamaging(float duration) 	Mark this area is damaging for the next 'duration' seconds
MarkObstacleToAvoid 	void MarkObstacleToAvoid(float height) 	Marks the obstructed status of the nav area
RemoveAttributes 	void RemoveAttributes(int) 	Removes area attribute bits
RemoveOrthogonalConnections 	void RemoveOrthogonalConnections(int dir) 	Removes all connections in directions to left and right of specified direction
SetAttributeTF 	void SetAttributeTF(int) 	Set TF-specific area attributes
SetAttributes 	void SetAttributes(int) 	Set area attribute bits
SetPlaceName 	void SetPlaceName(string name) 	Set place name
TFMark 	void TFMark() 	Mark this nav area with the current marking scope.
UnblockArea 	void UnblockArea() 	Unblocks this area
=== CNavMesh ===
Game Instance: NavMesh
==== Methods ====
Function 	Signature 	Description
FindNavAreaAlongRay 	handle FindNavAreaAlongRay(Vector startpos, Vector endpos, handle ignoreAreaID) 	get nav area from ray
GetAllAreas 	void GetAllAreas(handle table) 	fills a passed in table of all nav areas
GetAreasWithAttributes 	void GetAreasWithAttributes(int bits, handle table) 	fills a passed in table of all nav areas that have the specified attributes
GetNavArea 	handle GetNavArea(Vector origin, float flBeneath) 	given a position in the world, return the nav area that is closest to or below that height.
GetNavAreaByID 	handle GetNavAreaByID(int areaID) 	get nav area by ID
GetNavAreaCount 	int GetNavAreaCount() 	return total number of nav areas
GetNavAreasFromBuildPath 	bool GetNavAreasFromBuildPath(CTFNavArea startArea, CTFNavArea endArea, Vector goalPos, float flMaxPathLength, int teamID, bool ignoreNavBlockers, handle table)	Fills the table with areas from a path. Returns whether a path was found. If 'endArea' is NULL, will compute a path as close as possible to 'goalPos'.
GetNavAreasInRadius 	void GetNavAreasInRadius(Vector origin, float radius, handle table) 	fills a passed in table of nav areas within radius
GetNavAreasOverlappingEntityExtent	void GetNavAreasOverlappingEntityExtent(handle entity, handle table) 	fills passed in table with areas overlapping entity's extent
GetNearestNavArea 	handle GetNearestNavArea(Vector origin, float maxDist, bool checkLOS, bool checkGround) 	given a position in the world, return the nav area that is closest to or below that height.
GetObstructingEntities 	void GetObstructingEntities(handle table) 	fills a passed in table of all obstructing entities
NavAreaBuildPath 	bool NavAreaBuildPath(CTFNavArea startArea, CTFNavArea endArea, Vector goalPos, float flMaxPathLength, int teamID, bool ignoreNavBlockers) 	returns true if a path exists
NavAreaTravelDistance 	float NavAreaTravelDistance(TFNavArea startArea, CTFNavArea endArea, float flMaxPathLength) 	compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'
RegisterAvoidanceObstacle 	void RegisterAvoidanceObstacle(handle entity) 	registers avoidance obstacle
UnregisterAvoidanceObstacle 	void UnregisterAvoidanceObstacle(handle entity) 	unregisters avoidance obstacle
=== CNetPropManager ===
Game Instance: NetProps
Allows reading and updating the network properties and datamaps of an entity. 
If the entity has multiple netprops with the same name, the data table name can be prepended with a dot to specify which one to use (e.g. "m_itTimer.m_timestamp").
	
==== Methods ====
Function 	Signature 	Description
GetPropArraySize 	int GetPropArraySize(handle entity, string propertyName) 	Returns the size of an netprop array, or -1.
GetPropEntity 	handle GetPropEntity(handle entity, string propertyName) 	Reads an EHANDLE-valued netprop (21 bit integer). Returns the script handle of the entity.
GetPropEntityArray	handle GetPropEntityArray(handle entity, string propertyName, int arrayElement) 	Reads an EHANDLE-valued netprop (21 bit integer) from an array. Returns the script handle of the entity.
GetPropBool 	bool GetPropBool(handle entity, string propertyName) 	Reads a boolean-valued netprop.
GetPropBoolArray 	bool GetPropBoolArray(handle entity, string propertyName, int arrayElement) 	Reads a boolean-valued netprop from an array.
GetPropFloat 	float GetPropFloat(handle entity, string propertyName) 	Reads a float-valued netprop.
GetPropFloatArray 	float GetPropFloatArray(handle entity, string propertyName, int arrayElement) 	Reads a float-valued netprop from an array.
GetPropInfo 	bool GetPropInfo(handle entity, string propertyName, int arrayElement, handle table) 	Fills in a passed table with property info for the provided entity.
GetPropInt 	int GetPropInt(handle entity, string propertyName) 	Reads an integer-valued netprop.
GetPropIntArray 	int GetPropIntArray(handle entity, string propertyName, int arrayElement) 	Reads an integer-valued netprop from an array.
GetPropString 	string GetPropString(handle entity, string propertyName) 	Reads an string-valued netprop.
GetPropStringArray	string GetPropStringArray(handle entity, string propertyName, int arrayElement) 	Reads an string-valued netprop from an array.
GetPropType 	string GetPropType(handle entity, string propertyName) 	Returns the name of the netprop type as a string.
GetPropVector 	Vector GetPropVector(handle entity, string propertyName) 	Reads a 3D vector-valued netprop.
GetPropVectorArray	Vector GetPropVectorArray(handle entity, string propertyName, int arrayElement) 	Reads a 3D vector-valued netprop from an array.
GetTable 	void GetTable(handle entity, int iPropType, handle table) 	Fills in a passed table with all props of a specified type for the provided entity (set iPropType to 0 for SendTable or 1 for DataMap)
HasProp 	bool HasProp(handle entity, string propertyName) 	Checks if a netprop exists.
SetPropBool 	void SetPropBool(handle entity, string propertyName, bool value) 	Sets a netprop to the specified boolean.
SetPropBoolArray 	void SetPropBoolArray(handle entity, string propertyName, bool value, int arrayElement) 	Sets a netprop from an array to the specified boolean.
SetPropEntity 	void SetPropEntity(handle entity, string propertyName, handle value) 	Sets an EHANDLE-valued netprop (21 bit integer) to reference the specified entity.
SetPropEntityArray	void SetPropEntityArray(handle entity, string propertyName, handle value, int arrayElement)	Sets an EHANDLE-valued netprop (21 bit integer) from an array to reference the specified entity.
SetPropFloat 	void SetPropFloat(handle entity, string propertyName, float value) 	Sets a netprop to the specified float.
SetPropFloatArray 	void SetPropFloatArray(handle entity, string propertyName, float value, int arrayElement) 	Sets a netprop from an array to the specified float.
SetPropInt 	void SetPropInt(handle entity, string propertyName, int value) 	Sets a netprop to the specified integer.
SetPropIntArray 	void SetPropInt(handle entity, string propertyName, int value, int arrayElement) 	Sets a netprop from an array to the specified integer.
SetPropString 	void SetPropString(handle entity, string propertyName, string value) 	Sets a netprop to the specified string.
SetPropStringArray	void SetPropStringArray(handle entity, string propertyName, string value, int arrayElement)	Sets a netprop from an array to the specified string.
SetPropVector 	void SetPropVector(handle entity, string propertyName, Vector value) 	Sets a netprop to the specified vector.
SetPropVectorArray	void SetPropVectorArray(handle entity, string propertyName, Vector value, int arrayElement)	Sets a netprop from an array to the specified vector.
=== CScriptEntityOutputs ===
Game Instance: EntityOutputs
Allows reading and manipulation of entity output data.
==== Methods ====
Function 	Signature 	Description
AddOutput 	void AddOutput(handle entity, string outputName, string targetName, string inputName, string parameter, float delay, int timesToFire)	Adds a new output to the entity.
GetNumElements	int GetNumElements(handle ntity entity, string outputName) 	Returns the number of array elements.
GetOutputTable	void GetOutputTable(handle entity, string outputName, table, int arrayElement) 	Fills the passed table with output information.
HasAction 	bool HasAction(handle entity, string outputName) 	Returns true if an action exists for the output.
HasOutput 	bool HasOutput(handle entity, string outputName) 	Returns true if the output exists.
RemoveOutput 	void RemoveOutput(handle entity, string outputName, string targetName, string inputName, string parameter) 	Removes an output from the entity.
=== CScriptKeyValues ===
Script handle representation of a model's block.
All sub-keys are instances of the same class.
==== Methods ====
Function 	Signature 	Description
constructor 	 	
FindKey 	CScriptKeyValues FindKey(string key)	Find a sub key by the key name.
GetFirstSubKey 	CScriptKeyValues GetFirstSubKey() 	Return the first sub key object.
GetKeyBool 	bool GetKeyBool(string key) 	Return the key value as a bool.
GetKeyFloat 	float GetKeyFloat(string key) 	Return the key value as a float.
GetKeyInt 	int GetKeyInt(string key) 	Return the key value as an integer.
GetKeyString 	string GetKeyString(string key) 	Return the key value as a string.
GetNextKey 	CScriptKeyValues GetNextKey() 	Return the next neighbor key object to the one the method is called on.
IsKeyEmpty 	bool IsKeyEmpty(string key) 	Returns true if the named key has no value.
IsValid 	bool IsValid() 	Whether the handle belongs to a valid key.
ReleaseKeyValues	void ReleaseKeyValues() 	Releases the contents of the instance.
=== CPlayerVoiceListener ===
Game Instance: PlayerVoiceListener
Tracks if any player is using voice and for how long.
==== Methods ====
Function 	Signature 	Description
GetPlayerSpeechDuration	float GetPlayerSpeechDuration(int)	Returns the number of seconds the player has been continuously speaking.
IsPlayerSpeaking 	bool IsPlayerSpeaking(int) 	Returns whether the player specified is speaking.
=== CEnvEntityMaker ===
Extends CBaseEntity
Script handle class for .
==== Methods ====
Function 	Signature 	Description
SpawnEntity 	void SpawnEntity() 	Create an entity at the location of the maker
SpawnEntityAtEntityOrigin 	void SpawnEntityAtEntityOrigin(handle) 	Create an entity at the location of a specified entity instance
SpawnEntityAtLocation 	void SpawnEntityAtLocation(Vector, Vector) 	Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
SpawnEntityAtNamedEntityOrigin	void SpawnEntityAtNamedEntityOrigin(string)	Create an entity at the location of a named entity
=== CPointTemplate ===
Extends CBaseEntity
Script handle class for .
==== Hooks ====
;table PreSpawnInstance(string entityClass, string entityName)
:If this is defined, it will be called right before the entity is created, and any keyvalues returned will be assigned to the entity.
;void PostSpawn(table entities)
:Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
===== Example =====
Spawned entities can be accessed synchronously in script by using an entity maker. The following generalised example creates a global SpawnMyEntity() function which spawns and returns the templated entity. It can be modified to support multiple templated entities.
Spawn templated entities from any script.
=== CFuncTrackTrain ===
Extends CBaseEntity
Script handle class for .
==== Methods ====
Function 	Signature 	Description
GetFuturePosition	Vector GetFuturePosition(float, float)	Get a position on the track x seconds in the future
=== CPointScriptTemplate ===
Extends CBaseEntity
Script handle class for .
==== Methods ====
Function 	Signature 	Description
AddTemplate 	void AddTemplate(string, handle) 	Add an entity to the template spawner
SetGroupSpawnTables	void SetGroupSpawnTables(handle, handle)	Cache the group spawn tables
=== CSceneEntity ===
Extends CBaseEntity
Script handle class for , which make use of data.
==== Methods ====
Function 	Signature 	Description
AddBroadcastTeamTarget 	void AddBroadcastTeamTarget(int) 	Adds a team (by index) to the broadcast list
EstimateLength 	float EstimateLength() 	Returns length of this scene in seconds.
FindNamedEntity 	handle FindNamedEntity(string) 	given an entity reference, such as !target, get actual entity from scene object
IsPaused 	bool IsPaused() 	If this scene is currently paused.
IsPlayingBack 	bool IsPlayingBack() 	If this scene is currently playing.
LoadSceneFromString 	bool LoadSceneFromString(string, string)	given a dummy scene name and a vcd string, load the scene
RemoveBroadcastTeamTarget	void RemoveBroadcastTeamTarget(int) 	Removes a team (by index) from the broadcast list
=== CSimpleCallChainer ===
==== Methods ====
Function 	Signature 	Description
constructor 	CSimpleCallChainer(string functionPrefix, table scope = null)	
PostScriptExecute	void PostScriptExecute() 	Method finds all specified non-native functions and fills chain array with them.
Call 	bool Call() 	
==== Members ====
Instance 	Type 	Description
chain 	array 	Contents functions to call.
exactMatch	bool 	Use prefix to find exact function name (def. false).
prefix 	string	Prefix to find a function.
scope 	table 	Scope to seek functions, pass null to use global space.
=== CCallChainer ===
==== Methods ====
Function 	Signature 	Description
constructor 	CCallChainer(string functionPrefix, table scope = null)	
PostScriptExecute	void PostScriptExecute() 	Method finds all specified non-native functions and fills chains table with them.
Call 	bool Call() 	Argument is a vargv list, the first argument of the list must be the name of function passed as the string (the string must match a key in chains table), then arguments of called function.
==== Members ====
Instance	Type 	Description
chains 	table 	Contents keys with name of functions, points to array of functions to call.
prefix 	string	Prefix to find a function (and add it without that prefix to chains table).
scope 	table 	Scope to seek functions, pass null to use global space.
=== NextBotCombatCharacter ===
Function 	Signature 	Description
ClearImmobileStatus 	void ClearImmobileStatus() 	Clear immobile status
FlagForUpdate 	void FlagForUpdate(bool) 	Flag this bot for update
GetBodyInterface 	handle GetBodyInterface() 	Get this bot's body interface
GetBotId 	int GetBotId() 	Get this bot's id
GetImmobileDuration 	float GetImmobileDuration() 	How long have we been immobile
GetImmobileSpeedThreshold	float GetImmobileSpeedThreshold()	Return units/second below which this actor is considered immobile
GetIntentionInterface 	handle GetIntentionInterface() 	Get this bot's intention interface
GetLocomotionInterface 	handle GetLocomotionInterface() 	Get this bot's locomotion interface
GetTickLastUpdate 	int GetTickLastUpdate() 	Get last update tick
GetVisionInterface 	handle GetVisionInterface() 	Get this bot's vision interface
IsEnemy 	bool IsEnemy(handle) 	Return true if given entity is our enemy
IsFlaggedForUpdate 	bool IsFlaggedForUpdate() 	Is this bot flagged for update
IsFriend 	bool IsFriend(handle) 	Return true if given entity is our friend
IsImmobile 	bool IsImmobile() 	Return true if we haven't moved in awhile
=== ILocomotion ===
Function 	Signature 	Description
Approach 	void Approach(Vector, float) 	The primary locomotive method. Sets the goal destination for the bot
ClearStuckStatus 	void ClearStuckStatus(string) 	Reset stuck status to un-stuck
ClimbUpToLedge 	bool ClimbUpToLedge(Vector, Vector, handle) 	Initiate a jump to an adjacent high ledge, return false if climb can't start
ComputeUpdateInterval 	ComputeUpdateInterval() 	
DriveTo 	void DriveTo(Vector) 	Move the bot to the precise given position immediately, updating internal state
FaceTowards 	void FaceTowards(Vector) 	Rotate body to face towards target
FractionPotentialGap 	float FractionPotentialGap(Vector, Vector) 	If the locomotor cannot jump over the gap, returns the fraction of the jumpable ray
FractionPotentiallyTraversable	float FractionPotentiallyTraversable(Vector, Vector, bool)	If the locomotor could not move along the line given, returns the fraction of the walkable ray.
GetDeathDropHeight 	float GetDeathDropHeight() 	Distance at which we will die if we fall
GetDesiredSpeed 	float GetDesiredSpeed() 	Get desired speed for locomotor movement
GetFeet 	Vector GetFeet() 	Return position of feet - the driving point where the bot contacts the ground
GetGround 	handle GetGround() 	Return the current ground entity or NULL if not on the ground
GetGroundMotionVector 	Vector GetGroundMotionVector() 	Return unit vector in XY plane describing our direction of motion - even if we are currently not moving
GetGroundNormal 	Vector GetGroundNormal() 	Surface normal of the ground we are in contact with
GetGroundSpeed 	float GetGroundSpeed() 	Return current world space speed in XY plane
GetMaxAcceleration 	float GetMaxAcceleration() 	Return maximum acceleration of locomotor
GetMaxDeceleration 	float GetMaxDeceleration() 	Return maximum deceleration of locomotor
GetMaxJumpHeight 	float GetMaxJumpHeight() 	Return maximum height of a jump
GetMotionVector 	Vector GetMotionVector() 	Return unit vector describing our direction of motion - even if we are currently not moving
GetRunSpeed 	float GetRunSpeed() 	Get maximum running speed
GetSpeed 	float GetSpeed() 	Return current world space speed (magnitude of velocity)
GetSpeedLimit 	float GetSpeedLimit() 	Get maximum speed bot can reach, regardless of desired speed
GetStepHeight 	float GetStepHeight() 	If delta Z is greater than this, we have to jump to get up
GetStuckDuration 	float GetStuckDuration() 	Return how long we've been stuck
GetTraversableSlopeLimit 	float GetTraversableSlopeLimit() 	Return Z component of unit normal of steepest traversable slope
GetUpdateInterval 	GetUpdateInterval() 	
GetVelocity 	Vector GetVelocity() 	Return current world space velocity
GetWalkSpeed 	float GetWalkSpeed() 	Get maximum walking speed
HasPotentialGap 	float HasPotentialGap(Vector, Vector) 	Return true if there is a possible gap that will need to be jumped over
IsAbleToClimb 	bool IsAbleToClimb() 	Return true if this bot can climb arbitrary geometry it encounters
IsAbleToJumpAcrossGaps 	bool IsAbleToJumpAcrossGaps() 	Return true if this bot can jump across gaps in its path
IsAreaTraversable 	bool IsAreaTraversable(handle) 	Return true if given area can be used for navigation
IsAttemptingToMove 	bool IsAttemptingToMove() 	Return true if we have tried to Approach() or DriveTo() very recently
IsClimbingOrJumping 	bool IsClimbingOrJumping() 	Is jumping in any form
IsClimbingUpToLedge 	bool IsClimbingUpToLedge() 	Is climbing up to a high ledge
IsEntityTraversable 	bool IsEntityTraversable(handle, bool) 	Return true if the entity handle is traversable
IsGap 	bool IsGap(Vector, Vector) 	Return true if there is a gap here when moving in the given direction
IsJumpingAcrossGap 	bool IsJumpingAcrossGap() 	Is jumping across a gap to the far side
IsOnGround 	bool IsOnGround() 	Return true if standing on something
IsPotentiallyTraversable 	float IsPotentiallyTraversable(Vector, Vector, bool) 	Return true if this locomotor could potentially move along the line given.
IsRunning 	bool IsRunning() 	Is running?
IsScrambling 	bool IsScrambling() 	Is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted
IsStuck 	bool IsStuck() 	Return true if bot is stuck. If the locomotor cannot make progress, it becomes stuck and can only leave this stuck state by successfully movingand becoming un-stuck.
IsValid 	IsValid() 	
Jump 	void Jump() 	Initiate a simple undirected jump in the air
JumpAcrossGap 	void JumpAcrossGap(Vector, Vector) 	Initiate a jump across an empty volume of space to far side
OnLandOnGround 	void OnLandOnGround(handle) 	Manually run the OnLandOnGround callback. Typically invoked when bot lands on the ground after being in the air
OnLeaveGround 	void OnLeaveGround(handle) 	Manually run the OnLeaveGround callback. Typically invoked when bot leaves ground for any reason
Reset 	Reset() 	
Run 	void Run() 	Set desired movement speed to running
SetDesiredSpeed 	void SetDesiredSpeed(float) 	Set desired speed for locomotor movement
SetSpeedLimit 	void SetSpeedLimit(float) 	Set maximum speed bot can reach, regardless of desired speed
Stop 	void Stop() 	Set desired movement speed to stopped
Walk 	void Walk() 	Set desired movement speed to walking
=== INextBotComponent ===
Function 	Signature 	Description
ComputeUpdateInterval	bool ComputeUpdateInterval()	Recomputes the component update interval
GetUpdateInterval 	float GetUpdateInterval() 	Returns the component update interval
IsValid 	IsValid() 	
Reset 	void Reset() 	Resets the internal update state
=== LateBinder ===
==== Methods ====
Function 	Signature	Description
Begin 	 	
End 	 	
EstablishDelegation 	 	
HookRootMetamethod 	 	
UnhookRootMetamethod	 	
RemoveDelegation 	 	
Resolve 	 	
==== Members ====
Instance 	Type 	Description
m_bindNamesStack	array 	
m_fixupSet 	array 	
m_log 	bool 	
m_logIndent 	int 	
m_targetTable 	table?(null)	
=== regexp ===
The built-in Squirrel class for regular expressions.
==== Methods ====
Function 	Signature 	Description
constructor	regexp() 	
capture 	table capture(str, [start])	Returns an array of tables containing two indexes ("begin" and "end") of the first match of the regular expression in the string str. An array entry is created for each captured sub expressions. If no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
match 	bool match(str) 	Returns a true if the regular expression matches the string str, otherwise returns false.
search 	table search(str, [start]) 	Returns a table containing two indexes ("begin" and "end") of the first match of the regular expression in the string str, otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
subexpcount	subexpcount() 	
== Data Types ==
=== Vector ===
Squirrel equivalent of the C++ class. A three-dimensional vector with overloaded arithmetic operations for both Vectors and scalar values.
==== Methods ====
Function 	Signature 	Description
constructor	Vector() 	Creates a new null vector.
constructor	Vector(float x, float y, float z)	Creates a new vector with the specified Cartesian coordiantes.
Cross 	float Cross(Vector factor) 	The vector product of two vectors. Returns a vector orthogonal to the input vectors.
Dot 	float Dot(Vector factor) 	The scalar product of two vectors.
Length 	float Length() 	Magnitude of the vector.
LengthSqr 	float LengthSqr() 	The magnitude of the vector squared. Faster than the above method.
Length2D 	float Length2D() 	Returns the magnitude of the vector on the x-y plane. Meant to be used when working with the client's HUD.
Length2DSqr	float Length2DSqr() 	Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
Norm 	float Norm() 	Seems to also return the vector length.
Scale 	Vector Scale(float factor) 	Scales the vector magnitude.
ToKVString 	string ToKVString() 	Returns a string without separations commas.
tostring 	string tostring() 	Returns a human-readable string.
==== Members ====
Instance	Type 	Description
x 	float	Cartesian X axis.
y 	float	Cartesian Y axis.
z 	float	Cartesian Z axis.
==== Operations ====
Operation 	Return Type	Description
Vector + Vector 	Vector 	Returns the sum of both classes's members (XYZ).
QAngle + Vector 	Vector 	Returns the sum of both classes's members (XYZ).
Vector - Vector 	Vector 	Returns the subtraction of both classes's members (XYZ).
QAngle + Vector 	Vector 	Returns the subtraction of both classes's members (XYZ).
Vector * integer	Vector 	Returns the multiplication of a Vector against a scalar.
Vector * float 	Vector 	Returns the multiplication of a Vector against a scalar.
=== QAngle ===
Squirrel equivalent of the C++ class. Represents a three-dimensional orientation as Euler angles.
Has overloaded arithmetic operations with both QAngles and scalar values.
==== Methods ====
Function 	Signature 	Description
constructor	QAngle() 	Creates a new QAngle facing the positive x-axis.
constructor	QAngle(float pitch, float yaw, float roll)	Creates a new QAngle.
Forward 	Vector Forward() 	Returns the Forward Vector of the angles.
Left 	Vector Left() 	Returns the left Vector of the angles.
Pitch 	float Pitch() 	Returns the pitch angle in degrees.
Roll 	float Roll() 	Returns the roll angle in degrees.
ToKVString 	string ToKVString() 	Returns a string with the values separated by one space.
ToQuat 	Quaternion ToQuat() 	Returns a quaternion representaion of the orientation.
Up 	Vector Up() 	Returns the Up Vector of the angles.
Yaw 	float Yaw() 	Returns the yaw angle in degrees.
==== Members ====
Instance	Type 	Description
x 	float	Pitch in degrees.
y 	float	Yaw in degrees.
z 	float	Roll in degrees.
==== Operations ====
Operation 	Return Type	Description
QAngle + QAngle	QAngle 	Sum of both classes's members (XYZ).
Vector + QAngle	QAngle 	Sum of both classes's members (XYZ).
QAngle - QAngle	QAngle 	Subtraction of both classes's members (XYZ).
Vector - QAngle	QAngle 	Subtraction of both classes's members (XYZ).
QAngle * int 	QAngle 	QAngle multiplied by a number.
QAngle * float 	QAngle 	QAngle multiplied by a number.
=== Vector2D, Vector4D ===
Two and four-dimensional equivalents to Vector.
==== Methods ====
Function 	Signature 	Description
constructor	VectorXD(float x, float y, ...)	Creates a new vector with the specified Cartesian coordiantes.
Dot 	float Dot(VectorXD factor) 	The scalar product of two vectors.
Length 	float Length() 	Magnitude of the vector.
LengthSqr 	float LengthSqr() 	The magnitude of the vector squared. Faster than the above method.
Norm 	float Norm() 	Seems to also return the vector length.
ToKVString 	string ToKVString() 	Returns a string without separations commas.
=== Quaternion ===
Quaternion represents rotations in three-dimensional space.
==== Methods ====
Function 	Signature 	Description
constructor 	Quaternion() 	Creates a new identity quaternion.
constructor 	Quaternion(float x,float y,float z,float w) 	Creates a new quaternion of the form w + xi + yj + zk.
Dot 	float Dot(Quaternion factor) 	The 4D scalar product of two quaternions. represents the angle between the quaternions in the range [1, 0].
Invert 	Quaternion Invert() 	Returns a quaternion with the complimentary rotation.
Norm 	Quaternion Norm() 	Normalizes the 4D vector length.
SetPitchYawRoll	void SetPitchYawRoll(float pitch, float yaw, float roll)	Recomputes the quaternion from the supplied Euler angles.
ToKVString 	string ToKVString() 	Returns a string with the values separated by one space.
ToQAngle 	QAngle ToQAngle() 	Returns the angles resulting from the rotation.
==== Members ====
Instance	Type 	Description
x 	float	Vector component along the i axis.
y 	float	Vector component along the j axis.
z 	float	Vector component along the k axis.
w 	float	Scalar part.
==== Operations ====
Operation 	Return Type	Description
Quaternion + Quaternion	Quaternion 	Sum of the two Quaternions.
Quaternion - Quaternion	Quaternion 	Subtraction of the two Quaternions.
Quaternion * integer 	Quaternion 	Quaternion multiplied by a number.
Quaternion * float 	Quaternion 	Quaternion multiplied by a number.
== Globals ==
Function 	Signature 	Description
AddThinkToEnt 	void AddThinkToEnt(handle entity, string FuncName) 	Sets a function in the entity's script to rerun by itself constantly. Pass null as the function name to remove a think function.
AddToScriptHelp 	AddToScriptHelp() 	
AllowThirdPersonCamera 	bool AllowThirdPersonCamera() 	
ArePlayersInHell 	bool ArePlayersInHell() 	
Assert 	void Assert(bool value, string optional message) 	Test value and if not true, throws exception, optionally with message.
ClearGameEventCallbacks 	void ClearGameEventCallbacks() 	Empties the tables of game event callback functions.
ConnectOutputs 	void ConnectOutputs(table) 	sets output functions for entity by table
CreateProp 	handle CreateProp(string, Vector, string, int) 	Create a physics prop
CreateSceneEntity 	handle CreateSceneEntity(string) 	Create a scene entity to play the specified scene.
developer 	int developer() 	The current level of the developer console variable.
DispatchParticleEffect 	void DispatchParticleEffect(string handle, Vector, QAngle) 	Dispatches a one-off particle system
Document 	void Document(unknown symbolOrTable, unknown itemIfSymbol = null, string descriptionIfSymbol = null) 	
DoEntFire 	void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) 	Generate an entity I/O event. The caller and activator argument takes a CBaseEntity script handle, and entities assigned can receive inputs with target set to !self, or !activator / !caller.
DoIncludeScript 	bool DoIncludeScript(string file, handle/table scope) 	Execute a script. and put all its content for the argument passed to thescopeparameter. (internal)
IncludeScript 	bool IncludeScript(string file, handle scope = null) 	Wrapper for DoIncludeScript
EmitAmbientSoundOn 	void EmitAmbientSoundOn(string soundName, float volume, int soundlevel, int pitch, handle entity) 	Play named sound on an entity using configurations similar to .
StopAmbientSoundOn 	void StopAmbientSoundOn(string soundName, handle entity) 	Stop named sound on an entity using configurations similar to .
EmitSoundOn 	void EmitSoundOn(string soundScript, handle entity) 	Play named sound on an entity.
StopSoundOn 	void StopSoundOn(string soundScript, handle entity) 	Stop named sound on an entity.
EmitSoundOnClient 	void EmitSoundOnClient(string soundScript, handle player) 	Play named sound only on the client for the specified player.
EntFire 	void EntFire(string target, string action, string value = null, float delay = 0, handle activator = null) 	Wrapper for DoEntFire() that setsactivator to null, but has nocallerparam.
EntFireByHandle 	void EntFireByHandle(handle, string, string, float, handle, handle) 	Generate and entity i/o event. First parameter is an entity instance.
EntIndexToHScript 	handle EntIndexToHScript(int entIndex) 	Turn an entity index integer to an HScript representing that entity's script instance.
FileToString 	string FileToString(string file) 	Reads a string from file. Returns the string from the file, null if no file or file is greater than 16384 bytes. The game will crash to desktop if the file is exactly 16384 bytes.
FindCircularReference 	FindCircularReference() 	
FindCircularReferences 	FindCircularReferences() 	
FireGameEvent 	bool FireGameEvent(string, handle) 	Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table.
FireScriptHook 	bool FireScriptHook(string, handle) 	Fire a script hoook to a listening callback function in script. Parameters are passed in a squirrel table.
FireScriptEvent 	void FireScriptEvent(string event, table params) 	Wrapper for __RunEventCallbacks()
ForceEnableUpgrades 	void ForceEnableUpgrades(int) 	Whether to force on MvM-styled upgrades on/off. 0 -> default, 1 -> force off, 2 -> force on
ForceEscortPushLogic 	void ForceEscortPushLogic(int) 	Forces payload pushing logic. 0 -> default, 1 -> force off, 2 -> force on
FlagsMayBeCapped 	bool FlagsMayBeCapped() 	May a flag be captured?
FrameTime 	float FrameTime() 	Get the time spent on the server in the last frame
GameModeUsesCurrency 	bool GameModeUsesCurrency() 	Does the current gamemode have currency?
GameModeUsesMiniBosses 	bool GameModeUsesMiniBosses() 	Does the current gamemode have minibosses?
GameModeUsesUpgrades 	bool GameModeUsesUpgrades() 	Does the current gamemode have upgrades?
GetClassLimit 	int GetClassLimit(int) 	Get class limit for class. See Constants.ETFClass
GetDeveloperLevel 	int GetDeveloperLevel() 	Gets the level of 'developer'
GetFrameCount 	int GetFrameCount() 	Returns the engines current frame count
GetFriction 	float GetFriction(handle player) 	Returns the Friction on a player entity, meaningless if not a player
GetFunctionSignature 	GetFunctionSignature() 	
GetGravityMultiplier 	float GetGravityMultiplier() 	
GetListenServerHost 	handle GetListenServerHost() 	Get the local player on a listen server.
GetMannVsMachineAlarmStatus 	bool GetMannVsMachineAlarmStatus() 	
GetMapName 	string GetMapName() 	Get the name of the map.
GetModelIndex 	int GetModelIndex(string filename) 	Returns the index of the named model.
GetOvertimeAllowedForCTF 	bool GetOvertimeAllowedForCTF() 	
GetPhysAngularVelocity 	Vector GetPhysAngularVelocity(handle entity) 	Returns the Angular velocity of the entity.
GetPhysVelocity 	Vector GetPhysVelocity(handle entity) 	Returns the velocity of the entity.
GetPlayerFromUserID 	handle GetPlayerFromUserID(int ID) 	Given a user id, return the entity, or null.
GetRoundState 	int GetRoundState() 	Get current round state. See Constants.ERoundState
GetSoundDuration 	float GetSoundDuration(string soundname, string actormodel) 	Returns float dur
GetStopWatchState 	int GetStopWatchState() 	Get the current stopwatch state. See Constants.EStopwatchState
GetWinningTeam 	int GetWinningTeam() 	Who won!
HaveStopWatchWinner 	bool HaveStopWatchWinner() 	
InMatchStartCountdown 	bool InMatchStartCountdown() 	Are we in the pre-match state?
InOvertime 	bool InOvertime() 	Currently in overtime?
IsAttackDefenseMode 	bool IsAttackDefenseMode() 	
IsBirthday 	bool IsBirthday() 	Are we in birthday mode?
IsCompetitiveMode 	bool IsCompetitiveMode() 	Playing competitive?
IsDedicatedServer 	bool IsDedicatedServer() 	Returns true if this server is a dedicated server.
IsDefaultGameMode 	bool IsDefaultGameMode() 	The absence of arena, mvm, tournament mode, etc
IsHolidayActive 	bool IsHolidayActive(int holiday) 	Is the given holiday active? See Constants.EHoliday
IsHolidayMap 	bool IsHolidayMap(int holiday) 	Playing a holiday map? See Constants.EHoliday
IsInArenaMode 	bool IsInArenaMode() 	Playing arena mode?
IsInKothMode 	bool IsInKothMode() 	Playing king of the hill mode?
IsInMedievalMode 	bool IsInMedievalMode() 	Playing medieval mode?
IsInWaitingForPlayers 	bool IsInWaitingForPlayers() 	Are we waiting for some stragglers?
IsMannVsMachineMode 	bool IsMannVsMachineMode() 	Playing MvM? Beep boop
IsMannVsMachineRespecEnabled 	bool IsMannVsMachineRespecEnabled() 	Are players allowed to refund their upgrades?
IsMatchTypeCasual 	bool IsMatchTypeCasual() 	Playing casual?
IsMatchTypeCompetitive 	bool IsMatchTypeCompetitive() 	Playing competitive?
IsModelPrecached 	bool IsModelPrecached(string modelname) 	Checks if the modelname is precached.
IsSoundPrecached 	bool IsSoundPrecached(string soundname) 	Checks if the soundname is precached.
IsPasstimeMode 	bool IsPasstimeMode() 	No ball games.
IsPlayerABot 	bool IsPlayerABot(handle player) 	Is this player/entity a bot.
IsPowerupMode 	bool IsPowerupMode() 	Playing powerup mode? Not compatible with MvM
IsPVEModeActive 	bool IsPVEModeActive() 	
IsQuickBuildTime 	bool IsQuickBuildTime() 	If an engie places a building, will it immediately upgrade? Eg. MvM pre-round etc.
IsTruceActive 	bool IsTruceActive() 	
IsUsingGrapplingHook 	bool IsUsingGrapplingHook() 	
IsUsingSpells 	bool IsUsingSpells() 	
IsWeakref 	bool IsWeakref() 	
LocalTime 	void LocalTime(table) 	Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings)
MakeNamespace 	MakeNamespace() 	
MapHasMatchSummaryStage 	bool MapHasMatchSummaryStage() 	
MatchmakingShouldUseStopwatchMode 	bool MatchmakingShouldUseStopwatchMode() 	
PickupObject 	void PickupObject(handle player, handle entity) 	Object from world is put into the "Held" slot of the player. Warning: it will smoothly interpolate from where it is to the players hand - which is a bit goofy if it is on other side of level.
PlayerInstanceFromIndex 	CBasePlayer PlayerInstanceFromIndex(int index) 	Get a script handle of a player using the player index.
PlayerReadyStatus_ArePlayersOnTeamReady 	bool PlayerReadyStatus_ArePlayersOnTeamReady(int) 	
PlayerReadyStatus_HaveMinPlayersToEnable	bool PlayerReadyStatus_HaveMinPlayersToEnable() 	
PlayerReadyStatus_ResetState 	void PlayerReadyStatus_ResetState() 	
PlayersAreOnMatchSummaryStage 	bool PlayersAreOnMatchSummaryStage() 	
PointsMayBeCaptured 	bool PointsMayBeCaptured() 	Are points able to be captured?
PrecacheEntityFromTable 	bool PrecacheEntityFromTable(table keyvalues) 	Precache an entity from in a table; useful for .
PrecacheModel 	int PrecacheModel(string filename) 	Precache a model and return index of the model.
PrecacheSound 	void PrecacheSound(string soundName) 	Precache a sound.
PrintHelp 	PrintHelp() 	
RandomFloat 	float RandomFloat(float min, float max) 	Generate a random floating-point number within a range, inclusive.
RandomInt 	int RandomInt(int min, int max) 	Generate a random integer within a range, inclusive.
RegisterFunctionDocumentation 	void RegisterFunctionDocumentation(unknown func, string name, string signature, string description) 	
RegisterScriptGameEventListener 	void RegisterScriptGameEventListener(string eventName) 	Register as a listener for a game event from script. It's what __CollectGameEventCallbacks() uses to register event callbacks to the C++ code.
RegisterScriptHookListener 	void RegisterScriptHookListener(string) 	Register as a listener for a script hook from script.
RetrieveNativeSignature 	RetrieveNativeSignature() 	
RotateOrientation 	QAngle RotateOrientation(QAngle, QAngle) 	Rotate a QAngle by another QAngle.
RotatePosition 	Vector RotatePosition(Vector origin, QAngle rotation, Vector input) 	Rotate the input Vector around an origin.
ScreenFade 	void ScreenFade(handle player, int red, int green, int blue, int alpha, float fadeTime, float fadeHold, int flags) 	Start a customisable screenfade.
ScreenShake 	void ScreenShake(Vector vecCenter, float flAmplitude, float flFrequency, float flDuration, float flRadius, int eCommand, bool bAirShake)	Start a customisable screenshake; eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ).
ScriptHooksEnabled 	bool ScriptHooksEnabled() 	Returns whether script hooks are currently enabled.
SendGlobalGameEvent 	bool SendGlobalGameEvent(string, handle) 	Sends a real game event to everything. Parameters are passed in a squirrel table.
SendToConsole 	void SendToConsole(string command) 	Send a string to the console as a command.
SendToServerConsole 	void SendToServerConsole(string command) 	Send a string that gets executed on the server as a ServerCommand.
SendToConsoleServer 	void SendToConsoleServer(string command) 	Copy of SendToServerConsole with another name for compat.
SetFakeClientConVarValue 	void SetFakeClientConVarValue(handle bot, string cvar, string value) 	Sets a USERINFO client ConVar for a fakeclient.
SetGravityMultiplier 	void SetGravityMultiplier(float multiplier) 	
SetMannVsMachineAlarmStatus 	void SetMannVsMachineAlarmStatus(bool status) 	
SetOvertimeAllowedForCTF 	void SetOvertimeAllowedForCTF(bool state) 	
SetPlayersInHell 	void SetPlayersInHell(bool state) 	
SetSkyboxTexture 	void SetSkyboxTexture(string) 	Sets the current skybox texture
SetUsingSpells 	void SetUsingSpells(bool state) 	
SpawnEntityFromTable 	handle SpawnEntityFromTable(string name, handle keyvalues) 	Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
SpawnEntityGroupFromTable 	bool SpawnEntityGroupFromTable(handle entityGroup) 	Hierarchically spawn an entity group from a set of spawn tables. See .
StringToFile 	void StringToFile(string file, string string) 	Stores a string as a file.
Time 	float Time() 	Get the current server time
TraceLine 	float TraceLine(Vector, Vector, handle) 	given 2 points & ent to ignore, return fraction along line that hits world or models
 	bool TraceLineEx(table traceTable) 	Input Table: start, end, mask, ignoreOutput Table: pos, fraction, hit, enthit, allsolid, startpos, endpos, startsolid, plane_normal, plane_dist, surface_name, surface_flags, surface_props
TraceLinePlayersIncluded 	float TraceLinePlayersIncluded(Vector, Vector, handle) 	given 2 points & ent to ignore, return fraction along line that hits world, models, players or npcs
TraceHull 	bool TraceHull(table traceTable) 	Input Table: start, end, hullmin, hullmax, mask, ignore Output Table: pos, fraction, hit, enthit, allsolid, startpos, endpos, startsolid, plane_normal, plane_dist, surface_name, surface_flags, surface_props
UniqueString 	string UniqueString(string input) 	Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
DoUniqueString 	string DoUniqueString(string input) 	Unknown; presumably an internal function called by UniqueString, so call that instead.
UsePlayerReadyStatusMode 	bool UsePlayerReadyStatusMode() 	
VSquirrel_OnCreateScope 	table VSquirrel_OnCreateScope(any value, table scope) 	Creates a new scope with the name of value in the submitted table (includes unique params).
VSquirrel_OnReleaseScope 	void VSquirrel_OnReleaseScope(table createdScope) 	Removes a scope created via VSquirrel_OnCreateScope.
__CollectEventCallbacks 	void __CollectEventCallbacks(scope, prefix, globalTableName, regFunc) 	Overloaded function. Its only used for this: __CollectEventCallbacks(scope, "OnGameEvent_", "GameEventCallbacks", ::RegisterScriptGameEventListener)
__CollectGameEventCallbacks 	void __CollectGameEventCallbacks(scope) 	Wrapper that registers callbacks for both OnGameEvent_x and OnScriptEvent_ functions. Done using the __CollectEventCallbacks function.
__ReplaceClosures 	void __ReplaceClosures(script, scope) 	
__RunEventCallbacks 	void __RunEventCallbacks(event, params, prefix, globalTableName, bWarnIfMissing) 	Call all functions in the callback array for the given game event
__RunGameEventCallbacks 	void __RunGameEventCallbacks(event, params) 	Wrapper for __RunEventCallbacks()
__RunScriptHookCallbacks 	void __RunScriptHookCallbacks() 	
=== Printing and Drawing ===
Function 	Signature 	Description
ClientPrint 	void ClientPrint(CBasePlayer player, int destination, string message) 	Print a client message. If you pass null instead of a valid player, the message will be sent to all clients.
DebugDrawBox 	void DebugDrawBox(Vector origin, vector min, vector max, int r, int g, int b, int alpha, float duration) 	Draw a debug overlay box.
DebugDrawBoxAngles 	void DebugDrawBoxAngles(Vector origin, Vector min, Vector max, QAngle direction, Vector rgb, int alpha, float duration) 	Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration).
DebugDrawBoxDirection 	void DebugDrawBoxDirection(Vector center, Vector min, Vector max, Vector forward, Vector rgb, float alpha, float duration)	Draw a debug forward box.
DebugDrawCircle 	void DebugDrawCircle(Vector center, Vector rgb, float alpha, float radius, bool ztest, float duration) 	Draw a debug circle.
DebugDrawClear 	void DebugDrawClear() 	Try to clear all the debug overlay info.
DebugDrawLine 	void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool zTest, float time) 	Draw a debug overlay line.
DebugDrawLine_vCol 	void DebugDrawLine_vCol(Vector start, vector end, vector rgb, bool ztest, float duration) 	Draw a debug line using color vec.
DebugDrawScreenTextLine	void DebugDrawScreenTextLine(float x, float y, int lineOffset, string text, int r, int g, int b, int a, float duration) 	Draw text with a line offset.
DebugDrawText 	void DebugDrawText(Vector origin, string text, bool useViewCheck, float duration) 	Draw text on the screen, starting on the position of origin.
__DumpScope 	void __DumpScope(int indentation, handle scope) 	Dumps contents of everything in the scope.
DumpObject 	void DumpObject(handle object) 	Dumps information about a class or instance.
Msg 	void Msg(string message) 	Prints message to console without any line feed after.
printl 	void printl(string message) 	Prints message to console with a line feed after.
realPrint 	void realPrint(string message) 	Identical to print. print seems to be a wrapper for this.
Say 	void Say(CBasePlayer player, string message, bool teamOnly) 	Calling this will have the specified player send the message to chat, either to teamOnly (true) or to everyone.
ShowMessage 	void ShowMessage(string message) 	Print a hud message on all clients
=== Squirrel Standard Library ===
 Functions of both Squirrel's built-in functions and standard library.
Function 	Signature 	Description
array 	array(int length, any fill = null) 	Returns a new array of the given length where each element is set to fill (null by default).
assert 	assert(bool exp) 	Throws an assertion error if the given expression evaluates to false (i.e. the values 0, 0.0, null and false)
callee 	function callee() 	Returns the currently running closure.
castf2i 	int castf2i(float value) 	Interprets the float's bytes as if it were a 32-bit integer representation
casti2f 	float casti2f(int value) 	Interprets the integer's bytes as if it were a floating-point encoding
collectgarbage 	int collectgarbage() 	Runs the garbage collector and returns the number of reference cycles found(and deleted) This function only works on garbage collector builds.
compilestring 	any compilestring(string string, string buffername = null)	Compiles a string containing a squirrel script into a function and returns it.
dummy 	dummy() 	
enabledebuginfo 	void enabledebuginfo(any enable) 	Enable/disable the debug line information generation at compile time. enable != null enables . enable == null disables.
error 	void error(string x) 	Prints x in the standard error output .
getconsttable 	table getconsttable() 	Returns the const table of the VM.
getroottable 	table getroottable() 	Returns the root table of the VM.
getstackinfos 	table getstackinfos(int stacklevel) 	Returns the stack frame informations at the given stack level (0 is the current function 1 is the caller and so on). If the stack level doesn't exist the function returns null.
newthread 	coroutine newthread(function threadfunc) 	Creates a new cooperative thread object(coroutine) and returns it .
print 	print(string message) 	Prints the given parameter but with no newline unlike printl()
resurrectunreachable	array resurrectunreachable() 	Runs the garbage collector and returns an array containing all unreachable object found. If no unreachable object is found, null is returned instead. This function is meant to help debugging reference cycles. This function only works on garbage collector builds.
setconsttable 	table setconsttable(table consttable) 	Sets the const table of the VM which also returns the previous const table.
setdebughook 	void setdebughook(function hook_func) 	Sets the debug hook.
seterrorhandler 	void seterrorhandler(function func) 	Sets the runtime error handler .
setroottable 	table setroottable(table roottable) 	Sets the root table of the VM which also returns the previous root table.
suspend 	void suspend(any ret) 	Suspends the coroutine that called this function.
swap2 	int swap2(int value) 	Swaps bytes 1 and 2 of the integer
swap4 	int swap4(int value) 	Reverse byte order of the four bytes
swapfloat 	float swapfloat(float value) 	Reverse byte order of the four bytes
type 	type(var) 	Returns var._typeof(), i.e. the type of the given parameter as a string
==== Blob ====
A blob stores a block of binary data. See official documentation for more information.
Function 	Signature 	Description
blob 	blob(int initSize = 0) 	
eos 	int eos() 	
flush 	flush() 	
len 	int len() 	
readblob 	blob readblob(int numberOfBytes) 	
readn 	any readn(char dataType) 	
resize 	void resize(int newSize) 	
seek 	int seek(int offset, int offsetBasis)	
swap2 	void swap2() 	
swap4 	void swap4() 	
tell 	int tell() 	
writeblob	void writeblob(blob blob) 	
writen 	void writen(num value, char dataType)	
==== Math ====
Function	Signature 	Description
abs 	abs(num x) 	x| as integer unlike fabs()
acos 	acos(num x) 	Returns cos-1(x), -1 ≤ x ≤ 1
asin 	asin(num x) 	Returns sin-1(x), -1 ≤ x ≤ 1
atan 	atan(num x) 	Returns tan-1(x)
atan2 	atan2(num y, num x) (!)	Returns the angle between the ray from the point (0, 0) through (x, y) and the positive x-axis, confined to (−PI, PI], See also atan2. Note the order of the parameters x and y!]
ceil 	ceil(num x) 	Returns the smallest integer that is ≥ x
cos 	cos(num x) 	Returns cos(x)
exp 	exp(num x) 	Returns exp(x) = ex
fabs 	fabs(num x) 	x| as float unlike abs()
floor 	floor(num x) 	Returns the largest integer that is ≤ x
log 	log(num x) 	Returns loge(x) = ln(x)
log10 	log10(num x) 	Returns log10(x)
pow 	pow(num x, num y) 	Returns xy
rand 	rand() 	Returns a random integer with 0 ≤ rand() ≤ RAND_MAX
sin 	sin(num x) 	Returns sin(x)
sqrt 	sqrt(num x) 	Returns the square root of x
srand 	srand(num seed) 	Sets the starting point for generating a series of pseudorandom integers
tan 	tan(num x) 	Returns tan(x)
==== Strings ====
Function	Signature 	Description
format 	format(string, args...) 	Returns a formatted string
lstrip 	lstrip(string) 	Removes whitespace at the beginning of the given string
rstrip 	rstrip(string) 	Removes whitespace at the end of the given string
split 	string split(string str, string separator')	Returns an array of strings split at each point where a separator character occurs in str. The separator is not returned as part of any array element. the parameter separators is a string that specifies the characters as to be used for the splitting.
strip 	strip(string) 	Removes whitespace at the beginning and end of the given string
=== Script Debug ===
Functions for interacting with the debugger. Some of them are documented .
Function 	Signature 	Description
BeginScriptDebug 	void BeginScriptDebug() 	
EndScriptDebug 	void EndScriptDebug() 	
ScriptDebugAddTextFilter 	void ScriptDebugAddTextFilter() 	
ScriptDebugAddTrace 	void ScriptDebugAddTrace() 	
ScriptDebugAddWatch 	void ScriptDebugAddWatch() 	
ScriptDebugAddWatches 	void ScriptDebugAddWatches() 	
ScriptDebugAddWatchPattern 	void ScriptDebugAddWatchPattern() 	
ScriptDebugClearTraces 	void ScriptDebugClearTraces() 	
ScriptDebugClearWatches 	void ScriptDebugClearWatches() 	
ScriptDebugDefaultWatchColor 	void ScriptDebugDefaultWatchColor() 	
ScriptDebugDraw 	void ScriptDebugDraw() 	
ScriptDebugDrawWatches 	void ScriptDebugDrawWatches() 	
ScriptDebugDumpKeys 	void ScriptDebugDumpKeys() 	
ScriptDebugHook 	void ScriptDebugHook() 	
ScriptDebugIterateKeys 	void ScriptDebugIterateKeys() 	
ScriptDebugIterateKeysRecursive	void ScriptDebugIterateKeysRecursive()	
ScriptDebugRemoveTextFilter 	void ScriptDebugRemoveTextFilter() 	
ScriptDebugRemoveTrace 	void ScriptDebugRemoveTrace() 	
ScriptDebugRemoveWatch 	void ScriptDebugRemoveWatch() 	
ScriptDebugRemoveWatches 	void ScriptDebugRemoveWatches() 	
ScriptDebugRemoveWatchPattern 	void ScriptDebugRemoveWatchPattern() 	
ScriptDebugText 	void ScriptDebugText() 	
ScriptDebugTextDraw 	void ScriptDebugTextDraw() 	
ScriptDebugTextPrint 	void ScriptDebugTextPrint() 	
ScriptDebugTextTrace 	void ScriptDebugTextTrace() 	
ScriptDebugTraceAll 	void ScriptDebugTraceAll() 	
ScriptDebugWatches 	void ScriptDebugWatches() 	
__VScriptServerDebugHook 	__VScriptServerDebugHook() 	
== Véase también ==
* 
* 
* 
* 
* 
* 
*