nyuuzyou/wikis huggingface dataset:
Dota 2 Workshop Tools/Scripting/API/Global.SendOverheadEventMessage

== Function Description ==
 void SendOverheadEventMessage(handle handle_1, int int_2, handle handle_3, int int_4, handle handle_5) 
( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer and sourcePlayer can be nil - iMessageType is one of OVERHEAD_ALERT_*
;Example
function SendOverheadEventMessage( handle_1, int_2, handle_3, int_4, handle_5 ) end
== Parameters ==
Type 	Name 	Description
handle	handle_1	No Description Set
int 	int_2 	No Description Set
handle	handle_3	No Description Set
int 	int_4 	No Description Set
handle	handle_5	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatAll

== Function Description ==
 void SetOpvarFloatAll(string string_1, string string_2, string string_3, float float_4) 
Sets an opvar value for all players
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
string	string_2	No Description Set
string	string_3	No Description Set
float 	float_4 	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatPlayer

== Function Description ==
 void SetOpvarFloatPlayer(string string_1, string string_2, string string_3, float float_4, handle handle_5) 
Sets an opvar value for a single player ( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt )
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
string	string_2	No Description Set
string	string_3	No Description Set
float 	float_4 	No Description Set
handle	handle_5	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SetRenderingEnabled

== Function Description ==
 void SetRenderingEnabled(ehandle ehandle_1, bool bool_2) 
Set rendering on/off for an ehandle''''
== Parameters ==
Type 	Name 	Description
ehandle	ehandle_1	No Description Set
bool 	bool_2 	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SetTeamCustomHealthbarColor

== Function Description ==
 void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4) 
( teamNumber, r, g, b )
;Example
function SetTeamCustomHealthbarColor( int_1, int_2, int_3, int_4 ) end
== Parameters ==
Type	Name 	Description
int 	int_1	No Description Set
int 	int_2	No Description Set
int 	int_3	No Description Set
int 	int_4	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.ShowCustomHeaderMessage

== Function Description ==
 void ShowCustomHeaderMessage(string message, int player, int value, float time) 
Displays a header message from player
== Parameters ==
Type 	Name 	Description
string	message	
int 	player 	
int 	value 	
float 	time 	
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopup

== Function Description ==
 void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType) 
Shows a generic popup to all users
== Parameters ==
Type 	Name 	Description
string	title 	No Description Set
string	content 	No Description Set
string	unknown 	No Description Set
string	unknown 	No Description Set
int 	containerType	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopupToPlayer

== Function Description ==
 void ShowGenericPopupToPlayer(handle handle_1, string string_2, string string_3, string string_4, string string_5, int int_6) 
Show a generic popup dialog to a specific player.
== Parameters ==
Type 	Name 	Description
handle	handle_1	No Description Set
string	string_2	No Description Set
string	string_3	No Description Set
string	string_4	No Description Set
string	string_5	No Description Set
int 	int_6 	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityFromTableSynchronous

== Function Description ==
 handle SpawnEntityFromTableSynchronous(string string_1, handle handle_2) 
Synchronously spawns a single entity from a table''''
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
handle	handle_2	No Description Set
== Returns ==
handle - No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityGroupFromTable

== Function Description ==
 bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback) 
Hierarchically spawn an entity group from a set of spawn tables.
;Example
--some code here
== Parameters ==
Type 	Name 	Description
handle	groupSpawnTables	No Description Set
bool 	bAsync 	true if running asynchronously
handle	hCallback 	No Description Set
== Returns ==
bool - No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableAsynchronous

== Function Description ==
 int SpawnEntityListFromTableAsynchronous(handle handle_1, handle handle_2) 
Asynchronously spawn an entity group from a list of spawn table's. A callback will be triggered when the spawning is complete
== Parameters ==
Type 	Name 	Description
handle	handle_1	No Description Set
handle	handle_2	No Description Set
== Returns ==
int - No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableSynchronous

== Function Description ==
 handle SpawnEntityListFromTableSynchronous(handle handle_1) 
Synchronously spawn an entity group from a list of spawn table's.
== Parameters ==
Type 	Name 	Description
handle	handle_1	No Description Set
== Returns ==
handle - No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SplineQuaternions

== Function Description ==
 Quaternion SplineQuaternions(Quaternion Quaternion_1, Quaternion Quaternion_2, float float_3) 
(quaternion,quaternion,float) very basic interpolation of v0 to v1 over t on [0,1]
== Parameters ==
Type 	Name 	Description
Quaternion	Quaternion_1	No Description Set
Quaternion	Quaternion_2	No Description Set
float 	float_3 	No Description Set
== Returns ==
Quaternion - No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.SplineVectors

== Function Description ==
 Vector SplineVectors(Vector Vector_1, Vector Vector_2, float float_3) 
(vector,vector,float) very basic interpolation of v0 to v1 over t on [0,1]
== Parameters ==
Type 	Name 	Description
Vector	Vector_1	No Description Set
Vector	Vector_2	No Description Set
float 	float_3 	No Description Set
== Returns ==
Vector - No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPosition

== Function Description ==
 void StartSoundEventFromPosition(string string_1, Vector Vector_2) 
Start a sound event from position
;Example
function StartSoundEventFromPosition( string_1, Vector_2 ) end
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
Vector	Vector_2	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPositionReliable

== Function Description ==
 void StartSoundEventFromPositionReliable(string string_1, Vector Vector_2) 
Start a sound event from position with reliable delivery
;Example
function StartSoundEventFromPositionReliable( string_1, Vector_2 ) end
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
Vector	Vector_2	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPositionUnreliable

== Function Description ==
 void StartSoundEventFromPositionUnreliable(string string_1, Vector Vector_2) 
Start a sound event from position with optional delivery
;Example
function StartSoundEventFromPositionUnreliable( string_1, Vector_2 ) end
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
Vector	Vector_2	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventReliable

== Function Description ==
 void StartSoundEventReliable(string string_1, handle handle_2) 
Start a sound event with reliable delivery
;Example
function StartSoundEventReliable( string_1, handle_2 ) end
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
handle	handle_2	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventUnreliable

== Function Description ==
 void StartSoundEventUnreliable(string string_1, handle handle_2) 
Start a sound event with optional delivery
;Example
function StartSoundEventUnreliable( string_1, handle_2 ) end
== Parameters ==
Type 	Name 	Description
string	string_1	No Description Set
handle	handle_2	No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToGameEvent

== Function Description ==
 bool StopListeningToGameEvent(int int_1) 
Stop listening to a particular game event.
== Parameters ==
Type	Name 	Description
int 	int_1	No Description Set
== Returns ==
bool - No Description Set
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.StringToFile

Category:Dota2Function
Category:Global
== Function Description ==
 bool StringToFile(string a, string b) 
* Directory traversal doesn't seem to work. The characters '.', '/' and '\\' are ignored.
* The file name cannot be blank, nor can it consist only of the ignored characters, else the function will do nothing and return false.
* Only one string can be stored at a time, the file is overwritten to at every call.
* The file ends with a NUL character.
* The files are stored at C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems
* The function is used in conjunction with FileToString''
== Parameters ==
Type 	Name	Description
string	a 	No Description Set
string	b 	No Description Set
== Returns ==
bool - No Description Set
Dota 2 Workshop Tools/Scripting/API/Global.TraceCollideable

== Function Description ==
 bool TraceCollideable(table parameters) 
Does a raytrace against a single solid entity. An extra bounding box centered around the entity can be added with the mins and maxs parameters.
;Example
-- Traces a line 100 units forward from the postion of the player, trying to find an entity named "my_prop".
-- If the trace hits, a line is drawn to the hit position, along with the surface normal.
local playerEnt = Entities:FindByClassname(nil, "player")
local startVector = playerEnt:GetOrigin() + Vector(0, 0, 32)
local traceTable =
{
	startpos = startVector;
	
	-- Traces from the player position 100 units in front of the player
	endpos = startVector + RotatePosition(Vector(0,0,0), playerEnt:GetAngles(), Vector(100, 0, 0));
	ent = Entities:FindByName(nil, "my_prop"); -- Traces the entity named "my_prop"
	
	-- Adds an extra 20 x 20 x 20 bounding box on the model.
	mins = Vector(-10, -10, -10 );
	maxs = Vector(10, 10, 10 )
}
TraceCollideable(traceTable)
if traceTable.hit 
then
	DebugDrawLine(traceTable.startpos, traceTable.pos, 0, 255, 0, false, 1)
	DebugDrawLine(traceTable.pos, traceTable.pos + traceTable.normal * 10, 0, 0, 255, false, 1)
else
	DebugDrawLine(traceTable.startpos, traceTable.endpos, 255, 0, 0, false, 1)
end
== Parameters ==
Type 	Name 	Description
table	parameters	Table used for both input and output.
== Returns ==
bool - Whether the trace is successful. This only indicates that the trace was done, not whether it hit anything.
== Input Parameters ==
Passed to the parameters table to set up the trace.
Type 	Name 	Description
Vector 	startpos	Global vector where to start the trace.
Vector 	endpos 	Global vector where to end the trace.
CBaseEntity	ent 	Entity to trace against.
Vector 	mins 	(Optional) Minimum coordinates of the bounding box. Local to the entity.
Vector 	maxs 	(Optional) Maximum coordinates of the bounding box. Local to the entity.
== Output parameters ==
Output written by the function to the parameters table.
Type 	Name 	Description
Vector	pos 	Global vector where the trace hit.
float 	fraction 	Fraction from the start to end where the trace hit.
bool 	hit 	Whether the trace hit something. Always present.
bool 	startsolid	Whether the trace started inside the entity.
Vector	normal 	Global normal vector of the surface hit.
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.TraceCollideable=zh

== 函数介绍 ==
 bool TraceCollideable(table parameters) 
对单个实体执行光线跟踪。可以使用“mins”和“maxs”参数添加以实体为中心的额外边界框。
;Example
-- 沿轨迹从玩家的位置向前追踪100个单位，试图找到一个名为“my_prop”的实体。
-- 如果命中，将沿曲面法线在命中位置绘制一条线。
local playerEnt = Entities:FindByClassname(nil, "player")
local startVector = playerEnt:GetOrigin() + Vector(0, 0, 32)
local traceTable =
{
	startpos = startVector;
	
	-- 玩家前方100个单位的玩家位置
	endpos = startVector + RotatePosition(Vector(0,0,0), playerEnt:GetAngles(), Vector(100, 0, 0));
	ent = Entities:FindByName(nil, "my_prop"); -- Traces the entity named "my_prop"
	
	-- 在模型上添加一个额外的20 x 20 x 20边界体。
	mins = Vector(-10, -10, -10 );
	maxs = Vector(10, 10, 10 )
}
TraceCollideable(traceTable)
if traceTable.hit 
then
	DebugDrawLine(traceTable.startpos, traceTable.pos, 0, 255, 0, false, 1)
	DebugDrawLine(traceTable.pos, traceTable.pos + traceTable.normal * 10, 0, 0, 255, false, 1)
else
	DebugDrawLine(traceTable.startpos, traceTable.endpos, 255, 0, 0, false, 1)
end
== 参数 ==
类型 	名字 	介绍
table	parameters	用于输入和输出的表。
== 返回 ==
bool - 追踪是否成功。这仅表示追踪已完成，而不是是否击中任何东西。
== 输入参数 ==
传递到参数表以设置跟踪。
类型 	名字 	介绍
Vector 	startpos	从指定全局向量处开始追踪。
Vector 	endpos 	从指定全局向量处结束追踪。
CBaseEntity	ent 	欲追踪的实体。
Vector 	mins 	（可选）边界体的最小坐标。实体本地向量。
Vector 	maxs 	（可选）边界体的最大坐标。实体本地向量。
== 输出参数 ==
被本函数添加到表中的成员。
类型 	名 	介绍
Vector	pos 	存储命中位置的全局向量。
float 	fraction 	在追踪轴上移动距离的百分比（？）
bool 	hit 	是否命中。始终会存在。
bool 	startsolid	跟踪是否在实体内部开始。
Vector	normal 	命中的曲面的全局法线向量。
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.TraceHull

== Function Description ==
 bool TraceHull(table parameters) 
Traces a bounding box along a line. The bounding box center follows the line.
;Example
-- Traces a line 100 units forward from the postion of the player, using the players bounding box.
-- If the trace hits, a line is drawn to the hit position.
local playerEnt = Entities:FindByClassname(nil, "player")
local startVector = playerEnt:GetCenter()
local traceTable =
{
	startpos = startVector;
	endpos = startVector + RotatePosition(Vector(0,0,0), playerEnt:GetAngles(), Vector(100, 0, 0));
	ignore = playerEnt;
	mask = 33636363; -- TRACE_MASK_PLAYER_SOLID from L4D2 script API, may not be correct for Source 2.
	min = playerEnt:GetBoundingMins();
	max = playerEnt:GetBoundingMaxs()
}
TraceHull(traceTable)
if traceTable.hit 
then
	DebugDrawLine(traceTable.startpos, traceTable.pos, 0, 255, 0, false, 1)
	DebugDrawLine(traceTable.pos, traceTable.pos + traceTable.normal * 10, 0, 0, 255, false, 1)
else
	DebugDrawLine(traceTable.startpos, traceTable.endpos, 255, 0, 0, false, 1)
end
== Parameters ==
Type 	Name 	Description
table	parameters	Table used for both input and output.
== Returns ==
bool - Whether the trace is successful. This only indicates that the trace was done, not whether it hit anything.
== Input Parameters ==
Passed to the parameters table to set up the trace.
Type 	Name 	Description
Vector 	startpos	Global vector where to start the trace.
Vector 	endpos 	Global vector where to end the trace.
Vector 	min 	Minimum extents of the bounding box.
Vector 	max 	Maximum extents of the bounding box.
int 	mask 	Collision type bitmask.
CBaseEntity	ignore 	Entity to ignore when tracing.
== Output parameters ==
Output written by the function to the parameters table.
Type 	Name 	Description
Vector 	pos 	Global vector along the line where the bounding box hit.
float 	fraction 	Fraction from the start to end where the trace hit.
bool 	hit 	Whether the trace hit something. Always present.
CBaseEntity	enthit 	Handle of the entity the trace hit.
bool 	startsolid	Whether the trace started inside something.
Vector 	normal 	World space normal vector of the surface hit.
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.TraceHull=zh

== 函数介绍 ==
 bool TraceHull(table parameters) 
沿线段追踪边界体。边界体中心沿线。
;Example
-- 使用玩家边界体，从玩家的位置向前追踪100个单位。
-- 如果命中，则会在命中位置绘制一条线。
local playerEnt = Entities:FindByClassname(nil, "player")
local startVector = playerEnt:GetCenter()
local traceTable =
{
	startpos = startVector;
	endpos = startVector + RotatePosition(Vector(0,0,0), playerEnt:GetAngles(), Vector(100, 0, 0));
	ignore = playerEnt;
	mask = 33636363; -- L4D2脚本API中的TRACE_MASK_PLAYER_SOLID对于源2可能不正确。
	min = playerEnt:GetBoundingMins();
	max = playerEnt:GetBoundingMaxs()
}
TraceHull(traceTable)
if traceTable.hit 
then
	DebugDrawLine(traceTable.startpos, traceTable.pos, 0, 255, 0, false, 1)
	DebugDrawLine(traceTable.pos, traceTable.pos + traceTable.normal * 10, 0, 0, 255, false, 1)
else
	DebugDrawLine(traceTable.startpos, traceTable.endpos, 255, 0, 0, false, 1)
end
== 参数 ==
类型 	名字 	介绍
table	parameters	用于输入和输出的表。
== 返回 ==
bool - 追踪是否成功。这仅指示追踪已完成，而不是是否击中任何东西。
== 输入参数 ==
传递到参数表以设置跟踪。
类型 	名字 	介绍
Vector 	startpos	指示追踪开始位置的全局向量。
Vector 	endpos 	指示追踪结束位置的全局向量。
Vector 	min 	边界体的最小范围。
Vector 	max 	边界体的最大范围。
int 	mask 	碰撞类型位掩码。
CBaseEntity	ignore 	追踪时欲忽略的实体。
== 输出参数 ==
本函数写到table中的成员。
类型 	名字 	介绍
Vector 	pos 	存储沿边界体命中位置的全局向量。
float 	fraction 	在追踪轴上移动距离的百分比（？）
bool 	hit 	是否命中。始终会存在。
CBaseEntity	enthit 	追踪命中的实体的句柄。
bool 	startsolid	追踪是否在实体内部开始。
Vector 	normal 	命中的曲面的全局法线向量。
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.TraceLine

Category:Dota2Function
Category:Global
== Function Description ==
 bool TraceLine(table parameters) 
Does a raytrace along a line specified by two vectors, returning the first entity or geometry hit along the way. Script version of UTIL_TraceLine().
;Example
-- Traces a line 100 units forward from the postion of the player
-- If the trace hits, a line is drawn to the hit position.
local playerEnt = Entities:FindByClassname(nil, "player")
local startVector = playerEnt:GetCenter()
local traceTable =
{
	startpos = startVector;
	endpos = startVector + RotatePosition(Vector(0,0,0), playerEnt:GetAngles(), Vector(100, 0, 0));
	ignore = playerEnt;
	mask = 33636363 -- TRACE_MASK_PLAYER_SOLID from L4D2 script API, may not be correct for Source 2.
}
TraceLine(traceTable)
if traceTable.hit 
then
	DebugDrawLine(traceTable.startpos, traceTable.pos, 0, 255, 0, false, 1)
	DebugDrawLine(traceTable.pos, traceTable.pos + traceTable.normal * 10, 0, 0, 255, false, 1)
else
	DebugDrawLine(traceTable.startpos, traceTable.endpos, 255, 0, 0, false, 1)
end
== Parameters ==
Type 	Name 	Description
table	parameters	Table used for both input and output.
== Returns ==
bool - Whether the trace is successful. This only indicates that the trace was done, not whether it hit anything.
== Input Parameters ==
Passed to the parameters table to set up the trace.
Type 	Name 	Description
Vector 	startpos	Global vector where to start the trace.
Vector 	endpos 	Global vector where to end the trace.
int 	mask 	Collision type bitmask.
CBaseEntity	ignore 	Entity to ignore when tracing.
== Output parameters ==
Output written by the function to the parameters table.
Type 	Name 	Description
Vector 	pos 	Global vector where the trace hit.
float 	fraction 	Fraction from the start to end where the trace hit.
bool 	hit 	Whether the trace hit something. Always present.
CBaseEntity	enthit 	Handle of the entity the trace hit.
bool 	startsolid	Whether the trace started inside something.
Vector 	normal 	World space normal vector of the surface hit.
Dota 2 Workshop Tools/Scripting/API/Global.TraceLine=zh

Category:Dota2Function
Category:Global
== 函数介绍 ==
 bool TraceLine(table parameters) 
沿由两个向量指定的线进行追踪，返回沿线命中的第一个实体或几何体。UTIL_TraceLine()的脚本版本。
;Example
-- 从玩家的位置向前追踪100个单位
-- 如果命中，则会在命中位置绘制一条线。
local playerEnt = Entities:FindByClassname(nil, "player")
local startVector = playerEnt:GetCenter()
local traceTable =
{
	startpos = startVector;
	endpos = startVector + RotatePosition(Vector(0,0,0), playerEnt:GetAngles(), Vector(100, 0, 0));
	ignore = playerEnt;
	mask = 33636363 -- L4D2脚本API中的TRACE_MASK_PLAYER_SOLID对于源2可能不正确。
}
TraceLine(traceTable)
if traceTable.hit 
then
	DebugDrawLine(traceTable.startpos, traceTable.pos, 0, 255, 0, false, 1)
	DebugDrawLine(traceTable.pos, traceTable.pos + traceTable.normal * 10, 0, 0, 255, false, 1)
else
	DebugDrawLine(traceTable.startpos, traceTable.endpos, 255, 0, 0, false, 1)
end
== 参数 ==
类型 	名字 	介绍
table	parameters	用于输入和输出的表。
== 返回==
bool - 追踪是否成功。这仅指示追踪已完成，而不是是否击中任何东西。
== 输入参数 ==
传递到参数表以设置跟踪。
类型 	名字 	介绍
Vector 	startpos	从指定全局向量处开始追踪。
Vector 	endpos 	从指定全局向量处结束追踪。
int 	mask 	碰撞类型位掩码。
CBaseEntity	ignore 	欲追踪的实体。
== 输出参数 ==
被本函数添加到表中的成员。
类型 	名字 	介绍
Vector 	pos 	存储命中位置的全局向量。
float 	fraction 	在追踪轴上移动距离的百分比（？）
bool 	hit 	是否命中。始终会存在。
CBaseEntity	enthit 	命中实体的句柄。
bool 	startsolid	跟踪是否在实体内部开始。
Vector 	normal 	命中的曲面的全局法线向量。
Dota 2 Workshop Tools/Scripting/API/Global.UTIL MessageText

== Function Description ==
 void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a) 
Displays a message for a specific player
== Parameters ==
Type 	Name 	Description
int 	playerId	
string	message 	
int 	r 	
int 	g 	
int 	b 	
int 	a 	
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.UTIL MessageTextAll

== Function Description ==
 void UTIL_MessageTextAll(string message, int r, int g, int b, int a) 
Sends a message to everyone in the message box
;Example
UTIL_MessageTextAll( "Sometextinwhite", 255, 255, 255, 255 )
== Parameters ==
Type 	Name 	Description
string	message	Message to write
int 	r 	red color
int 	g 	green color
int 	b 	blue color
int 	a 	transparency
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.UTIL MessageTextAll WithContext

== Function Description ==
 void UTIL_MessageTextAll_WithContext(string message, int r, int g, int b, int a, table context) 
Sends a message to everyone in the message box with a context table
;Example
UTIL_MessageTextAll_WithContext( "#ScoreboardRow", 255, 255, 255, 255, { team_name = "Team", value = 50 } )
--Where #ScoreboardRow is defined in the langauge files as
-- "ScoreboardRow" "%value% %team_name%"
-- %value% would be replaced by the 'value' entry in the table, %team_name% would be replaced by team_name entry
== Parameters ==
Type 	Name 	Description
string	message	Message to write
int 	r 	red color
int 	g 	green color
int 	b 	blue color
int 	a 	transparency
table 	context	Table with context values
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.UTIL MessageText WithContext

== Function Description ==
 void UTIL_MessageText_WithContext(int playerId, string message, int r, int g, int b, int a, table context) 
Sends a message to a specific player in the message box with a context table
;Example
UTIL_MessageText_WithContext( 1, "#ScoreboardRow", 255, 255, 255, 255, { team_name = "Team", value = 50 } )
--Where #ScoreboardRow is defined in the langauge files as
-- "ScoreboardRow" "%value% %team_name%"
-- %value% would be replaced by the 'value' entry in the table, %team_name% would be replaced by team_name entry
== Parameters ==
Type 	Name 	Description
int 	playerId	player to write to
string	message 	Message to write
int 	r 	red color
int 	g 	green color
int 	b 	blue color
int 	a 	transparency
table 	context 	Table with context values
Category:Dota2Function
Category:Global
Dota 2 Workshop Tools/Scripting/API/Global.UTIL RemoveImmediate

== Function Description ==
 void UTIL_RemoveImmediate(handle handle_1) 
Do Not use this function. Use UTIL_Remove() instead. This will crash your game.
== Parameters ==
Type 	Name 	Description
handle	handle_1	No Description Set
Category:Dota2Function
Category:Global