Ru/Dota 2 Workshop Tools/Scripting/API

===Доступ к API сценариям DOTA 2 из Lua ===
| Lua является языком с Динамической типизацией, движок Dota 2 в основном написан на C++,и он является Статически типизированным. Таким образом,при вызове API вам нужно будет знать свои типы данных.
(Если вы попытаетесь передать неправильный тип функции API, вы получите сообщение об ошибке в Vconsole.)
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=== Глобальные ===
Глобальные функции. Они могут быть вызваны без какого-либо класса
Функции 	Сигнатура 	Описание
Есть пример. 	void AddFOWViewer(int int_1, Vector Vector_2, float float_3, float float_4, bool bool_5) 	Добавить временный обзор (засвет) для конкретной команды ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision)
Есть пример. 	float AngleDiff(float ang1, float ang2) 	Возвращает(просчитывает,выводит,показывает)разность двух углов.
 	void AppendToLogFile(string string_1, string string_2) 	Добавление string в LogFile на сервер.
Есть пример. 	float ApplyDamage(handle DamageTable) 	Применить урон по юниту с вводными таблицы ：victim, attacker, damage, damage_type, damage_flags, ability
 	Quaternion AxisAngleToQuaternion(Vector Vector_1, float float_2) 	(,) строит кватернион, представляющий поворот на угол вокруг указанной векторной оси.
Пример. 	Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2) 	Вычисляет ближайшую точку OBB объекта.
Пример. 	float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2) 	Вычисляет расстояние между двумя объектами OBB.Отрицательное возвращаемое значение указывает на ошибку ввода.Возвращаемое значение нуля указывает, что OBB перекрывают друг-друга.
 	float CalcDistanceToLineSegment2D(Vector vector_1, Vector vector_2, Vector vector_3) 	Вычисляет расстояние от точки до линии сегмента.
 	void CancelEntityIOEvents(ehandle ehandle_1) 	Создает все входящие и исходящие события, для определенного объекта.
Пример. 	void ClearTeamCustomHealthbarColor(int int_1) 	Очистить индивидуальный цвет хилбара( teamNumber - использовать номер команды )
 	bool CreateEffect(handle handle_1) 	Передает в таблицу - вводные данные о : entity, effect
 	handle CreateHeroForPlayer(string unitName, handle player) 	Создает героя Доты в соответствии с прописанным именем и сетом в dota_npc_units.txt и устанавливает его,как управляемого игроком героя.
Пример. 	handle CreateHTTPRequestScriptVM(string string_1, string string_2) 	Создайте HTTP-запрос. Недавно переименован из CreateHTTPRequest.
 	handle CreateItem(string item_name, handle owner, handle owner) 	Создает элемент с именем класса item_name, которую owner(владелец) может использовать.
Пример. 	handle CreateItemOnPositionForLaunch(Vector Vector_1, handle handle_2) 	Создает физический элемент в заданном месте, может появится в воздухе (но не замещает собой пространство)
 	handle CreateItemOnPositionSync(Vector Vector_1, handle handle_2) 	Создает физического объекта в заданном месте.
Пример. 	handle CreateModifierThinker(handle handle_1, handle handle_2, string string_3, handle handle_4, Vector Vector_5, int int_6, bool bool_7) 	Создает модификатор, не связанный с NPC. ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker )
Пример. 	void CreateTempTree(Vector Vector_1, float float_2) 	Создает временно существующее дерево.
(vLocation-(Место) flDuration-(Продолжительность)).
 	handle CreateTrigger(Vector Vector_1, Vector Vector_2, Vector Vector_3) 	Создает Trigger( vecMin, vecMax ) : Создает AABB trigger
 	handle CreateTriggerRadiusApproximate(Vector Vector_1, float float_2) 	CreateTriggerRadiusApproximate( vecOrigin, flRadius ) :Создает и убирает триггер AABB, размер которого больше предусмотренного радиуса.
 	handle CreateUnitByName(string string_1, Vector Vector_2, bool bool_3, handle handle_4, handle handle_5, int int_6) 	Создает юнита Доты в соответствии с прописанными настройками в dota_npc_units.txt( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber )
 	int CreateUnitByNameAsync(string string_1, Vector Vector_2, bool bool_3, handle handle_4, handle handle_5, int int_6, handle handle_7) 	Создает юнита Доты в соответствии с прописанными настройками в dota_npc_units.txt Тоже самое что и выше,только с одной дополнительной функцией.
( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber, hCallback )
 	handle CreateUnitFromTable(handle handle_1, Vector Vector_2) 	Создает новый объект, управляемый данными, с указанной таблицей.
 	float cvar_getf(string string_1) 	Возвращает значение данного cvar как float.
 	bool cvar_setf(string string_1, float float_2) 	Устанавливает значение данного cvar как float.
 	void DebugBreak() 	Пауза в отладчике
 	void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration) 	Рисует бокс наложения отладки.
 	void DebugDrawBoxDirection(Vector Vector_1, Vector Vector_2, Vector Vector_3, Vector Vector_4, Vector Vector_5, float float_6, float float_7) 	Рисует бокс наложения отладки по направлению.(cent, min, max, forward, vRgb, a, duration)
 	void DebugDrawCircle(Vector Vector_1, Vector Vector_2, float float_3, float float_4, bool bool_5, float float_6) 	Рисует круг отладки. (center, vRgb, a, rad, ztest, duration)
 	void DebugDrawClear() 	Удаляет все отладочные наложения.
 	void DebugDrawLine(Vector Vector_1, Vector Vector_2, int int_3, int int_4, int int_5, bool bool_6, float float_7) 	Рисует линию отладки. (origin, target, r, g, b, ztest, duration)
 	void DebugDrawLine_vCol(Vector Vector_1, Vector Vector_2, Vector Vector_3, bool bool_4, float float_5) 	Рисует линию отладки используя цвет vec.(start, end, vRgb, a, ztest, duration)
 	void DebugDrawScreenTextLine(float float_1, float float_2, int int_3, string string_4, int int_5, int int_6, int int_7, int int_8, float float_9) 	Рисует линию отладки с текстом над ней. (x, y, lineOffset, text, r, g, b, a, duration)
 	void DebugDrawSphere(Vector Vector_1, Vector Vector_2, float float_3, float float_4, bool bool_5, float float_6) 	Рисует сферу отладки.(center, vRgb, a, rad, ztest, duration)
 	void DebugDrawText(Vector Vector_1, string string_2, bool bool_3, float float_4) 	Рисует текст в 3D.(origin, text, bViewCheck, duration)
 	void DebugScreenTextPretty(float float_1, float float_2, int int_3, string string_4, int int_5, int int_6, int int_7, int int_8, float float_9, string string_10, int int_11, bool bool_12)	Рисует приятный отладочный текст. (x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold)
Пример. 	int DoCleaveAttack(handle handle_1, handle handle_2, handle handle_3, float float_4, float float_5, string string_6) 	(hAttacker, hTarget, hAbility, fDamage, fStartRadius, fEndRadius, fDistance, effectName)
 	void DoEntFire(string string_1, string string_2, string string_3, float float_4, handle handle_5, handle handle_6) 	EntFire: Создает события ввода / вывода объекта ( szTarget, szAction, szValue, flDelay, hActivator, hCaller )
 	void DoEntFireByInstanceHandle(handle handle_1, string string_2, string string_3, float float_4, handle handle_5, handle handle_6) 	EntFireByHandle:Создает события ввода / вывода объекта
 	bool DoIncludeScript(string string_1, handle handle_2) 	Выполнить скрипт (внутренний)
 	void DoScriptAssert(bool bool_1, string string_2) 	ScriptAssert:Задает переданное значение которое является Assert-Утверждение. Входящие данные являются числовыми, выводятся данные и отображаются в диалоговом окне подтверждения.
 	string DoUniqueString(string string_1) 	UniqueString:Создание строки, которая гарантирует уникальность во время выполнения сценария VM, сценария с необязательной корневой строкой. Полезен для добавления данных в таблицу, если неизвестно, какие ключи уже используются в этой таблице.
Пример. 	void EmitAnnouncerSound(string string_1) 	Воспроизвести голос спикера для всех игроков.
Пример. 	void EmitAnnouncerSoundForPlayer(string string_1, int int_2) 	Воспроизвести голос спикера для игрока.
Пример. 	void EmitAnnouncerSoundForTeam(string string_1, int int_2) 	Воспроизвести голос спикера для команды.
Пример. 	void EmitAnnouncerSoundForTeamOnLocation(string string_1, int int_2, Vector Vector_3) 	Воспроизвести голос спикера для команды в определенном месте.
 	void EmitGlobalSound(string string_1) 	Воспроизвести звук с определенным названием для всех игроков.
 	void EmitSoundOn(string string_1, handle handle_2) 	Воспроизвести звук с определенным названием.
 	void EmitSoundOnClient(string string_1, handle handle_2) 	Воспроизвести звук с определенным названием для данного игрока.
Пример. 	void EmitSoundOnLocationForAllies(Vector Vector_1, string string_2, handle handle_3) 	Воспроизведение звука в месте нахождения юнита,слышат только союзники. (vLocation, soundName, hCaster
Пример. 	void EmitSoundOnLocationWithCaster(Vector Vector_1, string string_2, handle handle_3) 	Воспроизведение звука в месте нахождения юнита. (vLocation, soundName, hCaster).
 	handle EntIndexToHScript(int int_1) 	Преобразует целочисленный индекс объекта в HScript,который представляет собой,сценарий данного объекта.
Пример. 	void ExecuteOrderFromTable(handle handle_1) 	Выполняет запрос из таблицы скриптов.
 	float ExponentialDecay(float float_1, float float_2, float float_3) 	Сглаживание кривой,становится медленнее,при приближается к нулю.
Читать обязательно.	string FileToString(string a) 	Считывает строчные данные из файла,для отправки в скрипт.
 	bool FindClearSpaceForUnit(handle handle_1, Vector Vector_2, bool bool_3) 	Размещает юнит в пустом (не занятом) месте.
Пример. 	table FindUnitsInRadius(int teamNumber, Vector position, handle cacheUnit, float radius, int teamFilter, int typeFilter, int flagFilter, int order, bool canGrowCache) 	Поиск юнитов в заданном радиусе по заданным флагам(критериям). ( iTeamNumber, vPosition, hCacheUnit, flRadius, iTeamFilter, iTypeFilter, iFlagFilter, iOrder, bCanGrowCache )
Пример. 	table FindUnitsInLine(int teamNumber, Vector vStartPos, Vector vEndPos, handle cacheUnit, float width, int teamFilter, int typeFilter, int flagFilter) 	Поиск юнитов в заданном векторе по заданным флагам(критериям) ( iTeamNumber, vStartPos, vEndPos, hCacheUnit, flWidth, iTeamFilter, iTypeFilter, iFlagFilter)
 	void FireEntityIOInputNameOnly(ehandle ehandle_1, string string_2) 	Запускает элемент действие объекта,предмета без вводных данных.
 	void FireEntityIOInputString(ehandle ehandle_1, string string_2, string string_3) 	Запускает элемент действие объекта,предмета с заданной последовательностью - при доступной памяти.
 	void FireEntityIOInputVec(ehandle ehandle_1, string string_2, Vector Vector_3) 	Запускает элемент действие объекта,предмета с выбранным вектором Vector ( hEntity, szActionName, vector )
 	void FireGameEvent(string eventName, handle parameterTable) 	Запускает заранее определенное событие, которое можно найти в custom_events.txt либо в dota's resource/*.res
 	void FireGameEventLocal(string string_1, handle handle_2) 	Запускает игровое событие без трансляции на клиент игры.
 	float FrameTime() 	Выдает время потраченное на сервере за последний период.
Пример. 	<unknown> GetEntityIndexForTreeId(unsigned unsigned_1) 	Выдает индекс объекта для идентификации в структуре,указанную как entindex_target из DOTA_UNIT_ORDER_CAST_TARGET_TREE.
 	int GetFrameCount() 	Показывает текущее количество кадров.
 	float GetFrostyBoostAmount(int a, int b) 	No Description Set
 	int GetFrostyPointsForRound(int a, int b, int c) 	No Description Set
 	float GetGoldFrostyBoostAmount(int a, int b) 	No Description Set
 	int GetGoldFrostyPointsForRound(int a, int b, int c) 	No Description Set
 	Vector GetGroundPosition(Vector a, handle b) 	Returns the supplied position moved to the ground. Second parameter is an NPC for measuring movement collision hull offset.
 	handle GetListenServerHost() 	Get the local player on a listen server.
 	string GetMapName() 	Get the name of the map.
 	float GetMaxOutputDelay(ehandle a, string b) 	Get the longest delay for all events attached to an output
 	Vector GetPhysAngularVelocity(handle a) 	Get Angular Velocity for VPHYS or normal object
 	Vector GetPhysVelocity(handle a) 	Get Velocity for VPHYS or normal object
 	string GetSystemDate() 	Get the current real world date
 	string GetSystemTime() 	Get the current real world time
 	float GetWorldMaxX() 	Gets the world's maximum X position.
 	float GetWorldMaxY() 	Gets the world's maximum Y position.
 	float GetWorldMinX() 	Gets the world's minimum X position.
 	float GetWorldMinY() 	Gets the world's minimum Y position.
 	void InitLogFile(string a, string b) 	If the given file doesn't exist, creates it with the given contents; does nothing if it exists
 	bool IsDedicatedServer() 	Returns true if this server is a dedicated server.
 	bool IsMarkedForDeletion(handle a) 	Returns true if the entity is valid and marked for deletion.
 	bool IsValidEntity(handle a) 	Checks to see if the given hScript is a valid entity
 	int ListenToGameEvent(string EventName, handle functionNameToCall, handle context) 	Register as a listener for a game event from script.
 	table LoadKeyValues(string a) 	Creates a table from the specified keyvalues text file
 	table LoadKeyValuesFromString(string a) 	Creates a table from the specified keyvalues string
 	int MakeStringToken(string a) 	Checks to see if the given hScript is a valid entity
 	void Msg(string a) 	Print a message
 	void PauseGame(bool a) 	Pause or unpause the game.
 	handle PlayerInstanceFromIndex(int a) 	Get a script instance of a player by index.
 	void PrecacheEntityFromTable(string a, handle b, handle c) 	Precache an entity from KeyValues in table
 	void PrecacheEntityListFromTable(handle a, handle b) 	Precache a list of entity KeyValues table's
 	void PrecacheItemByNameAsync(string a, handle b) 	Asynchronously precaches a DOTA item by its dota_npc_items.txt name, provides a callback when it's finished.
 	void PrecacheItemByNameSync(string a, handle b) 	Precaches a DOTA item by its dota_npc_items.txt name
 	void PrecacheModel(string a, handle b) 	( modelName, context ) - Manually precache a single model
 	void PrecacheResource(string a, string b, handle c) 	Manually precache a single resource
 	void PrecacheUnitByNameAsync(string a, handle b) 	Asynchronously precaches a DOTA unit by its dota_npc_units.txt name, provides a callback when it's finished.
 	void PrecacheUnitByNameSync(string a, handle b) 	Precaches a DOTA unit by its dota_npc_units.txt name
 	void PrintLinkedConsoleMessage(string a, string b) 	Print a console message with a linked console command
 	float RandomFloat(float a, float b) 	Get a random float within a range
 	int RandomInt(int a, int b) 	Get a random int within a range
 	Vector RandomVector(float maxLength) 	Get a random 2D vector
 	void RegisterSpawnGroupFilterProxy(string a) 	Create a C proxy for a script-based spawn group filter
 	void ReloadMOTD() 	Reloads the MotD file
 	void RemoveSpawnGroupFilterProxy(string a) 	Remove the C proxy for a script-based spawn group filter
 	bool RollPercentage(int a) 	Rolls a number from 1 to 100 and returns true if the roll is less than or equal to the number specified
 	QAngle RotateOrientation(QAngle a, QAngle b) 	Rotate a QAngle by another QAngle.
 	Vector RotatePosition(Vector a, QAngle b, Vector c) 	Rotate a Vector around a point.
 	Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c) 	Rotates a quaternion by the specified angle around the specified vector axis
 	QAngle RotationDelta(QAngle a, QAngle b) 	Find the delta between two QAngles.
 	bool rr_AddDecisionRule(handle a) 	Add a rule to the decision database.
 	bool rr_CommitAIResponse(handle a, handle b) 	Commit the result of QueryBestResponse back to the given entity to play. Call with params (entity, airesponse)
 	handle rr_GetResponseTargets() 	Retrieve a table of all available expresser targets, in the form { name : handle, name: handle }.
 	bool rr_QueryBestResponse(handle a, handle b, handle c) 	Params: ( hEnt, hQuery, hResult ) // Static : tests 'query' against entity's response system and returns the best response found (or nil if none found).
 	void Say(handle entity, string message, bool teamOnly) 	Have Entity say string, and teamOnly or not
 	void ScreenShake(Vector a, float b, float c, float d, float e, int f, bool g) 	Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
 	void SendFrostivusTimeElapsedToGC() 	No Description Set
 	void SendFrostyPointsMessageToGC(handle a) 	No Description Set
 	void SendToConsole(string a) 	Send a string to the console as a client command
 	void SendToServerConsole(string a) 	Send a string to the console as a server command
 	void SetOpvarFloatAll(string a, string b, string c, float d) 	Sets an opvar value for all players
 	void SetOpvarFloatPlayer(string a, string b, string c, float d, handle e) 	Sets an opvar value for a single player ( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt )
 	void SetQuestName(string a) 	Set the current quest name.
 	void SetQuestPhase(int a) 	Set the current quest phase.
 	void SetRenderingEnabled(ehandle a, bool b) 	Set rendering on/off for an ehandle
 	void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType) 	Shows a generic popup to all users
 	void ShowGenericPopupToPlayer(handle a, string b, string c, string d, string e, int f) 	Show a generic popup dialog to a specific player.
 	void ShowMessage(string a) 	Print a hud message on all clients
 	handle SpawnEntityFromTableSynchronous(string a, handle b) 	Synchronously spawns a single entity from a table
 	bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback) 	Hierarchically spawn an entity group from a set of spawn tables.
 	int SpawnEntityListFromTableAsynchronous(handle a, handle b) 	Asynchronously spawn an entity group from a list of spawn table's. A callback will be triggered when the spawning is complete
 	handle SpawnEntityListFromTableSynchronous(handle a) 	Synchronously spawn an entity group from a list of spawn table's.
 	Quaternion SplineQuaternions(Quaternion a, Quaternion b, float c) 	(quaternion,quaternion,float) very basic interpolation of v0 to v1 over t on [0,1]
 	Vector SplineVectors(Vector a, Vector b, float c) 	(vector,vector,float) very basic interpolation of v0 to v1 over t on [0,1]
 	void StartSoundEvent(string a, handle b) 	Start a sound event
 	void StopEffect(handle a, string b) 	(hEntity, szEffectName)
 	void StopListeningToAllGameEvents(handle a) 	Stop listening to all game events within a specific context.
 	bool StopListeningToGameEvent(int a) 	Stop listening to a particular game event.
 	void StopSoundEvent(string a, handle b) 	Stops a sound event
 	void StopSoundOn(string soundName, handle playingEntity) 	Stop named sound on Entity
 	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
 	float Time() 	Get the current server time
 	bool TraceCollideable(handle a) 	Pass table - Inputs: start, end, ent, (optional mins, maxs) -- outputs: pos, fraction, hit, startsolid, normal
 	bool TraceHull(handle a) 	Pass table - Inputs: start, end, min, max, mask, ignore -- outputs: pos, fraction, hit, enthit, startsolid
 	bool TraceLine(handle a) 	Pass table - Inputs: startpos, endpos, mask, ignore -- outputs: pos, fraction, hit, enthit, startsolid
 	void UnloadSpawnGroup(string a) 	Unload a spawn group by name
 	void UnloadSpawnGroupByHandle(int a) 	Unload a spawn group by handle
 	void UpdateEventPoints(handle a) 	No Description Set
 	void UTIL_Remove(handle a) 	Removes the specified entity
 	void UTIL_RemoveImmediate(handle a) 	Immediately removes the specified entity
 	QAngle VectorToAngles(Vector a) 	Get Qangles (with no roll) for a Vector.
 	void Warning(string a) 	Print a warning
=== CBaseEntity ===
The base class for stuff
Function	Signature 	Description
 	void ApplyAbsVelocityImpulse(Vector a) 	Apply a Velocity Impulse
 	void ApplyLocalAngularVelocityImpulse(Vector a) 	Apply an Ang Velocity Impulse
 	void EmitSound(string soundName) 	
 	void EmitSoundParams(string soundName, int pitch, float volume, float soundTime)	Plays/modifies a sound from this entity. changes sound if Pitch and/or Volume or SoundTime is > 0.
 	QAngle EyeAngles() 	Get the qangles that this entity is looking at.
 	Vector EyePosition() 	Get vector to eye position - absolute coords
 	handle FirstMoveChild() 	No Description Set
 	void GatherCriteria(handle a) 	Returns a table containing the criteria that would be used for response queries on this entity. This is the same as the table that is passed to response rule script function callbacks.
 	Vector GetAbsOrigin() 	No Description Set
 	QAngle GetAngles() 	No Description Set
 	Vector GetAnglesAsVector() 	Get entity pitch, yaw, roll as a vector
 	Vector GetAngularVelocity() 	Get the local angular velocity - returns a vector of pitch,yaw,roll
 	Vector GetBaseVelocity() 	Get Base velocity
 	Vector GetBoundingMaxs() 	Get a vector containing max bounds, centered on object
 	Vector GetBoundingMins() 	Get a vector containing min bounds, centered on object
 	table GetBounds() 	Get a table containing the 'Mins' & 'Maxs' vector bounds, centered on object
 	Vector GetCenter() 	Get vector to center of object - absolute coords
 	handle GetChildren() 	Get the entities parented to this entity.
 	table GetContext(string a) 	GetContext( name ): looks up a context and returns it if available. May return string, float, or nil (if the context isn't found)
 	Vector GetForwardVector() 	Get the forward vector of the entity
 	int GetHealth() 	No Description Set
 	QAngle GetLocalAngularVelocity() 	Maybe local angvel
 	Vector GetLocalVelocity() 	Get Entity relative velocity
 	int GetMaxHealth() 	No Description Set
 	string GetModelName() 	Returns the name of the model
 	handle GetMoveParent() 	If in hierarchy, retrieves the entity's parent
 	Vector GetOrigin() 	No Description Set
 	handle GetOwner() 	Gets this entity's owner
 	handle GetOwnerEntity() 	Get the owner entity, if there is one
 	Vector GetRightVector() 	Get the right vector of the entity
 	handle GetRootMoveParent() 	If in hierarchy, walks up the hierarchy to find the root parent
 	float GetSoundDuration(string soundName, string actormodelname) 	Returns float duration of the sound. Takes soundname and optional actormodelname.
 	int GetTeam() 	No Description Set
 	Vector GetUpVector() 	Get the up vector of the entity
 	Vector GetVelocity() 	No Description Set
 	bool IsAlive() 	No Description Set.
 	bool IsPlayer() 	Is this a player entity?
 	void Kill() 	No Description Set
 	handle NextMovePeer() 	No Description Set
 	void OverrideFriction(float a, float b) 	Takes duration, value for a temporary override
 	void PrecacheScriptSound(string a) 	Precache a sound for later playing.
 	void SetAbsOrigin(Vector origin) 	SetAbsOrigin
 	void SetAngles(float pitch, float yaw, float roll) 	Set entity pitch, yaw, roll
 	void SetAngularVelocity(float pitch, float yaw, float roll) 	Set the local angular velocity - takes float pitch,yaw,roll velocities
 	void SetContext(string a, string b, float c) 	SetContext( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set 0 to mean 'forever').
 	void SetContextNum(string a, float b, float c) 	SetContext( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a number (int or float). Will last for duration (set 0 to mean 'forever').
 	void SetContextThink(string a, handle b, float c) 	Set a think function on this entity.
 	void SetForwardVector(Vector forwardVec) 	Set the orientation of the entity to have this forward forwardVec
 	void SetFriction(float a) 	Set PLAYER friction, ignored for objects
 	void SetGravity(float a) 	Set PLAYER gravity, ignored for objects
 	void SetHealth(int hp) 	No Description Set
 	void SetMaxHealth(int maxHP) 	No Description Set
 	void SetModel(string modelName) 	No Description Set
 	void SetOrigin(Vector origin) 	No Description Set
 	void SetOwner(handle owningEntity) 	Sets this entity's owner
 	void SetParent(handle a, string b) 	Set the parent for this entity.
 	void SetRenderColor(int a, int b, int c) 	SetRenderColor( r, g, b ): Sets the render color of the entity.
 	void SetSize(Vector a, Vector b) 	No Description Set
 	void SetTeam(int team) 	No Description Set
 	void SetVelocity(Vector a) 	No Description Set
 	void StopSound(string soundName) 	Stops a named sound playing from this entity.
 	void Trigger() 	Fires off this entity's OnTrigger responses
=== CEntities ===
No Description Set
Global accessor variable: Entities
Function	Signature 	Description
 	handle CreateByClassname(string className) 	Creates an entity by classname
 	table FindAllByClassname(string a) 	Finds all entities by class name. Returns an array containing all the found entities.
 	table FindAllByClassnameWithin(string a, Vector b, float c) 	Find entities by class name within a radius.
 	table FindAllByModel(string modelName) 	Find entities by model name.
 	table FindAllByName(string name) 	Find all entities by name. Returns an array containing all the found entities in it.
 	table FindAllByNameWithin(string name, Vector origin, float maxRadius) 	Find entities by name within a radius.
 	table FindAllByTarget(string targetName) 	Find entities by targetname.
 	table FindAllInSphere(Vector origin, float maxRadius) 	Find entities within a radius.
 	handle FindByClassname(handle startFrom, string className) 	Find entities by class name. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle FindByClassnameNearest(string className, Vector origin, float maxRadius) 	Find entities by class name nearest to a point.
 	handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius)	Find entities by class name within a radius. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle FindByModel(handle startFrom, string modelName) 	Find entities by model name. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) 	Find entities by model name within a radius. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle FindByName(handle lastEnt, string searchString) 	Find entities by name. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle FindByNameNearest(string name, Vector origin, float maxRadius) 	Find entities by name nearest to a point.
 	handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) 	Find entities by name within a radius. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle FindByTarget(handle startFrom, string targetName) 	Find entities by targetname. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle FindInSphere(handle startFrom, Vector origin, float maxRadius) 	Find entities within a radius. Pass nil to start an iteration, or reference to a previously found entity to continue a search
 	handle First() 	Begin an iteration over the list of entities
 	handle Next(handle startFrom) 	Continue an iteration over the list of entities, providing reference to a previously found entity
=== CEntityInstance ===
:::::extends CBaseEntity
No Description Set
Function	Signature 	Description
 	void ConnectOutput(string a, string b) 	Adds an I/O connection that will call the named function on this entity when the specified output fires.
 	void Destroy() 	No Description Set
 	void DisconnectOutput(string a, string b) 	Removes a connected script function from an I/O event on this entity.
 	void DisconnectRedirectedOutput(string a, string b, handle c) 	Removes a connected script function from an I/O event on the passed entity.
 	int entindex() 	No Description Set
 	void FireOutput(string a, handle b, handle c, table d, float e)	Fire an entity output
 	string GetClassname() 	No Description Set
 	string GetDebugName() 	Get the entity name w/help if not defined (i.e. classname/etc)
 	ehandle GetEntityHandle() 	Get the entity as an EHANDLE
 	int GetEntityIndex() 	No Description Set
 	int GetIntAttr(string a) 	Get Integer Attribute
 	string GetName() 	No Description Set
 	handle GetOrCreatePrivateScriptScope() 	Retrieve, creating if necessary, the private per-instance script-side data associated with an entity
 	handle GetOrCreatePublicScriptScope() 	Retrieve, creating if necessary, the public script-side data associated with an entity
 	handle GetPrivateScriptScope() 	Retrieve the private per-instance script-side data associated with an entity
 	handle GetPublicScriptScope() 	Retrieve the public script-side data associated with an entity
 	void RedirectOutput(string a, string b, handle c) 	Adds an I/O connection that will call the named function on the passed entity when the specified output fires.
 	void RemoveSelf() 	Delete this entity
 	void SetIntAttr(string a, int b) 	Set Integer Attribute
=== CDOTABaseAbility ===
:::::extends CBaseEntity
No Description Set
Function	Signature 	Description
 	void CastAbility() 	No Description Set
 	bool ContinueCasting() 	No Description Set
 	void CreateVisibilityNode(Vector a, float b, float c)	No Description Set
 	void DecrementModifierRefCount() 	No Description Set
 	void EndChannel(bool a) 	Param: bool bInterrupted
 	void EndCooldown() 	Clear the cooldown remaining on this ability.
 	int GetAbilityDamage() 	No Description Set
 	int GetAbilityDamageType() 	No Description Set
 	int GetAbilityIndex() 	No Description Set
 	string GetAbilityName() 	No Description Set
 	int GetAbilityTargetFlags() 	No Description Set
 	int GetAbilityTargetTeam() 	No Description Set
 	int GetAbilityTargetType() 	No Description Set
 	int GetAbilityType() 	No Description Set
 	bool GetAnimationIgnoresModelScale() 	No Description Set
 	string GetAssociatedPrimaryAbilities() 	No Description Set
 	string GetAssociatedSecondaryAbilities() 	No Description Set
 	bool GetAutoCastState() 	No Description Set
 	float GetBackswingTime() 	No Description Set
 	int GetBehavior() 	No Description Set
 	handle GetCaster() 	No Description Set
 	float GetCastPoint() 	No Description Set
 	int GetCastRange() 	No Description Set
 	int GetChannelledManaCostPerSecond(int a) 	No Description Set
 	float GetChannelStartTime() 	No Description Set
 	float GetChannelTime() 	No Description Set
 	handle GetCloneSource() 	No Description Set
 	int GetConceptRecipientType() 	No Description Set
 	float GetCooldown(int a) 	Get the cooldown duration for this ability at a given level, not the amount of cooldown actually left.
 	float GetCooldownTime() 	No Description Set
 	float GetCooldownTimeRemaining() 	No Description Set
 	Vector GetCursorPosition() 	No Description Set
 	handle GetCursorTarget() 	No Description Set
 	bool GetCursorTargetingNothing() 	No Description Set
 	float GetDuration() 	No Description Set
 	int GetGoldCost(int a) 	No Description Set
 	int GetGoldCostForUpgrade(int a) 	No Description Set
 	int GetHeroLevelRequiredToUpgrade() 	No Description Set
 	string GetIntrinsicModifierName() 	No Description Set
 	int GetLevel() 	Get the current level of the ability
 	table GetLevelSpecialValueFor(string a, int b) 	No Description Set
 	int GetManaCost(int a) 	No Description Set
 	int GetMaxLevel() 	No Description Set
 	float GetModifierValue() 	No Description Set
 	float GetModifierValueBonus() 	No Description Set
 	float GetPlaybackRateOverride() 	No Description Set
 	string GetSharedCooldownName() 	No Description Set
 	table GetSpecialValueFor(string a) 	No Description Set
 	string GetStolenActivityModifier() 	No Description Set
 	bool GetToggleState() 	No Description Set
 	bool HeroXPChange(float a) 	No Description Set
 	void IncrementModifierRefCount() 	No Description Set
 	bool IsActivated() 	No Description Set
 	bool IsAttributeBonus() 	No Description Set
 	bool IsChanneling() 	Returns whether the ability is currently channeling.
 	bool IsCooldownReady() 	No Description Set
 	bool IsCosmetic() 	No Description Set
 	bool IsFullyCastable() 	Returns whether the ability can be cast.
 	bool IsHidden() 	No Description Set
 	bool IsHiddenWhenStolen() 	No Description Set
 	bool IsInAbilityPhase() 	Returns whether the ability is currently casting.
 	bool IsItem() 	No Description Set
 	bool IsOwnersGoldEnough(int a) 	No Description Set
 	bool IsOwnersGoldEnoughForUpgrade() 	No Description Set
 	bool IsOwnersManaEnough() 	No Description Set
 	bool IsPassive() 	No Description Set
 	bool IsSharedWithTeammates() 	No Description Set
 	bool IsStealable() 	No Description Set
 	bool IsStolen() 	No Description Set
 	bool IsToggle() 	No Description Set
 	bool IsTrained() 	No Description Set
 	void MarkAbilityButtonDirty() 	Mark the ability button for this ability as needing a refresh
 	int NumModifiersUsingAbility() 	No Description Set
 	void OnAbilityPhaseInterrupted() 	No Description Set
 	bool OnAbilityPhaseStart() 	No Description Set
 	void OnAbilityPinged() 	No Description Set
 	void OnChannelFinish(bool a) 	No Description Set
 	void OnChannelThink(float a) 	No Description Set
 	void OnHeroCalculateStatBonus() 	No Description Set
 	void OnHeroLevelUp() 	No Description Set
 	void OnInventoryContentsChanged() 	No Description Set
 	void OnOwnerDied() 	No Description Set
 	void OnOwnerSpawned() 	No Description Set
 	void OnSpellStart() 	No Description Set
 	void OnToggle() 	No Description Set
 	void OnUpgrade() 	No Description Set
 	void PayGoldCost() 	No Description Set
 	void PayGoldCostForUpgrade() 	No Description Set
 	void PayManaCost() 	No Description Set
 	bool PlaysDefaultAnimWhenStolen() 	No Description Set
 	bool ProcsMagicStick() 	No Description Set
 	bool RefCountsModifiers() 	No Description Set
 	void RefundManaCost() 	No Description Set
 	bool ResetToggleOnRespawn() 	No Description Set
 	void SetAbilityIndex(int a) 	No Description Set
 	void SetActivated(bool a) 	No Description Set
 	void SetChanneling(bool a) 	No Description Set
 	void SetHidden(bool a) 	No Description Set
 	void SetInAbilityPhase(bool a) 	No Description Set
 	void SetLevel(int a) 	Sets the level of this ability.
 	void SetOverrideCastPoint(float a) 	No Description Set
 	void SetRefCountsModifiers(bool a) 	No Description Set
 	void SetStolen(bool a) 	No Description Set
 	bool ShouldUseResources() 	No Description Set
 	void SpeakAbilityConcept(int a) 	No Description Set
 	bool SpeakTrigger() 	No Description Set
 	void StartCooldown(float a) 	param: flCooldown
 	void ToggleAbility() 	No Description Set
 	void ToggleAutoCast() 	No Description Set
 	void UpgradeAbility() 	No Description Set
 	void UseResources(bool a, bool b, bool c) 	No Description Set
=== CDOTA_Ability_Animation_Attack ===
:::::extends CDOTABaseAbility
No Description Set
Function	Signature 	Description
 	void SetPlaybackRate(float a)	Override playbackrate
=== CDOTA_Ability_Animation_TailSpin ===
:::::extends CDOTABaseAbility
No Description Set
Function	Signature 	Description
 	void SetPlaybackRate(float a)	Override playbackrate
=== CDOTA_Ability_Nian_Leap ===
:::::extends CDOTABaseAbility
No Description Set
Function	Signature 	Description
 	void SetPlaybackRate(float a)	Override playbackrate
=== CDOTA_Ability_Nian_Dive ===
:::::extends CDOTABaseAbility
No Description Set
Function	Signature 	Description
 	void SetPlaybackRate(float a)	Override playbackrate
=== CDOTA_Ability_Nian_Roar ===
:::::extends CDOTABaseAbility
No Description Set
Function	Signature 	Description
 	int GetCastCount()	Number of times Nian has used the roar
=== CDOTA_Item ===
:::::extends CDOTABaseAbility
No Description Set
Function	Signature 	Description
 	handle GetContainer() 	Get the container for this item.
 	int GetCost() 	No Description Set
 	int GetCurrentCharges() 	Get the number of charges this item currently has.
 	int GetInitialCharges() 	Get the initial number of charges this item has.
 	handle GetPurchaser() 	Get the purchaser for this item.
 	float GetPurchaseTime() 	Get the purchase time of this item
 	int GetShareability() 	No Description Set
 	bool IsPermanent() 	Is this a permanent item?
 	void LaunchLoot(bool a, float b, float c, Vector d)	No Description Set
 	void SetCurrentCharges(int a) 	Set the number of charges on this item
 	void SetPurchaser(handle a) 	Set the purchaser of record for this item.
 	void SetPurchaseTime(float a) 	Set the purchase time of this item
 	void SetStacksWithOtherOwners(bool a) 	No Description Set
 	bool StacksWithOtherOwners() 	No Description Set
 	void Think() 	Think this item
=== CDOTA_Item_Physical ===
:::::extends CBaseAnimating
No Description Set
Function	Signature 	Description
 	handle GetContainedItem() 	Returned the contained item.
 	float GetCreationTime() 	Returns the game time when this item was created in the world
 	void SetContainedItem(handle a)	Set the contained item.
=== CDOTA_Item_DataDriven ===
:::::extends CDOTA_Item
''''
Function	Signature 	Description
 	void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs)	
=== CDOTA_Unit_Nian ===
:::::extends CDOTA_BaseNPC_Creature
No Description Set
Function	Signature 	Description
 	handle GetHorn() 	Is the Nian horn?
 	handle GetTail() 	Is the Nian's tail broken?
 	bool IsHornAlive()	Is the Nian's horn broken?
 	bool IsTailAlive()	Is the Nian's tail broken?
=== CBasePlayer ===
No Description Set
Function	Signature 	Description
 	bool IsNoclipping()	Returns true if the player is in noclip mode.
=== CDOTAPlayer ===
:::::extends CBaseAnimating
No Description Set
Function	Signature 	Description
 	handle GetAssignedHero() 	Get the player's hero.
 	handle GetControlledRPGUnit() 	Get the RPG unit this player controls.
 	int GetPlayerID() 	Get the player's official PlayerID; notably is -1 when the player isn't yet on a team.
 	void MakeRandomHeroSelection() 	Randoms this player's hero.
 	void SetKillCamUnit(handle a) 	Set the kill cam unit for this hero.
 	void SetMusicStatus(int nMusicStatus, float flIntensity)	Set the music status for this player, note this will only really apply if dota_music_battle_enable is off.
=== CDOTA_PlayerResource ===
:::::extends CBaseEntity
No Description Set
Global accessor variable: PlayerResource
Function	Signature 	Description
 	void AddAegisPickup(int a) 	No Description Set
 	void AddClaimedFarm(int a, float b) 	No Description Set
 	void AddGoldSpentOnSupport(int a, int b) 	No Description Set
 	void AddRunePickup(int a) 	No Description Set
 	bool AreUnitsSharedWithPlayerID(int a, int b) 	No Description Set
 	void ClearKillsMatrix(int a) 	No Description Set
 	void ClearLastHitMultikill(int a) 	No Description Set
 	void ClearLastHitStreak(int a) 	No Description Set
 	void ClearRawPlayerDamageMatrix(int a) 	No Description Set
 	void ClearStreak(int a) 	No Description Set
 	int GetAegisPickups(int a) 	No Description Set
 	int GetAssists(int a) 	No Description Set
 	<> GetBroadcasterChannel(int a) 	No Description Set
 	<> GetBroadcasterChannelSlot(int a) 	No Description Set
 	int GetClaimedDenies(int a) 	No Description Set
 	float GetClaimedFarm(int a) 	No Description Set
 	int GetClaimedMisses(int a) 	No Description Set
 	<> GetConnectionState(int a) 	No Description Set
 	int GetCreepDamageTaken(int a) 	No Description Set
 	float GetCustomBuybackCooldown(int a) 	No Description Set
 	int GetCustomBuybackCost(int a) 	No Description Set
 	int GetDamageDoneToHero(int a, int b) 	No Description Set
 	int GetDeaths(int a) 	No Description Set
 	int GetDenies(int a) 	No Description Set
 	int GetEventPointsForPlayerID(int a) 	No Description Set
 	int GetEventPremiumPointsGranted(int a) 	No Description Set
 	int GetEventRankGranted(int a) 	No Description Set
 	int GetGold(int a) 	No Description Set
 	int GetGoldBagsCollected(int a) 	No Description Set
 	int GetGoldLostToDeath(int a) 	No Description Set
 	float GetGoldPerMin(int a) 	No Description Set
 	int GetGoldSpentOnBuybacks(int a) 	No Description Set
 	int GetGoldSpentOnConsumables(int a) 	No Description Set
 	int GetGoldSpentOnItems(int a) 	No Description Set
 	int GetGoldSpentOnSupport(int a) 	No Description Set
 	float GetHealing(int a) 	No Description Set
 	int GetHeroDamageTaken(int a) 	No Description Set
 	int GetKills(int a) 	No Description Set
 	int GetKillsDoneToHero(int a, int b) 	No Description Set
 	int GetLastHitMultikill(int a) 	No Description Set
 	int GetLastHits(int a) 	No Description Set
 	int GetLastHitStreak(int a) 	No Description Set
 	int GetLevel(int playerID) 	No Description Set
 	int GetMisses(int a) 	No Description Set
 	int GetNearbyCreepDeaths(int a) 	No Description Set
 	handle GetNthCourierForTeam(int a, int b) 	No Description Set
 	int GetNthPlayerIDOnTeam(int a, int b) 	No Description Set
 	int GetNumConsumablesPurchased(int a) 	No Description Set
 	int GetNumCouriersForTeam(int a) 	No Description Set
 	int GetNumItemsPurchased(int a) 	No Description Set
 	handle GetPlayer(int a) 	No Description Set
 	bool GetPlayerLoadedCompletely(int a) 	No Description Set
 	string GetPlayerName(int a) 	No Description Set
 	bool GetPlayerReservedState(int a) 	No Description Set
 	int GetRawPlayerDamage(int a) 	No Description Set
 	int GetReliableGold(int a) 	No Description Set
 	int GetRespawnSeconds(int a) 	No Description Set
 	int GetRoshanKills(int a) 	No Description Set
 	int GetRunePickups(int a) 	No Description Set
 	handle GetSelectedHeroEntity(int a) 	No Description Set
 	int GetSelectedHeroID(int a) 	No Description Set
 	string GetSelectedHeroName(int a) 	No Description Set
 	<> GetSteamAccountID(int a) 	No Description Set
 	int GetStreak(int a) 	No Description Set
 	float GetStuns(int a) 	No Description Set
 	int GetTeam(int a) 	No Description Set
 	int GetTeamKills(int a) 	No Description Set
 	float GetTimeOfLastConsumablePurchase(int a) 	No Description Set
 	float GetTimeOfLastDeath(int a) 	No Description Set
 	float GetTimeOfLastItemPurchase(int a) 	No Description Set
 	int GetTotalEarnedGold(int a) 	No Description Set
 	int GetTotalEarnedXP(int a) 	No Description Set
 	int GetTotalGoldSpent(int a) 	No Description Set
 	int GetTowerDamageTaken(int a) 	No Description Set
 	int GetTowerKills(int a) 	No Description Set
 	int GetUnitShareMaskForPlayer(int a, int b) 	No Description Set
 	int GetUnreliableGold(int a) 	No Description Set
 	float GetXPPerMin(int a) 	No Description Set
 	bool HasRandomed(int a) 	No Description Set
 	bool HasRepicked(int playerID) 	No Description Set
 	bool HasSelectedHero(int a) 	No Description Set
 	bool HaveAllPlayersJoined() 	No Description Set
 	void HeroLevelUp(int a) 	No Description Set
 	void IncrementAssists(int playerID) 	No Description Set
 	void IncrementClaimedDenies(int a) 	No Description Set
 	void IncrementClaimedMisses(int a) 	No Description Set
 	void IncrementDeaths(int playerID) 	No Description Set
 	void IncrementDenies(int a) 	No Description Set
 	void IncrementGoldBagsCollected(int a) 	No Description Set
 	void IncrementKills(int playerID, int kills) 	No Description Set
 	void IncrementLastHitMultikill(int a) 	No Description Set
 	void IncrementLastHits(int a) 	No Description Set
 	void IncrementLastHitStreak(int a) 	No Description Set
 	void IncrementMisses(int a) 	No Description Set
 	void IncrementNearbyCreepDeaths(int a) 	No Description Set
 	void IncrementStreak(int a) 	No Description Set
 	void IncrementTotalEarnedXP(int a, int b) 	No Description Set
 	bool IsBroadcaster(int a) 	No Description Set
 	bool IsDisableHelpSetForPlayerID(int a, int b) 	No Description Set
 	bool IsFakeClient(int a) 	No Description Set
 	bool IsHeroSelected(string a) 	No Description Set
 	bool IsHeroSharedWithPlayerID(int a, int b) 	No Description Set
 	bool IsValidPlayer(int playerID) 	No Description Set
 	bool IsValidPlayerID(int playerID) 	No Description Set
 	bool IsValidTeamPlayer(int playerID) 	No Description Set
 	bool IsValidTeamPlayerID(int playerID) 	No Description Set
 	int ModifyGold(int playerID, int goldAmmt, bool reliable, int d)	No Description Set
 	handle ReplaceHeroWith(int a, string b, int c, int d) 	(playerID, heroClassName, gold, XP) - replaces the player's hero with a new one of the specified class, gold and XP
 	void ResetBuybackCostTime(int a) 	No Description Set
 	void ResetTotalEarnedGold(int a) 	No Description Set
 	void SetBuybackCooldownTime(int a, float b) 	No Description Set
 	void SetBuybackGoldLimitTime(int a, float b) 	No Description Set
 	void SetCameraTarget(int a, handle b) 	(playerID, entity) - force the given player's camera to follow the given entity
 	void SetCustomBuybackCooldown(int a, float b) 	Set the buyback cooldown for this player.
 	void SetCustomBuybackCost(int a, int b) 	Set the buyback cost for this player.
 	void SetGold(int amount, int addToCurrentGold, bool c) 	No Description Set
 	void SetHasRandomed(int playerID) 	No Description Set
 	void SetHasRepicked(int playerID) 	No Description Set
 	void SetLastBuybackTime(int a, int b) 	No Description Set
 	void SetPlayerReservedState(int a, bool b) 	No Description Set
 	void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) 	No Description Set
 	void SpendGold(int a, int b, int c) 	No Description Set
 	void UpdateTeamSlot(int a, int b) 	No Description Set
 	int WhoSelectedHero(string a) 	No Description Set
=== CDOTA_BaseNPC ===
:::::extends CBaseFlex
''''
Function	Signature 	Description
 	void AddAbility(string a) 	Add an ability to this unit by name.
 	void AddItem(handle a) 	Add an item to this unit's inventory.
 	void AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)	
 	void AddNoDraw() 	Adds the no draw flag.
 	void AlertNearbyUnits(handle a, handle b) 	No Description Set
 	void AngerNearbyUnits() 	No Description Set
 	void AttackNoEarlierThan(float a) 	No Description Set
 	bool AttackReady() 	No Description Set
 	float BoundingRadius2D() 	No Description Set
 	void CastAbilityImmediately(handle a, int b) 	Cast an ability immediately.
 	void CastAbilityNoTarget(handle ability, int playerIndex) 	Cast an ability with no target. ( hAbility, iPlayerIndex )
 	void CastAbilityOnPosition(Vector a, handle b, int c) 	Cast an ability on a position.
 	void CastAbilityOnTarget(handle target, handle ability, int playerIndex) 	Cast an ability on a target entity.
 	void CastAbilityToggle(handle a, int b) 	Toggle an ability. ( hAbility, iPlayerIndex )
 	void DisassembleItem(handle a) 	Disassemble the passed item in this unit's inventory.
 	void DropItemAtPosition(Vector a, handle b) 	Drop an item at a given point.
 	void DropItemAtPositionImmediate(handle a, Vector b) 	Immediately drop a carried item at a given position.
 	void EjectItemFromStash(handle a) 	Drops the selected item out of this unit's stash.
 	handle FindAbilityByName(string a) 	Retrieve an ability by name from the unit.
 	void ForceKill(bool a) 	Kill this unit immediately.
 	handle GetAbilityByIndex(int a) 	Retrieve an ability by index from the unit.
 	int GetAbilityCount() 	No Description Set
 	float GetAcquisitionRange() 	Gets the range at which this unit will auto-acquire.
 	float GetAdditionalBattleMusicWeight() 	Combat involving this creature will have this weight added to the music calcuations
 	float GetAttackAnimationPoint() 	No Description Set
 	int GetAttackDamage() 	Returns a random integer between the minimum and maximum base damage of the unit.
 	float GetAttackRange() 	Gets this unit's attack range after all modifiers.
 	float GetAttackRangeBuffer() 	Gets the attack range buffer.
 	float GetAttackSpeed() 	No Description Set
 	float GetAttacksPerSecond() 	No Description Set
 	handle GetAttackTarget() 	No Description Set
 	int GetAverageTrueAttackDamage() 	Returns the average value of the minimum and maximum damage values.
 	int GetBaseAttackRange() 	Gets this unit's attack range before modifiers.
 	float GetBaseAttackTime() 	No Description Set
 	int GetBaseDamageMax() 	Gets the minimum base damage.
 	int GetBaseDamageMin() 	Gets the minimum base damage.
 	int GetBaseDayTimeVisionRange() 	Returns the vision range before modifiers.
 	float GetBaseHealthRegen() 	No Description Set
 	float GetBaseMagicalResistanceValue() 	Returns base magical armor value.
 	float GetBaseMaxHealth() 	Gets the base max health value.
 	float GetBaseMoveSpeed() 	No Description Set
 	int GetBaseNightTimeVisionRange() 	Returns the vision range before modifiers.
 	float GetCastPoint(bool a) 	Parameter: bAttack
 	float GetCollisionPadding() 	Returns the size of the collision padding around the hull.
 	float GetConstantBasedManaRegen() 	This Mana regen is derived from constant bonuses like Basilius.
 	float GetCreationTime() 	No Description Set
 	handle GetCurrentActiveAbility() 	Get the ability this unit is currently casting.
 	int GetCurrentVisionRange() 	Gets the current vision range.
 	handle GetCursorCastTarget() 	No Description Set
 	Vector GetCursorPosition() 	No Description Set
 	bool GetCursorTargetingNothing() 	No Description Set
 	int GetDayTimeVisionRange() 	Returns the vision range after modifiers.
 	int GetDeathXP() 	Get the XP bounty on this unit
 	handle GetForceAttackTarget() 	No Description Set
 	int GetGoldBounty() 	Get the gold bounty on this unit
 	float GetHasteFactor() 	No Description Set
 	int GetHealth() 	Get the health of this unit.
 	int GetHealthDeficit() 	Returns integer amount of health missing from max.
 	int GetHealthPercent() 	Get the current health percent of the unit.
 	float GetHealthRegen() 	No Description Set
 	float GetHullRadius() 	Get the collision hull radius of this NPC
 	float GetIdealSpeed() 	Returns speed after all modifiers.
 	float GetIncreasedAttackSpeed() 	No Description Set
 	handle GetInitialGoalEntity() 	Returns the initial waypoint goal for this NPC
 	handle GetItemInSlot(int a) 	Returns nth item in inventory slot (index is zero based)
 	float GetLastIdleChangeTime() 	Get the last game time that this unit switched to/from idle state.
 	int GetLevel() 	Returns the level of this unit.
 	float GetMagicalArmorValue() 	Returns current magical armor value.
 	int GetMainControllingPlayer() 	Returns the player ID of the controlling player.
 	float GetMana() 	Get the mana on this unit.
 	int GetManaPercent() 	Get the percent of mana remaining.
 	float GetManaRegen() 	No Description Set
 	int GetMaxHealth() 	Get the maximum health of this unit.
 	float GetMaxMana() 	Get the maximum mana of this unit.
 	float GetModelRadius() 	No Description Set
 	int GetModifierCount() 	How many modifiers does this unit have?
 	string GetModifierNameByIndex(int a) 	Get a modifier name by index.
 	float GetMoveSpeedModifier(float a) 	No Description Set
 	bool GetMustReachEachGoalEntity() 	Get whether this NPC is required to reach each goal entity, rather than being allowed to 'unkink' their path
 	int GetNightTimeVisionRange() 	Returns the vision range after modifiers.
 	int GetOpposingTeamNumber() 	No Description Set
 	float GetPaddedCollisionRadius() 	Get the collision hull radius (including padding) of this NPC
 	float GetPercentageBasedManaRegen() 	This Mana regen is derived from % bonuses (from items like Void Stone).
 	float GetPhysicalArmorBaseValue() 	Returns base physical armor value.
 	float GetPhysicalArmorValue() 	Returns current physical armor value.
 	handle GetPlayerOwner() 	Returns the player that owns this unit
 	int GetPlayerOwnerID() 	Get the owner player ID for this unit.
 	int GetProjectileSpeed() 	No Description Set
 	float GetRangeToUnit(handle a) 	No Description Set
 	float GetSecondsPerAttack() 	No Description Set
 	float GetStatsBasedManaRegen() 	Returns mana regen rate per intelligence.
 	int GetTeamNumber() 	Get the team number of this unit.
 	int GetTotalPurchasedUpgradeGoldCost() 	Get how much gold has been spent on ability upgrades.
 	string GetUnitLabel() 	No Description Set
 	string GetUnitName() 	No Description Set
 	void GiveMana(float a) 	Give mana to this unit, this can be used for mana gained by abilities or item usage.
 	bool HasAbility(string a) 	See whether this unit has an ability by name.
 	bool HasAttackCapability() 	No Description Set
 	bool HasFlyingVision() 	No Description Set
 	bool HasFlyMovementCapability() 	No Description Set
 	bool HasGroundMovementCapability() 	No Description Set
 	bool HasInventory() 	No Description Set
 	bool HasItemInInventory(string a) 	See whether this unit has an item by name.
 	bool HasModifier(string a) 	Sees if this unit has a given modifier
 	bool HasMovementCapability() 	No Description Set
 	bool HasScepter() 	No Description Set
 	void Heal(float a, handle b) 	Heal this unit.
 	void Hold() 	Hold position.
 	void Interrupt() 	No Description Set
 	void InterruptChannel() 	No Description Set
 	void InterruptMotionControllers(bool a) 	Parameter boolean determines finding clear space.
 	bool IsAlive() 	Is this unit alive?
 	bool IsAncient() 	Is this creature an Ancient?
 	bool IsAttackImmune() 	No Description Set
 	bool IsAttacking() 	No Description Set
 	bool IsAttackingEntity(handle a) 	No Description Set
 	bool IsBlind() 	No Description Set
 	bool IsBlockDisabled() 	No Description Set
 	bool IsCommandRestricted() 	No Description Set
 	bool IsControllableByAnyPlayer() 	Is this unit controlled by any non-bot player?
 	bool IsCreature() 	Is this a Creature type NPC
 	bool IsDeniable() 	No Description Set
 	bool IsDisarmed() 	No Description Set
 	bool IsDominated() 	No Description Set
 	bool IsEvadeDisabled() 	No Description Set
 	bool IsFrozen() 	No Description Set
 	bool IsHardDisarmed() 	No Description Set
 	bool IsHero() 	Is this a hero or hero illusion?
 	bool IsHexed() 	No Description Set
 	bool IsIdle() 	Is this creature currently idle?
 	bool IsIllusion() 	No Description Set
 	bool IsInvisible() 	No Description Set
 	bool IsInvulnerable() 	No Description Set
 	bool IsLowAttackPriority() 	No Description Set
 	bool IsMagicImmune() 	No Description Set
 	bool IsMechanical() 	Is the unit mechanical?
 	bool IsMovementImpaired() 	No Description Set
 	bool IsMuted() 	No Description Set
 	bool IsNeutralUnitType() 	Is this a neutral?
 	bool IsNightmared() 	No Description Set
 	bool IsOpposingTeam(int a) 	No Description Set
 	bool IsOutOfGame() 	No Description Set
 	bool IsOwnedByAnyPlayer() 	Is this unit owned by any non-bot player?
 	bool IsPhantom() 	Is this a phantom unit?
 	bool IsPhantomBlocker() 	No Description Set
 	bool IsPhased() 	No Description Set
 	bool IsPositionInRange(Vector a, float b) 	No Description Set
 	bool IsRangedAttacker() 	Is this unit a ranged attacker?
 	bool IsRealHero() 	Returns true if the hero is a true Hero, not a creep or an Illusion of a hero
 	bool IsRooted() 	No Description Set
 	bool IsSilenced() 	No Description Set
 	bool IsSoftDisarmed() 	No Description Set
 	bool IsSpeciallyDeniable() 	No Description Set
 	bool IsStunned() 	No Description Set
 	bool IsSummoned() 	Is this unit summoned?
 	bool IsTower() 	Is this a tower?
 	bool IsUnableToMiss() 	No Description Set
 	bool IsUnselectable() 	No Description Set
 	void Kill(handle a, handle b) 	Kills this NPC, with the params Ability and Attacker
 	void MakeIllusion() 	No Description Set
 	void MakePhantomBlocker() 	No Description Set
 	void MakeVisibleDueToAttack(int a) 	No Description Set
 	void MakeVisibleToTeam(int a, float b) 	No Description Set
 	void ModifyHealth(int a, handle b, bool c, int d) 	Sets the health to a specific value, with optional flags or inflictors.
 	void MoveToNPC(handle a) 	Move to follow a unit.
 	void MoveToNPCToGiveItem(handle a, handle b) 	Give an item to another unit.
 	void MoveToPosition(Vector a) 	Issue a Move-To command
 	void MoveToPositionAggressive(Vector a) 	Issue an Attack-Move-To command
 	void MoveToTargetToAttack(handle a) 	Move to a target to attack.
 	bool NoHealthBar() 	No Description Set
 	bool NoTeamMoveTo() 	No Description Set
 	bool NoTeamSelect() 	No Description Set
 	bool NotOnMinimap() 	No Description Set
 	bool NotOnMinimapForEnemies() 	No Description Set
 	bool NoUnitCollision() 	No Description Set
 	bool PassivesDisabled() 	No Description Set
 	void PerformAttack(handle a, bool b, bool c, bool d, bool e) 	Performs an attack on a target. Params: Target, bUseCastAttackOrb, bProcessProcs, bSkipCooldown, bIgnoreInvis
 	void PickupDroppedItem(handle a) 	Pick up a dropped item.
 	void PickupRune(handle a) 	Pick up a rune.
 	bool ProvidesVision() 	No Description Set
 	void ReduceMana(float a) 	Remove mana from this unit, this can be used for involuntary mana loss, not for mana that is spent.
 	void RemoveAbility(string a) 	Remove an ability from this unit by name.
 	void RemoveItem(handle a) 	Removes the passed item from this unit's inventory.
 	void RemoveModifierByName(string a) 	Removes a modifier
 	void RemoveModifierByNameAndCaster(string a, handle b) 	Removes a modifier that was cast by the given caster
 	void RemoveNoDraw() 	Remove the no draw flag.
 	void RespawnUnit() 	Respawns the target unit if it can be respawned.
 	void SellItem(handle a) 	Sells the passed item in this unit's inventory.
 	void SetAdditionalBattleMusicWeight(float a) 	Combat involving this creature will have this weight added to the music calcuations
 	void SetAttackCapability(int a) 	No Description Set
 	void SetAttacking(handle a) 	No Description Set
 	void SetBaseAttackTime(float a) 	No Description Set
 	void SetBaseDamageMax(int a) 	Sets the minimum base damage.
 	void SetBaseDamageMin(int a) 	Sets the minimum base damage.
 	void SetBaseHealthRegen(float a) 	No Description Set
 	void SetBaseMagicalResistanceValue(float a) 	Sets base magical armor value.
 	void SetBaseManaRegen(float a) 	No Description Set
 	void SetBaseMaxHealth(float a) 	Set a new base max health value.
 	void SetBaseMoveSpeed(int a) 	No Description Set
 	void SetControllableByPlayer(int a, bool b) 	Set this unit controllable by the player with the passed ID.
 	void SetCursorCastTarget(handle a) 	No Description Set
 	void SetCursorPosition(Vector a) 	No Description Set
 	void SetCursorTargetingNothing(bool a) 	No Description Set
 	void SetDayTimeVisionRange(int a) 	Set the base vision range.
 	void SetDeathXP(int a) 	Set the XP bounty on this unit
 	void SetForceAttackTarget(handle a) 	No Description Set
 	void SetHasInventory(bool a) 	No Description Set
 	void SetHullRadius(float a) 	Set the collision hull radius of this NPC
 	void SetIdleAcquire(bool a) 	No Description Set
 	void SetInitialGoalEntity(handle a) 	Sets the initial waypoint goal for this NPC
 	void SetMana(float a) 	Set the mana on this unit.
 	void SetMaximumGoldBounty(int a) 	Set the maximum gold bounty for this unit.
 	void SetMinimumGoldBounty(int a) 	Set the minimum gold bounty for this unit.
 	void SetMoveCapability(int a) 	No Description Set
 	void SetMustReachEachGoalEntity(bool a) 	Set whether this NPC is required to reach each goal entity, rather than being allowed to 'unkink' their path
 	void SetNeverMoveToClearSpace(bool a) 	If set to true, we will never attempt to move this unit to clear space, even when it unphases.
 	void SetNightTimeVisionRange(int a) 	Set the base vision range.
 	void SetOriginalModel(string originalModel) 	Sets the original model of this entity, which it will tend to fall back to anytime its state changes
 	void SetPhysicalArmorBaseValue(float a) 	Sets base physical armor value.
 	void SetRangedProjectileName(string a) 	No Description Set
 	void SetStolenScepter(bool a) 	No Description Set
 	void SetUnitName(string a) 	No Description Set
 	bool ShouldIdleAcquire() 	No Description Set
 	void SpendMana(float a, handle b) 	Spend mana from this unit, this can be used for spending mana from abilities or item usage.
 	void Stop() 	Stop the current order.
 	void SwapAbilities(string a, string b, bool c, bool d) 	Swaps the slots of the two passed abilities and sets them enabled/disabled: const char* AbilityName1, const char* AbilityName2, bool bEnable1, bool bEnable2. The boolean controls which ability is active. The ability order is never swapped when swapping abilities, only the boolean statements are flipped.
 	float TimeUntilNextAttack() 	No Description Set
 	bool TriggerModifierDodge() 	No Description Set
 	bool TriggerSpellAbsorb(handle a) 	Query whether the passed ability will trigger spell absorb on this unit.
 	bool UnitCanRespawn() 	No Description Set
=== CDOTA_BaseNPC_Hero ===
:::::extends CDOTA_BaseNPC
''''
Function	Signature 	Description
 	bool AddExperience(float amount, bool applyBotDifficultyScaling)	Adds experience to this unit.
 	void Buyback() 	Spend the gold and buyback with this hero.
 	void CalculateStatBonus() 	Recalculate all stats after the hero gains stats.
 	bool CanEarnGold() 	Returns boolean value result of buyback gold limit time less than game time.
 	void ClearLastHitMultikill() 	Value is stored in PlayerResource.
 	void ClearLastHitStreak() 	Value is stored in PlayerResource.
 	void ClearStreak() 	Value is stored in PlayerResource.
 	int GetAbilityPoints() 	Gets the current unspent ability point's.
 	float GetAgility() 	No Description Set
 	float GetAgilityGain() 	No Description Set
 	int GetAssists() 	Value is stored in PlayerResource.
 	int GetAttacker(int a) 	No Description Set
 	float GetBaseAgility() 	No Description Set
 	int GetBaseDamageMax() 	Hero damage is also affected by attributes.
 	int GetBaseDamageMin() 	Hero damage is also affected by attributes.
 	float GetBaseIntellect() 	No Description Set
 	float GetBaseStrength() 	No Description Set
 	int GetBonusDamageFromPrimaryStat() 	No Description Set
 	float GetBuybackCooldownTime() 	Return float value for the amount of time left on cooldown for this hero's buyback.
 	int GetBuybackCost() 	Return integer value for the gold cost of a buyback.
 	float GetBuybackGoldLimitTime() 	Returns the amount of time gold gain is limited after buying back.
 	int GetCurrentXP() 	Returns the amount of XP
 	int GetDeathGoldCost() 	No Description Set
 	int GetDeaths() 	Value is stored in PlayerResource.
 	int GetDenies() 	Value is stored in PlayerResource.
 	int GetGold() 	Returns gold amount for the player owning this hero
 	int GetGoldBounty() 	No Description Set
 	float GetHealthRegen() 	Hero health regen is affected by attributes.
 	float GetIncreasedAttackSpeed() 	Hero attack speed is also affected by agility.
 	float GetIntellect() 	No Description Set
 	float GetIntellectGain() 	No Description Set
 	int GetKills() 	Value is stored in PlayerResource.
 	int GetLastHits() 	Value is stored in PlayerResource.
 	float GetManaRegen() 	Hero mana regen is affected by attributes.
 	float GetMostRecentDamageTime() 	No Description Set
 	int GetMultipleKillCount() 	No Description Set
 	int GetNumAttackers() 	No Description Set
 	float GetPhysicalArmorValue() 	Hero armor is affected by attributes.
 	int GetPlayerID() 	Returns player ID of the player owning this hero
 	int GetPrimaryAttribute() 	0 = strength, 1 = agility, 2 = intelligence.
 	float GetPrimaryStatValue() 	No Description Set
 	float GetRespawnTime() 	No Description Set
 	float GetStatsBasedManaRegen() 	Returns only the regen based on Intelligence.
 	int GetStreak() 	Value is stored in PlayerResource.
 	float GetStrength() 	No Description Set
 	float GetStrengthGain() 	No Description Set
 	float GetTimeUntilRespawn() 	No Description Set
 	bool HasAnyAvailableInventorySpace() 	No Description Set
 	bool HasFlyingVision() 	No Description Set
 	bool HasOwnerAbandoned() 	No Description Set
 	int HasRoomForItem(string a, bool b, bool c) 	Args: const char* pItemName, bool bIncludeStashCombines, bool bAllowSelling
 	void HeroLevelUp(bool a) 	Levels up the hero, true or false to play effects.
 	void IncrementAssists() 	Value is stored in PlayerResource.
 	void IncrementDeaths() 	Value is stored in PlayerResource.
 	void IncrementDenies() 	Value is stored in PlayerResource.
 	void IncrementKills(int kills) 	Passed ID is for the victim, killer ID is ID of the current hero. Value is stored in PlayerResource.
 	void IncrementLastHitMultikill() 	Value is stored in PlayerResource.
 	void IncrementLastHits() 	Value is stored in PlayerResource.
 	void IncrementLastHitStreak() 	Value is stored in PlayerResource.
 	void IncrementNearbyCreepDeaths() 	Value is stored in PlayerResource.
 	void IncrementStreak() 	Value is stored in PlayerResource.
 	bool IsBuybackDisabledByReapersScythe() 	No Description Set
 	bool IsReincarnating() 	No Description Set
 	void KilledHero(handle a, handle b) 	Args: Hero, Inflictor
 	void ModifyAgility(float a) 	Adds passed value to base attribute value, then calls CalculateStatBonus.
 	int ModifyGold(int goldAmmt, bool reliable, int reason) 	Gives this hero some gold. Args: int nGoldChange, bool bReliable, int reason
 	void ModifyIntellect(float a) 	Adds passed value to base attribute value, then calls CalculateStatBonus.
 	void ModifyStrength(float a) 	Adds passed value to base attribute value, then calls CalculateStatBonus.
 	void PerformTaunt() 	No Description Set
 	void RecordLastHit() 	No Description Set
 	void RespawnHero(bool buyback, bool unknown1, bool unknown2) 	
 	void SetAbilityPoints(int a) 	Sets the current unspent ability point's.
 	void SetBaseAgility(float a) 	No Description Set
 	void SetBaseIntellect(float a) 	No Description Set
 	void SetBaseStrength(float a) 	No Description Set
 	void SetBuybackCooldownTime(float a) 	Sets the buyback cooldown time.
 	void SetBuyBackDisabledByReapersScythe(bool a) 	No Description Set
 	void SetBuybackGoldLimitTime(float a) 	Set the amount of time gold gain is limited after buying back.
 	void SetCustomDeathXP(int a) 	Sets a custom experience value for this hero.
 	void SetGold(int a, bool b) 	Sets the gold amount for the player owning this hero
 	void SetPlayerID(int a) 	No Description Set
 	void SetRespawnPosition(Vector a) 	No Description Set
 	void SetTimeUntilRespawn(float a) 	No Description Set
 	bool ShouldDoFlyHeightVisual() 	No Description Set
 	void SpendGold(int a, int b) 	Args: int nGold, int nReason
 	bool UnitCanRespawn() 	No Description Set
 	void UpgradeAbility(handle a) 	This upgrades the passed ability if it exists and the hero has enough ability point's.
 	bool WillReincarnate() 	No Description Set
=== CDOTA_BaseNPC_Creature ===
:::::extends CDOTA_BaseNPC
No Description Set
Function	Signature 	Description
 	void AddItemDrop(handle a) 	Add the specified item drop to this creature
 	void CreatureLevelUp(int a) 	Level the creature up by the specified number of levels
 	bool IsChampion() 	Is this unit a champion?
 	void SetArmorGain(float a) 	Set the armor gained per level on this creature.
 	void SetAttackTimeGain(float a) 	Set the attack time gained per level on this creature.
 	void SetBountyGain(int a) 	Set the bounty gold gained per level on this creature.
 	void SetChampion(bool a) 	Flag this unit as a champion creature.
 	void SetDamageGain(int a) 	Set the damage gained per level on this creature.
 	void SetDisableResistanceGain(float a)	Set the disable resistance gained per level on this creature.
 	void SetHPGain(int a) 	Set the hit point's gained per level on this creature.
 	void SetHPRegenGain(float a) 	Set the hit point's regen gained per level on this creature.
 	void SetMagicResistanceGain(float a) 	Set the magic resistance gained per level on this creature.
 	void SetManaGain(int a) 	Set the mana point's gained per level on this creature.
 	void SetManaRegenGain(float a) 	Set the mana point's regen gained per level on this creature.
 	void SetMoveSpeedGain(int a) 	Set the move speed gained per level on this creature.
 	void SetXPGain(int a) 	Set the xp reward gained per level on this creature.
=== CDOTA_BaseNPC_Building ===
:::::extends CDOTA_BaseNPC
No Description Set
Function	Signature 	Description
 	int GetInvulnCount() 	Get the invulnerability count for a building.
 	void SetInvulnCount(int a)	Set the invulnerability counter of this building.
=== CRPG_Unit ===
No Description Set
Function	Signature 	Description
 	handle ActionState() 	return the ActionState object for this unit.
 	void ClearMovementTarget() 	Clear any movement target entity/position.
 	table FindSensedEnemies() 	returns list of all enemy units within this unit's sight cone or sensing sphere
 	float GetMaxSpeed() 	returns unit's max speed
 	float GetMaxStamina() 	returns maximum stamina amount.
 	handle GetMovementTargetEntity() 	Returs the movement target entity, if set.
 	float GetSensingSphereRange() 	returns range of unit's 360 degree sensing sphere
 	float GetSightConeAngle() 	returns angle in which the unit can see things up to sight range
 	float GetSightConeRange() 	returns range of unit's sight cone
 	float GetStamina() 	returns current stamina amount.
 	float GetTurnRate() 	returns unit's turn rate in degrees per second
 	string GetUnitName() 	get the unit name for this unit.
 	void GrantItem(string a, bool b) 	( sItemName ) - grant an item to the unit by name.
 	bool IsBlocking() 	is this unit blocking?
 	bool IsFacing(Vector a, float b) 	( vecTargetPosition, flAngleTolerance ) - returns true if the unit is within flAngleTolerance degrees of the target position
 	void SetBlocking(bool a) 	( bShouldBlock ) - Set the blocking state of this unit.
 	void SetMaxSpeed(float a) 	( flMaxSpeed ) - sets unit's max speed
 	void SetMovementTargetEntity(handle a, float b) 	( hTargetEntity, flTargetRange ) - Try to move this unit to the given range from the target entity.
 	void SetMovementTargetPosition(Vector a, float b)	( vecTargetPosition, flTargetRange ) - Try to move this unit to the given range from the target point.
 	void SetSensingSphereRange(float a) 	( flSightRange ) - set range of unit's 360 degree sensing sphere
 	void SetSightConeAngle(float a) 	( flAngleDegrees ) - sets angle in which the unit can see things up to sight range
 	void SetSightConeRange(float a) 	( fRange ) - set range of unit's sight cone
 	void SetTurnRate(float a) 	( flTurnRate ) - sets unit's turn rate in degrees per second
=== CDOTABaseGameMode ===
:::::extends CBaseEntity
No Description Set
Function	Signature 	Description
 	void ClientLoadGridNav() 	Tell clients that they need to load gridnav information. Used for things like allowing clients to identify valid locations to place buildings.
 	void SetAlwaysShowPlayerInventory(bool a) 	Show the player hero's inventory in the HUD, regardless of what unit is selected.
 	void SetBotThinkingEnabled(bool a) 	Enables/Disables bot thinking. Requires a very Dota PvP-like map with 3 lanes, a shop, etc.
 	void SetBuybackEnabled(bool a) 	Enables or disables buyback completely
 	void SetCameraDistanceOverride(float a) 	Set a different camera distance; dota default is 1134.
 	void SetCustomBuybackCooldownEnabled(bool a) 	Turns on capability to define custom buyback cooldowns.
 	void SetCustomBuybackCostEnabled(bool a) 	Turns on capability to define custom buyback costs.
 	void SetCustomHeroMaxLevel(int maxLevel) 	Allows definition of the max level heroes can achieve (default is 25).
 	void SetCustomXPRequiredToReachNextLevel(handle a)	Allows definition of a table of hero XP values.
 	void SetFogOfWarDisabled(bool a) 	Turn the fog of war on or off.
 	void SetGoldSoundDisabled(bool a) 	Turn the sound when gold is acquired off/on. Takes a bool.
 	void SetOverrideSelectionEntity(handle unit) 	Set an override for the default selection entity, instead of each player's hero.
 	void SetRecommendedItemsDisabled(bool a) 	Turn the panel for showing recommended items at the shop off/on. Takes a bool.
 	void SetRemoveIllusionsOnDeath(bool a) 	Make it so illusions are immediately removed upon death, rather than sticking around for a few seconds.
 	void SetTopBarTeamValue(int a, int b) 	Set the team values on the top game bar.
 	void SetTopBarTeamValuesOverride(bool a) 	Override the values of the team values on the top game bar.
 	void SetTopBarTeamValuesVisible(bool a) 	Turning on/off the team values on the top game bar.
 	void SetTowerBackdoorProtectionEnabled(bool a) 	Enables/Disables tower backdoor protection
 	void SetUseCustomHeroLevels(bool a) 	Turn on custom-defined XP values for hero level ups. The table should be defined before switching this on.
=== CDotaQuest ===
:::::extends CBaseEntity
A quest, as seen in the Tutorial and Frostivus
Function	Signature 	Description
 	void AddSubquest(handle a) 	Add a subquest to this quest
 	void CompleteQuest() 	Mark this quest complete
 	handle GetSubquest(int a) 	Finds a subquest from this quest by index
 	handle GetSubquestByName(string a) 	Finds a subquest from this quest by name
 	void RemoveSubquest(handle a) 	Remove a subquest from this quest
 	void SetTextReplaceString(string a) 	Set the text replace string for this quest
 	void SetTextReplaceValue(int a, int b)	Set a quest value
=== CDotaSubquestBase ===
:::::extends CDotaQuest
No Description Set
Function	Signature 	Description
 	void CompleteSubquest() 	Mark this subquest complete
 	void SetTextReplaceString(string a) 	Set the text replace string for this subquest
 	void SetTextReplaceValue(int a, int b)	Set a subquest value
=== CPhysicsComponent ===
No Description Set
Function	Signature 	Description
 	bool ExpensiveInstantRayCast(Vector a, Vector b, handle c)	Do an instant (i.e. blocking) Ray Cast. Will do a handle/queue version later. Don't plan to use this for real!
=== CPointTemplate ===
No Description Set
Function	Signature 	Description
 	void DeleteCreatedSpawnGroups() 	DeleteCreatedSpawnGroups() : Deletes any spawn groups that this point_template has spawned. Note: The point_template will not be deleted by this.
 	void ForceSpawn() 	ForceSpawn() : Spawns all of the entities the point_template is pointing at.
 	handle GetSpawnedEntities() 	GetSpawnedEntities() : Get the list of the most recent spawned entities
 	void SetSpawnCallback(handle a, handle b)	SetSpawnCallback( hCallbackFunc, hCallbackScope, hCallbackData ) : Set a callback for when the template spawns entities. The spawned entities will be passed in as an array.
=== CBodyComponent ===
No Description Set
Function	Signature 	Description
 	void AddImpulseAtPosition(Vector a, Vector b)	Apply an impulse at a worldspace position to the physics
 	void AddVelocity(Vector a, Vector b) 	Add linear and angular velocity to the physics object
 	void DetachFromParent() 	Detach from its parent
 	<> GetSequence() 	Returns the active sequence
 	bool IsAttachedToParent() 	Is attached to parent
 	<> LookupSequence(string a) 	Returns a sequence id given a name
 	float SequenceDuration(string a) 	Returns the duration in seconds of the specified sequence
 	void SetAngularVelocity(Vector a) 	No Description Set
 	void SetAnimation(string a) 	Pass string for the animation to play on this model
 	void SetBodyGroup(string a) 	No Description Set
 	void SetMaterialGroup(utlstringtoken a) 	No Description Set
 	void SetVelocity(Vector velocity) 	No Description Set
=== CBaseAnimating ===
:::::extends CBaseEntity
A class containing functions involved in animations
Function	Signature 	Description
 	Vector GetAttachmentAngles(int a) 	Get the attachement id's angles as a p,y,r vector
 	Vector GetAttachmentOrigin(int a) 	Get the attachement id's origin vector
 	bool IsSequenceFinished() 	Ask whether the main sequence is done playing
 	int ScriptLookupAttachment(string a) 	Get the named attachment id
 	void SetBodygroup(int a, int b) 	Sets a bodygroup
 	void SetModelScale(float scale) 	Sets the model's scale to scale, so if a unit had its model scale at 1, and you use SetModelScale(10.0), it would set the scale to 10.0.
 	float SetPoseParameter(string a, float b)	Set the specified pose parameter to the specified value
=== CBaseCombatCharacter ===
No Description Set
Function	Signature 	Description
 	table GetEquippedWeapons()	GetEquippedWeapons() : Returns an array of all the equipped weapons
 	int GetWeaponCount() 	GetWeaponCount() : Gets the number of weapons currently equipped
=== ProjectileManager ===
The projectile manager, it manages projectiles.
Function	Signature 	Description
 	int CreateLinearProjectile(handle a) 	Creates a linear projectile and returns the projectile ID
 	void CreateTrackingProjectile(handle a)	Creates a tracking projectile
 	void DestroyLinearProjectile(int a) 	Destroys the linear projectile matching the argument ID
 	void ProjectileDodge(handle a) 	Makes the specified unit dodge projectiles
=== CBaseTrigger ===
No Description Set
Function	Signature 	Description
 	void Disable() 	Disable the trigger
 	void Enable() 	Enable the trigger
 	bool IsTouching(handle a)	Checks whether the passed entity is touching the trigger.
=== CEnvEntityMaker ===
:::::extends CBaseEntity
No Description Set
Function	Signature 	Description
 	void SpawnEntity() 	Create an entity at the location of the maker
 	void SpawnEntityAtEntityOrigin(handle a) 	Create an entity at the location of a specified entity instance
 	void SpawnEntityAtLocation(Vector a, Vector b)	Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
 	void SpawnEntityAtNamedEntityOrigin(string a) 	Create an entity at the location of a named entity
=== CDOTAVoteSystem ===
No Description Set
Function	Signature 	Description
 	void StartVote(handle a)	Starts a vote, based upon a table of parameters
=== CMarkupVolumeTagged ===
No Description Set
Function	Signature 	Description
 	bool HasTag(string a)	Does this volume have the given tag.
=== CScriptPrecacheContext ===
No Description Set
Function	Signature 	Description
 	void AddResource(string a)	Precaches a specific resource
 	table GetValue(string a) 	Reads a spawn key
=== CScriptKeyValues ===
No Description Set
Function	Signature 	Description
 	table GetValue(string a)	Reads a spawn key
=== CScriptParticleManager ===
No Description Set
Global accessor variable: ParticleManager
Function	Signature 	Description
 	int CreateParticle(string particleName, int particleAttach, handle owningEntity) 	Creates a new particle effect
 	int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer)	Creates a new particle effect that only plays for the specified player
 	string GetParticleReplacement(string a, handle b) 	No Description Set
 	void ReleaseParticleIndex(int particleId) 	Frees the specified particle index
 	void SetParticleAlwaysSimulate(int a) 	No Description Set
 	void SetParticleControl(int particleId, int controlIndex, Vector controlData) 	Set the control point data for a control on a particle effect
 	void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g) 	No Description Set
=== CScriptHeroList ===
No Description Set
Function	Signature 	Description
 	table GetAllHeroes() 	Returns all the heroes in the world
 	handle GetHero(int heroId)	Get the Nth hero in the Hero List
 	int GetHeroCount() 	Returns the number of heroes in the world
=== CNativeOutputs ===
No Description Set
Function	Signature 	Description
 	void AddOutput(string a, string b)	Add an output
 	void Init(int a) 	Initialize with number of outputs
=== CEnvProjectedTexture ===
:::::extends CBaseEntity
No Description Set
Function	Signature 	Description
 	void SetFarRange(float a) 	Set light maximum range
 	void SetLinearAttenuation(float a) 	Set light linear attenuation value
 	void SetNearRange(float a) 	Set light minimum range
 	void SetQuadraticAttenuation(float a) 	Set light quadratic attenuation value
 	void SetVolumetrics(bool a, float b, float c, int d, float e)	Turn on/off light volumetrics: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset
=== CInfoData ===
No Description Set
Function	Signature 	Description
 	Vector QueryColor(utlstringtoken a, Vector b) 	Query color data for this key
 	float QueryFloat(utlstringtoken a, float b) 	Query float data for this key
 	int QueryInt(utlstringtoken a, int b) 	Query int data for this key
 	float QueryNumber(utlstringtoken a, float b) 	Query number data for this key
 	string QueryString(utlstringtoken a, string b)	Query string data for this key
 	Vector QueryVector(utlstringtoken a, Vector b)	Query vector data for this key
=== CPhysicsProp ===
No Description Set
Function	Signature 	Description
 	void DisableMotion()	Enable motion for the prop
 	void EnableMotion() 	Enable motion for the prop
=== CDOTAGamerules ===
''''
Global accessor variable: GameRules
Function	Signature 	Description
 	void Defeated() 	Kills the ancient, etc.
 	bool DidMatchSignoutTimeOut() 	true when we have waited some time after end of the game and not received signout
 	int GetCustomGameDifficulty() 	Returns the difficulty level of the custom game mode
 	int GetDifficulty() 	Returns difficulty level of the custom game mode
 	handle GetDroppedItem(int dropIndex) 	Gets the Xth dropped item
 	handle GetGameModeEntity() 	Get the game mode entity
 	float GetGameTime() 	Returns the number of seconds elapsed since map start. This time doesn't count up when the game is paused
 	bool GetMatchSignoutComplete() 	Have we received the post match signout message that includes reward information
 	float GetNianFightStartTime() 	Gets the start time for the Nian fight
 	int GetNianTotalDamageTaken() 	For New Bloom, get total damage taken by the Nian / Year Beast
 	float GetTimeOfDay() 	Get the time of day
 	bool IsDaytime() 	Is it day time.
 	void MakeTeamLose(int team) 	Makes ths specified team lose
 	int NumDroppedItems() 	Returns the number of items currently dropped on the ground
 	void Playtesting_UpdateAddOnKeyValues() 	Updates custom hero, unit and ability KeyValues in memory with the latest values from disk
 	void ResetDefeated() 	Restart after killing the ancient, etc.
 	void ResetToHeroSelection() 	Restart the game at hero selection
 	void SendCustomMessage(string message, int teamID, int unknown(1?))	Displays a line of text in the left textbox (where usually deaths/denies/buysbacks are announced). This function takes restricted HTML as input! (<br>,<u>,<font>)
 	void SetCreepMinimapIconScale(float scale) 	Scale the creep icons on the minimap.
 	void SetCustomGameDifficulty(int a) 	Set the difficulty level of the custom game mode
 	void SetFirstBloodActive(bool a) 	Sets whether First Blood has been triggered.
 	void SetGameWinner(int team) 	Makes ths specified team win
 	void SetGoldPerTick(int a) 	Set the auto gold increase per timed interval.
 	void SetGoldTickTime(float a) 	Set the time interval between auto gold increases.
 	void SetHeroMinimapIconSize(int iconSize) 	(nMinimapHeroIconSize) - Set the hero minimap icon size.
 	void SetHeroRespawnEnabled(bool canRespawn) 	Control if the normal DOTA hero respawn rules apply.
 	void SetHeroSelectionTime(float time) 	Sets the amount of time players have to pick their hero.
 	void SetNianFightStartTime(float a) 	Sets the start time for the Nian fight
 	void SetOverlayHealthBarUnit(handle unit, int style) 	Show this unit's health on the overlay health bar
 	void SetPostGameTime(float time) 	Sets the amount of time players have between the game ending and the server disconnecting them.
 	void SetPreGameTime(float time) 	Sets the amount of time players have between picking their hero and game start.
 	void SetRuneMinimapIconScale(float scale) 	Scale the rune icons on the minimap.
 	void SetRuneSpawnTime(float time) 	Sets the amount of time between rune spawns.
 	void SetSafeToLeave(bool safeToLeave) 	Mark this game as safe to leave.
 	void SetSameHeroSelectionEnabled(bool enabled) 	When true, players can repeatedly pick the same hero.
 	void SetTimeOfDay(float time) 	Set the time of day.
 	void SetTreeRegrowTime(float time) 	Sets the tree regrow time in seconds.
 	void SetUseBaseGoldBountyOnHeroes(bool a) 	Heroes will use the basic NPC functionality for determining their bounty, rather than DOTA specific formulas.
 	void SetUseCustomHeroXPValues(bool a) 	Allows heroes in the map to give a specific amount of XP (this value must be set).
 	void SetUseUniversalShopMode(bool enabled) 	When true, all items are available at as long as any shop is in range, including Secret Shop items
 	<> State_Get() 	Get the current Gamerules state
=== CToneMapControllerComponent ===
No Description Set
Function	Signature 	Description
 	float GetBloomScale() 	Gets bloomscale for this tonemap controller
 	float GetMaxExposure() 	Gets max exposure for this tonemap controller
 	float GetMinExposure() 	Gets min exposure for this tonemap controller
 	void SetBloomScale(float a) 	Sets bloom scale for this tonemap controller
 	void SetMaxExposure(float a)	Sets max exposure for this tonemap controller
 	void SetMinExposure(float a)	Sets min exposure for this tonemap controller
=== CDebugOverlayScriptHelper ===
No Description Set
Function	Signature 	Description
 	void Axis(Vector a, Quaternion b, float c, bool d, float e) 	Draws an axis. Specify origin + orientation in world space.
 	void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) 	Draws a world-space axis-aligned box. Specify bounds in world space.
 	void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j) 	Draws an oriented box at the origin. Specify bounds in local space.
 	void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j) 	Draws a capsule. Specify base in world space.
 	void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) 	Draws a circle. Specify center in world space.
 	void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h) 	Draws a circle oriented to the screen. Specify center in world space.
 	void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) 	Draws a wireframe cone. Specify endpoint and direction in world space.
 	void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h) 	Draws a screen-aligned cross. Specify origin in world space.
 	void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h) 	Draws a world-aligned cross. Specify origin in world space.
 	void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) 	Draws an oriented cross. Specify origin in world space.
 	void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j) 	Draws a dashed line. Specify endpoint's in world space.
 	void EntityAttachments(ehandle a, float b) 	Draws the attachments of the entity
 	void EntityAxis(ehandle a, float b, bool c, float d) 	Draws the axis of the entity origin
 	void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g) 	Draws bounds of an entity
 	void EntitySkeleton(ehandle a, float b) 	Draws the skeleton of the entity
 	void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h) 	Draws text on an entity
 	void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) 	Draws a screen-space filled 2D rectangle. Coordinates are in pixels.
 	void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) 	Draws a horizontal arrow. Specify endpoint's in world space.
 	void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) 	Draws a line between two point's
 	void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) 	Draws a line between two point's in screenspace
 	void PopDebugOverlayScope() 	Pops the identifier used to group overlays. Overlays marked with this identifier can be deleted in a big batch.
 	void PushAndClearDebugOverlayScope(utlstringtoken a) 	Pushes an identifier used to group overlays. Deletes all existing overlays using this overlay id.
 	void PushDebugOverlayScope(utlstringtoken a) 	Pushes an identifier used to group overlays. Overlays marked with this identifier can be deleted in a big batch.
 	void RemoveAllInScope(utlstringtoken a) 	Removes all overlays marked with a specific identifier, regardless of their lifetime.
 	void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) 	Draws a solid cone. Specify endpoint and direction in world space.
 	void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h) 	Draws a wireframe sphere. Specify center in world space.
 	void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j) 	Draws a swept box. Specify endpoint's in world space and the bounds in local space.
 	void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i) 	Draws 2D text. Specify origin in world space.
 	void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j)	Draws a screen-space texture. Coordinates are in pixels.
 	void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i) 	Draws a filled triangle. Specify vertices in world space.
 	void UnitTestCycleOverlayRenderType() 	Toggles the overlay render type, for unit tests
 	void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i) 	Draws 3D text. Specify origin + orientation in world space.
 	void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) 	Draws a vertical arrow. Specify endpoint's in world space.
 	void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j) 	Draws a arrow associated with a specific yaw. Specify endpoint's in world space.
=== CBaseFlex ===
:::::extends CBaseAnimating
Animated characters who have vertex flex capability (Hi hex6)
Function	Signature 	Description
 	handle GetCurrentScene() 	Returns the instance of the oldest active scene entity (if any).
 	handle GetSceneByIndex(int a)	Returns the instance of the scene entity at the specified index.
=== CSceneEntity ===
:::::extends CBaseEntity
Choreographed scene which controls animation and/or dialog on one or more actors.
Function	Signature 	Description
 	void AddBroadcastTeamTarget(int a) 	Adds a team (by index) to the broadcast list
 	void Cancel() 	Cancel scene playback
 	float EstimateLength() 	Returns length of this scene in seconds.
 	handle FindCamera() 	Get the camera
 	handle FindNamedEntity(string a) 	given an entity reference, such as !target, get actual entity from scene object
 	bool IsPaused() 	If this scene is currently paused.
 	bool IsPlayingBack() 	If this scene is currently playing.
 	bool LoadSceneFromString(string a, string b)	given a dummy scene name and a vcd string, load the scene
 	void RemoveBroadcastTeamTarget(int a) 	Removes a team (by index) from the broadcast list
 	void Start(handle a) 	Start scene playback, takes activatorEntity as param
=== GridNav ===
A class that can communicate with the gridnav, useful for seeing if stuff should be able to move
Function	Signature 	Description
 	float GridPosToWorldCenterX(int a) 	Get the X position of the center of a given X index
 	float GridPosToWorldCenterY(int a) 	Get the Y position of the center of a given Y index
 	bool IsBlocked(Vector a) 	Checks whether the given position is blocked
 	bool IsNearbyTree(Vector position, float radius, bool c)	
 	bool IsTraversable(Vector a) 	Checks whether the given position is traversable
 	void RegrowAllTrees() 	
 	int WorldToGridPosX(float a) 	Get the X index of a given world X position
 	int WorldToGridPosY(float a) 	Get the Y index of a given world Y position
=== Convars ===
No Description Set
Global accessor variable: ConVars
Function	Signature 	Description
 	table GetBool(string variableName) 	GetBool(name) : returns the convar as a boolean flag.
 	handle GetCommandClient() 	GetCommandClient() : returns the player who issued this console command.
 	handle GetDOTACommandClient() 	GetDOTACommandClient() : returns the DOTA player who issued this console command.
 	table GetFloat(string name) 	GetFloat(name) : returns the convar as a float. May return nil if no such convar.
 	table GetInt(string a) 	GetInt(name) : returns the convar as an int. May return nil if no such convar.
 	table GetStr(string variableName) 	GetStr(name) : returns the convar as a string. May return nil if no such convar.
 	void RegisterCommand(string variableName, handle function, string helpText, int flags)	RegisterCommand(name, fn, helpString, flags) : register a console command.
 	void RegisterConvar(string name, string defaultValue, string helpText, int flags) 	RegisterConvar(name, defaultValue, helpString, flags): register a new console variable.
 	void SetBool(string variableName, bool value) 	SetBool(name, val) : sets the value of the convar to the bool.
 	void SetFloat(string variableName, float value) 	SetFloat(name, val) : sets the value of the convar to the float.
 	void SetInt(string a, int b) 	SetInt(name, val) : sets the value of the convar to the int.
 	void SetStr(string a, string b) 	SetStr(name, val) : sets the value of the convar to the string.
=== Vector ===
Vector class
Global accessor variable: Vector(x,y,z)
Function	Signature 	Description
 	Vector __add(Vector a, Vector b)	Overloaded +. Adds vectors together
 	Vector __div(Vector a, Vector b)	Overloaded /. Divides vectors
 	bool __eq(Vector a, Vector b) 	Overloaded ==. Tests for Equality
 	float __len() 	Overloaded # returns the length of the vector
 	Vector __mul(Vector a, Vector b)	Overloaded * returns the vectors multiplied together
 	Vector __sub(Vector a, Vector b)	Overloaded -. Subtracts vectors
 	string __tostring() 	Overloaded .. Converts vectors to strings
 	Vector _unm() 	Overloaded - operator
 	Vector Cross(Vector a, Vector b)	Cross product of two vectors
 	float Dot(Vector a, Vector b) 	Dot product of two vectors
 	float Length() 	Length of the Vector
 	float Length2D() 	Length of the Vector in the XY plane
 	Vector Normalized() 	Returns the vector normalized
Category: Dota 2 Workshop Tools