Ru/List of CS:GO Script Functions

Этот список содержит классы, функции и переменные, доступные для в . Некоторые из них можно найти, если в консоли поставить значение developer на 1 (или больше), загрузить карту, и написать script_help. Обратите внимание, что developer должен быть не нулевым только во время загрузки карты. Для "выгрузки" script_help в файл, напишите в консоль следующее:
 developer 3
 map de_nuke
 developer 0
 con_logfile dump.log
 script_help
 con_logfile ""
== Переменные ==
Класс 	Тип 	Описание
Entities	CEntities	Предоставляет доступ к заспавненным энтити на сервере.
== Константы ==
Переменная 	Тип 	Значение
_charsize_ 	integer	1
_floatsize_	integer	4
_intsize_ 	integer	4
_version_ 	string 	"Squirrel 2.2.3 stable"
RAND_MAX 	integer	32767
PI 	float 	3.14159
== Классы ==
=== CBaseEntity ===
This is a script handle class for entities. All entities spawned have a script handle using this or one of its subclasses. 
All script handles in-game are accessible from Entities. Entity Scripts can use self to access their own script handle.
==== Методы ====
Функция 	Сигнатура 	Описание
__KeyValueFromInt 	bool __KeyValueFromInt(string key, int value) 	Sets an entity from an integer. Это просто изменяет значение без выполнения какого-либо кода, который может потребоваться объекту для обработки KeyValue, поэтому могут возникнуть непредвиденные побочные эффекты.
__KeyValueFromFloat 	bool __KeyValueFromFloat(string key, float value) 	Устанавливает ключевое значение сущности из числа с плавающей запятой. Это просто изменяет значение без выполнения какого-либо кода, который может потребоваться объекту для обработки KeyValue, поэтому могут возникнуть непредвиденные побочные эффекты.
__KeyValueFromString	bool __KeyValueFromString(string key, string value) 	Устанавливает ключевое значение сущности из строки. Это просто изменяет значение без выполнения какого-либо кода, который может потребоваться объекту для обработки KeyValue, поэтому могут возникнуть непредвиденные побочные эффекты.
__KeyValueFromVector	bool __KeyValueFromVector(string key, Vector value) 	Sets an entity Keyvalue from a Vector. Это просто изменяет значение без выполнения какого-либо кода, который может потребоваться объекту для обработки KeyValue, поэтому могут возникнуть непредвиденные побочные эффекты.
ConnectOutput 	void ConnectOutput(string output, string function) 	Добавляет соединение ввода-вывода, которое будет вызывать указанную функцию при срабатывании указанного вывода.
DisconnectOutput 	void DisconnectOutput(string output, string function) 	Удаляет подключенную функцию сценария из события ввода-вывода.
Destroy 	void Destroy() 	Уничтожает энтити.
EmitSound 	void EmitSound(string soundScript) 	Проигрывает звук из места расположения энтити.
entindex 	int entindex() 	Возвращает индекс энтити.
EyePosition 	Vector EyePosition() 	Возвращает вектор направления взгляда - абсолютные координаты.
FirstMoveChild 	handle FirstMoveChild() 	Если в иерархии, получите первый дочерний элемент.
GetAngles 	Vector GetAngles() 	Возвращает pitch, yaw, roll энтити в форме Vector.
GetAngularVelocity 	Vector GetAngularVelocity() 	Получить локальную угловую скорость - возвращает Vector от pitch, yaw, roll.
GetBoundingMaxs 	Vector GetBoundingMaxs() 	Returns the maximum extent of the entity bounding box as a local vector.
GetBoundingMins 	Vector GetBoundingMins() 	Returns the maximum extent of the entity bounding box as a local vector.
GetCenter 	Vector GetCenter() 	Returns a local vector of the bounding box center.
GetClassname 	string GetClassname() 	Returns the entity class. This includes player.
GetForwardVector 	Vector GetForwardVector() 	Get the forward vector of the entity.
GetHealth 	int GetHealth() 	Возвращает текущее здоровье.
GetLeftVector 	Vector GetLeftVector() 	Get the left vector of the entity.
GetMaxHealth 	int GetMaxHealth() 	Возвращает максимальное здоровье.
GetModelKeyValues 	Keyvalues GetModelKeyValues() 	Returns the [$keyvalues] block of the entitys model as a #Keyvalues object. Note that this is not the keyvalues of the entity itself.
GetModelName 	string GetModelName() 	Возвращает имя модели энтити.
GetMoveParent 	CBaseEntity GetMoveParent() 	If in hierarchy, retrieves the entitys parent.
GetName 	string GetName() 	Возвращает имя энтити.
GetOrigin 	Vector GetOrigin() 	Возвращает позицию энтити.
GetOwner 	handle GetOwner() 	Gets this entity's owner. (seems to only be useful if you have used SetOwner() previously on this entity, could be wrong)
GetPreTemplateName 	string GetPreTemplateName() 	Get the entity name stripped of template unique decoration.
GetRootMoveParent 	handle GetRootMoveParent() 	If in hierarchy, walks up the hierarchy to find the root parent.
GetScriptId 	string GetScriptId() 	Retrieve the unique identifier used to refer to the entity within the scripting system.
GetScriptScope 	handle GetScriptScope() 	Retrieve the table storing the Entity Script data associated with this entity.
GetSoundDuration 	float GetSoundDuration(string soundName, string actorModelName = "")	Returns float duration of the sound. Takes soundname and optional actormodelname.
GetTeam 	int GetTeam() 	Возвращает номер команды игрока. Т = 2, КТ = 3.
GetUpVector 	Vector GetUpVector() 	Get the up vector of the entity.
GetVelocity 	Vector GetVelocity() 	Returns a local velocity Vector.
IsValid 	bool IsValid() 	Whether the handle belongs to a valid entity.
NextMovePeer 	handle NextMovePeer() 	
PrecacheModel 	void PrecacheModel(string modelPath) 	Кэширует модель после загрузки карты.
PrecacheScriptSound 	void PrecacheScriptSound(string soundName) 	
PrecacheSoundScript 	void PrecacheSoundScript(string soundScript) 	Кэширует звук для дальнейшего использования.
SetAbsOrigin 	void SetAbsOrigin(Vector position) 	Same as SetOrigin().
SetAngles 	void SetAngles(float pitch, float yaw, float roll) 	Set entity pitch, yaw, roll. Note that it doesn't take a Vector object.
SetAngularVelocity 	void SetAngularVelocity(float pitch, float yaw, float roll) 	Set the local angular velocity - takes float pitch, yaw, roll velocities.
SetForwardVector 	void SetForwardVector(Vector forwardVector) 	Set the orientation of the entity to have this forward vector.
SetHealth 	void SetHealth(int newHealth) 	Устанавливает здоровье.
SetMaxHealth 	void SetMaxHealth(int maxHealth) 	Устанавливает максимальное здоровье.
SetModel 	void SetModel(string modelName) 	Изменяет модель энтити. Не кэширует модель.
SetOrigin 	void SetOrigin(Vector position) 	Moves the entity to this global position vector.
SetOwner 	void SetOwner(handle owner) 	Sets this entity's owner.
SetSize 	void SetSize(Vector, Vector) 	Sets the bounding box size.
SetTeam 	void SetTeam(int teamNumber) 	Instantly switches a players team. Terrorists = 2, CTs = 3.
SetVelocity 	void SetVelocity(Vector velocity) 	Gives the entity a new local velocity.
ValidateScriptScope 	bool ValidateScriptScope() 	Ensure that an entity's script scope has been created.
==== Hooks ====
If one of these functions are declared in an Entity Script, the entity will run this function automatically in the appropriate situation. 
Функция 	Сигнатура 	Описание
InputInputName	bool InputInputName()	Called when the entity receives an input from the I/O system. The name of the function needs to be Input followed by the name of the input in CamelCase, for example InputFireUser1 for the FireUser1 input. When the function is called, the activating and calling entities Script Handles are written to the receiving entitys Script Scope in the activator and caller variables. The function needs to return a boolean value. Setting it to true allows the entity to process the input, while false cancels it.
OnPostSpawn 	void OnPostSpawn() 	Called immediately after the entity spawns. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way.
Precache 	void Precache() 	Called after the script executes. Can be used to call precache functions for models and sounds on map load.
=== CBaseAnimating ===
Extends CBaseEntity
Script handle class for animating entities such as props.
==== Методы ====
Функция 	Сигнатура 	Описание
GetAttachmentAngles	Vector GetAttachmentAngles(int id) 	Get the attachment ID's angles as a pitch, yaw, roll vector.
GetAttachmentOrigin	Vector GetAttachmentOrigin(int 'id') 	Get the attachment ID's origin vector.
IsSequenceFinished 	bool IsSequenceFinished() 	Ask whether the main sequence is done playing.
LookupAttachment 	int LookupAttachment(string attachmentName) 	Get the named attachment ID.
SetBodygroup 	void SetBodygroup(int groupIndex, int value)	Sets the models bodygroup value by index.
=== CBaseFlex ===
Extends CBaseAnimating
==== Методы ====
Функция 	Сигнатура 	Описание
GetCurrentScene	handle GetCurrentScene() 	Returns the instance of the oldest active scene entity (if any).
GetSceneByIndex	handle GetSceneByIndex(int index)	Returns the instance of the scene entity at the specified index.
=== CBasePlayer ===
Extends CBaseAnimating
==== Методы ====
Функция 	Сигнатура 	Описание
IsNoclipping	bool IsNoclipping()	Возвращает true, если игрок в режиме noclip.
=== CBaseMultiplayerPlayer ===
Extends CBasePlayer
Script handle class for the CS:GO players. No additional methods.
=== CEnvEntityMaker ===
Extends CBaseEntity
Script handle class for . 
==== Методы ====
Функция 	Сигнатура 	Описание
SpawnEntity 	void SpawnEntity() 	Create an entity at the location of the maker
SpawnEntityAtEntityOrigin 	void SpawnEntityAtEntityOrigin(CBaseEntity entity) 	Create an entity at the location of a specified entity instance.
SpawnEntityAtLocation 	void SpawnEntityAtLocation(Vector origin, Vector orientation)	Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll).
SpawnEntityAtNamedEntityOrigin	void SpawnEntityAtNamedEntityOrigin(string targetName) 	Create an entity at the location of a named entity.
=== CPointTemplate ===
Extends CBaseEntity
Script handle class for .
==== Hooks ====
;table PreSpawnInstance(string entityClass, string entityName)
:If this is defined, it will be called right before the entity is created, and any KeyValues returned will be assigned to the entity.
function PreSpawnInstance( entityClass, entityName )
{
	local keyvalues =
	{ 
 		rendercolor = "0 255 0"
 		targetname = "mySpawnedEntity"
	}
	return keyvalues
	
}
;void PostSpawn(table entities)
:Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created. 
function PostSpawn( entities )
{
	foreach( targetname, handle in entities )
	{
		printl( targetname + ": " + handle )
	}
}
=== CSceneEntity ===
Extends CBaseEntity
==== Методы ====
Функция 	Сигнатура 	Описание
AddBroadcastTeamTarget 	void AddBroadcastTeamTarget(int index) 	Adds a team (by index) to the broadcast list.
EstimateLength 	float EstimateLength() 	Returns length of this scene in seconds.
FindNamedEntity 	handle FindNamedEntity(string reference) 	given an entity reference, such as !target, get actual entity from scene object.
IsPaused 	bool IsPaused() 	If this scene is currently paused.
IsPlayingBack 	bool IsPlayingBack() 	If this scene is currently playing.
LoadSceneFromString 	bool LoadSceneFromString(string sceneName, string scene)	Given a dummy scene name and a vcd string, load the scene.
RemoveBroadcastTeamTarget	void RemoveBroadcastTeamTarget(int index) 	Removes a team (by index) from the broadcast list.
=== CTriggerCamera ===
Extends CBaseEntity
==== Методы ====
Функция	Сигнатура 	Описание
GetFov 	int GetFov() 	Get cameras current Field Of View setting as integer.
SetFov 	void SetFov(int fov, float rate)	Set cameras current FOV in integer degrees and FOV change rate as float.
==== Hooks ====
;void ScriptStartCameraShot(string shotType, handle sceneEntity, handle actor1, handle actor2, float duration)
: Called from SceneEntity in response to a CChoreoEvent::CAMERA sent from a VCD. 
=== CFuncTrackTrain ===
Extends CBaseEntity
==== Методы ====
Функция 	Сигнатура 	Описание
GetFuturePosition	Vector GetFuturePosition(float x, float speed)	Get a position on the track x seconds in the future.
=== CHostage ===
Extends CBaseEntity
==== Методы ====
Функция 	Сигнатура 	Описание
IsBeingCarried	bool IsBeingCarried()	Get whether the hostage is currently being carried or not.
=== CGameCoopMissionManager ===
Extends CBaseEntity
==== Методы ====
Функция 	Сигнатура 	Описание
GetWaveNumber	int GetWaveNumber()	Получает количество пройденных игроком волн.
=== CCallChainer ===
==== Методы ====
Функция 	Сигнатура 	Описание
constructor 	constructor(prefixString, scopeForThis = null)	
PostScriptExecute	PostScriptExecute() 	
Call 	Call(event, ...) 	
==== Members ====
Класс 	Тип 	Описание
chains	null	
prefix	null	
scope 	null	
=== CEntities ===
Game Instance: Entities
An interface to find and iterate over the script handles for the entities in play. 
To iterate over a set of entities, pass null to the previous argument in the appropriate method to start an iteration, or reference to a previously found entity to continue a search.
==== Методы ====
Функция 	Сигнатура 	Описание
CreateByClassname 	handle CreateByClassname(string class) 	Создает энтити по названию класса.
FindByClassname 	handle FindByClassname(handle previous, string class) 	Находит энтити по названию класса.
FindByClassnameNearest	handle FindByClassnameNearest(string class, Vector origin, float radius) 	Находит энтити по названию класса рядом с определенной точкой.
FindByClassnameWithin 	handle FindByClassnameWithin(handle previous, string class, Vector origin, float radius)	Находит энтити по названию класа в определенном радиусе.
FindByModel 	handle FindByModel(handle previous, string filename) 	Находит энтити по названию модели.
FindByName 	handle FindByName(handle previous, string name) 	Находит энтити по имени.
FindByNameNearest 	handle FindByNameNearest(string name, Vector origin, float radius) 	Находит энтити по имени рядом с определенной точкой.
FindByNameWithin 	handle FindByNameWithin(handle previous, string name, Vector origin, float radius) 	Находит энтити по имени в определенном радиусе.
FindByTarget 	handle FindByTarget(handle previous, string targetname) 	Находит энтити по ее цели.
FindInSphere 	handle FindInSphere(handle previous, Vector origin, float radius) 	Находит энтити в радиусе.
First 	handle First() 	Begin an iteration over the list of entities.
Next 	handle Next(handle previous) 	Continue an iteration over the list of entities, providing reference to a previously found entity.
IsValid 	bool IsValid() 	Whether the handle belongs to a valid entity.
=== CPlayerVoiceListener ===
==== Методы ====
Функция 	Сигнатура 	Описание
GetPlayerSpeechDuration	float GetPlayerSpeechDuration(int)	Returns the number of seconds the player has been continuously speaking.
IsPlayerSpeaking 	bool IsPlayerSpeaking(int) 	Returns whether the player specified is speaking.
IsValid 	bool IsValid() 	Whether the handle belongs to a valid entity.
=== CScriptKeyValues ===
Script handle representation of a models block.
Sub keys are instances of the same class.
==== Методы ====
Функция 	Сигнатура 	Описание
constructor 	 	
FindKey 	CScriptKeyValues FindKey(string keyName)	Find a sub key by the key name.
GetFirstSubKey 	CScriptKeyValues GetFirstSubKey() 	Return the first sub key object.
GetKeyBool 	bool GetKeyBool(string keyName) 	Return the key value as a bool.
GetKeyFloat 	float GetKeyFloat(string keyName) 	Return the key value as a float.
GetKeyInt 	int GetKeyInt(string keyName) 	Return the key value as an integer.
GetKeyString 	string GetKeyString(string keyName) 	Return the key value as a string.
GetNextKey 	handle GetNextKey() 	Return the next neighbor key object to the one the method is called on.
IsKeyEmpty 	bool IsKeyEmpty(string keyName) 	Returns true if the named key has no value.
IsValid 	bool IsValid() 	Whether the handle belongs to a valid entity.
ReleaseKeyValues	void ReleaseKeyValues() 	Releases the contents of the instance.
=== CSimpleCallChainer ===
Seems to have the same members as CCallChainer.
=== LateBinder ===
Late binding: allows a table to refer to parts of itself, it's children, it's owner, and then have the references fixed up after it's fully parsed.
// Usage:
lateBinder <- LateBinder();
lateBinder.Begin( this );
Test1 <-
{ 
 Foo=1
} 
Test2 <-
{ 
 FooFoo = "I'm foo foo"
 BarBar="@Test1.Foo"
 SubTable = { boo=[bah, "@Test2.FooFoo", "@Test1.Foo"], booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"} }
 booboo=[bah, "@Test2.FooFoo", "@Test1.Foo"]
 booboo2={one=bah, two="@Test2.FooFoo", three="@Test1.Foo"}
 bah=wha
} 
lateBinder.End();
delete lateBinder;
When End() is called, all of the unresolved symbols in the tables and arrays will be resolved, any left unresolved will become a string prepended with '~', which later code can deal with.
==== Методы ====
Функция 	Сигнатура	Описание
Begin 	 	
End 	 	
EstablishDelegation 	 	
HookRootMetamethod 	 	
Log 	 	
m_bindNamesStack 	 	
m_fixupSet 	 	
m_log 	 	
m_logIndent 	 	
m_targetTable 	 	
RemoveDelegation 	 	
Resolve 	 	
UnhookRootMetamethod	 	
=== regexp ===
The built-in Squirrel class for regular expressions.
==== Методы ====
Функция 	Сигнатура 	Описание
constructor	regexp() 	
capture 	[table] capture(str, [start])	Returns an array of tables containing two indexes("begin" and "end")of the first match of the regular expression in the string str. An array entry is created for each captured sub expressions. If no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
match 	bool match(str) 	Returns a true if the regular expression matches the string str, otherwise returns false.
search 	table search(str, [start]) 	Returns a table containing two indexes("begin" and "end") of the first match of the regular expression in the string str, otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
subexpcount	 	
=== Vector ===
Squirrel equivalent of the C++ class.
Three-dimensional vector.
Has overloaded arithmetic operations with both Vectors and scalar values.
==== Методы ====
Функция 	Сигнатура 	Описание
constructor	Vector(float x, float y, float z)	Creates a new vector with the specified Cartesian coordiantes.
Cross 	float Cross(Vector factor) 	The vector product of two vectors. Returns a vector orthogonal to the input vectors.
Dot 	float Dot(Vector factor) 	The scalar product of two vectors.
Length 	float Length() 	Magnitude of the vector.
LengthSqr 	float LengthSqr() 	The magnitude of the vector squared. Faster than the above method.
Length2D 	float Length2D() 	Returns the magnitude of the vector on the x-y plane.
Length2DSqr	float Length2DSqr() 	Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
Norm 	float Norm() 	Will return the vector length as a float. This function will also NORMALIZE the vector, the X, Y, and Z values will each be set to a number between -1 and 1. You can then multiply these values by, for example, 3000 to use the vector to set the velocity of something in game.
ToKVString 	string ToKVString() 	Returns a string without separations commas.
==== Members ====
Класс	Тип 	Описание
x 	float	Cartesian X axis.
y 	float	Cartesian Y axis.
z 	float	Cartesian Z axis.
== Глобальные функции ==
=== Печать и Рисование ===
Функция 	Сигнатура 	Описание
DebugDrawBox 	void DebugDrawBox(vector origin, vector min, vector max, int r, int g, int b, int alpha, float duration)	Draw a debug overlay box.
DebugDrawLine 	void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool zTest, float time) 	Draw a debug line between two points.
Msg 	void Msg(string message) 	Equivalent to print
print 	void print(string message) 	Prints the given message to the developer console.
printl 	void printl(string message) 	Prints the given message to the developer console just like print but also appends a newline.
ScriptPrintMessageCenterAll 	void ScriptPrintMessageCenterAll(string message) 	Prints an alert message in the center of the screen to all players.
ScriptPrintMessageCenterAllWithParams	void ScriptPrintMessageCenterAllWithParams(string message, string param1, string param2, string param3) 	Prints an alert message in the center print method to all players. Needs to pass token/message. param1, param2, param3. Can pass null if you need less than 3.
ScriptPrintMessageCenterTeam 	void ScriptPrintMessageCenterTeam(int, string) 	Prints an alert message in the center of the screen to the specified team.
ScriptPrintMessageChatAll 	void ScriptPrintMessageChatAll(string message) 	Prints a message in chat to all players.
ScriptPrintMessageChatTeam 	void ScriptPrintMessageChatTeam(int teamNumber, string message) 	Prints a message in chat to the specified team.
ShowMessage 	void ShowMessage(string) 	Print a hud message on all clients.
__DumpScope 	void __DumpScope(int indentation, handle scope) 	Dumps contents of everything in the scope.
=== Связанное с курсом тренировки ===
Функция 	Сигнатура 	Описание
ScriptGetBestTrainingCourseTime 	int ScriptGetBestTrainingCourseTime() 	Gets the player's best time for completing the timed course.
ScriptGetPlayerCompletedTraining	bool ScriptGetPlayerCompletedTraining() 	Returns true if the player has completed the initial portion of the training map.
ScriptGetValveTrainingCourseTime	int ScriptGetValveTrainingCourseTime() 	Gets Valve's best time for completing the timed course.
ScriptHighlightAmmoCounter 	void ScriptHighlightAmmoCounter() 	Sends an event that is just used by the instructor system to show a hint highlighting the ammo counter.
ScriptSetBestTrainingCourseTime 	void ScriptSetBestTrainingCourseTime(int bestTime) 	Sets the player's best time for completing the timed course.
ScriptSetMiniScoreHidden 	void ScriptSetMiniScoreHidden(bool scoreHidden) 	Toggles the visibility of the miniscoreboard hud element.
ScriptSetPlayerCompletedTraining	void ScriptSetPlayerCompletedTraining(bool trainingCompleted)	Sets whether the player has completed the initial portion of the training map.
ScriptShowExitDoorMsg 	void ScriptShowExitDoorMsg() 	Shows a message box in trainign when the player exits through the exit door
ScriptShowFinishMsgBox 	void ScriptShowFinishMsgBox() 	Shows a message box to let players know what to do next after finishing the training course.
ScriptTrainingGivePlayerAmmo 	void ScriptTrainingGivePlayerAmmo() 	Refills ammo to max for all weapons the player has (only works in training).
=== Связанное с Co-op Strike ===
Функция 	Сигнатура 	Описание
ScriptCoopCollectBonusCoin 	void ScriptCoopCollectBonusCoin() 	Marks one of the bonus coins as collected.
ScriptCoopGiveC4sToCTs 	void ScriptCoopGiveC4sToCTs(int) 	Will give the number of specified C4s to all alive CT players.
ScriptCoopMissionGetMissionNumber 	int ScriptCoopMissionGetMissionNumber() 	Gets the mission number for the current map - maps can have multiple missions on them.
ScriptCoopMissionRespawnDeadPlayers 	void ScriptCoopMissionRespawnDeadPlayers() 	Respawns players only.
ScriptCoopMissionSetNextRespawnIn 	void ScriptCoopMissionSetNextRespawnIn(float, bool)	Set the next respawn wave to happen in this many seconds.
ScriptCoopMissionSpawnFirstEnemies 	void ScriptCoopMissionSpawnFirstEnemies(int) 	Spawns the first wave of enemies in coop.
ScriptCoopMissionSpawnNextWave 	void ScriptCoopMissionSpawnNextWave(int) 	Tells the next wave of enemies to spawn in coop. Also respawns player.
ScriptCoopResetRoundStartTime 	void ScriptCoopResetRoundStartTime() 	Resets the round time and starts the mission.
ScriptCoopSetBotQuotaAndRefreshSpawns	void ScriptCoopSetBotQuotaAndRefreshSpawns(int) 	Sets the bot quota considering the # of players connected and refreshes the spawns.
=== Связанное с математикой ===
Встроенные в Библиотеку Squirrel математические функции.
Функция	Сигнатура 	Описание
abs 	int abs(float x) 	Возвращает абсолютное значение x как integer.
acos 	float acos(float x) 	Возвращает arccos числа x.
asin 	float asin(float x) 	Возвращает arcsin числа x.
atan 	float atan(float x) 	Возвращает arctg числа x.
atan2 	float atan2(float x, float y)	Возвращает arctg числа x/y.
ceil 	float ceil(float x) 	Возвращает наименьшее integer число (в виде float), которое больше или равно числу x.
cos 	float cos(float x) 	Возвращает косинус числа x.
exp 	float exp(float x) 	Возвращает экспоненту числа x.
fabs 	float fabs(float x) 	Возвращает абсолютное значение x как float.
floor 	float floor(float x) 	Возвращает наибольшее integer число (в виде float), которое меньше или равно числу x.
log 	float log(float x) 	Возвращает натуральный логарифм числа x.
log10 	float log10(float x) 	Возвращает десятичный логарифм x.
pow 	float pow(float x, float y) 	Возвращает число x в степени y.
rand 	int rand() 	Возвращает псевдослучайное integer от 0 до RAND_MAX.
sin 	float sin(float x) 	Возвращает синус числа x.
sqrt 	float sqrt(float x) 	Возвращает квадратный корень числа x.
srand 	void srand(float seed) 	Устанавливает начальную точку для генерации серии псевдослучайных чисел.
tan 	float tan(float x) 	Возвращает тангенс числа x.
=== Другое ===
Функция 	Сигнатура 	Описание
Assert 	void Assert(bool value, string optional message) 	Test value and if not true, throws exception, optionally with message.
CreateProp 	handle CreateProp(string class, Vector origin, string model, int animation) 	Create a prop with the specified class and model. Both prop_physics, prop_dynamic as well as some other entity classes with models work. Does not precache the model.
CreateSceneEntity 	CSceneEntity CreateSceneEntity(string scene) 	Create a scene entity to play the specified scene .vcd file.
DispatchParticleEffect 	void DispatchParticleEffect(string particleName, Vector, Vector) 	Dispatches a one-off particle system.
DoIncludeScript 	bool DoIncludeScript(string filename, table scope) 	Execute a script with the script scope set to the specified table.
DoEntFire 	void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) 	Generate an entity I/O event. The caller argument takes a script handle, so it can be used with target set to !self to fire inputs to entities without usable targetnames.
EntFire 	function EntFire(string target, string action, string value, float delay = 0.0, handle activator = null) 	Generate an entity I/O event.
EntFireByHandle 	void EntFireByHandle(handle target, string action, string 'value, float delay, handle activator, handle caller)	Generate an entity I/O event. The first parameter is an entity instance, so the handles of nameless or script generated entities can be passed easily.
FrameTime 	float FrameTime() 	Get the time spent on the server in the last frame
GetDeveloperLevel 	int GetDeveloperLevel() 	Gets the level of the developer mode.
GetMapName 	string GetMapName() 	Get the name of the map.
LoopSinglePlayerMaps 	bool LoopSinglePlayerMaps() 	Run the single player maps in a continuous loop.
PrintHelp 	void PrintHelp(string string = "*", bool exact = false) 	Output help for script functions, optionally with a search string
RandomFloat 	float RandomFloat() 	Generate a random floating point number.
RandomFloat 	float RandomFloat(float min, float max) 	Generate a random floating point number within a range, inclusive
RandomInt 	int RandomInt() 	Generate a random integer.
RandomInt 	int RandomInt(int min, int max) 	Generate a random integer within a range, inclusive
RecordAchievementEvent 	void RecordAchievementEvent(string, int) 	Records achievement event or progress
RetrieveNativeSignature 	void RetrieveNativeSignature(string or func) 	Name suggests it would print the calling format for a native function, but I can't get it to output anything other than <unnamed>
ScriptGetGameMode 	int ScriptGetGameMode() 	Retrieves the set game_mode. See this list for a settings vs modes overview.
ScriptGetGameType 	int ScriptGetGameType() 	Retrieves the set game_type. See this list for a settings vs modes overview.
ScriptGetRoundsPlayed 	int ScriptGetRoundsPlayed() 	Get the number of rounds played so far.
ScriptIsLocalPlayerUsingController	bool ScriptIsLocalPlayerUsingController() 	Returns whether the player is playing with a controller or not.
ScriptIsWarmupPeriod 	bool ScriptIsWarmupPeriod() 	Is it warmup or not.
ScriptSetRadarHidden 	void ScriptSetRadarHidden(bool hideRadar) 	Toggles the visibility of the radar hud element. Only works in training mode (game_type 2, game_mode 0) and only for the first person connected.
SendToConsole 	void SendToConsole(string command) 	Send a string to the console as a command.
SendToConsoleServer 	void SendToConsoleServer(string) 	Send a string that gets executed on the server as a ServerCommand
Time 	float Time() 	Get the current server time
TraceLine 	float TraceLine(Vector, Vector, handle) 	given 2 points & ent to ignore, return fraction along line that hits world or models
UniqueString 	function UniqueString(string) 	Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
__ReplaceClosures 	void __ReplaceClosures(function script, table scope) 	Internal function called in script_reload_ server commands.
== Смотрите также ==
* Pastebin. Скрипт, который исполняется, когда запускается Squirrel VM
* 
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