Ru/Half-Life: Alyx Workshop Tools/Scripting API

Здесь представлена библиотека функций API для создания скриптов для .
__TOC__
== Глобальные функции ==
Глобальные функции. Могут быть вызваны без какого-либо класса.
=== Математика ===
Функция	Запись 	Описание
 	float AngleDiff(float ang1, float ang2) 	Возвращает значения градусов разницы между двумя yaw углами
 	Quaternion AxisAngleToQuaternion(Vector Vector_1, float float_2) 	(vector,float) строит кватернион, представляющий собой вращение на угол вокруг заданной оси "vector".
 	Vector CalcClosestPointOnEntityOBB(handle entity, Vector position) 	Вычисляет ближайшую точку по отношению к вектору на OBB энтити.
 	float CalcDistanceBetweenEntityOBB(handle entity1, handle entity2) 	Вычисляет расстояние между двумя OBB энтити. Отрицательное возвращаемое значение указывает на ошибку ввода. Возвращаемое нулевое значение указывает на то, что OBB не перекрываются.
 	Vector CrossVectors(Vector v1, Vector v2) 	Вычисляет перекрестное произведение между двумя векторами (также доступно в качестве метода класса Vector).
 	float CalcDistanceToLineSegment2D(Vector unknown1, Vector unknown2, Vector unknown3) 	
 	float ExponentialDecay(float inValue, float startValue, float lambda) 	Плавность кривой уменьшается медленнее по мере приближения к нулю.
 	Vector LerpVectors(Vector v1, Vector v2, float t) 	Линейная интерполяция векторных значений по [0,1].
 	float RandomFloat(float min, float max) 	Получает случайное значение типа float в пределах диапазона.
 	int RandomInt(int min, int max) 	Получает случайное значение типа int в пределах диапазона.
 	QAngle RotateOrientation(QAngle angle1, QAngle angle2) 	Вращает один объект типа QAngle по значению иного объекта QAngle.
 	Vector RotatePosition(Vector rotationOrigin, QAngle rotationAngle, Vector vectorToRotate) 	Вращает объект типа Vector вокруг точки.
 	Quaternion RotateQuaternionByAxisAngle(Quaternion Quaternion_1, Vector Vector_2, float float_3)	Вращает кватернион на заданный угол вокруг заданной оси "vector".
 	QAngle RotationDelta(Qangle angle1, Qangle angle2,) 	Находит дельта между двумя объектами типа QAngle.
 	Vector RotationDeltaAsAngularVelocity(Qangle angle1, Qangle angle2,) 	Преобразует дельта типа QAngle в вектор угловой скорости.
 	Quaternion SplineQuaternions(Quaternion q0, Quaternion q1, float 't') 	Очень простая интерполяция кватернионов "q0" до "q1" со временем "t" на [0,1].
 	Vector SplineVectors(Vector v0, Vector v1, float t) 	Очень простая интерполяция векторов v0 до v1 со временем "t" на [0,1].
 	QAngle VectorToAngles(Vector input) 	Получает углы типа Qangle (без значения roll) для объекта класса Vector.
=== Вывод и Отрисовка ===
Функция	Запись 	Описание
 	void AppendToLogFile(string string_1, string string_2) 	Appends a string to a log file on the server
 	void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration) 	Draw a debug overlay box
 	void DebugDrawBoxDirection(Vector Vector_1, Vector Vector_2, Vector Vector_3, Vector Vector_4, Vector Vector_5, float float_6, float float_7) 	Draw a debug forward box (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) 	Draw a debug circle (center, vRgb, a, rad, ztest, duration)
 	void DebugDrawClear() 	Try to clear all the debug overlay info
 	void DebugDrawLine(Vector Vector_1, Vector Vector_2, int int_3, int int_4, int int_5, bool bool_6, float float_7) 	Draw a debug overlay line (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) 	Draw a debug line using color 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) 	Draw text with a line offset (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) 	Draw a debug sphere (center, vRgb, a, rad, ztest, duration)
 	void DebugDrawText(Vector Vector_1, string string_2, bool bool_3, float float_4) 	Draw text in 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)	Draw pretty debug text (x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold)
 	void Msg(string message) 	Print a message to the console.
 	void PrintLinkedConsoleMessage(string string_1, string string_2) 	Print a console message with a linked console command
 	void Say(handle entity, string message, bool teamOnly) 	Have Entity say string, and teamOnly or not
 	void ShowMessage(string string_1) 	Print a hud message on all clients
 	void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a) 	Displays a message for a specific player
 	void UTIL_MessageText_WithContext(int playerId, string message, int r, int g, int b, int a, table context) 	Sends a message to a specific player in the message box with a context table
 	void UTIL_MessageTextAll(string message, int r, int g, int b, int a) 	Sends a message to everyone in the message box
 	void UTIL_MessageTextAll_WithContext(string message, int r, int g, int b, int a, table context) 	Sends a message to everyone in the message box with a context table
 	void UTIL_ResetMessageText(int playerId) 	Resets the message text for the player
 	void UTIL_ResetMessageTextAll() 	Resets the message text for all players
 	void Warning(string string_1) 	Print a warning
=== Управление объектами ===
Функция	Запись 	Описание
 	void CancelEntityIOEvents(ehandle ehandle_1) 	Create all I/O events for a particular entity
 	void ConnectOutputs(table scope) 	Connects all output script functions of the passed entity script scope to the entity outputs.
 	DamageInfo CreateDamageInfo (handle, hInflictor, handlehAttacker,Vector force, Vector hitPos, float flDamage, int damageTypes) 	Allocate a DamageInfo object, used as an argument to CBaseEntity::TakeDamage(). Call DestroyDamageInfo( hInfo ) to free the object.
 	bool CreateEffect(handle handle_1) 	Pass table - Inputs: entity, effect
 	handle CreateSceneEntity(string sceneName) 	Create a scene entity to play the specified scene.
 	handle CreateTrigger(Vector Vector_1, Vector Vector_2, Vector Vector_3) 	CreateTrigger( vecMin, vecMax ) : Creates and returns an AABB trigger
 	handle CreateTriggerRadiusApproximate(Vector Vector_1, float float_2) 	CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : Creates and returns an AABB trigger thats bigger than the radius provided
 	void DestroyDamageInfo(damageinfo) 	Free a damageinfo object that was created with CreateDamageInfo().
 	void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) 	Internal native function for EntFire().
 	void DoEntFireByInstanceHandle(handle target, string action, string value, float delay, handle activator, handle caller) 	Internal native function for EntFireByHandle().
 	void EntFire(table scope, string target, string action, string value = "", float delay = 0.0, handle activator = scope.thisEntity)	Generate an entity I/O event on all entities matching the specified target name. The script scope of the calling entity should be passed to the first parameter.
 	void EntFireByHandle(handle self, handle target, string action, string value = "", float delay = 0.0, handle activator = self) 	Generate an entity I/O event on the specified entity. The calling entity should be passed to the first parameter.
 	handle EntIndexToHScript(int int_1) 	Turn an entity index integer to an HScript representing that entity's script instance.
 	void FireEntityIOInputNameOnly(ehandle ehandle_1, string string_2) 	Fire Entity's Action Input w/no data
 	void FireEntityIOInputString(ehandle ehandle_1, string string_2, string string_3) 	Fire Entity's Action Input with passed String - you own the memory
 	void FireEntityIOInputVec(ehandle ehandle_1, string string_2, Vector Vector_3) 	Fire Entity's Action Input with passed Vector ( hEntity, szActionName, vector )
 	float GetMaxOutputDelay(ehandle ehandle_1, string string_2) 	Get the longest delay for all events attached to an output
 	Vector GetPhysAngularVelocity(CBaseEntity entity) 	Get Angular Velocity for VPHYS or normal object. Returns a vector of the axis of rotation, multiplied by the degrees of rotation per second.
 	Vector GetPhysVelocity(CBaseEntity entity) 	Get Velocity for VPHYS or normal object.
 	CBasePlayer GetPlayerFromUserID(int userID) 	Given a user ID, return the script handle for the entity, or nil.
 	bool IsValidEntity(handle handle_1) 	Checks to see if the given hScript is a valid entity
 	handle PlayerInstanceFromIndex(int int_1) 	Get a script instance of a player by index.
 	void PrecacheEntityFromTable(string string_1, handle handle_2, handle handle_3) 	Precache an entity from KeyValues in table
 	void PrecacheEntityListFromTable(handle handle_1, handle handle_2) 	Precache a list of entity KeyValues table's
 	void PrecacheModel(string modelName, handle context) 	Manually precache a single model.
 	void PrecacheResource(string resourceType, string resourcePath, handle context) 	model_folder|sound|soundfile|particle|particle_folder"
 	void SetPhysAngularVelocity(CBaseEntity entity, Vector angVel) 	Set Angular Velocity for VPHYS or normal object, from a vector of the axis of rotation, multiplied by the degrees of rotation per second.
 	void SetRenderingEnabled(ehandle entityEhandle, bool enabled) 	Set rendering on/off for an EHANDLE.
 	handle SpawnEntityFromTableSynchronous(string string_1, handle handle_2) 	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 handle_1, handle handle_2) 	Asynchronously spawn an entity group from a list of spawn table's. A callback will be triggered when the spawning is complete
 	handle SpawnEntityListFromTableSynchronous(handle handle_1) 	Synchronously spawn an entity group from a list of spawn table's.
 	void StopEffect(handle handle_1, string string_2) 	(hEntity, szEffectName)
 	void UTIL_Remove(handle handle_1) 	Removes the specified entity
 	void UTIL_RemoveImmediate(handle handle_1) 	Do Not use this function. Use UTIL_Remove() instead. This will crash your game.
=== Отслеживание ===
Функция	Запись 	Описание
 	bool TraceCollideable(table parameters)	Does a raytrace against a single entity. Input and output parameters are stored in the specified table.
 	bool TraceHull(table parameters) 	Traces a axis aligned bounding box along a line. Input and output parameters are stored in the specified table.
 	bool TraceLine(table parameters) 	Does a raytrace along a line. Input and output parameters are stored in the specified table.
=== Звук ===
Функция	Запись 	Описание
 	void EmitGlobalSound(string soundName) 	Play named sound for all players.
 	void EmitSoundOn(string string_1, handle handle_2) 	Play named sound on Entity
 	void EmitSoundOnClient(string string_1, handle handle_2) 	Play named sound only on the client for the passed in player
 	void SetOpvarFloatAll(string string_1, string string_2, string string_3, float float_4) 	Sets an opvar value for all players
 	void SetOpvarFloatPlayer(string string_1, string string_2, string string_3, float float_4, handle handle_5)	Sets an opvar value for a single player ( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt )
 	void StartSoundEvent(string string_1, handle handle_2) 	Start a sound event
 	void StartSoundEventFromPosition(string string_1, Vector Vector_2) 	Start a sound event from position
 	void StartSoundEventFromPositionReliable(string string_1, Vector Vector_2) 	Start a sound event from position with reliable delivery
 	void StartSoundEventFromPositionUnreliable(string string_1, Vector Vector_2) 	Start a sound event from position with optional delivery
 	void StartSoundEventReliable(string string_1, handle handle_2) 	Start a sound event with reliable delivery
 	void StartSoundEventUnreliable(string string_1, handle handle_2) 	Start a sound event with optional delivery
 	void StopSoundEvent(string string_1, handle handle_2) 	Stops a sound event
 	void StopSoundOn(string soundName, handle playingEntity) 	Stop named sound on Entity
=== Разные ===
Функция	Запись 	Описание
 	float cvar_getf(string string_1) 	Gets the value of the given cvar, as a float.
 	bool cvar_setf(string string_1, float float_2) 	Sets the value of the given cvar, as a float.
 	void DebugBreak() 	Breaks in the debugger
 	bool DoIncludeScript(string scriptFileName, handle scope) 	Internal native function for IncludeScript().
 	void DoScriptAssert(bool assertion, string message) 	Internal native function for ScriptAssert().
 	string DoUniqueString(string root) 	Internal native function for UniqueString().
 	string FileToString(string a) 	Reads a string from a file to send to script
 	void FireGameEvent(string eventName, handle parameterTable) 	Fire a pre-defined event, which can be found either in custom_events.txt or in dota's resource/*.res
 	void FireGameEventLocal(string string_1, handle handle_2) 	Fire a game event without broadcasting to the client.
 	float FrameTime() 	Get the time spent on the server in the last frame
 	int GetFrameCount() 	Returns the engines current frame count
 	handle GetListenServerHost() 	Get the local player on a listen server.
 	string GetMapName() 	Get the name of the map.
 	bool IncludeScript(string scriptFileName, handle scope = nil) 	Execute a script file. Included in the current scope by default.
 	void InitLogFile(string string_1, string string_2) 	If the given file doesn't exist, creates it with the given contents; does nothing if it exists
 	bool IsClient() 	Returns true if this is lua running from the client.dll.
 	bool IsDedicatedServer() 	Returns true if this server is a dedicated server.
 	bool IsMarkedForDeletion(handle handle_1) 	Returns true if the entity is valid and marked for deletion.
 	bool IsServer() 	Returns true if this is lua running from the server.dll.
 	bool IsInToolsMode() 	Returns true if this is lua running from the dota2 workshop tools.
 	int ListenToGameEvent(string EventName, handle functionNameToCall, handle context) 	Register as a listener for a game event from script.
 	table LoadKeyValues(string string_1) 	Creates a table from the specified keyvalues text file
 	table LoadKeyValuesFromString(string string_1) 	Creates a table from the specified keyvalues string
 	table LocalTime() 	Returns the local system time as a table with the format {Hours = int; Minutes = int; Seconds = int}
 	int MakeStringToken(string string_1) 	
 	void RegisterSpawnGroupFilterProxy(string string_1) 	Create a C proxy for a script-based spawn group filter
 	void ReloadMOTD() 	Reloads the MotD file
 	void RemoveSpawnGroupFilterProxy(string string_1) 	Remove the C proxy for a script-based spawn group filter
 	bool rr_AddDecisionRule(handle handle_1) 	Add a rule to the decision database.
 	bool rr_CommitAIResponse(handle handle_1, handle handle_2) 	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 handle_1, handle handle_2, handle handle_3) 	Params: ( hEnt, hQuery, hResult ) // Static : tests 'query' against entity's response system and returns the best response found (or nil if none found).
 	void ScreenShake(Vector Vector_1, float float_2, float float_3, float float_4, float float_5, int int_6, bool bool_7)	Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
 	void ScriptAssert(bool assertion, string message = "") 	Asserts the passed in value. Prints out a message and brings up the assert dialog.
 	void SendToConsole(string string_1) 	Send a string to the console as a client command
 	void SendToServerConsole(string string_1) 	Send a string to the console as a server command
 	void SetQuestName(string string_1) 	Set the current quest name.
 	void SetQuestPhase(int int_1) 	Set the current quest phase.
 	void StopListeningToAllGameEvents(handle handle_1) 	Stop listening to all game events within a specific context.
 	bool StopListeningToGameEvent(int int_1) 	Stop listening to a particular game event.
 	bool StringToFile(string a, string b) 	* Directory traversal doesn't seem to work. The characters '.', '/' and '\\' are ignored.
 	float Time() 	Get the current server time
 	string UniqueString(string root = "") 	Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to table's when not sure what keys are already in use in that table.
 	void UnloadSpawnGroup(string string_1) 	Unload a spawn group by name
 	void UnloadSpawnGroupByHandle(int int_1) 	Unload a spawn group by handle
 	void UpdateEventPoints(handle handle_1) 	No Description Set
== Классы ==
=== CBaseEntity ===
Основной класс для объекта.
==== Методы ====
Функция	Запись 	Описание
 	void AddEffects(int nFlags) 	AddEffects( int ): Adds the render effect flag.
 	void ApplyAbsVelocityImpulse(Vector vecImpulse) 	Apply a Velocity Impulse.
 	void ApplyLocalAngularVelocityImpulse(Vector angImpulse) 	Apply an Angular Velocity Impulse.
 	float Attribute_GetFloatValue(string pName, float flDefault) 	Get float value for an entity attribute.
 	float Attribute_GetIntValue(string pName, int nDefault) 	Get int value for an entity attribute.
 	void Attribute_SetFloatValue(string pName, float flValue) 	Set float value for an entity attribute.
 	void Attribute_SetIntValue(string pName, int nValue) 	Set int value for an entity attribute.
 	void DeleteAttribute(string pName) 	Delete an entity attribute.
 	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 FollowEntity(handle hEntity, bool bBoneMerge) 	hEntity to follow, bool bBoneMerge
 	void GatherCriteria(handle hResult) 	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() 	Returns the world space origin of the entity.
 	float GetAbsScale() 	Get the absolute entity scale.
 	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. Only functional on prop_dynamic entities with the Scripted Movement property set.
 	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 name) 	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() 	Get entity relative angular velocity. Only functional on prop_dynamic entities with the Scripted Movement property set.
 	QAngle GetLocalAngles() 	Get entity pitch, yaw, roll as a QAngle, in the space of the entity's parent or attachment point
 	Vector GetLocalOrigin() 	Get entity origin as a Vector, in the space of the entity's parent or attachment point.
 	float GetLocalScale() 	Get the entity scale relative to that of its parent.
 	Vector GetLocalVelocity() 	Get Entity relative velocity. Only functional on prop_dynamic entities with the Scripted Movement property set.
 	float GetMass() 	Get the mass of an entity. (returns 0 if it doesn't have a physics object)
 	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() 	Returns the origin of the entity, either in world space ot in its parents space if parented.
 	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
 	int GetTeamNumber() 	Get the team number of this entity.
 	Vector GetUpVector() 	Get the up vector of the entity
 	Vector GetVelocity() 	World space velocity of the entity. Only functional on prop_dynamic entities with the Scripted Movement property set.
 	bool HasAttribute(string pName) 	See if an entity has a particular attribute.
 	bool IsAlive() 	No Description Set.
 	bool IsNPC() 	Is this entity an CAI_BaseNPC?
 	bool IsNull() 	Detect entity has been deleted from C++
 	bool IsPlayer() 	Is this a player entity?
 	void Kill() 	No Description Set
 	handle NextMovePeer() 	No Description Set
 	void OverrideFriction(float duration, float friction) 	Takes duration, value for a temporary override
 	void PrecacheScriptSound(string soundname) 	Precache a sound for later playing.
 	void RemoveEffects(int nFlags) 	RemoveEffects( int ): Removes the render effect flag.
 	void SetAbsAngles(float fPitch, float fYaw, float fRoll) 	Set entity world space pitch, yaw, roll by component.
 	void SetAbsOrigin(Vector origin) 	Sets the world space entity origin.
 	void SetAbsScale(float scale) 	Set the absolute scale of the entity.
 	void SetAngles(float pitch, float yaw, float roll) 	Set entity pitch, yaw, roll by component. If parented, this is set relative to the parents local space.
 	void SetAngularVelocity(float pitch, float yaw, float roll) 	Set the local angular velocity - takes float pitch, yaw, roll velocities. Only functional on prop_dynamic entities with the Scripted Movement property set.
 	void SetConstraint(Vector vPos) 	Set the position of the constraint.
 	void SetContext(string pName, string pValue, float duration) 	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 pName, float fValue, float duration) 	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 pszContextName, handle hThinkFunc, float flInterval)	Set a think function on this entity.
 	void SetEntityName(string pName) 	Set the name (targetname) of an entity.
 	void SetForwardVector(Vector forwardVec) 	Set the orientation of the entity to have this forward forwardVec
 	void SetFriction(float flFriction) 	Set PLAYER friction, ignored for objects
 	void SetGravity(float flGravity) 	Set PLAYER gravity, ignored for objects
 	void SetHealth(int hp) 	No Description Set
 	void SetLocalAngles(float pitch, float yaw, float roll) 	Set the entity pitch, yaw, roll by component, relative to the local space of the entity's parent or attachment point.
 	void SetLocalOrigin(Vector origin) 	Set the entity origin from a Vector, relative to the local space of the entity's parent or attachment point.
 	void SetLocalScale(float scale) 	Set the entity scale relative to the entity's parent.
 	void SetMass(float flMass) 	Set the mass of an entity. (does nothing if it doesn't have a physics object)
 	void SetMaxHealth(int maxHP) 	No Description Set
 	void SetOrigin(Vector origin) 	No Description Set
 	void SetOwner(handle owningEntity) 	Sets this entity's owner.
 	void SetParent(handle hParent, string pAttachmentname) 	Set the parent for this entity. The attachment is optional, pass an empty string to not use it.
 	void SetTeam(int team) 	No Description Set
 	void SetThink(function thinkFunction, string thinkName, float initialDelay) 	Sets a thinker function to be called periodically.
 	void SetVelocity(Vector vecVelocity) 	Sets the world space velocity of the entity. Only functional on prop_dynamic entities with the Scripted Movement property set.
 	void StopSound(string soundName) 	Stops the named sound playing from this entity.
 	void StopThink (string thinkName) 	Stops the named thinker function.
 	int TakeDamage(damageinfo hInfo) 	Apply damage to this entity. Use CreateDamageInfo() to create a damageinfo object.
 	Vector TransformPointEntityToWorld(Vector vPoint) 	Returns the input Vector transformed from entity to world space.
 	Vector TransformPointWorldToEntity(Vector vPoint) 	Returns the input Vector transformed from world to entity space.
 	void Trigger() 	Fires off this entity's OnTrigger responses.
 	void ValidatePrivateScriptScope() 	Validates the private script scope and creates it if one doesn't exist.
==== Уловки ====
Добавление функции с указанной записью в скрипте объекта приводит к тому, что она вызывается из кода в соответствующий момент.
Функция	Запись 	Описание
 	void Activate(int activateType) 	Called on , after the entity has spawned. If the entity is spawned on map load, Activate() is called after all entities have spawned. The activateType parameter contains an enumeration as documented here.
 	void OnBreak() 	Called when a breakable entity is broken.
 	string OnEntText() 	Called every frame when is enabled on the entity. Return a string to be added to the ent_text printout.
 	unknown OnTakeDamage(table damageTable) 	Called when the entity takes damage. Table format: {inflictor = handle, damage_direction = Vector, damage_position = Vector, damage_force = Vector, damage = int, attacker = handle}
 	void Precache(CScriptPrecacheContext context)	Called when the entity is precached. Used to precache any additional resources needed by the script using the global Precache family of script functions.
 	void Spawn(CScriptKeyValues spawnkeys) 	Called on , just after the entity has been created, but before it has been initialized. Passes a CScriptKeyValues handle that can be used to query the entity spawn keyvalues.
 	void UpdateOnRemove() 	Called before the entity is killed.
=== CEntityInstance ===
:::::extends CBaseEntity
Все объекты наследуются от этого.
==== Методы ====
Функция	Запись 	Описание
 	void ConnectOutput(string string_1, string string_2) 	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 string_1, string string_2) 	Removes a connected script function from an I/O event on this entity.
 	void DisconnectRedirectedOutput(string string_1, string string_2, handle handle_3) 	Removes a connected script function from an I/O event on the passed entity.
 	int entindex() 	No Description Set
 	void FireOutput(string outputName, handle activator, handle caller, table args, float delay)	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 string_1) 	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 string_1, string string_2, handle handle_3) 	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 string_1, int int_2) 	Set Integer Attribute
=== CBaseModelEntity ===
:::::extends CBaseEntity
Объекты с моделями наследуются от этого.
==== Методы ====
Функция	Запись 	Описание
 	unsigned GetMaterialGroupHash() 	Get the material group hash of this entity.
 	<unknown> GetMaterialGroupMask() 	Get the mesh group mask of this entity.
 	int GetRenderAlpha() 	Get the alpha modulation of this entity.
 	Vector GetRenderColor() 	Get the render color of the entity.
 	void SetBodygroup(int iGroup, int iValue) 	Sets a bodygroup by index.
 	void SetBodygroupByName(int iGroup, int iValue) 	Sets a bodygroup by name.
 	void SetLightGroup(string pLightGroup) 	Sets the light group of the entity.
 	void SetMaterialGroup(string pMaterialGroup) 	Set the material group of this entity.
 	void SetMaterialGroupHash(uint32 nHash) 	Set the material group hash of this entity.
 	void SetMaterialGroupMask(uint64 nMeshGroupMask) 	Set the mesh group mask of this entity.
 	void SetModel(string pModelName) 	Changes the model of the entity. Make sure the new model is precached before using.
 	void SetRenderAlpha(int nAlpha) 	Set the alpha modulation of this entity.
 	void SetRenderColor(int red, int green, int blue)	Sets the render color of the entity.
 	void SetRenderMode(int nMode) 	Sets the render mode of the entity.
 	void SetSingleMeshGroup(string pMeshGroupName) 	Set a single mesh group for this entity.
 	void SetSize(Vector mins, Vector maxs) 	
=== CBasePlayer ===
Класс объектов персонажа игрока.
==== Методы ====
Функция	Запись 	Описание
 	bool AreChaperoneBoundsVisible() 	Returns whether this player's chaperone bounds are visible.
 	handle GetHMDAnchor() 	Returns the HMD anchor entity for this player if it exists.
 	CPropHMDAvatar GetHMDAvatar() 	Returns the HMD Avatar entity for this player if it exists.
 	Vector GetPlayArea(int nPoint) 	Returns the Vector position of the point you ask for. Pass 0-3 to get the four points.
 	int GetUserID() 	Returns the player's user ID.
 	int GetVRControllerType() 	Returns the type of controller being used while in VR. See list at the bottom of the page for controller types.
 	bool IsNoclipping() 	Returns true if the player is in noclip mode.
 	bool IsUsePressed() 	Returns true if the use key is pressed.
 	bool IsVRControllerButtonPressed(int nButton)	Returns true if the controller button is pressed.
 	bool IsVRDashboardShowing() 	Returns true if the SteamVR dashboard is showing for this player.
=== CHL2_Player ===
Подкласс для персонажа игрока Half-Life.
==== Методы ====
Функция	Запись 	Описание
 	bool PlayerCounter_CanModifyValue(string name, int delta) 	
 	int PlayerCounter_SetMax(string name, int max) 	
 	int PlayerCounter_ModifyValue(string name, int delta) 	
 	int PlayerCounter_SetMin(string name, int min) 	
 	int PlayerCounter_SetMinMax(string name, int min, int max)	
 	int PlayerCounter_SetValue(string name, int value) 	
 	int PlayerCounter_GetValue(string name) 	
=== CBaseAnimating ===
:::::extends CBaseEntity
Класс, содержащий методы, участвующие в анимации. Большинство объектов на основе моделей наследуют это.
==== Методы ====
Функция	Запись 	Описание
 	float ActiveSequenceDuration() 	Returns the duration in seconds of the active sequence.
 	Vector GetAttachmentAngles(int iAttachment) 	Get the attachment id's angles as a p,y,r vector
 	Vector GetAttachmentForward(int iAttachment) 	Get the attachment id's forward vector.
 	Vector GetAttachmentOrigin(int iAttachment) 	Get the attachment id's origin vector
 	float GetCycle() 	Get the cycle of the animation.
 	table GetGraphParameter(string pszParam) 	Get the value of the given animGraph parameter.
 	float GetModelScale() 	Get scale of entity's model.
 	string GetSequence() 	Returns the name of the active sequence.
 	bool IsSequenceFinished() 	Ask whether the main sequence is done playing
 	void ResetSequence(string pSequenceName) 	Sets the active sequence by name, resetting the current cycle
 	int ScriptLookupAttachment(string pAttachmentName) 	Get the named attachment id
 	float SequenceDuration(string pSequenceName) 	Returns the duration in seconds of the given sequence name.
 	void SetGraphLookTarget(Vector vValue) 	Pass the desired look target in world space to the graph.
 	void SetGraphParameter(string pszParam, table svArg) 	Set the specific param value, type is inferred from the type in script.
 	void SetGraphParameterBool(string szName, bool bValue) 	Set the specific boolean parameter on or off.
 	void SetGraphParameterEnum(string szName, int nValue) 	Pass the enum (int) value to the specified param.
 	void SetGraphParameterFloat(string szName, float flValue) 	Pass the float value to the specified parameter.
 	void SetGraphParameterInt(string szName, int nValue) 	Pass the int value to the specified param.
 	void SetGraphParameterVector(string szName, Vector vValue) 	Pass the vector value to the specified param in the graph.
 	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 szName, float fValue) 	Set the specified pose parameter to the specified value.
 	bool SetProceduralIKTarget(string pChainName, string pTargetName, Vector vTargetPosition, QAngle qTargetRotation)	Sets the named procedural IK target.
 	bool SetProceduralIKTargetWeight(string pChainName, string pTargetName, float flWeight) 	Sets the named procedural IK targets weight: 0 = full animation, 1 = full IK.
 	void SetSequence(string pSequenceName) 	Sets the active sequence by name, keeping the current cycle.
 	void SetSkin(int iSkin) 	Sets the model skin by index.
 	void StopAnimation() 	Stop the current animation by setting playback rate to 0.0.
=== CBaseFlex ===
:::::extends CBaseAnimating
Анимированные объекты, поддерживающие изгиб вершин.
==== Методы ====
Функция	Запись 	Описание
 	int FindFlexController(string pszFlexControllerName) 	Finds a flex controller by name, returns the index, -1 if not found
 	handle GetCurrentScene() 	Returns the instance of the oldest active scene entity (if any).
 	float GetFlexWeight(int nFlexControllerIndex) 	Gets the weight of a flex controller specified by index, use FindFlexController to get the index of a flex controller by name.
 	handle GetSceneByIndex(int index) 	Returns the instance of the scene entity at the specified index.
 	float ScriptPlayScene(string pszSceneFile, float flDelay) 	Play the specified .vcd file.
 	void SetFlexWeight(int nFlexControllerIndex, float flWeight)	Sets the weight of a flex controller specified by index, use FindFlexController to get the index of a flex controller by name.
=== CBaseCombatCharacter ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	table GetEquippedWeapons() 	Returns an array of all the equipped weapons
 	int GetFaction() 	Get the combat character faction.
 	int GetWeaponCount() 	Gets the number of weapons currently equipped
 	Vector ShootPosition(int nHand)	Returns the shoot position eyes (or hand in VR).
=== CBodyComponent ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	void AddImpulseAtPosition(Vector Vector_1, Vector Vector_2)	Apply an impulse at a worldspace position to the physics
 	void AddVelocity(Vector Vector_1, Vector Vector_2) 	Add linear and angular velocity to the physics object
 	void DetachFromParent() 	Detach from its parent
 	<unknown> GetSequence() 	Returns the active sequence
 	bool IsAttachedToParent() 	Is attached to parent
 	<unknown> LookupSequence(string string_1) 	Returns a sequence id given a name
 	float SequenceDuration(string string_1) 	Returns the duration in seconds of the specified sequence
 	void SetAngularVelocity(Vector Vector_1) 	No Description Set
 	void SetAnimation(string string_1) 	Pass string for the animation to play on this model
 	void SetBodyGroup(string string_1) 	No Description Set
 	void SetMaterialGroup(utlstringtoken utlstringtoken_1) 	No Description Set
 	void SetVelocity(Vector velocity) 	No Description Set
=== CEntities ===
Предоставляет методы для перечисления всех объектов на стороне сервера.
Глобальная переменная доступа: Entities
==== Методы ====
Функция	Запись 	Описание
 	handle CreateByClassname(string className) 	Creates an entity by class name.
 	table FindAllByClassname(string string_1) 	Finds all entities by class name. Returns an array containing all the found entities.
 	table FindAllByClassnameWithin(string string_1, Vector Vector_2, float float_3) 	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 GetLocalPlayer() 	Get the local player.
 	handle Next(handle startFrom) 	Continue an iteration over the list of entities, providing reference to a previously found entity
=== CAI_BaseNPC ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	handle GetSquad()	Get the squad to which this NPC belongs.
=== CBaseTrigger ===
:::::extends CBaseEntity
Entity class for triggers.
==== Методы ====
Функция	Запись 	Описание
 	void Disable() 	Disable the trigger
 	void Enable() 	Enable the trigger
 	bool IsTouching(handle hEnt)	Checks whether the passed entity is touching the trigger.
=== CEnvTimeOfDay2 ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	float GetFloat(utilstringtoken unknown, float unknown) 	Lookup dynamic time-of-day float value.
 	Vector GetVector(utilstringtoken unknown, Vector unknown)	Lookup dynamic time-of-day vector value.
=== CEnvEntityMaker ===
:::::extends CBaseEntity
Entity class for .
==== Методы ====
Функция	Запись 	Описание
 	void SpawnEntity() 	Create an entity at the location of the maker
 	void SpawnEntityAtEntityOrigin(handle hEntity) 	Create an entity at the location of a specified entity instance
 	void SpawnEntityAtLocation(Vector vecAlternateOrigin, Vector vecAlternateAngles)	Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
 	void SpawnEntityAtNamedEntityOrigin(string pszName) 	Create an entity at the location of a named entity
=== CEntityScriptFramework ===
Interface to the C++-side of entity framework
глобальная переменная доступа: EntityFramework
==== Методы ====
No methods available.
==== Уловки ====
Called on the entity framework script.
Функция	Запись 	Описание
 	void CreateEntity(string className, handle instance) 	
 	bool DispatchActivate(handle entity) 	
 	bool DispatchInput(string inputName, table target,unknown args) 	
 	void DispatchPrecache(handle entity, CScriptPrecacheContext context) 	
 	void DispatchSpawn(handle entity, CScriptKeyValuesspawnkeys) 	
 	bool DispatchUpdateOnRemove(handle entity) 	
 	string GetClassNameOverride(string className) 	
 	string GetDesignerNameForScriptClass(string className,handle instance)	
 	table GetInputsForScriptClass(string scriptClassName) 	
 	string GetNativeClassForScriptClass(string scriptClassName) 	
 	CNativeOutputs GetNativeOutputsForClass(string scriptClassName) 	
 	string GetScriptClassForDesignerName(string designerName) 	
 	void InstallClasses() 	
=== CInfoWorldLayer ===
Entity class for .
==== Методы ====
Функция	Запись 	Описание
 	void HideWorldLayer()	Hides this layer.
 	void ShowWorldLayer()	Shows this layer.
=== CMarkupVolumeTagged ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	bool HasTag(string pszTagName)	Does this volume have the given tag.
=== CScriptPrecacheContext ===
Контейнер для хранения контекста, опубликованного в функции предварительного кэширования в скрипте
==== Методы ====
Функция	Запись 	Описание
 	void AddResource(string string_1)	Precaches a specific resource
 	variable GetValue(string key) 	Reads a spawn key.
=== CScriptKeyValues ===
Контейнер, содержащий ключевые значения, опубликованные в функции Spawn().
==== Методы ====
Функция	Запись 	Описание
 	variable GetValue(string key)	Reads a spawn key.
=== CNativeOutputs ===
Контейнер для хранения выходных данных, опубликованных скриптовыми классами энтити в коде игры.
==== Методы ====
Функция	Запись 	Описание
 	void CNativeOutputs() 	Creates a new CNativeOutputs object.
 	void AddOutput(string outputName, string description)	Add an output.
 	void Init(int numOutputs) 	Initialize with specified number of outputs.
=== CEnvProjectedTexture ===
:::::extends CBaseEntity
Класс сущностей для .
==== Методы ====
Функция	Запись 	Описание
 	void SetFarRange(float flRange) 	Set light maximum range
 	void SetLinearAttenuation(float flAtten) 	Set light linear attenuation value
 	void SetNearRange(float flRange) 	Set light minimum range
 	void SetQuadraticAttenuation(float flAtten) 	Set light quadratic attenuation value
 	void SetVolumetrics(bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset)	Turn on/off light volumetrics: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset
=== CInfoData ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	Vector QueryColor(utlstringtoken tok, Vector vDefault) 	Query color data for this key
 	float QueryFloat(utlstringtoken tok, float flDefault) 	Query float data for this key
 	int QueryInt(utlstringtoken tok, int nDefault) 	Query int data for this key
 	float QueryNumber(utlstringtoken tok, float flDefault) 	Query number data for this key
 	string QueryString(utlstringtoken tok, string pDefault)	Query string data for this key
 	Vector QueryVector(utlstringtoken tok, Vector vDefault)	Query vector data for this key
=== CPhysicsProp ===
Класс энтити для и родственных классов.
==== Методы ====
Функция	Запись 	Описание
 	void SetDynamicVsDynamicContinuous(bool bIsDynamicVsDynamicContinuousEnabled)	Enable/disable dynamic vs dynamic continuous collision traces.
 	void DisableMotion() 	Enable motion for the prop.
 	void EnableMotion() 	Enable motion for the prop.
=== CDebugOverlayScriptHelper ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	void Axis(Vector Vector_1, Quaternion Quaternion_2, float float_3, bool bool_4, float float_5) 	Draws an axis. Specify origin + orientation in world space.
 	void Box(Vector Vector_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, bool bool_7, float float_8) 	Draws a world-space axis-aligned box. Specify bounds in world space.
 	void BoxAngles(Vector Vector_1, Vector Vector_2, Vector Vector_3, Quaternion Quaternion_4, int int_5, int int_6, int int_7, int int_8, bool bool_9, float float_10) 	Draws an oriented box at the origin. Specify bounds in local space.
 	void Capsule(Vector Vector_1, Quaternion Quaternion_2, float float_3, float float_4, int int_5, int int_6, int int_7, int int_8, bool bool_9, float float_10) 	Draws a capsule. Specify base in world space.
 	void Circle(Vector Vector_1, Quaternion Quaternion_2, float float_3, int int_4, int int_5, int int_6, int int_7, bool bool_8, float float_9) 	Draws a circle. Specify center in world space.
 	void CircleScreenOriented(Vector Vector_1, float float_2, int int_3, int int_4, int int_5, int int_6, bool bool_7, float float_8) 	Draws a circle oriented to the screen. Specify center in world space.
 	void Cone(Vector Vector_1, Vector Vector_2, float float_3, float float_4, int int_5, int int_6, int int_7, int int_8, bool bool_9, float float_10) 	Draws a wireframe cone. Specify endpoint and direction in world space.
 	void Cross(Vector Vector_1, float float_2, int int_3, int int_4, int int_5, int int_6, bool bool_7, float float_8) 	Draws a screen-aligned cross. Specify origin in world space.
 	void Cross3D(Vector Vector_1, float float_2, int int_3, int int_4, int int_5, int int_6, bool bool_7, float float_8) 	Draws a world-aligned cross. Specify origin in world space.
 	void Cross3DOriented(Vector Vector_1, Quaternion Quaternion_2, float float_3, int int_4, int int_5, int int_6, int int_7, bool bool_8, float float_9) 	Draws an oriented cross. Specify origin in world space.
 	void DrawTickMarkedLine(Vector Vector_1, Vector Vector_2, float float_3, int int_4, int int_5, int int_6, int int_7, int int_8, bool bool_9, float float_10) 	Draws a dashed line. Specify endpoint's in world space.
 	void EntityAttachments(ehandle ehandle_1, float float_2, float float_3) 	Draws the attachments of the entity
 	void EntityAxis(ehandle ehandle_1, float float_2, bool bool_3, float float_4) 	Draws the axis of the entity origin
 	void EntityBounds(ehandle ehandle_1, int int_2, int int_3, int int_4, int int_5, bool bool_6, float float_7) 	Draws bounds of an entity
 	void EntitySkeleton(ehandle ehandle_1, float float_2) 	Draws the skeleton of the entity
 	void EntityText(ehandle ehandle_1, int int_2, string string_3, int int_4, int int_5, int int_6, int int_7, float float_8) 	Draws text on an entity
 	void FilledRect2D(Vector2D Vector2D_1, Vector2D Vector2D_2, int int_3, int int_4, int int_5, int int_6, float float_7) 	Draws a screen-space filled 2D rectangle. Coordinates are in pixels.
 	void HorzArrow(Vector Vector_1, Vector Vector_2, float float_3, int int_4, int int_5, int int_6, int int_7, bool bool_8, float float_9) 	Draws a horizontal arrow. Specify endpoint's in world space.
 	void Line(Vector Vector_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, bool bool_7, float float_8) 	Draws a line between two point's
 	void Line2D(Vector2D Vector2D_1, Vector2D Vector2D_2, int int_3, int int_4, int int_5, int int_6, float float_7) 	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 utlstringtoken_1) 	Pushes an identifier used to group overlays. Deletes all existing overlays using this overlay id.
 	void PushDebugOverlayScope(utlstringtoken utlstringtoken_1) 	Pushes an identifier used to group overlays. Overlays marked with this identifier can be deleted in a big batch.
 	void RemoveAllInScope(utlstringtoken utlstringtoken_1) 	Removes all overlays marked with a specific identifier, regardless of their lifetime.
 	void SolidCone(Vector Vector_1, Vector Vector_2, float float_3, float float_4, int int_5, int int_6, int int_7, int int_8, bool bool_9, float float_10) 	Draws a solid cone. Specify endpoint and direction in world space.
 	void Sphere(Vector Vector_1, float float_2, int int_3, int int_4, int int_5, int int_6, bool bool_7, float float_8) 	Draws a wireframe sphere. Specify center in world space.
 	void SweptBox(Vector Vector_1, Vector Vector_2, Vector Vector_3, Vector Vector_4, Quaternion Quaternion_5, int int_6, int int_7, int int_8, int int_9, float float_10) 	Draws a swept box. Specify endpoint's in world space and the bounds in local space.
 	void Text(Vector Vector_1, int int_2, string string_3, float float_4, int int_5, int int_6, int int_7, int int_8, float float_9) 	Draws 2D text. Specify origin in world space.
 	void Texture(string string_1, Vector2D Vector2D_2, Vector2D Vector2D_3, int int_4, int int_5, int int_6, int int_7, Vector2D Vector2D_8, Vector2D Vector2D_9, float float_10)	Draws a screen-space texture. Coordinates are in pixels.
 	void Triangle(Vector Vector_1, Vector Vector_2, Vector Vector_3, int int_4, int int_5, int int_6, int int_7, bool bool_8, float float_9) 	Draws a filled triangle. Specify vertices in world space.
 	void UnitTestCycleOverlayRenderType() 	Toggles the overlay render type, for unit tests
 	void VectorText3D(Vector Vector_1, Quaternion Quaternion_2, string string_3, int int_4, int int_5, int int_6, int int_7, bool bool_8, float float_9) 	Draws 3D text. Specify origin + orientation in world space.
 	void VertArrow(Vector Vector_1, Vector Vector_2, float float_3, int int_4, int int_5, int int_6, int int_7, bool bool_8, float float_9) 	Draws a vertical arrow. Specify endpoint's in world space.
 	void YawArrow(Vector Vector_1, float float_2, float float_3, float float_4, int int_5, int int_6, int int_7, int int_8, bool bool_9, float float_10) 	Draws a arrow associated with a specific yaw. Specify endpoint's in world space.
=== CSceneEntity ===
:::::extends CBaseEntity
Choreographed scene which controls animation and/or dialog on one or more actors.
==== Методы ====
Функция	Запись 	Описание
 	void AddBroadcastTeamTarget(int int_1) 	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 string_1) 	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 string_1, string string_2)	given a dummy scene name and a vcd string, load the scene
 	void RemoveBroadcastTeamTarget(int int_1) 	Removes a team (by index) from the broadcast list
 	void Start(handle handle_1) 	Start scene playback, takes activatorEntity as param
=== CCustomGameEventManager ===
No Description Set
==== Методы ====
Глобальная переменная доступа: CustomGameEventManager
Функция	Запись 	Описание
 	int RegisterListener(string string_1, handle handle_2) 	( string EventName, func CallbackFunction ) - Register a callback to be called when a particular custom event arrives. Returns a listener ID that can be used to unregister later.
 	void Send_ServerToAllClients(string string_1, handle handle_2) 	( string EventName, table EventData )
 	void Send_ServerToPlayer(handle handle_1, string string_2, handle handle_3)	( Entity Player, string EventName, table EventData )
 	void Send_ServerToTeam(int int_1, string string_2, handle handle_3) 	( int TeamNumber, string EventName, table EventData )
 	void UnregisterListener(int int_1) 	( int ListnerID ) - Unregister a specific listener
=== CParticleSystem ===
=== CPointClientUIWorldPanel ===
Класс объекта для 
A 2D panel projected at a set position in the world.
==== Методы ====
Функция	Запись 	Описание
 	void AcceptUserInput() 	Tells the panel to accept user input.
 	void AddCSSClasses(string classes) 	Adds CSS class(es) to the panel.
 	void IgnoreUserInput() 	Tells the panel to ignore user input.
 	void IsGrabbable() 	Returns whether this entity is grabbable.
 	void RemoveCSSClasses(string classes)	Remove CSS class(es) from the panel.
=== CPointTemplate ===
Класс сущности для 
==== Методы ====
Функция	Запись 	Описание
 	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 hCallbackFunc, handle hCallbackScope)	SetSpawnCallback( hCallbackFunc, hCallbackScope, hCallbackData ) : Set a callback for when the template spawns entities. The spawned entities will be passed in as an array.
=== CPointWorldText===
Entity class for .
==== Методы ====
Функция	Запись 	Описание
 	void SetMessage(string pMessage)	Set the message on this entity.
=== CPropHMDAvatar ===
Класс объекта для .
==== Методы ====
Функция	Запись 	Описание
 	CPropVRHand GetVRHand(int nHandID)	Get VR hand by ID (0 and 1).
=== CPropVRHand ===
Класс объекта для . Представляет контроллер для перемещения в VR. Контроллеры могут быть перечислены для каждого игрока с помощью метода CPropHMDAvatar::GetVRHand().
==== Методы ====
Функция	Запись 	Описание
 	void AddHandAttachment(handle attachment) 	Add the attachment to this hand.
 	void AddHandModelOverride(string modelName) 	Add a model override for this hand.
 	handle FindHandModelOverride(string pModelName) 	Find a specific model override for this hand.
 	void FireHapticPulse(int strength) 	Fire a haptic pulse on this hand. Integer range [0, 1, 2] for strength.
 	void FireHapticPulsePrecise(int nPulseDuration) 	Fire a haptic pulse on this hand. Specify the duration in micro seconds.
 	handle GetHandAttachment() 	Get the attachment on this hand.
 	int GetHandID() 	Get the players hand ID for this hand.
 	int GetLiteralHandType() 	Get literal type for this hand.
 	CBasePlayer GetPlayer() 	Get the player for this hand.
 	Vector GetVelocity() 	Get the filtered controller velocity.
 	string GetVRControllerTypeName() 	Returns the controller type name of the first found controller.
 	void RemoveAllHandModelOverrides() 	Remove all model overrides for this hand.
 	void RemoveHandAttachmentByHandle(handle hAttachment)	Remove hand attachment by handle.
 	void RemoveHandModelOverride(string pModelName) 	Remove a model override for this hand.
 	void SetHandAttachment(handle hAttachment) 	Set the attachment for this hand.
=== CScriptParticleManager ===
Позволяет создавать и манипулировать системами частиц.
Global accessor variable: ParticleManager
Функция	Запись 	Описание
 	int CreateParticle(string particleName, int particleAttach, handle owningEntity) 	Creates a new particle effect. Returns the index of the created effect.
 	int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer) 	Creates a new particle effect that only plays for the specified player. Returns the index of the created effect.
 	void DestroyParticle(int particleID, bool immediately) 	Destroys particle.
 	string GetParticleReplacement(string string_1, handle handle_2) 	No Description Set
 	void ReleaseParticleIndex(int particleId) 	Frees the specified particle index
 	void SetParticleAlwaysSimulate(int int_1) 	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 particleId, int controlIndex, handle entity, ParticleAttachment_t attachType, string attachment, Vector origin, bool unknown)	Attaches the control point to an entity.
 	void SetParticleControlForward(int FXIndex, int controlIndex, Vector forward) 	Set the forward direction for a control point on a particle effect.
 	void SetParticleControlOffset(int iIndex, int iPoint, Vector vecOffset) 	Set the linear offset for a control on a particle effect.
 	void SetParticleControlOrientation(int FXIndex, int controlIndex, Vector forward, Vector right, Vector up) 	Set the orientation for a control point on a particle effect.
 	void SetParticleControlOrientationFLU(int FXIndex, int controlIndex, Vector forward, Vector left, Vector up) 	Set the orientation for a control point on a particle effect.
=== SteamInfo ===
==== Методы ====
Функция	Запись 	Описание
 	bool IsPublicUniverse()	Is the script connected to the public Steam universe.
=== CTakeDamageInfo ===
DamageInfo handle returned by CreateDamageInfo()
==== Методы ====
Функция	Запись 	Описание
 	void AddDamage(float addAmount) 	Adds to the damage value.
 	void AddDamageType(int bitsDamageType) 	Adds damage type bit flags.
 	bool AllowFriendlyFire() 	
 	bool BaseDamageIsValid() 	
 	bool CanBeBlocked() 	
 	int GetAmmoType() 	
 	CBaseEntity GetAttacker() 	Returns the attacker entity.
 	float GetBaseDamage() 	
 	float GetDamage() 	Returns the damage value.
 	int GetDamageCustom() 	
 	Vector GetDamageForce() 	Returns the damage force.
 	int GetDamagePosition() 	Returns the damage position.
 	float GetDamageTaken() 	
 	int GetDamageType() 	Returns the damage type bitfield.
 	CBaseEntity GetInflictor() 	Returns the inflictor entity (usually the weapon).
 	float GetMaxDamage() 	
 	float GetOriginalDamage() 	
 	float GetRadius() 	
 	Vector GetReportedPosition() 	
 	float GetStabilityDamage() 	
 	void ScaleDamage(float scaleAmount) 	
 	void SetAllowFriendlyFire(bool allow) 	
 	void SetAmmoType(intammoType) 	
 	void SetAttacker(CBaseEntity attacker) 	
 	void SetCanBeBlocked(bool block) 	
 	void SetDamage(float damage) 	Set new damage value.
 	void SetDamageCustom(int damageCustom) 	
 	void SetDamageForce(Vector damageForce) 	Sets the damage force vector.
 	void SetDamagePosition(Vector damagePosition) 	Sets the global space damage position.
 	void SetDamageTaken(int damageTaken) 	
 	void SetDamageType(int bitsDamageType) 	Set the damage type bitfield.
 	void SetMaxDamage(float maxDamage) 	
 	void SetOriginalDamage(float originalDamage) 	
 	void SetRadius(float radius) 	
 	void SetReportedPosition(Vector reportedPosition)	
 	void SetStabilityDamage(float stabilityDamage) 	
=== Convars ===
Allows access to read and modify console variables.
Global accessor variable: ConVars
==== Методы ====
Функция	Запись 	Описание
 	table GetBool(string variableName) 	GetBool(name) : returns the convar as a boolean flag.
 	handle GetCommandClient() 	GetCommandClient() : returns the 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 string_1) 	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 string_1, int int_2) 	SetInt(name, val) : sets the value of the convar to the int.
 	void SetStr(string string_1, string string_2) 	SetStr(name, val) : sets the value of the convar to the string.
=== Decider ===
No Description Set
==== Методы ====
Функция	Запись 	Описание
 	bool AddRule(CRule rule) 	Add a CRule object (defined in rulescript_base.nut)
 	handle FindAllMatches(handle query, float leeway)	Returns an array of all matching responses. If leeway is nonzero, all results scoring within 'leeway' of the best score return.
 	handle FindBestMatch(handle query) 	Query the database and return the best result found. If multiple of equal score found, an arbitrary one returns.
=== GlobalSys ===
Used to read the command line parameters the game was started with.
Global accessor variable: GlobalSys
==== Методы ====
Функция	Запись 	Описание
 	bool CommandLineCheck(string name) 	Returns true if the command line param was used, otherwise false.
 	float CommandLineFloat(string name)	Returns the command line param as a float.
 	int CommandLineInt(string name) 	Returns the command line param as an int.
 	string CommandLineStr(string name) 	Returns the command line param as a string.
=== Uint64 ===
Integer with binary operations. Used for motion controller button masks.
==== Методы ====
Функция	Запись 	Описание
 	int BitwiseAnd(Uint64 operand)	Performs bitwise AND between two integers.
 	int BitwiseOr(Uint64 operand) 	Performs bitwise OR between two integers.
 	int BitwiseXor(Uint64 operand)	Performs bitwise XOR between two integers.
 	int BitwiseNot(Uint64 operand)	Performs bitwise NOT between two integers.
 	int ClearBit(int bitvalue) 	Clears the specified bit.
 	bool IsBitSet(int bitvalue) 	Checks if a bit is set.
 	int SetBit(int bitvalue) 	Sets the specified bit.
 	int ToggleBit(int bitvalue) 	Toggles the specified bit.
 	string ToHexString() 	Returns a hexadecimal string representation of the integer.
=== QAngle ===
Class for angles.
==== Методы ====
Функция	Запись 	Описание
 	QAngle(float pitch, float yaw, float roll)	Creates a new QAngle.
 	QAngle __add(QAngle a, QAngle b) 	Overloaded +. Adds angles together.
 	bool __eq(QAngle a, QAngle b) 	Overloaded ==. Tests for Equality
 	string __tostring() 	Overloaded .. Converts the QAngle to a human readable string.
 	Vector Forward() 	Returns the forward vector.
 	Vector Left() 	Returns the left vector.
 	Vector Up() 	Returns the up vector.
==== Методы ====
Переменная	Описание
x 	Pitch angle
y 	Yaw angle
z 	Roll angle
=== Quarternion ===
Class for quaterinions.
Global accessor variable: None available
=== Вектор ===
3D vector class.
==== Методы ====
Функция	Запись 	Описание
 	Vector(float x, float y, float z) 	Creates a new vector with the specified Cartesian coordinates.
 	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. can also be used to multiply with scalars.
 	Vector __sub(Vector a, Vector b) 	Overloaded -. Subtracts vectors
 	string __tostring() 	Overloaded .. Converts vectors to strings
 	Vector __unm() 	Overloaded unary - operator. Reverses the vector.
 	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 Lerp(Vector target, float t)	Linear interpolation between the vector and the passed in target over t = [0,1].
 	Vector Normalized() 	Returns the vector normalized.
==== Members ====
Переменная	Описание
x 	X-axis
y 	Y-axis
z 	Z-axis
== Перечислимые типы ==
=== Activation types ===
Passed to the Activate() hook function.
Название 	Значение	Описание
ACTIVATE_TYPE_INITIAL_CREATION 	0 	When the function is called after entity creation.
ACTIVATE_TYPE_DATAUPDATE_CREATION	1 	
ACTIVATE_TYPE_ONRESTORE 	2 	When the function is called after the entity has been restored from a saved game.
=== Damage types ===
Название 	Значение 	Описание
DMG_GENERIC 	0 	
DMG_CRUSH 	1 	
DMG_BULLET 	2 	
DMG_SLASH 	4 	
DMG_BURN 	8 	
DMG_VEHICLE 	16 	
DMG_FALL 	32 	
DMG_BLAST 	64 	
DMG_CLUB 	128 	
DMG_SHOCK 	256 	
DMG_SONIC 	512 	
DMG_ENERGYBEAM 	1024 	
DMG_PREVENT_PHYSICS_FORCE	2048 	
DMG_NEVERGIB 	4096 	
DMG_ALWAYSGIB 	8192 	
DMG_DROWN 	16384 	
DMG_PARALYZE 	32768 	
DMG_NERVEGAS 	65536 	
DMG_POISON 	131072 	
DMG_RADIATION 	262144 	
DMG_DROWNRECOVER 	524288 	
DMG_ACID 	1048576 	
DMG_SLOWBURN 	2097152 	
DMG_REMOVENORAGDOLL 	4194304 	
DMG_PHYSGUN 	8388608 	
DMG_PLASMA 	16777216 	
DMG_AIRBOAT 	33554432 	
DMG_DISSOLVE 	67108864 	
DMG_BLAST_SURFACE 	134217728	
DMG_DIRECT 	268435456	
=== ParticleAttachment_t ===
Название 	Значение	Описание
PATTACH_INVALID 	-1 	
PATTACH_ABSORIGIN 	0 	Spawn on entity origin.
PATTACH_ABSORIGIN_FOLLOW 	1 	Follow the entity origin.
PATTACH_CUSTOMORIGIN 	2 	
PATTACH_CUSTOMORIGIN_FOLLOW 	3 	
PATTACH_POINT 	4 	Spawn on entity attachment point.
PATTACH_POINT_FOLLOW 	5 	Follow entity attachment point.
PATTACH_EYES_FOLLOW 	6 	
PATTACH_OVERHEAD_FOLLOW 	7 	
PATTACH_WORLDORIGIN 	8 	Spawn on map origin.
PATTACH_ROOTBONE_FOLLOW 	9 	
PATTACH_RENDERORIGIN_FOLLOW 	10 	
(PATTACH_MAIN_VIEW) 	11 	Enumeration missing from environment.
(PATTACH_WATERWAKE) 	12 	Enumeration missing from environment.
(PATTACH_CENTER_FOLLOW) 	13 	Enumeration missing from environment.
(PATTACH_CUSTOM_GAME_STATE_1)	14 	Enumeration missing from environment.
MAX_PATTACH_TYPES 	15 	
== См. также ==
*
*
*
*Unofficial API by JJI77