Mapbase/Scripting/Script Functions

This list contains engine-related Squirrel variables, functions, and constants available for VScript in .
The official documentation can be printed in the console by setting developer to non-zero, loading a map, and executing script_help.
== Instances ==
Name 	Type 	Description
Convars 	Convars 	Provides an interface to read and change the values of console variables.
Entities 	CEntities 	Allows searching of currently-spawned entities.
NetProps 	CNetPropManager 	Allows reading and updating the network properties of an entity.
Localize 	CLocalize 	Accesses functions related to localization strings.
debugoverlay	CDebugOverlayScriptHelper	Allows scripts to display debug overlays.
GameRules 	CGameRules 	Accesses game rules functions.
AmmoDef 	CAmmoDef 	Accesses the game's ammo type data.
Squads 	CAI_SquadManager 	Manages and controls NPC squads.
== Variables ==
Name 	Type 	Description
__Documentation	table	Contains the printed strings from the script_help command.
Hooks 	table	Table of registered game event callbacks.
= Constants =
A constant is a variable whose value cannot be altered during program runtime, usually to avoid magic numbers by giving them self-documenting names.
== System Constants ==
Instance 	Type 	Value
_charsize_ 	integer	1
_floatsize_ 	integer	4
_intsize_ 	integer	4
_version_ 	string 	"Squirrel 3.1 stable"
_versionnumber_	integer	310
RAND_MAX 	integer	32767
PI 	float 	3.14159
== Game Constants ==
: Please see List of Mapbase Script Constants.
== Enums ==
: Please see List of Mapbase Script Constants.
= Classes =
== CBaseEntity ==
Root class of all server-side entities
Function 	Signature 	Description
AcceptInput 	bool CBaseEntity::AcceptInput(string, string, handle, handle) 	
Activate 	void CBaseEntity::Activate() 	
AddContext 	void CBaseEntity::AddContext(string, string, float) 	Add a response context value
AddEFlags 	void CBaseEntity::AddEFlags(int) 	Add Eflags
AddEffects 	void CBaseEntity::AddEffects(int) 	Add effect(s)
AddFlag 	void CBaseEntity::AddFlag(int) 	Add flag
AddOutput 	bool CBaseEntity::AddOutput(string, string, string, string, float, int)	Add an output
AddSolidFlags 	void CBaseEntity::AddSolidFlags(int) 	Add solid flags
AddSpawnFlags 	void CBaseEntity::AddSpawnFlags(int) 	Add spawnflag(s)
ApplyAbsVelocityImpulse 	void CBaseEntity::ApplyAbsVelocityImpulse(Vector) 	
ApplyLocalAngularVelocityImpulse	void CBaseEntity::ApplyLocalAngularVelocityImpulse(Vector) 	
BodyTarget 	Vector CBaseEntity::BodyTarget(Vector, bool) 	
Classify 	int CBaseEntity::Classify() 	Get Class_T class ID (corresponds to the CLASS_ set of constants)
ClearEffects 	void CBaseEntity::ClearEffects() 	Clear effect(s)
ClearSpawnFlags 	void CBaseEntity::ClearSpawnFlags() 	Clear spawnflag(s)
ConnectOutput 	void ConnectOutput(string output, string function) 	Adds an I/O connection that will call the named function when the specified output fires
Destroy 	void CBaseEntity::Destroy() 	
DisconnectOutput 	void CBaseEntity::DisconnectOutput(string, string) 	Removes a connected script function from an I/O event.
DispatchInteraction 	bool CBaseEntity::DispatchInteraction(int, handle, handle) 	Dispatches an interaction on this entity. See the g_interaction set of constants for more information.
EmitSound 	void CBaseEntity::EmitSound(string) 	Plays a sound from this entity.
EntityToWorldTransform 	handle CBaseEntity::EntityToWorldTransform() 	Get the entity's transform
EyeAngles 	Vector CBaseEntity::EyeAngles() 	Get eye pitch, yaw, roll as a vector
EyePosition 	Vector CBaseEntity::EyePosition() 	Get vector to eye position - absolute coords
FireBullets 	void CBaseEntity::FireBullets(handle) 	Fire bullets from entity with a given info handle
FireOutput 	void CBaseEntity::FireOutput(string, handle, handle, string, float) 	Fire an entity output
FirstMoveChild 	handle CBaseEntity::FirstMoveChild() 	
FollowEntity 	void CBaseEntity::FollowEntity(handle, bool) 	Begin following the specified entity. This makes this entity non-solid, parents it to the target entity, and teleports it to the specified entity's origin. The second parameter is whether or not to use bonemerging while following.
GetAngles 	Vector CBaseEntity::GetAngles() 	Get entity pitch, yaw, roll as a vector
GetAngularVelocity 	Vector CBaseEntity::GetAngularVelocity() 	Get the local angular velocity - returns a vector of pitch,yaw,roll
GetBoundingMaxs 	Vector CBaseEntity::GetBoundingMaxs() 	Get a vector containing max bounds, centered on object
GetBoundingMins 	Vector CBaseEntity::GetBoundingMins() 	Get a vector containing min bounds, centered on object
GetCenter 	Vector CBaseEntity::GetCenter() 	Get vector to center of object - absolute coords
GetClassname 	string CBaseEntity::GetClassname() 	
GetCollisionGroup 	int CBaseEntity::GetCollisionGroup() 	Get the collision group
GetContext 	string CBaseEntity::GetContext(string) 	Get a response context value
GetContextCount 	int CBaseEntity::GetContextCount() 	Get the number of response contexts
GetContextExpireTime 	float CBaseEntity::GetContextExpireTime(string) 	Get a response context's expiration time
GetContextIndex 	handle CBaseEntity::GetContextIndex(int) 	Get a response context at a specific index in the form of a table
GetDebugName 	string CBaseEntity::GetDebugName() 	If name exists returns name, otherwise returns classname
GetEFlags 	int CBaseEntity::GetEFlags() 	Get Eflags
GetEffects 	int CBaseEntity::GetEffects() 	Get effects
GetFlags 	int CBaseEntity::GetFlags() 	Get flags
GetFollowedEntity 	handle CBaseEntity::GetFollowedEntity() 	Get the entity we're following.
GetForwardVector 	Vector CBaseEntity::GetForwardVector() 	Get the forward vector of the entity
GetFriction 	float CBaseEntity::GetFriction() 	
GetGravity 	float CBaseEntity::GetGravity() 	
GetGroundEntity 	handle CBaseEntity::GetGroundEntity() 	Get the entity we're standing on.
GetHealth 	int CBaseEntity::GetHealth() 	
GetKeyValue 	string CBaseEntity::GetKeyValue(string) 	Get a keyvalue
GetLocalAngles 	Vector CBaseEntity::GetLocalAngles() 	GetLocalAngles
GetLocalOrigin 	Vector CBaseEntity::GetLocalOrigin() 	GetLocalOrigin
GetMass 	float CBaseEntity::GetMass() 	
GetMaxHealth 	int CBaseEntity::GetMaxHealth() 	
GetMaxOutputDelay 	float CBaseEntity::GetMaxOutputDelay(string) 	Get the longest delay for all events attached to an output
GetModelKeyValues 	handle CBaseEntity::GetModelKeyValues() 	Get a KeyValue class instance on this entity's model
GetModelName 	string CBaseEntity::GetModelName() 	Returns the name of the model
GetMoveParent 	handle CBaseEntity::GetMoveParent() 	If in hierarchy, retrieves the entity's parent
GetMoveType 	int CBaseEntity::GetMoveType() 	Get the move type
GetName 	string CBaseEntity::GetName() 	
GetOrCreatePrivateScriptScope 	handle CBaseEntity::GetOrCreatePrivateScriptScope() 	Create and retrieve the script-side data associated with an entity
GetOrigin 	Vector CBaseEntity::GetOrigin() 	
GetOwner 	handle CBaseEntity::GetOwner() 	Gets this entity's owner
GetPhysicsObject 	handle CBaseEntity::GetPhysicsObject() 	Get the entity's physics object if it has one
GetPreTemplateName 	string CBaseEntity::GetPreTemplateName() 	Get the entity name stripped of template unique decoration
GetRenderAlpha 	int CBaseEntity::GetRenderAlpha() 	Get the render color's alpha value
GetRenderColorB 	int CBaseEntity::GetRenderColorB() 	Get the render color's B value
GetRenderColorG 	int CBaseEntity::GetRenderColorG() 	Get the render color's G value
GetRenderColorR 	int CBaseEntity::GetRenderColorR() 	Get the render color's R value
GetRenderColorVector 	Vector CBaseEntity::GetRenderColorVector() 	Get the render color as a vector
GetRenderMode 	int CBaseEntity::GetRenderMode() 	Get render mode
GetRightVector 	Vector CBaseEntity::GetRightVector() 	Get the right vector of the entity
GetRootMoveParent 	handle CBaseEntity::GetRootMoveParent() 	If in hierarchy, walks up the hierarchy to find the root parent
GetScriptId 	string CBaseEntity::GetScriptId() 	Retrieve the unique identifier used to refer to the entity within the scripting system
GetScriptScope 	handle CBaseEntity::GetScriptScope() 	Retrieve the script-side data associated with an entity
GetSolid 	int CBaseEntity::GetSolid() 	
GetSolidFlags 	int CBaseEntity::GetSolidFlags() 	Get solid flags
GetSoundDuration 	float CBaseEntity::GetSoundDuration(string, string) 	Returns float duration of the sound. Takes soundname and optional actormodelname.
GetSpawnFlags 	int CBaseEntity::GetSpawnFlags() 	Get spawnflags
GetTakeDamage 	int CBaseEntity::GetTakeDamage() 	Gets this entity's m_takedamage value. (DAMAGE_YES, DAMAGE_NO, etc.)
GetTeam 	int CBaseEntity::GetTeam() 	
GetTransmitState 	int CBaseEntity::GetTransmitState() 	
GetUpVector 	Vector CBaseEntity::GetUpVector() 	Get the up vector of the entity
GetVelocity 	Vector CBaseEntity::GetVelocity() 	
GetWaterLevel 	int CBaseEntity::GetWaterLevel() 	Get current level of water submergence
HasSpawnFlags 	bool CBaseEntity::HasSpawnFlags(int) 	Check if the entity has specific spawnflag(s) ticked
HeadTarget 	Vector CBaseEntity::HeadTarget(Vector) 	
IsAlive 	bool CBaseEntity::IsAlive() 	Return true if this entity is alive
IsCombatCharacter 	bool CBaseEntity::IsCombatCharacter() 	Returns true if this entity is a combat character (player or NPC).
IsEffectActive 	bool CBaseEntity::IsEffectActive(int) 	Check if an effect is active
IsEntVisible 	bool CBaseEntity::IsEntVisible(handle) 	Check if the specified entity can be visible to this entity.
IsFollowingEntity 	bool CBaseEntity::IsFollowingEntity() 	Returns true if this entity is following another entity.
IsNPC 	bool CBaseEntity::IsNPC() 	Returns true if this entity is a NPC.
IsPlayer 	bool CBaseEntity::IsPlayer() 	Returns true if this entity is a player.
IsVisible 	bool CBaseEntity::IsVisible(Vector) 	Check if the specified position can be visible to this entity.
IsVisibleWithMask 	bool CBaseEntity::IsVisibleWithMask(Vector, int) 	Check if the specified position can be visible to this entity with a specific trace mask.
IsWeapon 	bool CBaseEntity::IsWeapon() 	Returns true if this entity is a weapon.
IsWorld 	bool CBaseEntity::IsWorld() 	Returns true if this entity is the world.
NextMovePeer 	handle CBaseEntity::NextMovePeer() 	
PrecacheSoundScript 	void CBaseEntity::PrecacheSoundScript(string) 	Precache a sound for later playing.
RemoveEFlags 	void CBaseEntity::RemoveEFlags(int) 	Remove Eflags
RemoveEffects 	void CBaseEntity::RemoveEffects(int) 	Remove effect(s)
RemoveFlag 	void CBaseEntity::RemoveFlag(int) 	Remove flag
RemoveSolidFlags 	void CBaseEntity::RemoveSolidFlags(int) 	Remove solid flags
RemoveSpawnFlags 	void CBaseEntity::RemoveSpawnFlags(int) 	Remove spawnflag(s)
SetAbsAngles 	void CBaseEntity::SetAbsAngles(Vector) 	SetAbsAngles
SetAbsOrigin 	void CBaseEntity::SetAbsOrigin(Vector) 	SetAbsOrigin
SetAngles 	void CBaseEntity::SetAngles(Vector) 	Set entity pitch, yaw, roll
SetAngularVelocity 	void CBaseEntity::SetAngularVelocity(float, float, float) 	Set the local angular velocity - takes float pitch,yaw,roll velocities
SetCollisionGroup 	void CBaseEntity::SetCollisionGroup(int) 	Set the collision group
SetContextThink 	void CBaseEntity::SetContextThink(string, handle, float) 	Set a think function on this entity.
SetEffects 	void CBaseEntity::SetEffects(int) 	Set effect(s)
SetForwardVector 	void CBaseEntity::SetForwardVector(Vector) 	Set the orientation of the entity to have this forward vector
SetFriction 	void CBaseEntity::SetFriction(float) 	
SetGravity 	void CBaseEntity::SetGravity(float) 	
SetGroundEntity 	void CBaseEntity::SetGroundEntity(handle) 	Set the entity we're standing on.
SetHealth 	void CBaseEntity::SetHealth(int) 	
SetLocalAngles 	void CBaseEntity::SetLocalAngles(Vector) 	SetLocalAngles
SetLocalOrigin 	void CBaseEntity::SetLocalOrigin(Vector) 	SetLocalOrigin
SetMass 	void CBaseEntity::SetMass(float) 	
SetMaxHealth 	void CBaseEntity::SetMaxHealth(int) 	
SetModel 	void CBaseEntity::SetModel(string) 	
SetMoveType 	void CBaseEntity::SetMoveType(int) 	Set the move type
SetName 	void CBaseEntity::SetName(string) 	
SetOrigin 	void CBaseEntity::SetOrigin(Vector) 	
SetOriginAngles 	void CBaseEntity::SetOriginAngles(Vector, Vector) 	Set both the origin and the angles
SetOriginAnglesVelocity 	void CBaseEntity::SetOriginAnglesVelocity(Vector, Vector, Vector) 	Set the origin, the angles, and the velocity
SetOwner 	void CBaseEntity::SetOwner(handle) 	Sets this entity's owner
SetParent 	void CBaseEntity::SetParent(handle, string) 	
SetRenderAlpha 	void CBaseEntity::SetRenderAlpha(int) 	Set the render color's alpha value
SetRenderColor 	void CBaseEntity::SetRenderColor(int, int, int) 	Set the render color
SetRenderColorB 	void CBaseEntity::SetRenderColorB(int) 	Set the render color's B value
SetRenderColorG 	void CBaseEntity::SetRenderColorG(int) 	Set the render color's G value
SetRenderColorR 	void CBaseEntity::SetRenderColorR(int) 	Set the render color's R value
SetRenderColorVector 	void CBaseEntity::SetRenderColorVector(Vector) 	Set the render color as a vector
SetRenderMode 	void CBaseEntity::SetRenderMode(int) 	Set render mode
SetSize 	void CBaseEntity::SetSize(Vector, Vector) 	
SetSolid 	void CBaseEntity::SetSolid(int) 	
SetTakeDamage 	void CBaseEntity::SetTakeDamage(int) 	Sets this entity's m_takedamage value. (DAMAGE_YES, DAMAGE_NO, etc.)
SetTeam 	void CBaseEntity::SetTeam(int) 	
SetThink 	void CBaseEntity::SetThink(handle, float) 	
SetThinkFunction 	void CBaseEntity::SetThinkFunction(string, float) 	
SetTransmitState 	int CBaseEntity::SetTransmitState(int) 	
SetVelocity 	void CBaseEntity::SetVelocity(Vector) 	
StopFollowingEntity 	void CBaseEntity::StopFollowingEntity() 	Stops following an entity if we're following one.
StopSound 	void CBaseEntity::StopSound(string) 	Stops a sound from this entity.
StopThink 	void CBaseEntity::StopThink() 	
StopThinkFunction 	void CBaseEntity::StopThinkFunction() 	
TakeDamage 	int CBaseEntity::TakeDamage(handle) 	Apply damage to this entity with a given info handle
TakeHealth 	int CBaseEntity::TakeHealth(float, int) 	Give this entity health
ValidateScriptScope 	bool CBaseEntity::ValidateScriptScope() 	Ensure that an entity's script scope has been created
entindex 	int CBaseEntity::entindex() 	
Function 	Signature 	Description
FireBullets 	void CBaseEntity -> FireBullets(handle entity, float speed, Vector point, Vector normal) 	Called for every single VPhysics-related collision experienced by this entity.
HandleInteraction 	bool CBaseEntity -> HandleInteraction(int interaction, handle sourceEnt) 	Called for internal game interactions. See the g_interaction set of constants for more information. Returning true or false will return that value without falling to any internal handling. Returning nothing will allow the interaction to fall to any internal handling.
ModifyEmitSoundParams	void CBaseEntity -> ModifyEmitSoundParams(handle params) 	Called every time a sound is emitted on this entity, allowing for its parameters to be modified.
ModifySentenceParams 	void CBaseEntity -> ModifySentenceParams(handle params) 	Called every time a sentence is emitted on this entity, allowing for its parameters to be modified.
OnDeath 	bool CBaseEntity -> OnDeath(handle info) 	Called when the entity dies (Event_Killed). Returning false makes the entity cancel death, although this could have unforeseen consequences. For hooking any damage instead of just death, see filter_script and PassesFinalDamageFilter.
OnEntText 	string CBaseEntity -> OnEntText() 	Called every frame when ent_text is enabled on the entity. Return a string to be added to the ent_text printout.
OnKilledOther 	void CBaseEntity -> OnKilledOther(handle victim, handle info) 	Called when the entity kills another entity.
UpdateOnRemove 	void CBaseEntity -> UpdateOnRemove() 	Called when the entity is being removed.
VPhysicsCollision 	void CBaseEntity -> VPhysicsCollision(handle entity, float speed, Vector point, Vector normal)	Called for every single VPhysics-related collision experienced by this entity.
== CBaseAnimating ==
Extends CBaseEntity
Animating models
Function 	Signature 	Description
BecomeRagdollOnClient 	bool CBaseAnimating::BecomeRagdollOnClient(Vector) 	
CanBecomeRagdoll 	bool CBaseAnimating::CanBecomeRagdoll() 	
Dissolve 	bool CBaseAnimating::Dissolve(string, float, bool, int, Vector, int)	Use 'sprites/blueglow1.vmt' for the default material, Time() for the default start time, false for npcOnly if you don't want it to check if the entity is a NPC first, 0 for the default dissolve type, Vector(0,0,0) for the default dissolver origin, and 0 for the default magnitude.
FindBodygroupByName 	int CBaseAnimating::FindBodygroupByName(string) 	Finds a bodygroup by name
GetAttachmentAngles 	Vector CBaseAnimating::GetAttachmentAngles(int) 	Get the attachement id's angles as a p,y,r vector
GetAttachmentMatrix 	handle CBaseAnimating::GetAttachmentMatrix(int) 	Get the attachement id's matrix transform
GetAttachmentOrigin 	Vector CBaseAnimating::GetAttachmentOrigin(int) 	Get the attachement id's origin vector
GetBodygroup 	int CBaseAnimating::GetBodygroup(int) 	Gets a bodygroup
GetBodygroupCount 	int CBaseAnimating::GetBodygroupCount(int) 	Gets the number of models in a bodygroup
GetBodygroupName 	string CBaseAnimating::GetBodygroupName(int) 	Gets a bodygroup name
GetBoneTransform 	void CBaseAnimating::GetBoneTransform(int, handle) 	Get the transform for the specified bone
GetCycle 	float CBaseAnimating::GetCycle() 	
GetModelScale 	float CBaseAnimating::GetModelScale() 	Gets the model's scale
GetNumBodyGroups 	int CBaseAnimating::GetNumBodyGroups() 	Gets the number of bodygroups
GetNumBones 	int CBaseAnimating::GetNumBones() 	Get the number of bones
GetPhysicsBone 	int CBaseAnimating::GetPhysicsBone(int) 	Get physics bone from bone index
GetPlaybackRate 	float CBaseAnimating::GetPlaybackRate() 	
GetPoseParameter 	float CBaseAnimating::GetPoseParameter(string) 	Get the specified pose parameter's value
GetSequence 	int CBaseAnimating::GetSequence() 	Gets the current sequence
GetSequenceActivity 	int CBaseAnimating::GetSequenceActivity(int) 	Gets the activity ID of the specified sequence index
GetSequenceActivityName	string CBaseAnimating::GetSequenceActivityName(int) 	Gets the activity name of the specified sequence index
GetSequenceKeyValues 	handle CBaseAnimating::GetSequenceKeyValues(int) 	Get a KeyValue class instance on the specified sequence. WARNING: This uses the same KeyValue pointer as GetModelKeyValues!
GetSequenceMoveDist 	float CBaseAnimating::GetSequenceMoveDist(int) 	Gets the move distance of the specified sequence
GetSequenceMoveYaw 	float CBaseAnimating::GetSequenceMoveYaw(int) 	Gets the move yaw of the specified sequence
GetSequenceName 	string CBaseAnimating::GetSequenceName(int) 	Gets the name of the specified sequence index
GetSkin 	int CBaseAnimating::GetSkin() 	Gets the model's skin
Ignite 	void CBaseAnimating::Ignite(float, bool, float, bool) 	'NPCOnly' only lets this fall through if the entity is a NPC and 'CalledByLevelDesigner' determines whether to treat this like the Ignite input or just an internal ignition call.
IsRagdoll 	bool CBaseAnimating::IsRagdoll() 	
IsSequenceFinished 	bool CBaseAnimating::IsSequenceFinished() 	Ask whether the main sequence is done playing
LookupActivity 	int CBaseAnimating::LookupActivity(string) 	Gets the ID of the specified activity name
LookupAttachment 	int CBaseAnimating::LookupAttachment(string) 	Get the named attachement id
LookupBone 	int CBaseAnimating::LookupBone(string) 	Get the named bone id
LookupSequence 	int CBaseAnimating::LookupSequence(string) 	Gets the index of the specified sequence name
ResetSequenceInfo 	void CBaseAnimating::ResetSequenceInfo() 	
Scorch 	void CBaseAnimating::Scorch(int, int) 	Makes the entity darker from scorching
SelectHeaviestSequence 	int CBaseAnimating::SelectHeaviestSequence(int) 	Selects the sequence with the heaviest weight for the specified activity ID
SelectWeightedSequence 	int CBaseAnimating::SelectWeightedSequence(int, int) 	Selects a sequence for the specified activity ID
SequenceDuration 	float CBaseAnimating::SequenceDuration(int) 	Get the specified sequence duration
SequenceHasMovement 	bool CBaseAnimating::SequenceHasMovement(int) 	Checks if the specified sequence has movement
SequenceLoops 	bool CBaseAnimating::SequenceLoops() 	Does the current sequence loop?
SetBodygroup 	void CBaseAnimating::SetBodygroup(int, int) 	Sets a bodygroup
SetCycle 	void CBaseAnimating::SetCycle(float) 	
SetModelScale 	void CBaseAnimating::SetModelScale(float, float) 	Sets the model's scale with the specified change duration
SetPlaybackRate 	void CBaseAnimating::SetPlaybackRate(float) 	
SetPoseParameter 	void CBaseAnimating::SetPoseParameter(string, float) 	Set the specified pose parameter to the specified value
SetSequence 	void CBaseAnimating::SetSequence(int) 	Sets the current sequence
SetSkin 	void CBaseAnimating::SetSkin(int) 	Sets the model's skin
StudioFrameAdvance 	void CBaseAnimating::StudioFrameAdvance() 	
Function 	Signature 	Description
HandleAnimEvent	bool CBaseAnimating -> HandleAnimEvent(handle event) 	Called when handling animation events. Return false to cancel base handling.
OnServerRagdoll	void CBaseAnimating -> OnServerRagdoll(handle ragdoll, bool submodel)	Called when this entity creates/turns into a server-side ragdoll.
== CBaseAnimatingOverlay ==
Extends CBaseAnimating
Animating models which support dynamic animation layers/overlays.
Function 	Signature 	Description
AddGesture 	int CBaseAnimatingOverlay::AddGesture(string, bool) 	Adds a new animation layer using the specified activity name.
AddGestureID 	int CBaseAnimatingOverlay::AddGestureID(int, bool) 	Adds a new animation layer using the specified activity index.
AddGestureSequence 	int CBaseAnimatingOverlay::AddGestureSequence(string, bool) 	Adds a new animation layer using the specified activity name.
AddGestureSequenceID	int CBaseAnimatingOverlay::AddGestureSequenceID(int, bool) 	Adds a new animation layer using the specified sequence index.
FastRemoveLayer 	void CBaseAnimatingOverlay::FastRemoveLayer(int) 	Removes the specified layer index immediately.
FindGestureLayer 	int CBaseAnimatingOverlay::FindGestureLayer(string) 	Finds and returns the first active animation layer which uses the specified activity name.
FindGestureLayerByID	int CBaseAnimatingOverlay::FindGestureLayerByID(int) 	Finds and returns the first active animation layer which uses the specified activity index.
GetLayerActivity 	string CBaseAnimatingOverlay::GetLayerActivity(int) 	Gets the activity name of the specified layer index.
GetLayerActivityID 	int CBaseAnimatingOverlay::GetLayerActivityID(int) 	Gets the activity index of the specified layer index.
GetLayerCycle 	float CBaseAnimatingOverlay::GetLayerCycle(int) 	Gets the cycle of the specified layer index.
GetLayerDuration 	float CBaseAnimatingOverlay::GetLayerDuration(int) 	Gets the duration of the specified layer index.
GetLayerSequence 	int CBaseAnimatingOverlay::GetLayerSequence(int) 	Gets the sequence index of the specified layer index.
GetLayerWeight 	float CBaseAnimatingOverlay::GetLayerWeight(int) 	Gets the weight of the specified layer index.
GetNumAnimOverlays 	int CBaseAnimatingOverlay::GetNumAnimOverlays() 	Gets the current number of animation layers.
HasActiveLayer 	bool CBaseAnimatingOverlay::HasActiveLayer() 	Returns true if there is currently an active layer.
IsValidLayer 	bool CBaseAnimatingOverlay::IsValidLayer(int) 	Returns true if the specified layer index is valid.
RemoveAllGestures 	void CBaseAnimatingOverlay::RemoveAllGestures() 	Removes all animation layers.
RemoveLayer 	void CBaseAnimatingOverlay::RemoveLayer(int, float, float) 	Removes the specified layer index with the specified kill rate and delay.
SetLayerAutokill 	void CBaseAnimatingOverlay::SetLayerAutokill(int, bool) 	Sets whether or not the specified layer index should remove itself when it's finished playing.
SetLayerBlendIn 	void CBaseAnimatingOverlay::SetLayerBlendIn(int, float) 	Sets the fade-in of the specified layer index, with the fade being a 0-1 fraction of the cycle.
SetLayerBlendOut 	void CBaseAnimatingOverlay::SetLayerBlendOut(int, float) 	Sets the fade-out of the specified layer index, with the fade being a 0-1 fraction of the cycle.
SetLayerCycle 	void CBaseAnimatingOverlay::SetLayerCycle(int, float) 	Sets the cycle of the specified layer index.
SetLayerDuration 	void CBaseAnimatingOverlay::SetLayerDuration(int, float) 	Sets the duration of the specified layer index.
SetLayerLooping 	void CBaseAnimatingOverlay::SetLayerLooping(int, bool) 	Sets whether or not the specified layer index should loop.
SetLayerNoEvents 	void CBaseAnimatingOverlay::SetLayerNoEvents(int, bool) 	Sets whether or not the specified layer index should fire animation events.
SetLayerNoRestore 	void CBaseAnimatingOverlay::SetLayerNoRestore(int, bool) 	Sets whether or not the specified layer index should restore after a save is loaded.
SetLayerPlaybackRate	void CBaseAnimatingOverlay::SetLayerPlaybackRate(int, float)	Sets the playback rate of the specified layer index.
SetLayerWeight 	void CBaseAnimatingOverlay::SetLayerWeight(int, float) 	Sets the weight of the specified layer index.
== CBaseFlex ==
Extends CBaseAnimatingOverlay
Animated characters who have vertex flex capability.
Function 	Signature 	Description
GetCurrentScene	handle CBaseFlex::GetCurrentScene() 	Returns the instance of the oldest active scene entity (if any).
GetSceneByIndex	handle CBaseFlex::GetSceneByIndex(int)	Returns the instance of the scene entity at the specified index.
SetViewtarget 	void CBaseFlex::SetViewtarget(Vector) 	Sets the entity's eye target.
== CBaseCombatCharacter ==
Extends CBaseFlex
The base class shared by players and NPCs.
Function 	Signature 	Description
BodyAngles 	Vector CBaseCombatCharacter::BodyAngles() 	Get the body's angles.
BodyDirection2D 	Vector CBaseCombatCharacter::BodyDirection2D() 	Get the body's 2D direction.
BodyDirection3D 	Vector CBaseCombatCharacter::BodyDirection3D() 	Get the body's 3D direction.
DoMuzzleFlash 	void CBaseCombatCharacter::DoMuzzleFlash() 	Does a muzzle flash.
DropAllWeapons 	void CBaseCombatCharacter::DropAllWeapons(bool) 	Make the character drop all of its weapons.
DropWeapon 	void CBaseCombatCharacter::DropWeapon(handle) 	Make the character drop the specified weapon entity if they own it.
EntInAimCone 	bool CBaseCombatCharacter::EntInAimCone(handle) 	Check if the specified entity is in the character's aim cone.
EntInViewCone 	bool CBaseCombatCharacter::EntInViewCone(handle) 	Check if the specified entity is in the character's viewcone.
EquipWeapon 	void CBaseCombatCharacter::EquipWeapon(handle) 	Make the character equip the specified weapon entity. If they don't already own the weapon, they will acquire it instantly.
EyeDirection2D 	Vector CBaseCombatCharacter::EyeDirection2D() 	Get the eyes' 2D direction.
EyeDirection3D 	Vector CBaseCombatCharacter::EyeDirection3D() 	Get the eyes' 3D direction.
FindWeapon 	handle CBaseCombatCharacter::FindWeapon(string, int) 	Find a specific weapon in the character's inventory by its classname.
GetActiveWeapon 	handle CBaseCombatCharacter::GetActiveWeapon() 	Get the character's active weapon entity.
GetAllWeapons 	void CBaseCombatCharacter::GetAllWeapons(handle) 	Get the character's weapon inventory.
GetAmmoCount 	int CBaseCombatCharacter::GetAmmoCount(int) 	Get the ammo count of the specified ammo type.
GetAttackSpread 	Vector CBaseCombatCharacter::GetAttackSpread(handle, handle) 	Get the attack spread.
GetCurrentWeaponProficiency	int CBaseCombatCharacter::GetCurrentWeaponProficiency() 	Get the character's current proficiency (accuracy) with their current weapon.
GetRelationPriority 	int CBaseCombatCharacter::GetRelationPriority(handle) 	Get a character's relationship priority for a specific entity.
GetRelationship 	int CBaseCombatCharacter::GetRelationship(handle) 	Get a character's relationship to a specific entity.
GetSpreadBias 	float CBaseCombatCharacter::GetSpreadBias(handle, handle) 	Get the spread bias.
GetVehicleEntity 	handle CBaseCombatCharacter::GetVehicleEntity() 	Get the entity for a character's current vehicle if they're in one.
GetWeapon 	handle CBaseCombatCharacter::GetWeapon(int) 	Get a specific weapon in the character's inventory.
GiveAmmo 	int CBaseCombatCharacter::GiveAmmo(int, int, bool) 	Gives the specified amount of the specified ammo type. The third parameter is whether or not to suppress the ammo pickup sound. Returns the amount of ammo actually given, which is 0 if the player's ammo for this type is already full.
HeadDirection2D 	Vector CBaseCombatCharacter::HeadDirection2D() 	Get the head's 2D direction.
HeadDirection3D 	Vector CBaseCombatCharacter::HeadDirection3D() 	Get the head's 3D direction.
InAimCone 	bool CBaseCombatCharacter::InAimCone(Vector) 	Check if the specified position is in the character's aim cone.
InViewCone 	bool CBaseCombatCharacter::InViewCone(Vector) 	Check if the specified position is in the character's viewcone.
LastHitGroup 	int CBaseCombatCharacter::LastHitGroup() 	Get the last hitgroup.
RemoveAmmo 	void CBaseCombatCharacter::RemoveAmmo(int, int) 	Removes the specified amount of the specified ammo type.
SetAmmoCount 	void CBaseCombatCharacter::SetAmmoCount(int, int) 	Set the ammo count of the specified ammo type.
SetClassRelationship 	void CBaseCombatCharacter::SetClassRelationship(int, int, int)	Set a character's relationship with a specific Classify() class.
SetRelationship 	void CBaseCombatCharacter::SetRelationship(handle, int, int) 	Set a character's relationship with a specific entity.
ShootPosition 	Vector CBaseCombatCharacter::ShootPosition() 	Get the character's shoot position.
WeaponCount 	int CBaseCombatCharacter::WeaponCount() 	Get the number of weapons a character possesses.
Function 	Signature 	Description
RelationshipPriority	int CBaseCombatCharacter -> RelationshipPriority(handle entity, int def)	Called when a character's relationship priority for another entity is requested. Returning a number will make the game use that priority instead of the default priority. (note: 'default' in this case includes overrides from ai_relationship/SetRelationship)
RelationshipType 	int CBaseCombatCharacter -> RelationshipType(handle entity, int def) 	Called when a character's relationship to another entity is requested. Returning a disposition will make the game use that disposition instead of the default relationship. (note: 'default' in this case includes overrides from ai_relationship/SetRelationship)
== CBaseCombatWeapon ==
Extends CBaseAnimating
The base class for all equippable weapons.
Function 	Signature 	Description
AddViewKick 	void CBaseCombatWeapon::AddViewKick() 	Applies the weapon's view kick.
AltFiresUnderwater 	bool CBaseCombatWeapon::AltFiresUnderwater() 	Returns true if this weapon can alt-fire underwater.
CanBePickedUpByNPCs 	bool CBaseCombatWeapon::CanBePickedUpByNPCs() 	Check if the weapon can be picked up by NPCs.
CapabilitiesGet 	int CBaseCombatWeapon::CapabilitiesGet() 	Get the capabilities the weapon currently possesses.
Clip1 	int CBaseCombatWeapon::Clip1() 	Get the weapon's current primary ammo.
Clip2 	int CBaseCombatWeapon::Clip2() 	Get the weapon's current secondary ammo.
FireDuration 	float CBaseCombatWeapon::FireDuration() 	Returns the amount of time that the weapon has sustained firing.
FiresUnderwater 	bool CBaseCombatWeapon::FiresUnderwater() 	Returns true if this weapon can fire underwater.
GetBulletSpread 	Vector CBaseCombatWeapon::GetBulletSpread() 	Returns the weapon's default bullet spread.
GetBulletSpreadForProficiency	Vector CBaseCombatWeapon::GetBulletSpreadForProficiency(int)	Returns the weapon's bullet spread for the specified proficiency level.
GetDefaultAnimSpeed 	float CBaseCombatWeapon::GetDefaultAnimSpeed() 	Returns the weapon's default animation speed.
GetDefaultClip1 	int CBaseCombatWeapon::GetDefaultClip1() 	Get the weapon's default primary ammo.
GetDefaultClip2 	int CBaseCombatWeapon::GetDefaultClip2() 	Get the weapon's default secondary ammo.
GetDrawActivity 	int CBaseCombatWeapon::GetDrawActivity() 	Returns the weapon's draw activity.
GetDroppedModel 	string CBaseCombatWeapon::GetDroppedModel() 	Get the weapon's unique dropped model if it has one.
GetFireRate 	float CBaseCombatWeapon::GetFireRate() 	Get the weapon's firing rate.
GetMaxClip1 	int CBaseCombatWeapon::GetMaxClip1() 	Get the weapon's maximum primary ammo.
GetMaxClip2 	int CBaseCombatWeapon::GetMaxClip2() 	Get the weapon's maximum secondary ammo.
GetOwner 	handle CBaseCombatWeapon::GetOwner() 	Get the weapon's owner.
GetPrimaryAmmoType 	int CBaseCombatWeapon::GetPrimaryAmmoType() 	Get the weapon's primary ammo type.
GetPrimaryAttackActivity 	int CBaseCombatWeapon::GetPrimaryAttackActivity() 	Returns the weapon's primary attack activity.
GetPrintName 	string CBaseCombatWeapon::GetPrintName() 	
GetSecondaryAmmoType 	int CBaseCombatWeapon::GetSecondaryAmmoType() 	Get the weapon's secondary ammo type.
GetSecondaryAttackActivity 	int CBaseCombatWeapon::GetSecondaryAttackActivity() 	Returns the weapon's secondary attack activity.
GetSubType 	int CBaseCombatWeapon::GetSubType() 	Get the weapon's subtype.
GetViewModel 	string CBaseCombatWeapon::GetViewModel(int) 	Get the weapon's view model.
GetViewModelSequenceDuration 	float CBaseCombatWeapon::GetViewModelSequenceDuration() 	Gets the sequence duration of the current view model animation.
GetWeaponIdleTime 	float CBaseCombatWeapon::GetWeaponIdleTime() 	Returns the next time WeaponIdle() will run.
GetWeight 	int CBaseCombatWeapon::GetWeight() 	Get the weapon's weight.
GetWorldModel 	string CBaseCombatWeapon::GetWorldModel() 	Get the weapon's world model.
GiveDefaultAmmo 	void CBaseCombatWeapon::GiveDefaultAmmo() 	Fill the weapon back up to default ammo.
HasAnyAmmo 	bool CBaseCombatWeapon::HasAnyAmmo() 	Check if the weapon currently has ammo or doesn't need ammo.
HasPrimaryAmmo 	bool CBaseCombatWeapon::HasPrimaryAmmo() 	Check if the weapon currently has ammo or doesn't need primary ammo.
HasSecondaryAmmo 	bool CBaseCombatWeapon::HasSecondaryAmmo() 	Check if the weapon currently has ammo or doesn't need secondary ammo.
HasWeaponIdleTimeElapsed 	bool CBaseCombatWeapon::HasWeaponIdleTimeElapsed() 	Returns true if the idle time has elapsed.
IsViewModelSequenceFinished 	bool CBaseCombatWeapon::IsViewModelSequenceFinished() 	Returns true if the current view model animation is finished.
MinRange1 	float CBaseCombatWeapon::MinRange1() 	Returns the closest this weapon can be used.
MinRange2 	float CBaseCombatWeapon::MinRange2() 	Returns the closest this weapon can be used.
NextPrimaryAttack 	float CBaseCombatWeapon::NextPrimaryAttack() 	Returns the next time PrimaryAttack() will run when the player is pressing +ATTACK.
NextSecondaryAttack 	float CBaseCombatWeapon::NextSecondaryAttack() 	Returns the next time SecondaryAttack() will run when the player is pressing +ATTACK2.
ReloadsSingly 	bool CBaseCombatWeapon::ReloadsSingly() 	Returns true if this weapon reloads 1 round at a time.
SendWeaponAnim 	bool CBaseCombatWeapon::SendWeaponAnim(int) 	Sends a weapon animation.
SetAltFiresUnderwater 	void CBaseCombatWeapon::SetAltFiresUnderwater(bool) 	Sets whether this weapon can alt-fire underwater.
SetClip1 	void CBaseCombatWeapon::SetClip1(int) 	Set the weapon's current primary ammo.
SetClip2 	void CBaseCombatWeapon::SetClip2(int) 	Set the weapon's current secondary ammo.
SetFireDuration 	void CBaseCombatWeapon::SetFireDuration(float) 	Sets the amount of time that the weapon has sustained firing.
SetFiresUnderwater 	void CBaseCombatWeapon::SetFiresUnderwater(bool) 	Sets whether this weapon can fire underwater.
SetMinRange1 	void CBaseCombatWeapon::SetMinRange1(float) 	Sets the closest this weapon can be used.
SetMinRange2 	void CBaseCombatWeapon::SetMinRange2(float) 	Sets the closest this weapon can be used.
SetNextPrimaryAttack 	void CBaseCombatWeapon::SetNextPrimaryAttack(float) 	Sets the next time PrimaryAttack() will run when the player is pressing +ATTACK.
SetNextSecondaryAttack 	void CBaseCombatWeapon::SetNextSecondaryAttack(float) 	Sets the next time SecondaryAttack() will run when the player is pressing +ATTACK2.
SetOwner 	void CBaseCombatWeapon::SetOwner(handle) 	Set the weapon's owner.
SetReloadsSingly 	void CBaseCombatWeapon::SetReloadsSingly(bool) 	Sets whether this weapon reloads 1 round at a time.
SetSubType 	void CBaseCombatWeapon::SetSubType(int) 	Set the weapon's subtype.
SetWeaponIdleTime 	void CBaseCombatWeapon::SetWeaponIdleTime(float) 	Sets the next time WeaponIdle() will run.
UsesClipsForAmmo1 	bool CBaseCombatWeapon::UsesClipsForAmmo1() 	Check if the weapon uses clips for primary ammo.
UsesClipsForAmmo2 	bool CBaseCombatWeapon::UsesClipsForAmmo2() 	Check if the weapon uses clips for secondary ammo.
UsesPrimaryAmmo 	bool CBaseCombatWeapon::UsesPrimaryAmmo() 	Check if the weapon uses primary ammo.
UsesSecondaryAmmo 	bool CBaseCombatWeapon::UsesSecondaryAmmo() 	Check if the weapon uses secondary ammo.
WeaponClassify 	int CBaseCombatWeapon::WeaponClassify() 	Returns the weapon's classify class from the WEPCLASS_ constant group
WeaponSound 	void CBaseCombatWeapon::WeaponSound(int, float) 	Plays one of the weapon's sounds.
== CBasePlayer ==
Extends CBaseCombatCharacter
The player entity.
Function 	Signature 	Description
DeathCount 	int CBasePlayer::DeathCount() 	Gets the number of deaths this player has had in a multiplayer game.
DisableButtons 	void CBasePlayer::DisableButtons(int) 	Disables the specified button mask.
EnableButtons 	void CBasePlayer::EnableButtons(int) 	Enables the specified button mask if it was disabled before.
FlashlightIsOn 	int CBasePlayer::FlashlightIsOn() 	Returns true if the flashlight is on.
FlashlightTurnOff 	void CBasePlayer::FlashlightTurnOff() 	Turns off the flashlight.
FlashlightTurnOn 	void CBasePlayer::FlashlightTurnOn() 	Turns on the flashlight.
ForceButtons 	void CBasePlayer::ForceButtons(int) 	Forces the specified button mask.
FragCount 	int CBasePlayer::FragCount() 	Gets the number of frags (kills) this player has in a multiplayer game.
GetArmor 	int CBasePlayer::GetArmor() 	Gets the player's armor.
GetAutoaimVector 	Vector CBasePlayer::GetAutoaimVector(float) 	Gets the player's autoaim shooting direction with the specified scale.
GetAutoaimVectorCustomMaxDist	Vector CBasePlayer::GetAutoaimVectorCustomMaxDist(float, float)	Gets the player's autoaim shooting direction with the specified scale and a custom max distance.
GetButtonDisabled 	int CBasePlayer::GetButtonDisabled() 	Gets the player's currently unusable buttons.
GetButtonForced 	int CBasePlayer::GetButtonForced() 	Gets the player's currently forced buttons.
GetButtonLast 	int CBasePlayer::GetButtonLast() 	Gets the player's previously active buttons.
GetButtonPressed 	int CBasePlayer::GetButtonPressed() 	Gets the player's currently pressed buttons.
GetButtonReleased 	int CBasePlayer::GetButtonReleased() 	Gets the player's just-released buttons.
GetButtons 	int CBasePlayer::GetButtons() 	Gets the player's active buttons.
GetExpresser 	handle CBasePlayer::GetExpresser() 	Gets a handle for this player's expresser.
GetEyeForward 	Vector CBasePlayer::GetEyeForward() 	Gets the player's forward eye vector.
GetEyeRight 	Vector CBasePlayer::GetEyeRight() 	Gets the player's right eye vector.
GetEyeUp 	Vector CBasePlayer::GetEyeUp() 	Gets the player's up eye vector.
GetFOV 	int CBasePlayer::GetFOV() 	
GetFOVOwner 	handle CBasePlayer::GetFOVOwner() 	Gets current view owner.
GetNetworkIDString 	string CBasePlayer::GetNetworkIDString() 	Gets the player's network (i.e. Steam) ID.
GetPlayerName 	string CBasePlayer::GetPlayerName() 	Gets the player's name.
GetUserID 	int CBasePlayer::GetUserID() 	Gets the player's user ID.
GetViewModel 	handle CBasePlayer::GetViewModel(int) 	Returns the viewmodel of the specified index.
IsConnected 	bool CBasePlayer::IsConnected() 	Returns true if this player is connected.
IsDisconnecting 	bool CBasePlayer::IsDisconnecting() 	Returns true if this player is disconnecting.
IsNoclipping 	bool CBasePlayer::IsNoclipping() 	Returns true if the player is in noclip mode.
IsSuitEquipped 	bool CBasePlayer::IsSuitEquipped() 	Returns true if this player had the HEV suit equipped.
SetArmor 	void CBasePlayer::SetArmor(int) 	Sets the player's armor.
SetFOV 	void CBasePlayer::SetFOV(int, float) 	Sets player FOV regardless of view owner.
SetMuzzleFlashTime 	void CBasePlayer::SetMuzzleFlashTime(float) 	Sets the player's muzzle flash time for AI.
SetSuitUpdate 	void CBasePlayer::SetSuitUpdate(string, int, int) 	Sets an update for the player's HEV suit.
ShouldAutoaim 	bool CBasePlayer::ShouldAutoaim() 	Returns true if the player should be autoaiming.
UnforceButtons 	void CBasePlayer::UnforceButtons(int) 	Unforces the specified button mask if it was forced before.
ViewPunch 	void CBasePlayer::ViewPunch(Vector) 	Punches the player's view with the specified vector.
Function 	Signature 	Description
PlayerRunCommand	void CBasePlayer -> PlayerRunCommand(handle command)	Called when running a player command on the server.
== CHL2_Player ==
Extends CBasePlayer
The HL2 player entity.
Function 	Signature 	Description
AddAnimStateLayer 	void CHL2_Player::AddAnimStateLayer(int, float, float, float, bool, bool)	Adds a custom sequence index as a misc. layer for the singleplayer anim state, wtih parameters for blending in/out, setting the playback rate, holding the animation at the end, and only playing when the player is still.
AddAuxPower 	void CHL2_Player::AddAuxPower(float) 	Adds to the player's available aux power.
AddCustomSuitDevice 	void CHL2_Player::AddCustomSuitDevice(int) 	Adds a custom suit device ID. (1-3)
GetAuxPower 	float CHL2_Player::GetAuxPower() 	Gets the player's available aux power.
GetFlashlightBattery 	float CHL2_Player::GetFlashlightBattery() 	Gets the energy available in the player's flashlight. If the legacy (aux power-based) flashlight is enabled, this returns the aux power.
InitCustomSuitDevice 	void CHL2_Player::InitCustomSuitDevice(int, float) 	Initializes a custom suit device. (just sets drain rate for now)
IsCustomSuitDeviceActive	bool CHL2_Player::IsCustomSuitDeviceActive(int) 	Checks if a custom suit device is active.
RemoveAuxPower 	bool CHL2_Player::RemoveAuxPower(float) 	Removes from the player's available aux power.
RemoveCustomSuitDevice 	void CHL2_Player::RemoveCustomSuitDevice(int) 	Removes a custom suit device ID. (1-3)
SetAuxPower 	void CHL2_Player::SetAuxPower(float) 	Sets the player's available aux power.
== CEntities ==
The global list of entities
Function 	Signature 	Description
AddCustomProcedural 	void CEntities::AddCustomProcedural(string, handle, bool) 	Adds a custom '!' target name. The first parameter is the name of the procedural (which should NOT include the '!'), the second parameter is a function which should support 5 arguments (name, startEntity, searchingEntity, activator, caller), and the third parameter is whether or not this procedural can return multiple entities. Note that these are NOT saved and must be redeclared on restore!
CreateByClassname 	handle CEntities::CreateByClassname(string) 	Creates an entity by classname
DisableEntityListening 	void CEntities::DisableEntityListening() 	Disables the 'OnEntity' hooks.
EnableEntityListening 	void CEntities::EnableEntityListening() 	Enables the 'OnEntity' hooks. This function must be called before using them.
FindByClassNearestFacing	handle CEntities::FindByClassNearestFacing(Vector, Vector, float, string) 	Find the nearest entity along the facing direction from the given origin within the angular threshold with the given classname.
FindByClassname 	handle CEntities::FindByClassname(handle, string) 	Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByClassnameNearest 	handle CEntities::FindByClassnameNearest(string, Vector, float) 	Find entities by class name nearest to a point.
FindByClassnameNearest2D	handle CEntities::FindByClassnameNearest2D(string, Vector, float) 	Find entities by class name nearest to a point in 2D space.
FindByClassnameWithin 	handle CEntities::FindByClassnameWithin(handle, string, Vector, float) 	Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByClassnameWithinBox	handle CEntities::FindByClassnameWithinBox(handle, string, Vector, Vector)	Find entities by class name within an AABB. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByModel 	handle CEntities::FindByModel(handle, string) 	Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByName 	handle CEntities::FindByName(handle, string) 	Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByNameNearest 	handle CEntities::FindByNameNearest(string, Vector, float) 	Find entities by name nearest to a point.
FindByNameWithin 	handle CEntities::FindByNameWithin(handle, string, Vector, float) 	Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByTarget 	handle CEntities::FindByTarget(handle, string) 	Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindInSphere 	handle CEntities::FindInSphere(handle, Vector, float) 	Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
First 	handle CEntities::First() 	Begin an iteration over the list of entities
GetLocalPlayer 	handle CEntities::GetLocalPlayer() 	Get local player or listen server host
Next 	handle CEntities::Next(handle) 	Continue an iteration over the list of entities, providing reference to a previously found entity
RemoveCustomProcedural 	void CEntities::RemoveCustomProcedural(string) 	Removes a custom '!' target name previously defined with AddCustomProcedural.
Function 	Signature 	Description
OnEntityCreated	void CEntities -> OnEntityCreated(handle entity)	Called when an entity is created. Requires EnableEntityListening() to be fired beforehand.
OnEntityDeleted	void CEntities -> OnEntityDeleted(handle entity)	Called when an entity is deleted. Requires EnableEntityListening() to be fired beforehand.
OnEntitySpawned	void CEntities -> OnEntitySpawned(handle entity)	Called when an entity spawns. Requires EnableEntityListening() to be fired beforehand.
== CGameRules ==
The container of the game's rules, handling behavior which could be different on a game-by-game basis.
Function 	Signature 	Description
AllowFlashlight 	bool CGameRules::AllowFlashlight() 	Returns true if players are allowed to switch on their flashlight.
AllowNPCs 	bool CGameRules::AllowNPCs() 	Returns true if NPCs are allowed.
AllowSPRespawn 	bool CGameRules::AllowSPRespawn() 	
AllowThirdPersonCamera	bool CGameRules::AllowThirdPersonCamera() 	Returns true if third-person camera is allowed.
Damage_IsTimeBased 	bool CGameRules::Damage_IsTimeBased(int) 	Damage types that are time-based.
Damage_NoPhysicsForce 	bool CGameRules::Damage_NoPhysicsForce(int) 	Damage types that don't have to supply a physics force & position.
Damage_ShouldGibCorpse	bool CGameRules::Damage_ShouldGibCorpse(int)	Damage types that gib the corpse.
Damage_ShouldNotBleed 	bool CGameRules::Damage_ShouldNotBleed(int) 	Damage types that don't make the player bleed.
Damage_ShowOnHUD 	bool CGameRules::Damage_ShowOnHUD(int) 	Damage types that have client HUD art.
DefaultFOV 	int CGameRules::DefaultFOV() 	Default player FOV in this game.
GetDamageMultiplier 	float CGameRules::GetDamageMultiplier() 	Ammo type damage multiplier.
GetGameDescription 	string CGameRules::GetGameDescription() 	This is the game description that gets seen in server browsers.
GetGameType 	int CGameRules::GetGameType() 	
GetGameTypeName 	string CGameRules::GetGameTypeName() 	
GetSkillLevel 	int CGameRules::GetSkillLevel() 	Returns the game's difficulty/skill level.
InRoundRestart 	bool CGameRules::InRoundRestart() 	Returns true if the round is restarting.
IsCoOp 	bool CGameRules::IsCoOp() 	
IsDeathmatch 	bool CGameRules::IsDeathmatch() 	
IsMultiplayer 	bool CGameRules::IsMultiplayer() 	Returns true if this is a multiplayer game (like co-op or deathmatch).
IsSkillLevel 	bool CGameRules::IsSkillLevel(int) 	Returns true if the game is set to the specified difficulty/skill level.
IsTeamplay 	bool CGameRules::IsTeamplay() 	
Name 	string CGameRules::Name() 	Gets the name of these rules.
RefreshSkillData 	void CGameRules::RefreshSkillData(bool) 	
SetSkillLevel 	void CGameRules::SetSkillLevel(int) 	Sets the game's difficulty/skill level.
ShouldCollide 	bool CGameRules::ShouldCollide(int, int) 	Returns whether two collision groups collide with each other in this game.
== CAmmoDef ==
The ammo type definition manager.
Function 	Signature 	Description
DamageForce 	float CAmmoDef::DamageForce(int)	Gets the amount of force this ammo type deals.
DamageType 	int CAmmoDef::DamageType(int) 	Gets the type of damage this ammo type deals.
Flags 	int CAmmoDef::Flags(int) 	Gets the flags this ammo type uses.
GetNumAmmoTypes	int CAmmoDef::GetNumAmmoTypes() 	Gets the number of ammo types which currently exist.
Index 	int CAmmoDef::Index(string) 	Gets the index of the specified ammo type name.
MaxCarry 	int CAmmoDef::MaxCarry(int) 	Gets the maximum amount of this ammo type which players should be able to carry.
MaxSplashSize 	int CAmmoDef::MaxSplashSize(int)	Gets the maximum size of water splashes caused by impacts from this ammo type.
MinSplashSize 	int CAmmoDef::MinSplashSize(int)	Gets the minimum size of water splashes caused by impacts from this ammo type.
NPCDamage 	int CAmmoDef::NPCDamage(int) 	Gets the damage NPCs deal for the specified ammo type.
Name 	string CAmmoDef::Name(int) 	Gets the name of the specified ammo type index.
PlrDamage 	int CAmmoDef::PlrDamage(int) 	Gets the damage players deal for the specified ammo type.
TracerType 	int CAmmoDef::TracerType(int) 	Gets the type of tracer this ammo type uses.
== CGlobalState ==
Global state system.
Function 	Signature 	Description
AddGlobal 	int CGlobalState::AddGlobal(string, string, int)	Adds a new global with a specific map name and state. Returns its index.
AddToCounter	int CGlobalState::AddToCounter(int, int) 	Adds to the counter of the specified global.
GetCounter 	int CGlobalState::GetCounter(int) 	Gets the counter of the specified global.
GetIndex 	int CGlobalState::GetIndex(string) 	Gets the index of the specified global name. Returns -1 if it does not exist.
GetState 	int CGlobalState::GetState(int) 	Gets the state of the specified global.
SetCounter 	void CGlobalState::SetCounter(int, int) 	Sets the counter of the specified global.
SetState 	void CGlobalState::SetState(int, int) 	Sets the state of the specified global.
== CGlobalSys ==
GlobalSys
Function 	Signature 	Description
CommandLineCheck 	bool CGlobalSys::CommandLineCheck(string) 	returns true if the command line param was used, otherwise false.
CommandLineCheckFloat	float CGlobalSys::CommandLineCheckFloat(string)	returns the command line param as a float.
CommandLineCheckInt 	int CGlobalSys::CommandLineCheckInt(string) 	returns the command line param as an int.
CommandLineCheckStr 	string CGlobalSys::CommandLineCheckStr(string) 	returns the command line param as a string.
GetCommandLine 	string CGlobalSys::GetCommandLine() 	returns the command line
== CDebugOverlayScriptHelper ==
CDebugOverlayScriptHelper
Function 	Signature 	Description
Axis 	void CDebugOverlayScriptHelper::Axis(Vector, Vector, float, bool, float) 	Draws an axis. Specify origin + orientation in world space.
Box 	void CDebugOverlayScriptHelper::Box(Vector, Vector, Vector, int, int, int, int, float) 	Draws a world-space axis-aligned box. Specify bounds in world space.
BoxAngles 	void CDebugOverlayScriptHelper::BoxAngles(Vector, Vector, Vector, Vector, int, int, int, int, float) 	Draws an oriented box at the origin. Specify bounds in local space.
BoxDirection 	void CDebugOverlayScriptHelper::BoxDirection(Vector, Vector, Vector, Vector, int, int, int, int, float) 	Draw box oriented to a Vector direction
Circle 	void CDebugOverlayScriptHelper::Circle(Vector, Vector, Vector, float, int, int, int, int, bool, float) 	Draws a circle. Specify center in world space.
CircleOriented 	void CDebugOverlayScriptHelper::CircleOriented(Vector, Vector, float, int, int, int, int, bool, float) 	Draws a circle oriented. Specify center in world space.
ClearAllOverlays 	void CDebugOverlayScriptHelper::ClearAllOverlays() 	Clear all debug overlays at once
Cross3D 	void CDebugOverlayScriptHelper::Cross3D(Vector, float, int, int, int, bool, float) 	Draws a world-aligned cross. Specify origin in world space.
Cross3DOriented 	void CDebugOverlayScriptHelper::Cross3DOriented(Vector, Vector, float, int, int, int, bool, float) 	Draws an oriented cross. Specify origin in world space.
DrawTickMarkedLine 	void CDebugOverlayScriptHelper::DrawTickMarkedLine(Vector, Vector, float, int, int, int, int, bool, float) 	Draws a dashed line. Specify endpoints in world space.
EntityBounds 	void CDebugOverlayScriptHelper::EntityBounds(handle, int, int, int, int, float) 	Draws bounds of an entity
EntityText 	void CDebugOverlayScriptHelper::EntityText(int, int, string, float, int, int, int, int) 	Draws text on an entity
EntityTextAtPosition	void CDebugOverlayScriptHelper::EntityTextAtPosition(Vector, int, string, float, int, int, int, int) 	Draw entity text overlay at a specific position
Grid 	void CDebugOverlayScriptHelper::Grid(Vector) 	Add grid overlay
HorzArrow 	void CDebugOverlayScriptHelper::HorzArrow(Vector, Vector, float, int, int, int, int, bool, float) 	Draws a horizontal arrow. Specify endpoints in world space.
Line 	void CDebugOverlayScriptHelper::Line(Vector, Vector, int, int, int, bool, float) 	Draws a line between two points
ScreenText 	void CDebugOverlayScriptHelper::ScreenText(float, float, string, int, int, int, int, float) 	Draws 2D text. Specify coordinates in screen space.
SetDebugBits 	void CDebugOverlayScriptHelper::SetDebugBits(handle, int) 	Set debug bits on entity
Sphere 	void CDebugOverlayScriptHelper::Sphere(Vector, float, int, int, int, bool, float) 	Draws a wireframe sphere. Specify center in world space.
SweptBox 	void CDebugOverlayScriptHelper::SweptBox(Vector, Vector, Vector, Vector, Vector, int, int, int, int, float)	Draws a swept box. Specify endpoints in world space and the bounds in local space.
Text 	void CDebugOverlayScriptHelper::Text(Vector, string, float) 	Draws 2D text. Specify origin in world space.
Triangle 	void CDebugOverlayScriptHelper::Triangle(Vector, Vector, Vector, int, int, int, int, bool, float) 	Draws a filled triangle. Specify vertices in world space.
VertArrow 	void CDebugOverlayScriptHelper::VertArrow(Vector, Vector, float, int, int, int, int, bool, float) 	Draws a vertical arrow. Specify endpoints in world space.
YawArrow 	void CDebugOverlayScriptHelper::YawArrow(Vector, float, float, float, int, int, int, int, bool, float) 	Draws a arrow associated with a specific yaw. Specify endpoints in world space.
== CNetMsg ==
Network messages
Function 	Signature 	Description
GetNumBitsWritten	int CNetMsg::GetNumBitsWritten() 	
ReadAngle 	float CNetMsg::ReadAngle() 	
ReadAngles 	Vector CNetMsg::ReadAngles() 	
ReadBool 	bool CNetMsg::ReadBool() 	
ReadByte 	int CNetMsg::ReadByte() 	
ReadChar 	int CNetMsg::ReadChar() 	
ReadCoord 	float CNetMsg::ReadCoord() 	
ReadEHandle 	handle CNetMsg::ReadEHandle() 	
ReadEntity 	handle CNetMsg::ReadEntity() 	
ReadFloat 	float CNetMsg::ReadFloat() 	
ReadInt 	int CNetMsg::ReadInt(int) 	
ReadLong 	int CNetMsg::ReadLong() 	
ReadNormal 	float CNetMsg::ReadNormal() 	
ReadShort 	int CNetMsg::ReadShort() 	
ReadString 	string CNetMsg::ReadString() 	
ReadUInt 	int CNetMsg::ReadUInt(int) 	
ReadVec3Coord 	Vector CNetMsg::ReadVec3Coord() 	
ReadVec3Normal 	Vector CNetMsg::ReadVec3Normal() 	
ReadWord 	int CNetMsg::ReadWord() 	
Receive 	void CNetMsg::Receive(string, handle) 	Set custom network message callback
Reset 	void CNetMsg::Reset() 	Reset the current network message buffer
Send 	void CNetMsg::Send(handle, bool) 	Send a custom network message from the server to the client (max 251 bytes)
SendEntityMessage	void CNetMsg::SendEntityMessage(handle, bool) 	Send a message from a server side entity to its client side counterpart
SendUserMessage 	void CNetMsg::SendUserMessage(handle, string, bool)	Send a usermessage from the server to the client
Start 	void CNetMsg::Start(string) 	Start writing new custom network message
WriteAngle 	void CNetMsg::WriteAngle(float) 	8 bit unsigned char
WriteAngles 	void CNetMsg::WriteAngles(Vector) 	
WriteBool 	void CNetMsg::WriteBool(bool) 	1 bit
WriteByte 	void CNetMsg::WriteByte(int) 	8 bit unsigned char
WriteChar 	void CNetMsg::WriteChar(int) 	8 bit char
WriteCoord 	void CNetMsg::WriteCoord(float) 	
WriteEHandle 	void CNetMsg::WriteEHandle(handle) 	32 bit long
WriteEntity 	void CNetMsg::WriteEntity(handle) 	11 bit (entindex)
WriteFloat 	void CNetMsg::WriteFloat(float) 	32 bit float
WriteInt 	void CNetMsg::WriteInt(int, int) 	variable bit signed int
WriteLong 	void CNetMsg::WriteLong(int) 	32 bit long
WriteNormal 	void CNetMsg::WriteNormal(float) 	12 bit
WriteShort 	void CNetMsg::WriteShort(int) 	16 bit short
WriteString 	void CNetMsg::WriteString(string) 	max 512 bytes at once
WriteUInt 	void CNetMsg::WriteUInt(int, int) 	variable bit unsigned int
WriteVec3Coord 	void CNetMsg::WriteVec3Coord(Vector) 	
WriteVec3Normal 	void CNetMsg::WriteVec3Normal(Vector) 	27 bit
WriteWord 	void CNetMsg::WriteWord(int) 	16 bit unsigned short
== CBaseTrigger ==
Extends CBaseEntity
Trigger entity
Function 	Signature 	Description
Disable 	void CBaseTrigger::Disable() 	
Enable 	void CBaseTrigger::Enable() 	
GetTouchedEntityOfType	handle CBaseTrigger::GetTouchedEntityOfType(string)	Gets the first touching entity which matches the specified class.
GetTouchingEntities 	void CBaseTrigger::GetTouchingEntities(handle) 	Gets all entities touching this trigger (and satisfying its criteria). This function copies them to a table with a maximum number of elements.
IsTouching 	bool CBaseTrigger::IsTouching(handle) 	Checks whether the passed entity is touching the trigger.
PassesTriggerFilters 	bool CBaseTrigger::PassesTriggerFilters(handle) 	Returns whether a target entity satisfies the trigger's spawnflags, filter, etc.
PointIsWithin 	bool CBaseTrigger::PointIsWithin(Vector) 	Checks if the given vector is within the trigger's volume.
TouchTest 	void CBaseTrigger::TouchTest() 	
UsesFilter 	bool CBaseTrigger::UsesFilter() 	Returns true if this trigger uses a filter.
== CBaseGrenade ==
Extends CBaseAnimating
The base class for grenades.
Function 	Signature 	Description
GetBlastForce 	Vector CBaseGrenade::GetBlastForce() 	Gets the grenade's blast force override. Grenades which use base damage force calculations return 0,0,0
GetDamage 	float CBaseGrenade::GetDamage() 	Gets the grenade's blast damage.
GetDamageRadius 	float CBaseGrenade::GetDamageRadius() 	Gets the grenade's blast damage radius.
GetOriginalThrower	handle CBaseGrenade::GetOriginalThrower()	Gets the grenade's original thrower after the thrower was changed due to being picked up by a gravity gun or something.
GetThrower 	handle CBaseGrenade::GetThrower() 	Gets the grenade's thrower.
GetTimer 	float CBaseGrenade::GetTimer() 	Gets the grenade's detonate time if it has one.
GetWarnAITime 	float CBaseGrenade::GetWarnAITime() 	Gets the time at which the grenade will warn/has warned AI.
HasWarnedAI 	bool CBaseGrenade::HasWarnedAI() 	Whether or not the grenade has issued its DANGER sound to the world sound list yet.
IsLive 	bool CBaseGrenade::IsLive() 	Whether or not the grenade has issued its DANGER sound to the world sound list yet.
SetDamage 	void CBaseGrenade::SetDamage(float) 	Sets the grenade's blast damage.
SetDamageRadius 	void CBaseGrenade::SetDamageRadius(float)	Sets the grenade's blast damage radius.
SetThrower 	void CBaseGrenade::SetThrower(handle) 	Sets the grenade's thrower.
== CBaseFilter ==
Extends CBaseEntity
All entities which could be used as filters.
Function 	Signature 	Description
BloodAllowed 	bool CBaseFilter::BloodAllowed(handle, handle) 	Check if the given caller and damage info allow for the production of blood.
DamageMod 	bool CBaseFilter::DamageMod(handle, handle) 	Mods the damage info with the given caller.
PassesDamageFilter 	bool CBaseFilter::PassesDamageFilter(handle, handle) 	Check if the given caller and damage info pass the damage filter, with the second parameter being a CTakeDamageInfo instance. The caller is the one who requests the filter result; For example, the entity being damaged when using this as a damage filter.
PassesFilter 	bool CBaseFilter::PassesFilter(handle, handle) 	Check if the given caller and entity pass the filter. The caller is the one who requests the filter result; For example, the entity being damaged when using this as a damage filter.
PassesFinalDamageFilter	bool CBaseFilter::PassesFinalDamageFilter(handle, handle)	Used by filter_damage_redirect to distinguish between standalone filter calls and actually damaging an entity. Returns true if there's no unique behavior. Parameters are identical to PassesDamageFilter.
== CFilterScript ==
Extends CBaseFilter
The filter_script entity which allows VScript functions to hook onto filter methods.
Function 	Signature 	Description
BloodAllowed 	bool CFilterScript -> BloodAllowed(handle caller, handle info) 	A completely optional hook used by filter_script to determine if a caller is allowed to emit blood after taking damage. Return true if blood should be allowed or false if it should not. If this hook is not defined, it will always return true.
DamageMod 	bool CFilterScript -> DamageMod(handle caller, handle info) 	A completely optional hook used by filter_script to modify damage being taken by an entity. You are free to use CTakeDamageInfo functions on the damage info handle and it will change how the caller is damaged. Returning true or false currently has no effect on vanilla code, but you should generally return true if the damage info has been modified by your code and false if it was not. If this hook is not defined, it will always return false.
PassesDamageFilter 	bool CFilterScript -> PassesDamageFilter(handle caller, handle info) 	A hook used by filter_script to determine what damage should pass it when it's being used as a damage filter. Return true if the info should pass or false if it should not. If this hook is not defined in a filter_script, damage filter requests will instead check PassesFilter with the attacker as the activator.
PassesFilter 	bool CFilterScript -> PassesFilter(handle caller, handle activator) 	A hook used by filter_script to determine what entities should pass it. Return true if the entity should pass or false if it should not. This hook is required for regular filtering.
PassesFinalDamageFilter	bool CFilterScript -> PassesFinalDamageFilter(handle caller, handle info)	A completely optional hook used by filter_script which only runs when the entity will take damage. This is different from PassesDamageFilter, which is sometimes used in cases where damage is not actually about to be taken. This also runs after a regular PassesDamageFilter check. Return true if the info should pass or false if it should not. If this hook is not defined, it will always return true.
== CAI_BaseNPC ==
Extends CBaseCombatCharacter
The base class all NPCs derive from.
Function 	Signature 	Description
AddSleepFlags 	void CAI_BaseNPC::AddSleepFlags(int) 	Add to the NPC's sleep flags. (see AI_SLEEP_ set of constants)
CapabilitiesAdd 	int CAI_BaseNPC::CapabilitiesAdd(int) 	Add capabilities to the NPC.
CapabilitiesClear 	void CAI_BaseNPC::CapabilitiesClear() 	Clear capabilities for the NPC.
CapabilitiesGet 	int CAI_BaseNPC::CapabilitiesGet() 	Get the capabilities the NPC currently possesses.
CapabilitiesRemove 	int CAI_BaseNPC::CapabilitiesRemove(int) 	Remove capabilities from the NPC.
ClearCondition 	void CAI_BaseNPC::ClearCondition(string) 	Clear a condition on the NPC.
ClearConditionID 	void CAI_BaseNPC::ClearConditionID(int) 	Clear a condition on the NPC by ID.
ClearSchedule 	void CAI_BaseNPC::ClearSchedule(string) 	Clear the NPC's current schedule for the specified reason.
Crouch 	bool CAI_BaseNPC::Crouch() 	Tells the NPC to crouch.
FindEnemyMemory 	handle CAI_BaseNPC::FindEnemyMemory(handle) 	Get information about the NPC's current enemy.
GetActivity 	string CAI_BaseNPC::GetActivity() 	Get the NPC's current activity.
GetActivityID 	int CAI_BaseNPC::GetActivityID() 	Get the NPC's current activity ID.
GetCine 	handle CAI_BaseNPC::GetCine() 	Get the NPC's currently running scripted sequence if it has one.
GetEnemy 	handle CAI_BaseNPC::GetEnemy() 	Get the NPC's current enemy.
GetEnemyLKP 	Vector CAI_BaseNPC::GetEnemyLKP() 	Get the last known position of the NPC's current enemy.
GetExpresser 	handle CAI_BaseNPC::GetExpresser() 	Get a handle for this NPC's expresser.
GetGestureVersionOfActivity 	string CAI_BaseNPC::GetGestureVersionOfActivity(string)	Get the gesture activity counterpart of the specified sequence activity, if one exists.
GetGestureVersionOfActivityID	int CAI_BaseNPC::GetGestureVersionOfActivityID(int) 	Get the gesture activity ID counterpart of the specified sequence activity ID, if one exists.
GetHintGroup 	string CAI_BaseNPC::GetHintGroup() 	Get the name of the NPC's hint group.
GetHintNode 	handle CAI_BaseNPC::GetHintNode() 	Get the NPC's current AI hint.
GetLastAttackTime 	float CAI_BaseNPC::GetLastAttackTime() 	Get the last time the NPC has used an attack (e.g. fired a bullet from a gun).
GetLastDamageTime 	float CAI_BaseNPC::GetLastDamageTime() 	Get the last time the NPC has been damaged.
GetLastEnemyTime 	float CAI_BaseNPC::GetLastEnemyTime() 	Get the last time the NPC has seen an enemy.
GetLastPlayerDamageTime 	float CAI_BaseNPC::GetLastPlayerDamageTime() 	Get the last time the NPC has been damaged by a player.
GetNPCState 	int CAI_BaseNPC::GetNPCState() 	Get the NPC's current state.
GetSchedule 	string CAI_BaseNPC::GetSchedule() 	Get the NPC's current schedule.
GetScheduleID 	int CAI_BaseNPC::GetScheduleID() 	Get the NPC's current schedule ID.
GetScriptState 	int CAI_BaseNPC::GetScriptState() 	Get the NPC's current scripted sequence state.
GetSequenceVersionOfGesture 	string CAI_BaseNPC::GetSequenceVersionOfGesture(string)	Get the sequence activity counterpart of the specified gesture activity, if one exists.
GetSequenceVersionOfGestureID	int CAI_BaseNPC::GetSequenceVersionOfGestureID(int) 	Get the sequence activity ID counterpart of the specified gesture activity ID, if one exists.
GetSleepState 	int CAI_BaseNPC::GetSleepState() 	Get the NPC's sleep state. (see AISS_ set of constants)
GetSquad 	handle CAI_BaseNPC::GetSquad() 	Get the NPC's squad if it has one.
GetTask 	string CAI_BaseNPC::GetTask() 	Get the NPC's current task.
GetTaskID 	int CAI_BaseNPC::GetTaskID() 	Get the NPC's current task ID.
HasCondition 	bool CAI_BaseNPC::HasCondition(string) 	Get whether the NPC has a condition.
HasConditionID 	bool CAI_BaseNPC::HasConditionID(int) 	Get whether the NPC has a condition ID.
HasSleepFlags 	bool CAI_BaseNPC::HasSleepFlags(int) 	Return true if the NPC has the specified sleep flags. (see AI_SLEEP_ set of constants)
IsCommandable 	bool CAI_BaseNPC::IsCommandable() 	Check if the NPC is commandable.
IsCrouching 	bool CAI_BaseNPC::IsCrouching() 	Returns true if the NPC is crouching.
IsInPlayerSquad 	bool CAI_BaseNPC::IsInPlayerSquad() 	Check if the NPC is in the player's squad.
IsInSquad 	bool CAI_BaseNPC::IsInSquad() 	Returns true if the NPC is in a squad.
IsMedic 	bool CAI_BaseNPC::IsMedic() 	Returns true if this NPC is a medic.
IsMoving 	bool CAI_BaseNPC::IsMoving() 	Check if the NPC is moving.
NumWeaponsInSquad 	int CAI_BaseNPC::NumWeaponsInSquad(string) 	Get the number of weapons in a squad.
RemoveSleepFlags 	void CAI_BaseNPC::RemoveSleepFlags(int) 	Remove from NPC's sleep flags. (see AI_SLEEP_ set of constants)
ResetActivity 	void CAI_BaseNPC::ResetActivity() 	Reset the NPC's current activity.
SetActivity 	void CAI_BaseNPC::SetActivity(string) 	Set the NPC's current activity.
SetActivityID 	void CAI_BaseNPC::SetActivityID(int) 	Set the NPC's current activity ID.
SetCondition 	void CAI_BaseNPC::SetCondition(string) 	Set a condition on the NPC.
SetConditionID 	void CAI_BaseNPC::SetConditionID(int) 	Set a condition on the NPC by ID.
SetEnemy 	void CAI_BaseNPC::SetEnemy(handle) 	Set the NPC's current enemy.
SetSchedule 	void CAI_BaseNPC::SetSchedule(string) 	Set the NPC's current schedule.
SetScheduleID 	void CAI_BaseNPC::SetScheduleID(int) 	Set the NPC's current schedule ID.
SetSleepState 	void CAI_BaseNPC::SetSleepState(int) 	Set the NPC's sleep state. (see AISS_ set of constants)
Sleep 	void CAI_BaseNPC::Sleep() 	Puts the NPC into a sleeping state.
Stand 	bool CAI_BaseNPC::Stand() 	Tells the NPC to stand if it is crouching.
TranslateActivity 	int CAI_BaseNPC::TranslateActivity(string) 	Translates the specified activity string and returns the translated activity ID.
TranslateActivityID 	int CAI_BaseNPC::TranslateActivityID(int) 	Translates the specified activity ID and returns the translated activity ID.
Wake 	void CAI_BaseNPC::Wake(handle) 	Awakens the NPC if it is currently asleep.
Function 	Signature 	Description
GetActualShootPosition 	Vector CAI_BaseNPC -> GetActualShootPosition(Vector shootOrigin, handle target) 	Called when the NPC is getting their actual shoot position, using the default shoot position as the parameter. (NOTE: NPCs which override this themselves might not always use this hook!)
NPC_TranslateActivity 	variant CAI_BaseNPC -> NPC_TranslateActivity(string activity, int activity_id) 	Called when the NPC is translating their current activity. The activity is provided in both string and ID form. Should return either an activity string or an activity ID. Return -1 to not translate.
NPC_TranslateSchedule 	variant CAI_BaseNPC -> NPC_TranslateSchedule(string schedule, int schedule_id) 	Called when the NPC is translating their current schedule. The schedule is provided in both string and ID form. Should return either a schedule string or a schedule ID. Return -1 to not translate.
OverrideMove 	void CAI_BaseNPC -> OverrideMove(float interval) 	Called when the NPC runs movement code, allowing the NPC's movement to be overridden by some other method. (NOTE: NPCs which override this themselves might not always use this hook!)
QueryHearSound 	bool CAI_BaseNPC -> QueryHearSound(handle sound) 	Called when the NPC is deciding whether to hear a CSound or not.
QuerySeeEntity 	bool CAI_BaseNPC -> QuerySeeEntity(handle entity) 	Called when the NPC is deciding whether to see an entity or not.
ShouldPlayFakeSequenceGesture	bool CAI_BaseNPC -> ShouldPlayFakeSequenceGesture(string activity, string translatedActivity)	Called when an activity is set on a NPC. Returning true will make the NPC convert the activity into a gesture (if a gesture is available) and continue their current activity instead.
== CAI_BaseActor ==
Extends CAI_BaseNPC
The base class for NPCs which act in complex choreo scenes.
Function 	Signature 	Description
AddLookTarget 	void CAI_BaseActor::AddLookTarget(handle, float, float, float) 	Add a potential look target for this actor with the specified importance, duration, and ramp.
AddLookTargetPos	void CAI_BaseActor::AddLookTargetPos(Vector, float, float, float)	Add a potential look target position for this actor with the specified importance, duration, and ramp.
== CSceneEntity ==
Extends CBaseEntity
Choreographed scene which controls animation and/or dialog on one or more actors.
Function 	Signature 	Description
AddBroadcastTeamTarget 	void CSceneEntity::AddBroadcastTeamTarget(int) 	Adds a team (by index) to the broadcast list
EstimateLength 	float CSceneEntity::EstimateLength() 	Returns length of this scene in seconds.
FindNamedEntity 	handle CSceneEntity::FindNamedEntity(string) 	given an entity reference, such as !target, get actual entity from scene object
IsPaused 	bool CSceneEntity::IsPaused() 	If this scene is currently paused.
IsPlayingBack 	bool CSceneEntity::IsPlayingBack() 	If this scene is currently playing.
LoadSceneFromString 	bool CSceneEntity::LoadSceneFromString(string, string)	given a dummy scene name and a vcd string, load the scene
RemoveBroadcastTeamTarget	void CSceneEntity::RemoveBroadcastTeamTarget(int) 	Removes a team (by index) from the broadcast list
== CSceneListManager ==
Extends CBaseEntity
Stores choreo scenes and cleans them up when a later scene in the list begins playing.
Function	Signature 	Description
GetScene	handle CSceneListManager::GetScene(int)	Gets the specified scene index from this manager.
== CAI_Expresser ==
Expresser class for complex speech.
Function 	Signature 	Description
BlockSpeechUntil 	void CAI_Expresser::BlockSpeechUntil(float) 	Block speech for a certain amount of time. This is stored in curtime.
CanSpeak 	bool CAI_Expresser::CanSpeak() 	Check if the actor can speak.
ForceNotSpeaking 	void CAI_Expresser::ForceNotSpeaking() 	If the actor is speaking, force the system to recognize them as not speaking.
GetVoicePitch 	int CAI_Expresser::GetVoicePitch() 	Get the actor's voice pitch. Used in sentences.
IsSpeaking 	bool CAI_Expresser::IsSpeaking() 	Check if the actor is speaking.
SetVoicePitch 	void CAI_Expresser::SetVoicePitch(int) 	Set the actor's voice pitch. Used in sentences.
Speak 	bool CAI_Expresser::Speak(string, string) 	Speak a response concept with the specified modifiers.
SpeakAutoGeneratedScene	bool CAI_Expresser::SpeakAutoGeneratedScene(string, float)	Speak an automatically generated, instanced VCD scene for this sound as though it were played through the Response System. Return whether the scene successfully plays.
SpeakRawScene 	bool CAI_Expresser::SpeakRawScene(string, float) 	Speak a raw, instanced VCD scene as though it were played through the Response System. Return whether the scene successfully plays.
SpeakRawSentence 	int CAI_Expresser::SpeakRawSentence(string, float) 	Speak a raw sentence as though it were played through the Response System. Return the sentence's index; -1 if not successfully played.
== CAI_Hint ==
Extends CBaseEntity
An entity which gives contextual pointers for NPCs.
Function 	Signature 	Description
GetDirection 	Vector CAI_Hint::GetDirection() 	Get the hint's direction.
GetHintActivity	string CAI_Hint::GetHintActivity()	Get the name of the hint activity.
GetHintGroup 	string CAI_Hint::GetHintGroup() 	Get the name of the hint's group.
GetHintType 	int CAI_Hint::GetHintType() 	Get the hint's type ID.
GetNodeId 	int CAI_Hint::GetNodeId() 	Get the hint's node ID.
GetUser 	handle CAI_Hint::GetUser() 	Get the hint's current user.
IsDisabled 	bool CAI_Hint::IsDisabled() 	Check if the hint is disabled.
IsLocked 	bool CAI_Hint::IsLocked() 	Check if the hint is locked.
Yaw 	float CAI_Hint::Yaw() 	Get the hint's yaw.
== CAI_Squad ==
NPC squads used for schedule coordination, sharing information about enemies, etc.
Function 	Signature 	Description
AddToSquad 	void CAI_Squad::AddToSquad(handle) 	Adds a NPC to the squad.
GetAnyMember 	handle CAI_Squad::GetAnyMember() 	Randomly get any one of the squad's members.
GetFirstMember 	handle CAI_Squad::GetFirstMember(bool) 	Get the squad's first member. The parameter is for whether to ignore silent members (see CAI_Squad::IsSilentMember() for more info).
GetLeader 	handle CAI_Squad::GetLeader() 	Get the squad's leader.
GetMember 	handle CAI_Squad::GetMember(int) 	Get one of the squad's members by their index.
GetName 	string CAI_Squad::GetName() 	Get the squad's name.
GetSquadData 	string CAI_Squad::GetSquadData(int) 	Get the squad data in the specified slot.
GetSquadIndex 	int CAI_Squad::GetSquadIndex(handle) 	Get the index of the specified NPC in the squad.
GetSquadMemberNearestTo	handle CAI_Squad::GetSquadMemberNearestTo(Vector) 	Get the squad member nearest to a point.
GetVisibleSquadMembers 	int CAI_Squad::GetVisibleSquadMembers(handle) 	Get the number of squad members visible to the specified member.
IsLeader 	bool CAI_Squad::IsLeader(handle) 	Returns true if the specified NPC is the squad's leader.
IsMember 	bool CAI_Squad::IsMember(handle) 	Returns true if the specified NPC is a member of the squad.
IsSilentMember 	bool CAI_Squad::IsSilentMember(handle) 	Returns true if the specified NPC is a "silent squad member", which means it's only in squads for enemy information purposes and does not actually participate in any tactics. For example, this is used for npc_enemyfinder and vital allies (e.g. Alyx) in the player's squad. Please note that this does not check if the NPC is in the squad first.
NearestSquadMember 	handle CAI_Squad::NearestSquadMember(handle) 	Get the squad member nearest to the specified member.
NumMembers 	int CAI_Squad::NumMembers(bool) 	Get the squad's number of members. The parameter is for whether to ignore silent members (see CAI_Squad::IsSilentMember() for more info).
RemoveFromSquad 	void CAI_Squad::RemoveFromSquad(handle) 	Removes a NPC from the squad.
SetSquadData 	void CAI_Squad::SetSquadData(int, string) 	Set the squad data in the specified slot.
SquadMemberInRange 	handle CAI_Squad::SquadMemberInRange(Vector, float) 	Get the first squad member found around the specified position in the specified range.
UpdateEnemyMemory 	void CAI_Squad::UpdateEnemyMemory(handle, handle, Vector)	Updates the squad's memory of an enemy. The first parameter is the updater, the second parameter is the enemy, and the third parameter is the position.
== CAI_SquadManager ==
Manager for NPC squads.
Function 	Signature 	Description
FindCreateSquad	handle CAI_SquadManager::FindCreateSquad(string)	Find the specified squad in the squad list or create it if it doesn't exist.
FindSquad 	handle CAI_SquadManager::FindSquad(string) 	Find the specified squad in the squad list. Returns null if none found.
GetFirstSquad 	handle CAI_SquadManager::GetFirstSquad() 	Get the first squad in the squad list.
GetNextSquad 	handle CAI_SquadManager::GetNextSquad(handle) 	Get the next squad in the squad list starting from the specified squad.
NumSquads 	int CAI_SquadManager::NumSquads() 	Get the number of squads in the list.
== CAI_GoalEntity ==
Extends CBaseEntity
The base class for goal entities used to control NPC behavior.
Function 	Signature 	Description
IsActive 	bool CAI_GoalEntity::IsActive()	Check if the goal entity is active.
NumActors	int CAI_GoalEntity::NumActors()	Get the number of actors using this goal entity.
== CAI_ActBusyGoal ==
Extends CAI_GoalEntity
A goal entity which makes NPCs act busy.
Function 	Signature 	Description
ForceBusy 	void CAI_ActBusyGoal::ForceBusy(handle, handle, bool) 	Force a NPC to act busy.
ForceBusyComplex	void CAI_ActBusyGoal::ForceBusyComplex(handle, handle, bool, bool, bool, float, int, handle)	Force a NPC to act busy with additional parameters.
StopBusy 	void CAI_ActBusyGoal::StopBusy(handle) 	Force a NPC to stop busying.
== CSound ==
A sound NPCs can hear.
Function 	Signature 	Description
DoesSoundExpire 	bool CSound::DoesSoundExpire() 	Returns true if the sound expires.
GetOwner 	handle CSound::GetOwner() 	Gets the sound's owner.
GetSoundOrigin 	Vector CSound::GetSoundOrigin() 	Gets the sound's origin.
GetSoundReactOrigin	Vector CSound::GetSoundReactOrigin()	Gets the sound's react origin.
GetTarget 	handle CSound::GetTarget() 	Gets the sound's target.
IsScent 	bool CSound::IsScent() 	Returns true if this is a type of scent (as opposed to a sound).
IsSound 	bool CSound::IsSound() 	Returns true if this is a type of sound (as opposed to a scent).
IsSoundType 	bool CSound::IsSoundType(int) 	Returns true if the sound type is the specified type.
OccludedVolume 	float CSound::OccludedVolume() 	Gets the sound's occluded volume.
Reset 	void CSound::Reset() 	Clears the volume, type, and origin for the sound without actually removing it.
SetSoundOrigin 	void CSound::SetSoundOrigin(Vector) 	Sets the sound's origin.
SoundChannel 	int CSound::SoundChannel() 	Gets the sound's channel.
SoundContext 	int CSound::SoundContext() 	Gets the sound type with contexts only.
SoundExpirationTime	float CSound::SoundExpirationTime() 	Gets the sound's expiration time.
SoundType 	int CSound::SoundType() 	Gets the raw sound type.
SoundTypeNoContext 	int CSound::SoundTypeNoContext() 	Gets the sound type with contexts excluded.
ValidateOwner 	bool CSound::ValidateOwner() 	Returns true if the sound's owner is still valid or if the sound never had an owner in the first place.
Volume 	int CSound::Volume() 	Gets the sound's volume.
== CNPC_Citizen ==
Extends CAI_BaseActor
npc_citizen from Half-Life 2
Function 	Signature 	Description
CanHeal 	bool CNPC_Citizen::CanHeal() 	Returns true if this citizen is a medic or ammo resupplier currently able to heal/give ammo.
GetCitizenType 	int CNPC_Citizen::GetCitizenType() 	Gets the citizen's type. 1 = Downtrodden, 2 = Refugee, 3 = Rebel, 4 = Unique
IsAmmoResupplier	bool CNPC_Citizen::IsAmmoResupplier() 	Returns true if this citizen is an ammo resupplier.
SetCitizenType 	void CNPC_Citizen::SetCitizenType(int)	Sets the citizen's type. 1 = Downtrodden, 2 = Refugee, 3 = Rebel, 4 = Unique
Function 	Signature 	Description
SelectModel	string CNPC_Citizen -> SelectModel(string model_path, string model_head, int gender)	Called when a citizen is selecting a random model. 'model_path' is the directory of the selected model and 'model_head' is the name. The 'gender' parameter uses the 'GENDER_' constants and is based only on the citizen's random head spawnflags. If a full model path string is returned, it will be used as the model instead.
== CProtoSniper ==
Extends CAI_BaseNPC
Combine sniper NPC.
Function 	Signature 	Description
FindFrustratedShot 	bool CProtoSniper::FindFrustratedShot(float) 	
GetBulletOrigin 	Vector CProtoSniper::GetBulletOrigin() 	
GetBulletSpeed 	float CProtoSniper::GetBulletSpeed() 	
GetPaintCursor 	Vector CProtoSniper::GetPaintCursor() 	Get the point the sniper is currently aiming at.
GetPositionParameter	float CProtoSniper::GetPositionParameter(float, bool)	
IsLaserOn 	bool CProtoSniper::IsLaserOn() 	
IsSweepingRandomly 	bool CProtoSniper::IsSweepingRandomly() 	
LaserOff 	void CProtoSniper::LaserOff() 	
LaserOn 	void CProtoSniper::LaserOn(Vector, Vector) 	
ScopeGlint 	void CProtoSniper::ScopeGlint() 	
== CPropVehicle ==
Extends CBaseAnimating
The base class for four-wheel physics vehicles.
Function 	Signature 	Description
GetPhysics 	handle CPropVehicle::GetPhysics() 	Get a vehicle's physics.
GetVehicleType	int CPropVehicle::GetVehicleType()	Get a vehicle's type.
== CPropVehicleDriveable ==
Extends CPropVehicle
The base class for driveable vehicles.
Function 	Signature 	Description
GetDriver 	handle CPropVehicleDriveable::GetDriver() 	Get a vehicle's driver, which could be either a player or a npc_vehicledriver.
IsEngineOn 	bool CPropVehicleDriveable::IsEngineOn() 	Check if the engine is on.
IsOverturned 	bool CPropVehicleDriveable::IsOverturned() 	Check if the vehicle is overturned.
IsVehicleBodyInWater	bool CPropVehicleDriveable::IsVehicleBodyInWater()	Check if the vehicle's body is submerged in water.
StartEngine 	void CPropVehicleDriveable::StartEngine() 	Start the engine.
StopEngine 	void CPropVehicleDriveable::StopEngine() 	Stop the engine.
== CPointCommentaryNode ==
Extends CBaseAnimating
Commentary nodes which play commentary in commentary mode.
Function 	Signature 	Description
AbortPlaying 	void CPointCommentaryNode::AbortPlaying() 	Stops playing the node and snaps out of its camera control immediately. The game uses this function to shut down commentary while in the middle of playing a node, as it can't smoothly blend out (since the commentary entities need to be removed).
CannotBeStopped 	bool CPointCommentaryNode::CannotBeStopped() 	
GetCommentaryFile	string CPointCommentaryNode::GetCommentaryFile() 	
GetCommentaryType	int CPointCommentaryNode::GetCommentaryType() 	
GetFootnote 	string CPointCommentaryNode::GetFootnote() 	
GetPrintName 	string CPointCommentaryNode::GetPrintName() 	
GetSpeakers 	string CPointCommentaryNode::GetSpeakers() 	
HasViewTarget 	bool CPointCommentaryNode::HasViewTarget() 	
IsActive 	bool CPointCommentaryNode::IsActive() 	
IsDisabled 	bool CPointCommentaryNode::IsDisabled() 	
PreventsMovement 	bool CPointCommentaryNode::PreventsMovement() 	
SetCommentaryFile	void CPointCommentaryNode::SetCommentaryFile(string)	
SetCommentaryType	void CPointCommentaryNode::SetCommentaryType(int) 	
SetDisabled 	void CPointCommentaryNode::SetDisabled(bool) 	
SetFootnote 	void CPointCommentaryNode::SetFootnote(string) 	
SetPrintName 	void CPointCommentaryNode::SetPrintName(string) 	
SetSpeakers 	void CPointCommentaryNode::SetSpeakers(string) 	
Function 	Signature 	Description
PreStartCommentary	bool CPointCommentaryNode -> PreStartCommentary()	Called just before commentary begins. Use this to modify variables or commentary behavior before it begins. Returning false will prevent the commentary from starting.
== CTriggerCamera ==
Extends CBaseEntity
Server-side camera entity
Function	Signature 	Description
GetFov 	int CTriggerCamera::GetFov() 	get camera's current fov setting as integer
SetFov 	void CTriggerCamera::SetFov(int, float)	set camera's current fov in integer degrees and fov change rate as float
== CEnvEntityMaker ==
Extends CBaseEntity
env_entity_maker
Function 	Signature 	Description
SpawnEntity 	void CEnvEntityMaker::SpawnEntity() 	Create an entity at the location of the maker
SpawnEntityAtEntityOrigin 	void CEnvEntityMaker::SpawnEntityAtEntityOrigin(handle) 	Create an entity at the location of a specified entity instance
SpawnEntityAtLocation 	void CEnvEntityMaker::SpawnEntityAtLocation(Vector, Vector) 	Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
SpawnEntityAtNamedEntityOrigin	void CEnvEntityMaker::SpawnEntityAtNamedEntityOrigin(string)	Create an entity at the location of a named entity
== CLogicExternalData ==
Extends CBaseEntity
An entity which loads keyvalues from an external data file.
Function 	Signature 	Description
GetKeyValueBlock	handle CLogicExternalData::GetKeyValueBlock() 	Gets the current external data block expressed in CScriptKeyValues.
GetKeyValues 	handle CLogicExternalData::GetKeyValues() 	Gets the external data expressed in CScriptKeyValues.
LoadFile 	void CLogicExternalData::LoadFile() 	Loads external data from the external file.
SaveFile 	void CLogicExternalData::SaveFile() 	Saves the external data to the external file.
SetKeyValueBlock	void CLogicExternalData::SetKeyValueBlock(handle)	Sets the current external data block from a CScriptKeyValues object.
SetKeyValues 	void CLogicExternalData::SetKeyValues(handle) 	Sets the external data from a CScriptKeyValues object.
== CGameTrace ==
trace_t
Function 	Signature 	Description
AllSolid 	bool CGameTrace::AllSolid() 	Returns whether the trace is completely within a solid.
Contents 	int CGameTrace::Contents() 	Gets the contents of the surface the trace has hit.
Destroy 	void CGameTrace::Destroy() 	Deletes this instance. Important for preventing memory leaks.
DidHit 	bool CGameTrace::DidHit() 	Returns whether the trace hit anything.
DidHitNonWorldEntity 	bool CGameTrace::DidHitNonWorldEntity() 	Returns whether the trace hit something other than the world entity.
DidHitWorld 	bool CGameTrace::DidHitWorld() 	Returns whether the trace hit the world entity or not.
DispFlags 	int CGameTrace::DispFlags() 	Gets the displacement flags of the surface the trace has hit.
EndPos 	Vector CGameTrace::EndPos() 	Gets the trace's end position.
Entity 	handle CGameTrace::Entity() 	Returns the entity this trace has hit.
Fraction 	float CGameTrace::Fraction() 	Gets the fraction of the trace completed. For example, if the trace stopped exactly halfway to the end position, this would be 0.5.
FractionLeftSolid 	float CGameTrace::FractionLeftSolid() 	If this trace started within a solid, this is the point in the trace's fraction at which it left that solid.
GetEntityIndex 	int CGameTrace::GetEntityIndex() 	Returns the index of whatever entity this trace hit.
HitBox 	int CGameTrace::HitBox() 	Returns the hitbox of the entity this trace has hit. If it hit the world entity, this returns the static prop index.
HitGroup 	int CGameTrace::HitGroup() 	Returns the specific hit group this trace hit if it hit an entity.
IsDispSurface 	bool CGameTrace::IsDispSurface() 	Returns whether this trace hit a displacement.
IsDispSurfaceBuildable	bool CGameTrace::IsDispSurfaceBuildable()	Returns whether DISPSURF_FLAG_BUILDABLE is ticked on the displacement this trace hit.
IsDispSurfaceProp1 	bool CGameTrace::IsDispSurfaceProp1() 	Returns whether DISPSURF_FLAG_SURFPROP1 is ticked on the displacement this trace hit.
IsDispSurfaceProp2 	bool CGameTrace::IsDispSurfaceProp2() 	Returns whether DISPSURF_FLAG_SURFPROP2 is ticked on the displacement this trace hit.
IsDispSurfaceWalkable 	bool CGameTrace::IsDispSurfaceWalkable() 	Returns whether DISPSURF_FLAG_WALKABLE is ticked on the displacement this trace hit.
PhysicsBone 	int CGameTrace::PhysicsBone() 	Returns the physics bone this trace hit if it hit an entity.
Plane 	handle CGameTrace::Plane() 	
StartPos 	Vector CGameTrace::StartPos() 	Gets the trace's start position.
StartSolid 	bool CGameTrace::StartSolid() 	Returns whether the trace started within a solid.
Surface 	handle CGameTrace::Surface() 	
== CMapbaseSystem ==
All-purpose Mapbase system primarily used for map-specific files.
Function 	Signature 	Description
AddManifestFile 	void CMapbaseSystem::AddManifestFile(string) 	Loads a manifest file.
GetModName 	string CMapbaseSystem::GetModName() 	Gets the name of the mod. This is the name which shows up on Steam, RPC, etc.
IsCoreMapbase 	bool CMapbaseSystem::IsCoreMapbase() 	Indicates whether this is one of the original Mapbase mods or just a separate mod using its code.
LoadCustomActbusyFile 	void CMapbaseSystem::LoadCustomActbusyFile(string) 	Loads a custom actbusy file.
LoadCustomLocalizationFile	void CMapbaseSystem::LoadCustomLocalizationFile(string)	Loads a custom localization file.
LoadCustomSoundscriptFile 	void CMapbaseSystem::LoadCustomSoundscriptFile(string) 	Loads a custom soundscript file.
LoadCustomSurfacePropsFile	void CMapbaseSystem::LoadCustomSurfacePropsFile(string)	Loads a custom surface properties file.
LoadCustomTalkerFile 	void CMapbaseSystem::LoadCustomTalkerFile(string) 	Loads a custom talker file.
== CNetPropManager ==
Allows reading and updating the network properties of an entity.
Function 	Signature 	Description
GetPropArraySize 	int CNetPropManager::GetPropArraySize(handle, string) 	Returns the size of an netprop array, or -1.
GetPropEntity 	handle CNetPropManager::GetPropEntity(handle, string) 	Reads an EHANDLE valued netprop (21 bit integer). Returns the script handle of the entity.
GetPropEntityArray	handle CNetPropManager::GetPropEntityArray(handle, string, int) 	Reads an EHANDLE valued netprop (21 bit integer) from an array. Returns the script handle of the entity.
GetPropFloat 	float CNetPropManager::GetPropFloat(handle, string) 	Reads a float valued netprop.
GetPropFloatArray 	float CNetPropManager::GetPropFloatArray(handle, string, int) 	Reads a float valued netprop from an array.
GetPropInt 	int CNetPropManager::GetPropInt(handle, string) 	Reads an integer valued netprop.
GetPropIntArray 	int CNetPropManager::GetPropIntArray(handle, string, int) 	Reads an integer valued netprop from an array.
GetPropString 	string CNetPropManager::GetPropString(handle, string) 	Reads a string valued netprop.
GetPropStringArray	string CNetPropManager::GetPropStringArray(handle, string, int) 	Reads a string valued netprop from an array.
GetPropType 	string CNetPropManager::GetPropType(handle, string) 	Returns the name of the netprop type as a string.
GetPropVector 	Vector CNetPropManager::GetPropVector(handle, string) 	Reads a 3D vector valued netprop.
GetPropVectorArray	Vector CNetPropManager::GetPropVectorArray(handle, string, int) 	Reads a 3D vector valued netprop from an array.
HasProp 	bool CNetPropManager::HasProp(handle, string) 	Checks if a netprop exists.
SetPropEntity 	void CNetPropManager::SetPropEntity(handle, string, handle) 	Sets an EHANDLE valued netprop (21 bit integer) to reference the specified entity.
SetPropEntityArray	handle CNetPropManager::SetPropEntityArray(handle, string, handle, int)	Sets an EHANDLE valued netprop (21 bit integer) from an array to reference the specified entity.
SetPropFloat 	void CNetPropManager::SetPropFloat(handle, string, float) 	Sets a netprop to the specified float.
SetPropFloatArray 	void CNetPropManager::SetPropFloatArray(handle, string, float, int) 	Sets a netprop from an array to the specified float.
SetPropInt 	void CNetPropManager::SetPropInt(handle, string, int) 	Sets a netprop to the specified integer.
SetPropIntArray 	void CNetPropManager::SetPropIntArray(handle, string, int, int) 	Sets a netprop from an array to the specified integer.
SetPropString 	void CNetPropManager::SetPropString(handle, string, string) 	Sets a netprop to the specified string.
SetPropStringArray	void CNetPropManager::SetPropStringArray(handle, string, string, int) 	Sets a netprop from an array to the specified string.
SetPropVector 	void CNetPropManager::SetPropVector(handle, string, Vector) 	Sets a netprop to the specified vector.
SetPropVectorArray	void CNetPropManager::SetPropVectorArray(handle, string, Vector, int) 	Sets a netprop from an array to the specified vector.
== CAI_Network ==
The global list of AI nodes.
Function 	Signature 	Description
GetNodeHint 	handle CAI_Network::GetNodeHint(int) 	Get a node's hint
GetNodePosition 	Vector CAI_Network::GetNodePosition(int) 	Get position of node using a generic human hull
GetNodePositionWithHull 	Vector CAI_Network::GetNodePositionWithHull(int, int) 	Get position of node using the specified hull
GetNodeType 	int CAI_Network::GetNodeType(int) 	Get a node's type
GetNodeYaw 	float CAI_Network::GetNodeYaw(int) 	Get yaw of node
NearestNodeToPoint 	int CAI_Network::NearestNodeToPoint(Vector, bool) 	Get ID of nearest node
NearestNodeToPointForNPC	int CAI_Network::NearestNodeToPointForNPC(handle, Vector, bool)	Get ID of nearest node using the specified NPC's properties
NumNodes 	int CAI_Network::NumNodes() 	Number of nodes in the level
== CWeaponCustomScripted ==
Extends CBaseCombatWeapon
Special weapon class with tons of hooks
Function 	Signature 	Description
AbortReload 	void CWeaponCustomScripted -> AbortReload() 	
ActivityList 	handle CWeaponCustomScripted -> ActivityList() 	
ActivityListCount 	int CWeaponCustomScripted -> ActivityListCount() 	
AddViewKick 	void CWeaponCustomScripted -> AddViewKick() 	
CanDeploy 	bool CWeaponCustomScripted -> CanDeploy() 	Should return true if weapon can be deployed
CanHolster 	bool CWeaponCustomScripted -> CanHolster() 	Should return true if weapon can be holstered
CheckReload 	void CWeaponCustomScripted -> CheckReload() 	
Deploy 	bool CWeaponCustomScripted -> Deploy() 	Called when weapon is being deployed
FinishReload 	void CWeaponCustomScripted -> FinishReload() 	
GetBulletSpread 	Vector CWeaponCustomScripted -> GetBulletSpread() 	
GetBulletSpreadForProficiency	Vector CWeaponCustomScripted -> GetBulletSpreadForProficiency(int proficiency)	Returns the bullet spread of a specific proficiency level. If this isn't defined, it will fall back to GetBulletSpread.
GetDefaultAnimSpeed 	float CWeaponCustomScripted -> GetDefaultAnimSpeed() 	
GetDrawActivity 	variant CWeaponCustomScripted -> GetDrawActivity() 	
GetFireRate 	float CWeaponCustomScripted -> GetFireRate() 	
GetMaxBurst 	int CWeaponCustomScripted -> GetMaxBurst() 	
GetMaxRestTime 	float CWeaponCustomScripted -> GetMaxRestTime() 	
GetMinBurst 	int CWeaponCustomScripted -> GetMinBurst() 	
GetMinRestTime 	float CWeaponCustomScripted -> GetMinRestTime() 	
GetPrimaryAttackActivity 	variant CWeaponCustomScripted -> GetPrimaryAttackActivity() 	
GetSecondaryAttackActivity 	variant CWeaponCustomScripted -> GetSecondaryAttackActivity() 	
HandleFireOnEmpty 	void CWeaponCustomScripted -> HandleFireOnEmpty() 	Called when they have the attack button down but they are out of ammo. The default implementation either reloads, switches weapons, or plays an empty sound.
HasAnyAmmo 	bool CWeaponCustomScripted -> HasAnyAmmo() 	Should return true if weapon has ammo
HasPrimaryAmmo 	bool CWeaponCustomScripted -> HasPrimaryAmmo() 	Should return true if weapon has primary ammo
HasSecondaryAmmo 	bool CWeaponCustomScripted -> HasSecondaryAmmo() 	Should return true if weapon has secondary ammo
Holster 	bool CWeaponCustomScripted -> Holster(handle switchingto) 	Called when weapon is being holstered
ItemBusyFrame 	void CWeaponCustomScripted -> ItemBusyFrame() 	Called each frame by the player PostThink, if the player's not ready to attack yet
ItemHolsterFrame 	void CWeaponCustomScripted -> ItemHolsterFrame() 	Called each frame by the player PreThink, if the weapon is holstered
ItemPostFrame 	void CWeaponCustomScripted -> ItemPostFrame() 	Called each frame by the player PostThink
ItemPreFrame 	void CWeaponCustomScripted -> ItemPreFrame() 	Called each frame by the player PreThink
PrimaryAttack 	void CWeaponCustomScripted -> PrimaryAttack() 	
Reload 	bool CWeaponCustomScripted -> Reload() 	
Reload_NPC 	void CWeaponCustomScripted -> Reload_NPC() 	
SecondaryAttack 	void CWeaponCustomScripted -> SecondaryAttack() 	
WeaponIdle 	void CWeaponCustomScripted -> WeaponIdle() 	Called when no buttons pressed
WeaponLOSCondition 	bool CWeaponCustomScripted -> WeaponLOSCondition() 	
WeaponMeleeAttack1Condition 	int CWeaponCustomScripted -> WeaponMeleeAttack1Condition() 	
WeaponMeleeAttack2Condition 	int CWeaponCustomScripted -> WeaponMeleeAttack2Condition() 	
WeaponRangeAttack1Condition 	int CWeaponCustomScripted -> WeaponRangeAttack1Condition() 	
WeaponRangeAttack2Condition 	int CWeaponCustomScripted -> WeaponRangeAttack2Condition() 	
== CFourWheelVehiclePhysics ==
Handler for four-wheel vehicle physics.
Function 	Signature 	Description
BoostTimeLeft 	int CFourWheelVehiclePhysics::BoostTimeLeft() 	Gets how much time is left in any current boost.
DisableMotion 	void CFourWheelVehiclePhysics::DisableMotion() 	Disables vehicle motion.
EnableMotion 	void CFourWheelVehiclePhysics::EnableMotion() 	Enables vehicle motion.
GetHLSpeed 	float CFourWheelVehiclePhysics::GetHLSpeed() 	Gets HL speed.
GetMaxSpeed 	int CFourWheelVehiclePhysics::GetMaxSpeed() 	Gets the max speed.
GetRPM 	int CFourWheelVehiclePhysics::GetRPM() 	Gets the RPM.
GetSpeed 	int CFourWheelVehiclePhysics::GetSpeed() 	Gets the speed.
GetSteering 	float CFourWheelVehiclePhysics::GetSteering() 	Gets the steeering.
GetSteeringDegrees 	float CFourWheelVehiclePhysics::GetSteeringDegrees() 	Gets the degrees of steeering.
GetThrottle 	float CFourWheelVehiclePhysics::GetThrottle() 	Gets the throttle.
HasBoost 	bool CFourWheelVehiclePhysics::HasBoost() 	Checks if the vehicle has the ability to boost.
IsBoosting 	bool CFourWheelVehiclePhysics::IsBoosting() 	Checks if the vehicle is boosting.
IsEngineDisabled 	bool CFourWheelVehiclePhysics::IsEngineDisabled() 	Checks whether the engine is disabled.
SetAction 	void CFourWheelVehiclePhysics::SetAction(float) 	Sets the action.
SetBoost 	void CFourWheelVehiclePhysics::SetBoost(float) 	Sets the boost.
SetDisableEngine 	void CFourWheelVehiclePhysics::SetDisableEngine(bool) 	Sets whether the engine is disabled.
SetHandbrake 	void CFourWheelVehiclePhysics::SetHandbrake(bool) 	Sets the handbrake.
SetHasBrakePedal 	void CFourWheelVehiclePhysics::SetHasBrakePedal(bool) 	Sets whether a handbrake pedal exists.
SetMaxReverseThrottle	void CFourWheelVehiclePhysics::SetMaxReverseThrottle(float)	Sets the max reverse throttle.
SetMaxThrottle 	void CFourWheelVehiclePhysics::SetMaxThrottle(float) 	Sets the max throttle.
SetSteering 	void CFourWheelVehiclePhysics::SetSteering(float, float) 	Sets the steering.
SetSteeringDegrees 	void CFourWheelVehiclePhysics::SetSteeringDegrees(float) 	Sets the degrees of steering.
SetThrottle 	void CFourWheelVehiclePhysics::SetThrottle(float) 	Sets the throttle.
== matrix3x4_t ==
A 3x4 matrix transform.
Function	Signature 	Description
Init 	void matrix3x4_t::Init(Vector, Vector, Vector, Vector)	Creates a matrix where the X axis = forward, the Y axis = left, and the Z axis = up.
== IPhysicsObject ==
VPhysics object class.
Function 	Signature 	Description
ApplyForceCenter 	void IPhysicsObject::ApplyForceCenter(Vector) 	
ApplyForceOffset 	void IPhysicsObject::ApplyForceOffset(Vector, Vector)	
ApplyTorqueCenter 	void IPhysicsObject::ApplyTorqueCenter(Vector) 	
EnableCollisions 	void IPhysicsObject::EnableCollisions(bool) 	
EnableDrag 	void IPhysicsObject::EnableDrag(bool) 	
EnableGravity 	void IPhysicsObject::EnableGravity(bool) 	
EnableMotion 	void IPhysicsObject::EnableMotion(bool) 	
GetInertia 	Vector IPhysicsObject::GetInertia() 	
GetInvInertia 	Vector IPhysicsObject::GetInvInertia() 	
GetInvMass 	float IPhysicsObject::GetInvMass() 	
GetMass 	float IPhysicsObject::GetMass() 	
GetName 	string IPhysicsObject::GetName() 	
IsAsleep 	bool IPhysicsObject::IsAsleep() 	
IsAttachedToConstraint	bool IPhysicsObject::IsAttachedToConstraint(bool) 	
IsCollisionEnabled 	bool IPhysicsObject::IsCollisionEnabled() 	
IsDragEnabled 	bool IPhysicsObject::IsDragEnabled() 	
IsFluid 	bool IPhysicsObject::IsFluid() 	
IsGravityEnabled 	bool IPhysicsObject::IsGravityEnabled() 	
IsHinged 	bool IPhysicsObject::IsHinged() 	
IsMotionEnabled 	bool IPhysicsObject::IsMotionEnabled() 	
IsMoveable 	bool IPhysicsObject::IsMoveable() 	
IsStatic 	bool IPhysicsObject::IsStatic() 	
IsTrigger 	bool IPhysicsObject::IsTrigger() 	
SetInertia 	void IPhysicsObject::SetInertia(Vector) 	
SetMass 	void IPhysicsObject::SetMass(float) 	
Sleep 	void IPhysicsObject::Sleep() 	
Wake 	void IPhysicsObject::Wake() 	
== CUserCmd ==
Function 	Signature 	Description
GetButtons 	int CUserCmd::GetButtons() 	Input button state.
GetCommandNumber	int CUserCmd::GetCommandNumber() 	For matching server and client commands for debugging.
GetForwardMove 	float CUserCmd::GetForwardMove() 	
GetImpulse 	int CUserCmd::GetImpulse() 	Impulse command issued.
GetMouseX 	int CUserCmd::GetMouseX() 	Mouse accum in x from create move.
GetMouseY 	int CUserCmd::GetMouseY() 	Mouse accum in y from create move.
GetRandomSeed 	int CUserCmd::GetRandomSeed() 	For shared random functions.
GetSideMove 	float CUserCmd::GetSideMove() 	
GetTickCount 	int CUserCmd::GetTickCount() 	The tick the client created this command.
GetUpMove 	float CUserCmd::GetUpMove() 	
GetViewAngles 	Vector CUserCmd::GetViewAngles() 	Player instantaneous view angles.
GetWeaponSelect 	int CUserCmd::GetWeaponSelect() 	Current weapon id.
GetWeaponSubtype	int CUserCmd::GetWeaponSubtype() 	Current weapon subtype id.
SetButtons 	void CUserCmd::SetButtons(int) 	Sets input button state.
SetForwardMove 	void CUserCmd::SetForwardMove(float)	
SetImpulse 	void CUserCmd::SetImpulse(int) 	Sets impulse command issued.
SetMouseX 	void CUserCmd::SetMouseX(int) 	Sets mouse accum in x from create move.
SetMouseY 	void CUserCmd::SetMouseY(int) 	Sets mouse accum in y from create move.
SetSideMove 	void CUserCmd::SetSideMove(float) 	
SetUpMove 	void CUserCmd::SetUpMove(float) 	
SetViewAngles 	void CUserCmd::SetViewAngles(Vector)	Sets player instantaneous view angles.
SetWeaponSelect 	void CUserCmd::SetWeaponSelect(int) 	Sets current weapon id.
SetWeaponSubtype	void CUserCmd::SetWeaponSubtype(int)	Sets current weapon subtype id.
== CConvars ==
Provides an interface to convars.
Function 	Signature 	Description
GetBool 	bool CConvars::GetBool(string) 	Returns the convar as a bool. May return null if no such convar.
GetClientConvarValue 	string CConvars::GetClientConvarValue(int, string) 	Get a convar keyvalue for a specified client
GetCommandClient 	handle CConvars::GetCommandClient() 	returns the player who issued this console command.
GetDefaultValue 	string CConvars::GetDefaultValue(string) 	Returns the convar's default value as a string. May return null if no such convar.
GetFloat 	float CConvars::GetFloat(string) 	Returns the convar as a float. May return null if no such convar.
GetInt 	int CConvars::GetInt(string) 	Returns the convar as an int. May return null if no such convar.
GetStr 	string CConvars::GetStr(string) 	Returns the convar as a string. May return null if no such convar.
IsFlagSet 	bool CConvars::IsFlagSet(string, int) 	Returns the convar's flags. May return null if no such convar.
RegisterCommand 	void CConvars::RegisterCommand(string, handle, string, int)	register a console command.
RegisterConvar 	void CConvars::RegisterConvar(string, string, string, int) 	register a new console variable.
SetBool 	void CConvars::SetBool(string, bool) 	Sets the value of the convar as a bool.
SetChangeCallback 	void CConvars::SetChangeCallback(string, handle) 	callback is called with 5 parameters (var, szOldValue, flOldValue, szNewValue, flNewValue)
SetCompletionCallback	void CConvars::SetCompletionCallback(string, handle) 	callback is called with 3 parameters (cmd, partial, commands), user strings must be appended to 'commands' array
SetFloat 	void CConvars::SetFloat(string, float) 	Sets the value of the convar as a float.
SetInt 	void CConvars::SetInt(string, int) 	Sets the value of the convar as an int.
SetStr 	void CConvars::SetStr(string, string) 	Sets the value of the convar as a string.
UnregisterCommand 	void CConvars::UnregisterCommand(string) 	unregister a console command.
== cplane_t ==
== FireBulletsInfo_t ==
Function 	Signature 	Description
GetAdditionalIgnoreEnt	handle FireBulletsInfo_t::GetAdditionalIgnoreEnt() 	
GetAmmoType 	int FireBulletsInfo_t::GetAmmoType() 	
GetAttacker 	handle FireBulletsInfo_t::GetAttacker() 	
GetDamage 	float FireBulletsInfo_t::GetDamage() 	Gets the damage the bullets should deal. 0 = use ammo type
GetDamageForceScale 	float FireBulletsInfo_t::GetDamageForceScale() 	
GetDirShooting 	Vector FireBulletsInfo_t::GetDirShooting() 	
GetDistance 	float FireBulletsInfo_t::GetDistance() 	Gets the distance the bullets should travel.
GetFlags 	int FireBulletsInfo_t::GetFlags() 	Gets the flags the bullets should use.
GetPlayerDamage 	int FireBulletsInfo_t::GetPlayerDamage() 	Gets the damage the bullets should deal when hitting the player. 0 = use regular damage
GetPrimaryAttack 	bool FireBulletsInfo_t::GetPrimaryAttack() 	Gets whether the bullets came from a primary attack.
GetShots 	int FireBulletsInfo_t::GetShots() 	Gets the number of shots which should be fired.
GetSource 	Vector FireBulletsInfo_t::GetSource() 	
GetSpread 	Vector FireBulletsInfo_t::GetSpread() 	
GetTracerFreq 	int FireBulletsInfo_t::GetTracerFreq() 	
SetAdditionalIgnoreEnt	void FireBulletsInfo_t::SetAdditionalIgnoreEnt(handle)	
SetAmmoType 	void FireBulletsInfo_t::SetAmmoType(int) 	
SetAttacker 	void FireBulletsInfo_t::SetAttacker(handle) 	
SetDamage 	void FireBulletsInfo_t::SetDamage(float) 	Sets the damage the bullets should deal. 0 = use ammo type
SetDamageForceScale 	void FireBulletsInfo_t::SetDamageForceScale(float) 	
SetDirShooting 	void FireBulletsInfo_t::SetDirShooting(Vector) 	
SetDistance 	void FireBulletsInfo_t::SetDistance(float) 	Sets the distance the bullets should travel.
SetFlags 	void FireBulletsInfo_t::SetFlags(float) 	Sets the flags the bullets should use.
SetPlayerDamage 	void FireBulletsInfo_t::SetPlayerDamage(float) 	Sets the damage the bullets should deal when hitting the player. 0 = use regular damage
SetPrimaryAttack 	void FireBulletsInfo_t::SetPrimaryAttack(bool) 	Sets whether the bullets came from a primary attack.
SetShots 	void FireBulletsInfo_t::SetShots(int) 	Sets the number of shots which should be fired.
SetSource 	void FireBulletsInfo_t::SetSource(Vector) 	
SetSpread 	void FireBulletsInfo_t::SetSpread(Vector) 	
SetTracerFreq 	void FireBulletsInfo_t::SetTracerFreq(int) 	
== CLocalize ==
Accesses functions related to localization strings.
Function 	Signature 	Description
AddStringAsUTF8	void CLocalize::AddStringAsUTF8(string, string)	Adds a new localized token as a UTF-8 string (not Unicode).
GetTokenAsUTF8 	string CLocalize::GetTokenAsUTF8(string) 	Gets the current language's token as a UTF-8 string (not Unicode).
== surfacedata_t ==
Function 	Signature 	Description
GetFriction 	float surfacedata_t::GetFriction() 	
GetJumpFactor 	float surfacedata_t::GetJumpFactor() 	
GetMaterialChar 	char surfacedata_t::GetMaterialChar() 	
GetSoundBreak 	string surfacedata_t::GetSoundBreak() 	
GetSoundBulletImpact	string surfacedata_t::GetSoundBulletImpact()	
GetSoundImpactHard 	string surfacedata_t::GetSoundImpactHard() 	
GetSoundImpactSoft 	string surfacedata_t::GetSoundImpactSoft() 	
GetSoundRolling 	string surfacedata_t::GetSoundRolling() 	
GetSoundScrapeRough 	string surfacedata_t::GetSoundScrapeRough() 	
GetSoundScrapeSmooth	string surfacedata_t::GetSoundScrapeSmooth()	
GetSoundStepLeft 	string surfacedata_t::GetSoundStepLeft() 	
GetSoundStepRight 	string surfacedata_t::GetSoundStepRight() 	
GetSoundStrain 	string surfacedata_t::GetSoundStrain() 	
GetThickness 	float surfacedata_t::GetThickness() 	
== AI_EnemyInfo_t ==
Accessor for information about an enemy.
Function 	Signature 	Description
DangerMemory 	bool AI_EnemyInfo_t::DangerMemory() 	Get the memory of danger position w/o enemy pointer.
EludedMe 	bool AI_EnemyInfo_t::EludedMe() 	Get whether the enemy is not at the last known location.
Enemy 	handle AI_EnemyInfo_t::Enemy() 	
LastKnownLocation 	Vector AI_EnemyInfo_t::LastKnownLocation() 	Get
LastSeenLocation 	Vector AI_EnemyInfo_t::LastSeenLocation() 	Get
MobbedMe 	bool AI_EnemyInfo_t::MobbedMe() 	Get whether the enemy was part of a mob at some point.
SetDangerMemory 	void AI_EnemyInfo_t::SetDangerMemory(bool) 	Set the memory of danger position w/o enemy pointer.
SetEludedMe 	void AI_EnemyInfo_t::SetEludedMe(bool) 	Set whether the enemy is not at the last known location.
SetEnemy 	void AI_EnemyInfo_t::SetEnemy(handle) 	
SetLastKnownLocation 	void AI_EnemyInfo_t::SetLastKnownLocation(Vector) 	Set
SetLastSeenLocation 	void AI_EnemyInfo_t::SetLastSeenLocation(Vector) 	Set
SetMobbedMe 	void AI_EnemyInfo_t::SetMobbedMe(bool) 	Set whether the enemy was part of a mob at some point.
SetTimeAtFirstHand 	void AI_EnemyInfo_t::SetTimeAtFirstHand(float) 	Set the time at which the enemy was seen firsthand.
SetTimeFirstSeen 	void AI_EnemyInfo_t::SetTimeFirstSeen(float) 	Set
SetTimeLastReacquired 	void AI_EnemyInfo_t::SetTimeLastReacquired(float) 	Set
SetTimeLastReceivedDamageFrom	void AI_EnemyInfo_t::SetTimeLastReceivedDamageFrom(float)	Set the last time damage was received from this enemy.
SetTimeLastSeen 	void AI_EnemyInfo_t::SetTimeLastSeen(float) 	Set
SetTimeValidEnemy 	void AI_EnemyInfo_t::SetTimeValidEnemy(float) 	Set the time at which the enemy can be selected (reaction delay).
SetUnforgettable 	void AI_EnemyInfo_t::SetUnforgettable(bool) 	Set
TimeAtFirstHand 	float AI_EnemyInfo_t::TimeAtFirstHand() 	Get the time at which the enemy was seen firsthand.
TimeFirstSeen 	float AI_EnemyInfo_t::TimeFirstSeen() 	Get
TimeLastReacquired 	float AI_EnemyInfo_t::TimeLastReacquired() 	Get
TimeLastReceivedDamageFrom 	float AI_EnemyInfo_t::TimeLastReceivedDamageFrom() 	Get the last time damage was received from this enemy.
TimeLastSeen 	float AI_EnemyInfo_t::TimeLastSeen() 	Get
TimeValidEnemy 	float AI_EnemyInfo_t::TimeValidEnemy() 	Get the time at which the enemy can be selected (reaction delay).
Unforgettable 	bool AI_EnemyInfo_t::Unforgettable() 	Get
== scriptanimevent_t ==
Function 	Signature 	Description
GetCycle 	float scriptanimevent_t::GetCycle() 	
GetEvent 	int scriptanimevent_t::GetEvent() 	
GetEventTime	float scriptanimevent_t::GetEventTime() 	
GetOptions 	string scriptanimevent_t::GetOptions() 	
GetSource 	handle scriptanimevent_t::GetSource() 	Gets the event's source entity.
GetType 	int scriptanimevent_t::GetType() 	Gets the event's type flags. See the 'AE_TYPE_' set of constants for valid flags.
SetCycle 	void scriptanimevent_t::SetCycle(float) 	
SetEvent 	void scriptanimevent_t::SetEvent(int) 	
SetEventTime	void scriptanimevent_t::SetEventTime(float)	
SetOptions 	void scriptanimevent_t::SetOptions(string) 	
SetSource 	void scriptanimevent_t::SetSource(handle) 	Sets the event's source entity.
SetType 	void scriptanimevent_t::SetType(int) 	Sets the event's type flags. See the 'AE_TYPE_' set of constants for valid flags.
== CScriptKeyValues ==
Wrapper class over KeyValues instance
Function 	Signature 	Description
FindKey 	handle CScriptKeyValues::FindKey(string) 	Given a KeyValues object and a key name, find a KeyValues object associated with the key name
FindOrCreateKey 	handle CScriptKeyValues::FindOrCreateKey(string) 	Given a KeyValues object and a key name, find or create a KeyValues object associated with the key name
GetBool 	bool CScriptKeyValues::GetBool() 	Given a KeyValues object, return its own associated bool value
GetFirstSubKey 	handle CScriptKeyValues::GetFirstSubKey() 	Given a KeyValues object, return the first sub key object
GetFloat 	float CScriptKeyValues::GetFloat() 	Given a KeyValues object, return its own associated float value
GetInt 	int CScriptKeyValues::GetInt() 	Given a KeyValues object, return its own associated integer value
GetKeyBool 	bool CScriptKeyValues::GetKeyBool(string) 	Given a KeyValues object and a key name, return associated bool value
GetKeyFloat 	float CScriptKeyValues::GetKeyFloat(string) 	Given a KeyValues object and a key name, return associated float value
GetKeyInt 	int CScriptKeyValues::GetKeyInt(string) 	Given a KeyValues object and a key name, return associated integer value
GetKeyString 	string CScriptKeyValues::GetKeyString(string) 	Given a KeyValues object and a key name, return associated string value
GetName 	string CScriptKeyValues::GetName() 	Given a KeyValues object, return its name
GetNextKey 	handle CScriptKeyValues::GetNextKey() 	Given a KeyValues object, return the next key object in a sub key group
GetString 	string CScriptKeyValues::GetString() 	Given a KeyValues object, return its own associated string value
IsKeyEmpty 	bool CScriptKeyValues::IsKeyEmpty(string) 	Given a KeyValues object and a key name, return true if key name has no value
ReleaseKeyValues	void CScriptKeyValues::ReleaseKeyValues() 	Given a root KeyValues object, release its contents
SetBool 	void CScriptKeyValues::SetBool(bool) 	Given a KeyValues object, set its own associated bool value
SetFloat 	void CScriptKeyValues::SetFloat(float) 	Given a KeyValues object, set its own associated float value
SetInt 	void CScriptKeyValues::SetInt(int) 	Given a KeyValues object, set its own associated integer value
SetKeyBool 	void CScriptKeyValues::SetKeyBool(string, bool) 	Given a KeyValues object and a key name, set associated bool value
SetKeyFloat 	void CScriptKeyValues::SetKeyFloat(string, float) 	Given a KeyValues object and a key name, set associated float value
SetKeyInt 	void CScriptKeyValues::SetKeyInt(string, int) 	Given a KeyValues object and a key name, set associated integer value
SetKeyString 	void CScriptKeyValues::SetKeyString(string, string)	Given a KeyValues object and a key name, set associated string value
SetName 	void CScriptKeyValues::SetName(string) 	Given a KeyValues object, set its name
SetString 	void CScriptKeyValues::SetString(string) 	Given a KeyValues object, set its own associated string value
SubKeysToTable 	void CScriptKeyValues::SubKeysToTable(handle) 	Converts to script table.
TableToSubKeys 	void CScriptKeyValues::TableToSubKeys(handle) 	Converts a script table to KeyValues.
== CTakeDamageInfo ==
Damage information handler.
Function 	Signature 	Description
AddDamage 	void CTakeDamageInfo::AddDamage(float) 	Adds to the damage.
AddDamageType 	void CTakeDamageInfo::AddDamageType(int) 	Adds to the damage type.
BaseDamageIsValid 	bool CTakeDamageInfo::BaseDamageIsValid() 	Checks if the base damage is valid.
GetAmmoName 	string CTakeDamageInfo::GetAmmoName() 	Gets the ammo type name.
GetAmmoType 	int CTakeDamageInfo::GetAmmoType() 	Gets the ammo type.
GetAttacker 	handle CTakeDamageInfo::GetAttacker() 	Gets the attacker.
GetBaseDamage 	float CTakeDamageInfo::GetBaseDamage() 	Gets the base damage.
GetDamage 	float CTakeDamageInfo::GetDamage() 	Gets the damage.
GetDamageBonus 	float CTakeDamageInfo::GetDamageBonus() 	Gets the damage bonus.
GetDamageCustom 	int CTakeDamageInfo::GetDamageCustom() 	Gets the damage custom.
GetDamageForce 	Vector CTakeDamageInfo::GetDamageForce() 	Gets the damage force.
GetDamagePosition 	Vector CTakeDamageInfo::GetDamagePosition() 	Gets the damage position.
GetDamageStats 	int CTakeDamageInfo::GetDamageStats() 	Gets the damage stats.
GetDamageType 	int CTakeDamageInfo::GetDamageType() 	Gets the damage type.
GetDamagedOtherPlayers 	int CTakeDamageInfo::GetDamagedOtherPlayers() 	Gets whether other players have been damaged.
GetInflictor 	handle CTakeDamageInfo::GetInflictor() 	Gets the inflictor.
GetMaxDamage 	float CTakeDamageInfo::GetMaxDamage() 	Gets the max damage.
GetPlayerPenetrationCount	int CTakeDamageInfo::GetPlayerPenetrationCount() 	Gets the player penetration count.
GetReportedPosition 	Vector CTakeDamageInfo::GetReportedPosition() 	Gets the reported damage position.
GetWeapon 	handle CTakeDamageInfo::GetWeapon() 	Gets the weapon.
IsForceFriendlyFire 	bool CTakeDamageInfo::IsForceFriendlyFire() 	Gets force friendly fire.
ScaleDamage 	void CTakeDamageInfo::ScaleDamage(float) 	Scales the damage.
ScaleDamageForce 	void CTakeDamageInfo::ScaleDamageForce(float) 	Scales the damage force.
SetAmmoType 	void CTakeDamageInfo::SetAmmoType(int) 	Sets the ammo type.
SetAttacker 	void CTakeDamageInfo::SetAttacker(handle) 	Sets the attacker.
SetDamage 	void CTakeDamageInfo::SetDamage(float) 	Sets the damage.
SetDamageBonus 	void CTakeDamageInfo::SetDamageBonus(float) 	Sets the damage bonus.
SetDamageCustom 	void CTakeDamageInfo::SetDamageCustom(int) 	Sets the damage custom.
SetDamageForce 	void CTakeDamageInfo::SetDamageForce(Vector) 	Sets the damage force.
SetDamagePosition 	void CTakeDamageInfo::SetDamagePosition(Vector) 	Sets the damage position.
SetDamageStats 	void CTakeDamageInfo::SetDamageStats(int) 	Sets the damage stats.
SetDamageType 	void CTakeDamageInfo::SetDamageType(int) 	Sets the damage type.
SetDamagedOtherPlayers 	void CTakeDamageInfo::SetDamagedOtherPlayers(int) 	Sets whether other players have been damaged.
SetForceFriendlyFire 	void CTakeDamageInfo::SetForceFriendlyFire(bool) 	Sets force friendly fire.
SetInflictor 	void CTakeDamageInfo::SetInflictor(handle) 	Sets the inflictor.
SetMaxDamage 	void CTakeDamageInfo::SetMaxDamage(float) 	Sets the max damage.
SetPlayerPenetrationCount	void CTakeDamageInfo::SetPlayerPenetrationCount(int)	Sets the player penetration count.
SetReportedPosition 	void CTakeDamageInfo::SetReportedPosition(Vector) 	Sets the reported damage position.
SetWeapon 	void CTakeDamageInfo::SetWeapon(handle) 	Sets the weapon.
SubtractDamage 	void CTakeDamageInfo::SubtractDamage(float) 	Removes from the damage.
== EmitSound_t ==
Function 	Signature 	Description
ClearOrigin 	void EmitSound_t::ClearOrigin() 	Clears the sound's origin override if it has one.
GetChannel 	int EmitSound_t::GetChannel() 	
GetEmitCloseCaption 	float EmitSound_t::GetEmitCloseCaption() 	Gets whether or not the sound will emit closed captioning/subtitles.
GetFlags 	int EmitSound_t::GetFlags() 	Gets the sound's flags. See the 'SND_' set of constants.
GetOrigin 	Vector EmitSound_t::GetOrigin() 	Gets the sound's origin override.
GetSoundLevel 	int EmitSound_t::GetSoundLevel() 	Gets the sound's level in decibels. (Note that this may not apply to soundscripts)
GetSoundName 	string EmitSound_t::GetSoundName() 	Gets the sound's file path or soundscript name.
GetSoundScriptHandle 	int EmitSound_t::GetSoundScriptHandle() 	
GetSoundTime 	float EmitSound_t::GetSoundTime() 	Gets the time the sound will begin, relative to Time().
GetSpeakerEntity 	int EmitSound_t::GetSpeakerEntity() 	Gets the sound's original source if it is being transmitted by a microphone.
GetSpecialDSP 	int EmitSound_t::GetSpecialDSP() 	
GetVolume 	float EmitSound_t::GetVolume() 	(Note that this may not apply to soundscripts)
GetWarnOnDirectWaveReference	float EmitSound_t::GetWarnOnDirectWaveReference() 	Gets whether or not the sound will send a message to the console if it references a direct sound file instead of a soundscript.
GetWarnOnMissingCloseCaption	float EmitSound_t::GetWarnOnMissingCloseCaption() 	Gets whether or not the sound will send a message to the console if there is no corresponding closed captioning token.
HasOrigin 	bool EmitSound_t::HasOrigin() 	Returns true if the sound has an origin override.
SetChannel 	void EmitSound_t::SetChannel(int) 	
SetEmitCloseCaption 	void EmitSound_t::SetEmitCloseCaption(bool) 	Sets whether or not the sound will emit closed captioning/subtitles.
SetFlags 	void EmitSound_t::SetFlags(int) 	Sets the sound's flags. See the 'SND_' set of constants.
SetOrigin 	void EmitSound_t::SetOrigin(Vector) 	Sets the sound's origin override.
SetSoundLevel 	void EmitSound_t::SetSoundLevel(int) 	Sets the sound's level in decibels. (Note that this may not apply to soundscripts)
SetSoundName 	void EmitSound_t::SetSoundName(string) 	Sets the sound's file path or soundscript name.
SetSoundScriptHandle 	void EmitSound_t::SetSoundScriptHandle(int) 	
SetSoundTime 	void EmitSound_t::SetSoundTime(float) 	Sets the time the sound will begin, relative to Time().
SetSpeakerEntity 	void EmitSound_t::SetSpeakerEntity(int) 	Sets the sound's original source if it is being transmitted by a microphone.
SetSpecialDSP 	void EmitSound_t::SetSpecialDSP(int) 	
SetVolume 	void EmitSound_t::SetVolume(float) 	(Note that this may not apply to soundscripts)
SetWarnOnDirectWaveReference	void EmitSound_t::SetWarnOnDirectWaveReference(bool)	Sets whether or not the sound will send a message to the console if it references a direct sound file instead of a soundscript.
SetWarnOnMissingCloseCaption	void EmitSound_t::SetWarnOnMissingCloseCaption(bool)	Sets whether or not the sound will send a message to the console if there is no corresponding closed captioning token.
== CRagdollProp ==
Extends CBaseAnimating
Ragdoll physics prop.
Function 	Signature 	Description
GetRagdollObject 	handle CRagdollProp::GetRagdollObject(int) 	Gets the ragdoll object of the specified index.
GetRagdollObjectCount	int CRagdollProp::GetRagdollObjectCount() 	Gets the number of ragdoll objects on this ragdoll.
GetSourceClassName 	string CRagdollProp::GetSourceClassName() 	Gets the ragdoll's source classname.
HasPhysgunInteraction	bool CRagdollProp::HasPhysgunInteraction(string, string)	Checks if the ragdoll has the specified interaction.
SetSourceClassName 	void CRagdollProp::SetSourceClassName(string) 	Sets the ragdoll's source classname.
== csurface_t ==
Function 	Signature 	Description
Name 	string csurface_t::Name() 	
SurfaceProps	handle csurface_t::SurfaceProps()	The surface's properties.
= Data Types =
== Quaternion ==
A quaternion.
Function	Signature 	Description
w 	float Quaternion.w	The quaternion's scalar component.
x 	float Quaternion.x	The quaternion's i axis component.
y 	float Quaternion.y	The quaternion's j axis component.
z 	float Quaternion.z	The quaternion's k axis component.
Function	Signature 	Description
Init 	void Quaternion::Init(float, float, float, float)	Creates a quaternion with the given values.
== Vector ==
Basic 3-float Vector class.
Function	Signature 	Description
x 	float Vector.x	The vector's X coordinate on the cartesian X axis.
y 	float Vector.y	The vector's Y coordinate on the cartesian Y axis.
z 	float Vector.z	The vector's Z coordinate on the cartesian Z axis.
Function 	Signature 	Description
Cross 	float Vector::Cross(vector)	Return the vector product of two vectors.
Dot 	float Vector::Dot(vector) 	Return the dot/scalar product of two vectors.
Length 	float Vector::Length() 	Return the vector's length.
Length2D 	float Vector::Length2D() 	Return the vector's 2D length.
Length2DSqr	float Vector::Length2DSqr()	Return the vector's squared 2D length.
LengthSqr 	float Vector::LengthSqr() 	Return the vector's squared length.
Norm 	void Vector::Norm() 	Normalize the vector in place.
Normalized 	float Vector::Normalized() 	Return a normalized version of the vector.
Scale 	vector Vector::Scale(float)	Scale the vector's magnitude and return the result.
ToKVString 	string Vector::ToKVString()	Return a vector as a string in KeyValue form, without separation commas.
== Color ==
Function	Signature 	Description
a 	char Color.a	Member variable for alpha. (transparency)
b 	char Color.b	Member variable for blue.
g 	char Color.g	Member variable for green.
r 	char Color.r	Member variable for red.
Function 	Signature 	Description
GetRawColor	int Color::GetRawColor() 	Gets the raw color integer.
SetColor 	void Color::SetColor(int, int, int, int)	Sets the color.
SetRawColor	void Color::SetRawColor(int) 	Sets the raw color integer.
= Global Functions =
Function 	Signature 	Description
AddPhysVelocity 	void AddPhysVelocity(handle, Vector, Vector) 	Adds physics velocity for the given VPhysics object
AddThinkToEnt 	void AddThinkToEnt(handle, string) 	This will put a think function onto an entity, or pass null to remove it. This is NOT chained, so be careful.
AngleDiff 	float AngleDiff(float, float) 	Returns the degrees difference between two yaw angles.
AngleDistance 	float AngleDistance(float, float) 	
AngleIMatrix 	void AngleIMatrix(Vector, Vector, handle) 	Sets the inverted angles and position of a matrix.
AngleMatrix 	void AngleMatrix(Vector, Vector, handle) 	Sets the angles and position of a matrix.
AngleNormalize 	float AngleNormalize(float) 	Clamps an angle to be in between -360 and 360.
AngleNormalizePositive 	float AngleNormalizePositive(float) 	Clamps an angle to be in between 0 and 360.
AngleVectors 	Vector AngleVectors(Vector) 	Turns an angle into a direction vector.
AnglesAreEqual 	bool AnglesAreEqual(float, float, float) 	Checks if two angles are equal based on a given tolerance value.
AppearsToBeANumber 	bool AppearsToBeANumber(string) 	Checks if the given string appears to be a number.
Approach 	float Approach(float, float, float) 	
ApproachAngle 	float ApproachAngle(float, float, float) 	Returns an angle which approaches the target angle from the input angle with the specified speed.
Bias 	float Bias(float, float) 	The curve is biased towards 0 or 1 based on biasAmt, which is between 0 and 1.
CalcClosestPointOnAABB 	Vector CalcClosestPointOnAABB(Vector, Vector, Vector) 	Returns the closest point on a bounding box.
CalcClosestPointOnLine 	Vector CalcClosestPointOnLine(Vector, Vector, Vector) 	Returns the closest point on a line.
CalcClosestPointOnLineSegment 	Vector CalcClosestPointOnLineSegment(Vector, Vector, Vector) 	Returns the closest point on a line segment.
CalcDistanceToLine 	float CalcDistanceToLine(Vector, Vector, Vector) 	Returns the distance to a line.
CalcDistanceToLineSegment 	float CalcDistanceToLineSegment(Vector, Vector, Vector) 	Returns the distance to a line segment.
CalcSqrDistanceToAABB 	float CalcSqrDistanceToAABB(Vector, Vector, Vector) 	Returns the squared distance to a bounding box.
CalculateBulletDamageForce 	void CalculateBulletDamageForce(handle, int, Vector, Vector, float) 	Fill out a damage info handle with a damage force for a bullet impact.
CalculateExplosiveDamageForce 	void CalculateExplosiveDamageForce(handle, Vector, Vector, float) 	Fill out a damage info handle with a damage force for an explosive.
CalculateMeleeDamageForce 	void CalculateMeleeDamageForce(handle, Vector, Vector, float) 	Fill out a damage info handle with a damage force for a melee impact.
CancelEntityIOEvent 	bool CancelEntityIOEvent(int) 	Remove entity I/O event.
ClearSavedTable 	void ClearSavedTable(string) 	Removes the table with the given context.
ConcatTransforms 	void ConcatTransforms(handle, handle, handle) 	Concatenates two transformation matrices into another matrix.
CreateDamageInfo 	handle CreateDamageInfo(handle, handle, Vector, Vector, float, int) 	
CreateFireBulletsInfo 	handle CreateFireBulletsInfo(int, Vector, Vector, Vector, float, handle) 	
CreateProp 	handle CreateProp(string, Vector, string, int) 	Create a physics prop
CreateRope 	handle CreateRope(handle, handle, int, int, float, string, int, int) 	Creates a single rope between two entities. Can optionally follow specific attachments.
CreateRopeWithSecondPointDetached	handle CreateRopeWithSecondPointDetached(handle, int, int, float, string, int, bool, int)	Creates a single detached rope hanging from a point. Can optionally follow a specific start attachment.
CreateSceneEntity 	handle CreateSceneEntity(string) 	Create a scene entity to play the specified scene.
DecalTrace 	void DecalTrace(handle, string) 	Creates a dynamic decal based on the given trace info. The trace information can be generated by TraceLineComplex() and the decal name must be from decals_subrect.txt.
DestroyDamageInfo 	void DestroyDamageInfo(handle) 	
DestroyFireBulletsInfo 	void DestroyFireBulletsInfo(handle) 	
DispatchParticleEffect 	void DispatchParticleEffect(string, Vector, Vector, handle) 	Dispatches a one-off particle system
DispatchSpawn 	void DispatchSpawn(handle) 	Spawns an unspawned entity.
DoIncludeScript 	bool DoIncludeScript(string, handle) 	Execute a script (internal)
EmitSoundOn 	void EmitSoundOn(string, handle) 	Play named sound on an entity.
EmitSoundOnClient 	void EmitSoundOnClient(string, handle, handle) 	Play named sound only on the client for the specified player.
EmitSoundParamsOn 	void EmitSoundParamsOn(handle, handle) 	Play EmitSound_t params on an entity.
EntFire 	null 	Generate an entity i/o event
EntFireByHandle 	null 	Generate an entity i/o event. First parameter is an entity instance.
EntIndexToHScript 	handle EntIndexToHScript(int) 	Returns the script handle for the given entity index.
EntitiesAtPoint 	void EntitiesAtPoint(handle, int, Vector, int) 	Gets all entities which are intersecting a point in space. This function copies them to an array with a maximum number of elements.
EntitiesInBox 	void EntitiesInBox(handle, int, Vector, Vector, int) 	Gets all entities which are within a worldspace box. This function copies them to an array with a maximum number of elements.
EntitiesInSphere 	void EntitiesInSphere(handle, int, Vector, float, int) 	Gets all entities which are within a sphere. This function copies them to an array with a maximum number of elements.
ExponentialDecay 	float ExponentialDecay(float, float, float) 	decayTo is factor the value should decay to in decayTime
FLerp 	float FLerp(float, float, float, float, float) 	
FileExists 	bool FileExists(string) 	Returns true if the file exists.
FileToKeyValues 	handle FileToKeyValues(string) 	Returns the CScriptKeyValues from the file, null if no file or file is too big.
FileToString 	string FileToString(string) 	Returns the string from the file, null if no file or file is too big.
FireGameEvent 	void FireGameEvent(string, handle) 	Fire a game event.
FireGameEventLocal 	void FireGameEventLocal(string, handle) 	Fire a game event without broadcasting to the client.
FrameTime 	float FrameTime() 	Get the time spent on the server in the last frame
FreeMatrixInstance 	void FreeMatrixInstance(handle) 	Frees an allocated matrix instance.
FreeQuaternionInstance 	void FreeQuaternionInstance(handle) 	Frees an allocated quaternion instance.
Gain 	float Gain(float, float) 	Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
GameOver 	handle GameOver(string, float, float, float, int, int, int) 	Ends the game and reloads the last save.
GetActivityName 	string GetActivityName(int) 	Gets the name of the specified activity index.
GetCPUUsage 	float GetCPUUsage() 	Get CPU usage percentage.
GetEntityIOEventTimeLeft 	float GetEntityIOEventTimeLeft(int) 	Get time left on entity I/O event.
GetFrameCount 	int GetFrameCount() 	Absolute frame counter
GetLoadType 	int GetLoadType() 	Get the way the current game was loaded (corresponds to the MapLoad enum)
GetMapName 	string GetMapName() 	Get the name of the map.
GetPhysAngVelocity 	Vector GetPhysAngVelocity(handle) 	Gets physics angular velocity for the given VPhysics object
GetPhysVelocity 	Vector GetPhysVelocity(handle) 	Gets physics velocity for the given VPhysics object
GuessDamageForce 	void GuessDamageForce(handle, Vector, Vector, float) 	Try and guess the physics force to use.
ImpulseScale 	float ImpulseScale(float, float) 	Returns an impulse scale required to push an object.
InsertAISound 	void InsertAISound(int, Vector, int, float, handle, int, handle) 	Inserts an AI sound.
IntervalPerTick 	float IntervalPerTick() 	Simulation tick interval
IsClient 	bool IsClient() 	Returns true if the script is being run on the client.
IsDedicatedServer 	bool IsDedicatedServer() 	Is this a dedicated server?
IsLinux 	bool IsLinux() 	Returns true if the game is being run on a Linux machine.
IsOSX 	bool IsOSX() 	Returns true if the game is being run on an OSX machine.
IsPosix 	bool IsPosix() 	Returns true if the game is being run on a Posix machine.
IsServer 	bool IsServer() 	Returns true if the script is being run on the server.
IsWindows 	bool IsWindows() 	Returns true if the game is being run on a Windows machine.
KeyValuesToFile 	bool KeyValuesToFile(string, handle) 	Stores the CScriptKeyValues into the file
Lerp 	float Lerp(float, float, float) 	
ListenToGameEvent 	int ListenToGameEvent(string, handle, string) 	Register as a listener for a game event from script.
Matcher_Match 	bool Matcher_Match(string, string) 	Compares a string to a query using Mapbase's matcher system, supporting wildcards, RS matchers, etc.
Matcher_NamesMatch 	bool Matcher_NamesMatch(string, string) 	Compares a string to a query using Mapbase's matcher system using wildcards only.
MatricesAreEqual 	void MatricesAreEqual(handle, handle) 	Checks if two matrices are equal.
MatrixAngles 	void MatrixAngles(handle, Vector, Vector) 	Gets the angles and position of a matrix.
MatrixCopy 	void MatrixCopy(handle, handle) 	Copies a matrix to another matrix.
MatrixGetColumn 	Vector MatrixGetColumn(handle, int) 	Gets the column of a matrix.
MatrixGetTranslation 	Vector MatrixGetTranslation(handle) 	Gets a matrix's translation.
MatrixInvert 	void MatrixInvert(handle, handle) 	Inverts a matrix and copies the result to another matrix.
MatrixQuaternion 	void MatrixQuaternion(handle, handle) 	Converts a matrix to a quaternion.
MatrixScaleBy 	void MatrixScaleBy(float, handle) 	Scales a matrix.
MatrixScaleByZero 	void MatrixScaleByZero(handle) 	Scales a matrix by zero.
MatrixSetColumn 	void MatrixSetColumn(Vector, int, handle) 	Sets the column of a matrix.
MatrixSetTranslation 	void MatrixSetTranslation(Vector, handle) 	Sets a matrix's translation.
MaxPlayers 	int MaxPlayers() 	Get the maximum number of players allowed on this server
MegaPhyscannonActive 	bool MegaPhyscannonActive() 	Checks if supercharged gravity gun mode is enabled.
Msg 	void Msg(string) 	
NPrint 	void NPrint(int, string) 	Notification print
NXPrint 	void NXPrint(int, int, int, int, bool, float, string) 	Notification print, customised
PrecacheEntityFromTable 	void PrecacheEntityFromTable(string, handle) 	Precache an entity from KeyValues in a table.
PrecacheMaterial 	void PrecacheMaterial(string) 	Precaches a material for later usage.
PrecacheModel 	int PrecacheModel(string, bool) 	Precaches a model for later usage.
PrecacheOther 	void PrecacheOther(string, string) 	Precaches an entity class for later usage.
PrecacheParticleSystem 	void PrecacheParticleSystem(string) 	Precaches a particle system for later usage.
PredictedPosition 	Vector PredictedPosition(handle, float) 	Predicts what an entity's position will be in a given amount of time.
QuaternionAdd 	void QuaternionAdd(handle, handle, handle) 	Adds two quaternions together into another quaternion.
QuaternionAngles 	Vector QuaternionAngles(handle) 	Converts a quaternion to angles.
QuaternionMatrix 	void QuaternionMatrix(handle, handle) 	Converts a quaternion to a matrix.
RandomFloat 	float RandomFloat(float, float) 	Generate a random floating point number within a range, inclusive.
RandomInt 	int RandomInt(int, int) 	Generate a random integer within a range, inclusive.
RegisterActivityConstants 	void RegisterActivityConstants() 	Registers all activity IDs as usable constants.
RemapVal 	float RemapVal(float, float, float, float, float) 	
RemapValClamped 	float RemapValClamped(float, float, float, float, float) 	
RestoreTable 	void RestoreTable(string, handle) 	Retrieves a table from storage. Write into input table.
SaveEntityKVToTable 	void SaveEntityKVToTable(handle, handle) 	Saves an entity's keyvalues to a table.
SaveTable 	void SaveTable(string, handle) 	Store a table with primitive values that will persist across level transitions and save loads.
SendToConsole 	void SendToConsole(string) 	Send a string to the console as a command
SendToConsoleServer 	void SendToConsoleServer(string) 	Send a string to the server console as a command
SetIdentityMatrix 	void SetIdentityMatrix(handle) 	Turns a matrix into an identity matrix.
SetPhysVelocity 	void SetPhysVelocity(handle, Vector, Vector) 	Sets physics velocity for the given VPhysics object
SetScaleMatrix 	void SetScaleMatrix(float, float, float, handle) 	Builds a scale matrix.
ShowMessage 	void ShowMessage(string) 	Print a hud message on all clients
SimpleSpline 	float SimpleSpline(float) 	
SimpleSplineRemapVal 	float SimpleSplineRemapVal(float, float, float, float, float) 	remaps a value in [startInterval, startInterval+rangeInterval] from linear to spline using SimpleSpline
SimpleSplineRemapValClamped 	float SimpleSplineRemapValClamped(float, float, float, float, float) 	remaps a value in [startInterval, startInterval+rangeInterval] from linear to spline using SimpleSpline
SmoothCurve 	float SmoothCurve(float) 	SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
SmoothCurve_Tweak 	float SmoothCurve_Tweak(float, float, float) 	SmoothCurve peaks at flPeakPos, flPeakSharpness controls the sharpness of the peak
SpawnEntityFromKeyValues 	handle SpawnEntityFromKeyValues(string, handle) 	Spawns an entity with the keyvalues in a CScriptKeyValues handle.
SpawnEntityFromTable 	handle SpawnEntityFromTable(string, handle) 	Native function for entity spawning.
StopListeningToAllGameEvents 	void StopListeningToAllGameEvents(string) 	Stop listening to all game events within a specific context.
StopListeningToGameEvent 	bool StopListeningToGameEvent(int) 	Stop the specified event listener.
StringToFile 	bool StringToFile(string, string) 	Stores the string into the file
Time 	float Time() 	Get the current server time
TraceHullComplex 	handle TraceHullComplex(Vector, Vector, Vector, Vector, handle, int, int) 	Takes 2 points, min/max hull bounds, an ent to ignore, a trace mask, and a collision group to trace to a point using a hull. Returns a handle which can access all trace info.
TraceLine 	float TraceLine(Vector, Vector, handle) 	given 2 points & ent to ignore, return fraction along line that hits world or models
TraceLineComplex 	handle TraceLineComplex(Vector, Vector, handle, int, int) 	Complex version of TraceLine which takes 2 points, an ent to ignore, a trace mask, and a collision group. Returns a handle which can access all trace info.
UniqueString 	null 	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.
VectorAngles 	Vector VectorAngles(Vector) 	Turns a direction vector into an angle.
VectorIRotate 	Vector VectorIRotate(Vector, handle) 	Rotates a vector with the inverse of a matrix.
VectorITransform 	Vector VectorITransform(Vector, handle) 	Transforms a vector with the inverse of a matrix.
VectorRotate 	Vector VectorRotate(Vector, handle) 	Rotates a vector with a matrix.
VectorTransform 	Vector VectorTransform(Vector, handle) 	Transforms a vector with a matrix.
clamp 	float clamp(float, float, float) 	
max 	float max(float, float) 	
min 	float min(float, float) 	
printc 	void printc(int, int, int, string) 	Version of print() which takes a color before the message.
printcl 	void printcl(int, int, int, string) 	Version of printl() which takes a color before the message.
= See also =
* VScript
* VScript Fundamentals
* Squirrel
* List of TF2 Script Functions
* List of CS:GO Script Functions
* List of L4D2 Script Functions
* List of Portal 2 Script Functions
* List of AS:RD Script Functions
* List of Script Libraries
Category:Mapbase
Category:Scripting