Ru/Team Fortress 2/Scripting/Script Functions

Этот список состоит из классов Squirrel движка, функции и переменные доступны для в 
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== Экземпляры ==
Имя 	Класс 	Описание
Convars 	Convars 	Интерфейс, позволяющий читать и записывать консольные переменные.
Entities 	CEntities 	Предоставляет доступ к только что заспавненным энтити.
EntityOutputs 	CScriptEntityOutputs	Позволяет манипулировать выводом данных энтити.
NavMesh 	CNavMesh 	Предостовляет доступ к NavMesh и NavAreas карты.
NetProps 	CNetPropManager 	Позволяет читать и обновлять сетевые свойства энтити.
PlayerVoiceListener	PlayerVoiceListener 	Следит за игроками, которые используют голосовой чат и с какой продолжительностью.
== Переменные ==
Имя 	Тип 	Величина / Описание
__FILE__ 	string 	Имя файла текущего выполняющегося скрипта
__LINE__ 	integer	Номер текущей выполняющейся линии
 	table 	Нумерации различных аргументов функции или нетпропов.
Documentqtion 	table 	Содержит выведенные строки из команды script_help.
GameEventCallbacks 	table 	Таблица зарегестрированных выводов игровых событий.
print_indent 	integer	0. Пробелы для отступа при печати, за исключением пробелов из realPrint.
_PublishedHelp 	table 	NONE
ScriptEventCallbacks	table 	Таблица зарегестрированных выводов игровых скриптов.
ScriptHookCallbacks 	table 	Таблица зарегестрированных выводов игровых хуков.
=== Script Debug ===
Имя 	Тип 	Величина
ScriptDebugDefaultWatchColor 	array 	[0, 192, 0]
ScriptDebugDrawTextEnabled 	bool 	true
ScriptDebugDrawWatchesEnabled	bool 	true
ScriptDebugInDebugDraw 	bool 	false
ScriptDebugText 	array 	NONE
ScriptDebugTextIndent 	integer	0
ScriptDebugTextFilters 	table 	NONE
ScriptDebugTraces 	table 	NONE
ScriptDebugTraceAllOn 	bool 	false
ScriptDebugWatches 	array 	NONE
=== Константа ===
Константа — величина, которую нельзя заменить во время выпоьнения программы. Обычно используются для избавления от экземпляров магических цифр, задавая им самоописывающиеся имена.
Имя 	Тип 	Величина
_charsize_ 	integer	1
_floatsize_ 	integer	4
_intsize_ 	integer	4
_version_ 	string 	"Squirrel 3.2 stable"
_versionnumber_	integer	320
RAND_MAX 	integer	32767
PI 	float 	3.14159
=== Перечисления ===
:Просмотрите со всеми перечислениями под таблицей Constants.
Перечисления так же вписаны в таблицу Constants. Каждое перечисление имеет свою константу. Например, чтобы добраться до константы HIDEHUD_CROSSHAIR перечисления HideHUD, нужно прописать Constants.HideHUD.HIDEHUD_CROSSHAIR.
== Классы ==
=== CBaseEntity ===
Это скрипт дескриптора класса. Все энтити имеют дискриптор, благодаря этому классу (иногда как один из подклассов).
Дескриптор энтити может быть доступен из:
* Экземпляра энтити.
* Функции EntIndexToHScript.
* Ключевое слово self (только для ).
==== Методы ====
Функция 	Запись 	Описание
__KeyValueFromFloat (→ KeyValueFromFloat) 	bool __KeyValueFromFloat(string key, float value) 	Работает так же, как и KeyValueFromFloat, поэтому используйте это.
__KeyValueFromInt (→ KeyValueFromInt) 	bool __KeyValueFromInt(string key, int value) 	Работает так же, как и KeyValueFromInt, поэтому используйте это.
__KeyValueFromString (→ KeyValueFromString)	bool __KeyValueFromString(string key, string value) 	Работает так же, как и KeyValueFromString, поэтому используйте это.
__KeyValueFromVector (→ KeyValueFromVector)	bool __KeyValueFromVector(string key, Vector value) 	Работает так же, как и KeyValueFromVector, поэтому используйте это.
AddEFlags 	void AddEFlags(int flags) 	Добавляет к энтити предоставленные флаги к Энтити флагам. (m_iEFlags datamap)
Смотрите Constants.FEntityEFlags.
AddFlag 	void AddFlag(int flags) 	Добавляет предоставленные флаги к другому отдельному игроку-энтити в систему флагов энтити. (m_fFlags datamap)
Смотрите Constants.FPlayer.
AddSolidFlags 	void AddSolidFlags(int flags) 	Добавляет к энтити предоставленные флаги в Solid Flags. (m_Collision.m_usSolidFlags datamap)
Смотрите Constants.FSolid.
ApplyAbsVelocityImpulse 	void ApplyAbsVelocityImpulse(Vector impulse) 	Приминяет Испульс Скорости в качестве импульса вектора мирового пространства. Работает почти для всех физических объектов, включая выброшенные оружия и даже брошеные Бутерброды.
ApplyLocalAngularVelocityImpulse 	void ApplyLocalAngularVelocityImpulse(Vector impulse) 	Приминяет Импульс Угловой Скорости к локальному пространству энтити. Направление вектора ввода - ось поворота, длина - сила импульса.
BecomeRagdollOnClient 	bool BecomeRagdollOnClient(Vector impulse) 	Работает как ввод BecomeRagdoll с требуемым значением импульса в качестве силы для регдола. НЕ спавнит или инное энтити.
ClearFlags 	void ClearFlags() 	Обнуляет каждый флаг игрока-энтити, что является их очисткой.
ClearSolidFlags 	void ClearSolidFlags() 	Обнуляет каждый Solid Flags этити, что является их очисткой.
ConnectOutput 	void ConnectOutput(string output, string function) 	Добавляет соединение Ввод/Вывод, которое вызывается именем функции, когда выбранный вывод срабатывает.
Destroy 	void Destroy() 	Удаляет энтити. Просто называется .
DisableDraw 	void DisableDraw() 	Отключает отображение и отправку энтити клиентам. (добавляет EF_NODRAW)
DisconnectOutput 	void DisconnectOutput(string output, string function) 	Удаляет подключенный скрипт функции из события Ввода/Вывода.
DispatchSpawn 	void DispatchSpawn() 	Альтернативная отправка спавна, как в CEntities, для удобства.
EmitSound 	void EmitSound(string) 	Проигрывает звук из этого энтити.
EnableDraw 	void EnableDraw() 	Включает отображение и отправку этого энтити клиентам. (убирает EF_NODRAW)
entindex 	int entindex() 	Возвращает индекс энтити.
EyeAngles 	QAngle EyeAngles() 	Возвращает углы обзора энтити. Работает как GetAbsAngles, если энтити не поддерживает это.
EyePosition 	Vector EyePosition() 	Возвращает позицию глаз энтити. Работает как GetOrigin, если энтити не поддерживает это.
FirstMoveChild 	handle FirstMoveChild() 	Возвращает самый ранний дочерний энтити.
GetAbsAngles 	QAngle GetAbsAngles() 	Берёт все углы поворота энтити как QAngles.
GetAbsVelocity 	Vector GetAbsVelocity() 	Возвращает текущий модуль скорости энтити.
GetAngles (→ GetAbsAngles) 	Vector GetAngles() 	Берёт все углы поворота энтити как Vector.
GetAngularVelocity 	Vector GetAngularVelocity() 	Берёт локальную угловую скорость - возвращает Vector угла поворота.
GetBaseVelocity 	Vector GetBaseVelocity() 	Возвращает любую константу действующей скорости энтити. Так же включает в себя силу от эффектов, например, , и игроков, стоящих на движующейся геометрии, например, лифты. Должно всегда возвращать нулевой вектор, если энтити не двигается от чего либо.
GetBoundingMaxs 	Vector GetBoundingMaxs() 	Берёт вектор, имеющий максимальные границы, центрированный на объекте
GetBoundingMaxsOriented 	Vector GetBoundingMaxsOriented() 	Берёт вектор, имеющий максимальные границы, центрированный на объекте, с учетом ориентации объекта
GetBoundingMins 	Vector GetBoundingMins() 	Берёт вектор, имеющий минимальные границы, центрированный на объекте
GetBoundingMinsOriented 	Vector GetBoundingMinsOriented() 	Берёт вектор, имеющий минимальные границы, центрированный на объекте, с учетом ориентации объекта
GetCenter 	Vector GetCenter() 	Берёт вектор центра объекта
GetClassname 	string GetClassname() 	
GetCollisionGroup 	GetCollisionGroup() 	Берёт текущюю группу коллизий энтити.
GetEFlags 	int GetEFlags() 	
GetFlags 	int GetFlags() 	
GetEntityHandle 	ehandle GetEntityHandle() 	Берёт энтити в качестве EHANDLE
GetEntityIndex 	int GetEntityIndex() 	
GetForwardVector 	Vector GetForwardVector() 	Берёт вектор энтити, направленный вперёд
GetFriction 	float GetFriction() 	Берёт силу трения PLAYER'а, игнорируемую для объектов
GetGravity 	float GetGravity() 	
GetHealth 	int GetHealth() 	
GetLeftVector (→ GetRightVector) 	Vector GetLeftVector() 	Берёт вектор энтити, направленный направо. Это только для совместимости.
GetLocalAngles 	QAngle GetLocalAngles() 	
GetLocalOrigin 	Vector GetLocalOrigin() 	
GetLocalVelocity 	Vector GetLocalVelocity() 	Берёт относительный вектор энтити
GetMaxHealth 	int GetMaxHealth() 	
GetModelKeyValues 	handle GetModelKeyValues() 	Берёт экземпляр класса KeyValue модели энтити
GetModelName 	string GetModelName() 	Возвращает имя модели
GetMoveParent 	handle GetMoveParent() 	Возвращает родителя энтити, если такой имеется
GetMoveType 	int GetMoveType() 	
GetName 	string GetName() 	
GetOrigin 	Vector GetOrigin() 	Это GetAbsOrigin, только со странным названием функции.
GetOwner 	handle GetOwner() 	Берёт владельца энтити
GetPhysAngularVelocity 	Vector GetPhysAngularVelocity() 	
GetPhysVelocity 	Vector GetPhysVelocity() 	
GetPreTemplateName 	string GetPreTemplateName() 	Берёт имя энтити с вырезанными уникальными украшениями
GetRightVector 	Vector GetRightVector() 	Берёт вектор энтити, направленный направо
GetRootMoveParent 	handle GetRootMoveParent() 	If in hierarchy, walks up the hierarchy to find the root parent
GetScriptId 	string GetScriptId() 	Retrieve the unique identifier used to refer to the entity within the scripting system.
GetScriptScope 	handle GetScriptScope() 	Retrieve the script-side data associated with an entity
GetScriptThinkFunc 	string GetScriptThinkFunc() 	Retrieve the name of the current script think func
GetSolid 	int GetSolid() 	
GetSoundDuration 	float GetSoundDuration(string soundname, string actormodelname) 	Returns float duration of the sound. Actor model name is optional and can be left null.
GetTeam 	int GetTeam() 	
GetUpVector 	Vector GetUpVector() 	Get the up vector of the entity
GetVelocity (→ GetAbsVelocity) 	Vector GetVelocity() 	
GetWaterLevel 	int GetWaterLevel() 	This function tells you how much of the entity is underwater. It returns a value of 0 if not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position).
GetWaterType 	int GetWaterType() 	It returns the type of water the entity is currently submerged in. 32 for water and 16 for slime.
IsEFlagSet 	bool IsEFlagSet(int eflag) 	
IsPlayer 	bool IsPlayer() 	Checks whether the entity is a player or not.
IsSolid 	bool IsSolid() 	
IsSolidFlagSet 	bool IsSolidFlagSet(int solidflag) 	
IsValid 	bool IsValid() 	Checks whether the entity still exists. Useful when storing entity handles and needing to check if the entity was not deleted.
KeyValueFromFloat 	bool KeyValueFromFloat(string key, float value) 	Executes KeyValue with a float
KeyValueFromInt 	bool KeyValueFromInt(string key, int value) 	Executes KeyValue with an int
KeyValueFromString 	bool KeyValueFromString(string key, string value) 	Executes KeyValue with a string
KeyValueFromVector 	bool KeyValueFromVector(string key, Vector value) 	Executes KeyValue with a vector
Kill 	void Kill() 	Removes the entity. Equivalent of firing the Kill I/O input, but instantaneous.
LocalEyeAngles 	handle LocalEyeAngles() 	Returns the entity's local eye angles
NextMovePeer 	handle NextMovePeer() 	Returns the next entity parented with the entity. Intended for iteration use with FirstMoveChild().
PrecacheModel 	void PrecacheModel(string modelname) 	Precache a model
PrecacheScriptSound 	void PrecacheScriptSound(string soundscript) 	Precache a sound script. Same as PrecacheSoundScript.
PrecacheSoundScript 	void PrecacheSoundScript(string soundscript) 	Precache a sound script. Same as PrecacheScriptSound.
RemoveEFlags 	void RemoveEFlags(int eflags) 	
RemoveFlag 	void RemoveFlag(int flags) 	
RemoveSolidFlags 	void RemoveSolidFlags(int solidflags) 	
SetAbsAngles 	void SetAbsAngles(QAngle angles) 	Set entity pitch, yaw, roll as QAngles
SetAbsVelocity 	void SetAbsVelocity(Vector velocity) 	Sets the current absolute velocity of the entity.
SetAbsOrigin 	void SetAbsOrigin(Vector origin) 	Sets the absolute origin of the entity.
SetAngles (→ SetAbsAngles) 	void SetAngles(float pitch, float yaw, float roll) 	Set entity angles.
SetAngularVelocity 	void SetAngularVelocity(float pitch, float yaw, float roll) 	Set the local angular velocity.
SetCollisionGroup 	void SetCollisionGroup(int collision_group) 	Set the current collision group of the entity.
See Constants.ECollisionGroup
SetDrawEnabled 	void SetDrawEnabled(bool toggle) 	Enables drawing if you pass true, disables drawing if you pass false.
SetEFlags 	void SetEFlags(int eflags) 	
SetForwardVector 	void SetForwardVector(Vector forward) 	Set the orientation of the entity to have this forward vector
SetFriction 	void SetFriction(float friction) 	
SetGravity 	void SetGravity(float gravity) 	
SetHealth 	void SetHealth(int health) 	
SetLocalAngles 	void SetLocalAngles(QAngle angles) 	
SetLocalOrigin 	void SetLocalOrigin(Vector origin) 	
SetMaxHealth 	void SetMaxHealth(int health) 	Sets the maximum health this entity can have. Does not update the current health, so SetHealth should be used afterwards.
SetModel 	void SetModel(string model_name) 	Set a model for this entity.
SetMoveType 	void SetMoveType(EMoveType movetype, EMoveCollide movecollide) 	
SetOrigin (→ SetAbsOrigin) 	void SetOrigin(Vectororigin) 	
SetOwner 	void SetOwner(handle entity) 	Sets this entity's owner
SetPhysAngularVelocity 	void SetPhysAngularVelocity(Vector angular_velocity) 	
SetPhysVelocity 	void SetPhysVelocity(Vector velocity) 	
SetSize 	void SetSize(Vector mins, Vector maxs) 	Sets the bounding box's scale for this entity.
SetSolid 	void SetSolid(int solid) 	
SetSolidFlags 	void SetSolidFlags(int solid_flags) 	
SetTeam 	void SetTeam(int team) 	Sets entity team.
SetVelocity 	void SetVelocity(Vector velocity) 	
SetWaterLevel 	void SetWaterLevel(int water_level) 	This sets how much of the entity is underwater. Setting it to 0 means it is not underwater, 1 if the feet are (touching water brush), 2 if the waist is (center of the hull of the entity), and 3 if the head is (eyes position).
SetWaterType 	void SetWaterType(int water_type) 	Set the type of water the entity is currently submerged in. Generic values to use are 32 for water and 16 for slime.
StopSound 	void StopSound(string sound_name) 	Stops a sound on this entity.
TakeDamage 	void TakeDamage(float flDamage, int nDamageType, handle hAttacker) 	Deals damage to the entity.
TakeDamageEx 	void TakeDamageEx(handle hInflictor, handle hAttacker, handle hWeapon, Vector vecDamageForce, Vector vecDamagePosition, float flDamage, int nDamageType) 	Extended version of TakeDamage.
TakeDamageCustom 	void TakeDamageCustom(handle hInflictor, handle hAttacker, handle hWeapon, Vector vecDamageForce, Vector vecDamagePosition, float flDamage, int nDamageType, Constants.ETFDmgCustom nCustomDamageType)	Extended version of TakeDamageEx that can apply a custom damage type.
Teleport 	void Teleport(bool use_origin, Vector origin, bool use_angles, QAngle angles, bool use_velocity, Vector velocity) 	Teleports this entity. For this function, set the bools to false if you want that entity's property unchanged. (do not use null arguments!)
TerminateScriptScope 	void TerminateScriptScope() 	Clear the current script scope for this entity
ToggleFlag 	void ToggleFlag(int flags) 	
ValidateScriptScope 	bool ValidateScriptScope() 	Ensure that an entity's script scope has been created.
==== Хуки ====
Хуки - функции, которые вызываются кодом игры в нектороые моменты. Например, когда энтити получает урон, хук OnTakeDamage будет выполнен.
Функции 	Написание 	Описание 	 	 	
Input<name> 	bool Input<name>() 	Called when the entity receives an input from the I/O system that matches the function's name. The name of the function needs to beInputfollowed by the name of the input. E.g. for the FireUser1 input, it would beInputFireUser1.
When the function is called, Script Handles of the activator and caller entities are accessible to the function under the variablesactivatorandcaller. The function needs to return a boolean value; Returningtrueprocesses the input, whilefalsecancels it.	 	 	
OnGameEvent_<name> 	void OnGameEvent_<name>(table params)	Called each time a game event with the specified name occurs. The name of the function needs to be OnGameEvent_ followed by the name of the game event. E.g. for the player_spawn input, it would be OnGameEvent_player_spawn.
When the function is called, a table is passed to the function with keys that vary depending on the event. For example, the player_spawn event passes a table with the keys userid, team, class, while the deadringer_cheat_death event passes a table with the keys spy, attacker.
See this page for a list of game events as well as the table passed on each event.
Scripts containing OnGameEvent should also issue a call to the function __CollectGameEventCallbacks in order to work properly	 	 	
Precache 	void Precache() 	Entity function that is called after the script executes, but before the entity is initialized. Can be used to call precache functions for models and sounds on map load. 	 	 	
ConnectOutputs 	void ConnectOutputs(handle scope) 	Global function called after an entity with an script assigned spawns (i.e. vscripts keyvalue is not blank). Unlike OnPostSpawn, this is called immediately and therefore on map respawn, some entities may not exist during this point. 	 	 	
OnPostSpawn 	void OnPostSpawn() 	Entity function called after the entity is spawned and initialized, at the end of the frame. When map entities are respawned, this effectively runs after all scripts, players etc have been loaded. This could be used to have an entity register itself with a master script, or adjusting the entity parameters in a programmatic way.	 	 	
OnTakeDamage 	void OnTakeDamage(handle params) 	Called each time an entity takes damage. The script can modify the table entries not prefixed with const, and these will be sent back to the game code.
The table contains the following keys:
{| class="standard-table" style="width:100%" 	Name	Type	Description
const_entity 	handle 	The entity which took damage 	 	 	
inflictor 	handle 	The entity which dealt the damage, can be null 	 	 	
weapon 	handle 	The weapon which dealt the damage, can be null 	 	 	
attacker 	handle 	The owner of the damage, can be null 	 	 	
damage 	float 	Damage amount 	 	 	
max_damage 	float 	Damage cap 	 	 	
damage_bonus 	float 	Additional damage (e.g. from crits) 	 	 	
damage_bonus_provider 	handle 	Owner of the damage bonus 	 	 	
const_base_damage 	float 	Base damage 	 	 	
damage_force 	Vector 	Damage force 	 	 	
damage_for_force_calc 	float 	If non-zero, this damage is used for force calculations 	 	 	
damage_position 	Vector 	Where the damage actually came from 	 	 	
reported_position 	Vector 	Where the damage supposedly came from 	 	 	
damage_type 	int 	Damage type. See Constants.FDmgType 	 	 	
damage_custom 	int 	Special damage type. See Constants.ETFDmgCustom 	 	 	
damage_stats 	int 	Unused 	 	 	
force_friendly_fire 	bool 	If true, force the damage to friendlyfire, regardless of this entity's and attacker's team 	 	 	
ammo_type 	int 	Unused 	 	 	
player_penetration_count	int 	How many players the damage has penetrated so far 	 	 	
damaged_other_players 	int 	How many players other than the attacker has the damage been applied to. Used for rocket jump damage reduction 	 	 	
crit_type 	int 	Type of crit damage. 0 - None, 1 - Mini, 2 - Full 	 	 	
early_out 	bool 	If set to true by the script, the game's damage routine will not run and it will simply return the currently set damage. 	 	 	
=== CBaseAnimating ===
Продолжает CBaseEntity
Скрипт дескриптора класса для анимируемых энтити, например, пропов.
==== Методы ====
Функция 	Написание 	Описание
DispatchAnimEvents 	void DispatchAnimEvents(handle entity) 	Dispatch animation events to a CBaseAnimating entity.
FindBodygroupByName 	int FindBodygroupByName(string name) 	Find a bodygroup ID by name. Returns -1 if the bodygroup does not exist.
GetAttachmentAngles 	QAngle GetAttachmentAngles(int ID) 	Get an attachment's angles as a QAngle, by ID.
GetAttachmentBone 	int GetAttachmentBone(int ID) 	Get an attachment's parent bone index by ID.
GetAttachmentOrigin 	Vector GetAttachmentOrigin(int ID) 	Get an attachment's origin as a Vector, by ID.
GetBodygroup 	int GetBodygroup(int ID) 	Get the bodygroup value by bodygroup ID.
GetBodygroupName 	string GetBodygroupName(int ID) 	Get the bodygroup's name by ID.
GetBodygroupPartName 	string GetBodygroupPartName(int group, int part) 	Get the bodygroup's name by group and part.
GetBoneAngles 	QAngle GetBoneAngles(int ID) 	Get the bone's angles as a QAngle, by ID.
GetBoneOrigin 	Vector GetBoneOrigin(int ID) 	Get the bone's origin Vector by ID.
GetCycle 	float GetCycle() 	Gets the model's current animation cycle rate.
GetModelScale 	float GetModelScale() 	Get the model's scale.
GetPlaybackRate 	float GetPlaybackRate() 	Get the current animation's playback rate.
GetSequence 	int GetSequence() 	Get the current-playing sequence's ID.
GetSequenceActivityName 	string GetSequenceActivityName(int ID) 	Get the activity name for a sequence by sequence ID.
GetSequenceDuration 	float GetSequenceDuration(int ID) 	Get a sequence duration in seconds by sequence ID.
GetSequenceName 	string GetSequenceName(int ID) 	Get a sequence name by sequence ID.
GetSkin 	int GetSkin() 	Gets the current skin index.
IsSequenceFinished 	bool IsSequenceFinished() 	Ask whether the main sequence is done playing.
LookupActivity 	int LookupActivity(string activity) 	Get the named activity index. Returns -1 if the activity does not exist.
LookupAttachment 	int LookupAttachment(string name) 	Get the named attachment index. Returns 0 if the attachment does not exist.
LookupBone 	int LookupBone(string bone) 	Get the named bone index. Returns -1 if the bone does not exist.
LookupPoseParameter 	int LookupPoseParameter(string name) 	Gets the pose parameter's index. Returns -1 if the pose parameter does not exist.
LookupSequence 	int LookupSequence(string name) 	Looks up a sequence by names of sequences or activities. Returns -1 if the sequence does not exist.
ResetSequence 	void ResetSequence(int ID) 	Reset a sequence by sequence ID. If the ID is different than the current sequence, switch to the new sequence.
SetBodygroup 	void SetBodygroup(int ID, int value) 	Set the bodygroup by ID.
SetCycle 	void SetCycle(float cycle) 	Sets the model's current animation cycle from 0 to 1.
SetModelSimple 	void SetModelSimple(string model_name) 	Set a model for this entity. Matches easier behaviour of the SetModel input, automatically precaches, maintains sequence/cycle if possible.
SetModelScale 	void SetModelScale(float scale, float change_duration)	Changes a model's scale over time. Set the change duration to 0.0 to change the scale instantly.
SetPlaybackRate 	void SetPlaybackRate(float rate) 	Set the current animation's playback rate.
SetPoseParameter 	float SetPoseParameter(int ID, float value) 	Sets a pose parameter value. Returns the effective value after clamping or looping.
SetSequence 	void SetSequence(int ID) 	Plays a sequence by sequence ID.
SetSkin 	void SetSkin(int index) 	Sets the model's skin.
StopAnimation 	void StopAnimation() 	Stop the current animation (same as SetPlaybackRate 0.0)
StudioFrameAdvance 	void StudioFrameAdvance() 	Advance animation frame to some time in the future with an automatically calculated interval
StudioFrameAdvanceManual	void StudioFrameAdvanceManual(float dt) 	Advance animation frame to some time in the future with a manual interval
=== CBaseCombatWeapon ===
Extends CBaseAnimating
Script handle class for any weapon entities that can be part of a player's inventory.
Team Fortress 2's weapons leave Clip2 unused, so those functions can be ignored
==== Methods ====
Function 	Signature 	Description 	
CanBeSelected 	bool CanBeSelected() 	Can this weapon be selected 	
Clip1 	int Clip1() 	Current ammo in clip1 	
Clip2 	int Clip2() 	Current ammo in clip2 	
GetDefaultClip1 	int GetDefaultClip1() 	Default size of clip1 	
GetDefaultClip2 	int GetDefaultClip2() 	Default size of clip2 	
GetMaxClip1 	int GetMaxClip1() 	Max size of clip1 	
GetMaxClip2 	int GetMaxClip2() 	Max size of clip2 	
GetName 	string GetName() 	Gets the weapon's name 	
GetPosition 	int GetPosition() 	Gets the weapon's current position 	
GetPrimaryAmmoCount 	int GetPrimaryAmmoCount() 	Current primary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF) 	
GetPrimaryAmmoType 	int GetPrimaryAmmoType() 	Returns the primary ammo type 	
GetPrintName 	string GetPrintName() 	Gets the weapon's print name 	
GetSecondaryAmmoCount 	int GetSecondaryAmmoCount() 	Current secondary ammo count if no clip is used or to give a player if they pick up this weapon legacy style (not TF)	
GetSecondaryAmmoType 	int GetSecondaryAmmoType() 	Returns the secondary ammo type 	
GetSlot 	int GetSlot() 	Gets the weapon's current slot 	
GetSubType 	int GetSubType() 	Get the weapon subtype 	
GetWeaponFlags 	int GetWeaponFlags() 	Get the weapon flags 	
GetWeight 	int GetWeight() 	Get the weapon weighting/importance 	
HasAnyAmmo 	bool HasAnyAmmo() 	Do we have any ammo? 	
HasPrimaryAmmo 	bool HasPrimaryAmmo() 	Do we have any primary ammo? 	
HasSecondaryAmmo 	bool HasSecondaryAmmo() 	Do we have any secondary ammo? 	
IsAllowedToSwitch 	bool IsAllowedToSwitch() 	Are we allowed to switch to this weapon? 	
IsMeleeWeapon 	bool IsMeleeWeapon() 	Returns whether this is a melee weapon 	
PrimaryAttack 	void PrimaryAttack() 	Force a primary attack 	
SecondaryAttack 	void SecondaryAttack() 	Force a secondary attack 	
SetClip1 	void SetClip1(int amount) 	Set current ammo in clip1. 	
SetClip2 	void SetClip2(int amount) 	Set current ammo in clip2. 	
SetCustomViewModel 	void SetCustomViewModel(string model_name) 	Sets a custom view model for this weapon by model name. 	
SetCustomViewModelModelIndex	void SetCustomViewModelModelIndex(int model_index)	Sets a custom view model for this weapon by modelindex. 	
SetSubType 	void SetSubType(int subtype) 	Set the weapon subtype 	
UsesClipsForAmmo1 	bool UsesClipsForAmmo1() 	Do we use clips for ammo 1? 	
UsesClipsForAmmo2 	bool UsesClipsForAmmo2() 	Do we use clips for ammo 2? 	
UsesPrimaryAmmo 	bool UsesPrimaryAmmo() 	Do we use primary ammo? 	
UsesSecondaryAmmo 	bool UsesSecondaryAmmo() 	Do we use secondary ammo? 	
VisibleInWeaponSelection 	bool VisibleInWeaponSelection() 	Is this weapon visible in weapon selection 	
=== CBaseFlex ===
Extends CBaseAnimating
Animated characters who have vertex flex capability (e.g., facial expressions).
==== Methods ====
Function 	Signature 	Description
PlayScene	float PlayScene(string scene_file, float delay)	Play the specified .vcd file, causing the related characters to speak and subtitles to play.
=== CBaseCombatCharacter ===
Extends CBaseFlex
Combat entities with similar movement capabilities to a player.
==== Methods ====
Function 	Signature 	Description
GetLastKnownArea	handle GetLastKnownArea()	Return the last nav area occupied, NULL if unknown.
See CTFNavArea.
=== CBasePlayer ===
Extends CBaseCombatCharacter
Script handle class for player entities.
==== Methods ====
Function 	Signature 	Description
GetForceLocalDraw 	bool GetForceLocalDraw() 	Whether the player is being forced by SetForceLocalDraw to be drawn.
GetPlayerMaxs 	Vector GetPlayerMaxs() 	Get a vector containing max bounds of the player in local space. The player's model scale will affect the result.
GetPlayerMins 	Vector GetPlayerMins() 	Get a vector containing min bounds of the player in local space. The player's model scale will affect the result.
GetScriptOverlayMaterial	string GetScriptOverlayMaterial() 	Gets the current overlay material set by SetScriptOverlayMaterial.
IsNoclipping 	bool IsNoclipping() 	Returns true if the player is in noclip mode.
SetForceLocalDraw 	void SetForceLocalDraw(bool forceDraw) 	Forces the player to be drawn as if they were in thirdperson.
SetScriptOverlayMaterial	void SetScriptOverlayMaterial(string material)	Sets the overlay material that can't be overriden by other overlays. E.g. Jarate.
SnapEyeAngles 	void SnapEyeAngles(QAngle angles) 	Snap the player's eye angles to this.
ViewPunch 	void ViewPunch(QAngle angleOffset) 	Ow! Punches the player's view.
ViewPunchReset 	void ViewPunchReset(float tolerance) 	Reset's the player's view punch if the offset stays below the given tolerance.
=== CBaseMultiplayerPlayer ===
Extends CBasePlayer
Script handle sub-class for player entities in multiplayer games. No additional methods.
=== CEconEntity ===
Extends CBaseAnimating
Script handle class for economic exquisite equippables, meaning hats and weapons.
==== Methods ====
Function 	Signature 	Description
AddAttribute 	void AddAttribute(string name, float value, float duration)	Add an attribute to the entity. Set duration to -1 for the attribute to be applied forever.
RemoveAttribute 	void RemoveAttribute(string name) 	Remove an attribute from the entity.
ReapplyProvision	void ReapplyProvision() 	Relinks attributes to provisioners, e.g. calling this on a weapon will add it's attributes to the player.
=== CTFPlayer ===
Extends CBaseMultiplayerPlayer
Script handle class for entities of Team Fortress 2.
==== Methods ====
Function 	Signature 	Description
AddCond 	void AddCond(ETFCond cond) 	
AddCondEx 	void AddCondEx(ETFCond cond, float duration, handle provider) 	
AddCurrency 	void AddCurrency(int amount) 	Kaching! Give the player some cash for game modes with upgrades, ie. MvM
AddCustomAttribute 	void AddCustomAttribute(string name, float value, float duration) 	Add a custom attribute to the player. Set duration to -1 for the attribute to be applied forever.
AddHudHideFlags 	void AddHudHideFlags(int flags) 	Hides a hud element based on Constants.FHideHUD
ApplyPunchImpulseX 	bool ApplyPunchImpulseX(float impulse) 	Apply a view punch along the pitch angle. Used to flinch players when hit. If the player is a fully charged scoped-in sniper and the weapon has the aiming_no_flinch attribute, the punch will not apply. Returns true if the punch was applied.
BleedPlayer 	void BleedPlayer(float duration) 	Make a player bleed for a set duration of time.
BleedPlayerEx 	void BleedPlayerEx(float duration, int damage, bool endless, int nCustomDamageType)	Make a player bleed for a set duration of time, or forever, with specific damage per tick and damage_custom index.
CancelTaunt 	void CancelTaunt() 	Cancels any taunt in progress
CanAirDash 	bool CanAirDash() 	Can the player air dash/double jump?
CanBeDebuffed 	bool CanBeDebuffed() 	
CanBreatheUnderwater 	bool CanBreatheUnderwater() 	
CanDuck 	bool CanDuck() 	Can the player duck?
CanGetWet 	bool CanGetWet() 	Can the player get wet by jarate/milk?
CanJump 	bool CanJump() 	Can the player jump?
ClearCustomModelRotation 	void ClearCustomModelRotation() 	
ClearSpells 	void ClearSpells() 	
ClearTauntAttack 	void ClearTauntAttack() 	Stops active taunt from damaging or cancels Rock-Paper-Scissors result
CanPlayerMove 	bool CanPlayerMove() 	Can the player move?
DoTauntAttack 	void DoTauntAttack() 	Performs taunts attacks if available. Player must be already taunting and taunt must have a valid attack assigned (taunt attack name attribute)
DropFlag 	void DropFlag(bool silent) 	Force player to drop the flag.
DropRune 	void DropRune(bool apply_force, int team) 	Force player to drop the rune.
EndLongTaunt 	void EndLongTaunt() 	Stops a looping taunt (obeys minimum time rules and plays outro animation if available)
EquipWearableViewModel 	void EquipWearableViewModel(handle ent) 	Equips a wearble on the viewmodel. Intended to be used with tf_wearable_vm entities.
ExtinguishPlayerBurning 	void ExtinguishPlayerBurning() 	
FiringTalk 	void FiringTalk() 	Makes eg. a heavy go AAAAAAAAAAaAaa like they are firing their minigun.
ForceChangeTeam 	void ForceChangeTeam(int team, bool full_team_switch) 	Force player to change their team. Setting the bool to true will not remove nemesis relationships or reset the player's class, as well as not slaying the player.
ForceRegenerateAndRespawn 	void ForceRegenerateAndRespawn() 	Force regenerates and respawns the player
ForceRespawn 	void ForceRespawn() 	Force respawns the player
GetActiveWeapon 	handle GetActiveWeapon() 	Get the player's current weapon
GetBackstabs 	int GetBackstabs() 	
GetBonusPoints 	int GetBonusPoints() 	
GetBotType 	int GetBotType() 	
GetBuildingsDestroyed 	int GetBuildingsDestroyed() 	
GetCaptures 	int GetCaptures() 	
GetClassEyeHeight 	Vector GetClassEyeHeight() 	Gets the eye height of the player
GetCondDuration 	float GetCondDuration(ETFCond cond) 	Returns duration of the condition. Returns 0 if the cond is not applied. Returns -1 if the cond is infinite.
GetCurrency 	int GetCurrency() 	Get player's cash for game modes with upgrades, ie. MvM
GetCurrentTauntMoveSpeed 	float GetCurrentTauntMoveSpeed() 	
GetDefenses 	int GetDefenses() 	
GetDisguiseAmmoCount 	int GetDisguiseAmmoCount() 	
GetDisguiseTarget 	handle GetDisguiseTarget() 	
GetDisguiseTeam 	int GetDisguiseTeam() 	
GetDominations 	int GetDominations() 	
GetGrapplingHookTarget 	handle GetGrapplingHookTarget() 	What entity is the player grappling?
GetHeadshots 	int GetHeadshots() 	
GetHealPoints 	int GetHealPoints() 	
GetHealTarget 	handle GetHealTarget() 	Who is the medic healing?
GetHudHideFlags 	int GetHudHideFlags() 	Gets current hidden hud elements
GetInvulns 	int GetInvulns() 	
GetKillAssists 	int GetKillAssists() 	
GetLastWeapon 	handle GetLastWeapon() 	
GetNextChangeClassTime 	float GetNextChangeClassTime() 	Get next change class time.
GetNextChangeTeamTime 	float GetNextChangeTeamTime() 	Get next change team time.
GetNextRegenTime 	float GetNextRegenTime() 	Get next health regen time.
GetPlayerClass 	int GetPlayerClass() 	
GetRageMeter 	float GetRageMeter() 	
GetResupplyPoints 	int GetResupplyPoints() 	
GetRevenge 	int GetRevenge() 	
GetScoutHypeMeter 	float GetScoutHypeMeter() 	
GetSpyCloakMeter 	float GetSpyCloakMeter() 	
GetTeleports 	int GetTeleports() 	
GetTauntAttackTime 	float GetTauntAttackTime() 	Timestamp until a taunt attack "lasts". 0 if unavailable
GetTauntRemoveTime 	float GetTauntRemoveTime() 	Timestamp until taunt is stopped
GetVehicleReverseTime 	float GetVehicleReverseTime() 	Timestamp when kart was reversed
GetTimeSinceCalledForMedic 	float GetTimeSinceCalledForMedic() 	When did the player last call medic
GrantOrRemoveAllUpgrades 	void GrantOrRemoveAllUpgrades(bool remove, bool refund) 	
HasItem 	bool HasItem() 	Currently holding an item? Eg. capture flag
HandleTauntCommand 	void HandleTauntCommand(int taunt_slot) 	Spoofs a taunt command from the player, as if they selected this taunt.
IgnitePlayer 	void IgnitePlayer() 	
InAirDueToExplosion 	bool InAirDueToExplosion() 	
InAirDueToKnockback 	bool InAirDueToKnockback() 	
InCond 	bool InCond(ETFCond cond) 	
IsAirDashing 	bool IsAirDashing() 	
IsAllowedToRemoveTaunt 	bool IsAllowedToRemoveTaunt() 	Returns true if the taunt will be stopped
IsAllowedToTaunt 	bool IsAllowedToTaunt() 	
IsBotOfType 	bool IsBotOfType(int type) 	
IsCallingForMedic 	bool IsCallingForMedic() 	Is this player calling for medic?
IsCarryingRune 	bool IsCarryingRune() 	
IsControlStunned 	bool IsControlStunned() 	
IsCritBoosted 	bool IsCritBoosted() 	
IsFakeClient 	bool IsFakeClient() 	
IsFireproof 	bool IsFireproof() 	
IsFullyInvisible 	bool IsFullyInvisible() 	
IsHypeBuffed 	bool IsHypeBuffed() 	
IsImmuneToPushback 	bool IsImmuneToPushback() 	
IsInspecting 	bool IsInspecting() 	
IsInvulnerable 	bool IsInvulnerable() 	
IsJumping 	bool IsJumping() 	
IsMiniBoss 	bool IsMiniBoss() 	Is this player an MvM mini-boss?
IsParachuteEquipped 	bool IsParachuteEquipped() 	
IsPlacingSapper 	bool IsPlacingSapper() 	Returns true if we placed a sapper in the last few moments
IsRageDraining 	bool IsRageDraining() 	
IsRegenerating 	bool IsRegenerating() 	
IsSapping 	bool IsSapping() 	Returns true if we are currently sapping
IsSnared 	bool IsSnared() 	
IsStealthed 	bool IsStealthed() 	
IsTaunting 	bool IsTaunting() 	
IsUsingActionSlot 	bool IsUsingActionSlot() 	
IsViewingCYOAPDA 	bool IsViewingCYOAPDA() 	
IsViewingCYOAPDA 	bool IsViewingCYOAPDA() 	
Regenerate 	void Regenerate(bool refill_health_ammo) 	Resupplies a player. If refill health/ammo is set, clears negative conds, gives back player health/ammo
RemoveAllItems 	void RemoveAllItems(bool unused) 	
RemoveAllObjects 	void RemoveAllObjects(bool explode) 	Remove all player objects. Eg. dispensers/sentries.
RemoveCond 	void RemoveCond(ETFCond cond) 	
RemoveCondEx 	void RemoveCondEx(ETFCond cond, bool ignoreDuration) 	
RemoveCurrency 	void RemoveCurrency(int amount) 	Take away money from a player for reasons such as ie. spending.
RemoveCustomAttribute 	void RemoveCustomAttribute(string name) 	Remove a custom attribute to the player
RemoveDisguise 	void RemoveDisguise() 	Undisguise a spy.
RemoveHudHideFlags 	void RemoveHudHideFlags(int flags) 	Unhides a hud element based on Constants.FHideHUD
RemoveInvisibility 	void RemoveInvisibility() 	Un-invisible a spy.
RemoveTeleportEffect 	void RemoveTeleportEffect() 	
ResetScores 	void ResetScores() 	
RollRareSpell 	void RollRareSpell() 	
SetCondDuration 	void SetCondDuration(ETFCond cond, float duration) 	
SetCurrency 	void SetCurrency(int amount) 	Set player's cash for game modes with upgrades, ie. MvM
SetCurrentTauntMoveSpeed 	void SetCurrentTauntMoveSpeed(float speed) 	
SetCustomModel 	void SetCustomModel(string model_name) 	
SetCustomModelOffset 	void SetCustomModelOffset(Vector offset) 	
SetCustomModelRotates 	void SetCustomModelRotates(bool toggle) 	
SetCustomModelRotation 	void SetCustomModelRotation(QAngle angles) 	
SetCustomModelVisibleToSelf 	void SetCustomModelVisibleToSelf(bool toggle) 	
SetCustomModelWithClassAnimations	void SetCustomModelWithClassAnimations(string model_name) 	
SetDisguiseAmmoCount 	void SetDisguiseAmmoCount(int count) 	
SetForcedTauntCam 	void SetForcedTauntCam(int toggle) 	
SetGrapplingHookTarget 	void SetGrapplingHookTarget(handle entity, bool bleed) 	Set the player's target grapple entity
SetHudHideFlags 	void SetHudHideFlags(int flags) 	Force hud hide flags to a value based on Constants.FHideHUD
SetIsMiniBoss 	void SetIsMiniBoss(bool toggle) 	Make this player an MvM mini-boss.
SetNextChangeClassTime 	void SetNextChangeClassTime(float time) 	Set next change class time.
SetNextChangeTeamTime 	void SetNextChangeTeamTime(float time) 	Set next change team time.
SetNextRegenTime 	void SetNextRegenTime(float time) 	Set next available resupply time.
SetPlayerClass 	void SetPlayerClass(int class) 	Sets the player class. Updates the player's visuals and model.
SetRageMeter 	void SetRageMeter(float percent) 	Sets rage meter from 0 - 100.
SetRPSResult 	void SetRPSResult(int result) 	Rig the result of Rock-Paper-Scissors (0 - rock, 1 - paper, 2 - scissors)
SetScoutHypeMeter 	void SetScoutHypeMeter(float percent) 	Sets hype meter from 0 - 100.
SetSpyCloakMeter 	void SetSpyCloakMeter(float) 	Sets cloakmeter from 0 - 100.
SetVehicleReverseTime 	void SetVehicleReverseTime(float time) 	Set the timestamp when kart was reversed
SetUseBossHealthBar 	void SetUseBossHealthBar(bool toggle) 	
StopTaunt 	void StopTaunt(bool remove_prop) 	Stops current taunt. If remove_prop is true, the taunt prop will be immediately deleted instead of potentially delaying
Taunt 	void Taunt(int taunt_index, int taunt_concept) 	Performs a taunt if allowed. For taunt index, see Constants.FTaunts. For concepts, see MP_CONCEPT List. Concept is the "voiceline" index to use with the taunt. For TAUNT_SHOW_ITEM and TAUNT_BASE_WEAPON this is set automatically. TAUNT_LONG is not supported.
TryToPickupBuilding 	bool TryToPickupBuilding() 	Make the player attempt to pick up a building in front of them
UpdateSkin 	UpdateSkin(int skin) 	
WasInCond 	bool WasInCond(ETFCond cond) 	
Weapon_CanUse 	bool Weapon_CanUse(handle weapon) 	
Weapon_Drop 	void Weapon_Drop(handle weapon) 	Does nothing!
Weapon_DropEx 	void Weapon_DropEx(handle weapon, Vector target, Vector velocity) 	Does nothing!
Weapon_Equip 	void Weapon_Equip(handle weapon) 	
Weapon_SetLast 	void Weapon_SetLast(handle weapon) 	
Weapon_ShootPosition 	Vector Weapon_ShootPosition() 	
Weapon_Switch 	void Weapon_Switch(handle weapon) 	
=== CTFBot ===
Extends CTFPlayer and NextBotCombatCharacter
Script handle class for bot-controlled players aka . Beep boop.
==== Methods ====
Function 	Signature 	Description
AddBotAttribute 	void AddBotAttribute(int attribute) 	Sets attribute flags on this TFBot
AddBotTag 	void AddBotTag(string tag) 	Adds a bot tag
AddWeaponRestriction 	void AddWeaponRestriction(int flags) 	Adds weapon restriction flags
ClearAllBotAttributes 	void ClearAllBotAttributes() 	Clears all attribute flags on this TFBot
ClearAllBotTags 	void ClearAllBotTags() 	Clears bot tags
ClearAllWeaponRestrictions 	void ClearAllWeaponRestrictions() 	Removes all weapon restriction flags
ClearAttentionFocus 	void ClearAttentionFocus() 	Clear current focus
DelayedThreatNotice 	void DelayedThreatNotice(handle threat, float delay)	Notice the threat after a delay in seconds
DisbandCurrentSquad 	void DisbandCurrentSquad() 	Forces the current squad to be entirely disbanded by everyone
FindVantagePoint 	handle FindVantagePoint(float max_distance) 	Get the nav area of the closest vantage point (within distance)
GenerateAndWearItem 	void GenerateAndWearItem(string item_name) 	Give me an item!
GetHomeArea 	handle GetHomeArea() 	Sets the home nav area of the bot
GetDifficulty 	ETFBotDifficultyType GetDifficulty() 	Returns the bot's difficulty level
GetMaxVisionRangeOverride 	float GetMaxVisionRangeOverride() 	Gets the max vision range override for the bot
GetNearestKnownSappableTarget	handle GetNearestKnownSappableTarget() 	Gets the nearest known sappable target
GetSpawnArea 	handle GetSpawnArea() 	Return the nav area of where we spawned
GetSquadFormationError 	float GetSquadFormationError() 	Gets our formation error coefficient.
HasBotAttribute 	bool HasBotAttribute(int attribute) 	Checks if this TFBot has the given attributes
HasBotTag 	bool HasBotTag(string tag) 	Checks if this TFBot has the given bot tag
HasWeaponRestriction 	bool HasWeaponRestriction(int flags) 	Checks if this TFBot has the given weapon restriction flags
IsAmmoFull 	bool IsAmmoFull() 	
IsAmmoLow 	bool IsAmmoLow() 	
IsAttentionFocused 	bool IsAttentionFocused() 	Is our attention focused right now?
IsAttentionFocusedOn 	bool IsAttentionFocusedOn(handle entity) 	Is our attention focused on this entity
IsDifficulty 	bool IsDifficulty(int difficulty) 	Returns true/false if the bot's difficulty level matches.
IsInASquad 	bool IsInASquad() 	Checks if we are in a squad
IsWeaponRestricted 	bool IsWeaponRestricted(handle weapon) 	Checks if the given weapon is restricted for use on the bot
LeaveSquad 	void LeaveSquad() 	Makes us leave the current squad (if any)
PressAltFireButton 	void PressAltFireButton(float duration) 	
PressFireButton 	void PressFireButton(float duration) 	
PressSpecialFireButton 	void PressSpecialFireButton(float duration) 	
RemoveBotAttribute 	void RemoveBotAttribute(int attribute) 	Removes attribute flags on this TFBot
RemoveBotTag 	void RemoveBotTag(string tag) 	Removes a bot tag
RemoveWeaponRestriction 	void RemoveWeaponRestriction(int flags) 	Removes weapon restriction flags
SetAttentionFocus 	void SetAttentionFocus(handle entity) 	Sets our current attention focus to this entity
SetAutoJump 	void SetAutoJump(float minTime, float maxTime) 	Sets if the bot should automatically jump, and how often.
SetDifficulty 	void SetDifficulty(int difficulty) 	Sets the bots difficulty level
SetHomeArea 	void SetHomeArea(handle area) 	Set the home nav area of the bot, may be null.
SetMaxVisionRangeOverride 	void SetMaxVisionRangeOverride(float range) 	Sets max vision range override for the bot
SetScaleOverride 	void SetScaleOverride(float scale) 	Sets the scale override for the bot
SetShouldQuickBuild 	void SetShouldQuickBuild(bool toggle) 	Sets if the bot should build instantly
SetSquadFormationError 	void SetSquadFormationError(float coefficient) 	Sets our formation error coefficient.
ShouldAutoJump 	bool ShouldAutoJump() 	Returns if the bot should automatically jump
ShouldQuickBuild 	bool ShouldQuickBuild() 	Returns if the bot should build instantly
UpdateDelayedThreatNotices 	void UpdateDelayedThreatNotices() 	
=== Convars ===
Game Instance: Convars
An interface to manipulate the on the server.
==== Methods ====
Function 	Signature 	Description
GetBool 	bool GetBool(string name) 	Returns the convar as a bool. May return null if no such convar.
GetClientConvarValue	string GetClientConvarValue(string name, int entindex)	Returns the convar value for the entindex as a string. Only works on client convars with the FCVAR_USERINFO flag.
GetInt 	int GetInt(string name) 	Returns the convar as an int. May return null if no such convar.
GetStr 	string GetStr(string name) 	Returns the convar as a string. May return null if no such convar.
GetFloat 	float GetFloat(string name) 	Returns the convar as a float. May return null if no such convar.
IsConVarOnAllowList 	bool IsConVarOnAllowList(string name) 	Checks if the convar is allowed to be used and is in cfg/vscript_convar_allowlist.txt. Please be nice with this and use it for *compatibility* if you need check support and NOT to force server owners to allow hostname to be set... or else this will simply lie and return true in future. ;-) You have been warned!
SetValue 	void SetValue(string name, any value) 	Sets the value of the convar. The convar must be in cfg/vscript_convar_allowlist.txt to be set. Convars marked as cheat-only can be set even if sv_cheats is off. Convars marked as dev-only (i.e. not visible in console) can also be set. Supported types are bool, int, float, string.
=== CEntities ===
Game Instance: Entities
An interface to find and iterate over the script handles for the entities in play. To iterate over a set of entities, pass null to the previous parameter in the appropriate method to start an iteration. A reference to a previously-found entity can be used instead to continue a search.
The following are two equivalent examples and iterate over all weapons on the map:
local ent = null;
while ( ent = Entities.FindByClassname(ent, "tf_weapon_*") )
{
 // ...
}	
for (local ent; ent = Entities.FindByName(ent, "tf_weapon_*"); )
{
 // ...
}
==== Methods ====
Function 	Signature 	Description
CreateByClassname 	handle CreateByClassname(string classname) 	Creates an entity by classname.
DispatchSpawn 	void DispatchSpawn(handle entity) 	Dispatches spawn of an entity! Use this on entities created via CreateByClassname to actually spawn them into the world.
FindByClassname 	handle FindByClassname(handle previous, string classname) 	Find entities by the string of their classname keyvalue. Pass 'null' value to start an iteration, or reference to a previously found entity to continue a search
FindByClassnameNearest	handle FindByClassnameNearest(string classname, Vector center, float radius) 	Find entities by classname nearest to a point within a radius.
FindByClassnameWithin 	handle FindByClassnameWithin(handle previous, string classname, Vector center, float radius)	Find entities by classname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByModel 	handle FindByModel(handle previous, string modelname) 	Find entities by the string of their model keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByName 	handle FindByName(handle previous, string targetname) 	Find entities by the string of their keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByNameNearest 	handle FindByNameNearest(string targetname, Vector center, float radius) 	Find entities by targetname nearest to a point within a radius.
FindByNameWithin 	handle FindByNameWithin(handle previous, string targetname, Vector center, float radius) 	Find entities by targetname within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindByTarget 	handle FindByTarget(handle previous, string target) 	Find entities by the string of their target keyvalue. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
FindInSphere 	handle FindInSphere(handle previous, Vector center, float radius) 	Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
First 	handle First() 	Begin an iteration over the list of entities
Next 	handle Next(handle previous) 	At the given reference of a previously-found entity, returns the next one after it in the list.
=== CTFNavArea ===
Script handle class for areas part of the .
==== Methods ====
Function 	Signature 	Description
AddIncomingConnection 	void AddIncomingConnection(handle area, int dir) 	Add areas that connect TO this area by a ONE-WAY link
ClearAttributeTF 	void ClearAttributeTF(int bits) 	Clear TF-specific area attribute bits.
ComputeClosestPointInPortal 	Vector ComputeClosestPointInPortal(handle to, ENavDirType dir, Vector closePos) 	Compute closest point within the "portal" between to an area's direction from the given position.
ComputeDirection 	int ComputeDirection(Vector point) 	Return direction from this area to the given point.
ConnectTo 	void ConnectTo(handle area, int dir) 	Connect this area to given area in given direction.
Contains 	bool Contains(handle area) 	Return true if other area is on or above this area, but no others.
ContainsOrigin 	bool ContainsOrigin(Vector point) 	Return true if given point is on or above this area, but no others.
DebugDrawFilled 	void DebugDrawFilled(int r, int g, int b, int a, float duration, bool noDepthTest, float margin)	Draw area as a filled rectangle of the given color.
Disconnect 	void Disconnect(handle area) 	Disconnect this area from given area.
FindRandomSpot 	Vector FindRandomSpot() 	Get random origin within extent of area.
GetAdjacentArea 	handle GetAdjacentArea(int dir, int n) 	Return the n'th adjacent area in the given direction
GetAdjacentAreas 	void GetAdjacentAreas(int dir, handle table) 	Fills a passed in table with all adjacent areas in the given direction.
GetAdjacentCount 	int GetAdjacentCount(ENavDirType dir) 	Get the number of adjacent areas in the given direction.
GetAttributes 	int GetAttributes() 	Get area attribute bits.
GetAvoidanceObstacleHeight 	float GetAvoidanceObstacleHeight() 	Returns the maximum height of the obstruction above the ground.
GetCenter 	Vector GetCenter() 	Get center origin of area.
GetCorner 	Vector GetCorner(ENavDirType dir) 	Get corner origin of area.
GetDistanceSquaredToPoint 	float GetDistanceSquaredToPoint(Vector pos) 	Return shortest distance between point and this area.
GetDoor 	handle GetDoor() 	Returns the door entity above the area.
GetElevator 	handle GetElevator() 	Returns the elevator if in an elevator's path.
GetElevatorAreas 	void GetElevatorAreas(handle table) 	Fills table with a collection of areas reachable via elevator from this area.
GetID 	int GetID() 	Get area ID.
GetIncomingConnections 	void GetIncomingConnections(ENavDirType dir, handle table) 	Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them).
GetParent 	handle GetParent() 	Returns the area just prior to this one in the search path.
GetParentHow 	int GetParentHow() 	Returns how we get from parent to us.
GetPlaceName 	string GetPlaceName() 	Get place name if it exists, null otherwise.
GetPlayerCount 	int GetPlayerCount(int team) 	Return number of players of given team currently within this area (team of zero means any/all).
GetRandomAdjacentArea 	handle GetRandomAdjacentArea(int dir) 	Return a random adjacent area in the given direction.
GetSizeX 	float GetSizeX() 	Return the area size along the X axis.
GetSizeY 	float GetSizeY() 	Return the area size along the Y axis.
GetTravelDistanceToBombTarget	float GetTravelDistanceToBombTarget() 	Gets the travel distance to the MvM bomb target.
GetZ 	float GetZ(Vector pos) 	Return Z of area at (x,y) of 'pos'
HasAttributeTF 	bool HasAttributeTF(int bits) 	Has TF-specific area attribute bits of the given ones.
HasAttributes 	bool HasAttributes(int bits) 	Has area attribute bits of the given ones?.
HasAvoidanceObstacle 	bool HasAvoidanceObstacle(float maxheight) 	Returns true if there's a large, immobile object obstructing this area
IsBlocked 	bool IsBlocked(int team, bool affectsFlow) 	Return true if team is blocked in this area.
IsBottleneck 	bool IsBottleneck() 	Returns true if area is a bottleneck. (tiny narrow areas with only one path)
IsCompletelyVisibleToTeam 	bool IsCompletelyVisibleToTeam(int team) 	Return true if given area is completely visible from somewhere in this area by someone on the team.
IsConnected 	bool IsConnected(handle area, ENavDirType dir) 	Return true if this area is connected to other area in given direction. (If you set direction to -1 or 4, it will automatically check all directions for a connection).
IsCoplanar 	bool IsCoplanar(handle area) 	Return true if this area and given. area are approximately co-planar
IsDamaging 	bool IsDamaging() 	Return true if this area is marked to have continuous damage.
IsDegenerate 	bool IsDegenerate() 	Return true if this area is badly formed.
IsEdge 	bool IsEdge(ENavDirType dir) 	Return true if there are no bi-directional links on the given side.
IsFlat 	bool IsFlat() 	Return true if this area is approximately flat.
IsOverlapping 	bool IsOverlapping(handle area) 	Return true if 'area' overlaps our 2D extents.
IsOverlappingOrigin 	bool IsOverlappingOrigin(Vector pos, float tolerance) 	Return true if 'pos' is within 2D extents of area.
IsPotentiallyVisibleToTeam 	bool IsPotentiallyVisibleToTeam(int team) 	Return true if any portion of this area is visible to anyone on the given team.
IsReachableByTeam 	bool IsReachableByTeam(int team) 	Is this area reachable by the given team?
IsRoughlySquare 	bool IsRoughlySquare() 	Return true if this area is approximately square.
IsTFMarked 	bool IsTFMarked() 	Is this nav area marked with the current marking scope?
IsUnderwater 	bool IsUnderwater() 	Return true if area is underwater.
IsValidForWanderingPopulation	bool IsValidForWanderingPopulation() 	Returns true if area is valid for wandering population.
IsVisible 	bool IsVisible(Vector point) 	Return true if area is visible from the given eyepoint.
MarkAsBlocked 	void MarkAsBlocked(int team) 	Mark this area as blocked for team.
MarkAsDamaging 	void MarkAsDamaging(float duration) 	Mark this area is damaging for the next 'duration' seconds.
MarkObstacleToAvoid 	void MarkObstacleToAvoid(float height) 	Marks the obstructed status of the nav area.
RemoveAttributes 	void RemoveAttributes(int bits) 	Removes area attribute bits.
RemoveOrthogonalConnections 	void RemoveOrthogonalConnections(ENavDirType dir) 	Removes all connections in directions to left and right of specified direction.
SetAttributeTF 	void SetAttributeTF(int bits) 	Set TF-specific area attributes.
SetAttributes 	void SetAttributes(int bits) 	Set area attribute bits.
SetPlaceName 	void SetPlaceName(string name) 	Set place name. If you pass null, the place name will be set to nothing.
TFMark 	void TFMark() 	Mark this nav area with the current marking scope.
UnblockArea 	void UnblockArea() 	Unblocks this area.
=== CNavMesh ===
Game Instance: NavMesh
An interface to collect nav areas from, especially for pathfinding needs.
==== Methods ====
Function 	Signature 	Description
FindNavAreaAlongRay 	handle FindNavAreaAlongRay(Vector startpos, Vector endpos, handle ignoreAreaID) 	get nav area from ray
GetAllAreas 	void GetAllAreas(handle table) 	fills a passed in table of all nav areas
GetAreasWithAttributes 	void GetAreasWithAttributes(int bits, handle table) 	fills a passed in table of all nav areas that have the specified attributes
GetNavArea 	handle GetNavArea(Vector origin, float flBeneath) 	given a position in the world, return the nav area that is closest to or below that height.
GetNavAreaByID 	handle GetNavAreaByID(int areaID) 	get nav area by ID
GetNavAreaCount 	int GetNavAreaCount() 	return total number of nav areas
GetNavAreasFromBuildPath 	bool GetNavAreasFromBuildPath(handle startArea, handle endArea, Vector goalPos, float flMaxPathLength, int teamID, bool ignoreNavBlockers, handle table)	Fills the table with areas from a path. Returns whether a path was found. If 'endArea' is NULL, will compute a path as close as possible to 'goalPos'.
GetNavAreasInRadius 	void GetNavAreasInRadius(Vector origin, float radius, handle table) 	fills a passed in table of nav areas within radius
GetNavAreasOverlappingEntityExtent	void GetNavAreasOverlappingEntityExtent(handle entity, handle table) 	fills passed in table with areas overlapping entity's extent
GetNearestNavArea 	handle GetNearestNavArea(Vector origin, float maxDist, bool checkLOS, bool checkGround) 	given a position in the world, return the nav area that is closest to or below that height.
GetObstructingEntities 	void GetObstructingEntities(handle table) 	fills a passed in table of all obstructing entities
NavAreaBuildPath 	bool NavAreaBuildPath(handle startArea, handle endArea, Vector goalPos, float flMaxPathLength, int teamID, bool ignoreNavBlockers) 	returns true if a path exists
NavAreaTravelDistance 	float NavAreaTravelDistance(handle startArea, handle endArea, float flMaxPathLength) 	compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'
RegisterAvoidanceObstacle 	void RegisterAvoidanceObstacle(handle entity) 	registers avoidance obstacle
UnregisterAvoidanceObstacle 	void UnregisterAvoidanceObstacle(handle entity) 	unregisters avoidance obstacle
=== CNetPropManager ===
Game Instance: NetProps
Allows reading and updating the network properties and datamaps of an entity.
If the entity has multiple netprops with the same name, the data table name can be prepended with a dot to specify which one to use (e.g. "m_itTimer.m_timestamp").
==== Methods ====
Function 	Signature 	Description
GetPropArraySize 	int GetPropArraySize(handle entity, string propertyName) 	Returns the size of an netprop array, or -1.
GetPropEntity 	handle GetPropEntity(handle entity, string propertyName) 	Reads an EHANDLE-valued netprop (21 bit integer). Returns the script handle of the entity.
GetPropEntityArray	handle GetPropEntityArray(handle entity, string propertyName, int arrayElement) 	Reads an EHANDLE-valued netprop (21 bit integer) from an array. Returns the script handle of the entity.
GetPropBool 	bool GetPropBool(handle entity, string propertyName) 	Reads a boolean-valued netprop.
GetPropBoolArray 	bool GetPropBoolArray(handle entity, string propertyName, int arrayElement) 	Reads a boolean-valued netprop from an array.
GetPropFloat 	float GetPropFloat(handle entity, string propertyName) 	Reads a float-valued netprop.
GetPropFloatArray 	float GetPropFloatArray(handle entity, string propertyName, int arrayElement) 	Reads a float-valued netprop from an array.
GetPropInfo 	bool GetPropInfo(handle entity, string propertyName, int arrayElement, handle table) 	Fills in a passed table with property info for the provided entity.
GetPropInt 	int GetPropInt(handle entity, string propertyName) 	Reads an integer-valued netprop.
GetPropIntArray 	int GetPropIntArray(handle entity, string propertyName, int arrayElement) 	Reads an integer-valued netprop from an array.
GetPropString 	string GetPropString(handle entity, string propertyName) 	Reads an string-valued netprop.
GetPropStringArray	string GetPropStringArray(handle entity, string propertyName, int arrayElement) 	Reads an string-valued netprop from an array.
GetPropType 	string GetPropType(handle entity, string propertyName) 	Returns the name of the netprop type as a string.
GetPropVector 	Vector GetPropVector(handle entity, string propertyName) 	Reads a 3D vector-valued netprop.
GetPropVectorArray	Vector GetPropVectorArray(handle entity, string propertyName, int arrayElement) 	Reads a 3D vector-valued netprop from an array.
GetTable 	void GetTable(handle entity, int iPropType, handle table) 	Fills in a passed table with all props of a specified type for the provided entity (set iPropType to 0 for SendTable or 1 for DataMap)
HasProp 	bool HasProp(handle entity, string propertyName) 	Checks if a netprop exists.
SetPropBool 	void SetPropBool(handle entity, string propertyName, bool value) 	Sets a netprop to the specified boolean.
SetPropBoolArray 	void SetPropBoolArray(handle entity, string propertyName, bool value, int arrayElement) 	Sets a netprop from an array to the specified boolean.
SetPropEntity 	void SetPropEntity(handle entity, string propertyName, handle value) 	Sets an EHANDLE-valued netprop (21 bit integer) to reference the specified entity.
SetPropEntityArray	void SetPropEntityArray(handle entity, string propertyName, handle value, int arrayElement)	Sets an EHANDLE-valued netprop (21 bit integer) from an array to reference the specified entity.
SetPropFloat 	void SetPropFloat(handle entity, string propertyName, float value) 	Sets a netprop to the specified float.
SetPropFloatArray 	void SetPropFloatArray(handle entity, string propertyName, float value, int arrayElement) 	Sets a netprop from an array to the specified float.
SetPropInt 	void SetPropInt(handle entity, string propertyName, int value) 	Sets a netprop to the specified integer.
SetPropIntArray 	void SetPropIntArray(handle entity, string propertyName, int value, int arrayElement) 	Sets a netprop from an array to the specified integer.
SetPropString 	void SetPropString(handle entity, string propertyName, string value) 	Sets a netprop to the specified string.
SetPropStringArray	void SetPropStringArray(handle entity, string propertyName, string value, int arrayElement)	Sets a netprop from an array to the specified string.
SetPropVector 	void SetPropVector(handle entity, string propertyName, Vector value) 	Sets a netprop to the specified vector.
SetPropVectorArray	void SetPropVectorArray(handle entity, string propertyName, Vector value, int arrayElement)	Sets a netprop from an array to the specified vector.
=== CScriptEntityOutputs ===
Game Instance: EntityOutputs
Allows reading and manipulation of entity output data.
==== Methods ====
Function 	Signature 	Description
AddOutput 	void AddOutput(handle entity, string outputName, string targetName, string inputName, string parameter, float delay, int timesToFire)	Adds a new output to the entity.
GetNumElements	int GetNumElements(handle ntity entity, string outputName) 	Returns the number of array elements.
GetOutputTable	void GetOutputTable(handle entity, string outputName, table, int arrayElement) 	Fills the passed table with output information.
HasAction 	bool HasAction(handle entity, string outputName) 	Returns true if an action exists for the output.
HasOutput 	bool HasOutput(handle entity, string outputName) 	Returns true if the output exists.
RemoveOutput 	void RemoveOutput(handle entity, string outputName, string targetName, string inputName, string parameter) 	Removes an output from the entity.
=== CScriptKeyValues ===
Script handle representation of a model's block.
All sub-keys are instances of the same class.
==== Methods ====
Function 	Signature 	Description
constructor 	 	
FindKey 	CScriptKeyValues FindKey(string key)	Find a sub key by the key name.
GetFirstSubKey 	CScriptKeyValues GetFirstSubKey() 	Return the first sub key object.
GetKeyBool 	bool GetKeyBool(string key) 	Return the key value as a bool.
GetKeyFloat 	float GetKeyFloat(string key) 	Return the key value as a float.
GetKeyInt 	int GetKeyInt(string key) 	Return the key value as an integer.
GetKeyString 	string GetKeyString(string key) 	Return the key value as a string.
GetNextKey 	CScriptKeyValues GetNextKey() 	Return the next neighbor key object to the one the method is called on.
IsKeyEmpty 	bool IsKeyEmpty(string key) 	Returns true if the named key has no value.
IsValid 	bool IsValid() 	Whether the handle belongs to a valid key.
ReleaseKeyValues	void ReleaseKeyValues() 	Releases the contents of the instance.
=== CPlayerVoiceListener ===
Game Instance: PlayerVoiceListener
Tracks if any player is using voice and for how long.
==== Methods ====
Function 	Signature 	Description
GetPlayerSpeechDuration	float GetPlayerSpeechDuration(int playerIndex)	Returns the number of seconds the player has been continuously speaking.
IsPlayerSpeaking 	bool IsPlayerSpeaking(int playerIndex) 	Returns whether the player specified is speaking.
=== CEnvEntityMaker ===
Extends CBaseEntity
Script handle class for .
==== Methods ====
Function 	Signature 	Description
SpawnEntity 	void SpawnEntity() 	Create an entity at the location of the maker
SpawnEntityAtEntityOrigin 	void SpawnEntityAtEntityOrigin(handle entity) 	Create an entity at the location of a specified entity instance.
SpawnEntityAtLocation 	void SpawnEntityAtLocation(Vector origin, Vector orientation)	Create an entity at a specified location and orientation, orientation is Euler angle in degrees (pitch, yaw, roll).
SpawnEntityAtNamedEntityOrigin	void SpawnEntityAtNamedEntityOrigin(string targetname) 	Create an entity at the location of a named entity. If multiple entities have the same name, only the one with the lowest entity index will be targeted.
=== CPointTemplate ===
Extends CBaseEntity
Script handle class for .
==== Hooks ====
;table PreSpawnInstance(string entityClass, string entityName)
:If this is defined, it will be called right before the entity is created, and any keyvalues returned will be assigned to the entity.
;void PostSpawn(table entities)
:Called after the entities are spawned. A table with the handles of the spawned entities indexed by name is passed to the function. Could use this to connect outputs or do whatever needs to be done after the entity was created.
===== Example =====
Spawned entities can be accessed synchronously in script by using an entity maker. The following generalised example creates a global SpawnMyEntity() function which spawns and returns the templated entity. It can be modified to support multiple templated entities.
Spawn templated entities from any script.
=== CFuncTrackTrain ===
Extends CBaseEntity
Script handle class for .
==== Methods ====
Function 	Signature 	Description
GetFuturePosition	Vector GetFuturePosition(float x, float speed)	Get a position on the track X seconds in the future.
=== CPointScriptTemplate ===
Extends CBaseEntity
Script handle class for .
==== Methods ====
Function 	Signature 	Description
AddTemplate 	void AddTemplate(string, table)	Add an entity to the template spawner
SetGroupSpawnTables	void SetGroupSpawnTables(table)	Cache the group spawn tables
=== CSceneEntity ===
Extends CBaseEntity
Script handle class for , which make use of data.
==== Methods ====
Function 	Signature 	Description
AddBroadcastTeamTarget 	void AddBroadcastTeamTarget(int index) 	Adds a team (by index) to the broadcast list.
EstimateLength 	float EstimateLength() 	Returns length of this scene in seconds.
FindNamedEntity 	handle FindNamedEntity(string reference) 	Given an entity reference, such as !target, get actual entity from scene object
IsPaused 	bool IsPaused() 	If this scene is currently paused.
IsPlayingBack 	bool IsPlayingBack() 	If this scene is currently playing.
LoadSceneFromString 	bool LoadSceneFromString(string sceneName, string scene)	Given a dummy scene name and a vcd string, load the scene.
RemoveBroadcastTeamTarget	void RemoveBroadcastTeamTarget(int index) 	Removes a team (by index) from the broadcast list.
=== CCallChainer ===
CCallChainer objects collect all functions with a matching prefix in a given scope, then inserts it all into the chains table with the prefix removed. All collected unprefixed functions can then be called in a chain using the class's Call() method, given the method's event argument matches the functions' name.
Whenever a CCallChainer object is created, a function named Dispatch followed by its given prefix will also be created, which the class binds the environment of its Call() method to.
==== Methods ====
Function 	Signature 	Description
constructor 	CCallChainer(string functionPrefix, table scope = null)	Creates a CCallChainer object that'll collect functions that have a matching prefix in the given scope.
PostScriptExecute	void PostScriptExecute() 	Search for all non-native functions with matching prefixes, then push them into the chains table.
Call 	bool Call(string event, any ...) 	Find an unprefixed function name in the chains table and call it with the given arguments.
==== Members ====
Instance	Type 	Description
chains 	table 	Contains names of unprefixed functions, each with an array of functions to call.
prefix 	string	Prefix that functions should have to be added into the chains table. Set by the constructor.
scope 	table 	If set, seek functions in this scope instead. Set by the constructor.
=== CSimpleCallChainer ===
Intended to be simpler to use than CCallChainer, the class CSimpleCallChainer holds only a single chain of functions inside an array instead of multiple inside a table. As such, its Call() method does not need a function's name.
This class is also used internally by these CBaseEntity hooks: Precache() and OnPostSpawn().
==== Methods ====
Function 	Signature 	Description
constructor 	CSimpleCallChainer(string functionPrefix, table scope = null, exactMatch = false)	Creates a CSimpleCallChainer object that'll collect functions that have a matching prefix in the given scope, unless it seek for an exact name match.
PostScriptExecute	void PostScriptExecute() 	Begin searching for all non-native functions with matching prefixes, then push them into the chain array.
Call 	bool Call(any ...) 	Call all functions inside the chain array with the given arguments.
==== Members ====
Instance 	Type 	Description
chain 	array 	All functions to be called by the Call() method.
exactMatch	bool 	If set, names of non-native functions and prefix must be an exact match. Set by the constructor.
prefix 	string	Prefix that functions should have to be added into the chain array. Set by the constructor.
scope 	table 	If set, seek functions in this scope instead. Set by the constructor.
=== NextBotCombatCharacter ===
Extends CBaseCombatCharacter
Script handle class for non-playable combat characters operating under the system.
==== Methods ====
Function 	Signature 	Description
ClearImmobileStatus 	void ClearImmobileStatus() 	Clear immobile status
FlagForUpdate 	void FlagForUpdate(bool toggle) 	Flag this bot for update
GetBodyInterface 	INextBotComponent GetBodyInterface() 	Get this bot's body interface
GetBotId 	int GetBotId() 	Get this bot's id
GetImmobileDuration 	float GetImmobileDuration() 	How long have we been immobile
GetImmobileSpeedThreshold	float GetImmobileSpeedThreshold() 	Return units/second below which this actor is considered immobile
GetIntentionInterface 	INextBotComponent GetIntentionInterface()	Get this bot's intention interface
GetLocomotionInterface 	ILocomotion GetLocomotionInterface() 	Get this bot's locomotion interface
GetTickLastUpdate 	int GetTickLastUpdate() 	Get last update tick
GetVisionInterface 	INextBotComponent GetVisionInterface() 	Get this bot's vision interface
IsEnemy 	bool IsEnemy(handle entity) 	Return true if given entity is our enemy
IsFlaggedForUpdate 	bool IsFlaggedForUpdate() 	Is this bot flagged for update
IsFriend 	bool IsFriend(handle entity) 	Return true if given entity is our friend
IsImmobile 	bool IsImmobile() 	Return true if we haven't moved in awhile
=== INextBotComponent ===
Base script handle class for any interfaces belonging to an individual NextBotCombatCharacter entity.
==== Methods ====
Function 	Signature 	Description
ComputeUpdateInterval	bool ComputeUpdateInterval()	Recomputes the component update interval
GetUpdateInterval 	float GetUpdateInterval() 	Returns the component update interval
Reset 	void Reset() 	Resets the internal update state
=== ILocomotion ===
Extends INextBotComponent
The interface for interacting with a specific NextBot's movement brain.
==== Methods ====
Function 	Signature 	Description
Approach 	void Approach(Vector goal, float goalWeight) 	The primary locomotive method. Goal determines the destination position to move towards. goalWeight determines the priority of this path, you can set this to 1.0 generally speaking.
ClearStuckStatus 	void ClearStuckStatus(string reason) 	Reset stuck status to un-stuck. Reason message is shown when debugging nextbots.
ClimbUpToLedge 	bool ClimbUpToLedge(Vector goalPos, Vector goalForward, handle obstacle) 	Initiate a jump to an adjacent high ledge, return false if climb can't start
ComputeUpdateInterval 	bool ComputeUpdateInterval() 	Returns false if no time has elapsed
DriveTo 	void DriveTo(Vector pos) 	Move the bot to the precise given position immediately, updating internal state
FaceTowards 	void FaceTowards(Vector target) 	Rotate body to face towards target
FractionPotentialGap 	float FractionPotentialGap(Vector from, Vector to) 	If the locomotor cannot jump over the gap, returns the fraction of the jumpable ray
FractionPotentiallyTraversable	float FractionPotentiallyTraversable(Vector from, Vector to, bool immediately)	If the locomotor could not move along the line given, returns the fraction of the walkable ray. If immediately is true, breakables are considered non-traverseable
GetDeathDropHeight 	float GetDeathDropHeight() 	Distance at which we will die if we fall
GetDesiredSpeed 	float GetDesiredSpeed() 	Get desired speed for locomotor movement
GetFeet 	Vector GetFeet() 	Return position of feet - the driving point where the bot contacts the ground
GetGround 	handle GetGround() 	Return the current ground entity or NULL if not on the ground
GetGroundMotionVector 	Vector GetGroundMotionVector() 	Return unit vector in XY plane describing our direction of motion - even if we are currently not moving
GetGroundNormal 	Vector GetGroundNormal() 	Surface normal of the ground we are in contact with
GetGroundSpeed 	float GetGroundSpeed() 	Return current world space speed in XY plane
GetMaxAcceleration 	float GetMaxAcceleration() 	Return maximum acceleration of locomotor
GetMaxDeceleration 	float GetMaxDeceleration() 	Return maximum deceleration of locomotor
GetMaxJumpHeight 	float GetMaxJumpHeight() 	Return maximum height of a jump.
GetMotionVector 	Vector GetMotionVector() 	Return unit vector describing our direction of motion - even if we are currently not moving
GetRunSpeed 	float GetRunSpeed() 	Get maximum running speed
GetSpeed 	float GetSpeed() 	Return current world space speed (magnitude of velocity)
GetSpeedLimit 	float GetSpeedLimit() 	Get maximum speed bot can reach, regardless of desired speed
GetStepHeight 	float GetStepHeight() 	If delta Z is lower than this, we can step up the surface (like a stair step), but if delta Z is greater than this, we have to jump to get up.
GetStuckDuration 	float GetStuckDuration() 	Return how long we've been stuck
GetTraversableSlopeLimit 	float GetTraversableSlopeLimit() 	Return Z component of unit normal of steepest traversable slope
GetUpdateInterval 	float GetUpdateInterval() 	Returns time between updates
GetVelocity 	Vector GetVelocity() 	Return current world space velocity
GetWalkSpeed 	float GetWalkSpeed() 	Get maximum walking speed
HasPotentialGap 	float HasPotentialGap(Vector from, Vector to) 	Checks if there is a possible gap that will need to be jumped over. Returns fraction of ray from 0 to 1.
IsAbleToClimb 	bool IsAbleToClimb() 	Return true if this bot can climb arbitrary geometry it encounters
IsAbleToJumpAcrossGaps 	bool IsAbleToJumpAcrossGaps() 	Return true if this bot can jump across gaps in its path
IsAreaTraversable 	bool IsAreaTraversable(handle area) 	Return true if given area can be used for navigation
IsAttemptingToMove 	bool IsAttemptingToMove() 	Return true if we have tried to Approach() or DriveTo() very recently
IsClimbingOrJumping 	bool IsClimbingOrJumping() 	Is jumping in any form
IsClimbingUpToLedge 	bool IsClimbingUpToLedge() 	Is climbing up to a high ledge
IsEntityTraversable 	bool IsEntityTraversable(handle entity, bool immediately) 	Return true if the entity handle is traversable. If immediately is true, breakables are considered non-traverseable
IsGap 	bool IsGap(Vector pos, Vector forward) 	Return true if there is a gap at this position.
IsJumpingAcrossGap 	bool IsJumpingAcrossGap() 	Is jumping across a gap to the far side
IsOnGround 	bool IsOnGround() 	Return true if standing on something
IsPotentiallyTraversable 	float IsPotentiallyTraversable(Vector from, Vector to, bool immediately) 	Checks if this locomotor could potentially move along the line given. Returns fraction of trace result (1 = clear). If immediately is true, breakables are considered non-traverseable
IsRunning 	bool IsRunning() 	Is running?
IsScrambling 	bool IsScrambling() 	Is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted
IsStuck 	bool IsStuck() 	Return true if bot is stuck. If the locomotor cannot make progress, it becomes stuck and can only leave this stuck state by successfully movingand becoming un-stuck.
Jump 	void Jump() 	Initiate a simple undirected jump in the air
JumpAcrossGap 	void JumpAcrossGap(Vector goalPos, Vector goalForward) 	Initiate a jump across an empty volume of space to far side
OnLandOnGround 	void OnLandOnGround(handle ground) 	Manually run the OnLandOnGround callback. Typically invoked when bot lands on the ground after being in the air
OnLeaveGround 	void OnLeaveGround(handle ground) 	Manually run the OnLeaveGround callback. Typically invoked when bot leaves ground for any reason
Reset 	void Reset() 	Resets motion, stuck state etc
Run 	void Run() 	Set desired movement speed to running
SetDesiredSpeed 	void SetDesiredSpeed(float speed) 	Set desired speed for locomotor movement
SetSpeedLimit 	void SetSpeedLimit(float limit) 	Set maximum speed bot can reach, regardless of desired speed
Stop 	void Stop() 	Set desired movement speed to stopped
Walk 	void Walk() 	Set desired movement speed to walking
=== LateBinder ===
==== Methods ====
Function 	Signature	Description
Begin 	 	
End 	 	
EstablishDelegation 	 	
HookRootMetamethod 	 	
UnhookRootMetamethod	 	
RemoveDelegation 	 	
Resolve 	 	
==== Members ====
Instance 	Type 	Description
m_bindNamesStack	array 	
m_fixupSet 	array 	
m_log 	bool 	
m_logIndent 	int 	
m_targetTable 	table?(null)	
=== regexp ===
The built-in Squirrel class for regular expressions.
==== Methods ====
Function 	Signature 	Description
constructor	regexp() 	
capture 	table capture(str, [start])	Returns an array of tables containing two indexes ("begin" and "end") of the first match of the regular expression in the string str. An array entry is created for each captured sub expressions. If no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
match 	bool match(str) 	Returns a true if the regular expression matches the string str, otherwise returns false.
search 	table search(str, [start]) 	Returns a table containing two indexes ("begin" and "end") of the first match of the regular expression in the string str, otherwise if no match occurs returns null. The search starts from the index start of the string, if start is omitted the search starts from the beginning of the string.
subexpcount	subexpcount() 	
== Типы данных ==
=== Vector ===
Эквивалент класса из С++. Трёхмерный вектор с перегруженными арифметическими операциями для векторов и скалярных величин.
==== Методы ====
Функция 	Написание 	Описание
constructor	Vector(float x = 0, float y = 0, float z = 0)	Creates a new vector with the specified Cartesian coordiantes.
Cross 	Vector Cross(Vector factor) 	The vector product of two vectors. Returns a vector orthogonal to the input vectors.
Dot 	float Dot(Vector factor) 	The scalar product of two vectors.
Length 	float Length() 	Magnitude of the vector.
LengthSqr 	float LengthSqr() 	The magnitude of the vector squared. Faster than the above method.
Length2D 	float Length2D() 	Returns the magnitude of the vector on the x-y plane. Meant to be used when working with the client's HUD.
Length2DSqr	float Length2DSqr() 	Returns the square of the magnitude of the vector on the x-y plane. Faster than the above method.
Norm 	float Norm() 	Normalizes the vector in place and returns it's length.
Scale 	Vector Scale(float factor) 	Scales the vector magnitude.
ToKVString 	string ToKVString() 	Returns a string without separations commas.
tostring 	string tostring() 	Returns a human-readable string.
==== Участники ====
Instance	Type 	Description
x 	float	Cartesian X axis.
y 	float	Cartesian Y axis.
z 	float	Cartesian Z axis.
==== Operations ====
Operation 	Return Type	Description
Vector + Vector 	Vector 	Returns the sum of both classes's members (XYZ).
QAngle + Vector 	Vector 	Returns the sum of both classes's members (XYZ).
Vector - Vector 	Vector 	Returns the subtraction of both classes's members (XYZ).
QAngle + Vector 	Vector 	Returns the subtraction of both classes's members (XYZ).
Vector * integer	Vector 	Returns the multiplication of a Vector against a scalar.
Vector * float 	Vector 	Returns the multiplication of a Vector against a scalar.
=== QAngle ===
Эквивалент класса из С++. Представляет собой трёхмерную ориентацию в качестве углов Эйлера.
Имеет перегруженные арифметические операции, как для QAngles, так и для скалярных величин.
==== Методы ====
Функция 	Написание 	Описание
constructor	QAngle(float pitch = 0, float yaw = 0, float roll = 0)	Creates a new QAngle.
Forward 	Vector Forward() 	Returns the Forward Vector of the angles.
Left 	Vector Left() 	Returns the left Vector of the angles.
Pitch 	float Pitch() 	Returns the pitch angle in degrees.
Roll 	float Roll() 	Returns the roll angle in degrees.
ToKVString 	string ToKVString() 	Returns a string with the values separated by one space.
ToQuat 	Quaternion ToQuat() 	Returns a quaternion representaion of the orientation.
Up 	Vector Up() 	Returns the Up Vector of the angles.
Yaw 	float Yaw() 	Returns the yaw angle in degrees.
==== Участники ====
Instance	Type 	Description
x 	float	Pitch in degrees.
y 	float	Yaw in degrees.
z 	float	Roll in degrees.
==== Операции ====
Operation 	Return Type	Description
QAngle + QAngle	QAngle 	Sum of both classes's members (XYZ).
Vector + QAngle	QAngle 	Sum of both classes's members (XYZ).
QAngle - QAngle	QAngle 	Subtraction of both classes's members (XYZ).
Vector - QAngle	QAngle 	Subtraction of both classes's members (XYZ).
QAngle * int 	QAngle 	QAngle multiplied by a number.
QAngle * float 	QAngle 	QAngle multiplied by a number.
=== Vector2D, Vector4D ===
Двух и четырёхмерные эквиваленты Vector'a.
==== Методы ====
Функция 	Написание 	Описание
constructor	VectorXD(float x, float y, ...)	Creates a new vector with the specified Cartesian coordiantes.
Dot 	float Dot(VectorXD factor) 	The scalar product of two vectors.
Length 	float Length() 	Magnitude of the vector.
LengthSqr 	float LengthSqr() 	The magnitude of the vector squared. Faster than the above method.
Norm 	float Norm() 	Seems to also return the vector length.
ToKVString 	string ToKVString() 	Returns a string without separations commas.
=== Кватернион ===
Кватернион представляет собой повороты в трёхмерном пространстве.
==== Методы ====
Function 	Signature 	Description
constructor 	Quaternion() 	Creates a new identity quaternion.
constructor 	Quaternion(float x,float y,float z,float w) 	Creates a new quaternion of the form w + xi + yj + zk.
Dot 	float Dot(Quaternion factor) 	The 4D scalar product of two quaternions. represents the angle between the quaternions in the range [1, 0].
Invert 	Quaternion Invert() 	Returns a quaternion with the complimentary rotation.
Norm 	float Norm() 	Normalizes the quaternion.
SetPitchYawRoll	void SetPitchYawRoll(float pitch, float yaw, float roll)	Recomputes the quaternion from the supplied Euler angles.
ToKVString 	string ToKVString() 	Returns a string with the values separated by one space.
ToQAngle 	QAngle ToQAngle() 	Returns the angles resulting from the rotation.
==== Участники ====
Экземпляр	Тип 	Описание
x 	float	Vector component along the i axis.
y 	float	Vector component along the j axis.
z 	float	Vector component along the k axis.
w 	float	Scalar part.
==== Операции ====
Операция 	Тип вывода	Описание
Quaternion + Quaternion	Quaternion	Sum of the two Quaternions.
Quaternion - Quaternion	Quaternion	Subtraction of the two Quaternions.
Quaternion * integer 	Quaternion	Quaternion multiplied by a number.
Quaternion * float 	Quaternion	Quaternion multiplied by a number.
== Глобальные ==
Функция 	Написание 	Описание
AddThinkToEnt 	void AddThinkToEnt(handle entity, string FuncName) 	Sets a function in the entity's script to rerun by itself constantly. Pass null as the function name to remove a think function. The default think interval is 0.1s, unless overridden by returning a different time interval in seconds in the think function
AddToScriptHelp 	AddToScriptHelp() 	
AllowThirdPersonCamera 	bool AllowThirdPersonCamera() 	
ArePlayersInHell 	bool ArePlayersInHell() 	
Assert 	void Assert(bool value, string optional message) 	Test value and if not true, throws exception, optionally with message.
ClearGameEventCallbacks 	void ClearGameEventCallbacks() 	Empties the tables of game event callback functions.
CreateProp 	handle CreateProp(string classname, Vector origin, string model_name, int activity) 	Create a prop
CreateSceneEntity 	handle CreateSceneEntity(string scene) 	Create a scene entity to play the specified scene.
developer 	int developer() 	The current level of the developer console variable.
DispatchParticleEffect 	void DispatchParticleEffect(string name, Vector origin, Vector angles) 	Dispatches a one-off particle system
Document 	void Document(unknown symbolOrTable, unknown itemIfSymbol = null, string descriptionIfSymbol = null) 	
DoEntFire 	void DoEntFire(string target, string action, string value, float delay, handle activator, handle caller) 	Generate an entity I/O event. The caller and activator argument takes a CBaseEntity script handle, and entities assigned can receive inputs with target set to !self, or !activator / !caller.
DoIncludeScript 	bool DoIncludeScript(string file, handle/table scope) 	Execute a script. and put all its content for the argument passed to thescopeparameter. (internal)
IncludeScript 	bool IncludeScript(string file, handle scope = null) 	Wrapper for DoIncludeScript
EmitAmbientSoundOn 	void EmitAmbientSoundOn(string soundName, float volume, int soundlevel, int pitch, handle entity) 	Play named sound on an entity using configurations similar to . Soundlevel is in decibels, see this page for real world equivalents.
StopAmbientSoundOn 	void StopAmbientSoundOn(string soundName, handle entity) 	Stop named sound on an entity using configurations similar to .
 	void EmitSoundEx(handle table) 	Play a sound. Takes in a script table of params: sound_name, channel, volume, sound_level, flags, pitch, special_dsp, origin, delay, sound_time, entity, speaker_entity, filter_type, filter_param. All parameters are optional except sound_name. See the for more details.
EmitSoundOn 	void EmitSoundOn(string soundScript, handle entity) 	Play named sound on Entity. Legacy only, use EmitSoundEx.
StopSoundOn 	void StopSoundOn(string soundScript, handle entity) 	Stop named sound on an entity.
EmitSoundOnClient 	void EmitSoundOnClient(string soundScript, handle player) 	Play named sound only on the client for the specified player. NOTE: This only supports soundscripts. Legacy only, use EmitSoundEx.
EntFire 	void EntFire(string target, string action, string value = null, float delay = 0, handle activator = null) 	Wrapper for DoEntFire() that setsactivator to null, but has nocallerparam.
EntFireByHandle 	void EntFireByHandle(handle entity, string action, string value, float delay, handle activator, handle caller) 	Generate an entity i/o event. First parameter is an entity instance.
EntIndexToHScript 	handle EntIndexToHScript(int entIndex) 	Turn an entity index integer to an HScript representing that entity's script instance.
FileToString 	string FileToString(string file) 	Reads a string from file located in the game's scriptdata folder. Returns the string from the file, null if no file or file is greater than 16384 bytes.
FindCircularReference 	FindCircularReference() 	
FindCircularReferences 	FindCircularReferences() 	
FireGameEvent 	bool FireGameEvent(string name, handle table) 	Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table.
FireScriptHook 	bool FireScriptHook(string name, handle table) 	Fire a script hook to a listening callback function in script. Parameters are passed in a squirrel table.
FireScriptEvent 	void FireScriptEvent(string event, table params) 	Wrapper for __RunEventCallbacks()
ForceEnableUpgrades 	void ForceEnableUpgrades(int state) 	Whether to force on MvM-styled upgrades on/off. 0 -> default, 1 -> force off, 2 -> force on
ForceEscortPushLogic 	void ForceEscortPushLogic(int state) 	Forces payload pushing logic. 0 -> default, 1 -> force off, 2 -> force on
FlagsMayBeCapped 	bool FlagsMayBeCapped() 	May a flag be captured?
FrameTime 	float FrameTime() 	Get the time spent on the server in the last frame
GameModeUsesCurrency 	bool GameModeUsesCurrency() 	Does the current gamemode have currency?
GameModeUsesMiniBosses 	bool GameModeUsesMiniBosses() 	Does the current gamemode have minibosses?
GameModeUsesUpgrades 	bool GameModeUsesUpgrades() 	Does the current gamemode have upgrades?
GetClassLimit 	int GetClassLimit(int class) 	Get class limit for class. See Constants.ETFClass.
GetDeveloperLevel 	int GetDeveloperLevel() 	Gets the level of 'developer'
GetFrameCount 	int GetFrameCount() 	Returns the engines current frame count
GetFriction 	float GetFriction(handle player) 	Returns the Friction on a player entity, meaningless if not a player
GetFunctionSignature 	string GetFunctionSignature(function func, string prefix) 	
GetGravityMultiplier 	float GetGravityMultiplier() 	
GetListenServerHost 	handle GetListenServerHost() 	Get the local player on a listen server.
GetMannVsMachineAlarmStatus 	bool GetMannVsMachineAlarmStatus() 	
GetMapName 	string GetMapName() 	Get the name of the map.
GetModelIndex 	int GetModelIndex(string filename) 	Returns the index of the named model.
GetOvertimeAllowedForCTF 	bool GetOvertimeAllowedForCTF() 	
GetPhysAngularVelocity 	Vector GetPhysAngularVelocity(handle entity) 	Returns the Angular velocity of the entity. Deprecated, use the GetPhysAngularVelocity method on the entity instead.
GetPhysVelocity 	Vector GetPhysVelocity(handle entity) 	Returns the velocity of the entity. Deprecated, use the GetPhysVelocity method on the entity instead.
GetPlayerFromUserID 	handle GetPlayerFromUserID(int userid) 	Given a user id, return the entity, or null.
GetRoundState 	int GetRoundState() 	Get current round state. See Constants.ERoundState.
GetSoundDuration 	float GetSoundDuration(string soundname, string actormodelname) 	Returns float duration of the sound. Actor model name is optional and can be left null.
GetStopWatchState 	int GetStopWatchState() 	Get the current stopwatch state. See Constants.EStopwatchState.
GetWinningTeam 	int GetWinningTeam() 	Who won!
HaveStopWatchWinner 	bool HaveStopWatchWinner() 	
InMatchStartCountdown 	bool InMatchStartCountdown() 	Are we in the pre-match/setup state?
InOvertime 	bool InOvertime() 	Currently in overtime?
IsAttackDefenseMode 	bool IsAttackDefenseMode() 	
IsBirthday 	bool IsBirthday() 	Are we in birthday mode?
IsCompetitiveMode 	bool IsCompetitiveMode() 	Playing competitive?
IsDedicatedServer 	bool IsDedicatedServer() 	Returns true if this server is a dedicated server.
IsDefaultGameMode 	bool IsDefaultGameMode() 	The absence of arena, mvm, tournament mode, etc
IsHolidayActive 	bool IsHolidayActive(int holiday) 	Is the given holiday active? See Constants.EHoliday.
IsHolidayMap 	bool IsHolidayMap(int holiday) 	Playing a holiday map? See Constants.EHoliday.
IsInArenaMode 	bool IsInArenaMode() 	Playing arena mode?
IsInKothMode 	bool IsInKothMode() 	Playing king of the hill mode?
IsInMedievalMode 	bool IsInMedievalMode() 	Playing medieval mode?
IsInWaitingForPlayers 	bool IsInWaitingForPlayers() 	Are we waiting for some stragglers?
IsMannVsMachineMode 	bool IsMannVsMachineMode() 	Playing MvM? Beep boop
IsMannVsMachineRespecEnabled 	bool IsMannVsMachineRespecEnabled() 	Are players allowed to refund their upgrades?
IsMatchTypeCasual 	bool IsMatchTypeCasual() 	Playing casual?
IsMatchTypeCompetitive 	bool IsMatchTypeCompetitive() 	Playing competitive?
IsModelPrecached 	bool IsModelPrecached(string modelname) 	Checks if the modelname is precached.
IsSoundPrecached 	bool IsSoundPrecached(string soundname) 	Checks if the soundname is precached.
IsPasstimeMode 	bool IsPasstimeMode() 	No ball games.
IsPlayerABot 	bool IsPlayerABot(handle player) 	Is this player/entity a bot.
IsPowerupMode 	bool IsPowerupMode() 	Playing powerup mode? Not compatible with MvM
IsPVEModeActive 	bool IsPVEModeActive() 	
IsQuickBuildTime 	bool IsQuickBuildTime() 	If an engie places a building, will it immediately upgrade? Eg. MvM pre-round etc.
IsTruceActive 	bool IsTruceActive() 	
IsUsingGrapplingHook 	bool IsUsingGrapplingHook() 	
IsUsingSpells 	bool IsUsingSpells() 	
IsWeakref 	bool IsWeakref() 	
LocalTime 	void LocalTime(table out) 	Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings)
MakeNamespace 	MakeNamespace() 	
MapHasMatchSummaryStage 	bool MapHasMatchSummaryStage() 	
MatchmakingShouldUseStopwatchMode 	bool MatchmakingShouldUseStopwatchMode() 	
MaxClients 	float MaxClients() 	Get the current number of max clients set by the maxplayers command.
PickupObject 	void PickupObject(handle player, handle entity) 	Object from world is put into the "Held" slot of the player. Warning: it will smoothly interpolate from where it is to the players hand - which is a bit goofy if it is on other side of level.
PlayerInstanceFromIndex 	CBasePlayer PlayerInstanceFromIndex(int index) 	Get a script handle of a player using the player index.
PlayerReadyStatus_ArePlayersOnTeamReady 	bool PlayerReadyStatus_ArePlayersOnTeamReady(int team) 	
PlayerReadyStatus_HaveMinPlayersToEnable	bool PlayerReadyStatus_HaveMinPlayersToEnable() 	
PlayerReadyStatus_ResetState 	void PlayerReadyStatus_ResetState() 	
PlayersAreOnMatchSummaryStage 	bool PlayersAreOnMatchSummaryStage() 	
PointsMayBeCaptured 	bool PointsMayBeCaptured() 	Are points able to be captured?
PrecacheEntityFromTable 	bool PrecacheEntityFromTable(table keyvalues) 	Precache an entity from in a table. Internally this function creates the entity, fire DispatchSpawn and removes it instantly.
PrecacheModel 	int PrecacheModel(string filename) 	Precache a model and return index of the model.
PrecacheScriptSound 	bool PrecacheScriptSound(string soundName) 	Precache a soundscript.
PrecacheSound 	bool PrecacheSound(string soundName) 	Precache a raw sound.
PrintHelp 	void PrintHelp() 	Equivalent to running script_help command.
RandomFloat 	float RandomFloat(float min, float max) 	Generate a random floating-point number within a range, inclusive.
RandomInt 	int RandomInt(int min, int max) 	Generate a random integer within a range, inclusive.
RegisterFunctionDocumentation 	void RegisterFunctionDocumentation(unknown func, string name, string signature, string description) 	
RegisterScriptGameEventListener 	void RegisterScriptGameEventListener(string eventName) 	Register as a listener for a game event from script. It's what __CollectGameEventCallbacks() uses to register event callbacks to the C++ code.
RegisterScriptHookListener 	void RegisterScriptHookListener(string name) 	Register as a listener for a script hook from script.
RetrieveNativeSignature 	string RetrieveNativeSignature(function func) 	
RotateOrientation 	QAngle RotateOrientation(QAngle, QAngle) 	Rotate a QAngle by another QAngle.
RotatePosition 	Vector RotatePosition(Vector origin, QAngle rotation, Vector input) 	Rotate the input Vector around an origin.
ScreenFade 	void ScreenFade(handle player, int red, int green, int blue, int alpha, float fadeTime, float fadeHold, int flags) 	Start a customisable screenfade. If no player is specified, the fade will apply to all players.
ScreenShake 	void ScreenShake(Vector vecCenter, float flAmplitude, float flFrequency, float flDuration, float flRadius, int eCommand, bool bAirShake)	Start a customisable screenshake; eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ).
ScriptHooksEnabled 	bool ScriptHooksEnabled() 	Returns whether script hooks are currently enabled.
SendGlobalGameEvent 	bool SendGlobalGameEvent(string event_name, handle params) 	Sends a real game event to everything. Parameters are passed in a squirrel table.
SendToConsole 	void SendToConsole(string command) 	Issues a command to the local client, as if they typed in the command in their console. Does nothing on dedicated servers.
SendToServerConsole 	void SendToServerConsole(string command) 	Issues a command to the server, as if typed in the console.
SendToConsoleServer 	void SendToConsoleServer(string command) 	Copy of SendToServerConsole with another name for compat.
SetFakeClientConVarValue 	void SetFakeClientConVarValue(handle bot, string cvar, string value) 	Sets a USERINFO client ConVar for a fakeclient.
SetGravityMultiplier 	void SetGravityMultiplier(float multiplier) 	
SetMannVsMachineAlarmStatus 	void SetMannVsMachineAlarmStatus(bool status) 	
SetOvertimeAllowedForCTF 	void SetOvertimeAllowedForCTF(bool state) 	
SetPlayersInHell 	void SetPlayersInHell(bool state) 	
SetSkyboxTexture 	void SetSkyboxTexture(string texture) 	Sets the current skybox texture. The path is relative to "materials/skybox/". Only the main name of a skybox texture is needed, for example "sky_gravel_01".
SetUsingSpells 	void SetUsingSpells(bool state) 	
SpawnEntityFromTable 	handle SpawnEntityFromTable(string name, handle keyvalues) 	Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
Example:
SpawnEntityGroupFromTable 	bool SpawnEntityGroupFromTable(handle groups) 	Hierarchically spawn an entity group from a set of spawn tables. This computes a spawn order for entities so that parenting is resolved correctly.
The table for this must take the following format. group can be any name, as long as it's unique. Each group can only contain one entity. (The table is formatted like this as otherwise it wouldn't be possible to spawn multiple entities of the same classname). The function always returns true, even if entity spawning fails.
{
	<group> =
	{
		<classname> =
		{
			// key - values
		}
	},
	// ...
}
Example usage:
StringToFile 	void StringToFile(string file, string string) 	Stores a string as a file, located in the game's scriptdata folder.
Time 	float Time() 	Get the current server time
TraceLine 	float TraceLine(Vector start, Vector end, handle ignore) 	Return fraction along line that hits world or models
 	bool TraceLineEx(table traceTable) 	Input Table: start, end, mask (optional), ignore (optional)Output Table: pos, fraction, hit, enthit, allsolid, startpos, endpos, startsolid, plane_normal, plane_dist, surface_name, surface_flags, surface_props
Returns false if start or end is not specified.
TraceLinePlayersIncluded 	float TraceLinePlayersIncluded(Vector, Vector, handle) 	given 2 points & ent to ignore, return fraction along line that hits world, models, players or npcs
TraceHull 	bool TraceHull(table traceTable) 	Input Table: start, end, hullmin, hullmax, mask (optional), ignore (optional) Output Table: pos, fraction, hit, enthit, allsolid, startpos, endpos, startsolid, plane_normal, plane_dist, surface_name, surface_flags, surface_props
Returns false if start, end, hullmin or hullmax is not specified.
UniqueString 	string UniqueString(string input) 	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.
DoUniqueString 	string DoUniqueString(string input) 	Unknown; presumably an internal function called by UniqueString, so call that instead.
UsePlayerReadyStatusMode 	bool UsePlayerReadyStatusMode() 	
VSquirrel_OnCreateScope 	table VSquirrel_OnCreateScope(any value, table scope) 	Creates a new scope with the name of value in the submitted table (includes unique params).
VSquirrel_OnReleaseScope 	void VSquirrel_OnReleaseScope(table createdScope) 	Removes a scope created via VSquirrel_OnCreateScope.
__CollectEventCallbacks 	void __CollectEventCallbacks(scope, prefix, globalTableName, regFunc) 	Overloaded function. Its only used for this: __CollectEventCallbacks(scope, "OnGameEvent_", "GameEventCallbacks", ::RegisterScriptGameEventListener)
__CollectGameEventCallbacks 	void __CollectGameEventCallbacks(table scope) 	Wrapper that registers callbacks for both OnGameEvent_x and OnScriptEvent_ functions. Done using the __CollectEventCallbacks function.
__ReplaceClosures 	void __ReplaceClosures(script, scope) 	
__RunEventCallbacks 	void __RunEventCallbacks(event, params, prefix, globalTableName, bWarnIfMissing) 	Call all functions in the callback array for the given game event
__RunGameEventCallbacks 	void __RunGameEventCallbacks(event, params) 	Wrapper for __RunEventCallbacks()
__RunScriptHookCallbacks 	void __RunScriptHookCallbacks(event, param) 	
=== Вывод и рисование ===
Функции для вывода сообщений или рисования элементов в мире обычно используются для отладки.
Функция 	Написание 	Описание
ClientPrint 	void ClientPrint(CBasePlayer player, EHudNotify destination, string message) 	Print a client message. If you pass null instead of a valid player, the message will be sent to all clients. When printing to chat (HUD_PRINTTALK), the color of the text can be changed by inserting this sequence: \x07RRGGBB where RR GG BB is the hexadecimal format of the color. Transparency can be specified by a different sequence: \x08RRGGBBAA, where RR GG BB AA is the hexadecimal format of the color + alpha. All text following this sequence will be colored. Multiple sequences can be used in combination. If using color sequences, there MUST be a color sequence at the beginning of the string, or color codes won't work!.
DebugDrawBox 	void DebugDrawBox(Vector origin, vector min, vector max, int r, int g, int b, int alpha, float duration) 	Draw a debug overlay box.
DebugDrawBoxAngles 	void DebugDrawBoxAngles(Vector origin, Vector min, Vector max, QAngle direction, Vector rgb, int alpha, float duration) 	Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration).
DebugDrawBoxDirection 	void DebugDrawBoxDirection(Vector center, Vector min, Vector max, Vector forward, Vector rgb, float alpha, float duration)	Draw a debug forward box.
DebugDrawCircle 	void DebugDrawCircle(Vector center, Vector rgb, float alpha, float radius, bool ztest, float duration) 	Draw a debug circle.
DebugDrawClear 	void DebugDrawClear() 	Try to clear all the debug overlay info.
DebugDrawLine 	void DebugDrawLine(Vector start, Vector end, int red, int green, int blue', bool zTest, float time) 	Draw a debug overlay line.
DebugDrawLine_vCol 	void DebugDrawLine_vCol(Vector start, vector end, vector rgb, bool ztest, float duration) 	Draw a debug line using color vec.
DebugDrawScreenTextLine	void DebugDrawScreenTextLine(float x, float y, int lineOffset, string text, int r, int g, int b, int a, float duration) 	Draw text with a line offset.
DebugDrawText 	void DebugDrawText(Vector origin, string text, bool useViewCheck, float duration) 	Draw text on the screen, starting on the position of origin.
__DumpScope 	void __DumpScope(int indentation, table scope) 	Dumps a scope's contents and expands all tables and arrays; this is what the ent_script_dump command uses.
DumpObject 	void DumpObject(handle object) 	Dumps information about a class or instance.
Msg 	void Msg(string message) 	Prints message to console without any line feed after.
printf 	void printf(string format, args...) 	Prints message to console with C style formatting. The line feed is not included.
printl 	void printl(string message) 	Prints message to console with a line feed after.
realPrint 	void realPrint(string message) 	Identical to print. print seems to be a wrapper for this.
Say 	void Say(CBasePlayer player, string message, bool teamOnly) 	Calling this will have the specified player send the message to chat, either to teamOnly (true) or to everyone.
ShowMessage 	void ShowMessage(string message) 	Print a hud message on all clients
=== Стандартные библиотеки Squirrel ===
Стандартные функции Squirrel и стандартные библиотеки.
Функция 	Написание 	Описание
array 	array(int length, any fill = null) 	Возвращает новый массив указанной длины, который заполнен значением fill (по умолчанию - null).
assert 	assert(bool exp) 	Выбрасывает ошибку утверждения, если указанное выражение является false (т.е. величины 0, 0.0, null и false)
callee 	function callee() 	Возвращает текущее закрытие.
castf2i 	int castf2i(float value) 	Интерпретирует указанные байты формата плавающей точки в формат 32-битного целочисленного числа
casti2f 	float casti2f(int value) 	Интерпретирует указанные байты формата целочисленного числа в формат кодировки плавающей точки
collectgarbage 	int collectgarbage() 	Запускает сборщик мусора и возвращает число найденых (и удалённых) мусорных циклов. Работает только в сборках сборщика мусора.
compilestring 	any compilestring(string string, string buffername = null)	Компилирует строку, состоящую из скрипта squirrel, и возвращает её результат.
dummy 	dummy() 	
enabledebuginfo 	void enabledebuginfo(any enable) 	Enable/disable the debug line information generation at compile time. enable != null enables . enable == null disables.
error 	void error(string x) 	Выводит х в качестве стандартного вывода ошибки.
getconsttable 	table getconsttable() 	Возвращает таблицу констант виртуальной машины.
getroottable 	table getroottable() 	Возвращает таблицу корней (в иерархии) виртуальной машины.
getstackinfos 	table getstackinfos(int stacklevel) 	Возвращает информацию стека кадра в указанном уровне стеков (0 - текущая функция, 1 - вызывающий и т.д.). Если уровень стека не существует, то будет возврашён null.
newthread 	coroutine newthread(function threadfunc) 	Создаёт совместный объект потока (коорутина) и возвращает его.
print 	print(string message) 	Выводит этот параметр, но не на новой линии printl()
resurrectunreachable	array resurrectunreachable() 	Runs the garbage collector and returns an array containing all unreachable object found. If no unreachable object is found, null is returned instead. This function is meant to help debugging reference cycles. This function only works on garbage collector builds.
setconsttable 	table setconsttable(table consttable) 	Sets the const table of the VM which also returns the previous const table.
setdebughook 	void setdebughook(function hook_func) 	Sets the debug hook.
seterrorhandler 	void seterrorhandler(function func) 	Sets the runtime error handler .
setroottable 	table setroottable(table roottable) 	Sets the root table of the VM which also returns the previous root table.
suspend 	void suspend(any ret) 	Suspends the coroutine that called this function.
swap2 	int swap2(int value) 	Swaps bytes 1 and 2 of the integer
swap4 	int swap4(int value) 	Reverse byte order of the four bytes
swapfloat 	float swapfloat(float value) 	Reverse byte order of the four bytes
type 	type(var) 	Returns var._typeof(), i.e. the type of the given parameter as a string
==== Пузырь ====
Пузыри хранят блоки бинарных данных. Смотрите официальную документацию для большей информации.
Функция 	Написание 	Описание
blob 	blob(int initSize = 0) 	
eos 	int eos() 	
flush 	flush() 	
len 	int len() 	
readblob 	blob readblob(int numberOfBytes) 	
readn 	any readn(char dataType) 	
resize 	void resize(int newSize) 	
seek 	int seek(int offset, int offsetBasis)	
swap2 	void swap2() 	
swap4 	void swap4() 	
tell 	int tell() 	
writeblob	void writeblob(blob blob) 	
writen 	void writen(num value, char dataType)	
==== Математика ====
Функция	Написание 	Описание
abs 	abs(num x) 	Возвращает модуль от х в качестве целочисленного формата (не как fabs())
acos 	acos(num x) 	Возвращает косинус в -1'ой степени от х
asin 	asin(num x) 	Возвращает синус в -1'ой степени от х
atan 	atan(num x) 	Возвращает тангенс в -1'ой степени от х
atan2 	atan2(num y, num x) (!)	Возвращает угол между лучом из точки (0, 0), проведённый через точку (х, у) и положительную ось х, ограниченную (-PI, PI). Смотрите atan2. Правильно указывайте последовательность координат х и у!
ceil 	ceil(num x) 	Возвращает округлённый х в меньшую степень
cos 	cos(num x) 	Возвращает косинус от х
exp 	exp(num x) 	Возвращает экспоненту от х
fabs 	fabs(num x) 	Возвращает модуль от х с плавающей точкой (не как abs())
floor 	floor(num x) 	Возвращает округлённый х в большую степень
log 	log(num x) 	Возвращает натуральный логарифм от х
log10 	log10(num x) 	Возвращает десятичный логарифм от х
pow 	pow(num x, num y) 	Возвращает х в степени у
rand 	rand() 	Возвращает псевдорандомную цифру с 0 ≤ rand() ≤ RAND_MAX
sin 	sin(num x) 	Вовзращает синус от х
sqrt 	sqrt(num x) 	Возвращает квадратный корень от х
srand 	srand(num seed) 	Устанавливает семя для последующих псевдорандомных генераций
tan 	tan(num x) 	Возвращает тангенс от х
==== Строки ====
Следующий материал принадлежит в качестве дочерних методов строковых объектов, тоесть они должны вызываться с помощью точки у строки. Например, str.slice(0, 5).
Функция 	Написание 	Описание
find 	int find(string searchString, int startIndex = null)	Ищет подстроку в качестве searchString, начиная, или с самого начала, или с указанного индекса startIndex. Если подстрока найдена, возвратит индекс первого совпадения, если не найдена - возвратит null.
len 	int len() 	Возвращает длинну строки, тоесть её число символов.
slice 	string slice(int startIndex, int endIndex = null) 	Создаёт подстроку из данной строки. Копирует символы с startIndex до endIndex. Если endIndex не указан - будет копировать до конца. Если endIndex больше чем длина строки - возникнет ошибка.
tofloat 	float tofloat() 	Возвращает конвертированную строку в формате с плавающей точкой. Строка должна состоять только из цифр, + или -, иначе возникнет ошибка.
tointeger	int tointeger() 	Возвращает конвертированную строку в целочисленном формате. Строка должна состоять только из цифр, иначе возникнет ошибка. Поддерживается шеснадцатеричный формат (0xFF). Если шеснадцатеричная строка содержит более чем 10 символов, включая 0x, будет возвращён -1.
tolower 	string tolower() 	Возвращает новую строку, написанную строчными буквами.
toupper 	string toupper() 	Возвращает новую строку, написанную заглавными буквами.
Следующие функции являются общими для всех строк. Например, str = format("%d", num).
Функция 	Написание 	Описание
endswith 	bool endswith(string str, string cmp) 	Возвращает true, если конец строки совпадает со строкой сравнения.
escape 	string escape(string str) 	Возвращает строку с обратными слешами за указанными символами: “ a b t n v f r \ ” ’ 0 xNN
format 	string format(string format, args...) 	Возвращает форматированную строку. Работает так же, как и стандартные функции в языке С (кроме *, не поддерживается).
lstrip 	string lstrip(string str) 	Убирает пустые места в начале строки
rstrip 	string rstrip(string str) 	Убирает пустые места в конце строки
split 	array split(string str, string separator, bool skipempty = false)	Возвращает массив разделённой строки, если разделитель встречается в строке. Разделитель не является частью массива. Параметр разделителей - строка, которая определяет символы для разделения.Если skipempty установлено как true, то пустые строки не будут добавляться в массим.
startswith	bool startswith(string str, string cmp) 	Возвращает true, если начало строки равняется со строкой сравнения.
strip 	string strip(string str) 	Убирает пустые места в начале строки
=== Отладка скрипта ===
Тут функции для взаимодействия с отладчикомFunctions for interacting with the debugger. Некоторые из которых задокументированы .
Функция 	Написание 	Описание
BeginScriptDebug 	void BeginScriptDebug() 	
EndScriptDebug 	void EndScriptDebug() 	
ScriptDebugAddTextFilter 	void ScriptDebugAddTextFilter() 	
ScriptDebugAddTrace 	void ScriptDebugAddTrace() 	
ScriptDebugAddWatch 	void ScriptDebugAddWatch() 	
ScriptDebugAddWatches 	void ScriptDebugAddWatches() 	
ScriptDebugAddWatchPattern 	void ScriptDebugAddWatchPattern() 	
ScriptDebugClearTraces 	void ScriptDebugClearTraces() 	
ScriptDebugClearWatches 	void ScriptDebugClearWatches() 	
ScriptDebugDefaultWatchColor 	void ScriptDebugDefaultWatchColor() 	
ScriptDebugDraw 	void ScriptDebugDraw() 	
ScriptDebugDrawWatches 	void ScriptDebugDrawWatches() 	
ScriptDebugDumpKeys 	void ScriptDebugDumpKeys() 	
ScriptDebugHook 	void ScriptDebugHook() 	
ScriptDebugIterateKeys 	void ScriptDebugIterateKeys() 	
ScriptDebugIterateKeysRecursive	void ScriptDebugIterateKeysRecursive()	
ScriptDebugRemoveTextFilter 	void ScriptDebugRemoveTextFilter() 	
ScriptDebugRemoveTrace 	void ScriptDebugRemoveTrace() 	
ScriptDebugRemoveWatch 	void ScriptDebugRemoveWatch() 	
ScriptDebugRemoveWatches 	void ScriptDebugRemoveWatches() 	
ScriptDebugRemoveWatchPattern 	void ScriptDebugRemoveWatchPattern() 	
ScriptDebugText 	void ScriptDebugText() 	
ScriptDebugTextDraw 	void ScriptDebugTextDraw() 	
ScriptDebugTextPrint 	void ScriptDebugTextPrint() 	
ScriptDebugTextTrace 	void ScriptDebugTextTrace() 	
ScriptDebugTraceAll 	void ScriptDebugTraceAll() 	
ScriptDebugWatches 	void ScriptDebugWatches() 	
__VScriptServerDebugHook 	__VScriptServerDebugHook() 	
== Смотрите также ==
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