| getOwner |
|
| nextWeapon |
|
| weaponState |
|
| useAmmo |
eats the specified amount of ammo |
| addToClip |
|
| ammoInClip |
|
| ammoAvailable |
number of shots left in inventory |
| totalAmmoCount |
amount of ammo in inventory. since each shot may use more than 1 ammo, this is different than ammoAvailable() |
| clipSize |
|
| isInvisible |
|
| playAnim |
Plays the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL |
| playCycle |
Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL |
| animDone |
Returns true if the animation playing on the given channel is completed considering a number of blend frames. NOTE: weapons only use ANIMCHANNEL_ALL |
| setBlendFrames |
Sets the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL |
| getBlendFrames |
Returns the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL |
| weaponReady |
|
| weaponOutOfAmmo |
|
| weaponReloading |
|
| weaponHolstered |
|
| weaponRising |
|
| weaponLowering |
|
| flashlight |
|
| launchProjectiles |
|
| createProjectile |
|
| melee |
|
| allowDrop |
|
| autoReload |
|
| netReload |
|
| netEndReload |
|
| setLightParm |
Sets a shader parameter on the muzzleflash/light |
| setLightParms |
Sets the red/green/blue/alpha shader parms on the muzzleflash/light |
| getWorldModel |
Returns the entity that controls the world model |