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Wiki » Reference » Prey Script Events
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Prey Script Events

Name Description
_fxAction
_killfx
accelSound Sets the sound to be played when the mover accelerates.
accelTime Sets the acceleration time. Set this acceleration time before initiating a new move.
accelTo Initiates an acceleration to the given speed over the given time in seconds.
acidBlast
activate Activates this entity as if it was activated by a trigger. Activator is the entity that caused the action (usually the player).
activatePhysics
activateTargets Causes this entity to activate all it's targets. Similar to how a trigger activates entities. Activator is the entity that caused the action (usually the
addToAltClip
addToClip
adjustHeat
alertAI
allowDamage
allowDrop
allowFall
allowHiddenMovement normally, when hidden, monsters do not run physics. this enables physics when hidden.
allowLighter
allowMovement
altAmmoAvailable
altAmmoInClip
altClipSize
altFire
ammoAvailable number of shots left in inventory
ammoInClip
angToForward Returns a forward vector for the given Euler angles.
angToRight Returns a right vector for the given Euler angles.
angToUp Returns an up vector for the given Euler angles.
animDistance Returns the distance that the anim travels. If the entity has multiple anims with animName, the distance may not match the anim that is played. Use chooseAnim
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
animLength Returns the length of the anim in seconds. If the entity has multiple anims with animName, length may not match the anim that is played. Use chooseAnim to get
animState Sets a new animation state script function for the given channel.
animTurn enable/disable animation controlled turning. pass in the maximum # of degrees the animation turns. use an amount of 0 to disable.
applyAttractionTowards
applyImpulse
assert Breaks if the condition is zero. (Only works in debug builds.)
attackBegin
attackEnd
attackMelee returns true if the attack hit
attackMissile returns projectile fired
autoReload
becomeNonSolid Makes the moveable non-solid for other entities.
becomeRagdoll enables the ragdoll if the entity has one
becomeSolid
bind binds a command to a key
bindattach
bindattachbody
binddrop
bindPosition Fixes this entity's position (but not orientation) relative to another entity, such that when the master entity moves, so does this entity.
bindToJoint Fixes this entity's position and orientation relative to a bone on another entity, such that when the master's bone moves, so does this entity.
biteEnemy
bob Initiates a translation back and forth along the given vector with the given speed and sphase.
bossBar
burn
cacheSoundShader ensure the specified sound shader is loaded by the system. prevents cache hits when playing sound shaders.
callBackup
callFunction calls a function on an entity's script object
callTalon
canAnimateTorso
canBecomeSolid
canHitEnemy
canHitEnemyFromAnim
canHitEnemyFromJoint
canReachEnemy returns true if character can walk to enemy's position. for walking monsters, enemy should be near the floor.
canReachEntity returns true if character can walk to entity's position. for walking monsters, entity should be near the floor.
canReachPosition returns true if character can walk to specified position. for walking monsters, position should be near the floor.
canSee
centurionArmChop
centurionFire
centurionLooseArm
centurionRoar
chargeAttack
chargeEnemy
checkAnim Ensures that the animation exists and causes an error if it doesn't.
checkForObstructions
checkRange
chooseAnim Chooses a random anim and returns the name. Useful for doing move tests on anims.
cinematic
clearAllJoints Removes any custom transforms on all joints.
clearBurn
clearEnemy
clearFlyOffset sets the prefered height relative to the player's view height to fly at to the value set in the def file
clearJoint Removes any custom transforms on the specified joint.
clearPersistantArgs clears data that persists between maps
clearSignal Disables the callback function on the specified signal.
clearSignalThread Clears the script callback function set for when the given signal is raised on the given entity.
clipSize
close Closes the door.
closePortal Closes the renderer portal associated with this mover.
closestEnemyToPoint Returns the enemy closest to the given location.
closestReachableEnemyOfEntity finds another character's closest reachable enemy
closeToObstruction
copySpawnArgs copies the spawn args from an entity
cos Returns the cosine of the given angle in degrees.
createJetFx
createMissile returns projectile created
createMonsterPortal
createProjectile
CrossProduct Returns the cross product of the two vectors.
damageBox
damagePlayer
damagepulse
deactivate
Deal
debugArrow
debugBounds
debugCircle
debugLine line drawing for debug visualization. lifetime of 0 == 1 frame.
decelSound Sets the sound to be played when the mover decelerates.
decelTime Sets the deceleration time. Set this deceleration time before initiating a new move.
decelTo Initiates a deceleration to the given speed over the given time in seconds.
delayDamageEntity
destroyObstruction
dialogStart
dialogStop
directDamage
directMoveToPosition
disable Disables the door.
disableAFPush
disableClip
disableEyeFocus Disables eye focus.
disableEyelook
disableGravity
disableHeadlook
DisableLegIK
disableNode
disablePain Disables pain animations.
disableRagdoll
disableSpirit
disableSplineAngles Disables aligning the mover with the spline direction.
DisableWalkIK
disableWeapon Lowers and disables the player weapon.
dispose
distanceTo Returns the distance of this entity to another entity.
distanceToPoint Returns the distance of this entity to a point.
disturb
DoHandAttach
DoHandRemove
DotProduct Returns the dot product of the two vectors.
Double
Draw
drawText text drawing for debugging. align can be 0-left, 1-center, 2-right. lifetime of 0 == 1 frame.
dropBinds
ejectAltBrass
ejectBrass
ejectPilot
enable Enables the door.
enableAFPush
enableAnim Enables animation on the given channel.
enableClip
enableDamage enable/disable damage
enableEyeFocus Enables eye focus.
enableEyelook
enableGravity
enableHeadlook
EnableLegIK
enableNode
enablePain Enables pain animations.
enableRagdoll
enableSpirit
enableSplineAngles Enables aligning the mover with the spline direction.
EnableWalkIK
enableWeapon Enables the player weapon.
endBurst
endChargeShot
endLeech
endPathing
endRecharge
endStaticBeam
enemyAimingAtMe
enemyCanSee
enemyCloseToObstruction
enemyInCombatCone
enemyInGravityZone
enemyInSpirit
enemyInVehicle
enemyIsA
enemyOnSide
enemyOnWallwalk
enemyPositionValid
enemyRange
enemyRange2D
enemyRangeZ
enemyVehicleDocked
entityInAttackCone
error causes an error
erupt
escapePortal
exitTeleporter
explodeDamage
faceEnemy
faceEntity
facingEnemy
facingIdeal
fadeIn Fades towards the given color over the given time in seconds.
fadeInLight Turns the light on over the given time in seconds.
fadeOut Fades from the given color over the given time in seconds.
fadeOutBowVision
fadeOutLight Turns the light out over the given time in seconds.
fadeOutTransporter
fadeSound Fades the sound on this entity to a new level over a period of time. Use SND_CHANNEL_ANY for all currently playing sounds.
fadeTo Fades to the given color up to the given alpha over the given time in seconds.
findActorsInBounds returns an entity within the bounds specified
findEnemy finds enemy player in PVS
findEnemyAI finds enemy monster in PVS
findEnemyInCombatNodes finds enemy player in attack cones
findNearbyEnemy
findReaction
findTargets
finishAction Finishes the given wait action.
fire
fireAltProjectiles
fireat
fireCannon
fireMissileAtTarget launches a missile at entity specified by 'attack_target'. returns projectile fired
fireProjectiles
firstPerson Returns view control to the player entity.
flashlight toggle actor's flashlight
flashLightOff
flashLightOn
flyZip
footstep
forcefieldToggle
getAlly
getAltFireDelay
getAltSpread
getAltString
getAngles Returns the current orientation of this entity (relative to bind parent if any).
getAngularVelocity Gets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of
getAnimPostfix
getAnimState Returns the name of the current animation state script function used for the given channel.
getAttackNode
getAttackPoint
getBlendFrames Returns the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL
getButtons Returns the button state from the current user command.
getCircleNode
getClosestHiddenTarget Finds the closest targeted entity of the specified type.
getCockpit
getColor Gets the color of this entity (shader parms Parm0, Parm1, Parm2).
getCombatNode
getCoverNode
getCoverPoint
getCurrentWeapon Returns "weaponX" where X is the number of the weapon the player is currently holding.
getCurrentYaw
getcvar Returns the string for a cvar.
getcvarFloat
getcvarVector
getDDAValue
getEnemy
getEnemyEyePos
getEnemyPortal
getEnemyPos
getEntity Returns a reference to the entity with the specified name.
getEntityKey Retrieves the entity specified by the spawn arg.
getEntitySpawnId
getFireDelay
getFireFunction
getFloatKey Retrieves the floating point value of a specific spawn arg.
getFrameTime returns the length of time between game frames. this is not related to renderer frame rate.
getHead returns the entity used for the character's head, if it has one.
getHealth
getHeatLevel
getIn
getIntKey Retrieves the integer value of a specific spawn arg.
getJointAngle returns the angular orientation of the joint in world space
getJointHandle Looks up the number of the specified joint. Returns INVALID_JOINT if the joint is not found.
getJointPos returns the position of the joint in world space
getJumpVelocity
getKey Retrieves the value of a specific spawn arg.
getLastReachableEnemyPos
getLightParm Gets a shader parameter.
getLinearVelocity Gets the current linear velocity of this entity. The linear velocity of a physics object is a vector that defines the translation of the center of mass in
getMaxs Gets the maximum corner of this entity's bounding box.
getMins Gets the minimum corner of this entity's bounding box.
getMove Returns the movement relative to the player's view angles from the current user command. vector_x = forward, vector_y = right, vector_z = up
getMoveType returns the current movetype
getName Returns the name of this entity.
getNearSightPoint
getNextKey searches for the name of a spawn arg that matches the prefix. for example, passing in "attack_target" matches "attack_target1", "attack_targetx",
getObstacle gets the obstacle in the character's path
getOrigin Returns the current position of this entity (relative to bind parent if any).
getOut
getOwner
getPainAnim Returns the name of the pain animation.
getPersistantFloat Returns the floating point value for the given persistant arg
getPersistantString Returns the string for the given persistant arg
getPersistantVector Returns the vector for the given persistant arg
getPositionForLength
getPreviousWeapon Returns "weaponX" where X is the number of the weapon the player was previously holding.
getProjectileState gets the current state of the projectile. states are defined in doom_defs.script
getRandomTarget Finds a random targeted entity of the specified type.
getReachableEntityPosition returns the position of the entity within the aas if possible, otherwise just the entity position.
getShaderParm Gets the value of the specified shader parm.
getShootTarget
getSightNode
getSize Gets the size of this entity's bounding box.
getSpiritPower
getSpiritProxy
getSplineLength
getSpread
getState
getString
getTalkTarget returns the entity (player) trying to talk to the character
getTarget Returns the requested target entity.
getTicsPerSecond returns the number of game frames per second. this is not related to renderer frame rate.
getTime Returns the current game time in seconds.
getTraceBody Returns the number of the body part of the entity which was hit during the last call to trace or tracePoint
getTraceEndPos Returns the position the trace stopped due to a collision with solid geometry during the last call to trace or tracePoint
getTraceEntity Returns a reference to the entity which was hit during the last call to trace or tracePoint
getTraceFraction Returns the fraction of movement completed during the last call to trace or tracePoint.
getTraceJoint Returns the number of the skeletal joint closest to the location on the entity which was hit during the last call to trace or tracePoint
getTraceNormal Returns the normal of the hit plane during the last call to trace or tracePoint
getTurnDelta
getTurnRate gets the rate the character turns
getVectorKey Retrieves the vector value of a specific spawn arg.
getVehicle
getViewAngles Returns the player view angles.
getWeaponEntity Returns the entity for the player's weapon
getWorldModel Returns the entity that controls the world model
getWorldOrigin Returns the current worldspace position of this entity (regardless of any bind parent).
gib
gibOnDeath
giveHealth
gotoFloor
grabCheck
grabEnemy
guiEvent
gunRecharge
hasAltAmmo
hasAmmo
hasAnim Returns true when an entity has a specific animation.
hasEnemies Returns true if the actor has one or more enemies.
hasFunction checks if an entity's script object has a specific function
heardSound
hide Makes this entity invisible.
hideGlowPortal
hideNoDormant
hideTip
hideWeapon
Hit
hitCheck
hoverTo
hudEvent
idle
idleAnim Plays the given idle animation on the given channel. Returns false if anim doesn't exist.
ignoreDamage
inAnimState Returns true if the given animation state script function is currently used for the given channel.
influenceActive checks if an influence is active
inGravityZone
inPlayerFov
isAnimDone
isAnimPlaying
isAtRest returns true if object is not moving
isClient networking - checks for client
isDeathWalking
isEnemySniping
isHidden checks if the entity's model is invisible.
isInvisible
isLocked Returns true if the door is locked.
isMoving Returns true if a mover is moving
isMultiplayer checks if it's a multiplayer game
isOpen Returns true if the door is open.
isRagdoll
isRotating Returns true if a mover is rotating
isSpiritWalking
isVehicleDocked
keeper_createPortal
keeper_disableShield
keeper_enableShield
keeper_EndBlast
keeper_EndHeadFx
keeper_EndTeleport
keeper_forceDisableShield
keeper_GetThrowEntity
keeper_GetTriggerEntity
keeper_StartBlast
keeper_StartHeadFx
keeper_StartTeleport
keeper_TeleportEnter
keeper_TeleportExit
keeper_ThrowEntity
keeper_TriggerEntity
kickAngle
kickObstacles kicks any obstacle in the character's path. pass in $null_entity if you don't have a specific entity to kick.
kill kills the player
killbox
killMonsters removes all monsters
killthread Kills all threads with the specified name
laserOff
laserOn
launchMine
launchMissile returns the projectile entity
launchMissiles Launches a projectile.
launchPod
launchProjectiles
leech
leftFoot Changes to left foot and plays footstep sound.
LeftFootPrint
levelTrigger
lightFade
linkspring
locateEnemy Updates the last known position of the enemy independent from whether or not the enemy is visible.
lock Locks or unlocks the door.
lockVehicleInDock
lockWeapon
lookAt Aims the character's eyes and head toward an entity for a period of time.
lookAtEnemy Aims the character's eyes and head toward the current enemy for a period of time.
lotaTunnelMode
markUsed Disables the combat node if "use_once" is set on the entity.
melee
meleeAttackToJoint
move Initiates a translation with the given distance in the given yaw direction. Uses the current speed/time and acceleration and deceleration settings.
moveDone
moveJointToJoint
moveJointToJointOffset
moveOutOfRange
moveSound Sets the sound to be played when the moving.
moveStatus
moveTo Initiates a translation to the position of an entity. Uses the current speed/time and acceleration and deceleration settings.
moveToAttackPosition
moveToCover
moveToEnemy
moveToEnemyHeight
moveToEntity
moveToGrabPosition
moveToJoint
moveToJointWeighted
moveToObstruction
moveToPos Initiates a translation to an absolute position. Uses the current speed/time and acceleration and deceleration settings.
moveToPosition
moveToTunnel
music Starts playing background music.
muzzleFlash
netEndReload
netReload
nextEnemy Returns the next enemy the actor has acquired.
nextWeapon
notify
numMines
numSmokeEmitters returns the # of emitters defined by 'smokeParticleSystem' in the entitydef
numTargets Returns the number of entities this entity has targeted.
Off Turns the light off.
On Turns the light on.
onGround
onSignal Sets a script callback function for when the given signal is raised on the given entity.
open Opens the door.
openPortal Opens the renderer portal associated with this mover.
orientToGravity
orientTowards
overHeatNetEvent
overrideAnim Disables the animation currently playing on the given channel and syncs the animation with the animation of the nearest animating channel.
pause Pauses the current thread.
perchChatter
playAnim Plays the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL
playAnimSkip
playAnimWhenReady
playCycle Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL
playerCanSee
playerInBox
playSelected
playSpiritSound
playWeaponAnim
postArrival
preBurn
precache
precacheDecl
predictEnemyPos Tries to predict the player's movement based on the AAS and his direction of movement.
preForcefieldNotify
prepareToResurrect
preventPain Prevents any pain animation from being played for the given time in seconds.
print Prints the given string to the console.
printAction
println Prints the given line to the console.
pulse
pushPointIntoAAS tries to push the point into a valid AAS area
radiusDamage damages entities within a radius defined by the damageDef. inflictor is the entity causing the damage and can be the same as the attacker (in the case of
radiusDamageFromJoint
railShuttleDisengage
railShuttleFinalJump
railShuttleIsJumping
railShuttleJump
random Returns a random value X where 0 <= X < range.
randomPath chooses a random path from the entity's targets, ignoring non-path entities.
randomTarget Returns a random targeted entity. Pass in an entity name to skip that entity.
reachedEntity
reachedObstruction
reachedTunnel
releaseControl
releaseTalon
remove removes an entity
removeAll
removeBinds Removes all attached entities from the game.
RemoveHand
removeInitialSplineAngles Subtracts the initial spline angles to maintain the initial orientation of the mover.
removeJetFx
resetTargetHandles
respawn Respawn
restoreMove
restorePosition Returns this entity to the position stored in the "origin" spawn arg. This is the position the entity was spawned in unless the "origin" key is changed. Note
resurrect
returnToWeapon
rightFoot Changes to right foot and plays footstep sound.
RightFootPrint
rotate Initiates a rotation with the given angular speed. Uses the current speed/time and acceleration and deceleration settings.
rotateDownTo Initiates a rotation about the given axis by decreasing the current angle towards the given angle. Uses the current speed/time and acceleration and
rotateOnce Initiates a rotation towards the current angles plus the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.
rotateTo Initiates a rotation towards the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.
rotateTo_world
rotateUpTo Initiates a rotation about the given axis by increasing the current angle towards the given angle. Uses the current speed/time and acceleration and
saveMove
say text chat
sayEnemyInfo
saySound
selectWeapon Selects the weapon the player is holding.
setAFCollision
setAngles Sets the current orientation of this entity (relative to bind parent if any).
setAngularVelocity Sets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of
setAnim
setAnimPrefix Sets a string which is placed in front of any animation names.
setBeamOffsetScale
setBeamPhaseScale
setBlendFrames Sets the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL
setBoneMod Enables or disables head looking (may be obsolete).
setBuddiesShaderParm
setCamera Turns over view control to the given camera entity.
setCinematicFOV
setClipmask
setColor Sets the RGB color of this entity (shader parms Parm0, Parm1, Parm2).
SetConstraintPosition Moves the constraint with the given name that binds this entity to another entity.
setContents
setcountdown
setcvar Sets a cvar.
setDeformation
setEnemy
setEntityKey
setFingerAngle
setFloatKey
setFlyOffset sets the prefered height relative to the player's view height to fly at
setFlySpeed set the speed flying creatures move at. also sets speed for moveTypeSlide.
setFOV
setGravity
setgravityfactor
setGuiFloat Sets a parameter on this entity's GUI.
setGuiParm Sets a parameter on this entity's GUI.
setGunOffset
setHeadFocusRate
setHealth
setJointAngle Modifies the orientation of the joint based on the transform type.
setJointPos Modifies the position of the joint based on the transform type.
setKey Sets a key on this entity's spawn args. Note that most spawn args are evaluated when this entity spawns in, so this will not change the entity's behavior in
setLightParm Sets a shader parameter.
setLightParms Sets the red/green/blue/alpha shader parms on the light and the model.
setLinearVelocity Sets the current linear velocity of this entity in units per second. The linear velocity of a physics object is a vector that defines the translation of the
setLookOffset
setModel Sets the model this entity uses.
setMoveType set the current movetype. movetypes are defined in ai_base.script
setName Sets the name of this entity.
setNeverDormant enables or prevents an entity from going dormant
setNextState sets the next state and waits until thread exits, or a frame delay before calling it. handy for setting the state in the constructor.
setNextVoiceTime
setNumTracks
setOrbitRadius
setOrigin Sets the current position of this entity (relative to it's bind parent if any).
setOverlayColor
setOverlayMaterial
setOverlayTime
setOwner Sets the owner of this entity. Entity's will never collide with their owner.
setPerchState
setPersistantArg Sets a key/value pair that persists between maps
setPortalCollision
setPortalState
setPrivateCameraView
setProgress
setRadius Sets the size of the bounding box.
setRadiusXYZ Sets the width/length/height of the light bounding box.
setSeekScale
setShader Sets the shader to be used for the light.
setShaderParm Sets the value of the specified shader parm.
setShaderParms Sets shader parms Parm0, Parm1, Parm2, and Parm3 (red, green, blue, and alpha respectively).
setShootTarget
setSize Sets the size of this entity's bounding box.
setSkin Sets the skin this entity uses. Set to "" to turn off the skin.
setSmokeVisibility enables/disables smoke particles on bones. pass in the particle #, or ALL_PARTICLES for turning on/off all particle systems. particles are spawned in the order
setSpawnArg Sets a key/value pair to be used when a new entity is spawned.
setSpiritPower
setState sets the next state and goes to it immediately
setSyncedAnimWeight sets the blend amount on multi-point anims.
setTalkState Sets whether the player can talk to this character or not.
setTalkTarget sets the entity (player) trying to talk to the character
setTeam
setTrack
setTurnRate set the rate the character turns at
setVectorKey
setVelocity
setVictoryState
setViewAnglesSensitivity
setvolume
setWorldOrigin Sets the current position of this entity (regardless of any bind parent).
shouldRemainAlignedToAxial
show Makes this entity visible if it has a model.
showGlowPortal
showProgressBar
showWeapon
shrivel
sin Returns the sine of the given angle in degrees.
slideTo
soundOnModel
spawn spawns a game entity
spawnBloodSpray
spawnDebris
spawnentity
SpawnFloat Returns the floating point value for the given spawn argument.
spawnFX
spawnFXAlongBone
SpawnMine
spawnProjectile
spawnRearGasFX
SpawnString Returns the string for the given spawn argument.
SpawnVector Returns the vector for the given spawn argument.
speed Sets the movement speed. Set this speed before initiating a new move.
spin
spinClouds
splashDamage
sqrt Returns the square root of the given number.
start Starts a spline or anim camera moving.
startAltMode
startBowVision
startBurst
startChargeShot
startcountdown
startFx Starts an FX on this entity.
startPathing
startRagdoll Switches to a ragdoll taking over the animation.
startSound Plays the sound specified by the snd_* key/value pair on the channel and returns the length of the sound. This is the preferred method for playing sounds on an
startSoundDelay
startSoundShader Plays a specific sound shader on the channel and returns the length of the sound in seconds. This is not the prefered method of playing a sound since you must
startSpline Starts moving along a spline stored on the given entity.
startStaticBeam
Stay
stickout
stop Stops a spline or anim camera moving.
stopAnim Stops the animation currently playing on the given channel over the given number of frames.
stopBowVision
stopcountdown
stopFingers
stopFxFov
stopMove
stopMoving Stops any translational movement.
stopOrientingTowards
stopRagdoll turns off the ragdoll
stopRotating Stops any rotational movement.
stopSound Stops a specific sound shader on the channel.
stopSpiritWalk
stopSpline Stops moving along a spline.
stopThinking
stopThrustingTowards
strLeft Returns a string composed of the first num characters
strLength Returns the number of characters in the string
strMid Returns a string composed of the characters from start to start + num
strRight Returns a string composed of the last num characters
strSkip Returns the string following the first num characters
strToFloat Returns the numeric value of a string
subtitle
sunBeamOff
sunBeamOn
sway Initiates a rotation back and forth along the given angles with the given speed and phase.
tableLookup
takeDamage
talonaction
terminate Terminates a thread.
testAnimAttack
testAnimMove
testAnimMoveBlocked
testAnimMoveTowardEnemy
testChargeAttack
testMeleeAttack
testMeleeDef
testMoveToPosition
threadIsValid
threadname Sets the name of the current thread.
throwAF
throwMoveable
thrustTowards
time Sets the movement time. Set this time before initiating a new move.
toggle toggles a cvar
totalAmmoCount amount of ammo in inventory. since each shot may use more than 1 ammo, this is different than ammoAvailable()
touches Returns true if this entity touches the other entity.
trace Returns the fraction of movement completed before the box from 'mins' to 'maxs' hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is
tracePoint Returns the fraction of movement completed before the trace hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is considered non-solid
tractorBeam
tractorBeamDone
travelDistanceBetweenEntities Approximate travel distance between two entities.
travelDistanceBetweenPoints Approximate travel distance between two points.
travelDistanceToEntity Approximate travel distance to entity.
travelDistanceToPoint Approximate travel distance to point.
trigger triggers an entity
triggerDelay
triggernearby
triggerParticles
triggerReactEnt
turnTo
turnToEntity
turnToPos
unbind unbinds any command from a key
unerupt
unhover
unlinkspring
unlockDock
unlockWeapon
updateBowVision
updateCameraTarget
useAltAmmo
useAmmo eats the specified amount of ammo
useConsole
useReaction
vecLength Returns the length of the given vector.
vecNormalize Returns the normalized version of the given vector.
VecToAngles Returns Euler angles for the given direction.
visionIsEnabled
wait delays remaining buffered commands one or more frames
waitAction
waitFor Waits for the given entity to complete it's move.
waitForSilence
waitForThread Waits for the given thread to terminate.
waitFrame Suspends execution of current thread for one game frame.
waitMove
waitPVS
wakeOnFlashlight Tells the monster to activate when flashlight shines on them.
wander
warning Issues a warning.
weaponAside
weaponHolstered
weaponLowering
weaponOutOfAmmo
weaponPuttingAside
weaponReady
weaponReloading
weaponRising
weaponState
weaponUprighting
zoomIn
zoomOut

Last changed Sep 21, 2026
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41 fraggers right now. Be nice to others.
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