| 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. |
| acos |
|
| activate |
Activates this entity as if it was activated by a trigger. Activator is the entity that caused the action (usually the player). |
| 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 |
| allowAutopilot |
|
| allowFallDamage |
|
| allowHiddenMovement |
normally, when hidden, monsters do not run physics. this enables physics when hidden. |
| allowMoreSpawns |
|
| allowShieldBar |
|
| allowShieldWarnBar |
|
| 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. |
| 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 |
| appendTarget |
|
| applyImpulse |
|
| applySpeedScale |
|
| asin |
|
| assert |
Breaks if the condition is zero. (Only works in debug builds.) |
| attack |
|
| attackMelee |
returns true if the attack hit |
| attenuate |
|
| awardAchievement |
|
| becomeAggressive |
|
| becomeNonSolid |
Makes the moveable non-solid for other entities. |
| becomePassive |
|
| becomeRagdoll |
enables the ragdoll if the entity has one |
| becomeSolid |
|
| beginManualStreaming |
|
| bind |
binds a command to a key |
| 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. |
| blendFOV |
|
| bob |
Initiates a translation back and forth along the given vector with the given speed and sphase. |
| break |
|
| cacheSoundShader |
ensure the specified sound shader is loaded by the system. prevents cache hits when playing sound shaders. |
| callFunction |
calls a function on an entity's script object |
| canBecomeSolid |
|
| canDamage |
|
| ceil |
|
| choosePathTarget |
|
| clampFloat |
|
| clearAllJoints |
Removes any custom transforms on all joints. |
| clearAnims |
|
| 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. |
| clearSignalAllThreads |
|
| clearSignalThread |
Clears the script callback function set for when the given signal is raised on the given entity. |
| clearSkin |
|
| clearTargetList |
|
| close |
Closes the door. |
| closeDoors |
|
| closePortal |
Closes the renderer portal associated with this mover. |
| closestEnemyToPoint |
Returns the enemy closest to the given location. |
| collapseJoints |
|
| copySpawnArgs |
copies the spawn args from an entity |
| cos |
Returns the cosine of the given angle in degrees. |
| CrossProduct |
Returns the cross product of the two vectors. |
| damageEffect |
|
| damageOverTime |
|
| damageOverTimeEffect |
|
| 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. |
| directDamage |
|
| disable |
Disables the door. |
| disableAFPush |
|
| disableAutoBlink |
|
| disableBlinking |
|
| disableClip |
|
| disableDamage |
|
| disableEyeFocus |
Disables eye focus. |
| disableGravity |
|
| disableHeal |
|
| DisableLegIK |
|
| disableMovement |
|
| disableObjectives |
|
| disablePain |
Disables pain animations. |
| disablePatternMode |
|
| disableSplineAngles |
Disables aligning the mover with the spline direction. |
| disableTarget |
|
| DisableWalkIK |
|
| disableWeapon |
Lowers and disables the player weapon. |
| distanceTo |
Returns the distance of this entity to another entity. |
| distanceToPoint |
Returns the distance of this entity to a point. |
| doneBlinking |
|
| doneBlinkingOff |
|
| DotProduct |
Returns the dot product of the two vectors. |
| drawText |
text drawing for debugging. align can be 0-left, 1-center, 2-right. lifetime of 0 == 1 frame. |
| driverSpeak |
|
| earthquake |
|
| enable |
Enables the door. |
| enableAFPush |
|
| enableAnim |
Enables animation on the given channel. |
| enableAutoBlink |
|
| enableBlinking |
|
| enableClip |
|
| enableDamage |
enable/disable damage |
| enableEyeFocus |
Enables eye focus. |
| enableGravity |
|
| enableHeal |
|
| EnableLegIK |
|
| enableMovement |
|
| enableObjectives |
|
| enablePain |
Enables pain animations. |
| enablePatternMode |
|
| enableSplineAngles |
Enables aligning the mover with the spline direction. |
| enableTarget |
|
| EnableWalkIK |
|
| enableWeapon |
Enables the player weapon. |
| endManualStreaming |
|
| enterVehicle |
|
| error |
causes an error |
| exitTeleporter |
|
| exitVehicle |
|
| faceEnemy |
|
| faceEntity |
|
| 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. |
| fadeOutLight |
Turns the light out over the given time in seconds. |
| 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. |
| findEnemy |
finds enemy player in PVS |
| fireWeapon |
|
| firstPerson |
Returns view control to the player entity. |
| flashlight |
toggle actor's flashlight |
| floor |
|
| flyingRotate |
|
| followOffset |
|
| footstep |
|
| forceLanding |
|
| forcePosture |
|
| forceTakeoff |
|
| forceWalkMode |
|
| getActiveEntity |
|
| getAmmoData |
|
| 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 |
| getBindMaster |
|
| 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. |
| getColor |
Gets the color of this entity (shader parms Parm0, Parm1, Parm2). |
| getCurrentTrackInfo |
|
| getCurrentWeapon |
Returns "weaponX" where X is the number of the weapon the player is currently holding. |
| getcvar |
Returns the string for a cvar. |
| getDriver |
|
| getEnemy |
|
| getEntity |
Returns a reference to the entity with the specified name. |
| getEntityKey |
Retrieves the entity specified by the spawn arg. |
| getFloatKey |
Retrieves the floating point value of a specific spawn arg. |
| getFOV |
|
| 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 |
|
| getIdealSpeed |
|
| 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 |
| getKey |
Retrieves the value of a specific spawn arg. |
| getLastBlocker |
|
| getLeader |
|
| 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 |
| getName |
Returns the name of this entity. |
| getNextKey |
searches for the name of a spawn arg that matches the prefix. for example, passing in "attack_target" matches "attack_target1", "attack_targetx", |
| getOrigin |
Returns the current position of this entity (relative to bind parent if any). |
| 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 |
| getPreviousWeapon |
Returns "weaponX" where X is the number of the weapon the player was previously holding. |
| getShaderParm |
Gets the value of the specified shader parm. |
| getSize |
Gets the size of this entity's bounding box. |
| getSpeed |
|
| getSplineEntity |
|
| 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 |
| getTrackInfo |
|
| getVectorKey |
Retrieves the vector value of a specific spawn arg. |
| getViewAngles |
Returns the player view angles. |
| getviewpos |
prints the current view position |
| getWeaponEntity |
Returns the entity for the player's weapon |
| getWorldOrigin |
Returns the current worldspace position of this entity (regardless of any bind parent). |
| gib |
|
| gotoFloor |
|
| guiEvent |
|
| hasEnemies |
Returns true if the actor has one or more enemies. |
| hasFunction |
checks if an entity's script object has a specific function |
| hide |
Makes this entity invisible. |
| hideSurface |
|
| hideTip |
|
| idleAnim |
Plays the given idle animation on the given channel. Returns false if anim doesn't exist. |
| influenceActive |
checks if an influence is active |
| intVal |
|
| isA |
|
| isActive |
|
| isAtRest |
returns true if object is not moving |
| isClient |
networking - checks for client |
| isHidden |
checks if the entity's model is invisible. |
| isLocked |
Returns true if the door is locked. |
| isMoving |
Returns true if a mover is moving |
| isMultiplayer |
checks if it's a multiplayer game |
| isOn |
|
| isOpen |
Returns true if the door is open. |
| isRotating |
Returns true if a mover is rotating |
| isSameTypeAs |
|
| isSpeaking |
|
| isTethered |
|
| isWithinTether |
|
| jointCrawlEffect |
|
| kill |
kills the player |
| killthread |
Kills all threads with the specified name |
| launchMissile |
returns the projectile entity |
| launchMissiles |
Launches a projectile. |
| launchProjectile |
|
| launchProjectiles |
|
| launchWarheads |
|
| leftFoot |
Changes to left foot and plays footstep sound. |
| levelTrigger |
|
| lock |
Locks or unlocks the door. |
| lockEnemyOrigin |
|
| lookAt |
Aims the character's eyes and head toward an entity for a period of time. |
| lookAtTarget |
|
| matchPrefix |
|
| maxFloat |
|
| meleeAttackToJoint |
|
| minFloat |
|
| move |
Initiates a translation with the given distance in the given yaw direction. Uses the current speed/time and acceleration and deceleration settings. |
| moveAlongVector |
|
| moveSound |
Sets the sound to be played when the moving. |
| moveTo |
Initiates a translation to the position of an entity. Uses the current speed/time and acceleration and deceleration settings. |
| moveToPos |
Initiates a translation to an absolute position. Uses the current speed/time and acceleration and deceleration settings. |
| music |
Starts playing background music. |
| nextEnemy |
Returns the next enemy the actor has acquired. |
| numActiveEntities |
|
| numTargets |
Returns the number of entities this entity has targeted. |
| Off |
Turns the light off. |
| On |
Turns the light on. |
| onSignal |
Sets a script callback function for when the given signal is raised on the given entity. |
| open |
Opens the door. |
| openDoors |
|
| openPortal |
Opens the renderer portal associated with this mover. |
| 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. |
| playAnim |
Plays the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL |
| playAnimNoChannel |
|
| playAnimXTimes |
|
| playbackCallback |
|
| playCycle |
Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL |
| playEffect |
|
| playWorldEffect |
|
| postArrival |
|
| preventPain |
Prevents any pain animation from being played for the given time in seconds. |
| print |
Prints the given string to the console. |
| println |
Prints the given line to the console. |
| 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 |
|
| random |
Returns a random value X where 0 <= X < range. |
| randomInt |
|
| randomTarget |
Returns a random targeted entity. Pass in an entity name to skip that entity. |
| rechargeShields |
|
| refillAmmo |
|
| refProxy |
|
| releaseProxy |
|
| remove |
removes an entity |
| removeBinds |
Removes all attached entities from the game. |
| removeInitialSplineAngles |
Subtracts the initial spline angles to maintain the initial orientation of the mover. |
| removeNullActiveEntities |
|
| removeNullTargets |
|
| removeTarget |
|
| removeUpdateSpawner |
|
| respawn |
Respawn |
| 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 |
| rightFoot |
Changes to right foot and plays footstep sound. |
| 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. |
| 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 |
| say |
text chat |
| scriptedAction |
|
| scriptedAnim |
|
| scriptedDone |
|
| scriptedFace |
|
| scriptedJumpDown |
|
| scriptedMove |
|
| scriptedPlaybackAim |
|
| scriptedPlaybackMove |
|
| scriptedStop |
|
| selectWeapon |
Selects the weapon the player is holding. |
| sendNamedEvent |
|
| separate |
|
| setAccel |
|
| 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 |
| setAnimPrefix |
Sets a string which is placed in front of any animation names. |
| setAnimRate |
|
| setAnimState |
|
| setArmor |
|
| setBattleStage |
|
| setBlendFrames |
Sets the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL |
| setCamera |
Turns over view control to the given camera entity. |
| 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 |
|
| setCurrentLightLevel |
|
| setcvar |
Sets a cvar. |
| setDecel |
|
| setEnemy |
|
| setExtraProjPassEntity |
|
| setFingerAngle |
|
| setFOV |
|
| setGuiFloat |
Sets a parameter on this entity's GUI. |
| setGuiParm |
Sets a parameter on this entity's GUI. |
| setHealth |
|
| setIdealSpeed |
|
| setIdealTrack |
|
| setJointAngle |
Modifies the orientation of the joint based on the transform type. |
| setJointAngularVelocity |
|
| 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 |
| setLeader |
|
| setLightGUI |
|
| 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 |
| setMaxBossHealth |
|
| setMaxLightLevel |
|
| setModel |
Sets the model this entity uses. |
| setMoveSpeed |
|
| setName |
Sets the name of this entity. |
| setNeverDormant |
enables or prevents an entity from going dormant |
| setNextAction |
|
| setOrigin |
Sets the current position of this entity (relative to it's bind parent if any). |
| setOwner |
Sets the owner of this entity. Entity's will never collide with their owner. |
| setPassivePrefix |
|
| setPersistantArg |
Sets a key/value pair that persists between maps |
| setPlayerDamageEnt |
|
| setRadius |
Sets the size of the bounding box. |
| setRadiusXYZ |
Sets the width/length/height of the light bounding box. |
| setScript |
|
| 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). |
| setShieldPercent |
|
| setSize |
Sets the size of this entity's bounding box. |
| setSkin |
Sets the skin this entity uses. Set to "" to turn off the skin. |
| setSpawnArg |
Sets a key/value pair to be used when a new entity is spawned. |
| setSpawnVector |
|
| setSpecialEffect |
|
| setSpecialEffectParm |
|
| setSpeed |
|
| setSpline |
|
| setSyncedAnimWeight |
sets the blend amount on multi-point anims. |
| setTalkState |
Sets whether the player can talk to this character or not. |
| setUndying |
|
| setViewAngles |
|
| setWorldOrigin |
Sets the current position of this entity (regardless of any bind parent). |
| show |
Makes this entity visible if it has a model. |
| showSurface |
|
| sin |
Returns the sine of the given angle in degrees. |
| spawn |
spawns a game entity |
| SpawnFloat |
Returns the floating point value for the given spawn argument. |
| SpawnString |
Returns the string for the given spawn argument. |
| SpawnVector |
Returns the vector for the given spawn argument. |
| speak |
|
| speakRandom |
|
| spectatorTouch |
|
| speed |
Sets the movement speed. Set this speed before initiating a new move. |
| sqrt |
Returns the square root of the given number. |
| start |
Starts a spline or anim camera moving. |
| startFx |
Starts an FX on this entity. |
| 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 |
| 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. |
| stompAttack |
|
| stop |
Stops a spline or anim camera moving. |
| stopAllEffects |
|
| stopAnim |
Stops the animation currently playing on the given channel over the given number of frames. |
| stopEffect |
|
| stopFingers |
|
| stopFxFov |
|
| stopMoving |
Stops any translational movement. |
| stoppedSound |
|
| stopRagdoll |
turns off the ragdoll |
| stopRotating |
Stops any rotational movement. |
| stopSound |
Stops a specific sound shader on the channel. |
| stopSpline |
Stops moving along a spline. |
| stopThinking |
|
| strFind |
|
| 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 |
| sway |
Initiates a rotation back and forth along the given angles with the given speed and phase. |
| takeDamage |
|
| takePatient |
|
| teleport |
teleports the player to an entity location |
| terminate |
Terminates a thread. |
| tetherGetLocation |
|
| tetherSetupLocation |
|
| threadname |
Sets the name of the current thread. |
| time |
Sets the movement time. Set this time before initiating a new move. |
| toggle |
toggles a cvar |
| toggleCornerState |
|
| touches |
Returns true if this entity touches the other entity. |
| tpose |
|
| 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 |
| trigger |
triggers an entity |
| unbind |
unbinds any command from a key |
| updateFloorInfo |
|
| useMountedGun |
|
| vecLength |
Returns the length of the given vector. |
| vecNormalize |
Returns the normalized version of the given vector. |
| vecRotate |
|
| VecToAngles |
Returns Euler angles for the given direction. |
| wait |
delays remaining buffered commands one or more frames |
| waitFor |
Waits for the given entity to complete it's move. |
| waitForThread |
Waits for the given thread to terminate. |
| waitFrame |
Suspends execution of current thread for one game frame. |
| warning |
Issues a warning. |