scriptEvent void remove(); scriptEvent string getName(); scriptEvent void setName( string name ); scriptEvent void activate( entity activator ); scriptEvent void activateTargets( entity activator ); scriptEvent float numTargets(); scriptEvent entity getTarget( float num ); scriptEvent entity randomTarget( string ignoreName ); scriptEvent void bind( entity master ); scriptEvent void bindPosition( entity master ); scriptEvent void bindToJoint( entity master, string boneName, float rotateWithMaster ); scriptEvent void unbind(); scriptEvent void removeBinds(); scriptEvent void setOwner( entity owner ); scriptEvent void setModel( string modelName ); scriptEvent void setSkin( string skinName ); scriptEvent vector getWorldOrigin(); scriptEvent void setWorldOrigin( vector origin ); scriptEvent vector getOrigin(); scriptEvent void setOrigin( vector origin ); scriptEvent vector getAngles(); scriptEvent void setAngles( vector angles ); scriptEvent vector getLinearVelocity(); scriptEvent void setLinearVelocity( vector velocity ); scriptEvent vector getAngularVelocity(); scriptEvent void setAngularVelocity( vector velocity ); scriptEvent vector getSize(); scriptEvent void setSize( vector min, vector max ); scriptEvent vector getMins(); scriptEvent vector getMaxs(); scriptEvent float isHidden(); scriptEvent void hide(); scriptEvent void show(); scriptEvent float touches( entity other ); scriptEvent void clearSignal( float signalNum ); scriptEvent float getShaderParm( float parm ); scriptEvent void setShaderParm( float parm, float value ); scriptEvent void setShaderParms( float parm0, float parm1, float parm2, float parm3 ); scriptEvent void setColor( float red, float green, float blue ); scriptEvent vector getColor(); scriptEvent void cacheSoundShader( string shaderName ); scriptEvent float startSoundShader( string shaderName, float channel ); scriptEvent void stopSound( float channel, float netSync ); scriptEvent float startSound( string sound, float channel, float netSync ); scriptEvent void fadeSound( float channel, float newLevel, float fadeTime ); scriptEvent void setGuiParm( string key, string value ); scriptEvent void setGuiFloat( string key, float value ); scriptEvent string getNextKey( string prefix, string lastMatch ); scriptEvent void setKey( string key, string value ); scriptEvent string getKey( string key ); scriptEvent float getIntKey( string key ); scriptEvent float getFloatKey( string key ); scriptEvent vector getVectorKey( string key ); scriptEvent entity getEntityKey( string key ); scriptEvent void restorePosition(); scriptEvent float distanceTo( entity other ); scriptEvent float distanceToPoint( vector point ); scriptEvent void startFx( string fx ); scriptEvent void waitFrame(); scriptEvent void wait( float time ); scriptEvent float hasFunction( string functionName ); scriptEvent void callFunction( string functionName ); scriptEvent void setNeverDormant( float enable ); scriptEvent void terminate( float threadNumber ); scriptEvent void pause(); scriptEvent void waitFor( entity mover ); scriptEvent void waitForThread( float threadNumber ); scriptEvent void print( string text ); scriptEvent void println( string text ); scriptEvent void say( string text ); scriptEvent void assert( float condition ); scriptEvent void trigger( entity entityToTrigger ); scriptEvent void setcvar( string name, string value ); scriptEvent string getcvar( string name ); scriptEvent float random( float range ); scriptEvent float getTime(); scriptEvent void killthread( string threadName ); scriptEvent void threadname( string name ); scriptEvent entity getEntity( string name ); scriptEvent entity spawn( string classname ); scriptEvent void respawn( ); scriptEvent void copySpawnArgs( entity ent ); scriptEvent void setSpawnArg( string key, string value ); scriptEvent string SpawnString( string key, string default ); scriptEvent float SpawnFloat( string key, float default ); scriptEvent vector SpawnVector( string key, vector default ); scriptEvent void clearPersistantArgs(); scriptEvent void setPersistantArg( string key, string value ); scriptEvent string getPersistantString( string key ); scriptEvent float getPersistantFloat( string key ); scriptEvent vector getPersistantVector( string key ); scriptEvent vector angToForward( vector angles ); scriptEvent vector angToRight( vector angles ); scriptEvent vector angToUp( vector angles ); scriptEvent float sin( float degrees ); scriptEvent float cos( float degrees ); scriptEvent float sqrt( float square ); scriptEvent vector vecNormalize( vector vec ); scriptEvent float vecLength( vector vec ); scriptEvent float DotProduct( vector vec1, vector vec2 ); scriptEvent vector CrossProduct( vector vec1, vector vec2 ); scriptEvent vector VecToAngles( vector vec ); scriptEvent void onSignal( float signalNum, entity ent, string functionName ); scriptEvent void clearSignalThread( float signalNum, entity ent ); scriptEvent void setCamera( entity cameraEnt ); scriptEvent void firstPerson(); scriptEvent float trace( vector start, vector end, vector mins, vector maxs, float contents_mask, entity passEntity ); scriptEvent float tracePoint( vector start, vector end, float contents_mask, entity passEntity ); scriptEvent float getTraceFraction(); scriptEvent vector getTraceEndPos(); scriptEvent vector getTraceNormal(); scriptEvent entity getTraceEntity(); scriptEvent string getTraceJoint(); scriptEvent string getTraceBody(); scriptEvent void fadeIn( vector color, float time ); scriptEvent void fadeOut( vector color, float time ); scriptEvent void fadeTo( vector color, float alpha, float time ); scriptEvent void music( string shaderName ); scriptEvent void error( string text ); scriptEvent void warning( string text ); scriptEvent float strLength( string text ); scriptEvent string strLeft( string text, float num ); scriptEvent string strRight( string text, float num ); scriptEvent string strSkip( string text, float num ); scriptEvent string strMid( string text, float start, float num ); scriptEvent float strToFloat( string text ); scriptEvent void radiusDamage( vector origin, entity inflictor, entity attacker, entity ignore, string damageDefName, float dmgPower ); scriptEvent float isClient(); scriptEvent float isMultiplayer(); scriptEvent float getFrameTime(); scriptEvent float getTicsPerSecond(); scriptEvent void cacheSoundShader( string shaderName ); scriptEvent void debugLine( vector color, vector start, vector end, float lifetime ); scriptEvent void debugArrow( vector color, vector start, vector end, float size, float lifetime ); scriptEvent void debugCircle( vector color, vector origin, vector dir, float radius, float numSteps, float lifetime ); scriptEvent void debugBounds( vector color, vector mins, vector maxs, float lifetime ); scriptEvent void drawText( string text, vector origin, float scale, vector color, float align, float lifetime ); scriptEvent void start(); scriptEvent void stop(); scriptEvent void setShader( string shader ); scriptEvent float getLightParm( float parmNum ); scriptEvent void setLightParm( float parmNum, float value ); scriptEvent void setLightParms( float parm0, float parm1, float parm2, float parm3 ); scriptEvent void setRadiusXYZ( float x, float y, float z ); scriptEvent void setRadius( float radius ); scriptEvent void On(); scriptEvent void Off(); scriptEvent void fadeOutLight( float time ); scriptEvent void fadeInLight( float time ); scriptEvent void Toggle(); scriptEvent void launchMissiles( string projectilename, string sound, string launchbone, string targetbone, float numshots, float framedelay ); scriptEvent void startRagdoll(); scriptEvent void leftFoot(); scriptEvent void rightFoot(); scriptEvent void stopMoving(); scriptEvent void stopRotating(); scriptEvent void speed( float speed ); scriptEvent void time( float time ); scriptEvent void decelTime( float time ); scriptEvent void accelTime( float time ); scriptEvent void moveTo( entity targetEntity ); scriptEvent void moveToPos( vector pos ); scriptEvent void move( float angle, float distance ); scriptEvent void accelTo( float speed, float time ); scriptEvent void decelTo( float speed, float time ); scriptEvent void rotateDownTo( float axis, float angle ); scriptEvent void rotateUpTo( float axis, float angle ); scriptEvent void rotateTo( vector angles ); scriptEvent void rotate( vector angleSpeed ); scriptEvent void rotateOnce( vector angles ); scriptEvent void bob( float speed, float phase, vector distance ); scriptEvent void sway( float speed, float phase, vector angles ); scriptEvent void openPortal(); scriptEvent void closePortal(); scriptEvent void accelSound( string sound ); scriptEvent void decelSound( string sound ); scriptEvent void moveSound( string sound ); scriptEvent void enableSplineAngles(); scriptEvent void disableSplineAngles(); scriptEvent void removeInitialSplineAngles(); scriptEvent void startSpline( entity spline ); scriptEvent void stopSpline(); scriptEvent float isMoving(); scriptEvent float isRotating(); scriptEvent void enable(); scriptEvent void disable(); scriptEvent void open(); scriptEvent void close(); scriptEvent void lock( float locked ); scriptEvent float isOpen(); scriptEvent float isLocked(); scriptEvent void setFingerAngle( float angle ); scriptEvent void stopFingers(); scriptEvent void becomeNonSolid(); scriptEvent float isAtRest(); scriptEvent void enableDamage( float enable ); scriptEvent float getJointHandle( string jointname ); scriptEvent void clearAllJoints(); scriptEvent void clearJoint( float jointnum ); scriptEvent void setJointPos( float jointnum, float transform_type, vector pos ); scriptEvent void setJointAngle( float jointnum, float transform_type, vector angles ); scriptEvent vector getJointPos( float jointnum ); scriptEvent vector getJointAngle( float jointnum ); scriptEvent entity getOwner(); scriptEvent void nextWeapon(); scriptEvent void weaponState( string stateFunction, float blendFrames ); scriptEvent void useAmmo( float amount ); scriptEvent void addToClip( float amount ); scriptEvent float ammoInClip(); scriptEvent float ammoAvailable(); scriptEvent float totalAmmoCount(); scriptEvent float clipSize(); scriptEvent float isInvisible(); scriptEvent float playAnim( float channel, string animName ); scriptEvent float playCycle( float channel, string animName ); scriptEvent float animDone( float channel, float blendOutFrames ); scriptEvent void setBlendFrames( float channel, float blendFrame ); scriptEvent float getBlendFrames( float channel ); scriptEvent void weaponReady(); scriptEvent void weaponOutOfAmmo(); scriptEvent void weaponReloading(); scriptEvent void weaponHolstered(); scriptEvent void weaponRising(); scriptEvent void weaponLowering(); scriptEvent void flashlight( float enable ); scriptEvent void launchProjectiles( float num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower ); scriptEvent entity createProjectile(); scriptEvent float melee(); scriptEvent void setLightParm( float parmNum, float value ); scriptEvent void setLightParms( float parm0, float parm1, float parm2, float parm3 ); scriptEvent entity getWorldModel(); scriptEvent float getProjectileState(); scriptEvent void markUsed(); scriptEvent void SetConstraintPosition( string constraintName, vector position ); scriptEvent void enableEyeFocus(); scriptEvent void disableEyeFocus(); scriptEvent void leftFoot(); scriptEvent void rightFoot(); scriptEvent void stopAnim( float channel, float frames ); scriptEvent float playAnim( float channel, string animName ); scriptEvent float playCycle( float channel, string animName ); scriptEvent float idleAnim( float channel, string animName ); scriptEvent void setSyncedAnimWeight( float channel, float animindex, float weight ); scriptEvent void setBlendFrames( float channel, float blendFrame ); scriptEvent float getBlendFrames( float channel ); scriptEvent void animState( float channel, string stateFunction, float blendFrame ); scriptEvent string getAnimState( float channel ); scriptEvent float inAnimState( float channel, string stateFunc ); scriptEvent void finishAction( string action ); scriptEvent float animDone( float channel, float blendOutFrames ); scriptEvent void overrideAnim( float channel ); scriptEvent void preventPain( float duration ); scriptEvent void enableAnim( float channel, float blendFrames ); scriptEvent void disablePain(); scriptEvent void enablePain(); scriptEvent string getPainAnim(); scriptEvent void setAnimPrefix( string prefix ); scriptEvent float hasAnim( float channel, string animName ); scriptEvent void checkAnim( float channel, string animName ); scriptEvent string chooseAnim( float channel, string animName ); scriptEvent float animLength( float channel, string animName ); scriptEvent float animDistance( float channel, string animName ); scriptEvent float hasEnemies(); scriptEvent entity nextEnemy( entity lastEnemy ); scriptEvent entity closestEnemyToPoint( vector point ); scriptEvent void setNextState( string stateFunc ); scriptEvent void setState( string stateFunc ); scriptEvent string getState(); scriptEvent entity getHead(); scriptEvent float getButtons(); scriptEvent vector getMove(); scriptEvent vector getViewAngles(); scriptEvent void enableWeapon(); scriptEvent void disableWeapon(); scriptEvent string getCurrentWeapon(); scriptEvent string getPreviousWeapon(); scriptEvent void selectWeapon( string weapon ); scriptEvent entity getWeaponEntity(); scriptEvent string getIdealWeapon(); scriptEvent entity randomPath(); scriptEvent entity findEnemy( float onlyInFov ); scriptEvent entity findEnemyAI( float onlyInFov ); scriptEvent entity findEnemyInCombatNodes(); scriptEvent entity closestReachableEnemyOfEntity( entity team_mate ); scriptEvent entity heardSound( float ignore_team ); scriptEvent void setEnemy( entity enemy ); scriptEvent void clearEnemy(); scriptEvent void muzzleFlash( string jointname ); scriptEvent entity createMissile( string jointname ); scriptEvent entity attackMissile( string jointname ); scriptEvent entity fireMissileAtTarget( string jointname, string targetname ); scriptEvent entity launchMissile( vector origin, vector angles ); scriptEvent float attackMelee( string damageDef ); scriptEvent void directDamage( entity damageTarget, string damageDef ); scriptEvent void radiusDamageFromJoint( string jointname, string damageDef ); scriptEvent void attackBegin( string damageDef ); scriptEvent void attackEnd(); scriptEvent float meleeAttackToJoint( string joint, string damageDef ); scriptEvent entity randomPath(); scriptEvent float canBecomeSolid(); scriptEvent void becomeSolid(); scriptEvent void becomeNonSolid(); scriptEvent float becomeRagdoll(); scriptEvent void stopRagdoll(); scriptEvent void setHealth( float health ); scriptEvent float getHealth(); scriptEvent void allowDamage(); scriptEvent void ignoreDamage(); scriptEvent float getCurrentYaw(); scriptEvent void turnTo( float yaw ); scriptEvent void turnToPos( vector pos ); scriptEvent void turnToEntity( entity ent ); scriptEvent float moveStatus(); scriptEvent void stopMove(); scriptEvent void moveToCover(); scriptEvent void moveToEnemy(); scriptEvent void moveToEnemyHeight(); scriptEvent void moveOutOfRange( entity ent, float range ); scriptEvent void moveToAttackPosition( entity ent, string attack_anim ); scriptEvent void wander(); scriptEvent void moveToEntity( entity destination ); scriptEvent void moveToPosition( vector position ); scriptEvent void slideTo( vector position, float time ); scriptEvent float facingIdeal(); scriptEvent void faceEnemy(); scriptEvent void faceEntity( entity ent ); scriptEvent entity getCombatNode(); scriptEvent float enemyInCombatCone( entity combatNode, float use_current_enemy_location ); scriptEvent void waitMove(); scriptEvent vector getJumpVelocity( vector pos, float speed, float max_jump_height ); scriptEvent float entityInAttackCone( entity ent ); scriptEvent float canSee( entity ent ); scriptEvent float enemyRange(); scriptEvent float enemyRange2D(); scriptEvent void setTalkTarget( entity target ); scriptEvent entity getTalkTarget(); scriptEvent entity getEnemy(); scriptEvent vector getEnemyPos(); scriptEvent vector getEnemyEyePos(); scriptEvent vector predictEnemyPos( float time ); scriptEvent float canHitEnemy(); scriptEvent float canHitEnemyFromAnim( string anim ); scriptEvent float canHitEnemyFromJoint( string jointname ); scriptEvent float enemyPositionValid(); scriptEvent void chargeAttack( string damageDef ); scriptEvent float testChargeAttack(); scriptEvent float testAnimMoveTowardEnemy( string animname ); scriptEvent float testAnimMove( string animname ); scriptEvent float testMoveToPosition( vector position ); scriptEvent float testMeleeAttack(); scriptEvent float testAnimAttack( string animname ); scriptEvent void shrivel( float time ); scriptEvent void preBurn(); scriptEvent void burn(); scriptEvent void clearBurn(); scriptEvent void setSmokeVisibility( float particle_num, float on ); scriptEvent float numSmokeEmitters(); scriptEvent void waitAction( string name ); scriptEvent void stopThinking(); scriptEvent float getTurnDelta(); scriptEvent float getMoveType(); scriptEvent void setMoveType( float movetype ); scriptEvent void saveMove(); scriptEvent void restoreMove(); scriptEvent void allowMovement( float allow ); scriptEvent void enableClip(); scriptEvent void disableClip(); scriptEvent void enableGravity(); scriptEvent void disableGravity(); scriptEvent void enableAFPush(); scriptEvent void disableAFPush(); scriptEvent void setFlySpeed( float speed ); scriptEvent void setFlyOffset( float offset ); scriptEvent void clearFlyOffset(); scriptEvent entity getClosestHiddenTarget( string entity_type ); scriptEvent entity getRandomTarget( string entity_type ); scriptEvent float travelDistanceToPoint( vector destination ); scriptEvent float travelDistanceToEntity( entity destination ); scriptEvent float travelDistanceBetweenEntities( entity source, entity dest ); scriptEvent float travelDistanceBetweenPoints( vector source, vector dest ); scriptEvent void lookAt( entity focusEntity, float duration ); scriptEvent void lookAtEnemy( float duration ); scriptEvent void setBoneMod( float allowBoneMod ); scriptEvent void kill(); scriptEvent void wakeOnFlashlight( float enable ); scriptEvent void setTalkState( float state ); scriptEvent void locateEnemy(); scriptEvent void kickObstacles( entity kickEnt, float force ); scriptEvent entity getObstacle(); scriptEvent vector pushPointIntoAAS( vector pos ); scriptEvent float getTurnRate(); scriptEvent void setTurnRate( float rate ); scriptEvent void animTurn( float angle ); scriptEvent void allowHiddenMovement( float enable ); scriptEvent entity findActorsInBounds( vector mins, vector maxs ); scriptEvent float canReachPosition( vector pos ); scriptEvent float canReachEntity( entity ent ); scriptEvent float canReachEnemy(); scriptEvent vector getReachableEntityPosition( entity ent );