doom3-starter-kit/base/script/doom_events.script
2022-07-14 17:22:33 -07:00

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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 );