mirror of
https://github.com/blendogames/Doom3-Starter-Kit.git
synced 2024-11-10 06:32:02 +00:00
404 lines
19 KiB
Text
404 lines
19 KiB
Text
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scriptEvent void remove();
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scriptEvent string getName();
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scriptEvent void setName( string name );
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scriptEvent void activate( entity activator );
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scriptEvent void activateTargets( entity activator );
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scriptEvent float numTargets();
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scriptEvent entity getTarget( float num );
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scriptEvent entity randomTarget( string ignoreName );
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scriptEvent void bind( entity master );
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scriptEvent void bindPosition( entity master );
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scriptEvent void bindToJoint( entity master, string boneName, float rotateWithMaster );
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scriptEvent void unbind();
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scriptEvent void removeBinds();
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scriptEvent void setOwner( entity owner );
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scriptEvent void setModel( string modelName );
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scriptEvent void setSkin( string skinName );
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scriptEvent vector getWorldOrigin();
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scriptEvent void setWorldOrigin( vector origin );
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scriptEvent vector getOrigin();
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scriptEvent void setOrigin( vector origin );
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scriptEvent vector getAngles();
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scriptEvent void setAngles( vector angles );
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scriptEvent vector getLinearVelocity();
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scriptEvent void setLinearVelocity( vector velocity );
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scriptEvent vector getAngularVelocity();
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scriptEvent void setAngularVelocity( vector velocity );
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scriptEvent vector getSize();
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scriptEvent void setSize( vector min, vector max );
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scriptEvent vector getMins();
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scriptEvent vector getMaxs();
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scriptEvent float isHidden();
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scriptEvent void hide();
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scriptEvent void show();
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scriptEvent float touches( entity other );
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scriptEvent void clearSignal( float signalNum );
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scriptEvent float getShaderParm( float parm );
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scriptEvent void setShaderParm( float parm, float value );
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scriptEvent void setShaderParms( float parm0, float parm1, float parm2, float parm3 );
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scriptEvent void setColor( float red, float green, float blue );
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scriptEvent vector getColor();
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scriptEvent void cacheSoundShader( string shaderName );
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scriptEvent float startSoundShader( string shaderName, float channel );
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scriptEvent void stopSound( float channel, float netSync );
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scriptEvent float startSound( string sound, float channel, float netSync );
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scriptEvent void fadeSound( float channel, float newLevel, float fadeTime );
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scriptEvent void setGuiParm( string key, string value );
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scriptEvent void setGuiFloat( string key, float value );
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scriptEvent string getNextKey( string prefix, string lastMatch );
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scriptEvent void setKey( string key, string value );
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scriptEvent string getKey( string key );
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scriptEvent float getIntKey( string key );
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scriptEvent float getFloatKey( string key );
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scriptEvent vector getVectorKey( string key );
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scriptEvent entity getEntityKey( string key );
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scriptEvent void restorePosition();
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scriptEvent float distanceTo( entity other );
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scriptEvent float distanceToPoint( vector point );
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scriptEvent void startFx( string fx );
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scriptEvent void waitFrame();
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scriptEvent void wait( float time );
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scriptEvent float hasFunction( string functionName );
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scriptEvent void callFunction( string functionName );
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scriptEvent void setNeverDormant( float enable );
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scriptEvent void terminate( float threadNumber );
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scriptEvent void pause();
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scriptEvent void waitFor( entity mover );
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scriptEvent void waitForThread( float threadNumber );
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scriptEvent void print( string text );
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scriptEvent void println( string text );
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scriptEvent void say( string text );
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scriptEvent void assert( float condition );
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scriptEvent void trigger( entity entityToTrigger );
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scriptEvent void setcvar( string name, string value );
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scriptEvent string getcvar( string name );
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scriptEvent float random( float range );
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scriptEvent float getTime();
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scriptEvent void killthread( string threadName );
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scriptEvent void threadname( string name );
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scriptEvent entity getEntity( string name );
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scriptEvent entity spawn( string classname );
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scriptEvent void respawn( );
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scriptEvent void copySpawnArgs( entity ent );
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scriptEvent void setSpawnArg( string key, string value );
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scriptEvent string SpawnString( string key, string default );
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scriptEvent float SpawnFloat( string key, float default );
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scriptEvent vector SpawnVector( string key, vector default );
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scriptEvent void clearPersistantArgs();
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scriptEvent void setPersistantArg( string key, string value );
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scriptEvent string getPersistantString( string key );
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scriptEvent float getPersistantFloat( string key );
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scriptEvent vector getPersistantVector( string key );
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scriptEvent vector angToForward( vector angles );
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scriptEvent vector angToRight( vector angles );
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scriptEvent vector angToUp( vector angles );
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scriptEvent float sin( float degrees );
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scriptEvent float cos( float degrees );
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scriptEvent float sqrt( float square );
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scriptEvent vector vecNormalize( vector vec );
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scriptEvent float vecLength( vector vec );
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scriptEvent float DotProduct( vector vec1, vector vec2 );
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scriptEvent vector CrossProduct( vector vec1, vector vec2 );
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scriptEvent vector VecToAngles( vector vec );
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scriptEvent void onSignal( float signalNum, entity ent, string functionName );
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scriptEvent void clearSignalThread( float signalNum, entity ent );
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scriptEvent void setCamera( entity cameraEnt );
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scriptEvent void firstPerson();
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scriptEvent float trace( vector start, vector end, vector mins, vector maxs, float contents_mask, entity passEntity );
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scriptEvent float tracePoint( vector start, vector end, float contents_mask, entity passEntity );
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scriptEvent float getTraceFraction();
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scriptEvent vector getTraceEndPos();
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scriptEvent vector getTraceNormal();
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scriptEvent entity getTraceEntity();
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scriptEvent string getTraceJoint();
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scriptEvent string getTraceBody();
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scriptEvent void fadeIn( vector color, float time );
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scriptEvent void fadeOut( vector color, float time );
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scriptEvent void fadeTo( vector color, float alpha, float time );
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scriptEvent void music( string shaderName );
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scriptEvent void error( string text );
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scriptEvent void warning( string text );
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scriptEvent float strLength( string text );
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scriptEvent string strLeft( string text, float num );
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scriptEvent string strRight( string text, float num );
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scriptEvent string strSkip( string text, float num );
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scriptEvent string strMid( string text, float start, float num );
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scriptEvent float strToFloat( string text );
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scriptEvent void radiusDamage( vector origin, entity inflictor, entity attacker, entity ignore, string damageDefName, float dmgPower );
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scriptEvent float isClient();
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scriptEvent float isMultiplayer();
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scriptEvent float getFrameTime();
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scriptEvent float getTicsPerSecond();
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scriptEvent void cacheSoundShader( string shaderName );
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scriptEvent void debugLine( vector color, vector start, vector end, float lifetime );
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scriptEvent void debugArrow( vector color, vector start, vector end, float size, float lifetime );
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scriptEvent void debugCircle( vector color, vector origin, vector dir, float radius, float numSteps, float lifetime );
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scriptEvent void debugBounds( vector color, vector mins, vector maxs, float lifetime );
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scriptEvent void drawText( string text, vector origin, float scale, vector color, float align, float lifetime );
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scriptEvent void start();
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scriptEvent void stop();
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scriptEvent void setShader( string shader );
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scriptEvent float getLightParm( float parmNum );
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scriptEvent void setLightParm( float parmNum, float value );
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scriptEvent void setLightParms( float parm0, float parm1, float parm2, float parm3 );
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scriptEvent void setRadiusXYZ( float x, float y, float z );
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scriptEvent void setRadius( float radius );
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scriptEvent void On();
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scriptEvent void Off();
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scriptEvent void fadeOutLight( float time );
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scriptEvent void fadeInLight( float time );
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scriptEvent void Toggle();
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scriptEvent void launchMissiles( string projectilename, string sound, string launchbone, string targetbone, float numshots, float framedelay );
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scriptEvent void startRagdoll();
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scriptEvent void leftFoot();
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scriptEvent void rightFoot();
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scriptEvent void stopMoving();
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scriptEvent void stopRotating();
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scriptEvent void speed( float speed );
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scriptEvent void time( float time );
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scriptEvent void decelTime( float time );
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scriptEvent void accelTime( float time );
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scriptEvent void moveTo( entity targetEntity );
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scriptEvent void moveToPos( vector pos );
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scriptEvent void move( float angle, float distance );
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scriptEvent void accelTo( float speed, float time );
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scriptEvent void decelTo( float speed, float time );
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scriptEvent void rotateDownTo( float axis, float angle );
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scriptEvent void rotateUpTo( float axis, float angle );
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scriptEvent void rotateTo( vector angles );
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scriptEvent void rotate( vector angleSpeed );
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scriptEvent void rotateOnce( vector angles );
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scriptEvent void bob( float speed, float phase, vector distance );
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scriptEvent void sway( float speed, float phase, vector angles );
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scriptEvent void openPortal();
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scriptEvent void closePortal();
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scriptEvent void accelSound( string sound );
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scriptEvent void decelSound( string sound );
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scriptEvent void moveSound( string sound );
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scriptEvent void enableSplineAngles();
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scriptEvent void disableSplineAngles();
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scriptEvent void removeInitialSplineAngles();
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scriptEvent void startSpline( entity spline );
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scriptEvent void stopSpline();
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scriptEvent float isMoving();
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scriptEvent float isRotating();
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scriptEvent void enable();
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scriptEvent void disable();
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scriptEvent void open();
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scriptEvent void close();
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scriptEvent void lock( float locked );
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scriptEvent float isOpen();
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scriptEvent float isLocked();
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scriptEvent void setFingerAngle( float angle );
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scriptEvent void stopFingers();
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scriptEvent void becomeNonSolid();
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scriptEvent float isAtRest();
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scriptEvent void enableDamage( float enable );
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scriptEvent float getJointHandle( string jointname );
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scriptEvent void clearAllJoints();
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scriptEvent void clearJoint( float jointnum );
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scriptEvent void setJointPos( float jointnum, float transform_type, vector pos );
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scriptEvent void setJointAngle( float jointnum, float transform_type, vector angles );
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scriptEvent vector getJointPos( float jointnum );
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scriptEvent vector getJointAngle( float jointnum );
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scriptEvent entity getOwner();
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scriptEvent void nextWeapon();
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scriptEvent void weaponState( string stateFunction, float blendFrames );
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scriptEvent void useAmmo( float amount );
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scriptEvent void addToClip( float amount );
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scriptEvent float ammoInClip();
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scriptEvent float ammoAvailable();
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scriptEvent float totalAmmoCount();
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scriptEvent float clipSize();
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scriptEvent float isInvisible();
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scriptEvent float playAnim( float channel, string animName );
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scriptEvent float playCycle( float channel, string animName );
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scriptEvent float animDone( float channel, float blendOutFrames );
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scriptEvent void setBlendFrames( float channel, float blendFrame );
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scriptEvent float getBlendFrames( float channel );
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scriptEvent void weaponReady();
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scriptEvent void weaponOutOfAmmo();
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scriptEvent void weaponReloading();
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scriptEvent void weaponHolstered();
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scriptEvent void weaponRising();
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scriptEvent void weaponLowering();
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scriptEvent void flashlight( float enable );
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scriptEvent void launchProjectiles( float num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower );
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scriptEvent entity createProjectile();
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scriptEvent float melee();
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scriptEvent void setLightParm( float parmNum, float value );
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scriptEvent void setLightParms( float parm0, float parm1, float parm2, float parm3 );
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scriptEvent entity getWorldModel();
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scriptEvent float getProjectileState();
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scriptEvent void markUsed();
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scriptEvent void SetConstraintPosition( string constraintName, vector position );
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scriptEvent void enableEyeFocus();
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scriptEvent void disableEyeFocus();
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scriptEvent void leftFoot();
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scriptEvent void rightFoot();
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scriptEvent void stopAnim( float channel, float frames );
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scriptEvent float playAnim( float channel, string animName );
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scriptEvent float playCycle( float channel, string animName );
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scriptEvent float idleAnim( float channel, string animName );
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scriptEvent void setSyncedAnimWeight( float channel, float animindex, float weight );
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scriptEvent void setBlendFrames( float channel, float blendFrame );
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scriptEvent float getBlendFrames( float channel );
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scriptEvent void animState( float channel, string stateFunction, float blendFrame );
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scriptEvent string getAnimState( float channel );
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scriptEvent float inAnimState( float channel, string stateFunc );
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scriptEvent void finishAction( string action );
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scriptEvent float animDone( float channel, float blendOutFrames );
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scriptEvent void overrideAnim( float channel );
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scriptEvent void preventPain( float duration );
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scriptEvent void enableAnim( float channel, float blendFrames );
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scriptEvent void disablePain();
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scriptEvent void enablePain();
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scriptEvent string getPainAnim();
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scriptEvent void setAnimPrefix( string prefix );
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scriptEvent float hasAnim( float channel, string animName );
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scriptEvent void checkAnim( float channel, string animName );
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scriptEvent string chooseAnim( float channel, string animName );
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scriptEvent float animLength( float channel, string animName );
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scriptEvent float animDistance( float channel, string animName );
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scriptEvent float hasEnemies();
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scriptEvent entity nextEnemy( entity lastEnemy );
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scriptEvent entity closestEnemyToPoint( vector point );
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scriptEvent void setNextState( string stateFunc );
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scriptEvent void setState( string stateFunc );
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scriptEvent string getState();
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scriptEvent entity getHead();
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scriptEvent float getButtons();
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scriptEvent vector getMove();
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scriptEvent vector getViewAngles();
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scriptEvent void enableWeapon();
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scriptEvent void disableWeapon();
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scriptEvent string getCurrentWeapon();
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scriptEvent string getPreviousWeapon();
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scriptEvent void selectWeapon( string weapon );
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scriptEvent entity getWeaponEntity();
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scriptEvent string getIdealWeapon();
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scriptEvent entity randomPath();
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scriptEvent entity findEnemy( float onlyInFov );
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scriptEvent entity findEnemyAI( float onlyInFov );
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scriptEvent entity findEnemyInCombatNodes();
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scriptEvent entity closestReachableEnemyOfEntity( entity team_mate );
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scriptEvent entity heardSound( float ignore_team );
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scriptEvent void setEnemy( entity enemy );
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scriptEvent void clearEnemy();
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scriptEvent void muzzleFlash( string jointname );
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scriptEvent entity createMissile( string jointname );
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scriptEvent entity attackMissile( string jointname );
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scriptEvent entity fireMissileAtTarget( string jointname, string targetname );
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scriptEvent entity launchMissile( vector origin, vector angles );
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scriptEvent float attackMelee( string damageDef );
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scriptEvent void directDamage( entity damageTarget, string damageDef );
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scriptEvent void radiusDamageFromJoint( string jointname, string damageDef );
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scriptEvent void attackBegin( string damageDef );
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scriptEvent void attackEnd();
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scriptEvent float meleeAttackToJoint( string joint, string damageDef );
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scriptEvent entity randomPath();
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scriptEvent float canBecomeSolid();
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scriptEvent void becomeSolid();
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scriptEvent void becomeNonSolid();
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scriptEvent float becomeRagdoll();
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scriptEvent void stopRagdoll();
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scriptEvent void setHealth( float health );
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scriptEvent float getHealth();
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scriptEvent void allowDamage();
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scriptEvent void ignoreDamage();
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scriptEvent float getCurrentYaw();
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scriptEvent void turnTo( float yaw );
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scriptEvent void turnToPos( vector pos );
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scriptEvent void turnToEntity( entity ent );
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scriptEvent float moveStatus();
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scriptEvent void stopMove();
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scriptEvent void moveToCover();
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scriptEvent void moveToEnemy();
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scriptEvent void moveToEnemyHeight();
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scriptEvent void moveOutOfRange( entity ent, float range );
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scriptEvent void moveToAttackPosition( entity ent, string attack_anim );
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scriptEvent void wander();
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scriptEvent void moveToEntity( entity destination );
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scriptEvent void moveToPosition( vector position );
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scriptEvent void slideTo( vector position, float time );
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scriptEvent float facingIdeal();
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scriptEvent void faceEnemy();
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scriptEvent void faceEntity( entity ent );
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scriptEvent entity getCombatNode();
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scriptEvent float enemyInCombatCone( entity combatNode, float use_current_enemy_location );
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scriptEvent void waitMove();
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scriptEvent vector getJumpVelocity( vector pos, float speed, float max_jump_height );
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scriptEvent float entityInAttackCone( entity ent );
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scriptEvent float canSee( entity ent );
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scriptEvent float enemyRange();
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scriptEvent float enemyRange2D();
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scriptEvent void setTalkTarget( entity target );
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scriptEvent entity getTalkTarget();
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scriptEvent entity getEnemy();
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scriptEvent vector getEnemyPos();
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scriptEvent vector getEnemyEyePos();
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scriptEvent vector predictEnemyPos( float time );
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scriptEvent float canHitEnemy();
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scriptEvent float canHitEnemyFromAnim( string anim );
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scriptEvent float canHitEnemyFromJoint( string jointname );
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scriptEvent float enemyPositionValid();
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scriptEvent void chargeAttack( string damageDef );
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scriptEvent float testChargeAttack();
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scriptEvent float testAnimMoveTowardEnemy( string animname );
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scriptEvent float testAnimMove( string animname );
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scriptEvent float testMoveToPosition( vector position );
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scriptEvent float testMeleeAttack();
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scriptEvent float testAnimAttack( string animname );
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scriptEvent void shrivel( float time );
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scriptEvent void preBurn();
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scriptEvent void burn();
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scriptEvent void clearBurn();
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scriptEvent void setSmokeVisibility( float particle_num, float on );
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scriptEvent float numSmokeEmitters();
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scriptEvent void waitAction( string name );
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scriptEvent void stopThinking();
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scriptEvent float getTurnDelta();
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scriptEvent float getMoveType();
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scriptEvent void setMoveType( float movetype );
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scriptEvent void saveMove();
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scriptEvent void restoreMove();
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scriptEvent void allowMovement( float allow );
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scriptEvent void enableClip();
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scriptEvent void disableClip();
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scriptEvent void enableGravity();
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scriptEvent void disableGravity();
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scriptEvent void enableAFPush();
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scriptEvent void disableAFPush();
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scriptEvent void setFlySpeed( float speed );
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scriptEvent void setFlyOffset( float offset );
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scriptEvent void clearFlyOffset();
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scriptEvent entity getClosestHiddenTarget( string entity_type );
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scriptEvent entity getRandomTarget( string entity_type );
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scriptEvent float travelDistanceToPoint( vector destination );
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scriptEvent float travelDistanceToEntity( entity destination );
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scriptEvent float travelDistanceBetweenEntities( entity source, entity dest );
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scriptEvent float travelDistanceBetweenPoints( vector source, vector dest );
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scriptEvent void lookAt( entity focusEntity, float duration );
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scriptEvent void lookAtEnemy( float duration );
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scriptEvent void setBoneMod( float allowBoneMod );
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scriptEvent void kill();
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scriptEvent void wakeOnFlashlight( float enable );
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scriptEvent void setTalkState( float state );
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scriptEvent void locateEnemy();
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scriptEvent void kickObstacles( entity kickEnt, float force );
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scriptEvent entity getObstacle();
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scriptEvent vector pushPointIntoAAS( vector pos );
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scriptEvent float getTurnRate();
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scriptEvent void setTurnRate( float rate );
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scriptEvent void animTurn( float angle );
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scriptEvent void allowHiddenMovement( float enable );
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scriptEvent entity findActorsInBounds( vector mins, vector maxs );
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scriptEvent float canReachPosition( vector pos );
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scriptEvent float canReachEntity( entity ent );
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scriptEvent float canReachEnemy();
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scriptEvent vector getReachableEntityPosition( entity ent );
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