/* Builtin functions */ entity() BUILTIN_spawn = #14; void(entity e) remove = #15; void(entity e, vector o) setorigin = #2; void(entity e, string m) setmodel = #3; // set movetype and solid first void(entity e, vector min, vector max) setsize = #4; string(string s) precache_sound = #19; string(string s) precache_model = #20; string(string s) precache_file = #68; // no effect except for -copy string(string s) precache_sound2 = #76; // registered version only string(string s) precache_model2 = #75; // registered version only string(string s) precache_file2 = #77; // registered version only void (float style, string value) lightstyle = #35; // debug functions void() BUILTIN_break = #6; // shatter progs void(string e, ...) error = #10; void(string e, ...) objerror = #11; void() coredump = #28; // prints all edicts void() traceon = #29; // turns statment trace on void() traceoff = #30; void(entity e, float chan, string samp, float vol, float atten) sound = #8; void(vector ang) makevectors = #1; // sets v_forward, etc globals vector(vector v) normalize = #9; float(vector v) vlen = #12; float(vector v) vectoyaw = #13; vector(vector v) vectoangles = #51; vector(entity e, float speed) aim = #44; // returns the shooting vector float() random = #7; // returns 0 - 1 string(float f) ftos = #26; float(string s) stof = #81; // convert string to float string(vector v) vtos = #27; float(float v) rint = #36; // round to nearest int float(float v) floor = #37; // largest integer <= v float(float v) ceil = #38; // smallest integer >= v float(float f) fabs = #43; // sets trace_* globals // nomonsters can be: // An entity will also be ignored for testing if forent == test, // forent->owner == test, or test->owner == forent // a forent of world is ignored void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; float(vector v) pointcontents = #41; // returns a CONTENT_* float(entity e) checkbottom = #40; // true if self is on ground float() droptofloor = #34; // TRUE if landed on floor float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE void(float step) movetogoal = #67; entity() checkclient = #17; // returns a client to look for entity(entity start, .string fld, string match) find = #18; entity(vector org, float rad) findradius = #22; entity(entity e) nextent = #47; // for looping through all ents void(float level, string s, ...) bprint = #23; void(entity client, float level, string s, ...) sprint = #24; void(entity client, string s, ...) centerprint = #73; // sprint, but centered void(string s, ...) dprint = #25; void(entity e) eprint = #31; // prints an entire edict float(string s) cvar = #45; // return cvar.value void(string var, string val) cvar_set = #72; // sets cvar.value string(entity e, string key) infokey = #80; // get a key value (world = serverinfo) void(string s1, ...) localcmd = #46; // put string into local que void(entity client, string s) stuffcmd = #21; void() ChangeYaw = #49; // turn towards self.ideal_yaw // at self.yaw_speed // direct client message generation void(float to, vector v) WriteAngleV = #0; void(float to, vector v) WriteCoordV = #0; void(float to, ...) WriteBytes = #0; void(float to, float f) WriteByte = #52; void(float to, float f) WriteChar = #53; void(float to, float f) WriteShort = #54; void(float to, float f) WriteLong = #55; void(float to, float f) WriteCoord = #56; void(float to, float f) WriteAngle = #57; void(float to, string s) WriteString = #58; void(float to, entity s) WriteEntity = #59; void(vector where, float set) multicast = #82; // sends the temp message to a set void(entity e) BUILTIN_makestatic = #69; void(string s) changelevel = #70; void(vector pos, string samp, float vol, float atten) BUILTIN_ambientsound = #74; void(entity e) setspawnparms = #78; // set parm1... to the // values at level start // for coop respawn void(entity killer, entity killee) logfrag = #79; // add to stats