ScriptThread -> Listener -> Class
netname ( Entity player )
{
Gets player's name and returns it as string.
Example:
Code:
local.player_name = netname $player[1]
or
local.player_name = netname( $player[1] )
}
ScriptThread -> Listener -> Class
getip ( Entity player )
{
Gets player's ip address with port and returns it as string.
Example:
Code:
local.player_ip = getip $player[1]
or
local.player_ip = getip( $player[1] )
Result:
}
ScriptThread -> Listener -> Class
getping ( Entity player )
{
Gets player's ping and returns it as integer.
Example:
Code:
local.player_ping = getping $player[1]
or
local.player_ping = getping( $player[1] )
}
ScriptThread -> Listener -> Class
getclientnum ( Entity player )
{
Gets player's client number and returns it as integer.
Example:
Code:
local.player_clnum = getclientnum $player[1]
or
local.player_clnum = getclientnum( $player[1] )
}
ScriptThread -> Listener -> Class
getentity ( Integer entnum)
{
Returns entity with given entity number
Example:
Code:
local.entity = getentity 0
or
local.entity = getentity( 0 )
Entities with entity number between 0 and
sv_maxclient are reserved for players and thus getentity( 0 ) is equal to $player[0]
}
ScriptThread -> Listener -> Class
stuffsrv ( String s )
{
Sends command to server console.
Example:
Code:
stuffsrv "restart"
stuffsrv( "restart" )
or
stuffsrv "map dm/mohdm1"
stuffsrv( "map dm/mohdm1" )
Result:
Code:
Server will restart
or
Server will change map to dm/mohdm1
}
ScriptThread -> Listener -> Class
ihuddraw_align ( Entity player, Integer index, String h_align, String v_align )
{
Sets the alignment of a huddraw element for individual player.
Where:
Code:
h_align = "left", "center", "right"
v_align = "bottom", "center", "top"
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_align $player[1] 15 right top
or
ihuddraw_align( $player[1] 15 "right" "top" )
}
ScriptThread -> Listener -> Class
ihuddraw_alpha ( Entity player, Integer index, Float alpha )
{
Sets the alpha of a huddraw element for individual player.
Where:
Code:
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_alpha $player[1] 15 1
or
ihuddraw_alpha( $player[1] 15 1 )
}
ScriptThread -> Listener -> Class
ihuddraw_color ( Entity player, Integer index, Float red, Float green, Float blue )
{
Sets the color for a huddraw element for individual player.
Where:
Code:
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_color $player[1] 15 1 1 1
or
ihuddraw_color( $player[1] 15 1 1 1 )
}
ScriptThread -> Listener -> Class
ihuddraw_font ( Entity player, Integer index, String fontname )
{
Sets the font to use for a huddraw element, for individual player.
Where:
Code:
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_font $player[1] 15 "verdana-14"
or
ihuddraw_font( $player[1] 15 "verdana-14" )
}
ScriptThread -> Listener -> Class
ihuddraw_rect ( Entity player, Integer index, Integer x, Integer y, Integer width, Integer height )
{
Specifies the position of the upper left corner and size of a huddraw element for individual player
Where:
Code:
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_rect $player[1] 15 -140 65 0 0
or
ihuddraw_rect( $player[1] 15 -140 65 0 0 )
}
ScriptThread -> Listener -> Class
ihuddraw_shader ( Entity player, Integer index, String shader )
{
Sets the shader to use for a particular huddraw element for individual player
Where:
Code:
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_shader $player[1] 15 "textures/hud/axis"
or
ihuddraw_shader( $player[1] 15 "textures/hud/axis" )
}
ScriptThread -> Listener -> Class
ihuddraw_string ( Entity player, Integer index, String string )
{
Sets a string to be displayed. Clears the shader value of huddraw element for individual player
Where:
Code:
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_string $player[1] 15 "I luv Reborn 1.12 Patch!"
or
ihuddraw_string( $player[1] 15 "I luv Reborn 1.12 Patch!" )
}
ScriptThread -> Listener -> Class
ihuddraw_virtualsize ( Entity player, Integer index, Integer virtual )
{
Sets if the huddraw element (for individual player) should use virutal screen resolution for positioning and size.
Where:
Code:
index = index of huddraw element to be set
player = entity of player that will have his huddraw element set
Example:
Code:
ihuddraw_virtualsize $player[1] 15 1
or
ihuddraw_virtualsize( $player[1] 15 1 )
}
ScriptThread -> Listener -> Class
fopen ( String filename, String accessType )
{
Opens file.
Example:
Code:
local.file = fopen "main/config.txt" "a+"
or
local.file = fopen("main/config.txt" "a+")
Result:
Code:
Command returns file handle that is needed for identification and further operations on this file.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fopen
}
ScriptThread -> Listener -> Class
fclose ( Integer filehandle )
{
Closes file.
Example:
Code:
local.return = fclose local.file
or
local.return = fclose(local.file)
Result:
Code:
If file is successfully closed, a zero value is returned.
On failure, EOF is returned.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fclose
}
ScriptThread -> Listener -> Class
feof ( Integer filehandle )
{
Checks for end of file.
Example:
Code:
local.return = feof local.file
or
local.return = feof(local.file)
Result:
Code:
A non-zero value is returned in the case that the End-of-File indicator associated with the file is set.
Otherwise, a zero value is returned.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - feof
}
ScriptThread -> Listener -> Class
fseek ( Integer filehandle, Integer offset, Integer origin )
{
Sets the position indicator associated with the file to a new position defined by adding
offset to a reference position specified by
origin.
Example:
Code:
local.return = fseek local.file 154 0
or
local.return = fseek(local.file 154 0)
Where:
Code:
origin:
- 0 = SEEK_SET
- 1 = SEEK_CUR
- 2 = SEEK_END
Result:
Code:
If successful, the function returns a zero value.
Otherwise, it returns nonzero value.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fseek
}
ScriptThread -> Listener -> Class
ftell ( Integer filehandle )
{
Returns the current value of the position indicator of the file.
Example:
Code:
local.return = ftell local.file
or
local.return = ftell(local.file)
Result:
Code:
On success, the current value of the position indicator is returned.
If an error occurs, -1 is returned.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - ftell
}
ScriptThread -> Listener -> Class
frewind ( Integer filehandle )
{
Sets the position indicator associated with file to the beginning of the file.
Example:
Code:
local.return = frewind local.file
or
local.return = frewind(local.file)
Result:
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - rewind
}
ScriptThread -> Listener -> Class
fputc ( Integer filehandle, String character )
{
Writes a character to the file and advances the position indicator.
Example:
Code:
local.return = fputc local.file "a"
or
local.return = fputc(local.file "a")
Result:
Code:
If there are no errors, the same character that has been written is returned.
If an error occurs, EOF is returned and the error indicator is set.
You have to cast returned value to char.
If you pass longer string, only first character will be written to file.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fputc
}
ScriptThread -> Listener -> Class
fputs ( Integer filehandle, String text )
{
Writes text to the file and advances the position indicator.
Example:
Code:
local.return = fputs local.file "This is example"
or
local.return = fputs(local.file "This is example")
Result:
Code:
On success, a non-negative value is returned.
On error, the function returns EOF.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fputs
}
ScriptThread -> Listener -> Class
fgetc ( Integer filehandle )
{
Reads single character from file.
Example:
Code:
local.char = fgetc local.file
or
local.char = fgetc(local.file)
Result:
Code:
The character read is returned as an int value.
You need to cast it to char if you want to use it in string.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fgetc
}
ScriptThread -> Listener -> Class
fgets ( Integer filehandle, Integer maxbuffsize )
{
Reads string line from file.
Where:
Code:
maxbuffsize - specifies maximum buffer size that will be allocated to store the string in memory.
Example:
Code:
local.text = fgets local.file 256
or
local.text = fgets(local.file 256)
Result:
Code:
If the End-of-File is encountered and no characters have been read 0 (null) is returned.
If an error occurs 0 (null) is returned.
If a memory allocation error occurs, -1 is returned.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fgets
}
ScriptThread -> Listener -> Class
ferror ( Integer filehandle )
{
Checks if the error indicator associated with file is set, returning a value different from zero if it is.
Example:
Code:
local.ret = ferror local.file
or
local.ret = ferror(local.file)
Result:
Code:
If the error indicator associated with the file was set, the function returns a nonzero value.
Otherwise, it returns a zero value.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - ferror
}
ScriptThread -> Listener -> Class
fflush ( Integer filehandle )
{
If the given file was open for writing and the last i/o operation was an output operation, any unwritten data in the output buffer is written to the file.
The file remains open after this command.
Example:
Code:
local.ret = fflush local.file
or
local.ret = fflush(local.file)
Result:
Code:
A zero value indicates success.
If an error occurs, EOF is returned and the error indicator is set.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fflush
}
ScriptThread -> Listener -> Class
fexists ( String filename )
{
Checks if file with given filename exists.
Example:
Code:
local.ret = fexists "folder/folder2/file.txt"
or
local.ret = fexists("folder/folder2/file.txt")
Result:
Code:
If file exists, function returns 1. Otherwise it returns 0.
You can open only 32 files at once.
}
ScriptThread -> Listener -> Class
freadall ( Integer filehandle )
{
Reads whole file into a string at once. File has to be opened in binary mode (rb, rb+)
Example:
Code:
local.content = freadall local.file
or
local.content = freadall(local.file)
Result:
Code:
Function returns file content as string.
Don't read binary files with this function because it may cause memory leaks.
You can open only 32 files at once.
}
ScriptThread -> Listener -> Class
fsaveall ( Integer filehandle, String content )
{
Writes string content to file at once. File has to be opened in binary mode (wb, wb+, ab). The content will start to be saved from the current file position.
Example:
Code:
local.ret = fsaveall local.file local.content
Result:
Code:
Function returns number of character written to file or -1 if content is NULL.
You can open only 32 files at once.
}
ScriptThread -> Listener -> Class
fremove ( String filename )
{
Removes the file with given filename.
Example:
Code:
local.ret = fremove local.filename
Result:
Code:
If the file is successfully deleted, a zero value is returned.
On failure, a nonzero value is returned and the errno variable is set to the corresponding error code.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - remove
}
ScriptThread -> Listener -> Class
frename ( String oldname, String newname )
{
Renames the file with given filename.
Example:
Code:
local.ret = frename local.oldname local.newname
Result:
Code:
If the file is successfully renamed, a zero value is returned.
On failure, a nonzero value is returned and the errno variable is set to the corresponding error code.
You can open only 32 files at once. This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - rename
}
ScriptThread -> Listener -> Class
fcopy ( String filename, String copyname )
{
Creates a copy of file.
Example:
Code:
local.ret = fcopy local.filename local.copyname
Result:
Code:
If the file is successfully copied, a zero value is returned.
When function fails to open original file, a -1 value is returned.
When function fails to create a second file, a -2 value is returned.
When function fails during data copy process, a -3 value is returned.
You can open only 32 files at once.
}
ScriptThread -> Listener -> Class
freadpak ( String filename )
{
Reads file located inside .pk3 file in text mode and returns it's content as string.
Example:
Code:
local.content = freadpak local.filename
Result:
Code:
If the file is successfully read, function returns a string with it's content.
When function fails to find, open or read a file from .pk3, a -1 value is returned.
You can open only 32 files at once.
}
ScriptThread -> Listener -> Class
flist ( String path, String extension, Integer scanSubDirectories )
{
Returns a list (array) of files with given extension located in given path. Function handles .pk3 folder structure and normal system directories. When scanSubDirectories equals 1, function will include subdirectories located under directory path.
Extension needs to have "." (dot) included. Otherwise it will act as filter.
Example:
Code:
local.list = flist local.path local.extension local.scanSubDirectories
Result:
Code:
List with filenames and their paths found.
You can open only 32 files at once.
}
ScriptThread -> Listener -> Class
cos ( Float x )
{
Returns the cosine of an angle of x radians.
Example:
Code:
local.result = cos local.x
Result:
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - cos
}
ScriptThread -> Listener -> Class
sin ( Float x )
{
Returns the sine of an angle of x radians.
Example:
Code:
local.result = cos local.x
Result:
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - cos
}
ScriptThread -> Listener -> Class
tan ( Float x )
{
Returns the tangent of an angle of x radians.
Example:
Code:
local.result = tan local.x
Result:
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - tan
}
ScriptThread -> Listener -> Class
acos ( Float x )
{
Returns the principal value of the arc cosine of x, expressed in radians.
Example:
Code:
local.result = acos local.x
Result:
Code:
Floating point value in the interval [-1,+1].
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - acos
}
ScriptThread -> Listener -> Class
asin ( Float x )
{
Returns the principal value of the arc sine of x, expressed in radians.
Example:
Code:
local.result = asin local.x
Result:
Code:
Floating point value in the interval [-1,+1].
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - asin
}
ScriptThread -> Listener -> Class
atan ( Float x )
{
Returns the principal value of the arc tangent of x, expressed in radians.
Notice that because of the sign ambiguity, a function cannot determine with certainty in which quadrant the angle falls only by its tangent value. You can use atan2 if you need to determine the quadrant.
Example:
Code:
local.result = atan local.x
Result:
Code:
Principal arc tangent of x, in the interval [-pi/2,+pi/2] radians.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - atan
}
ScriptThread -> Listener -> Class
atan2 ( Float y, [I]Float[I] x )
{
Returns the principal value of the arc tangent of y/x, expressed in radians.
To compute the value, the function uses the sign of both arguments to determine the quadrant.
Example:
Code:
local.result = atan2 local.y local.x
Result:
Code:
Principal arc tangent of y/x, in the interval [-pi,+pi] radians.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - atan2
}
ScriptThread -> Listener -> Class
cosh ( Float x )
{
Returns the hyperbolic cosine of x.
Example:
Code:
local.result = cosh local.x
Result:
Code:
Hyperbolic cosine of x.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - cosh
}
ScriptThread -> Listener -> Class
sinh ( Float x )
{
Returns the hyperbolic sine of x.
Example:
Code:
local.result = sinh local.x
Result:
Code:
Hyperbolic sine of x.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - sinh
}
ScriptThread -> Listener -> Class
tanh ( Float x )
{
Returns the hyperbolic tangent of x.
Example:
Code:
local.result = tanh local.x
Result:
Code:
Hyperbolic tangent of x.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - tanh
}
ScriptThread -> Listener -> Class
exp ( Float x )
{
Returns the base-e exponential function of x, which is the e number raised to the power x.
Example:
Code:
local.result = exp local.x
Result:
Code:
Exponential value of x.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - exp
}
ScriptThread -> Listener -> Class
frexp ( Float x )
{
Breaks the floating point number x into its binary significand (a floating point value between 0.5(included) and 1.0(excluded)) and an integral exponent for 2, such that:
x = significand * 2
exponent
If x is zero, both parts (significand and exponent) are zero.
Example:
Code:
local.result = frexp local.x
Result:
Code:
local.result["significand"] - significand part
local.result["exponent"] - exponent part
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - frexp
}
ScriptThread -> Listener -> Class
ldexp ( Float x, Integer exponent )
{
Returns the resulting floating point value from multiplying x (the significand) by 2 raised to the power of exp (the exponent).
Example:
Code:
local.result = ldexp local.x local.exponent
Result:
Code:
The function returns float number:
x * 2exp
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - ldexp
}
ScriptThread -> Listener -> Class
log ( Float x )
{
Returns the natural logarithm of x.
The natural logarithm is the base-e logarithm, the inverse of the natural exponential function (exp). For base-10 logarithms, a specific function log10 exists.
Example:
Code:
local.result = log local.x
Result:
Code:
Natural logarithm of x.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - log
}
ScriptThread -> Listener -> Class
log10 ( Float x )
{
Returns the common (base-10) logarithm of x.
Example:
Code:
local.result = log10 local.x
Result:
Code:
Common logarithm of x, for values of x greater than zero.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - log10
}
ScriptThread -> Listener -> Class
modf ( Float x )
{
Breaks x into two parts: the integer part and the fractional part.
Example:
Code:
local.result = modf local.x
Result:
Code:
local.result["intpart"] - integer part
local.result["fractional"] - fractional part
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - modf
}
ScriptThread -> Listener -> Class
pow ( Float x, Integer exponent )
{
Returns base raised to the power exponent:
base
exponent
Example:
Code:
local.result = pow local.x local.exponent
Result:
Code:
The result of raising base to the power exponent.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - pow
}
ScriptThread -> Listener -> Class
sqrt ( Float x )
{
Returns the square root of x.
Example:
Code:
local.result = sqrt local.x
Result:
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - sqrt
}
ScriptThread -> Listener -> Class
ceil ( Float x )
{
Returns the smallest integral value that is not less than x.
Example:
Code:
local.result = ceil local.x
Result:
Code:
The smallest integral value not less than x.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - ceil
}
ScriptThread -> Listener -> Class
floor ( Float x )
{
Returns the largest integral value that is not greater than x.
Example:
Code:
local.result = floor local.x
Result:
Code:
The largest integral value not greater than x.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - floor
}
ScriptThread -> Listener -> Class
fmod ( Float numerator, Float denominator )
{
Returns the floating-point remainder of numerator/denominator.
The remainder of a division operation is the result of subtracting the integral quotient multiplied by the denominator from the numerator:
remainder = numerator - quotient * denominator
Example:
Code:
local.result = fmod local.numerator local.denominator
Result:
Code:
The remainder of dividing the arguments.
This command works exactly like ANSI C function. For further documentation, please visit: ANSI C - fmod
}
ScriptThread -> Listener -> Class
gettime ( Integer zero )
{
Gets current time in format: H:M:S
Example:
Code:
local.time = gettime 0
or
local.time = gettime(0)
Result:
Code:
String with current time.
}
ScriptThread -> Listener -> Class
gettimezone ( Integer zero )
{
Gets current time zone.
Example:
Code:
local.timezone = gettimezone 0
or
local.timezone = gettimezone(0)
Result:
Code:
Integer value that represents current time zone.
eg. 2 = GMT +2
}
ScriptThread -> Listener -> Class
getdate ( String format )
{
Gets current date in format given as parameter.
Example:
Code:
local.date = getdate "%D"
or
local.date = getdate("%D")
Result:
Code:
String with current date.
04/06/18
Formatting options:
http://www.cplusplus.com/reference/ctime/strftime/
Max format length is 512 characters.
}
ScriptThread -> Listener -> Class
registerev ( String eventname, String scriptname )
{
Registers script callback handler for given event type.
Example:
Code:
local.result = registerev "connected" global/eventhandlers.scr::connected
or
local.result = registerev("connected" global/eventhandlers.scr::connected)
Result:
Code:
When given even type will occur, EventSystem engine will execute given script.
local.result can have one of the following values:
0 = Registering event callback handler was successful
1 = Event callback handler is already registered for given event
2 = Memory allocation error
Please see EventSystem documentation for further informations
}
ScriptThread -> Listener -> Class
unregisterev ( String eventname )
{
Unregisters script callback handler for given event type.
Example:
Code:
local.result = unregisterev "connected"
or
local.result = unregisterev("connected")
Result:
Code:
EventSystem engine will unregister events of given type and won't execute their script callback handlers.
local.result can have one of the following values:
0 = Unregistering event callback handler was successful
1 = Event callback handler is already unregistered
Please see EventSystem documentation for further informations
}
ScriptThread -> Listener -> Class
conprintf ( String text )
{
Prints text to a console.
Example:
Code:
conprintf "This can be a custom error message from the script"
or
conprintf( "This can be a custom error message from the script" )
Result:
Code:
Text will be printed to the console.
}
ScriptThread -> Listener -> Class
md5string ( String text )
{
Generates MD5 checksum of text
Example:
Code:
local.checksum = md5string local.text
Result:
Code:
MD5 checksum as string.
}
ScriptThread -> Listener -> Class
md5file ( String filename )
{
Generates MD5 checksum of file with given filename
Example:
Code:
local.checksum = md5file local.filename
Result:
Code:
MD5 checksum as string.
}
ScriptThread -> Listener -> Class
typeof ( Variable var )
{
Gets the type of variable.
Example:
Code:
local.type = typeof local.var
Result:
Code:
The type of variable returned as string (array, string, vector, listener, ...)
}
ScriptThread -> Listener -> Class
traced ( Vector start, Vector end, [Integer pass_entities], [Vecotr mins], [Vector maxs], [Integer mask])
{
Performs a ray trace from
start origin to
end origin. It takes optional arguments such as entity number to be ignored/skipped by the trace, mins and maxs of trace box and trace mask.
Example:
Code:
local.trace = traced local.start local.end
or
local.trace = traced local.start local.end local.pass_entities local.mins
or
local.trace = traced local.start local.end local.pass_entities local.mins local.maxs local.mask
Result:
Code:
Array holding detailed information about trace:
local.trace["allSolid"] - Integer : it tells wheter trace was inside of a solid object
local.trace["startSolid"] - Integer : it tells wheter trace started in solid object
local.trace["fraction"] - Float
local.trace["endPos"] - Vector : position where trace finished because it may finish before it reaches end point specified by caller when it hits object with specified mask before it reaches end point
local.trace["surfaceFlags"] - Integer
local.trace["shaderNum"] - Integer
local.trace["contents"] - Integer
local.trace["entityNum"] - Integer : entity number that was hit
local.trace["location"] - Integer
local.trace["entity"] - Entity : entity that was hit by the trace
Surface Flags:
Code:
SURF_NODAMAGE 1
SURF_SLICK 2
SURF_SKY 4
SURF_LADDER 8
SURF_NOIMPACT 16
SURF_NOMARKS 32
SURF_CASTSHADOW 64
SURF_PAPER 8192
SURF_WOOD 16384
SURF_METAL 32768
SURF_STONE 65536
SURF_DIRT 131072
SURF_METALGRILL 262144
SURF_GRASS 524288
SURF_MUD 1048576
SURF_PUDDLE 2097152
SURF_GLASS 4194304
SURF_GRAVEL 8388608
SURF_SAND 16777216
SURF_FOLIAGE 33554432
SURF_SNOW 67108864
SURF_CARPET 134217728
SURF_BACKSIDE 268435456
SURF_NODLIGHT 536870912
SURF_HINT 1073741824
Masks:
Code:
MASK_SOLID 1
MASK_COLLISION 637537057
MASK_PERMANENTMARK 1073741825
MASK_AUTOCALCLIFE 1073750049
MASK_EXPLOSION 1074003969
MASK_TREADMARK 1107372801
MASK_THIRDPERSON 1107372857
MASK_FOOTSTEP 1107437825
MASK_BEAM 1107569409
MASK_VISIBLE 1107569409
MASK_VEHICLE 1107569409
MASK_BULLET 1107569441
MASK_SHOT 1107569569
MASK_CROSSHAIRSHADER 1107897089
MASK_TRACER 1108618017
Contents:
Code:
CONTENTS_SOLID 1
CONTENTS_LAVA 8
CONTENTS_SLIME 16
CONTENTS_WATER 32
CONTENTS_FOG 64
CONTENTS_AREAPORTAL 32768
CONTENTS_PLAYERCLIP 65536
CONTENTS_MONSTERCLIP 131072
CONTENTS_WEAPONCLIP 262144
CONTENTS_SHOOTABLEONLY 1048576
CONTENTS_ORIGIN 16777216
CONTENTS_BODY 33554432
CONTENTS_CORPSE 67108864
CONTENTS_DETAIL 134217728
CONTENTS_STRUCTURAL 268435456
CONTENTS_TRANSLUCENT 536870912
CONTENTS_TRIGGER 1073741824
CONTENTS_NODROP 2147483648
}
ScriptThread -> Listener -> Class
setproperty ( String key, String value )
{
Sets property in local storage to given value.
Key and value can't be NULL. If you want to clear the value, you have to set it to empty string.
Example:
Code:
local.res = setproperty "my_mod_settings" "abcdefgh"
Result:
Code:
Returns integer value:
0 - Success
< 0 - Error
}
ScriptThread -> Listener -> Class
getproperty ( String key )
{
Gets property saved in local storage for given key.
Key can't be NULL.
Example:
Code:
local.value = getproperty "my_mod_settings"
Result:
Code:
Returns value as string or error code as integer.
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
addkills ( Integer kills )
{
Adds number of kills to player. (Can be also negative)
Example:
Code:
$player[1] addkills 5
or
$player[1] addkills -5
Result:
Code:
If player had 8 kills, he will have 13 kills
or
If player had 8 kills, he will have 3 kills
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
adddeaths ( Integer deaths )
{
Adds number of deaths to player. (Can be also negative)
Example:
Code:
$player[1] adddeaths 5
or
$player[1] adddeaths -5
Result:
Code:
If player had 8 deaths, he will have 13 deaths
or
If player had 8 deaths, he will have 3 deaths
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
getkills ( void )
{
Gets number of player's kills and returns it as integer
Example:
Code:
local.player_kills = $player[1] getkills
or
local.player_kills = $player[1] getkills( )
Result:
Code:
Number of players that this player has killed.
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
getdeaths ( void )
{
Gets number of player's deaths and returns it as integer.
Example:
Code:
local.player_deaths = $player[1] getdeaths
or
local.player_deaths = $player[1] getdeaths( )
Result:
Code:
Number of player's deaths.
Before using this function, check game type that is currently running. When g_gametype is 3 or 4, deaths aren't counted and result of this function will equal to kills amount that player has
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
isadmin ( void )
{
Checks if player is currently logged in as server administrator.
Example:
Code:
local.admin = $player[1] isadmin
or
local.admin = $player[1] isadmin( )
Result:
Code:
Returns 1 if player is logged in as administrator, otherwise it returns 0.
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
getconnstate ( void )
{
Gets state of player's connection.
Example:
Code:
local.connection_state = $player[1] getconnstate
or
local.connection_state = $player[1] getconnstate( )
Result:
Code:
Returns integer value:
- 0 = CS_FREE - given player slot is free
- 1 = CS_ZOMBIE - given player slot is in zombie state (his data is still kept after he disconnected or lost connection)
- 2 = CS_CONNECTED - player has connected to server, but he's not yet in the game
- 3 = CS_PRIMED - player has passed through authorization checks and finished downloading any missing files
- 4 = CS_ACTIVE - player is in game and can start playing
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
getactiveweap ( Integer weaponhand )
{
Gets currently active weapon from player's hand of given index
Example:
Code:
local.weapon = $player[1] getactiveweap 0
or
local.weapon = $player[1] getactiveweap(0)
Result:
You can use weaponhand index from 0-2 range, but it's preffered to use only 0 index, because other indexes my return false values that might crash server
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
.secfireheld ( void )
{
Returns 1 if player is holding secondary fire button.
Example:
Code:
if( $player[1].secfireheld == 1 )
...
Result:
Code:
1 = player is holding secondary fire button
0 = opposite
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
.userinfo ( void )
{
Returns player's userinfo
Example:
Code:
local.userinfo = $player[1].userinfo
Result:
Code:
String with player's userinfo
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
.inventory( void )
{
Returns player's inventory
Example:
Code:
local.inventory= $player[1].inventory
local.inventorySize = $player[1].inventory.size
local.item1 = $player[1].inventory[0]
Result:
Code:
Array with entities in player's inventory. You can assign it to a variable or access directly.
}
Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class
bindweap ( Entity weapon )
{
Binds weapon to player. Sets him as weapon owner.
2nd use of the command will unbind the weapon from player.
Example:
Code:
$player[1] bindweap local.weapon
local.weapon anim fire
$player[1] bindweap local.weapon
Result:
Code:
Sets player as weapon owner.
This is sort of a hack&trick scripting command. It should only be used by experienced users and only like shown in the example - just before firing the weapon and just after, to unbind it from the player. Otherwise you can have errors, weapon model glued to player, or server crashes. It should be used only for some kind of remote turrets etc.
}