Call of Duty: Black Ops 3 - Mod Tools Docs & Scripting API

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void ActivateClientExploder(<exploder id>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Activates a client side exploderThis is sent as a reliable command, and will not work with killcam or demos.
    EXAMPLE: ActivateClientExploder( 101 )


void ActivateClientRadiantExploder(<exploder id>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Activates a client side radiant exploder
    EXAMPLE: ActivateClientRadiantExploder( "light_switch" )


void <actor> ActorIKEnabled()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determines whether this actor can use IK functions. Returns true if IK is available, otherwise false.
    EXAMPLE: if (guy ActorIKEnabled()) ...


void AddAwarenessIndicator(<pos>,<material>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Draw an awareness indicator
    EXAMPLE: AddAwarenessIndicator(ai.origin, "hit_material_green" )


void <player> AddBonusCardStat(<bonuscard>,<statname>,<statincrease>,<currentclassnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the indicated stat for that bonus card
    EXAMPLE: self AddBonusCardStat( BONUSCARD_OVERKILL, "kills", 1, self.class_num )


void AddDemoBookmark(<type>,<time>,<client1>,<client2>,<scoreEventPriority>,<entityNumber>,<eType>,<birthTime>,<overrideEntityCamera>,[actorEntityNumber])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: adds the information to the demo bookmarking system
    EXAMPLE: AddDemoBookmark( bookmark_string, gettime(), self GetEntityNumber(), 255, 0, inflictorEntNum, inflictorEntType, inflictorBirthTime, false, self.grenade_multiattack_ent GetEntityNumber() )


void AddEntityInfluencer(<name>,<entity>,<team mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Adds a new influencer of <name> attached to <entity>
    EXAMPLE: influencer_id = AddEntityInfluencer( name, player, allies_mask )


void <player> AddFriendlyScrambler(<x>,<y>,<handle>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Adds new friendly scrambler to the compass
    EXAMPLE: player AddFriendlyScrambler( scrambler.origin[0], scrambler.origin[1], scrambler.handle )


void AddInfluencer(<name>,<origin>,<team mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Adds a new influencer of <name> at <origin>
    EXAMPLE: influencer_id = AddInfluencer( name, origin, allies_mask )


void AddOrientedInfluencer(<name>,<origin>,<angles>,<team mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Adds a new influencer of <name> at <origin> and <angles>
    EXAMPLE: influencer_id = AddOrientedInfluencer( name, origin, angles, allies_mask )


void <player> AddSensorGrenadeArea(<position>,<handle>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Adds new sensor grenade radius indicator to the compass
    EXAMPLE: player AddSensorGrenadeArea( sensor.origin, sensor.handle )


void AddSpawnPoints(<team>,<parentID>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Adds spawnpoints to the spawn system
    EXAMPLE: AddSpawnPoints( "allies", "mp_tdm_spawn" )


entity AddTestClient()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Adds a test client to the map and returns a reference to that client.
    EXAMPLE: ent[i] = AddTestClient()


void AddToInterestPool(<value>,<priority>,<lifespan>,<point of interest>,<originator>,[unique])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Add a script event to the sentient's interest pool.
    EXAMPLE: point = self AddToInterestPool( 500, 10, 5, ai.origin, ai )


void AddZombieBoxWeapon(<weapon>,<weaponModelName>,<isDualWield>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Adds a zombie box weapon
    EXAMPLE: AddZombieBoxWeapon( weapon, weapon.worldModel, weapon.isDualWield )


void <actor> AimAtEntityIK([otherguy])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set this actor to aim at the specified entity. Call this function without any entity specified to turn it off.
    EXAMPLE: guy AimAtEntityIK( otherguy )


void <actor> AimAtPosIK([pos])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set this actor to aim at the specified position. Call this function without any position specified to turn it off.
    EXAMPLE: guy AimAtPosIK( pos )


void AimingAtFriendly()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if localclient 0 has crosshairs on friendly
    EXAMPLE: isFriend = AimingAtFriendly()


void AllClientsPrint(<string>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Cause all clients to print the localized version of this string.
    EXAMPLE: AllClientsPrint( "Game Complete" )


void AllocateSoundRandoms(<num randoms>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Allocate a pool of random sounds
    EXAMPLE: AllocateSoundRandoms(randoms.size - nScriptThreadedRandoms)


void AllowActionSlotInput(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: always allow action slot input
    EXAMPLE: AllowActionSlotInput(localclientnum)


void <actor_or_player> AllowedStances(<stance>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the list of the actor's allowed stances.
    EXAMPLE: self AllowedStances( "crouch", "prone" )


void AllowRoundAnimation(<flag>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: sets the allow round animation flag to enabled or disabled
    EXAMPLE: AllowRoundAnimation( 1 )


void AllowScoreboard(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: allow scoreboard or not
    EXAMPLE: AllowScoreboard(localclientnum)


void <entity> AllowTacticalInsertion(<allow>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: If false, disallows tactical insertions in the bounding area of this entity. Allows tactical insertions otherwise
    EXAMPLE: my_trigger AllowTacticalInsertion( false )


void AllWeaponAttachmentsUnlocked(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Are all the weapon attachments unlocked for this weapon?
    EXAMPLE: player AllWeaponAttachmentsUnlocked( weapon )


void AnimHasNotetrack(<animation>,<note track>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: queries the given animation for a note track
    EXAMPLE: if ( IsDefined( facialanim ) && AnimHasNotetrack( facialanim, "dialogue" ) ) ...


void <actor> AnimMappingSearch(<animation_alias_name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Searches animation mapping table to return a animation name when given a animation mapping alias name.
    EXAMPLE: self AnimMappingSearch("anim_arrive_cover_left_crouch")


void <entity> AnimRelative(<notify>,<origin>,<angles>,<animation>,[mode],[root])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Runs an animscript on an entity.
    EXAMPLE: driver AnimRelative( "germantruck_driver_closedoor", org , angles, driver.closedooranim )


void <entity> AnimScripted(<notify>,<origin>,<angles>,<animation>,[mode],[root],[rate],[blend],[lerp],[animation time],[is_scene_animation],[showPlayerWeaponInFirstPerson])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Runs an animscript on an entity.
    EXAMPLE: driver AnimScripted( "germantruck_driver_closedoor", org , angles, driver.closedooranim )


void Announcement(<string>,<duration>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sends an announcement to all clients.


void <entity> ApplyBallisticTarget(<targetPos>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Launch a vehicle with just enough force at a target.
    EXAMPLE: dropRaps ApplyBallisticTarget( (50,50,10) )


void <player> AreAllMissionsAtScore(<score>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if all missions are at the score specified
    EXAMPLE: is_score_achieved = self AreAllMissionsAtScore( 10000 )


void <entity> AreMeshesStreamed()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if this entity's meshes are streamed in
    EXAMPLE: thing areMeshesStreamed()


void arenagetcurrentseason()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the current arena season
    EXAMPLE: ArenaGetCurrentSeason()


void ArenaGetSlot()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the current arena slot
    EXAMPLE: ArenaGetSlot()


void AreTexturesLoaded()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check to see if start-of-level textures are loaded - if they're not, the streamer forces a black screen.
    EXAMPLE: while( !areTexturesLoaded() ) { wait(0.05); }


void <entity> AreTexturesStreamed()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if this entity's textures are streamed in
    EXAMPLE: thing areTexturesStreamed()


void ArraySort(<array>,<origin>,<origin>,<max>,<range>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns a sorted array of entities by closest or farthest distance from <origin>


void ArraySortClosest(<array>,<origin>,<max>,<minDist>,[maxDist])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns a sorted array of entities by closest from <origin>


void ArtilleryIconLocation(<position>,<teamNum>,<isActive>,[isMortar],[clientNum])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the artillery icon location
    EXAMPLE: ArtilleryIconLocation( self.origin, 1, true )


void <entity> ASMSetAnimationRate(<rate>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: change the delta animation rate for the entity using ASM.
    EXAMPLE: self ASMSetAnimationRate( 0.3 )


void <entity> Attach(<modelname>,[tagname],[ignoreCollision])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attach a model to an entity.
    EXAMPLE: self Attach( "panzerflak_ammo", "tag_weapon_left" )


void <player> AttachShieldModel(<modelname>,[tagname],[ignoreCollision])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attach a shield model to a player.
    EXAMPLE: self AttachShieldModel( "weapon_riot_shield", "tag_weapon_left" )


void <entity> AttachWeapon(<weapon>,<renderoptions>,<acvi>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Attaches a weapon to the entity.
    EXAMPLE: self AttachWeapon( weapon )


void BadPlace_Box(<name>,<duration>,<origin>,<halfSize>,<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a bad place box. AI will flee this position if they can, and will not go into it if they can avoid it.
    EXAMPLE: BadPlace_Box( "moody", -1, level.moodyfall_mn, level.moodyfall_halfSize, "neutral" )


void BadPlace_Cylinder(<name>,<duration>,<origin>,<radius>,<height>,<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a bad place cylinder. AI will flee this position if they can, and will not go into it if they can avoid it.
    EXAMPLE: BadPlace_Cylinder( "moody", -1, level.moodyfall_mn, level.moodyfall_radius, "neutral" )


void BadPlace_Delete(<bad place identifier>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Deletes a bad place. It is okay to delete a bad place name that doesn't exist. It is not okay to delete the special name "".
    EXAMPLE: BadPlace_Delete( "bpFlak1" )


void <ball> BallSetTarget([target],[targetOffset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the target of the ball to the given entity, and resets if no entity is specified.
    EXAMPLE: self BallSetTarget( player )


void Ban(<clientnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Bans the specified player.
    EXAMPLE: Ban( 2 )


entity BeamTrace(<start_pos>,<end_pos>,<hit_characters>,<ignore_ent>,[ignore_water],[ignore_glass],[ignore_ent2])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Performs a bullet trace between two points and returns an array of information about the trace result.
    EXAMPLE: a_trace = BeamTrace( org1, org2 )


void <entity> BloodImpact(<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the blood impact type on the character
    EXAMPLE: guy BloodImpact ( "none" )


void <entity> BlurAndTint_FX(<localClientNum>,true/false. Default is true.,<level>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Plays RadioActive/Fire FX
    EXAMPLE: entity BlurAndTint_FX(0, true, 1)


void Bobbing(<direction vector>,<amplitude>,<period>,<phase>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Causes a script entity to bob around its origin, along a given vector dir
    EXAMPLE: self Bobbing( directionVir, 0.3, 0.4, 0.0f )


void <player> BonusCardActiveCount(<classnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns how many bonus cards are active, cannot be called on a larry
    EXAMPLE: cardCount = self BonusCardActiveCount( self.class_num )


void BoundsWouldTelefrag(<mins>,<maxs>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the passed in bounding box would telefrag a player if another player was spawned there.
    EXAMPLE: if ( BoundsWouldTelefrag( vehicle GetAbsMins(), vehicle GetAbsmaxs() ) ) ...


void BulletSpread(<start>,<end>,<spread>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: uses spread to return a new end position
    EXAMPLE: endpos = BulletSpread( self.origin, target.origin, 1.0 )


entity BulletTrace(<start_pos>,<end_pos>,<hit_characters>,<ignore_ent>,[ignore_water],[ignore_glass],[ignore_ent2])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Performs a bullet trace between two points and returns an array of information about the trace result.
    EXAMPLE: a_trace = BulletTrace( org1, org2 )


void BulletTracePassed(<start>,<end>,<hit characters>,<ignore entity>,[ignore entity 2],[fx vis],[ignore water])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Allows script to do a bullet point trace with ( MASK_SHOT & ~CONTENTS_SKY ) returns true if the trace does not hit anything
    EXAMPLE: passed = BulletTracePassed( grenade.origin, self.origin + (0,0,TROPHY_TRACE_Z), false, self )


void CamAnimScripted(<player>,<cam_anim>,<start_time>,<align_origin>,<align_angles>,[lerp_duration],[camera_name],[ignoreProcessingInitialNoteTracks])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Plays the camera script on a player.
    EXAMPLE: CamAnimScripted( player, "proto_melee_cam", gettime(), origin, angles )


void <player> CameraForceDisableScriptCam()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Disable the script cam from client script.
    EXAMPLE: player CameraForceDisableScriptCam( true )


void <entity> CameraSetLensId(<id>)

    CATEGORY:
    CLIENT/SERVER: Client
    EXAMPLE: entity CameraSetLensId(0)


void <player> CameraSetUpdateCallback([function])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the function that will get called during the camera update
    EXAMPLE: player CameraSetUpdateCallback( &function )


void CanClaimNode(<node>,<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the node is unclaimed, false otherwise.
    EXAMPLE: if ( CanClaimNode( cover, team ) )


void CanPath(<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check if a path can be found between these positions.
    EXAMPLE: if ( self CanPath( self.origin, targetpos ) )


void ChangeAdvertisedStatus(<onOff>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Changes the advertised status
    EXAMPLE: changeAdvertisedStatus( onOff )


void <entity> CheckIfSongUnlocked(<aliasname>)

    CATEGORY:
    CLIENT/SERVER: Server
    EXAMPLE: self CheckIfSongUnlocked( "frag_out" )


void CheckNavMeshDirection(<start>,<dir>,<dist>,[characterRadius],[materialFlags])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Run a trace on NavMesh to get the furthest position a character can move in that direction
    EXAMPLE: pos = CheckNavMeshDirection( (10,20,30), ( 1, 1, 0 ), 25 )


void CleanupSpawnedDynEnts()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Removed all dyn ents that were dynamically spawned (gib pieces, destructible parts, etc)
    EXAMPLE: CleanupSpawnedDynEnts()


void <player> ClearAlternateAimParams()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces the local player to use default values for aim assist. Only works in zombie/campaign mode. Can only be called on players
    EXAMPLE: self ClearAlternateAimParams()


void <entity> ClearAnim(<animation>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets an animation's goal weight (and the goal weights of all of its descendents) to zero over the specified time.
    EXAMPLE: self ClearAnim( %root, 0)


void <entity> ClearAnimLimited(<animation>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets an animation's goal weight to zero over the specified time.
    EXAMPLE: self ClearAnimLimited( %root, 0)


void ClearLastUpdatedCollectibles()

    CATEGORY:
    CLIENT/SERVER: Client


void <entity> ClearMaterialOverride()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Clears the material override
    EXAMPLE: self ClearMaterialOverride()


void <player> ClearNearestEnemyScrambler()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: clears closest enemy scrambler from the compass
    EXAMPLE: player ClearNearestEnemyScrambler( )


void ClearPlayerCorpses()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Removes all player corpses from the level
    EXAMPLE: ClearPlayerCorpses( )


void <player> ClearPlayerGravity()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears the gravity override for the player.
    EXAMPLE: player ClearPlayerGravity()


void ClearSpawnPoints(<list>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears all spawnpoints out of the system
    EXAMPLE: ClearSpawnPoints()


void ClearSpawnPointsBaseWeight(<team mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears the objective base weights set in the spawn points
    EXAMPLE: ClearSpawnPointsBaseWeight( team_mask )


void <entity> ClearStepTriggerSound()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Clears the sound triggered by steps
    EXAMPLE: trigPlayer ClearStepTriggerSound()


void <entity> ClearStowedWeapon()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears the stowed weapon for the player
    EXAMPLE: self ClearStowedWeapon()


void ClearStreamerRequest(<slot>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Clear a hint from a request slot (0-7)
    EXAMPLE: clearStreamerRequest(0)


void <turret> ClearTargetEntity()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears the current target for this vehicle or turret.
    EXAMPLE: roof_turret ClearTargetEntity()


void ClearTopScorers()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears the top scorer for the end game screen.
    EXAMPLE: ClearTopScorers()


void ClientAnnouncement(<clientnum>,<string>,<duration>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sends an announcement to a single client.


void <client> ClientClaimTrigger(<trigger>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Claim a single user trigger.
    EXAMPLE: other ClientClaimTrigger( self )


void ClientPrint(<client>,<string>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Print a localized version of this string for a given client


void <client> ClientReleaseTrigger(<trigger>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Release a single user trigger.
    EXAMPLE: other ClientReleaseTrigger( self )


void ClientSysRegister(<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Declares a system who's state will be communicated over to the client script system when it changes. Takes a unique name, and returns the id of the system.
    EXAMPLE: index = ClientSysRegister("FakeFire")


void ClientSysSetState(<id>,<state>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the state of a pre registered client system for all clients. The state will be communicated to the client script system.
    EXAMPLE: ClientSysSetState(level._ClientSys["FakeFire"], "Event1Phase1")


entity CloneAndRemoveEntity(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a new entity at the position/orientation/pose of the original, and kills the original
    EXAMPLE: CloneAndRemoveEntity( ent )


void <entity> codcaster_keyline_enable(<type>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the CODCaster Keyline effect
    EXAMPLE: entity CODCasterKeyline_Enable( 0 )


void CodeGetClientField(<entity>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the value for a given client field.
    EXAMPLE: val = CodeGetClientField(ent, "my_field")


void CodeGetPlayerStateClientField(<player>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the value for a given player state client field.
    EXAMPLE: val = CodeGetPlayerStateClientField(ent, "my_field")


void CodeGetUIModelClientField(<player>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the value for a given player uimodel client field.
    EXAMPLE: val = CodeGetUIModelClientField(ent, "my_field")


void CodeGetWorldClientField(<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the value for a given client field.
    EXAMPLE: val = CodeGetWorldClientField("my_field")


void CodeIncrementClientField(<entity>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Increments the value for a given client field.
    EXAMPLE: CodeIncrementClientField(ent, "my_field")


void CodeIncrementPlayerStateClientField(<player>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Increments the value for a given player state client field.
    EXAMPLE: CodeIncrementPlayerStateClientField(ent, "my_field")


void CodeIncrementUIModelClientField(<entity>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Increments the value for a given client field.
    EXAMPLE: CodeIncrementUIModelClientField(ent, "my_field")


void CodeIncrementWorldClientField(<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Increments the value for a given world client field.
    EXAMPLE: CodeIncrementWorldClientField("my_field")


void CodeSetClientField(<entity>,<name>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the value for a given client field.
    EXAMPLE: CodeSetClientField(ent, "my_field", 1)


void CodeSetPlayerStateClientField(<player>,<name>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the value for a given player state client field.
    EXAMPLE: CodeSetPlayerStateClientField(ent, "my_field", 1)


void CodeSetUIModelClientField(<player>,<name>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the value for a given player uimodel client field.
    EXAMPLE: CodeSetUIModelClientField(ent, "my_field", 1)


void CodeSetWorldClientField(<name>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the value for a given world client field.
    EXAMPLE: CodeSetWorldClientField("my_field", 1)


void CollisionTestPointsInBox()

    CATEGORY:
    CLIENT/SERVER: Server


void CollisionTestPointsInCone()

    CATEGORY:
    CLIENT/SERVER: Server


void CollisionTestPointsInCylinder()

    CATEGORY:
    CLIENT/SERVER: Server


void CollisionTestPointsInPill()

    CATEGORY:
    CLIENT/SERVER: Server


void CollisionTestPointsInSphere()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of collision result structures


void <entity> ConnectPaths()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Connects the paths that intersect with the entity. If the entity is a script_brushmodel then it must have DYNAMICPATH set to connect paths.
    EXAMPLE: vehicle ConnectPaths()


void <player> ConsumableDecrement()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Decrement a specified consumable for the player by the specified amount
    EXAMPLE: self ConsumableDecrement( "blackjack", "awarded", 1 )


void <player> ConsumableGet()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the value of the specified consumable for the player
    EXAMPLE: self ConsumableGet( "blackjack", "awarded" )


void <player> ConsumableIncrement()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Increment a specified consumable for the player by the specified amount
    EXAMPLE: self ConsumableIncrement( "blackjack", "awarded", 1 )


void <player> ConsumableSet()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set a specified consumable for the player to the specified amount
    EXAMPLE: self ConsumableSet( "blackjack", "awarded", 1 )


void CountPlayers([team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns a count of the current players, even if they are still connecting to the game.
    EXAMPLE: count = CountPlayers()


void CreateDynEntAndLaunch(<model>,<pos>,<angles>,<hitpos>,<force>,[fx])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates and launches a dynent.
    EXAMPLE: CreateDynEntAndLaunch( spawn_models[i], origin, angles, origin, velocity, anim._effect["animscript_gibtrail_fx"] )


void CreateSoundRandom(<position>,<name>,<min wait>,<max wait>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Create sound random at the position
    EXAMPLE: CreateSoundRandom(randSound.origin, randSound.script_sound, randSound.script_wait_min, randSound.script_wait_max)


entity CreateStreamerHint(<origin>,<factor>,[lightingState])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Allows scripter to create a streamer hint entity viewpoint to the player's viewpoint.
    EXAMPLE: streamHintEnt = createStreamerHint( level.player.origin, 0.333 )


void CurrentSessionMode()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the current session mode index
    EXAMPLE: sessionMode = CurrentSessionMode()


void CylinderDamage(<cylinder_vec>,<origin>,<near_radius>,<far_radius>,<max_damage>,<min_damage>,[attacker],[means_of_death],[weapon])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: cylinder_dir_vector should contains the direction and the length of the cylinder relative to the base origin


void <entity> DamageConeTrace(<damage position>,[ignore entity],<damage position>,[cone angle])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determines how much the entity can be seen from the given position. Performs multiple traces and returns an approximation to how much of the entity is visible from the given point (between 0 and 1). In SinglePlayer this will always be 1 if the entity is partially visible.
    EXAMPLE: turretDamageFraction = entity damageConeTrace( turret.origin + (0,0,40), turret )


void DeactivateClientExploder(<exploder id>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Deactivates a client side exploder
    EXAMPLE: DeactivateClientExploder( 101 )


void DeactivateClientRadiantExploder(<exploder id>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Deactivates a client side radiant exploder
    EXAMPLE: DeactivateClientRadiantExploder( "light_switch" )


void <entity> Delete()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Removes an entity from the game in the same manner as a trigger_kill
    EXAMPLE: self Delete()


void DeletePathNode(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Delete a dynamically created path node or cover node
    EXAMPLE: DeletePathNode( node )


void DemoIsAnyFreeMoveCamera()

    CATEGORY:
    CLIENT/SERVER: Client


void DemoIsDollyCamera()

    CATEGORY:
    CLIENT/SERVER: Client


void DemoIsEditCamera()

    CATEGORY:
    CLIENT/SERVER: Client


void DemoIsMovieCamera()

    CATEGORY:
    CLIENT/SERVER: Client


entity DeployRiotShield(<owner>,<shield_ent>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the index in a particular class
    EXAMPLE: DeployRiotShield( owner, shield )


void <entity> DepthInWater()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the depth (in inches) that the entity is in water. Returns depth in inches, or 0 if the entity isn't in water. Will work for all water types.
    EXAMPLE: depth = get_players()[0] DepthInWater()


void <player> DepthOfPlayerInWater()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the depth (in inches) that the player is in water. Returns depth in inches, or 0 if the entity isn't in water. Will work for all water types. More effecient than depthinwater but will only work for players
    EXAMPLE: depth = get_players()[0] DepthOfPlayerInWater()


void <entity> Detach(<modelname>,[tagname])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: detaches an attached model from an entity
    EXAMPLE: self Detach( "explosivepack", "tag_weapon_right" )


void <entity> DetachAll()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: detaches all attached models from an entity
    EXAMPLE: self DetachAll()


void <player> DetachShieldModel(<modelname>,[tagname])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Detaches an attached shield model from a player.
    EXAMPLE: self DetachShieldModel( "weapon_riot_shield", "tag_weapon_left" )


void <entity> Detonate([player])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Detonate the entity and set the owner to the player which is specified.
    EXAMPLE: self Detonate( attacker )


void DirectionalHitIndicator(<victims0>,[victims1])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create a directional hit indicator
    EXAMPLE: attacker DirectionalHitIndicator( victimArray0, victimArray1 )


void <entity> DisableAimAssist()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Disables Aim assist on the entity. Entity has to be either a brush model or an actor or a vehicle or a script_model.
    EXAMPLE: player DisableAimAssist()


void DisableDestructiblePieces(<label>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Disables all destructible pieces that have this label set in the destructible gdt
    EXAMPLE: DisableDestructiblePieces( "heavy_armor" )


void DisableGrenadeSuicide()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops cooked grenades from killing the player.


void <entity> DisableGrenadeTouchDamage()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Resets the grenade touch damage flag of the entity
    EXAMPLE: self DisableGrenadeTouchDamage()


void <player> DisableOffhandSpecial()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Disable the ability to activate a player's special offhand weapons
    EXAMPLE: player DisableOffhandSpecial()


void <entity> DisableOnRadar()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the icon to be shown on the minimap
    EXAMPLE: actor DisableOnRadar()


void DisableSpawnPointList(<list>,<team mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: disables spawn point list for a the team_mask
    EXAMPLE: DisableSpawnPointList()


void DisableSpeedBlur(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: REmoves a speed blur on on the screen
    EXAMPLE: DisableSpeedBlur( <localClientNum> )


void <vehicle> DisableVehicleSounds()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Disables all sounds from a vehicle
    EXAMPLE: self DisableVehicleSounds()


void <entity> DisconnectPaths([detailLevel],[moveAllowed])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Disconnects the paths that intersect with the entity. If the entity is a script_brushmodel then it must have DYNAMICPATH set to disconnect paths.
    EXAMPLE: level.ArmoredCar DisconnectPaths()


void <entity> DoDamage(<health>,<source position>,[attacker],[inflictor],[hitloc],[mod],[dflags],[weapon],[infdestructible_piece_indexlictor],[forcePain])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Does damage to this entity
    EXAMPLE: player DoDamage(25, gasEffectArea.origin, player.lastPoisonedBy, grenade_obj, 0, "MOD_EXPLOSIVE", 0, GetWeapon("tabun_gas_mp"), -1, false)


void DoesWeaponReplaceSpawnWeapon(<weapon name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the new weapon is an alt mode of the spawn weapon. Only certain alt variations are valid (not-gl)
    EXAMPLE: if ( DoesWeaponReplaceSpawnWeapon( self.spawnWeapon, newWeapon ) )


void <entity> DontInterpolate()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: pop the entity's position instantaneously to where it moves this time step, rather than smoothly moving there from the previous position
    EXAMPLE: entity DontInterpolate()


void <player> DoubleXPTimerFired()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Used to decrement consumable double xp promotions


void <entity> DragonStrike_Enable(<type>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the DragonStrike effect
    EXAMPLE: entity DragonStrike_enable( 0 )


void <entity> DragonStrike_SetColorRadiusSpinPulse(red, green, blue)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set Dragon Strike Cicle position
    EXAMPLE: entity DragonStrike_SetColorRadiusSpinPulse( 1.0, 0.5, 0.25, 100.0, 0.5, 1.0 )


void <entity> DragonStrike_SetPosition(vec3_t position)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set Dragon Strike Cicle position
    EXAMPLE: entity DragonStrike_SetPosition( vec3 )


void DrawNode(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Draws a node
    EXAMPLE: DrawNode( self.node)


void DropNodEToFloor(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Drop the node to the floor.
    EXAMPLE: DropNodeToFloor( node )


void EACPathSet(<vec3>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the value of a eac path drone.
    EXAMPLE: SetEACPATH( origin )


void Earthquake(<scale>,<duration>,<radius>,[target])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create an earthquake
    EXAMPLE: Earthquake( 0.22, 7, player.origin, 150 )


void <entity> EnableAimAssist()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables Aim assist on the entity. Entity has to be either a brush model or an actor or a vehicle or a script_model.
    EXAMPLE: player EnableAimAssist()


void EnableAllDestructiblePieces()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables all destructible pieces that were previously disabled
    EXAMPLE: EnableAllDestructiblePieces()


void EnableGrenadeSuicide()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables cooked grenades killing the player.


void <entity> EnableGrenadeTouchDamage()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the grenade touch damage flag of the entity
    EXAMPLE: self EnableGrenadeTouchDamage()


void EnableInfluencer(<influencer id>,<enable>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables or disables the given influencer
    EXAMPLE: EnableInfluencer( influencer_id, true )


void <entity> EnableLinkTo()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: enables linkto for an entity
    EXAMPLE: self.bombtrigger EnableLinkTo()


void EnableNavMeshTrigger(<targetname>,<enable>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables/disables a given navmesh trigger
    EXAMPLE: EnableNavMeshTrigger( "some_trigger", true )


void <entity> EnableObstacle(<enable>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables or disables the hkai obstacle associated with a given entity.
    EXAMPLE: ent EnableObstacle( true )


void <player> EnableOffhandSpecial()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enable the ability to activate a player's special offhand weapons
    EXAMPLE: player EnableOffhandSpecial()


void <entity> EnableOnRadar()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the icon to be shown on the minimap
    EXAMPLE: actor EnableOnRadar()


void EnableSpawnPointList(<list>,<team mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: enables spawn point list for a the team_mask
    EXAMPLE: EnableSpawnPointList()


void EnableSpeedBlur(<localClientNum>,<amount>,<inner radius>,<inner outerradius>,<velocityShouldScale>,<velocityScale>,<blurInTime>,<blurOutTime>,<shouldOffset>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets a speed blur on on the screen with parameters
    EXAMPLE: EnableSpeedBlur( localClientNum, .02, .5, .75, true, 300.0 )


void <vehicle> EnableVehicleSounds()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Enables all sounds from a vehicle
    EXAMPLE: self EnableVehicleSounds()


void <player> EndCamAnimScripted(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Ends the camera script on a player.
    EXAMPLE: EndCamAnimScripted( player )


void <player> EndExtraCamAnimScripted(<player>,<extra_cam_index>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Ends the extracam camera script on a player.
    EXAMPLE: EndExtraCamAnimScripted( player, 0 )


void evSetRanges(<localClientNum>,<geometryRange>,<targetRange>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the visual range for EV mode
    EXAMPLE: evSetRanges( localclientnum, geometryRange, targetRange )


void ExitLevel([save persistent])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: exits the current level
    EXAMPLE: ExitLevel( false )


void ExperimentsGetVariant()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the variant for a user for an experiment
    EXAMPLE: variant = player ExperimentsGetVariant( experimentName )


void ExtraCamAnimScripted(<player>,<extra_cam_index>,<cam_anim>,<start_time>,<align_origin>,<align_angles>,[lerp_duration],[camera_name],[ignoreProcessingInitialNoteTracks])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Plays the camera script on an extracam player.
    EXAMPLE: ExtraCamAnimScripted( player, 0, "proto_melee_cam", gettime(), origin, angles )


void FakeFire(<owner>,<origin>,<weapon>,<shot count>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Simulates gun fire. Sound and radar blip.
    EXAMPLE: decoy FakeFire( player, position, "turret_mp", 20 )


void FindAnimByName(<tree>,<anim>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Find specified animation( using animation name ) in a specified animtree( using atr name).
    EXAMPLE: animnamehash = FindAnimByName("generic_human", "chicken_dance")


void <entity> FindDRFilter(<object>,<filterset>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: optimized code replacement for find_dr_filter
    EXAMPLE: object FindDRFilter( filterset )


void FindPath(<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check if a path can be found between these positions.
    EXAMPLE: if ( self FindPath( self.origin, potentialpos ) )


void FlashbackFinish()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Finishes the flashback
    EXAMPLE: self FlashbackFinish()


void FlashbackStart(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Starts the flashback and returns the new origin
    EXAMPLE: newpos = self FlashbackStart( <weapon> )


void FlushSubtitles(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Flush and clear any current subtitles on the screen for this specific client
    EXAMPLE: FlushSubtitles(0)


void FootstepDoEverything()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the footsteps to play sound and play the footstep fx
    EXAMPLE: FootstepDoEverything()


void FootstepDoFootstepFX()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the footsteps to play the effect
    EXAMPLE: FootstepDoFootstepFX()


void FootstepDoNothing()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the footsteps to do nothing. Not to play sound or play any fx
    EXAMPLE: FootstepDoNothing()


void FootstepDoSound()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the footsteps to play sound
    EXAMPLE: FootstepDoSound()


void ForceAmbientRoom(<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Force play an ambient sound
    EXAMPLE: ForceAmbientRoom( "sndHealth_LowHealth" )


void <entity> ForceDelete()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces Removal of a entity. Does not wait till next snapshot to remove it. Will cause crash if called on animated entity
    EXAMPLE: thing forcedelete()


void ForceGameModeMappings(<localClientNum>,<modeName>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces the users controller mappings for a specific game mode (or resets to user defaults)
    EXAMPLE: ForceGameModeMappings( localClientNum, "default" )


void <entity> ForcePainOn()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: toggles pain.forcePain to true; next damage reaction guarenteed
    EXAMPLE: ai ForcePainOn()


void ForceStreamBundle(<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Force the assets in a script bundle to stream in
    EXAMPLE: ForceStreamBundle( "cin_ram_02_03_ai" )


void ForceStreamMaterial(<material>,[textureLods])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces the streamer to load texture LODs for a material even if it isn't yet visible. Returns true when all levels are loaded. Call StopForceStreamingMaterial when you no longer need it, or Steve will be upset that you're wasting Streamer memory.
    EXAMPLE: areAllForcedLodsLoaded = ForceStreamMaterial( material, mipsToNotForce )


void ForceStreamWeaponRenderOptions(<localClientNum>,<weapon>,<weaponOptions>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces all materials for the combination of weapon and render options to stream in
    EXAMPLE: ForceStreamWeaponRenderOptions( localClientNum, weapon, weaponOptions )


void ForceStreamWeapons()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces all weapon materials to stream in
    EXAMPLE: forceStreamWeapons()


void ForceStreamXModel(<model>,[meshLodsToForce],[textureLodsToForce])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces the streamer to load model and texture LODs for a model even if it isn't yet visible. Returns true when all levels are loaded. Call StopForceStreamingXModel when you no longer need it, or Steve will be upset that you're wasting Streamer memory.
    EXAMPLE: areAllForcedLodsLoaded = CScr_ForceStreamXModel( model, meshLodsToNotForce, textureLodsToNotForce, alsoStreamLowerLods=true )


void ForceTModeVisible(<entity>,[visible])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces an entity to be visible as if a player was seeing it via tmode
    EXAMPLE: ForceTModeVisible( aiGuy, true )


void FXBlockSight(<entity>,<radius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Uses a general entity and a radius to set a line of sight blocker on the server for some AI. Destroyed when the entity is freed.
    EXAMPLE: FXBlockSight( fxent, 64 )


void GadgetActivate(<slot>,<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: turns gadget on in slot.
    EXAMPLE: self GadgetActivate( slot )


void GadgetCharging(<slot>,[value])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the gadget charging state.
    EXAMPLE: self GadgetCharging( slot, true )


void GadgetDeactivate(<slot>,<weapon>,<penalty>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: turns gadget off in slot.
    EXAMPLE: self GadgetDeactivate( slot, weapon, GADGET_OFF_PENALTY_SHUT_OFF )


void GadgetFlickering(<slot>,[flicker],[length])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Tests a gadget is flickering and can optionally set flickering.
    EXAMPLE: self GadgetFlickering( slot, true, 200 )


void GadgetGetSlot(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get gadget slot for weapon.
    EXAMPLE: self GadgetGetSlot( weapon )


void GadgetIsActive(<slot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the gadget is active.
    EXAMPLE: self GadgetIsActive( slot )


void GadgetIsPrimed(<slot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the gadget is primed.
    EXAMPLE: self GadgetIsPrimed( slot )


void GadgetIsReady(<slot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the gadget is ready.
    EXAMPLE: self GadgetIsReady( slot )


void GadgetPowerChange(<slot>,<change>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Applies a power change to the gadget power.
    EXAMPLE: self GadgetPowerChange( slot, -20 )


void GadgetPowerGet(<slot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the power remaining for gadget.
    EXAMPLE: power = self GadgetPowerGet( slot )


void GadgetPowerReset(<slot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Applies a power reset.
    EXAMPLE: self GadgetPowerReset( slot )


void GadgetPowerSet(<slot>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the power override to value. Works always.
    EXAMPLE: self GadgetPowerSet( slot, 100 )


entity <entity> GadgetPulseGetOwner()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the owner of the vision pulse you an entity is pulsed by if it exists
    EXAMPLE: entity GadgetPulseGetOwner(<localclientnum>)


void <entity> GadgetPulseResetReveal()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Resets the reveal on an entity for this player
    EXAMPLE: entity GadgetPulseResetReveal()


void <entity> GadgetPulseRevealed()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Tests whether an enemy is currently revealed for this player
    EXAMPLE: reveal = entity GadgetPulseRevealed()


void GadgetSetActivateTime(<slot>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the activation time of this gadget.
    EXAMPLE: self GadgetSetActivateTime( slot, time )


void GadgetSetEntity(<slot>,<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the entity used by this gadget.
    EXAMPLE: self GadgetSetEntity( slot, ent )


void GadgetSetInfrared(<localClientNum>,<bool>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Enables or disables infrared for the gadget
    EXAMPLE: GadgetSetInfrared( localclientnum, newVal )


void GadgetStateChange(<slot>,<weapon>,<state>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: changes the gadget state in a slot.
    EXAMPLE: self GadgetStateChange( slot )


void GadgetTargetResult(<hit_miss>)

    CATEGORY:
    CLIENT/SERVER: Server
    EXAMPLE: GadgetTargetResult(true)


void GameModeIsMode(<gamemode>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current game mode is the given mode
    EXAMPLE: if ( GameModeIsMode( level.GAMEMODE_WAGER_MATCH ) )


void GeneratePointsAroundCenter(<origin>,<maxSearchRadius>,<innerSpacing>,[minRadius],<innerSpacing>,[distributionBias])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: generate uniformly distributed points around a center in 2D (XY) plane
    EXAMPLE: array = GeneratePointsAroundCenter( enemy.origin, 500, 80, 100, 40, (-0.3,0,0) )


void <actor> GenerateScriptEvent([origin],[radius],[name])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a script event at the actor's origin, with default radius
    EXAMPLE: self GenerateScriptEvent()


void <entity> GetAbsMaxs()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get absolute maximum bounds of the entity in world space.
    EXAMPLE: absMaxs = wallModel GetAbsMaxs()


void <entity> GetAbsMins()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get absolute minimum bounds of the entity in world space.
    EXAMPLE: absMins = wallModel GetAbsMins()


void GetActiveLocalClients()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the number of active local clients
    EXAMPLE: active_clients = GetActiveLocalClients()


void GetActorArray([name],[key])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the human AI
    EXAMPLE: aiarray = GetActorArray( "ralph", "targetname" )


void GetActorSpawnerArray([name],[key])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the actor spawners in a level.
    EXAMPLE: spawners = GetSpawnerArray()


entity GetActorSpawnerTeamArray(<team>,[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the spawners in a level
    EXAMPLE: enemies = GetActorSpawnerTeamArray( "axis", "neutral" )


entity GetActorTeamArray(<team>,[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the human AI
    EXAMPLE: aiarray = GetActorTeamArray( "axis", "neutral" )


void GetActorTeamCountRadius(<origin>,<radius>,[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns number of human actor AI within a sphere on a given set of teams
    EXAMPLE: nearbyOthersCount = GetActorTeamCountRadius( self.origin, 500, "axis", "neutral" )


void <entity> GetActorWeaponOptions()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return's the actors current weapon options, ex: weapon camo option.
    EXAMPLE: self GetActorWeaponOptions()


entity GetAIArchetypeArray([team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the AI for the given archetype and optionally given team
    EXAMPLE: aiarray = GetAIArchetypeArray( "human" )


void GetAIArray([name],[key])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the human AI
    EXAMPLE: aiarray = GetAIArray( "my_ai", "targetname" )


void GetAICount()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the current ai count.
    EXAMPLE: aicount = GetAICount()


void <entity> GetAIFxName(<localClientNum>,<aiFxBundleKey>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns a FX name corresponding to the AI's aiFxBundle key/value pair.
    EXAMPLE: fxName = self GetAIFxName( localClientNum, surfaceTable )


void GetAILimit()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the max ai count set by script.
    EXAMPLE: ailimit = GetAILimit()


void <entity> GetAimAngles(<targetPos>,<aimTag>,<prevAimTagAngles>,<prevAimAngles>,<maxAngles>,<maxAimDeltas>,<maxTagDelta>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array with the angles of the aimTag and the relative aiming delta angles from this orientation.
    EXAMPLE: aim_angles = ent GetAimAngles( shootPos, "tag_aim", (0, 30, 0), (15, 10, 0), (60, 60, 0), (5, 5, 0), 11 )


entity GetAISpeciesArray([team],[species])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the AI
    EXAMPLE: aiarray = GetAISpeciesArray( "axis", "all" )


entity GetAITeamArray(<team>,[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the human AI and vehicle AI
    EXAMPLE: aiarray = GetAITeamArray( "axis", "neutral" )


void GetAITriggerFlags()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the spawn flags that will allow AI to activate triggers
    EXAMPLE: spawn("trigger_radius", (0,0,0), GetAITriggerFlags())


void GetAllCharacterBodies(<sessionMode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns all character indices, even disabled ones, for the current session mode (or specified session mode)
    EXAMPLE: heroIndices = GetAllCharacterBodies()


void GetAllCharacterHeads(<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns all character indices, even disabled ones, for the current session mode (or specified session mode)
    EXAMPLE: heroIndices = GetAllCharacterHeads()


pathnode GetAllNodes()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets all of the nodes in a level
    EXAMPLE: nodes = GetAllNodes()


void GetAmmoCount(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the count of ammo left
    EXAMPLE: n_ammo = self GetAmmoCount( w_weapon )


void GetAngleDelta(<animation name>,[start time],[end time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the angle delta of the animation
    EXAMPLE: angleDelta = getAngleDelta( arrivalAnim, 0, normalizedLength )


void GetAngleFromBits()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the angle (0 - 360) from the (compressed) bits
    EXAMPLE: yaw = GetAngleFromBits( bits, 3 )


void <entity> GetAngles()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the rotation of the entity
    EXAMPLE: angles = self GetAngles()


void <entity> GetAnimCurrFrameCount(<animation>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get current frame for the given animation when its running.
    EXAMPLE: CurrFrameNum = GetAnimCurrFrameCount(climbAnim)


void GetAnimForCharacter(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the name of the animation to use for the character pose in the frontend
    EXAMPLE: frontendVignetteAnim = GetAnimForCharacter( characterIndex, "mp" )


void GetAnimFrameCount(<animation>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get total number of frames for the given animation.
    EXAMPLE: FrameNum = GetAnimFrameCount(climbAnim)


void GetAnimLength(<animation>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the length of an animation
    EXAMPLE: cycleTime = GetAnimLength( climbAnim )


void GetAnimStateCategory()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the current anim state category for an Actor.
    EXAMPLE: category = GetAnimStateCategory( )


void GetAnimTagOrigin(<animation name>,<normalized time>,<tag name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the local tag position within the animation at the specified normalized time, has no consideration to bone hierarchy.
    EXAMPLE: tagPosition = GetAnimTagOrigin( arrivalAnim, 0, "tag_sync" )


void <entity> GetAnimTime(<animation>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the normalized animation time for the given animation.
    EXAMPLE: if ( (self GetAnimTime( %walk_and_run_loops ) ) < 0.5 )


pathnode GetAnyNodeArray(<pos>,<radius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of nodes within given radius
    EXAMPLE: node = GetCoverNodeArray( self.origin, 256 )


void GetArchetypeFromClassname()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Given classname, returns archetype name if its an AITYPE or VEHICLE.
    EXAMPLE: GetArchetypeFromClassname("spawner_enemy_54i_human_sniper_sniperrifle")


void GetAssignedTeam(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns the player's team as assigned by matchmaking. 0 = No Team, 1 = OpFor, 2 = Allies, 3 = Spectator.
    EXAMPLE: team = GetAssignedTeam( player )


void GetAssignedTeamName(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns the player's team as assigned by matchmaking. 0 = No Team, 1 = OpFor, 2 = Allies, 3 = Spectator.
    EXAMPLE: team = GetAssignedTeam( player )


void GetAtrLoaded()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: return an array of anim tree name loaded onto the server.
    EXAMPLE: trees = GetAtrLoaded()


void <entity> GetAttachIgnoreCollision(<modelindex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the ignore collision flag of the attached model at the given attachment slot
    EXAMPLE: model_ignore_collision = self GetAttachIgnoreCollision( index )


void <entity> GetAttachmentCosmeticVariantForWeapon(<custom Class>,<loadoutSlot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the AttachmentCosmeticVariantIndexes data to be passed in to GetWeapon
    EXAMPLE: acvi = self GetAttachmentCosmeticVariantForWeapon( class_num, "primary" )


void GetAttachmentCosmeticVariantIndexes(<weaponname>,[attachmentname_1],[variantindex_1],[attachmentname_2],[variantindex_2],[attachmentname_3],[variantindex_3],[attachmentname_4],[variantindex_4],[attachmentname_5],[variantindex_5],[attachmentname_6],[variantindex_6],[attachmentname_7],[variantindex_7],[attachmentname_8],[variantindex_8])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the AttachmentCosmeticVariantIndexes data to be passed in to GetWeapon
    EXAMPLE: GetAttachmentCosmeticVariantIndexes( "mp7_mp", "acog", 2, "grip", 1 )


void GetAttachmentNames()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns array containing the names for each type of attachment.
    EXAMPLE: attachmentNames = GetAttachmentNames()


void <entity> GetAttachModelName(<modelindex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the name of the attached model at the given attachment slot
    EXAMPLE: model_name = self GetAttachModelName( index )


void <entity> GetAttachSize()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of attached models for this entity.
    EXAMPLE: size = self GetAttachSize()


void <entity> GetAttachTagName(<modelindex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the tagname of the attached model at the given attachment slot
    EXAMPLE: tag_name = self GetAttachTagName( index )


void GetBaseWeaponItemIndex(<weaponName>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the base weapon item index from the statstable
    EXAMPLE: baseWeaponName = GetBaseWeaponItemIndex( "m16_acog_mp" )


void <ai> GetBestInfluencepos(<index>,<low>,<high>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns the influence map position for ai, this is custom logic to return the closest posistion between the passed in thresholds
    EXAMPLE: dir = self GetBestInfluencePos( index, low, high)


entity GetBestSpawnPoint(<point team>,<influencer team>,<vis team>,[player],[predictedSpawn],[array of lists])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns a sorted array of spawnpoints in order from best to worst for the given team
    EXAMPLE: GetSortedSpawnPoints()


void GetBitsForAngle()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the compressed bits for an angle with <num bits> granularity
    EXAMPLE: bits = GetBitsForAngle( angle, 3 )


void GetBodyAccentColorCountForHero(<localClientNum>,<sessionMode>,<heroIndex>,<bodyIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the number of accents for the specified body model of a specific hero
    EXAMPLE: modelName = GetBodyAccentColorCountForHero( localClientNum, 0, 0 )


void <entity> GetBodyRenderOptionsPacked()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the packed value of body render options (body type, style, colors)
    EXAMPLE: gibEntity GetBodyRenderOptionsPacked()


void GetBrushModelCenter(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the center of the Brush Model entity
    EXAMPLE: center = GetBrushModelCenter( self )


void <player> GetBuildKitAttachmentCosmeticVariantIndexes(<weapon>,<upgraded>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get attachment cosmetic variant indexes for the weapon from the player's build kit
    EXAMPLE: acvi = self GetBuildKitAttachmentCosmeticVariantIndexes( ar_standard )


void <player> GetBuildKitWeapon(<weapon>,<upgraded>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get weapon object (including attachments) for the weapon from the player's build kit
    EXAMPLE: weapon = self GetBuildKitWeapon( ar_standard )


void <player> GetBuildKitWeaponOptions(<weapon>,[camo_index])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get weapon options for the weapon from the player's build kit
    EXAMPLE: weapon_options = self GetBuildKitWeaponOptions( ar_standard, packapunch_camo_index )


void GetCamAngles()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the camera view angles
    EXAMPLE: player GetCamPos()


void GetCamAnglesByLocalClientNum(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the camera angles of the local client given
    EXAMPLE: cam_angles = GetCamAnglesByLocalClientNum( 0 )


void GetCamAnimTime(<cam_anim>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the duration of an xcam in milliseconds.
    EXAMPLE: GetCamAnimTime( "proto_melee_cam" )


void GetCamPos()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the camera position
    EXAMPLE: player GetCamPos()


void GetCamPosByLocalClientNum(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the camera position of the local client given
    EXAMPLE: cam_origin = GetCamPosByLocalClientNum( 0 )


void <entity> GetCentroid()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the centroid of an entity
    EXAMPLE: centroid = self GetCentroid()


void GetCharacterAssetName(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the asset name for a character for the current session mode
    EXAMPLE: heroName = GetCharacterAssetName( characterIndex, "mp" )


void GetCharacterBodyModelColorCount(<characterIndex>,<bodyStyleIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the body model count for a character for the current session mode
    EXAMPLE: heroBodyModelCount = GetCharacterBodyModelCount( characterIndex, "mp" )


void GetCharacterBodyModelCount(<characterIndex>,<sessionMode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the body model count for a character for the current session mode
    EXAMPLE: heroBodyModelCount = GetCharacterBodyModelCount( characterIndex, "mp" )


void GetCharacterBodyStyleIndex(<gender>,<bodyStyleDisplayName>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the index of the body style designated by the given display name
    EXAMPLE: bodyStyleIndex = GetCharacterBodyStyleIndex( true, "Technomancer" )


void GetCharacterCustomizationForXUID(<localClientNum>,<xuid>)

    CATEGORY:
    CLIENT/SERVER: Client
    EXAMPLE: GetCharacterCustomizationForXUID( <xuid>)


void GetCharacterDisplayName(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the display name for a character for the current session mode
    EXAMPLE: heroName = GetCharacterDisplayName( characterIndex, "mp" )


void GetCharacterFields(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns info for the character pose playerbodytype
    EXAMPLE: heroFields = GetCharacterFields( characterIndex, "mp" )


void GetCharacterHeadRenderOptions(<headIndex>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Calculates the packed helmet render option - to be passed to SetBodyRenderOptions()
    EXAMPLE: helmetRenderOptions = GetCharacterHeadRenderOptions( 0 )


void GetCharacterHelmetHidesHead(<characterIndex>,<helmetIndex>,<sessionMode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns whether or not the characters head should be hidden based on the helmet
    EXAMPLE: hideHead = GetCharacterHelmetHidesHead( 0, 0, 0 )


void GetCharacterHelmetModelColorCount(<characterIndex>,<helmetStyleIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the helmet model count for a character for the current session mode
    EXAMPLE: heroHelmetModelCount = GetCharacterHelmetModelCount( characterIndex, "mp" )


void GetCharacterHelmetModelCount(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the helmet model count for a character for the current session mode
    EXAMPLE: heroHelmetModelCount = GetCharacterHelmetModelCount( characterIndex, "mp" )


void GetCharacterHelmetRenderOptions(<characterIndex>,<helmetIndex>,<colorIndex1>,<colorIndex2>,<colorIndex3>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Calculates the packed helmet render option - to be passed to SetBodyRenderOptions()
    EXAMPLE: helmetRenderOptions = GetCharacterHelmetRenderOptions( 0, 1, 1, 2, 3 )


void <entity> GetCharacterIndex()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the character index
    EXAMPLE: index = self GetCharacterIndex()


void GetCharacterModeRenderOptions(<session_mode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Calculates the packed mode render option - to be passed to SetBodyRenderOptions()
    EXAMPLE: modeRenderOptions = GetCharacterModeRenderOptions( SESSIONMODE_MULTIPLAYER )


void GetClassIndexFromName(<className>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the index in a particular class
    EXAMPLE: GScr_GetClassIndexFromName( "CLASS_SMG" )


void GetClientFieldVersion()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the version of the specifiec client field, in the specified client field set - or 0 if the field isn't registered.
    EXAMPLE: if(GetClientFieldVersion( "world", "fog_volume_active" ))


void <entity> GetClientTime()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the current client time in milliseconds
    EXAMPLE: currTime = ent GetClientTime()


entity GetClones(<local client num>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get an array of all the clones
    EXAMPLE: clones = GetClones( localClientNum )


void GetClosestPointOnNavMesh(<position>,[searchRadius],[distFromBoundary],[materialFlags])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get a point on NavMesh that's closest to the given position within radius. Returns the adjusted position if found one, or undefined if not found. If distFromBoundary is defined, the point found on NavMesh will then be moved again to get it away from boundary
    EXAMPLE: posOnNavMesh = GetClosestPointOnNavMesh( (10,20,30), 25, 15 )


void <flying_ai> GetClosestPointOnNavVolume(<position>,[searchRadius])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get a point on nav volume that's closest to the given position within radius. Returns the adjusted position if found one, or undefined if not found.
    EXAMPLE: posOnNavVolume = self GetClosestPointOnNavVolume( (10,20,30), 25 )


void GetContractName(<contractIndex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the name of the specified contract
    EXAMPLE: contractName = GetContractName( contractIndex )


void GetContractRequiredCount(<contractIndex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the required count for the specified contract
    EXAMPLE: contractName = GetContractRequiredCount( contractIndex )


void GetContractRequirements(<contractIndex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of contract requirements. Each requirement takes up two indices, 'reqType' and 'reqData'.
    EXAMPLE: mapNames = GetContractRequirements( contractIndex )


void GetContractResetConditions(<contractIndex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the reset conditions of the specified contract
    EXAMPLE: resetConditions = GetContractResetConditions( contractIndex )


void GetControllerPosition(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: get current deflection of control, returns values via an array with vector values for "look" and "move" which correspond to those controls. Values are -1 to 1 and represent the given axis on the vector
    EXAMPLE: pos = self GetControllerPosition() ...


void GetControllerType()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns the controller type of the player
    EXAMPLE: player GetControllerType()


void <player> GetCorpseAnim()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the animation that the corpse will play
    EXAMPLE: deathAnim = self GetCorpseAnim()


entity GetCorpseArray()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the items in a level.
    EXAMPLE: origins = GetCorpseArray()


void GetCounterTotal(<counterType>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the counter count for the given counter
    EXAMPLE: count = GetCounterTotal( "global_comebacks" )


pathnode GetCoverNodeArray(<pos>,<radius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of cover nodes within given radius
    EXAMPLE: node = GetCoverNodeArray( self.origin, 256 )


void GetCrateHeadObjective(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the equipment head objective as described in the grenadeweapon gdt.
    EXAMPLE: crateObjective = GetCrateHeadObjective( uav )


void <entity> GetCurrentAnimScriptedName()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get current frame for the given animation when its running.
    EXAMPLE: animName = GetCurrentAnimScriptedName()


void <ai_or_player> GetCurrentEventId()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the id from the current event.
    EXAMPLE: eventId = self GetCurrentEventId()


void <ai_or_player> GetCurrentEventName()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the name of the current event.
    EXAMPLE: eventId = self GetCurrentEventName()


entity <ai_or_player> GetCurrentEventOriginator()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the originator from the current event if any
    EXAMPLE: target = self GetCurrentEventOriginator()


void <ai_or_player> GetCurrentEventType()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the type from the current event.
    EXAMPLE: type = self GetCurrentEventType()


void <ai_or_player> GetCurrentEventTypeName()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the type string name from the current event.
    EXAMPLE: type = self GetCurrentEventTypeName()


void <player> GetCurrentGunRank(<index>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the gun current rank
    EXAMPLE: rank - GetCurrentGunRank(0)


void GetCurrentWeaponIncludingMelee(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the weapon being used by the specified local client, and will return the melee weapon if the client is in a melee state
    EXAMPLE: currentWeapon = GetCurrentWeapon( localClientNum )


void GetCustomTeamName(<teamid>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the team name
    EXAMPLE: name = GetCustomTeamName( teamid )


void GetCyberComAbilityName(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the cybercom ability name given the flag, type
    EXAMPLE: GetCyberComAbilityName( flag, type )


void getCybercomType()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the active cybercom type
    EXAMPLE: cybercom_type = player getCybercomType()


void GetCyberComWeapon(<flag>,<type>,<upgraded>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the cybercom gadget weapon given the flag, type, and if upgraded
    EXAMPLE: GetCyberComWeapon( flag, type, upgraded )


entity GetDamageableEntArray([origin],[radius],[checkZ])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the entities that can be damaged. Can optionally take an origin, radius, and a flag to check 3D.
    EXAMPLE: entities = GetDamageableEntArray( maxDist, true )


void <player or actor> GetDebugEye()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the debug position of the eye for an AI or Player
    EXAMPLE: eyePos = player GetDebugEye()


void <player> GetDecorations([ only_decorations_earned ])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of booleans that represents all the decorations the player has earned
    EXAMPLE: medals = e_player GetDecorationsEarned()


void GetDefaultClassSlot(<classname>,<slotname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the item in a particular default class slot
    EXAMPLE: GetDefaultClassSlot( "cqb", "primary" ); // Returns primary weapon reference


void GetDemoVersion()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the demo version value
    EXAMPLE: if ( GetDemoVersion() )


void <entity> GetDistanceFromScreenCenter(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the distance from the screen center to the entity
    EXAMPLE: ent GetDistanceFromScreenCenter( localClientNum )


entity GetDroppedWeapons()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array containing all the dropped weapons in the level


void getdynent(<targetname>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the dynent with the specified targetname
    EXAMPLE: twig = getdynent("twig")


void getdynentarray(targetname)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get a dynent array with the specified targetname
    EXAMPLE: twigs = getdynentarray("twig")


entity <entity> GetEnemies()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of enemies.
    EXAMPLE: enemies = self GetEnemies()


void <player> GetEnemyScramblerAmount()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the amount alpha of the enemy scrambler applied
    EXAMPLE: alpha = player GetEnemyScramblerAmount( )


entity GetEnt(<name>,<key>,[ignore spawners])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Looks up entities by key and name
    EXAMPLE: spawner = GetEnt( "doorguy1", "targetname" )


entity GetEntArray([name],[key],[ignore spawners])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Looks up entities by key and name and a return an array of the matched entities
    EXAMPLE: spawners = GetEntArray( "doorguy1", "targetname" )


entity GetEntArrayByType(<localclientnum>,<type>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets an array of entities that have the given the type of the entity ( for example, ET_MISSILE )
    EXAMPLE: grenades = GetEntArray( 0, ET_MISSILE )


entity GetEntArrayFromArray(<array>,<name>,<key>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Searches given array entities by key and name and a return an array of the matched entities
    EXAMPLE: spawners = GetEntArrayFromArray( array, "doorguy1", "targetname" )


entity GetEntByNum(<entity number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an entity from its entity number
    EXAMPLE: entity = GetEntByNum( entnum )


void getEnterButton()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the enter button.
    EXAMPLE: getEnterButton()


void <entity> GetEntityAnimRate()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: get the entity animation rate - ZOMBIES ONLY
    EXAMPLE: rate = self GetEntityAnimRate()


void <entity> GetEntityNumber()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the entity number of the entity
    EXAMPLE: hitEntNum = hitEnt getEntityNumber()


void <entity> GetEntityType()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the type of entity
    EXAMPLE: inflictorEntType = grenade getEntityType()


void GetEntNavMaterial(<ai_or_vehicle>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: get NavMesh material at where the entity stands
    EXAMPLE: material = GetEntNavMaterial( ai_actor )


void <entity> GetEntNum()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the entity number for this entity
    EXAMPLE: self GetEntNum()


void GetEquipmentHeadObjective(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the equipment head objective as described in the grenadeweapon gdt.
    EXAMPLE: headObjective = GetEquipmentHeadObjective( bouncingbettty )


void GetEquippedBodyAccentColorForHero(<localClientNum>,<sessionMode>,<heroIndex>,<bodyIndex>,<colorIndex>,[getForLobbyClient])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns an array of the equipped body accent colors of a specific hero
    EXAMPLE: colorArray = GetEquippedBodyAccentColorForHero( localClientNum, 0 )


void GetEquippedBodyForHero(<localClientNum>,<sessionMode>,<heroIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the equipped body model of a specific hero
    EXAMPLE: modelName = GetEquippedBodyForHero( localClientNum, SESSIONMODE_MULTIPLAYER, 0 )


void GetEquippedBodyIndexForHero(<localClientNum>,<sessionMode>,<heroIndex>,[getForLobbyClient])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the index of the equipped body model of a specific hero
    EXAMPLE: bodyIndex = GetEquippedBodyIndexForHero( localClientNum, 0 )


void GetEquippedCharacterIndexForLobbyClientHero(<localClientNum>,<lobbyClientQueueIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the equipped helmet accents colors of a specific hero
    EXAMPLE: colorArray = GetEquippedHelmetAccentColorForHero( localClientNum, 0 )


void GetEquippedHeadIndexForHero(<localClientNum>,<sessionMode>,<getForLobbyClient>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the index of the equipped head index
    EXAMPLE: helmetIndex = GetEquippedHeadIndexForHero( localClientNum )


void GetEquippedHelmetAccentColorForHero(<localClientNum>,<sessionMode>,<heroIndex>,<helmetIndex>,<colorIndex>,[getForLobbyClient])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the equipped helmet accents colors of a specific hero
    EXAMPLE: colorArray = GetEquippedHelmetAccentColorForHero( localClientNum, 0 )


void GetEquippedHelmetForHero(<localClientNum>,<sessionMode>,<heroIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the equipped helmet model of a specific hero
    EXAMPLE: modelName = GetEquippedHelmetForHero( localClientNum, SESSIONMODE_MULTIPLAYER, 0 )


void GetEquippedHelmetIndexForHero(<localClientNum>,<sessionMode>,<heroIndex>,[getForLobbyClient])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the index of the equipped helmet index of a specific hero
    EXAMPLE: helmetIndex = GetEquippedHelmetIndexForHero( localClientNum, 0 )


void GetEquippedHeroIndex(<localClientNum>,<sessionMode>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the index of the equipped hero for the client
    EXAMPLE: heroIndex = GetEquippedHeroIndex( localClientNum )


void GetEquippedHeroMode(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the mode of the equipped hero for the client
    EXAMPLE: heroIndex = GetEquippedHeroMode( localClientNum )


void GetEquippedLoadoutItemForHero(<localClientNum>,<heroIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the hero's ability is equipped, 0 if the weapon is equipped.
    EXAMPLE: isAbilityEquipped = GetEquippedLoadoutItemForHero( localClientNum, 0 )


void GetEquippedShowcaseWeaponForHero(<localClientNum>,<sessionMode>,<heroIndex>,[getForLobbyClient])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the showcase weapon of a specific hero
    EXAMPLE: showcaseWeapon = GetEquippedShowcaseWeaponForHero( localClientNum, 0 )


void <ai_or_player> GetEventPointOfInterest()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the point of interest from the current event.
    EXAMPLE: point = self GetEventPointOfInterest()


void <entity> GetEye()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the eye position of the entity.
    EXAMPLE: eye_pos = self GetEye()


void <entity> GetEyeApprox()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the eye position of the entity with some added offset.
    EXAMPLE: approx_eye_pos = self GetEyeGetEyeApprox()


void GetFirstHeadOfGender(<gender>,[sessionmode])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the first head of gender ("male" or "female")
    EXAMPLE: headIndex = GetFirstHeadOfGender( "male", "mp" )


void GetFirstHeroOfGender(<gender>,[sessionmode])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the first hero of gender ("male" or "female")
    EXAMPLE: characterIndex = GetFirstHeroOfGender( "male", "mp" )


void <entity> GetFirstTouchFraction(<other entity>,<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the trace fraction of a capsule trace against the other entity
    EXAMPLE: fraction = GetFirstTouchFraction( player, trigger, old_origin, current_origin )


void GetFlowGraphDef(<name>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: returns a struct representing the flow graph definition asset
    EXAMPLE: flowGraphDef = GetFlowGraphDef( "my_flow_graph" )


void GetFogSettings()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the current fog settings as an array.
    EXAMPLE: fogsettings = getfogsettings()


void GetFootstepStrings()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns an array containing all the footstep names
    EXAMPLE: footstepNameArray = GetFootstepStrings()


void GetFreeActorCount()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get number of free actors.
    EXAMPLE: GetFreeActorCount()


void GetFreerunTrackIndex([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the unique id for this mission
    EXAMPLE: level.index = GetFreerunTrackIndex( "mp_Freerun_01" )


void <player> GetFriendlyScramblerAmount()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the amount alpha of the friendly scrambler applied
    EXAMPLE: alpha = player GetFriendlyScramblerAmount( )


void GetGadgetPower(<localClientNum>,[slot])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the current power level of the player gadget
    EXAMPLE: power = GetGadgetPower( localClientNum )


void GetGameTypeEnumFromName(<gameTypeName>,<isHardcore>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the enum value corresponding to the current game type from global leaderboard gametype entries.
    EXAMPLE: gameTypeEnum = GetGameTypeEnumFromName( "tdm", false )


void GetGametypeSetting(<setting>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the value of a gametype setting.
    EXAMPLE: GetGametypeSetting( "scoreLimit" )


entity GetGrappleTargetArray()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the grapple targets
    EXAMPLE: enemies = GetGrappleTargetArray()


entity <entity> GetGroundEnt()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the entity beneath the calling entity
    EXAMPLE: ground_ent = self GetGroundEnt()


void GetHeadGender(<headIndex>,[sessionmode])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the given head's gender ("male" or "female")
    EXAMPLE: gender = GetHeadGender( headIndex, "mp" )


void GetHealthOverlayTime(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the time the health overlay has been on
    EXAMPLE: power = GetHealthOverlayTime( localClientNum )


void GetHeliDamageState()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the damage state of the heli.
    EXAMPLE: vehicle GetHeliDamageState( )


void GetHelmetAccentColorCountForHero(<localClientNum>,<heroIndex>,<helmetIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the number of accents for the specified helmet model of a specific hero
    EXAMPLE: accentColorCount = GetHelmetAccentColorCountForHero( localClientNum, 0, 0 )


void GetHeroBodyModelIndices(<heroIndex>,[sessionmode])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the given hero's body models for the current session mode
    EXAMPLE: heroBodyModelNames = GetHeroBodyModels( heroIndex, "mp" )


void GetHeroes([sessionmode])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns all hero indices for the current session mode (or specified session mode)
    EXAMPLE: heroIndices = GetHeroes()


void GetHeroGender(<heroIndex>,[sessionmode])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the given hero's gender ("male" or "female")
    EXAMPLE: gender = GetHeroGender( heroIndex, "mp" )


void GetHeroHeadModelIndices()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns all hero indices for the current session mode
    EXAMPLE: heroHelmetModelNames = GetHeroHelmetModels( heroIndex, "mp" )


void GetHeroHelmetModelIndices(<heroIndex>,[sessionmode])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the given hero's helmet models for the current session mode
    EXAMPLE: heroHelmetModelNames = GetHeroHelmetModelIndices( heroIndex, "mp" )


void <entity> GetHorizontalOffsetFromScreenCenter(<localClientNum>,<width>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the distance from the screen center to the entity
    EXAMPLE: ent GetDistanceFromScreenCenter( localClientNum )


void GetInfluenceAt(<influenceMapIndex>,<origin>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the influence value at the origin position on the influence map, undefined if no value can be found.
    EXAMPLE: GetInfluenceAt(influenceMapIndex, origin)


void GetInfluenceFacePos()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the faces pos on the influence map
    EXAMPLE: pos = GetInfluenceFacePos( faceIndex )


void GetInfluenceNumFaces()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number faces on the influence
    EXAMPLE: numFaces = GetInfluenceNumFaces()


void GetInfluencerPreset(<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Adds a new influencer of <name> at <origin> and <angles>
    EXAMPLE: preset_array = GetInfluencerPreset( name )


void GetInfluencerTimeoutRemaining(<influencer id>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the remaining influencer timeout in milliseconds. Returns a negative number if no timeout.
    EXAMPLE: GetInfluencerTimeout( influencer_id )


void GetInKillcam(<local_client_num>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: returns if the client is in killcam or not.


void <ai> GetInterestPoolAwareness()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the current interest pool awareness level regardless of actual awareness level.
    EXAMPLE: interestAwareness = self GetInterestPoolAwareness()


void <ai_or_player> GetInterestPoolValue()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the sentient's interest pool value.
    EXAMPLE: value = self GetInterestPoolValue()


entity GetItemArray()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the items in a level.
    EXAMPLE: origins = GetItemArray()


void GetItemAttachment(<itemIndex>,<attachmentNum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the attachment for a particular item
    EXAMPLE: GetItemAttachment( 10, 1 ); // returns attachment 1 for item 10


void GetItemAttachmentAllocationCost(<itemIndex>,<attachmentNum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the allocation cost of an attachment for a particular item
    EXAMPLE: GetItemAttachmentAllocationCost( 10, 1 ); // returns allocation cost of attachment 1 for item 10


void GetItemGroupForWeaponName(<weaponName>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the ref for a specific weapon name
    EXAMPLE: ref = GetItemGroupForWeapon( weapon )


void GetItemGroupFromItemIndex(<itemIndex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the ref for a specified item index
    EXAMPLE: ref = GetItemGroupFromItemIndex( itemIndex )


entity GetKillCamEntity(<local_client_num>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: returns the killcamentity.


void GetKnownLength(<playbackId>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the known length of the sound
    EXAMPLE: length = GetKnownLength( level.mySnd )


void <player> GetLastOutWaterTime()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the last time the player was not completely submerged
    EXAMPLE: time = player GetLastOutWaterTime()


void <light> GetLightColor()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the current color of the light, as an RGB vector.
    EXAMPLE: color = self GetLightColor()


void <light> GetLightExponent()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the current exponent of the light.
    EXAMPLE: exponent = self GetLightExponent()


void <light> GetLightFovOuter()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the current outer fov of a spot light.
    EXAMPLE: fov = self GetLightFovOuter()


void <light> GetLightIntensity()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the current intensity of the light.
    EXAMPLE: intensity = self GetLightIntensity()


void <light> GetLightRadius()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the current radius of the light.
    EXAMPLE: radius = self GetLightRadius()


entity <entity> GetLinkedEnt()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the entity that the calling entity is linked to
    EXAMPLE: linked_ent = self GetLinkedEnt()


void <player> GetLoadoutAllocation(<custom Class>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get how many allocation points are spent in the custom class
    EXAMPLE: allocationSpent = self GetLoadoutAllocation( 0 )


void <player> GetLoadoutGunSmithVariantIndex(<custom Class>,<getSecondary>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the GunSmith Variant index of the primary weapon, pass 1 as an option to get the secondary
    EXAMPLE: gunSmithPrimaryIndex = self GetLoadoutGunSmithVariantIndex( 0, 0 )


void <player> GetLoadoutItem(<custom Class>,<loadoutSlot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the index of the item in the custom class
    EXAMPLE: primary = self GetLoadoutItem( 0, primary )


void <player> GetLoadoutItemRef(<custom Class>,<loadoutSlot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the reference of the item in the custom class
    EXAMPLE: primary = self GetLoadoutItemRef( 0, primary )


void <player> GetLoadoutPerks(<custom Class>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the list of specialties in the custom class
    EXAMPLE: primary = self GetLoadoutPerks( 0 )


void <player> GetLoadoutWeapon(<custom Class>,<loadoutSlot>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the full weapon name (including attachments) of the item in the custom class
    EXAMPLE: primary = self GetLoadoutWeapon( 0, primary )


void GetLobbyClientCount()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of connected or connecting clients
    EXAMPLE: clientCount = GetClientCount()


void GetLocalClientAngles(<client>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the local client angles
    EXAMPLE: client_angles = GetLocalClientAngles()


void <vehicle> GetLocalClientDriver()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the local client index of the driver of the vehicle if the driver is a local client or undefined.
    EXAMPLE: driver = self GetLocalClientDriver( )


void GetLocalClientEyePos(<client>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the local client eye pos
    EXAMPLE: eye_pos = GetLocalClientEyePos( 0 )


void GetLocalClientFOV(<client>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the local client field of view in degrees
    EXAMPLE: client_fov = GetLocalClientFOV()


void <player> GetLocalClientNumber()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the local client number.
    EXAMPLE: clientNum = self GetLocalClientNumber()


void GetLocalClientPos(<client>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns pos of localclient
    EXAMPLE: origin = GetLocalClientPos( 0 )


void <vehicle> GetLocalGunnerAngles(<gunnerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the angles of the specified gunner, local to the vehicle itself.
    EXAMPLE: localAngles = self GetLocalGunnerAngles( 0 )


entity GetLocalPlayer(<local client num>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the local player predicted centity.
    EXAMPLE: GetLocalPlayer( 0 )


entity GetLocalPlayers()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get an array of all the local players
    EXAMPLE: players = GetLocalPlayers()


void GetLocalPlayerTeam(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the team of the local player
    EXAMPLE: team = GetLocalPlayerTeam( 0 )


void GetMapAtIndex(<index>,<dlcindex>,<sessionmodeabbrev>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Get the name of the map at the given index in a mode's maptable. Returns undefined if the given index doesn't index the given maptable
    EXAMPLE: GetMapAtIndex( "cp_mi_sing_blackstation" )


void GetMapFields(<currentmap>,<dlcindex>,<sessionmodeabbrev>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Get the outro movie of the current map in the maptable. Returns undefined if currentmap wasn't found
    EXAMPLE: fields = GetMapFields( GetNextMap("cp_mi_sing_blackstation") )


void GetMapIntroMovie([currentmap],[dlcindex],[sessionmodeabbrev])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the intro movie of the current map in the maptable. Returns undefined if currentmap wasn't found
    EXAMPLE: world.nextIntroMovie = GetMapIntroMovie( GetNextMap("cp_mi_sing_blackstation") )


void GetMapOrder([currentmap],[dlcindex],[sessionmodeabbrev])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the index of the current map in the maptable. Returns -1 if currentmap wasn't found
    EXAMPLE: if( GetMapOrder( "cp_mi_sing_blackstation" ) > GetMapOrder( world.highestMapCompletion ) { world.highestMapCompletion = "cp_mi_sing_blackstation"; }


void GetMapOutroMovie([currentmap],[dlcindex],[sessionmodeabbrev])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the outro movie of the current map in the maptable. Returns undefined if currentmap wasn't found
    EXAMPLE: world.nextOutroMovie = GetMapIntroMovie( GetNextMap("cp_mi_sing_blackstation") )


void GetMaxLocalClients()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the max number of local clients
    EXAMPLE: max_clients = GetMaxLocalClients()


void <vehicle> GetMaxReverseSpeed()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get maximum reverse speed of a vehicle.
    EXAMPLE: speed = vehicle GetMaxReverseSpeed()


void <entity> GetMaxs()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get maximum bounds of the entity
    EXAMPLE: maxs = wallModel GetMaxs()


void GetMaxVehicles()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return the maximum number of vehicles that can be instantiated simultaneously. This is platform-specific.
    EXAMPLE: vehicleSlotsFree = GetMaxVehicles() - level.vehicles_list.size


void <entity> GetMeleeChainCount()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the number of melee kills achieved by the player within their current streak.
    EXAMPLE: entity GetMeleeChainCount( )


void getmicrosecondsraw()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets raw system microseconds; used for profiling, only gives lower 32 bits as script doesn't support uint64_t properly right now
    EXAMPLE: start_time = GetMicrosecondsRaw()


void GetMigrationStatus()

    CATEGORY:
    CLIENT/SERVER: Client


void GetMillisecondsRaw()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets raw system milliseconds; use for profiling long routines as it is only an integer
    EXAMPLE: start_time = GetMillisecondsRaw()


void <entity> GetMins()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get minimum bounds of the entity
    EXAMPLE: mins = wallModel GetMins()


entity <missile> GetMissileOwner()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the entity that owns this missile
    EXAMPLE: javelinOwner = GetMissileOwner( thisMissile )


void GetMissionName([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the name of the mission this map is part of
    EXAMPLE: level.mission = GetMissionName( "cp_mi_cairo_ramses2" )


void GetMissionUniqueID([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the unique id for this mission
    EXAMPLE: level.unique_id = GetMissionUniqueID( "cp_mi_cairo_ramses2" )


void GetMissionVersion([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the unique id for this mission
    EXAMPLE: level.unique_id = GetMissionVersion( "cp_mi_cairo_ramses2" )


void GetMoveDelta(<animation name>,[start time],[end time],[entity])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the move delta for the animation
    EXAMPLE: localDeltaVector = GetMoveDelta( animation, 0, 1, entity )


void <entity> GetMovementType()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the movement type for the entity
    EXAMPLE: movement_type = self GetMovementType()


entity <player> GetMoverEnt()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the moving entity the player is sitting on .
    EXAMPLE: if(player GetMoverEnt())


void <entity> GetMoveSpeedScale()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the speed scale multiplier for the entity
    EXAMPLE: speed_modifier = self GetMoveSpeedScale()


void GetNavMeshFaceNormal(<position>,<searchRadius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the face normal vector of the closest navmesh point to the passed in position, within the search radius.
    EXAMPLE: navmeshNormal = GetNavMeshFaceNormal( (10,20,30), 25 )


void GetNavMeshTriggersForPoint(<pos>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns a list of the names of navmesh triggers that a given point resides in
    EXAMPLE: targetNames = GetNavMeshTriggersForPoint( pos )


pathnode GetNearestNode(<origin>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the node nearest to this origin or undefined if no close node exists.
    EXAMPLE: node = GetNearestNode( guy.origin )


void GetNearestPathPoint(<origin>,<radius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the nearest point on the navmesh for the given origin and radius or undefined if no point can be found.


void GetNextMap([currentmap],[dlcindex],[sessionmodeabbrev])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the name of the next map in the maptable. Returns "" if this is the last map, undefined if currentmap wasn't found
    EXAMPLE: GetNextMap( "cp_mi_sing_blackstation" )


pathnode GetNextTraversalNodeOnPath(<start>)

    CATEGORY:
    CLIENT/SERVER: Server
    EXAMPLE: GetNextTraversalNodeOnPath(1)


pathnode GetNode(<name>,<key>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets a node with the given name, key pair
    EXAMPLE: node = GetNode( self.target, "targetname" )


pathnode GetNodeArray(<name>,<key>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of nodes that have the given name, key pair
    EXAMPLE: node = GetNodeArray( self.target, "targetname" )


pathnode GetNodeArraySorted(<name>,<key>,<pos>,<r>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of nodes that have the given name, key pair, within given radius, sorts them
    EXAMPLE: nodes = GetNodeArraySorted(self.target, "targetname", self.origin, 256 )


void GetNodeEdge(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of points which corresponds to the node volume's traversal edge. The traversal edge is represented as a piecewise linear function.
    EXAMPLE: points = GetNodeEdge( myNode )


void GetNodeIndexOnPath(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    EXAMPLE: GetNodeIndexOnPath(node)


entity GetNodeOwner(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the owner of the node.
    EXAMPLE: node_owner = GetNodeOwner( node ) )


void GetNodeRegion(<node1>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the region of the give node, if there is one. Returns undefined otherwise.
    EXAMPLE: if ( GetNodeRegion( myNode ) )


void GetNodesInRadius(<origin>,<max radius>,<min radius>,[max height],[node type],[max nodes],[region index])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets all of the nodes (max of 256) within a cylinder, in unsorted order
    EXAMPLE: nodes = GetNodesInRadius( guy.origin, 512, 0, 128, "Path" )


void GetNodesInRadiusSorted(<origin>,<max radius>,<min radius>,[max height],[node type],[max nodes])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets all of the nodes (max of 256) within a cylinder, sorted by closest to <origin>
    EXAMPLE: nodes = GetNodesInRadiusSorted( guy.origin, 512, 0, 128, "Path" )


entity GetNonPredictedLocalPlayer(<local client num>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the local player non predicted centity.
    EXAMPLE: GetNonPredictedLocalPlayer( 0 )


void <entity> GetNormalHealth()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get health in a normalized range of 0 to 1
    EXAMPLE: normal_health = self GetNormalHealth()


void GetNorthYaw()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get North Yaw
    EXAMPLE: northvector = (cos(getnorthyaw()), sin(getnorthyaw()), 0)


void GetNotetracksInDelta(<animation>,<time>,[time_delta])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get a list of notetracks and times within a specific time delta of a specific time in an animation
    EXAMPLE: notetrackArray = GetNotetracksInDelta( anim, 0.4 )


void GetNotetrackTimes(<animation>,<note track>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of the times during an animation that the given notetrack occurs. The times returned are fractional (0 to 1).
    EXAMPLE: exitAlignTimes = GetNotetrackTimes( exitAnim, "exit_align" )


void GetNumberOfCollectiblesForLevel()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of collectibles for the given level
    EXAMPLE: collectibleCount = GetNumberOfCollectiblesForLevel( GetRootMapName() )


void <player> GetNumChallengesComplete(<mission_name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of challenges completed in a given mission
    EXAMPLE: is_default = self GetNumChallengesComplete( "angola" )


void GetNumConnectedPlayers(<include bots>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of players that are connected to our game. Ignores bots by default.
    EXAMPLE: num_players_and_bots = GetNumConnectedPlayers( true )


void GetNumExpectedPlayers()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of players that we're expecting to join our game.
    EXAMPLE: num_players = GetNumExpectedPlayers()


void GetNumFreeEntities(<local client number>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the number of free fake entities
    EXAMPLE: numfree = GetNumFreeEntities( localClientNum )


void GetNumParts(<model>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return number of bones in the model
    EXAMPLE: numParts = GetNumParts( model )


void <entity> GetNumZBarrierPieces()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns number of pieces in specified zbarrier ent.
    EXAMPLE: numPieces = ent GetNumZBarrierPieces())


void <entity> GetOrigin()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the origin of the entity
    EXAMPLE: origin = self GetOrigin()


pathnode GetOtherNodeInNegotiationPair(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the other node of the passed in negotiation node. Returns the begin node if end is passed and vice versa.
    EXAMPLE: end_node = GetOtherNodeInNegotiationPair( begin_node )


entity <entity> GetOwner(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get an entity's owner
    EXAMPLE: ent GetOwner( localClientNum )


entity <entity> GetParentEntity()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the parent entity. Requires client-side linking to be set up on the entity.
    EXAMPLE: parent = self GetParentEntity( )


void GetPartName(<model>,<index>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the bone name for the model and index
    EXAMPLE: boneName = GetPartName( model, 1 )


void <entity> GetPathfindingRadius()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the radius used for pathfinding operations.
    EXAMPLE: radius = ent GetPathfindingRadius()


void <entity> GetPathMetric(<origin>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get path metric for the path from the ai to origin
    EXAMPLE: path_metric = level.ai_for_pathing GetPathMetric( dropPos )


void GetPlaybackTime(<playbackId>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the playback time for the sound given by playbackId
    EXAMPLE: time = GetPlaybackTime( level.mySnd )


entity GetPlayerCorpse()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the most recent corpse fort he player
    EXAMPLE: cybercom_type = player GetPlayerCorpse()


void <player> GetPlayerGibDef()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns string of gibdef for current player


void <player> GetPlayerGravity()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the gravity or gravity override value for the player.
    EXAMPLE: player GetPlayerGravity()


void <entity> GetPlayerLastOutWaterTime()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the last time the player was not underwater
    EXAMPLE: waterTime = player GetPlayerLastOutWaterTime()


void <player> GetPlayerName()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the character index
    EXAMPLE: player_name = self GetPlayerName()


entity GetPlayers([team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the currently connected players. Used internally to the script call get_players().
    EXAMPLE: players = GetPlayers()


void <player> GetPlayerSelectedGestureName(<gestureType>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the equipped gesture animation name
    EXAMPLE: gesture = player GetPlayerSelectedGestureName( 0 )


void <player> GetPlayerSelectedTauntName(<tauntType>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the equipped taunt animation name
    EXAMPLE: taunt = player GetPlayerSelectedTauntName( 0 )


void GetPlayerSpawnId(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the current spawn id for the player (used for debugging purposes only)
    EXAMPLE: spawnId = GetPlayerSpawnId( player )


void <player> GetPlayerSpeed()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the speed value for the player.
    EXAMPLE: player GetPlayerSpeed()


entity GetPlayerVehicle(<player>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns undefined if the player is not in a vehicle
    EXAMPLE: vehicle = GetPlayerVehicle( self )


void <entity> GetPointInBounds(<ratio_ForwardBack>,<ratio_LeftRight>,<ratio_UpDown>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns a point within an entity's bounds.
    EXAMPLE: targetForwardPnt = helo GetPointInBounds( 1.0, 0.0, 0.0 )


void <entity> GetPrimaryDeltaAnim()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the primary delta anim playing on this entity, or the name of the animation if the entity is in an animscripted state.
    EXAMPLE: anim = self GetPrimaryDeltaAnim()


void GetRandomCompatibleAttachmentsForWeapon(<weapon>,<num desired attachments>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of compatible attachments. If num desired attachments are specified then that many attachments will be returned if possible
    EXAMPLE: GetRandomCompatibleAttachmentsForWeapon( weaponObject, 4 )


void <flying_ai> GetRandomPointOnNavVolume()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get a random point on nav volume. Returns the position if found one, or undefined if not found.
    EXAMPLE: random = self GetRandomPointOnNavVolume()


void GetRealTime()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the real system time in milliseconds
    EXAMPLE: time = GetRealTime()


void GetRefFromItemIndex(<itemIndex>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the ref for a specified item index
    EXAMPLE: ref = GetRefFromItemIndex( itemIndex )


void GetReflectionLocs()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets array of the locations of all of the reflection_probes in the level
    EXAMPLE: reflection_locs = GetReflectionLocs()


void GetReflectionOrigin()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Given a position, returns the position of the reflection probe in use there
    EXAMPLE: probe_pos = GetReflectionOrigin( camera_pos )


void GetRetrievableWeapons()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of weapons that need watchers so they can be retrieved by the player.
    EXAMPLE: retrievableWeapons = GetRetrievableWeapons()


void GetRevealPulseMaxRadius(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the max radius for the reveal vision pulse
    EXAMPLE: power = GetRevealPulseMaxRadius( localClientNum )


void GetRevealPulseOrigin(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the pulse origin for the local client reveal pulse
    EXAMPLE: power = GetRevealPulseOrigin( localClientNum )


void GetRevealPulseRadius(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the radius for the local client reveal pulse
    EXAMPLE: power = GetRevealPulseRadius( localClientNum )


void GetRootMapName([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the root map of a mission
    EXAMPLE: level.rootMap = GetRootMapName( "cp_mi_cairo_ramses2" )


void GetRope(<targetname>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the rope index based on targetname. Use it for ropes setuped in radiant. Returns -1, if not found.
    EXAMPLE: GetRope( "testrope" )


void GetRoundsPlayed(<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get rounds played in match state
    EXAMPLE: GetRoundsPlayed( game["roundsplayed"] )


void GetScriptBundle()

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the script bundle struct.
    EXAMPLE: settings = GetScriptBundle( "doorsettings" )


void GetScriptBundleList()

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the script bundle list array.
    EXAMPLE: settings = GetScriptBundleList( "doorsettings" )


void GetScriptBundleNames()

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns all the names of the script bundles of the specified type in an array.
    EXAMPLE: settings = GetScriptBundleNames( "scene" )


void GetScriptBundles()

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns a list of script bundles based on the type.
    EXAMPLE: settings = GetScriptBundles( "scenes" )


entity GetScriptMoverArray()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the script_origins in a level.
    EXAMPLE: origins = GetScriptMoverArray()


void GetServerHighestClientFieldVersion()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the server's highest clientfield version.
    EXAMPLE: if ( my_version < GetServerHighestClientFieldVersion() )


void <entity> GetShootAtPos([attacker])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the position an attacker would shoot at to hit this entity.For AI or player this is the eye position.For other entities it's the tag_eye if there is one else the center of the entity bounding box.
    EXAMPLE: targetPos = self.enemy GetShootAtPos(self)


void GetShoutcasterSetting(<setting>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the value of a shoutcaster setting.
    EXAMPLE: GetGametypeSetting( "who is going to win" )


void GetSkiptoName(<index>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the skip to name with the given index


void GetSkipTos()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get all skip tos for the level
    EXAMPLE: skiptos = GetSkipTos()


void GetSnapshotIndexArray()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of the indices of current snapshots for all connected clients.
    EXAMPLE: snapindices = GetSnapshotIndexArray( )


void GetSoundFromSurfaceTable(<surfacefxtable>,<surface type>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the fx for a given surface type from the surfacefxtable.
    EXAMPLE: fx = GetSoundFromSurfaceTable( fx_surface_table, surface_type )


void GetSpawnerArray([name],[key])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the spawners in a level.
    EXAMPLE: spawners = GetSpawnerArray()


entity GetSpawnerTeamArray(<team>,[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the spawners in a level
    EXAMPLE: enemies = GetSpawnerTeamArray( "axis", "neutral" )


void GetSpawnStructForCharacter(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the targetname of the script_struct to use for the character pose in the frontend
    EXAMPLE: frontendVignetteAnim = GetSpawnStructForCharacter( characterIndex, "mp" )


void <player> GetSpecialistIndex()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the specialist index for the player
    EXAMPLE: specialistIndex = player GetSpecialistIndex()


void <player> GetStance()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the stance of the player. It only works for the player.
    EXAMPLE: stance = player GetStance()


void GetStartAngles(<origin>,<angle>,<animation>,[animation time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the starting angles for an animation, in world coordinates, given its current position, and angles
    EXAMPLE: org1 = GetStartAngles( climborg, climbang, buddyanim1, [0.5] )


void GetStartOrigin(<origin>,<angle>,<animation>,[animation time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the starting origin for an animation, in world coordinates, given its current position, and angles
    EXAMPLE: org1 = GetStartOrigin( climborg, climbang, buddyanim1, [0.5] )


void GetStartTime()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the start time for the current round.
    EXAMPLE: GetStartTime()


void <entity> GetStowedWeapon()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the stowed weapon for the player
    EXAMPLE: stowed = self GetStowedWeapon()


void GetStreamerRequestProgress(<slot>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the progress (between 0-100) of the streamer request slot
    EXAMPLE: getStreamerRequestProgress(0)


void GetStreamingProgress()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets a progress value between 0 (no progress) and 1 (complete) for all the models and meshes that the script is currently forcing
    EXAMPLE: progress = GetStreamingProgress()


void <entity> GetTagAngles()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the angles of the tag
    EXAMPLE: angles = self GetTagAngles( "tag" )


void <entity> GetTagOrigin()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the origin of the tag
    EXAMPLE: origin = self GetTagOrigin( "tag" )


entity <turret_or_vehicle> GetTargetEntity([gunnerIndex])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the target entity of this turret or vehicle weapon
    EXAMPLE: target = roof_turret GetTargetEntity( ); target = tank GetTargetEntity( )


void GetTargetLockEntity(<localclientnum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get locked target
    EXAMPLE: target = self GetTargetLockEntity(<localclientnum>)


void GetTargetLockEntityArray()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get locked target
    EXAMPLE: target = self GetTargetLockEntityArray(<localclientnum>)


void <turret_or_vehicle> GetTargetOrigin([gunnerIndex])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the target origin of this turret or vehicle weapon
    EXAMPLE: origin = roof_turret GetTargetOrigin( ); origin = tank GetTargetOrigin( )


void <entity> GetTeam()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return true if the team of an entity if it can be found, undefined otherwise.
    EXAMPLE: orig_team = self GetTeam()


void GetTeamPlayersAlive(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of players still alive on a given team


void GetTeamSatellite(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets whether a team has Satellite or not
    EXAMPLE: GetTeamSatellite( "allies" )


void GetTeamScore(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get a team's score
    EXAMPLE: if ( GetTeamScore( "allies" ) > getTeamScore("axis") ) ...


void GetTeamSpyplane(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets whether a team has Spyplane or not
    EXAMPLE: GetTeamSpyplane( "allies" )


void GetTime()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the level time in Milliseconds from the start of the level.
    EXAMPLE: nextNodeTime = GetTime() + 500


void GetTopPlayersBodyModel(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the equipped body model of the top player in the game by index
    EXAMPLE: modelName = GetTopPlayersBodyModel( localClientNum, 2 )


void GetTopPlayersBodyRenderOptions(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the render options for the body for the top player in the game by index
    EXAMPLE: renderOptions = GetTopPlayersBodyRenderOptions( localClientNum, 2 )


void GetTopPlayersGesture(<localClientNum>,<topPlayerIndex>,<CharacterGestureTypes>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the selected gesture of type CharacterGestureTypes for the given player
    EXAMPLE: gesture_anim = GetTopPlayersGesture( localClientNum, 2, 2 ); // GESTURE_TYPE_BOAST = 2


void GetTopPlayersHelmetModel(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the equipped helmet model of the top player in the game by index
    EXAMPLE: modelName = GetTopPlayersHelmetModel( localClientNum, 2 )


void GetTopPlayersHelmetRenderOptions(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the render options for the body for the top player in the game by index
    EXAMPLE: renderOptions = GetTopPlayersHelmetRenderOptions( localClientNum, 2 )


void GetTopPlayersIndex(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the index of the client array or undefined if the client player is not a top scorer
    EXAMPLE: topPlayerIndex = self GetTopPlayersIndex( localClientNum )


void GetTopPlayersTaunt(<localClientNum>,<topPlayerIndex>,<CharacterGestureTypes>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the selected taunt of type CharacterTauntTypes for the given player
    EXAMPLE: taunt_anim = GetTopPlayersTaunt( localClientNum, 2, 0 ); // TAUNT_TYPE_FIRST_PLACE = 0


void GetTopPlayersTeam(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the team of the player top player in the game by index
    EXAMPLE: team = GetTopPlayersTeam( localClientNum, 2 )


void GetTopPlayersWeaponInfo(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the equipped weapon of the top player in the game
    EXAMPLE: weapon = GetTopPlayersWeaponInfo( localClientNum, 2 )


void GetTopPlayersWeaponModel(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the name of the equipped weapon model of the top player in the game by index
    EXAMPLE: modelName = GetTopPlayersWeaponModel( localClientNum, 2 )


void GetTopPlayersWeaponRenderOptions(<localClientNum>,<topPlayerIndex>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the render options for the weapon for the top player in the game by index
    EXAMPLE: renderOptions = GetTopPlayersWeaponRenderOptions( localClientNum, 2 )


void GetTopScorerCount(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the number of clients in the top scorers array
    EXAMPLE: numClients = GetTopScorerCount( localClientNum )


void GetTotalAmmo(<localClientNum>,<weaponName>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the total amount of ammo the client has for the currently equipped weapon
    EXAMPLE: ammoCount = GetTotalAmmo( localClientNum, "ak47_mp" )


void GetTotalServerPauseTime()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the total time the server has been paused since the map started.
    EXAMPLE: val = GetTotalServerPauseTime()


void gettotalunlockedweaponattachments(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get total number of attachments that are unlocked for the weapon specified
    EXAMPLE: player GetTotalUnlockedWeaponAttachements( weapon )


entity GetTouchingVolume(<origin>,<mins>,<maxs>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the entities that are inside the bounds given
    EXAMPLE: entities = GetTouchingVolume( self.origin, mins, maxs )


void <trigger> GetTriggerAccumulate()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the accumulate value from the trigger
    EXAMPLE: self GetTriggerAccumulate()


void <turret> GetTurretArcLimits()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return turret info for arc mins and maxs
    EXAMPLE: limits turret GetTurretArcLimits()


void <turret> GetTurretOwner()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the "owner" of this turret
    EXAMPLE: turret_user = roof_turret GetTurretOwner()


void <turret> GetTurretTarget()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the current target of this turret
    EXAMPLE: target = roof_turret GetTurretTarget()


void <entity> GetUpgradedPieceNumLives(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of lives, or pull reps it should take a zombie to dislodge this piece, if it's upgraded.
    EXAMPLE: piece.numLives = ent GetUpgradedPieceNumLives(1)


void GetUTC()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the UTC time.
    EXAMPLE: val = GetUTC()


void <pathnode> GetValidCoverPeekOuts()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of directions an AI can peek out from a cover node. Possible values are 'over', 'left', and 'right'.
    EXAMPLE: GetValidCoverPeekOuts( node )


void GetVehicleArray([name],[key])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the vehicles in a level
    EXAMPLE: enemies = GetVehicleArray( "drones", "targetname" )


void GetVehicleSpawnerArray([name],[key])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the vehicle spawners in a level
    EXAMPLE: enemies = GetVehicleSpawnerArray( "bob", "targetname" )


void GetVehicleSpawnerTeamArray(<team>,[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the vehicle spawners in a level with the specified team
    EXAMPLE: enemies = GetVehicleSpawnerTeamArray( "axis", "neutral" )


void GetVehicleTeamArray([team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the vehicles in a level that are not sentients
    EXAMPLE: enemies = GetVehicleTeamArray( "axis", "neutral" )


void GetVehicleTriggerFlags()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the spawn flags that will allow vehicles to activate triggers
    EXAMPLE: spawn("trigger_radius", (0,0,0), GetVehicleTriggerFlags())


void <entity> GetVelocity(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the entity's velocity.
    EXAMPLE: vel = thing GetVelocity()


void GetVisibleNode(<start>,<end>,[ignore entity])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the farthest visible node on the path from <start> to <end> or undefined if no path exists.
    EXAMPLE: node = GetVisibleNode( guy.origin, enemy.origin, guy )


pathnode GetVisibleNodes(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of nodes visible to this node
    EXAMPLE: nodes = GetVisibleNodes( cover.node )


void GetVisionPulseMaxRadius(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the max radius for the localClients vision pulse
    EXAMPLE: power = GetVisionPulseMaxRadius( localClientNum )


void GetVisionPulseRadius(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the current radius for the localClients vision pulse
    EXAMPLE: power = GetVisionPulseRadius( localClientNum )


void getvrcamangles()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the VR camera angles of the player


void GetVRCamAnglesByLocalClientNum(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the camera angles of the local client given
    EXAMPLE: cam_angles = GetVRCamAnglesByLocalClientNum( 0 )


void getvrcampos()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the VR camera position of the player


void GetVRCamPosByLocalClientNum(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the camera position of the local client given
    EXAMPLE: cam_origin = GetVRCamPosByLocalClientNum( 0 )


void GetVRControllerAngles(<localClientNum>,<handIdx>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: gets the world-space angles of the tracked VR controller
    EXAMPLE: pos = self GetVRControllerAngles( 0, (60, 0, 0) ) ...


void GetVRControllerGripButton(<localClientNum>,<handIdx>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: returns true if the grip button is pressed
    EXAMPLE: holding = self GetVRControllerGripButton( 0 ) ...


void GetVRControllerPosition(<localClientNum>,<handIdx>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: gets the world-space position of the tracked VR controller
    EXAMPLE: pos = self GetVRControllerPosition( 0 ) ...


void GetVRControllerXButton(<localClientNum>,<handIdx>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: returns true if the grip button is pressed
    EXAMPLE: holding = self GetVRControllerXButton( 0 ) ...


void <player> GetWallRunWallNormal()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the normal of the wall the player is running on (or was running on)
    EXAMPLE: wall_normal = player GetWallRunWallNormal()


void GetWatcherWeapons()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns array of weapons that need watchers so they will die when the player respawns
    EXAMPLE: watcherWeapons = GetWatcherWeapons()


void GetWaterHeight(<pos>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the height of the water at this position
    EXAMPLE: height = getwaterheight( self.origin )


void GetWeapon(<weaponname>,[attachmentname_1 or array of attachments],[attachmentname_2],[attachmentname_3],[attachmentname_4],[attachmentname_5],[attachmentname_6],[attachmentname_7],[attachmentname_8])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the requested weapon object based on game mode agnostic weapon name string
    EXAMPLE: GetWeapon( "ar_standard", "acog" )


void GetWeaponAccuracy(<entity>,<weapon name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns accuracy at the distance from the current enemy.
    EXAMPLE: getweaponaccuracy( self, "ak47" ), getweaponaccuracy( ai, ai.primaryweapon )


void GetWeaponAttachments()

    CATEGORY:
    CLIENT/SERVER: Server


void GetWeaponChargeLevel()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the current charge level for charged shot weapons
    EXAMPLE: charge = player GetWeaponChargeLevel()


void GetWeaponForCharacter(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the weapon at the given index
    EXAMPLE: modelName = GetWeaponForCharacter( 0, "mp" )


void <weapon> GetWeaponForwardDir()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the weapon's forward direction
    EXAMPLE: weapon GetWeaponForwardDir()


void GetWeaponHackRatio(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the players hack completion ratio
    EXAMPLE: GetWeaponHackRatio(localClientNum, 1, "hotgun_zm")


void GetWeaponModelForCharacter(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the name of the weapon model of at the given index
    EXAMPLE: modelName = GetWeaponModelForCharacter( 0, "mp" )


void <weapon> GetWeaponMuzzlePoint()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the weapon's muzzle point
    EXAMPLE: weapon GetWeaponMuzzlePoint()


void <player> GetWeaponOptic(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the weapon optic attachment name
    EXAMPLE: attachmentName = player GetWeaponOptic( weapon )


void <player> GetWeaponPosFrac(<local client num>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the weapon pos frac of the player. It only works for the player.
    EXAMPLE: if ( player GetWeaponPosFrac(0) > 0.5 ) )...


void GetWeaponWithAttachments(<weaponname>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the requested weapon object
    EXAMPLE: GetWeapon( "mp7_mp+acog" )


void GetWeaponWorldModel(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns weaopn world model
    EXAMPLE: model = GetWeaponWorldModel("lmg")


void GetWeaponXCam(<weapon object>,<camera>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the weapon XCam
    EXAMPLE: weapon GetWeaponXCam( GetWeapon( weaponName ), "cam_cac_weapon" )


void GetXCamForCharacter(<characterIndex>,<sessionmode>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns the name of the xcam to use for the character pose in the frontend
    EXAMPLE: frontendVignetteAnim = GetXCamForCharacter( characterIndex, "mp" )


void GetXCamMouseControl(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Get the current "yaw" and "pitch" of the mouse xcam. Returns an array with two keys, "yaw" and "pitch".
    EXAMPLE: xcammouse = GetXCamMouseControl( localclientnum ) ...


void GetXModelCenterOffset(<modelname>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Calculates the offset to the center of the model from the origin
    EXAMPLE: offset = GetXModelCenterOffset( "modelname" )


entity GetZBarrierArray()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all of the zbarrier objects in a level.
    EXAMPLE: zbarriers = GetZBarrierArray()


void <entity> GetZBarrierAttackSlotHorzOffset()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the horizontal offset used to offset the position of each attack slot relative to the zbarrier object. Odd numbers will start in the center of the barrier and offset to each side. Even numbers will start each side of the center - with no central spot specified.
    EXAMPLE: horzOffset = ent GetZBarrierAttackSlotHorzOffset()


void <entity> GetZBarrierNumAttackSlots()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of attack slots used by this zbarrier.
    EXAMPLE: numSlots = ent GetZBarrierNumAttackSlots()


void <entity> GetZBarrierPieceAnimLengthForState(<index>,<state>,[scalar])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the length in seconds for the animation associated with the supplied state for a piece, in seconds.
    EXAMPLE: wait(ent GetZBarrierPieceAnimLengthForState(0, "opening", 0.9))


void <entity> GetZBarrierPieceAnimState(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the anim state name to be used for zombies tearing this board down.
    EXAMPLE: anim_state = ent GetZBarrierPieceAnimState(1)


void <entity> GetZBarrierPieceAnimSubState(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the anim sub-state name to be used for zombies tearing this board down.
    EXAMPLE: anim_state = ent GetZBarrierPieceAnimSubState(1)


void <entity> GetZBarrierPieceIndicesInState(<state>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of integer indices of the zbarriers pieces that are in the specified state.
    EXAMPLE: open_pieces = ent GetZBarrierPieceIndicesInState("open")


void <entity> GetZBarrierPieceState(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the state of the piece indexed in the zbarrier ent. States are open, opening, closed and closing.
    EXAMPLE: pieceState = ent GetZBarrierPieceState(1)


void <entity> GetZBarrierReachThroughAttackAnimState()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the anim state name for reach through attacks used by this zbarrier.
    EXAMPLE: attackStateName = ent GetZBarrierReachThroughAttackAnimState()


void <entity> GetZBarrierTauntAnimState()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the anim state name for taunts used by this zbarrier.
    EXAMPLE: tauntStateName = ent GetZBarrierTauntAnimState()


void <entity> Ghost()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Used when the entity should be sent over the network to clients but not be drawn
    EXAMPLE: model Ghost()


void <entity> Gib(<gibtype>,<parent>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gib an entity
    EXAMPLE: self gib( "normal", temp_array )


void GlassRadiusDamage(<origin>,<radius>,<max_damage>,<min_damage>,[means_of_death])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Damages glass in the radius
    EXAMPLE: GlassRadiusDamage( origin, range, max_damage, min_damage, means_of_damage )


void GrenadeExplosionEffect(<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create a grenade explosion effect at the position


entity GroundTrace(<start>,<end>,<hit characters>,<ignore entity>,[ignore water],[ignore glass])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Allows script to do a point trace with MASK_SHOT + MASK_ITEM. Returns hit position, hit entity, hit surface normal.
    EXAMPLE: trace = GroundTrace(magicBulletOrigin.origin, eyePos, true, undefined)


void <entity> HasAnimTree()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the entity has an anim tree
    EXAMPLE: self HasAnimTree()


void <entity> HasASM()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check if this entity has an ASM.
    EXAMPLE: if ( HasASM( self ) ) {


void <entity> HasDObj(<local client number>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the entity currently has a dobj.
    EXAMPLE: if(ent HasDObj(0))


void <entity> HasPart(<tagname>,[modelname])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether the entity has the given tagname as part of its skeleton.
    EXAMPLE: has_part = self HasPart( "tag_weapon", "weapon_saw" )


void HeliTurretDogTrace(<position>,<dog>,<hitNum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determines if you helicopter turret can see the dog.
    EXAMPLE: if (0 == (copter HeliTurretSightTrace(heli_turret_point, dog, lastHit))


void HeliTurretSightTrace(<position>,<player>,<hitNum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determines if you helicopter turret can see an the players eyes.
    EXAMPLE: if (0 == (copter HeliTurretSightTrace(heli_turret_point, player, lastHit))


void <entity> Hide()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Hide the entity
    EXAMPLE: self Hide()


void <entity> HideFromTeam(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Hides the entity from a particular team
    EXAMPLE: self HideFromTeam( friend_team )


void hideinfovolume(<entnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops an info volume from being drawn
    EXAMPLE: InfoVolumeDebug_HideVolume( info_volume GetEntityNumber() )


void HideMiscModels(<targetname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Hide all misc models with this targetname
    EXAMPLE: HideMiscModels( "crash_destruct" )


void <entity> HidePart(<tagname>,[modelname],[bApplyToChildren])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Hide part of an entity.
    EXAMPLE: self HidePart( "tag_weapon", "weapon_saw" )


void <entity> HideZBarrierPiece(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops the indexed piece from being drawn.
    EXAMPLE: ent HideZBarrierPiece(1)


void IncrementCounter(<counterType>,<increment>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Increments the counter
    EXAMPLE: IncrementCounter( "global_comebacks", level.globalComebacks )


void <player> incrementSpecificWeaponPickedUpCount(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: increment the count of the times we've picked up this weapon (uniquely identified by weapon+attachemnts; see function: areWeaponsEqual )
    EXAMPLE: self incrementSpecificWeaponPickedUpCount( weapon )


void InfoVolumeDebugInit()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Initializes the info volume debug array
    EXAMPLE: DebugInfoVolume()


void InitClientObjectives(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Delete a spawned effect.
    EXAMPLE: InitObjectives( 0 )


void <client> InLastStand()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check the last stand state for the client
    EXAMPLE: if ( self InLastStand() )


void IPrintLn(<text>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Write line to the screen
    EXAMPLE: IPrintLn( "Where have all the cowboys gone?" )


void IPrintLnBold(<text>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: write bold line to the screen
    EXAMPLE: IPrintLnBold( "Mitchell!" )


void IsActor(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is an ai character
    EXAMPLE: if ( IsActor( gun_owner ) ) ...


void IsActorCorpse(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is an actor corpse
    EXAMPLE: if ( IsActorCorpse( corpse ) ) ...


void IsActorSpawner(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is an actor spawner
    EXAMPLE: if ( IsActorSpawner( ent ) ) ...


void IsADS(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if this local client is in ADS, false otherwise
    EXAMPLE: IsADS( 0 )


void IsAI(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is an ai character
    EXAMPLE: if ( IsAI( gun_owner ) ) ...


void IsAirborne(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is an airborne unit
    EXAMPLE: if ( IsAirborne( gun_owner ) ) ...


void IsAlive(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is alive
    EXAMPLE: if ( IsAlive( gun_owner ) ) ...


void IsAnimLooping(<animation>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets whether an animation is looped or not
    EXAMPLE: boolLoop = IsAnimLooping( climbAnim )


void IsArchetypeLoaded()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if a given archetype is loaded in the level.
    EXAMPLE: if ( IsArchetypeLoaded( ARCHETYPE_WARLORD ) )


void IsArenaMode()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if we are in arena mode
    EXAMPLE: if ( IsArenaMode() ) ...


void IsAssetLoaded(<assetType>,<assetName>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check whether or not an asset is loaded.
    EXAMPLE: IsAssetLoaded( "weapon", "rpg" )


void <entity> IsAttached(<modelname>,[tagname])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the model is attached to the entity
    EXAMPLE: self IsAttached( "somemodel", "tag_origin" )


void <player> IsBonusCardActive(<bonuscard>,<classnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns if the bonus card is enabled and active in the class, cannot be called on a larry
    EXAMPLE: primary = self IsBonusCardActive( BONUSCARD_PRIMARY_GUNFIGHTER_INDEX, self.class_num )


void <entity> IsBot()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the entity is a bot controlled player
    EXAMPLE: if( self IsBot() )


void IsCamAnimLooping(<cam_anim>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not a specific camera anim loop.
    EXAMPLE: IsCamAnimLooping( "proto_melee_cam" )


void IsCameraSpikeToggled(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the camera spike is toggled to be active, 0 otherwise
    EXAMPLE: if ( IsCameraSpikeToggled( 0 ) )


void <player> IsClientCacheStable()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Is the players client cache stable, have we loaded all other clients' resources.
    EXAMPLE: player IsClientCacheStable()


void <player> IsContentScreenFilterPlaying()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns whether or not this player is playing a Graphics Content blocking filter at this moment or not.


void IsCorpse(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is a corpse
    EXAMPLE: if ( IsCorpse( gun_owner ) ) ...


void IsCoverNode(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns true if the node is of type NODE_TYPEFLAGS_COVER_ONLY
    EXAMPLE: IsCoverNode( node )


void <pathnode> IsDangerous(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the pathnode is dangerous for the given team
    EXAMPLE: if ( node IsDangerous( team ) ) { //do something }


void IsDedicated()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if we are running on the dedicated server
    EXAMPLE: if ( IsDedicated() )


void IsDemoPlaying()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if a demo is currently playing back
    EXAMPLE: if ( IsDemoPlaying() )


void <player> IsDoubleJumping()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is double jumping.
    EXAMPLE: if(player DoubleJumping())


void <player> IsDriving(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the player is driving a vehicle.
    EXAMPLE: if ( self IsDriving( <localClientNum> ) )


void IsDynEntValid(<dynent>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns if the dynEnt still valid or not
    EXAMPLE: if( IsDynEntValid( dyn_id) )


void IsEMPJammed()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if this player is jammed by the emp, false otherwise
    EXAMPLE: if ( player IsEMPJammed() )


void IsEntity(<variable>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether given variable is of type entity.
    EXAMPLE: if ( IsEntity( variable ) ) ...


void <parententity> IsEntityLinkedToTag(<entity>,[tag])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns is the entity is linked to the parententity, ( on a specific tag optional )
    EXAMPLE: if ( player IsEntityLinkedToTag( grenade, "j_head" ) )


void <ai> IsEventServiced(<eventId>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the specified event to serviced.
    EXAMPLE: serviced = self IsEventServiced( 100 )


void <turret> IsFiringTurret()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this turret is firing. The entity must be a turret
    EXAMPLE: turret IsFiringTurret()


void IsFlared()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check is a player is under the influence of a flare
    EXAMPLE: if ( player IsFlared() )


void IsFriendly(<localclientnum>,[predicted])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if entity is friendly
    EXAMPLE: if ( entity IsFriendly( <localClientNum>, [predicted] ) )


void IsGadgetMeleeCharging()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Is the player in the process of melee charging
    EXAMPLE: self IsGadgetMeleeCharging()


void IsGlobalStatsServer()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the game is a global stats ranked server
    EXAMPLE: level.ranked |= IsGlobalStatsServer()


void IsGodMode(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is in god mode
    EXAMPLE: if ( IsGodMode( player ) ) ...


void <grenade> isGrenadeDud()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns if a grenade is a dud
    EXAMPLE: if ( grenade isGrenadeDud() )


void <entity> IsHidden()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: return true if entity is hidden
    EXAMPLE: self IsHidden()


void IsInHelicopter(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the client is in a helicopter.
    EXAMPLE: if( IsInHelicopter( 0 ) )


void IsInScrCam(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Check if the camera of local client is in scripted camera
    EXAMPLE: inScrCam = IsInScrCam( 0 )


void <entity> IsInScritpedAnim()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the entity currently has scripted animation playing.
    EXAMPLE: if(ent IsInScritpedAnim())


void IsInSecondChance()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: To check if player is needs revive
    EXAMPLE: if ( self IsInSecondChance() )


void <entity> IsInsideHeightLock()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether the entity is inside the height lock or not
    EXAMPLE: if( self IsInsideHeightLock() ) { //do something }


void <entity> IsLaserOn()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: check if the entity has laser turned on.
    EXAMPLE: if ( IsLaserOn( entity ) ) { ...


void <entity> IsLinkedTo(<other>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the entity is linked to the other entity
    EXAMPLE: if (ent IsLinkedTo( other )) { // dostuff }


void <player> IsLoadingCinematicPlaying()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Is the player playing the loading cinematic
    EXAMPLE: player IsLoadingCinematicPlaying()


void IsLocalClientDead()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Checks if the pm_type > PM_DEAD
    EXAMPLE: IsLocalClientDead()


void <vehicle> IsLocalClientDriver(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the driver of the vehicle.
    EXAMPLE: driver = self IsLocalClientDriver(0)


void IsLocalGame()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the game local only
    EXAMPLE: level.local = IsLocalGame()


void <entity> IsLocalPlayer()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the ent it's called on is a local player.


void <player> IsLocalPlayerViewLinked(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns whether or not this entity is linked to the given local client
    EXAMPLE: if ( script_mover IsLocalPlayerWeaponViewOnlyLinked( localClientIndex ) ) { ... }


void <player> IsLocalPlayerWeaponViewOnlyLinked()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns whether or not this player is linked to an enity with weapon view only linking.
    EXAMPLE: weaponviewonlylinked = self IsLocalPlayerWeaponViewOnlyLinked()


void <player> IsMantling()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return true if the player is mantling, false otherwise.
    EXAMPLE: self IsMantling()


void IsMapSubLevel([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not the map is a sublevel of a mission
    EXAMPLE: level.isSubLevel = IsMapSubLevel( "cp_mi_cairo_ramses2" )


void IsMature(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks if a player has his Graphic Content Flag is on
    EXAMPLE: IsMature( player )


void <entity> ismissileinsideheightlock()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether the entity is inside the height lock or not
    EXAMPLE: if( self IsInsideHeightLock() ) { //do something }


void IsMovingPlatform()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether platform is a moving platform or not
    EXAMPLE: platform IsMovingPlatform()


void IsNavVolumeLoaded()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether nav volume is loaded
    EXAMPLE: if ( IsNavVolumeLoaded() ) ...


void IsNodeEnabled(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns true if the node is enabled, false otherwise
    EXAMPLE: IsNodeEnabled( node )


void IsNodeOccupied(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See if anyone has claimed a particular node.
    EXAMPLE: if ( IsNodeOccupied( node ) )


void <entity> IsOnGround()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if entity is on ground
    EXAMPLE: if( self IsOnGround() ) { //do something }


void <player> IsOnLadder()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return true if the player is on a ladder, false otherwise.
    EXAMPLE: self IsOnLadder()


void <player> IsOnSlide()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return true if the player is in the player movement slide.
    EXAMPLE: self IsOnSlide()


void IsOnTurret(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the player is currently on a turret
    EXAMPLE: if( IsOnTurret( 0 ) )


void IsPathfinder(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is registered with navigation system so it can do pathfinding and position query
    EXAMPLE: if ( IsPathfinder( tank ) ) ...


void <entity> IsPaused()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether a given entity is paused as part of a world pause.
    EXAMPLE: if ( ent IsPaused() )


void <vehicle> IsPeelingOut()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the vehicle is currently peeling out.
    EXAMPLE: if ( self IsPeelingOut() ) { }


void IsPlayer(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is the player
    EXAMPLE: if ( IsPlayer( gun_owner ) ) ...


void <entity> IsPlayerCorpse()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the ent it's called on is a player corpse.


void <entity> IsPlayerDead()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the entity currently has health of 0 or less
    EXAMPLE: if(ent IsPlayerDead())


void <entity> IsPlayerDoubleJumping()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is currently double jumping (boosting)
    EXAMPLE: if(ent IsPlayerDoubleJumping())


void <entity> IsPlayerFiring()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is currently firing
    EXAMPLE: if(ent IsDead())


void <entity> IsPlayerJumping()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is currently jumping
    EXAMPLE: if(ent IsPlayerJumping())


void IsPlayerNumber()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the passed in int is a valid client number


void <entity> IsPlayerSliding()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is currently sliding
    EXAMPLE: if(ent IsPlayerSliding())


void <entity> IsPlayerSprinting()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is currently sprinting
    EXAMPLE: if(ent IsPlayerSprinting())


void <player> IsPlayerSwimming()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return if a player is swimming
    EXAMPLE: depth = get_players()[0] IsPlayerSwimming()


void <entity> IsPlayerSwimmingOnSurface()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Return if a player is swimming
    EXAMPLE: swimming = player IsPlayerSwimmingOnSurface()


void <entity> IsPlayerSwimmingUnderwater()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Return if a player is swimming
    EXAMPLE: swimming = player IsPlayerSwimmingUnderwater()


void <entity> IsPlayerTalking()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is talking
    EXAMPLE: if(ent IsPlayerTalking())


void <player> IsPlayerUnderwater()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return if a player is underwater
    EXAMPLE: depth = get_players()[0] IsPlayerUnderwater()


void <entity> IsPlayerWallRunning()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is currently wall running
    EXAMPLE: if(ent IsPlayerWallRunning())


void <entity> IsPlayerWallRunningRight()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is currently wall running right
    EXAMPLE: if(ent IsPlayerWallRunning())


void <entity> IsPlayingAnimScripted()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the entity is playing in scripted animation.
    EXAMPLE: if(player IsPlayingAnimScripted())


void IsPlayingLoopSound([alias])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the entity is playing a loop sound
    EXAMPLE: car IsPlayingLoopSound()


void IsPointInNavVolume(<position>,<navVolumeName>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks if a given point is within the specified navigation volume.
    EXAMPLE: result = IsPointInNavVolume( (10,20,30), "small volume" )


void IsPointOnNavMesh(<position>,[entity / radius])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks if a given point is valid on the NavMesh. This check performs all the necessary validation such as away from boundary, correct material, navmesh trigger, etc.
    EXAMPLE: isValid = IsPointOnNavMesh( (10,20,30), self )


void IsPoisoned()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check is a player is under the influence of gas
    EXAMPLE: if ( player IsPoisoned() )


void <player_or_playercorpse> IsRagdoll()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Return true if the entity is a ragdoll body, false otherwise.
    EXAMPLE: if( player IsRagdoll() ) { //do something }


void <entity> IsRobot()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the ent it's called on is a sentient vehicle i.e. a Robot.


void <player> IsScrambled()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the if player is getting scrambled by an enemy
    EXAMPLE: if ( player IsScrambled( ) )


void IsSentient(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is a sentient, that is normally either an ai actor, ai vehicle or the player
    EXAMPLE: if ( IsSentient( vehicle.riders[j] ) ) ...


void IsShoutcaster(<localClientNum>,[checkFistPerson])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the local client is shoutcasting
    EXAMPLE: if ( IsSpectating( localClientNum, false ) )


void <player> IsSlamming()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is slamming.
    EXAMPLE: if(player IsSlamming())


void <player> IsSliding()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is sliding.
    EXAMPLE: if(player IsSliding())


void <entity> IsSpawner(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is a spawner
    EXAMPLE: if ( IsSpawner( ent ) ) ...


void IsSpawnPointVisible(<point>,<angles>,<team>,<ignore player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true or false if a point is visible to the given team
    EXAMPLE: if ( IsSpawnPointVisible( point_position, point_angles, "axis", player ) )


void IsSpectating(<localClientNum>,[checkFistPerson])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the local client is spectating
    EXAMPLE: if ( IsSpectating( localClientNum, false ) )


void IsSplitScreen()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the game is a splitscreen game
    EXAMPLE: level.splitscreen = IsSplitScreen()


void <player> IsSplitScreenHost()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if local player is the host
    EXAMPLE: if ( player IsSplitScreenHost() ) { }


void <player> IsSprinting()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is sprinting.
    EXAMPLE: if(player IsSprinting())


void <player> IsStarterPack()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player has starter pack
    EXAMPLE: if ( self IsStarterPack() )


void <player> IsStartingClassDefault()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the starting class is the default class for the level


void <entity> IsStreamed()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if this entity is fully streamed in
    EXAMPLE: thing isStream()


void <player> IsStreamerReady()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Is the players streamer ready.
    EXAMPLE: player IsStreamerReady()


void IsSwimming(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is swimming.
    EXAMPLE: isSwimming = IsSwimming( localclientnum )


void <player> IsTestClient()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is a test client (Does not have a remote user).
    EXAMPLE: if( self IsTestClient() )


void IsThirdPerson()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Checks if the camera mode to third person if true
    EXAMPLE: IsThirdPerson()


void <entity> IsTouching(<other entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if <other entity> is touching <entity>
    EXAMPLE: if( player IsTouching( e_goal_volume ) ) { //do something }


void <entity> IsTouchingSwept(<other entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if <other entity> is touching <entity>
    EXAMPLE: if( player IsTouchingSwept( e_goal_volume ) ) { //do something }


void <entity> IsTouchingVolume(<origin>,<volume mins>,<volume maxs>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if entity is touching the volume.
    EXAMPLE: if ( crate_ent IsTouchingVolume( origin + (0,0,40), mins, maxs ) )


void <player> IsTraversing()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is traversing.
    EXAMPLE: if(player IsTraversing())


void <trigger> IsTriggerEnabled()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if trigger is enabled. False otherwise
    EXAMPLE: if( trig isTriggerEnabled() )


void <turret> IsTurretFiring()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks if this turret is firing
    EXAMPLE: if( IsTurretFiring( roof_turret ) )


void <turret> IsTurretLockedOn()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this turret is locked onto a target. The entity must be a turret
    EXAMPLE: turret IsTurretLockedOn()


void IsUnderwater(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the player is underwater.
    EXAMPLE: clipCount = IsUnderwater( localclientnum )


void IsUsingNavVolume(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is using Nav Volume. Note this is a relatively low level check. For general gameplay check whether an entity is flying, consider using IsAirborne.
    EXAMPLE: if ( IsUsingNavVolume( gun_owner ) ) ...


void isUsingT7Melee()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true T7 Melee system is being used


void IsValidGametype(<game type>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the string is a valid game type


void IsVehicle(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is an ai character
    EXAMPLE: if ( IsVehicle( gun_owner ) ) ...


void <entity> IsVehicleSpawner(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is a vehicle spawner
    EXAMPLE: if ( IsVehicleSpawner( ent ) ) ...


void IsVisibleByPlayer()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if the actor can be seen by a player
    EXAMPLE: if( IsVisibleByPlayer(ent) )


void isvr()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: check if this player has VR enabled


void <player> IsWallRunning()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is wall running.
    EXAMPLE: if(player IsWallRunning())


void IsWallrunNode(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns true if the node has the PNF_WALLRUN flag set
    EXAMPLE: IsWallrunNode( node )


void <vehicle> IsWheelColliding(<wheel>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns if the given wheel is on the ground.
    EXAMPLE: colliding = self IsWheelColliding( front_left )


void <vehicle> IsWheelPeelingOut(<wheel>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns if the given wheel is sliding.
    EXAMPLE: peeling = self IsWheelPeelingOut( front_left )


void <vehicle> IsWheelSliding(<wheel>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns if the given wheel is sliding.
    EXAMPLE: sliding = self IsWheelSliding( front_left )


void IsWorldPaused()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: returns whether or not the world is currently paused
    EXAMPLE: if ( IsWorldPaused() )


void <entity> IsZBarrier()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the entity called on is a zbarrier.
    EXAMPLE: if(ent IsZBarrier())


void <entity> IsZBarrierClosed()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the state of all of the zbarrier's pieces is 'closed'.
    EXAMPLE: closed = ent IsZBarrierClosed())


void <entity> IsZBarrierOpen()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the state of all of the zbarrier's pieces is 'open'.
    EXAMPLE: open = ent IsZBarrierOpen())


void <item> ItemWeaponSetAmmo(<clipAmmo>,<reserveAmmo>,[altIndex])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon ammo to the given clip ammo and reserve ammo. Can give an alternate weapon index
    EXAMPLE: weap ItemWeaponSetAmmo( clip, extra, 1 )


void Kick(<clientnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Kicks the specified player.
    EXAMPLE: Kick( 2 )


void <entity> Kill([source position],[attacker],[inflictor],[weapon])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Kills this entity. If the entity could not be killed, errors. Automatically sets setCanDamage( true ).
    EXAMPLE: level.player kill()


void KillClientRadiantExploder(<exploder id>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Deactivates a client side radiant exploder
    EXAMPLE: DeactivateClientRadiantExploder( "light_switch" )


void KillServer()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: kills the server
    EXAMPLE: KillServer()


void <entity> LaserOff()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Turns off entity's laser sight.
    EXAMPLE: self LaserOff()


void <entity> LaserOn()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Turns on entity's laser sight.
    EXAMPLE: self LaserOn()


void <entity> Launch(<initial velocity>,[initial angular velocity])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Launch an object that interacts with the world, using an initial velocity. From this point on this object will no longer block either missiles or bullets.
    EXAMPLE: self Launch( (x, y, z) )


void launchdynent(<dynent>,<force>,[hitp])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Launch a dynent
    EXAMPLE: launchdynent( brick, (0,0,200) )


void <entity> LaunchRagdoll(<force>,[bonename])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Launch this ragdoll.
    EXAMPLE: self LaunchRagdoll( (0,0,100) )


void <entity> LaunchVehicle(<force>,bone name to apply the force to)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Launch this physics vehicle.
    EXAMPLE: panzer LaunchVehicle( (0,0,100) )


void <player> LerpViewAngleClamp(<time>,<accel time>,<decel time>,<right arc>,<left arc>,<top arc>,<bottom arc>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Only works if the player is currently linked to another entity and angles aren't locked. Lerps the current view angle constraints to the provided ones over the specified time.


void LinkNodes(<node1>,<node2>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Connects node1 to node2. Call it again with arguments flipped if you want a two-way connection.
    EXAMPLE: LinkNodes( node_moving_elev_left, node_moving_elev_right )


void <non_player_entity> LinkTo(<linkto entity>,[tag],[originOffset],[anglesOffset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attaches one entity to another
    EXAMPLE: self.rightturret LinkTo( self, "tag_gunRight", (0,0,0), (0,0,0) )


void <non_player_entity> LinkToBlendToTag(<linkto entity>,[tag],[only yaw],[collision physics])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attaches one entity to another, gradually lerping entity to the parents orientation
    EXAMPLE: self.rightturret LinkToBlendToTag( self, "tag_gunRight" )


void LinkToCamera(<linkType>,[offset])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Links an entity directly to the camera. Good for scripted player arms.
    EXAMPLE: swimming_arms LinkToCamera()


void <non_player_entity> LinkToUpdateOffset(<origin_offset>,[angles_offset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attaches one entity to another, gradually lerping entity to the parents orientation
    EXAMPLE: self.rightturret LinkToUpdateOffset( originsOffset, anglesOffset )


void LinkTraversal(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a user edge connecting two path nodes
    EXAMPLE: LinkTraversal( beginNode )


void LoadSentientEventParameters(<scriptBundle>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Loads the global sentient event parameters for a given scriptbundle sentient events asset. (all AI will use these)
    EXAMPLE: LoadSentientEventParameters( "sentientevents" )


void LoadSiegeAnim(<anim_name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Load a siege anim into memory
    EXAMPLE: LoadSiegeAnim( "flappy_bird" )


void LocalClientActive(<client>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Return whether local client is active
    EXAMPLE: active = LocalClientActive( 0 )


void <entity> LocalToWorldCoords(<local coordinate>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Transform the given local coordinate point to a world coordinate point
    EXAMPLE: ramboPoint = self LocalToWorldCoords( delta )


void <actor> LookAtEntity([otherguy])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set this actor to look at the specified entity. Call this function without any entity specified to turn it off.
    EXAMPLE: guy LookAtEntity( otherguy )


void <actor> LookAtPos([pos])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set this actor to look at the specified position. Call this function without any position specified to turn it off.
    EXAMPLE: guy LookAtPos( pos )


void <player> LUINotifyEvent([player],<lui event name>,<num of args>,<args>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sends a notify from script to LUI.
    EXAMPLE: LUINotifyEvent( &"update_objectives", 1, &"LEVEL_GOTO_NEXT_PLACE" )


void LUINotifyEventToSpectators(<lui event name>,<num of args>,<args>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sends a notify from script to LUI.
    EXAMPLE: LUINotifyEventToSpectators( &"update_objectives", 1, &"LEVEL_GOTO_NEXT_PLACE" )


entity MagicBullet(<weapon>,<source>,<destination>,[attacker],[targetent],[targetOffset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a magic bullet at the source
    EXAMPLE: MagicBullet( GetWeapon("sniper_hyperion"), level.sniper_loc.origin, target GetTagOrigin( "tag_eye" ), level.sniper_boss)


entity <actor> MagicGrenade(<origin>,<target position>,[time to blow],[weapon])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a "Magic" grenade from an actor.
    EXAMPLE: self MagicGrenade( self.origin, target.origin, 2.0 )


entity <actor> MagicGrenadeManual(<origin>,<velocity>,[time to blow])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: creates a "Magic" grenade from an actor
    EXAMPLE: self MagicGrenadeManual( self.origin, target.origin, 2.0 )


entity <player> MagicGrenadeManualPlayer(<origin>,<velocity>,<weapon>,[time to blow])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: creates a "Magic" grenade from a player
    EXAMPLE: self MagicGrenadeManualPlayer( self.origin, target.origin, 2.0 )


entity <player> MagicGrenadePlayer(<weapon>,<origin>,<velocity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a "Magic" grenade from a player.
    EXAMPLE: MagicGrenadePlayer( "sticky_grenade_mp", self.origin, toss_velocity )


entity MagicGrenadeType(<weaponName>,<sourceLoc>,<velocity>,[time to blow])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Fire a 'magic grenade', from the source location towards the destination point.
    EXAMPLE: ent MagicGrenadeType( "fraggrenade", self.origin, myVelocity )


entity <attacker> MagicMissile(<weapon>,<position>,<velocity>,[targetent])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Launches a weapon from the given position with the given velocity. Velocity determines direction.
    EXAMPLE: bomb = player MagicMissile( "artillery_mp", (100,100,0), ( 0.1, 0.1, 0.1 ) )


void <script_model> MakeFakeAI()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create a drone from script model, that can be moved around with simple commands
    EXAMPLE: guy MakeFakeAI()


void <grenade> MakeGrenadeDud()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Turns a grenade into a dud
    EXAMPLE: grenade MakeGrenadeDud()


void <vehicle> MakePathfinder()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Register a vehicle with Havok so it can do pathfinding and position query


void <entity> MakeSentient()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Turn a vehicle or script mover into a sentient.
    EXAMPLE: heli MakeSentient()


void <turret> MakeTurretUnusable()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a turret to be unable to be used
    EXAMPLE: roof_turret MakeTurretUnusable()


void <turret> MakeTurretUsable()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a turret able to be used
    EXAMPLE: roof_turret MakeTurretUsable()


void <entity> MakeUnusable()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets this entity to be not usable by the player
    EXAMPLE: mover MakeUsable()


void <entity> MakeUsable([team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets this entity to be usable by the player
    EXAMPLE: mover MakeUsable()


void Map(<map name>,[save persistent])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Loads a new map


void Map_Restart([save persistent])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Restarts the map
    EXAMPLE: Map_Restart( true )


void MapExists(<map name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the map with the given name exists on the server


void MapShaderConstant(<localClientNum>,<index>,<constant name>,[x],[y],[z],[w])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Maps a shader constant to an index. Returns 1 if success, 0 on failure
    EXAMPLE: ent mapshaderconstant( 0, "shaderColor" ); ent mapshaderconstant( 0, "shaderColor", 1, 0, 1, 1 )


void MarkAsDirty()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Marks the entity as dirty
    EXAMPLE: MarkAsDirty( entity )


void <destructible> MarkDestructibleDestroyed()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: set destructible destroyed
    EXAMPLE: barrel MarkDestructibleDestroyed()


void MarkNoVehicleNavMeshFaces()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Update the novehicle flag on navmesh faces. This should only be used in MP map for now.


void matchRecordOvertimeRound()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: call after matchRecordRoundStart to mark the round as an overtime round (only first overtimee round is actually recorded)
    EXAMPLE: matchRecordOvertimeRound()


void matchRecordRoundStart()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: need a hook for round starts, to get time stamps
    EXAMPLE: matchRecordRoundStart()


void Matrix4x4TransformPoints()

    CATEGORY:
    CLIENT/SERVER: Server


void MaySpawnEntity()

    CATEGORY:
    CLIENT/SERVER: Server


void MaySpawnFakeEntity()

    CATEGORY:
    CLIENT/SERVER: Server


void MisdirectionEnable(<localClientNum>,<bool>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Enables or disables misdirection display
    EXAMPLE: MisdirectionEnable( localclientnum, newVal )


void <entity> Missile_DroneSetVisible(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the missile or drone to be visible
    EXAMPLE: self Missile_DroneSetVisible( true )


entity <missile> Missile_GetTarget()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the target of the missile to the given entity, and resets if no entity is specified.
    EXAMPLE: target = missile Missile_GetTarget()


void <missile> missile_settarget([target],[targetOffset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the target of the missile to the given entity, and resets if no entity is specified.
    EXAMPLE: self missile_settarget( player )


void MissionFailed()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Restarts the map
    EXAMPLE: MissionFailed()


void MissionHasAccolades([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not this mission has any accolades associated with it
    EXAMPLE: level.has_accolades = MissionHasAccolades( "cp_mi_cairo_ramses2" )


void MissionHasCollectibles([currentmap])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not this mission has any collectibles in it
    EXAMPLE: level.has_collectibles = MissionHasCollectibles( "cp_mi_cairo_ramses2" )


void MissionRestart()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Restarts the mission, which might take you to a different BSP if this is a sublevel
    EXAMPLE: MissionRestart()


void <script_model, script_origin or script_brushmodel> MoveGravity(<initial velocity>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Fling this entity.
    EXAMPLE: self MoveGravity( break_vector, time )


void <script_model, script_origin or script_brushmodel> MoveSlide(<center>,<radius>,<initial velocity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Launches the entity in the given velocity. When on the ground it will slide smoothly. Call StopMoveSlide to make it stop moving.
    EXAMPLE: self MoveSlide( 16, anglesToForward( self.angles ) * 10 )


void <script_model, script_origin or script_brushmodel> MoveTo(<point>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Move this entity to the given point.
    EXAMPLE: dummy MoveTo( dest_org, .5, .05, .05 )


void <script_model, script_origin or script_brushmodel> MoveX(<point>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Move this entity to the given world x value
    EXAMPLE: train MoveX( -4400, 60, 15, 20 )


void <script_model, script_origin or script_brushmodel> MoveY(<point>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: move this entity to the given world y value
    EXAMPLE: hangardoor MoveY( 320, 10 )


void <script_model, script_origin or script_brushmodel> MoveZ(<point>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Move this entity to the given world z value


void NavPointSightFilter(<points>,<origin>,[checksight])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Given an array of navmesh points, filters the array based on navmesh visibility to an origin.
    EXAMPLE: points = NavPointSightFilter( points, nearest )


void NeedsRevive(<bool>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Used for mini maps to display compass icon
    EXAMPLE: self NeedsRevive( true )


void NodesAreLinked(<node1>,<node2>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if node1 is connected to node2.
    EXAMPLE: NodesAreLinked( node_moving_elev_left, node_moving_elev_right )


void NodesVisible(<node1>,<node2>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if these nodes are visible to one another, false otherwise.
    EXAMPLE: if ( NodesVisible( cover, guy.node ) )


void <ent> NotSolid()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Unsets the solid flag, so that this object is no longer collidable.
    EXAMPLE: self NotSolid()


void NumRemoteClients()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the number of remote clients connected to the game. Very useful for scaling content for coop play, and network balancing.
    EXAMPLE: num_remote_clients = NumRemoteClients()


void Obituary(<victim>,<attacker>,<weapon>,<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create an obituary for a character
    EXAMPLE: Obituary( self, attacker, sWeapon, sMeansOfDeath )


void Objective_Add(<objective_number>,<state>,<entity>,[displayName],[entity])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Add a new objective, with ability to specify all the info for the objective
    EXAMPLE: Objective_Add( objective_number, "active", closest.bomb.origin, objective_text, self.objective )


void Objective_ClearAllUsing(<objective_number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears the objective of all players using status.


void Objective_ClearEntity(<objective_number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears the entity previous set on the objective


void Objective_ClearPlayerUsing(<objective_number>,<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to be not being used by the specified player.


void Objective_Delete(<objective_number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Deletes the objective
    EXAMPLE: Objective_Delete( objective_number )


void Objective_FlipIcon(<localClientNum>,<objectiveID>,[shouldFlipMaterial])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Flips the icon of the objective
    EXAMPLE: Objective_FlipIcon( self.friendlyObjID )


void Objective_GetGamemodeFlags(<objective_index>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the gamemode flags for the objective.
    EXAMPLE: flags = Objective_GetGamemodeFlags( myObjNumber )


void Objective_Icon(<objective_number>,<icon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the objective icon
    EXAMPLE: objective_icon( crateObjID, "compass_supply_drop_black" )


void Objective_OnEntity(<objective_number>,<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to get its position from an entity.


void Objective_Position(<objective_number>,<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the objective position
    EXAMPLE: objective_position( self.objectiveID, self.curOrigin )


void Objective_Set3D(<objective_number>,<use3D>,[unused],[unused],[unused],[unused])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets flag determining if 3D state for an objective is drawn.
    EXAMPLE: Objective_Set3D( myObjNum, true, undefined, undefined, undefined, (0,0,70) )


void Objective_SetColor(<objective_index>,<r/colorName>,[g],[b],[a])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a color for the objective that the icon will then be drawn with.
    EXAMPLE: Objective_SetColor( myObjNumber, 1.0, 0.0, 0.0, 1.0 )Objective_SetColor( myObjNumber, "FriendlyBlue" )


void Objective_SetFlag(<objective_index>,<flag>,<true/false>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the gamemode flags for the objective.
    EXAMPLE: Objective_SetFlag( myObjNumber, "active", true )


void Objective_SetGamemodeFlags(<objective_index>,<flags>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the gamemode flags for the objective. This function only works for modes not using 3d objectives (mp).
    EXAMPLE: Objective_SetGamemodeFlags( myObjNumber, 0 )


void Objective_SetIcon(<localClientNum>,<objectiveNumber>,<materialName>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the icon for the objective
    EXAMPLE: Objective_SetIcon( localClientNum, clientObjID, "remotemissile_target" )


void Objective_SetIconSize(<localClientNum>,<objective_number>,<scale>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the objective's scale for the icon.
    EXAMPLE: objective_SetIconSize( localClientNum, clientObjID, 50 )


void Objective_SetInvisibleToAll(<objective_number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to be invisible to all players.


void Objective_SetInvisibleToPlayer(<objective_number>,<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to be invisible to the specified player.


void Objective_SetInvisibleToPlayerByIndex(<objective_number>,<entnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to be invisible to the specified player.


void Objective_SetPlayerUsing(<objective_number>,<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to being used by the specified player.


void Objective_SetProgress(<objective_index>,<percent>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the progress for the objective.
    EXAMPLE: Objective_SetProgress( myObjNumber, 0.5 )


void Objective_SetSize(<objective_index>,<entity/float>,[float])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a size for the objective that the icon will then be drawn at. Min is MIN_OBJECTIVE_ICON_SIZE = 5
    EXAMPLE: Objective_SetSize( myObjNumber, myTrigger )Objective_SetSize( myObjNumber, 20, 30 )


void Objective_SetStencil(<localClientNum>,<objective_number>,<stencil>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the objective's stencil for the icon.
    EXAMPLE: Objective_SetStencil( localClientNum, clientObjID, true )


void Objective_SetUIModelValue(<objective_number>,<lui menu data name>,<lui menu data value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set a UI Model Value for an objective
    EXAMPLE: Objective_SetUIModelValue( 0, "killedCount", 4 ); or Objective_SetUIModelValue( 0, "killedCount", "Four" )


void Objective_SetVisibleToAll(<objective_number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to be visible to all players.


void Objective_SetVisibleToPlayer(<objective_number>,<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to be visible to the specified player.


void Objective_SetVisibleToPlayerByIndex(<objective_number>,<entnum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective to be visible to the specified player.


void Objective_State(<objective_number>,<state>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set a state for the objective
    EXAMPLE: Objective_State( obj_id, "active" )


void Objective_Team(<objective_number>,<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the team that the objective is for. Allows having different objectives for each team
    EXAMPLE: Objective_Team( 0, "allies" )


void Objective_VisibleTeams(<objective_number>,<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the team that the objective is visible too for. Allows having different objectives for each team
    EXAMPLE: Objective_VisibleTeams( 0, 01101101 )


void <player> OffhandWeaponsEnabled()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determine if offhand weapons are enabled for the player
    EXAMPLE: enabled = player OffhandWeaponsEnabled()


void <entity> OverrideLightingOrigin()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Uses the entity origin as the lighting origin instead of the center of the entity's bounding area
    EXAMPLE: door OverrideLightingOrigin()


void <entity> OverrideSpawnflags()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the spawnflags on this entity. Used for patching.
    EXAMPLE: entity OverrideSpawnflags( 64 )


void PathDistance(<start>,<end>,<generatePathForAccurateDist>,<pathEnt>,<pathDistanceType>,<maxCornerPredictions>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the approximate/semi-accurate path distance between two points or undefined if no path can be found.


void PhysicsExplosionCylinder(<position>,<outer radius>,<inner radius>,<magnitude>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Created a physics explosion cylinder
    EXAMPLE: PhysicsExplosionCylinder( self.origin, 600, 240, 1 )


void PhysicsExplosionSphere(<position>,<outer radius>,<inner radius>,<magnitude>,[outer damage],[inner damage])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create a physics explosion sphere
    EXAMPLE: PhysicsExplosionSphere( origin, radius, radius, 5, max_damage, min_damage )


void PhysicsJetThrust(<origin>,<weapon facing dir>,<radius>,<magnitude>,<angle limit>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates a physics jet thrust
    EXAMPLE: PhysicsJetThrust( self.origin, (0,0,1), 400, 1, 60)


void PhysicsJolt(<position>,<outer radius>,<inner radius>,<impulse>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create a physics radius jolt
    EXAMPLE: PhysicsJolt( self.origin, 600, 240, 1 )


void <script_model> PhysicsLaunch([contact_point],[initial_force])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Permanently turn this entity into a physics object with an intial force vector at the specified point.
    EXAMPLE: dummy PhysicsLaunch( contact_point, initial_force )


entity PhysicsTrace(<start>,<end>,[mins],[maxs],[ignore entity],[mask type])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Does a physics trace from start to end. Returns hit position
    EXAMPLE: trace = PhysicsTrace( start, end, ( 0, 0, 0 ), ( 0, 0, 0 ), self, PHYSICS_TRACE_MASK_VEHICLE_CLIP )


entity PhysicsTraceEx(<start>,<end>,[mins],[maxs],[entity],[player clip])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Physics trace, ignoring characters. Returns the full trace structure.
    EXAMPLE: trace = PhysicsTraceEx( start, end, (-10,-10,0), (10,10,0) )


void <spawn point> PlaceSpawnPoint()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Raises the spawn point up to make sure it's not in the ground, then drops it back down into the ground.
    EXAMPLE: spawnpoints[i] PlaceSpawnPoint()


void <entity> PlayBattleChatterToTeam(<aliasname1>,<aliasname2>,<teamname>,[ignoreplayer])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound alias as if coming from the entity, so that only one team can hear it
    EXAMPLE: self PlaySoundToTeam( "frag_out", "axis", self )


entity PlayerBeingSpectated(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the player the local client is spectating or the player himself if no spectating is going on
    EXAMPLE: spectated = PlayerBeingSpectated( localClientNum )


entity PlayerBulletTrace(<start>,<end>,<ignore entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Allows script to do a bullet point trace with CONTENTS_PLAYER, collides with player hitboxes. Returns hit position, hit entity, hit surface normal.
    EXAMPLE: trace = PlayerBulletTrace( magicBulletOrigin.origin, eyePos, undefined )


void <player> PlayerCamLinkTo(<entity>,<tagname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the player's vision to look through another entity.
    EXAMPLE: level.player2 CameraLinkTo( cameraUpstairs, "tag_player" )


void <player> PlayerCamUnlink()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Unlinks the player's vision from an entity.
    EXAMPLE: level.player2 CameraUnlink( )


void PlayerGrappleTrace(<start>,<end>,[ignore entity])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Trace to see if grapple is valid
    EXAMPLE: hitp = PlayerGrappleTrace(player.origin, player.origin + (0,0,-500))


void <linked_player> PlayerLinkedOffsetDisable()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: If disabled, the linked player's orientation will not use their link offset.
    EXAMPLE: ac130guy PlayerLinkedOffsetDisable()


void <linked_player> PlayerLinkedOffsetEnable()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: If enabled, the linked player's orientation will use their link offset. This is traditional (CoD4) LinkTo behavior for a player.
    EXAMPLE: ac130guy PlayerLinkedOffsetEnable()


void <linked_player> PlayerLinkedSetUseBaseAngleForViewClamp(<enable>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the whether the player's view clamp is based on the entity (true) or the tag selected (false). Must be called after linking using WeaponViewToDelta
    EXAMPLE: player PlayerLinkedSetUseBaseAngleForViewClamp( true )
    NOTES: A Linked Player Entity using WeaponViewToDelta


void <player> PlayerLinkTo(<linkto entity>,[tag],[view fraction],[right arc],[left arc],[top arc],[bottom arc],[use tag angles],[auto recenter])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attaches the player to an entity. Any entity rotation is added to the player's view, allow the player to look around. Rotating the parent entity/tag will not move the player's eye position, but only the player's view angles. Thus, the player's eye position is locked in place, always directly above the parent tag.
    EXAMPLE: level.player PlayerLinkTo( vehicle, "tag_player", 0.5 )


void <player> PlayerLinkToAbsolute(<lockto entity>,[tag])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attaches the player to an entity. No view movement is allowed. The player's eye position will remain fixed relative to the parent entity/tag. Thus, pitching and rolling will cause the player's eye position to move. (But the player entity always remains vertical)
    EXAMPLE: player PlayerLinkToAbsolute( vehicle, "tag_player" )


void <player> PlayerLinkToBlend(<parent>,[tag],[pos time],[pos accel time],[pos decel time],<time>,[angle accel time],[angle decel time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Only works if the player is currently linked to another entity and angles aren't locked. Lerps the current view angle constraints to the provided ones over the specified time.
    EXAMPLE: player PlayerLinkToBlend( ice_pick, "tag_origin


void <player> PlayerLinkToDelta(<linkto entity>,[tag],[view fraction],[right arc],[left arc],[top arc],[bottom arc],[use tag angles],[auto recenter])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attaches the player to an entity. Any entity rotation is added to the player's view, allow the player to look around. The player's eye position will remain fixed relative to the parent entity/tag. Thus, pitching and rolling will cause the player's eye position to move. (But the player entity always remains vertical)
    EXAMPLE: level.player PlayerLinkToDelta( vehicle, "tag_player", 0.5 )


void <player> PlayerLinkWeaponViewToDelta(<linkto entity>,[tag],[view fraction],[right arc],[left arc],[top arc],[bottom arc],[use tag angles])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Similar to PlayerLinkToDelta(), but the player's body stays behind. The player's view attaches to the tag, and any weapon fire will also come from there.
    EXAMPLE: level.player PlayerLinkToDelta( vehicle, "tag_player", 0.5 )


void PlayerPhysicsTrace(<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Does a physics trace and returns the hit point.
    EXAMPLE: hitp = PlayerPhysicsTrace(player.origin + (0,0,72), player.origin + (0,0,-500))


void PlayerPhysicsTraceIgnoreEnt(<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Does a physics trace and returns the hit point.
    EXAMPLE: hitp = PlayerPhysicsTraceIgnoreEnt(player.origin + (0,0,72), player.origin + (0,0,-500))


void PlayerPositionValid(<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the passed in origin is valid for a spawn (ie not inside something).
    EXAMPLE: if(playerpositionvalid(spawnpoints[i].origin))...


void PlayerPositionValidIgnoreEnt(<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the passed in origin is valid for a spawn (ie not inside something).
    EXAMPLE: if(PlayerPositionValidIgnoreEnt(spawnpoints[i].origin))...


void <player> PlayerSetGroundReferenceEnt(<ground reference entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: The ground entity's rotation will be added onto the player's view. In particular, this will cause the player's yaw to rotate around the entity's z-axis instead of the world z-axis. You only need to call this function once. After that, any rotation that the reference entity undergoes will affect the player. Call this command again with undefined to turn it off.
    EXAMPLE: player PlayerSetGroundReferenceEnt( seaEnt )


void PlayerSightTrace(<position>,<maxDistance>,<hitNum>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determines if you can see an item. Checks distance and view cone before the trace to increase efficency.
    EXAMPLE: if (0 == (self Playersighttrace(positionOfFlare, 200, lastHit))


entity PlayFX(<fx name>,<position>,[forward],[up],[ignore pause])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Plays the fx at the given location.
    EXAMPLE: PlayFX( level._effect["nuke_fx"], nuke_pos.origin, forward, up )


entity PlayFXOnCamera(<fx name>,[offset],[forward],[up],[ignore pause])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Plays the fx at the given offset from the camera.
    EXAMPLE: PlayFX( level._effect["bubbles"], offset, forward, up )


entity PlayFXOnTag(<fx name>,<entity>,<tag>,[ignore pause])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play fx on a particular tag of an entity
    EXAMPLE: PlayFxOnTag( level._effect["character_fire_death_torso"], self, "J_Spine1" )


entity PlayLoopedFX(<fx name>,<repeat>,<position>,[cull distance],[forward],[up])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play an fx which is looped
    EXAMPLE: PlayLoopedFX( level._effect[self.v["trailfx"]], self.v["trailfxdelay"], self.v["origin"], 0, self.v["forward"], self.v["up"] )


void <entity> PlayLoopSound(<aliasname>,[fadetime])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play a looping sound with an optional fadetime in seconds.
    EXAMPLE: fire_sound_ent playloopsound ("mpl_player_burn_loop")


void <entity> PlayRumbleLoopOnEntity(<rumble name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Plays a looping rumble on the given entity.
    EXAMPLE: self PlayRumbleLoopOnEntity( "damage_heavy" )


void PlayRumbleLoopOnPosition(<rumblename>,<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play a looping rumble on the given position
    EXAMPLE: PlayRumbleLoopOnPosition( "grenade_rumble", origin )


void <entity> PlayRumbleOnEntity(<rumble name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Plays a rumble on the given entity.
    EXAMPLE: self PlayRumbleOnEntity( "damage_heavy" )


void PlayRumbleOnPosition(<rumblename>,<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play a rumble on the given position
    EXAMPLE: PlayRumbleOnPosition( "grenade_rumble", origin )


void <entity> PlaySound(<aliasname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound at the entity
    EXAMPLE: bomb PlaySound( "zmb_bomb_explode" )


void PlaySoundAtPosition(<aliasname>,<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound alias from a position
    EXAMPLE: PlaySoundAtPosition("Dirt_skid", ( 100, 100, 0 ) )


void <entity> PlaySoundOnTag(<aliasname>,[tag],[team],[ent])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound alias as if coming from the tag
    EXAMPLE: self PlaySoundOnTag( soundAlias, "J_Head")


void <entity> PlaySoundToAllButPlayer(<aliasname>,<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound alias as if coming from the entity, so that everyone but one player can hear it
    EXAMPLE: self PlaySoundToAllButPlayer( "frag_out", self )


void <entity> PlaySoundToPlayer(<aliasname>,<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound alias as if coming from the entity, so that only one player can hear it
    EXAMPLE: self PlaySoundToPlayer( "frag_out", self )


void <entity> PlaySoundToTeam(<aliasname>,<teamname>,[ignoreplayer])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound alias as if coming from the entity, so that only one team can hear it
    EXAMPLE: self PlaySoundToTeam( "frag_out", "axis", self )


void <entity> PlaySoundWithNotify(<aliasname>,[notification string],[tag])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Play the sound alias as if coming from the entity
    EXAMPLE: self PlaySoundWithNotify("Dirt_skid","skidsound")


void PositionQuery_Filter_Directness(<queryStruct>,<origin>,<target>,[resultVarName])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Directness filter compute the direction information for each of the positions, relative to <origin> and <target>.
    EXAMPLE: PositionQuery_Filter_Directness( queryResult, self.origin, self.enemy.origin )
    NOTES: The result includes:pointStruct.Directness = DistanceToTargetDifferenceAfterMove / DistanceMoved. Directness describes how efficient the point emerges to target. A close to 1.0 directness leads straight towards target; a close to 0.0 directness prefers strafing while maintain distance; a negative directness gets away from target.pointStruct.LeftDist = distance moved to the left using reference line passing <origin> and <target>. negative value means to the right.pointStruct.TargetDist = distance to <target>.


void PositionQuery_Filter_DistanceToGoal(<queryStruct>,<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Calculate the distance to <entity>.goalpos. If the point is in <entity>.goalradius, the distance will be 0. the result is in pointStruct.distToGoal
    EXAMPLE: PositionQuery_Filter_DistanceToGoal( queryResult, self )


void PositionQuery_Filter_InClaimedLocation(<queryStruct>,<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Check if the locations are inside other sentients claimed locations <entity>.inClaimedLocation.
    EXAMPLE: PositionQuery_Filter_InClaimedLocation( queryResult, self )


void PositionQuery_Filter_Sight(<queryStruct>,<targetPosition>,[offset],[visibleBy_Ent],[numOfPassedToEarlyOut],[ignoreEnt],[resultVarName])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sight filter do sight check on each of the positions to a target position, and store the result in pointStruct.visibility (boolean).
    EXAMPLE: PositionQuery_Filter_Sight( queryResult, self.enemy.origin, self GetEye() - self.origin, self, 30, self.enemy );


void PositionQuery_Source_Navigation(<origin>,<minSearchRadius>,<maxSearchRadius>,<halfHeight>,<innerSpacing>,<origin>,<innerSpacing>,[distributionBias])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Generate points around <origin>, between <minSearchRadius> and <maxSearchRadius> and within <halfHeight> height difference. For ground AI, the points will be on Nav Mesh; for flying AI, the points will be in Nav Volume. Only the points in pathable area will be kept. If the <origin> itself is in pathable area, all the points are guaranteed to be reachable from <origin>. If the <origin> is outside pathable area, all the points will still be in pathable areas surrounding <origin>, but reach-abilities cannot be guaranteed.
    EXAMPLE: queryResult = PositionQuery_Source_Navigation( goalpos, self.radius, self.radius * 8, heightRadius, AI_GOAL_POINT_STEP, self, AI_GOAL_POINT_STEP * 0.2 )if ( queryResult.centerOnNav ){foreach( pointStruct in queryResult.data ){position = pointStruct.origindist = pointStruct.distToOrigin2D...}}
    NOTES: The returned data will be in following structure:rootStruct{// meta data of the queryvec3 originfloat maxRadiusstring sourceTypebool centerOnNav...// points data arraypointStruct{vec3 originfloat scorefloat distToOrigin2D// filters will add additional values here later, e.g.bool visibilityfloat distanceToPoint...} data[]} returnValue


void PositionWouldTelefrag(<position>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the passed in origin would telefrag a player if another player was spawned there.
    EXAMPLE: if ( PositionWouldTelefrag( spawnpoints[i].origin ) ) ...


void PrecacheLeaderboards(<leaderboard names>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Precache a sp/mp leaderboard.
    EXAMPLE: PrecacheLeaderboards( "LB_KILLS LB_WINS LB_TOTALXP LB_ACCURACY" )


void <grenade> PredictGrenade()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Predict where the grenade (self) will explode.
    EXAMPLE: grenade PredictGrenade()


void PredictPosition(<ent>,<frames>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Predict position of the entity at the end of the frames
    EXAMPLE: prediction = PredictPosition( ent, 4 )


void <player> PredictSpawnPoint(<origin>,<angles>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Indicates to the Texture Streamer where we expect to spawn in.
    EXAMPLE: player predictSpawnPoint( origin, angles )


void Print(<text>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Development only - write to the console
    EXAMPLE: Print( "Stuff and things!" )


void PrintLn(<text>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Development only - write line to the console
    EXAMPLE: PrintLn( "I could be doing better!" )


void <client> ProcessClientFieldsAsIfNew()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Process the client fields again
    EXAMPLE: self ProcessClientFieldsAsIfNew()


void <ai_or_player> PropagateCurrentEvent()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Propagate the current event to other AI.
    EXAMPLE: point = self PropagateCurrentEvent()


void QSortScoredSpawnPointsAscending(<input_array>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sort the scored spawn points in an ascending order
    EXAMPLE: sorted_spawn_points = QSortScoredSpawnPointsAscending( scored_spawn_points )


void queuemeleeactionstate()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the queued action state to melee for the player's default hand.
    EXAMPLE: player QueueMeleeActionState()


void <entity> RadioActive_FX(<localClientNum>,true/false. Default is true.,Blur. 0 - 5. Default is 0.,Speed. 0 - 2. Default is 1.,Intensity. 0 - 5. Default is 2.)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Plays RadioActive/Fire FX
    EXAMPLE: entity RadioActive_FX(0, true)


void RadiusDamage()

    CATEGORY:
    CLIENT/SERVER: Server


void ReCacheLeaderboards()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: recaches local client leaderboard
    EXAMPLE: recacheleaderboards(0)


void RecordBreadcrumbDataForPlayer()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: record a breadcrumb data point for player at time


void <player> RefreshShieldAttachment()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Re-attach the shield model to the player.
    EXAMPLE: player RefreshShieldAttachment()


void RegisterClientField(<Client field pool name>,<name>,<version>,<num bits>,<type>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Register a client field. Client fields are variable bit length fields communicated from server to client.
    EXAMPLE: RegisterClientField("world", "my_field", 2, "int"); // registers a world int field with 2 bits of resolution, that can hold the values 0,1,2,3.


void RegisterSkipto(<skipto_name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Register a new skipto name
    EXAMPLE: struct.code_index = RegisterSkipto( msg )


void <trigger> ReleaseClaimedTrigger()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Release a currently claimed trigger
    EXAMPLE: self.trigger releaseClaimedTrigger()


void <player> RemoveAllFriendlyScramblers()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: removes all friendly scramblers
    EXAMPLE: player RemoveAllFriendlyScramblers( )


void <player> RemoveAllSensorGrenadeAreas()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: removes all sensor grenade areas
    EXAMPLE: player RemoveAllSensorGrenadeAreas( )


void <entity> RemoveForceNoCull()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Removes the force-no-cull flag. Entity will now be culled by portals
    EXAMPLE: helicopter RemoveForceNoCull()


void <player> RemoveFriendlyScrambler(<handle>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: removes new friendly scrambler from the compass using the same handle you gave when creating it
    EXAMPLE: player RemoveFriendlyScrambler( scrambler.handle )


void RemoveInfluencer(<influencer id>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Removes the given influencer
    EXAMPLE: RemoveInfluencer( influencer_id )


void <entity> RemoveNoSunShadow()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Removes the no-sunshadow flag.
    EXAMPLE: helicopter RemoveNoSunShadow()


void <player> RemoveSensorGrenadeArea(<handle>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Removes Sensor Grenade Area from the compass
    EXAMPLE: player RemoveSensorGrenadeArea( sensor.handle )


void RemoveZombieBoxWeapon(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Removes a zombie box weapon
    EXAMPLE: RemoveZombieBoxWeapon( weapon )


void RenderHealthOverlay(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the whether the health overlay should be rendered or not
    EXAMPLE: yesno = RenderHealthOverlay( localClientNum )


void RenderHealthOverlayHealth(<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the whether the health overlay health ratio
    EXAMPLE: yesno = RenderHealthOverlayHealth( localClientNum )


void ReportUser()

    CATEGORY:
    CLIENT/SERVER: Server


void ResetAILimit()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Clears any previous restrictions on the max number of AI.


void <entity> ResetDestructible()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Resets the destructible entity back to its start state
    EXAMPLE: vehicle ResetDestructible()


void <player> ResetDoubleJumpRechargeTime()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Resets the double jump recharge timer as if the player had just used it
    EXAMPLE: player ResetDoubleJumpRechargeTime()


void <player> ResetFOV()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Replace the current FOV by the default FOV
    EXAMPLE: player ResetFOV()


void ResetGlass()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Server side glass struct loops through all glass and resets to inital state
    EXAMPLE: ResetGlass()


void <entity> ResetMissileDetonationTime([time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Resets the timer for a grenade or missile to its max fuse time.
    EXAMPLE: grenadeEnt ResetMissileDetonationTime()


void ResetWeaponCosts(<local client num>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Reset the zombie weapon costs
    EXAMPLE: ResetWeaponCosts( <local client num> )


void ResetZombieBoxWeapons()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Reset the zombie box weapons
    EXAMPLE: ResetZombieBoxWeapons()


void ReviveObituary(<victim>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create an revive obituary for a character
    EXAMPLE: Obituary( self )


void RopeGetPosition(<ropeid>,<frac>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Queries the position of the rope.
    EXAMPLE: RopeGetPosition( ropeid, 1 )


void RopePulse(<origin>,<innerRadius>,<outerRadius>,<innerDamage>,<outerDamage>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Creates a stimulus that will effect ropes in the area and radius of the event. Amount of movement is based on damage calculation. Cheaper than physics events, as it only effects ropes. Zero network cost, as it's on the client.
    EXAMPLE: RopePulse(sRopePulse.origin, 10, 150, 100, 1); // 150 damage applied at 10 units or less, 1 damage applied at 150 units distance.


void Rotate(<rotation vector>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Causes a script entity to rotate, rotating around its origin
    EXAMPLE: self Rotate( rotationVir )


void <script_model, script_origin or script_brushmodel> RotatePitch(<pitch angle>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Rotate this entity to the given pitch
    EXAMPLE: treeorg RotatePitch( -5, 0.26, 0.15, 0.1 )


void <model_origin_brushmodel> RotateRoll(<roll angle>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Rotate this entity to the given roll angle
    EXAMPLE: self RotateRoll( (2 * 1500 + 3 * Randomfloat( 2500 )) * -1, 5, 0, 0 )


void <script_model, script_origin or script_brushmodel> RotateTo(<angles>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Rotate this entity to the given world rotation value
    EXAMPLE: shutter RotateTo( (shutter.angles[0], newYaw, shutter.angles[2]), newTime )


void <script_model, script_origin or script_brushmodel> RotateVelocity(<rotate velocity>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Rotate this entity at a particular velocity for a given time
    EXAMPLE: self RotateVelocity( (x,y,z), 12 )


void <script_model, script_origin or script_brushmodel> RotateYaw(<yaw angle>,<time>,[acceleration time],[deceleration time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Rotate this entity to the given yaw


void ScreenShake(<sourcePoint>,<scalepitch>,<scaleyaw>,<scaleroll>,<duration>,<durationfadeup>,<durationfadedown>,<radius>,<frequencypitch>,<frequencyyaw>,<frequencyroll>,<exponent>,[target])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Create a screen shake event on the given point.
    EXAMPLE: ScreenShake( jolt.origin, 0.3, 0.3, 0.3, 3, 0.2, 3, 850, 0.5, 0.25, 0.25 ); // locationalScreenShake( (0,0,0), 0.3, 0.3, 0.3, 3, 0.2, 3, 0, 0.5, 0.25, 0.25, player ); // non locational for one player only


void <entity> SendFaceEvent(<index>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Broadcast to the client a face event
    EXAMPLE: self SendFaceEvent( <index> )


void SendKillstreakDamageEvent([damage])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Send a killstreak damage event to the client
    EXAMPLE: killstreakOwner SendKillstreakDamageEvent( 25 )


void ServerFieldGetValue(<player>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the value of a serverfield from a given player
    EXAMPLE: ServerFieldGetValue(self, "my_field");


void ServerFieldIncrement(<player>,<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: increment the value in a server field. wrap on overflow.
    EXAMPLE: ServerFieldIncrement(player, "my_field")


void serverfieldregister(<name>,<num bits>,<type>,<callback>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Register a server field. Server fields are variable bit length fields communicated from client to server
    EXAMPLE: RegisterServerField("my_field", 2, "int"); // registers an int field with 2 bits of resolution, that can hold the values 0,1,2,3.


void serverfieldsetval(<player>,<name>,<value>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Register a server field. server fields are variable bit length fields communicated from client to server
    EXAMPLE: RegisterServerField("my_field", VERSION_SHIP, 2, "int", ::my_cb_func); // registers a world int field with 2 bits of resolution, that can hold the values 0,1,2,3.


void ServerObjective_GetObjective(<localClientNum>,<objectiveName>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the index of the objective or undefined if it does not exist
    EXAMPLE: objective_num = ServerObjective_GetObjective( localClientNum, "dom_a" )


entity ServerObjective_GetObjectiveEntity(<localClientNum>,<objectiveID>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the entity of the objective
    EXAMPLE: origin = ServerObjective_GetObjectiveEntity( localClientNum, objective_num )


void ServerObjective_GetObjectiveGameModeFlags(<localClientNum>,<objectiveID>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the origin of the objective
    EXAMPLE: origin = ServerObjective_GetObjectiveGameModeFlags( localClientNum, objective_num )


void ServerObjective_GetObjectiveOrigin(<localClientNum>,<objectiveID>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the index of the objective or undefined if it does not exist
    EXAMPLE: origin = ServerObjective_GetObjectiveOrigin( localClientNum, objective_num )


void ServerObjective_GetObjectiveProgress(<localClientNum>,<objectiveID>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the origin of the objective
    EXAMPLE: origin = ServerObjective_GetObjectiveProgress( localClientNum, objective_num )


void ServerObjective_GetObjectiveTeam(<localClientNum>,<objectiveID>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the origin of the objective
    EXAMPLE: origin = ServerObjective_GetObjectiveTeam( localClientNum, objective_num )


void <ai> ServiceEvent(<eventId>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the specified event to serviced.
    EXAMPLE: point = self ServiceEvent( 100 )


void <ai> ServiceEventsInRadius(<origin>,<radius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the events within a radius to serviced.
    EXAMPLE: self ServiceEventsInRadius( self.origin, 500 )


void SessionModeAbbreviation()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns abbreviation of the current session mode, or "default" if none
    EXAMPLE: spawnpointname = SessionModeAbbreviation() + "_frontend_camera


void SessionModeIsCampaignDeadOpsGame()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true/false if the current session mode is DeadOps game
    EXAMPLE: if ( SessionModeIsCampaignDeadOpsGame() )


void SessionModeIsCampaignGame()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current session mode is a campaign game
    EXAMPLE: if ( SessionModeIsCampaignGame() )


void SessionModeIsCampaignZombiesGame()

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Returns true/false if the current session mode is a campaign game and the campaign mode is set to zombies.
    EXAMPLE: if ( SessionModeIsCampaignZombiesGame() )


void SessionModeIsMultiplayerGame()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current session mode is a multiplayer game
    EXAMPLE: if ( SessionModeIsMultiplayerGame() )


void SessionModeIsOnlineGame()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current session mode is onlinegame
    EXAMPLE: if ( SessionModeIsOnlineGame() )


void SessionModeIsPrivate()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current session mode is a private game
    EXAMPLE: if ( SessionModeIsPrivate() )


void SessionModeIsPrivateOnlineGame()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current session mode is a private onlinegame
    EXAMPLE: if ( SessionModeIsPrivateOnlineGame() )


void SessionModeIsSystemlink()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current session mode is a systemlink game
    EXAMPLE: if ( SessionModeIsSystemlink() )


void SessionModeIsZombiesGame()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true/false if the current session mode is a zombies game
    EXAMPLE: if ( SessionModeIsZombiesGame() )


void <entity> SetActorWeapon(<weaponname>,[weapon options])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the actor weapon.
    EXAMPLE: self SetActorWeapon( "weapon_name" )


void SetAILimit()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Allows you to specify a max number of active AI - which over-rides the MAX_AI functionality in the engine, when it comes time to spawn in new AI. Setting the value higher will not give you more AI than the system supports.
    EXAMPLE: SetAILimit( 10 )


void <turret> SetAISpread(<spread>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the spread of this turret when used by an AI
    EXAMPLE: roof_turret SetAISpread( 0.2 )


void SetAmbientSnapshot(<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the ambient snapshot
    EXAMPLE: SetAmbientSnapshot( level._sndActiveSnapshot )


void <entity> SetAnim(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Restart": These functions cause the animation to restart. If they had been previously playing, without this they would continue from their current time.
    EXAMPLE: self SetAnim( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimForceNew(<animation>,[weight],[time],[goalTime],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Debug only functionality that adds a new instance of an animation to an animtree setting its time to a specific point.
    EXAMPLE: self SetAnimForceNew( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimKnob(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnob( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimKnobAll(<animation>,<root>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnobAll( %precombatrun1, %body, 1, 0.1, 1 )


void <entity> SetAnimKnobAllLimited(<animation>,<root>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnobAllLimited( %precombatrun1, %body, 1, 0.1, 1 )


void <entity> SetAnimKnobAllLimitedRestart(<animation>,<root>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnobAllLimitedRestart( %precombatrun1, %body, 1, 0.1, 1 )


void <entity> SetAnimKnobAllRestart(<animation>,<root>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnobAllRestart( %precombatrun1, %body, 1, 0.1, 1 )


void <entity> SetAnimKnobLimited(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnobLimited( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimKnobLimitedRestart(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnobLimitedRestart( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimKnobRestart(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimKnobRestart( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimLimited(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimLimited( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimLimitedRestart(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimLimitedRestart( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimRestart(<animation>,[weight],[time],[rate])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: See "SetAnim.
    EXAMPLE: self SetAnimRestart( %precombatrun1, 1, 0.1, 1 )


void <entity> SetAnimTime(<animation>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the animation time for the given animation.
    EXAMPLE: if ( (self GetAnimTime( %walk_and_run_loops ) ) < 0.5 )


void <entity> SetAnimTimeByName(<animation>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the animation normalized time for the given animation.
    EXAMPLE: self SetAnimTimeByName( "ai_anim_walk", 0.5)


void SetArchive()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: deprecated function, does nothing


void SetAssassinationEnabled(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enable or disable assassinations on the AI. Also turns on/off the can assassinate indicator.
    EXAMPLE: quadtank SetAssassinationEnabled( true )


void <weapon> SetAttachmentCosmeticVariantIndex(<weapon>,<attachment name>,<acvi>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the attachment cosmetic variant index for the weapon
    EXAMPLE: level.weapon_clientscript_cac_model[type] SetAttachmentCosmeticVariantIndex( weaponFullName, level.attachment_names[i], 0 )


void <entity> SetAttachmentCosmeticVariantIndexes(<acvi>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the previously calculated SetAttachmentCosmeticVariantIndexes of the entity. The entity should not be a player
    EXAMPLE: killcamEnt SetAttachmentCosmeticVariantIndexes( acvi )


void SetAttachmentCosmeticVariants(<weaponname>,[attachmentname_1],[variantindex_1],[attachmentname_2],[variantindex_2],[attachmentname_3],[variantindex_3],[attachmentname_4],[variantindex_4],[attachmentname_5],[variantindex_5],[attachmentname_6],[variantindex_6],[attachmentname_7],[variantindex_7],[attachmentname_8],[variantindex_8])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the AttachmentCosmeticVariantIndexes data to be passed in to the weapon
    EXAMPLE: SetAttachmentCosmeticVariants( "mp7_mp", "acog", 2, "grip", 1 )


void <entity> SetAvoidanceMask(<Mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the avoidance mask of this Havok character.
    EXAMPLE: randEnemy SetAvoidanceMask("avoid none")


void <entity> SetAvoidanceProperty(<Property>,<Value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the avoidance properties of this Havok character.
    EXAMPLE: randAlly SetAvoidanceProperty("collision penalty", 0.1)


void SetBallPassAllowed()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables or disables ball passing for the given player.
    EXAMPLE: player SetBallPassAllowed( true )


void SetBeastModeIconMaterial(<iconid>,<materialname>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: sets the material used by beast mode icons
    EXAMPLE: SetBeastModeIconMaterial( 1, "cool_icon_1" )


void SetBGBCost(<local client num>,<cost>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the current BGB cost
    EXAMPLE: SetBGBCost( 115935 )


void <entity> SetBlur(<target_blur>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Blur the screen over a period of time.
    EXAMPLE: setblur( 10.3, 3.0 )


void SetBlurByLocalClientNum(<localClientNum>,<blurFinalValue>,<blurTime>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the blur for the local client given
    EXAMPLE: SetBlurByLocalClientNum( localClientNum, curr_info.magnitude, curr_info.transition_in )


void <entity> SetBodyRenderOptions(<bodyRenderOptions>,<helmetRenderOptions>,<headRenderOptions>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the entity body, helmet and head render options.
    EXAMPLE: heroModel SetBodyRenderOptions( bodyRenderOptions, helmetRenderOptions, headRenderOptions )


void <entity> SetBodyRenderOptionsPacked(<value>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the packed value of body render options (body type, style, colors)
    EXAMPLE: gibEntity SetBodyRenderOptionsPacked( 0 )


void SetBombTimer(<flag bit>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Bomb timer set in the match state
    EXAMPLE: SetBombTimer( "A", 50000 )


void <entity> SetBurn(<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the entity burning for the given time
    EXAMPLE: self SetBurn( 3.0 )


void <player> SetCameraSpikeActive(<toggle>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the state of a player's camera spike.
    EXAMPLE: player SetCameraSpikeActive( 1 )


void <script_model, script_origin or script_brushmodel> SetCanDamage(<can damage>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the candamage flag for this entity - this means that it can respond to notifies from bullets and grenade hits
    EXAMPLE: self SetCanDamage( true )


void SetClearanceCeiling()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a new clearance ceiling. If the value is larger than the current ceiling, cut faces will be invalidated.
    EXAMPLE: SetClearanceCeiling( 15.0 )


void SetClientNameMode(<name mode>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: alters the way that the player name is updated, to prevent cheating by spectators altering their name to communicate with active players.
    EXAMPLE: SetClientNameMode( "auto_change" )


void <entity> SetClone()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the contents for the clone.
    EXAMPLE: clone SetClone()


void <entity> SetCompassIcon(<iconName>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the icon to be shown on the minimap
    EXAMPLE: plane setCompassIcon(iconName)


void <entity> SetContents(<content>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets contents of the entity to the given content
    EXAMPLE: reconModel SetContents( 0 )


void <entity> SetCorpseGibState(<leg state>,<arm state>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the gib state for the body rendering.
    EXAMPLE: corpse SetCorpseGibState( leg_state, arm_state )


void SetCullDist(<cull distance>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the cull distance for a level
    EXAMPLE: SetCullDist( 7200 )


void <entity> SetCursorHint()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Attach a cursor hint to the entity.
    EXAMPLE: self setCursorHint( cursor_hint, cursor_hint_weapon )


void SetDamageDirectionIndicator(<indicator>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Use the armor version of the hit indicator


void <pathnode> SetDangerous(<team>,<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set this node to be a dangerous node for a particular team. works only on pathnodes.
    EXAMPLE: self SetDangerous( self.team, true )


void <entity> SetDedicatedShadow(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enabled or Disables dedicated shadow for a model
    EXAMPLE: thing SetDedicatedShadow( true )


void <turret> SetDefaultDropPitch(<pitch>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the default drop pitch that the turret attempts to return to when it is not in use.
    EXAMPLE: turret SetDefaultDropPitch( -90 )


void SetDemoIntermissionPoint(<origin>,<angles>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the intermission point for the demos.
    EXAMPLE: setDemoIntermissionPoint( spawnpoint.origin, spawnpoint.angles )


void <entity> SetDepthOfField(<nearStart>,<nearEnd>,<farStart>,<farEnd>,<nearBlur>,<farBlur>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the Depth of Field.
    EXAMPLE: self SetDepthOfField( 0, 0, 512, 4000, 4, 0 )


void <player> SetDoubleJumpEnergy(<energy>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a double jump energy amount on the player
    EXAMPLE: player SetDoubleJumpEnergy( <energy> )


void SetDrawInfrared(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Draw this entity using infrared material when using infrared scope.
    EXAMPLE: helicopter SetDrawInfrared( true )


void <entity> SetDrawName(<text>,force vis Bool, alpha = full)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the drawnname of client ent
    EXAMPLE: dude SetDrawName( "dJVahn" )


void <entity> SetDrawOwnerName(<bool>,<bool>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Draws the entity's owners name above the entity.
    EXAMPLE: entity SetDrawOwnerName( true, true )


void SetDvar(<dvar>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the value of a dvar.
    EXAMPLE: SetDvar( "r_eyesAdjust", "1" )


void SetDynEntBodyRenderOptionsPacked(dynent,<packed render options>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the packed value of body render options (body type, style, colors)
    EXAMPLE: SetDynEntBodyRenderOptionsPacked( gibEntity, 0 )


void SetDynEntEnabled(dynent,[enabled])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set this dyn ent to enabled or disabled. Disabled stops the physics and hides the dyn ent.
    EXAMPLE: SetDynEntEnabled( brick, 1 )


void <entity> SetElectrified(<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Electrify the entity for the given time
    EXAMPLE: self SetElectrified( 3.0 )


void SetEMPJammed(<isJammed>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets whether a player/client is affected by EMP
    EXAMPLE: player SetEMPJammed( true )


void SetEnableNode(<node>,[truefalse])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Disables or enabled this node.
    EXAMPLE: SetEnableNode( node, false )


void <player> SetEnemyGlobalScrambler(<bool>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set to true if there is a global enemy scrambler active
    EXAMPLE: player SetEnemyGlobalScrambler( 1 )


void <actor> SetEnemyModel(<model name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the model of the actor that actors enemies will see to the given model name
    EXAMPLE: dog SetEnemyModel( "german_shepard_black" )


void <player> SetEnemyScramblerAmount(<float>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the amount alpha of the scrambler applied to the compass
    EXAMPLE: player SetEnemyScramblerAmount( 1.0 )


void SetEntBeastModeIconType(<iconid>,<location>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: sets the beast mode icon shown for a particular entity
    EXAMPLE: object SetBeastModeIconMaterial( 2, object.origin )


void <player> SetEntGravityTrajectory(<trajectory>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the gravity trajectory type for the entity.
    EXAMPLE: player SetEntGravityTrajectory( 0 )


void <entity> SetEntityAnimRate(<rate>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: set the entity animation rate - ZOMBIES ONLY
    EXAMPLE: self SetEntityAnimRate( 1.0 )


void <entity> SetEntityPaused(<ignore>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets whether a given entity will advance normally.
    EXAMPLE: ent SetEntityPaused( true )


void <entity> SetEntityWeapon(weapon name)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set weapon ent field from script.
    EXAMPLE: ent SetEntityWeapon( "kniferang_mp" )


void <trigger> SetExcludeTeamForTrigger(<team name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the team that this trigger will not react to. Reacts to all other teams.
    EXAMPLE: self SetExcludeTeamForTrigger( game["attackers"] )


void SetExpFog(<startDist>,<halfwayDist>,<red>,<green>,<blue>,<transition time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates an exponential fog.
    EXAMPLE: SetExpFog(.0001144, 131/255, 116/255, 71/255, 0)


void SetFakeFire()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Simulates gun fire. Sound and radar blip.
    EXAMPLE: entity SetFakeFire( <enabled> )


void <flag> SetFlagAsAway(<localClientNum>,<away>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets a flag as away/home.
    EXAMPLE: flag SetFlagAsAway( localClientNum, 1 )


void <entity> SetForceNoCull()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the force-no-cull flag. Entity will not be culled by portals
    EXAMPLE: helicopter SetForceNoCull()


void <entity> SetForceNotSimple()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the forceNotSimple flag on the entity
    EXAMPLE: self SetForceNotSimple()


void <entity> SetFOVForKillcam(<fov>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the fov for use with this killcam entity. Setting it to zero makes it use the default fov.
    EXAMPLE: killCamEnt SetFOVForKillcam( 25 )


void SetFriendlyNameDraw(<onOff>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: turns on or off local client friendly name drawing
    EXAMPLE: SetFriendlyNameDraw( true )


void <player> SetFriendlyScramblerAmount(<float>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the amount alpha of the friendly scrambler applied
    EXAMPLE: player SetFriendlyScramblerAmount( 1.0 )


void SetGameEndTime(<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the time the current match will end
    EXAMPLE: setGameEndTime( getTime() + int(timeLeft) )


void SetGametypeSetting(<setting>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the value of a gametype setting.
    EXAMPLE: SetGametypeSetting( "timeLimit", 0 )


void SetGlobalFutz(<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the global futz
    EXAMPLE: SetGlobalFutz( futz_name )


void SetGrapplableType()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set how an entity is grappled.
    EXAMPLE: platform SetGrapplableType( 1 )


void SetGravity(<gravity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: sets the gravity in inches per second per second.
    EXAMPLE: SetGravity( 800 )


void SetGroupSnapshot(<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the group snapshot
    EXAMPLE: SetGroupSnapshot( level._sndActiveSnapshot )


void SetHealthSnapshot(<name>,<amount>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the health snapshot
    EXAMPLE: SetHealthSnapshot( sn_name, sn_amount )


void SetHideonClientWhenScriptedAnimCompleted(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: hides the entity on the client side onces its scripted animation ends
    EXAMPLE: SetHideonClientWhenScriptedAnimCompleted( ent )


void <entity> SetHideWhenScriptedAnimationCompleted()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: When playing a scene this will hide the entity when the scripted animation ends on it.
    EXAMPLE: entity SetHideWhenScriptedAnimationCompleted()


void <entity> SetHighDetail([flag])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enabled or Disables High Detail rendering for a model
    EXAMPLE: thing SetHighDetail( true )


void SetHintLowPriority(<bool>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets this as a low priority hint which is lower priority then everything other then turrets and dropped weapons
    EXAMPLE: m_e_hack_trigger SetHintLowPriority( true )


void <entity> SetHintString(<hint string>,[...])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the hint string for the entity
    EXAMPLE: t_door SetHintString( "Press and Hold ^3[{+activate}]^7 to transmit unlock code" )


void SetHintStringForPerk(<perk>,<hint string>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Shows this hint string to the player if the player has the specified perk


void SetHintStringForPlayer(<player>,<hint string>,[...])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the trigger hint string for one specific player


void <trigger> SetIgnoreEntForTrigger(<entity to ignore>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Ignores this entity when doing trigger sight traces. Currently only works for trigger_radius_use
    EXAMPLE: self SetIgnoreEntForTrigger( camera_spike_ent )


void <entity> SetIgnorePauseWorld(<ignore>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets whether a given entity will advance normally when the world is paused.
    EXAMPLE: ent SetIgnorePauseWorld( true )


void SetIncludeMeshes(<enabled>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a streamer hint entity to include mesh data
    EXAMPLE: self setIncludeMeshes( true )


void SetInfluenceAt(<influenceMapIndex>,<origin>,<influence>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the influence value on the influence map, returns true/false if the value was set.
    EXAMPLE: SetInfluenceAt(influenceMapIndex, origin, influence)


void SetInfluencerTeamMask(<influencer id>,<team mask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the team mask for the given influencer
    EXAMPLE: SetInfluencerTeamMask( influencer_id, team_mask )


void SetInfluencerTimeout(<influencer id>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the timeout for the influencer in seconds from current time
    EXAMPLE: SetInfluencerTimeout( influencer_id, 2.5 )


void <player> SetInfraredVision(<is infrared vision>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Switches using the infrared vision (infrared visionset and thermal characters)
    EXAMPLE: player SetInfraredVision( true )


void <entity> SetInfraredVisionSet(<visionNameInfrared>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the vision when using infrared
    EXAMPLE: entity SetInfraredVisionSet("visionName")


void SetInitialPlayersConnected()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set initialPlayersConnected bool in match state to true
    EXAMPLE: SetInitialPlayersConnected()


void setInTacticalHud(<onOff>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets if the player has the tactical hud open


void <entity> SetInvisibleToAll()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set entity invisible to all players
    EXAMPLE: use_trigger SetInvisibleToAll()


void SetInvisibleToPlayer(<player>,[setInvisible])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Make the entity invisible to the player
    EXAMPLE: hackable._trigger SetInvisibleToPlayer( player, false )


void SetJumpHeight(<height_in_inches>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the global jump height of all players. Minimum value of 0, maximum value of 1023.
    EXAMPLE: SetJumpHeight( 100 )


void SetLevelFadeSnapshot(<name>,<amount>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the level fade snapshot
    EXAMPLE: SetLevelFadeSnapshot( sn_name, sn_amount )


void <light> SetLightColor(<color>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the current color of the light, as an RGB vector.
    EXAMPLE: self SetLightColor( (0.5, 0.75, 1.0) )


void <light> SetLightExponent(<exponent>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the current exponent of the light.
    EXAMPLE: self SetLightExponent( 1 )


void <light> SetLightFovRange(<fov_outer>,[fov_inner])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the current fov range of the light.
    EXAMPLE: self SetLightFovRange( 200, 50 )


void SetLightingOnly(<enabled>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a streamer hint entity to only hint lighting data
    EXAMPLE: self SetLightingOnly( true )


void SetLightingState(<new light state>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Changes lighting state for the map
    EXAMPLE: SetLightingState( 2 )


void <light> SetLightIntensity(<intensity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the current intensity of the light.
    EXAMPLE: self SetLightIntensity( 1.5 )


void <light> SetLightRadius(<radius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the current radius of the light.
    EXAMPLE: self SetLightRadius( 200 )


void SetLocalRadarEnabled(<localClientNum>,<enabled>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets whether a client's local radar is enabled.
    EXAMPLE: SetLocalRadarEnabled( localClientNum, 1 )


void SetLocalRadarPosition(<localClientNum>,<position>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the position of a client's local radar.
    EXAMPLE: SetLocalRadarPosition( localClientNum, self.origin )


void SetLoopState(<aliasname>,<attenuation>,<pitch>,[attenuation_rate],[pitch_rate])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: set pitch and volume per entity/alias
    EXAMPLE: car SetLoopState( "peugeot_idle_low", 0.5, 1.0, 0.5, 0.2 )


void SetMapCenter(<mapCenter>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the center of the map (used by the network code to optimize position data)
    EXAMPLE: SetMapCenter( level.mapCenter )


void SetMapLatLong(<mapX>,<mapY>,<longitude>,<latitude>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the map's real world latitude & longitude and their corresponding map coordinates.
    EXAMPLE: SetMapLatLong( 1000, 500, -118.448689, 34.021566 )


void <player> SetMatchFlag(<flag bit>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Flags a bit in the match state
    EXAMPLE: SetMatchFlag( "bomb_timer", "1" )


void SetMatchTalkFlag(<flag bit>,<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Flags a bit in the match talk state
    EXAMPLE: SetMatchTalkFlag( "DeadChatWithDead", "1" )


void <entity> SetMaterialOverride(<surfaceName>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the material override
    EXAMPLE: self SetMaterialOverride("water")


void <entity> SetmaxHealth(<health>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the max health of this entity
    EXAMPLE: self SetMaxHealth( required_amount )


void SetMiniMap(<material>,<upperLeftX>,<upperLeftY>,<lowerRightX>,<lowerRightY>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the minimap bounds and material
    EXAMPLE: setMiniMap(material, northwest[0], northwest[1], southeast[0], southeast[1])


void <missile> SetMissileBrake(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Tells a remote missile to disable brake
    EXAMPLE: missile DisableMissileBrake( true )


void <missile> SetMissileCoasting(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Tells a remote missile to start coasting at a reduced speed.
    EXAMPLE: missile SetMissileCoasting( true )


void <missile> SetMissileOwner(player)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the missile entity owner.
    EXAMPLE: grenade SetMissileOwner( player )


void <turret> SetMode(<mode>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the mode of a turret.
    EXAMPLE: turret SetMode( "auto_ai" )


void <entity> SetModel(<model alias>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the model for the entity
    EXAMPLE: raps_meteor SetModel( "veh_t7_drone_raps" )


void <entity> SetMoveSpeedScale(<speed scale multiplier>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the speed scale multiplier for the entity
    EXAMPLE: self SetMoveSpeedScale( HOLDING_CRATE_MOVEMENT_SPEED )


void SetMovingPlatformEnabled()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enbles the moving platfrom.
    EXAMPLE: platform SetMovingPlatformEnabled( true )


void <player> SetNearestEnemyScrambler(<cent>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the nearest enemy scrambler
    EXAMPLE: player AddEnemyScrambler( scrambler )


void SetNemesisXUID(<nemesisXuidString>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the Nemesis XUID
    EXAMPLE: player setNemesisXuid( player.pers["nemesis_xuid"] )


void SetNodePriority(<node>,<enable>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enable or disable the priority for this node.


void <entity> SetNormalHealth(<normal health>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set health of entity. Input health is normalized.
    EXAMPLE: self SetNormalHealth( 0.8 )


void <entity> SetNoSunShadow()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the no-sunshadow flag.
    EXAMPLE: helicopter SetNoSunShadow()


void SetObjectivePointStatus(<objective_index>,<team>,<percent>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Objective status set in the match state
    EXAMPLE: SetObjectivePointStatus( 1, "allies", 80 )


void <turret_or_vehicle> SetOnTargetAngle(<angle>,[gunnerIndex])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the angle range at which the turret_on_target notify will occur.
    EXAMPLE: boat SetOnTargetAngle( 0, 15 )


void <entity> SetOwner(player)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the entity owner.
    EXAMPLE: grenade SetOwner( player )


void SetPauseWorld(<pause>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: pauses playback of animations and effects, but doesn't affect the server tick the way slomo does
    EXAMPLE: SetPauseWorld( 1 )


void <trigger> SetPerkForTrigger(<perk name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the perk that the player must have for this trigger will react to
    EXAMPLE: self SetPerkForTrigger( "specialty_fastinteract" )


void <entity> SetPlayerCollision(<on_off>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Use to turn on off the collision with the player.
    EXAMPLE: self SetPlayerCollision( true )


void <player> SetPlayerCurrentObjective(<objective_index>,<objective_type>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the current objective information on the player
    EXAMPLE: SetPlayerCurrentObjective( "flag_a", 1 )


void <player> SetPlayerCurrentStreak(<current streak>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the current kill streak count on the player
    EXAMPLE: SetPlayerCurrentStreak( 3 )


void <player> SetPlayerGravity(<gravity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the gravity override value for the player.
    EXAMPLE: player SetPlayerGravity( 600 )


void SetPlayerIgnoreRadiusDamage(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the player to take or ignore radius damage
    EXAMPLE: SetPlayerIgnoreRadiusDamage( true )


void <turret> SetPlayerSpread(<spread>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the spread of this turret when used by the player
    EXAMPLE: roof_turret SetPlayerSpread( 0.2 )


void <player> SetPlayerStateLoadoutBonusCards(<custom Class>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the player state to have bonus card info, for codcaster to view it
    EXAMPLE: self SetPlayerStateLoadoutBonusCards( class_num )


void <player> SetPlayerStateLoadoutWeapons(<custom Class>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the player state to have primary and secondary weapon info, for codcaster to view it
    EXAMPLE: self SetPlayerStateLoadoutWeapons( class_num )


void SetRenderInThirdPersonSpectate(<enable>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: render the entity when spectated in 3rd person.
    EXAMPLE: SetRenderInThirdPersonSpectate( true )


void SetReviveHintString(<hint string>,[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the revive hint string to show to all or to a team.
    EXAMPLE: self.revivetrigger setReviveHintString( &"GAME_BUTTON_TO_REVIVE_PLAYER", self.team )


void SetRoundsPlayed(<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set rounds played in match state
    EXAMPLE: SetRoundsPlayed( game["roundsplayed"] )


void <entity> SetSAnim(<string anim name>,<int>,[float time])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the anim shot to play on a static model
    EXAMPLE: thing SetSAnim( anim, shot, 1 )


void <entity> SetScale(<scale>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the model scale on a script mover.
    EXAMPLE: entity SetScale(2.0)


void <turret> SetScanningPitch(<pitch>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the pitch that the turret attempts to use while scanning for enemies.
    EXAMPLE: turret SetScanningPitch( -45 )


void SetScoreboardColumns(<column1>,[...])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the scoreboard columns.
    EXAMPLE: SetScoreboardColumns( "score", "kills", "deaths", "kdratio", "assists" )


void <non_player_entity> SetScriptMoverFlag(<flag_number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets flag 0-7 on the script mover ent.
    EXAMPLE: some_script_model SetScriptMoverFlag( 1 )


void SetScriptStreamBias(<bias>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the base importance of materials being forced from script
    EXAMPLE: setScriptStreamBias( 1.0 )


void <player> SetSessStat(<stat path>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the indicated stat
    EXAMPLE: self SetSessStat( "byteStat", 0, 12 )


void setshaderconstant(<localClientNum>,<index>,<x>,<y>,<z>,<w>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the value of a previously-mapped shader constant
    EXAMPLE: ent setshaderconstant( 0, "shaderColor" , 0, 0, 0, 0)


void SetSharedViewPort(<mode>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the view mode to either shared or independent, shared combines all views into a single shared viewport, modifies the way input is handled, and places the camera into scripted camera mode (i.e. control it with script).
    EXAMPLE: SetSharedViewPort(true)


void SetShowcaseWeaponPaintshopXUID()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the showcase weapon paintshop XUID for the given local client num
    EXAMPLE: SetShowcaseWeaponPaintshopXUID( localClientNum, xuid )


void SetSkipTos(<skipto>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set skip tos
    EXAMPLE: SetSkiptos( ToLower( skipto ) )


void SetSlowMotion(<startTimescale>,[endTimescale],[deltaTime])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: sets the current slow motion timescale interpolation.
    EXAMPLE: SetSlowMotion( 1.0, 0.25, 0.5 )


void SetSModelSAnimShot(<target name>,<int>,[time],[loop],[append],[blend],[frames to blend])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the anim shot to play on a static model
    EXAMPLE: SetSModelSAnimShot("tiny_bot_blend", "", -1, true, false, true, 5*30)


void <entity> SetSonarAttachmentEnabled(<enable>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sonar attachment to be enabled or disabled
    EXAMPLE: entity SetSonarAttachmentEnabled(false)


void SetSoundContext(<type>,<value>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sound context
    EXAMPLE: SetSoundContext ("ringoff_plr", "outdoor"); //for weapon decay's


void <entity> SetSoundEntContext(<type>,<value>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the entity sound context
    EXAMPLE: car SetSoundEntContext("type", "value")


void SetSoundPitch(<playbackId>,<pitch>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sound pitch


void SetSoundPitchRate(<playbackId>,<pitchRate>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sound pitch rate


void SetSoundVolume(<playbackId>,<attenuation>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sound volume


void SetSoundVolumeRate(<playbackId>,<attenuationRate>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sound volume rate


void <player> SetSpawnClientFlag(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set a flag on a client's spawn client data in the spawning system.
    EXAMPLE: player SetSpawnClientFlag( "SCDFL_DISABLE_LOGGING" )


void SetSpawnPointRandomVariation(<variation>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Random value will be added into the spawn point weighting calculation.
    EXAMPLE: SetSpawnPointRandomVariation( 10 )


void SetSpawnPointsBaseWeight(<team mask>,<objective position>,<angle>,<score>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: If the spawn point is facing the objective position then it will have an additional score applied
    EXAMPLE: SetSpawnPointsBaseWeight( team_mask, point, 30, 100 )


void <entity> SetStableMissile(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the stable missile flag of the entity
    EXAMPLE: self SetStableMissile( true )


void <player> SetStance(<stance>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the stance of the player. It only works for the player.
    EXAMPLE: player SetStance( "stand" );\


void <entity> SetStepTriggerSound(<sound alias>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sound that is triggered by steps
    EXAMPLE: trigPlayer SetStepTriggerSound(self.script_label + suffix)


void <entity> SetStowedWeapon(<weaponName>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the stowed weapon for the player
    EXAMPLE: self SetStowedWeapon( "mp40_mp" )


void SetStreamerRequest(<slot>,<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Put a streamer hint asset into a request slot (0-7)
    EXAMPLE: setStreamerRequest(0, "apple_pie")


void <vehicle> SetStunned(<stunned>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Puts the vehicle or takes the vehicle out of stun mode. Only works for nitrous vehicles.
    EXAMPLE: vehicle SetStunned( 0, true )


void <turret> SetTargetEntity(<target>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the target of this turret
    EXAMPLE: roof_turret SetTargetEntity( target )


void <turret_or_vehicle> SetTargetOrigin(<origin>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the target origin of this turret or vehicle weapon
    EXAMPLE: roof_turret SetTargetOrigin( origin )


void <entity> SetTeam(team)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the entity team.
    EXAMPLE: panzer SetTeam( team )


void <trigger> SetTeamForTrigger(<team name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the team that this trigger will react to
    EXAMPLE: self SetTeamForTrigger( game["attackers"] )


void SetTeamReviveIcon(<team>,<material>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the revive icon used by particular teams
    EXAMPLE: SetTeamReviveIcon( "allies", "waypoint_revive_cdc_zm" )


void SetTeamSatellite(<team>,<availability>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets whether a team has Spyplane or not
    EXAMPLE: SetTeamSatellite( "allies", true )


void SetTeamScore(<team>,<score>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set a team's score
    EXAMPLE: SetTeamScore( "allies", 100 )


void SetTeamSpyplane(<team>,<availability>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets whether a team has Spyplane or not
    EXAMPLE: SetTeamSpyplane( "allies", true )


void SetThirdPerson(<onOff>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the camera mode to third person if true
    EXAMPLE: SetThirdPerson( true )


void <entity> SetTmodeProvider(<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables (or disables) the actor to provide tmode traces to the player.
    EXAMPLE: entity SetTmodeProvider( 1 )


void SetTopDownCameraYaw(<yaw_angle>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the top down camera yaw that is used in DOA to get the player controls to work correctly in bgpmove.
    EXAMPLE: SetTopDownCameraYaw( 180 )


void SetTopScorer(<index>,<player>,<taunt>,<gesture0>,<gesture1>,<gesture2>,<weapon>,<weapon render options>,<acvi>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the top scorer for the end game screen.
    EXAMPLE: SetTopScorer( 0, player, weapon, renderoptions, acvi)


void <turret> SetTurretAccuracy()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Currently does nothing.
    EXAMPLE: roof_turret SetTargetAccuracy()


void <turret> SetTurretCarried(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets whether a turret is being carried.
    EXAMPLE: turret SetTurretCarried( true )


void <entity> SetTurretMinimapVisible(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets whether a turret is visible on the minimap.
    EXAMPLE: sentry SetTurretMinimapVisible( true )


void SetTurretNode(<node>,<turret>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set this turretnode to use this turret.
    EXAMPLE: SetTurretNode( node, turret )


void <turret> SetTurretOwner(player)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the turret entity owner.
    EXAMPLE: turret SetTurretOwner( player )


void <turret> SetTurretSpinning(<onoff>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the minigun spin for the turret on this entity. Works for vehicles also.
    EXAMPLE: roof_turret SetTurretSpinning( true )


void <turret> SetTurretType(string, "sentry" or "tow")

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the turret Type, Sentry or TOW.
    EXAMPLE: turret SetTurretType( "sentry" )


void <entity> SetUnderwaterVisionSet(<visionNameUnderwater>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the vision when underwater
    EXAMPLE: entity SetUnderwaterVisionSet("visionName")


void SetupClientFieldAnimSpeedCallbacks()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Registers a code callback for each of the given clientfield names in a field pool.
    EXAMPLE: SetupClientFieldAnimSpeedCallbacks( "world", 1, "flag_a_owner" )


void setupclientfieldcodecallbacks()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Registers a LUI code callback for each of the given clientfield names in a field pool.
    EXAMPLE: SetupClientFieldLuiCodeCallbacks( "world", 1, "flag_a_owner" )


void SetupClientFieldLuiCodeCallbacks()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Registers a LUI code callback for each of the given clientfield names in a field pool.
    EXAMPLE: SetupClientFieldLuiCodeCallbacks( "world", 1, "flag_a_owner" )


void SetupFieldOpsKitLoadouts(<mapname>)

    CATEGORY:
    CLIENT/SERVER: Both
    SUMMARY: Sets up all the field ops custom classes (using slots 6 through 9)
    EXAMPLE: SetupFieldOpsKitLoadouts( mapname )


void <player> SetViewAngleResistance(<right arc>,<left arc>,<top arc>,<bottom arc>,[snap to])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the zones in the player's view cone in which resistance will be applied in the direction of the view limit
    EXAMPLE: level.player SetViewAngleResistance( 40, 40, 20, 0, 0 )


void <player> SetViewModelDepthOfField(<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the view model depth of field of the player
    EXAMPLE: self SetViewModelDepthOfField(0,1000)


void <entity> SetVisibleToAll()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Make the entity visible to all players
    EXAMPLE: trigger SetVisibleToAll()


void <entity> SetVisibleToAllExceptTeam(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set self visible to all teams except the selected teams
    EXAMPLE: plane SetVisibleToAllExceptTeam( self.team )


void <entity> SetVisibleToPlayer(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Make the entity visible to the player
    EXAMPLE: trigger SetVisibleToPlayer( self )


void <entity> SetVisibleToTeam(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set self visible only to selected team
    EXAMPLE: plane SetVisibleToSquad( self.team )


void SetVisionSetForPlayer(<visionset name>,[transition time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Specify the server override visionset and the transition time into it.
    EXAMPLE: player SetVisionSetForPlayer( "mortar_thermal", 1.5 )


void SetVolFog(<startDist>,<halfwayDist>,<halfwayHeight>,<baseHeight>,<red>,<green>,<blue>,<transition time>,<startDist>,<halfwayDist>,<halfwayHeight>,<baseHeight>,<red>,<green>,<blue>,<fogColorScale>,<sunFogRed>,<sunFogGreen>,<sunFogBlue>,<sunFogDirX>,<sunFogDirY>,<sunFogDirZ>,<sunFogStartAng>,<sunFogEndAng>,<fog max opacity>,<transition time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Creates an exponential fog.
    EXAMPLE: SetVolFog(0.0001144, 0.01, 131/255, 116/255, 71/255, 0)


void SetVoteNoCount(<no count>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the number of No votes


void SetVoteString(<string>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the string for a vote


void SetVoteTime(<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the start time for a vote


void SetVoteYesCount(<no count>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the number of Yes votes


void <entity> SetWaterDisturbanceParams(<force>,<length>,<width>,<damping>,<angle>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets parameters describing the water disturbance created by the (script mover) entity
    EXAMPLE: self SetWaterDisturbanceParams( 0.5, 500, 1500, 0.2, 70 )


void <player> SetWaterDrops(<count>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets water drops equal to the count
    EXAMPLE: self SetWaterDrops( 3 )


void SetWaveWaterEnabled(<water name>,<enable>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Makes a water completely appear or disappear
    EXAMPLE: SetWaveWaterEnabled( "huge_lake", true )


void SetWaveWaterGeneratorAmplitude(<generator name>,<amplitude>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the wave water amplitude of the generator.
    EXAMPLE: SetWaveWaterGeneratorAmplitude( "exampleGenerator", 1.1 )


void SetWaveWaterHeight(<water name>,<height>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the height of one or all waters in a level
    EXAMPLE: SetWaveWaterHeight( "huge_lake", 15.0 )


void <entity> SetWeapon(<weapon>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the weapon of the entity. The entity should not be a player
    EXAMPLE: killcamEnt SetWeapon( self.weapon )


void SetWeaponCosts(<local client num>,<weapon>,<weaponCost>,<ammoCost>,<playerAmmoCost>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Sets the cost of a weapon for use by prompts
    EXAMPLE: SetWeaponCosts( weapon, weapon.cost, weapon.ammoCost, weapon.secretshopperCost )


void <entity> SetWeaponOptions(<weaponOptions>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the previously calculated weapon options of the entity. The entity should not be a player
    EXAMPLE: killcamEnt SetWeaponOptions( weapon_options )


void <entity> SetWeaponRenderOptions(<camo index>,<reticle index>,<show player tag>,<show emblem>,<show paintshop>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the weapon render options in the entity.
    EXAMPLE: level.weapon_clientscript_model SetWeaponRenderOptions( level.camo_index, level.reticle_index, level.show_player_tag, level.show_emblem, level.show_paintshop )


void SetWinningPlayer(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a player to be the winner


void SetWinningTeam(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets a team to be the winner


void <client> SetWorldFogActiveBank(<bankMask>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets world fog volumes active bank mask.
    EXAMPLE: self setworldfogactivebank(1)


void <entity> SetZBarrierColModel(<model>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the collision model for a zbarrier.
    EXAMPLE: ent SetZBarrierColModel("p6_anim_zm_barricade_board_collision")


void <entity> SetZBarrierPieceState(<piece number>,<state>,[animation scalar])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set's the state of the piece indexed in the zbarrier ent. States are open, opening, closed and closing.
    EXAMPLE: ent SetZBarrierPieceState(1, "open", 0.8)


void <actor> SetZombieName()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set this actors name
    EXAMPLE: guy SetZombieName( "zombie11" )


void ShellShock(<shellshockname>,<duration>,[allowReduceShellShockPerk])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Start a shell shock sequence for the entity for given duration.
    EXAMPLE: self shellShock( "frag_grenade_mp", 0.2 )


void <turret> ShootTurret()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Shoots a turret
    EXAMPLE: roof_turret ShootTurret()


void ShootUp(<float>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gives an entity vertical movement
    EXAMPLE: betty ShootUp( 350 )


void <player> ShouldDoInitialWeaponRaise(<weapon>,<bool shouldDoRaise>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set weaponstate to force or prevent first raise animation the next time the player switches to it. Only works if the player currently has it
    EXAMPLE: old_state = self ShouldDoInitialWeaponRaise( "ak47", false )


void <entity> Show()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Show the entity
    EXAMPLE: self Show()


void <entity> ShowAllParts()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Show all parts of an entity.
    EXAMPLE: self ShowAllParts()


void ShowInfoVolume(<entnum>,[rgb color],[alpha])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables an info volume to be drawn with the specified color
    EXAMPLE: InfoVolumeDebug_ShowVolume( info_volume GetEntityNumber(), ( 0.2, 0.2, 0.5 ), 0.5 )


void ShowMiscModels(<targetname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Show all misc models with this targetname
    EXAMPLE: ShowMiscModels( "crash_destruct" )


void <entity> ShowPart(<tagname>,[modelname],[bApplyToChildren])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Show part of an entity.
    EXAMPLE: self ShowPart( "tag_weapon", "weapon_saw" )


void <entity> ShowToPlayer(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Show the entity to a given client


void <entity> ShowToTeam(<team>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Show the entity to a particular team
    EXAMPLE: self ShowToTeam( team )


void <entity> ShowZBarrierPiece(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Allows the indexed piece to be drawn.
    EXAMPLE: ent ShowZBarrierPiece(1)


void <entity> SiegeCmd(<string cmd>,[string cmd])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Apply a number of anim commands on a siege model
    EXAMPLE: thing SiegeCmd( "set_shot", "myshot", "unpause


void <entity> SightConeTrace(<sight position>,[ignore entity],<sight position>,[cone angle])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determines how much the entity can be seen from the given position, using the same check that is used by grenades. Performs multiple sight traces and returns an approximation to how much of the entity is visible from the given point (between 0 and 1). In SinglePlayer this will always be 1 if the entity is partially visible.
    EXAMPLE: tankVisibilityFraction = tank SightConeTrace( player.origin, player, player.angles, 65)


void SightTracePassed(<start>,<end>,<hit characters>,<ignore entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Does a sight trace from start to end. Returns true if doesnt hit anything
    EXAMPLE: passed = SightTracePassed( player.origin + ( 0, 0, 64 ), self.origin + ( 0, 0, 64 ), false, undefined )


void SModelAnimCmd(<target>,<cmd>,[cmd])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Apply a number of anim commands on a siege model
    EXAMPLE: SModelAnimCmd("targetName","pause")


void SnapshotAcknowledged(<array>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns 1 if all clients have acknowledged the snapshot or the timeout has expired. Otherwise returns undefined.
    EXAMPLE: acked = SnapshotAcknowledged( snapindices )


void <ent> Solid()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the solid flag, so that this object is collidable.
    EXAMPLE: self Solid()


void SoundExists(<soundName>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the given sound exists
    EXAMPLE: if( SoundExists( soundAlias )) { //do something }


void SoundGetAlias(<soundId>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: The the string alias of a sound from the hashed sound id. Will return undefined if no sound is found
    EXAMPLE: soundAlias = SoundGetAlias( soundId )


void SoundGetPlaybackTime(<soundName>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Get the playback time for the sound
    EXAMPLE: playbackTime = SoundGetPlaybackTime( "evt_infection_record_oneshot" )


void SoundLineEmitter(<alias>,<origin 1>,<origin 2>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Play a sound from start point to end point
    EXAMPLE: SoundLineEmitter( "wpn_micro_turret_loop", start, end )


void SoundLoopEmitter(<alias>,<position>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Play a sound loop at the position
    EXAMPLE: SoundLoopEmitter("evt_beacon_loop_red", self.origin)


void SoundPlayAutoFX(<fxid>,<alias>,[offsetx],[offsety],[offset],[onground],[area],[threshold],[alias_override])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: This function is used to play audio on createfx ents.
    EXAMPLE: SoundPlayAutoFX( "fx_fire_barrel", "amb_fire_small", 5, -10, 5, false, 20, 5, "amb_fire_large" )


void SoundPlaying(<playbackId>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the sound given by sound id is playing
    EXAMPLE: while( soundplaying( soundId ) )


void SoundRattle(<origin>,<minDist>,[maxDist])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the rattle sound's origin, min distance and max distance
    EXAMPLE: soundrattle(origin,min,max)


void SoundRattleSetup(<alias>,<position>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Play a rattle sound at the position
    EXAMPLE: SoundRattleSetup(rattles[i].script_sound, rattles[i].origin)


void SoundSetMusicState(<state id>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the music state for the sound
    EXAMPLE: SoundSetMusicState( state_id )


void SoundStopLineEmitter(<alias>,<origin 1>,<origin 2>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Stops the sound playing from start point to end point
    EXAMPLE: SoundStopLineEmitter( "wpn_micro_turret_loop", start, end )


void SoundStopLoopEmitter(<alias>,<position>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Stop the sound loop emitter at the position
    EXAMPLE: SoundStopLoopEmitter("evt_beacon_loop_green", self.origin)


void SoundTimeScale(<time>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Set the sound time scale
    EXAMPLE: SoundTimeScale( 1.1 )


void SoundUpdateLineEmitter(<alias>,<previous origin 1>,<previous origin 2>,<origin 1>,<origin 2>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Updates the sound playing from previous start point to previous end point
    EXAMPLE: SoundUpdateLineEmitter( "wpn_micro_turret_loop", previousStart, previousEnd, start, end )


entity Spawn(<classname>,<origin>,[spawnflags])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawn an entity.
    EXAMPLE: Spawn( "trigger_radius", trigger_origin )


entity SpawnActor(<AIType>,<origin>,<angles>,[targetname],[forcespawn],[fullyaware],[spawnerEnt])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawns an actor from an actor spawner, if possible (the spawner won't spawn if the player is looking at the spawn point, or if spawning would cause a telefrag)
    EXAMPLE: spawned = SpawnActor( "spawner_bo3_soldier_ally_sniper_tool", origin, angles, "george", false )


entity SpawnCollision(<modelname>,<targetname>,<origin>,<angles>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawns a script mover thats used only for collision


void spawndynent(<model>,<origin>,<angles>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Spawn a dynent
    EXAMPLE: twig = spawndynent( "trashcan", origin, angles )


entity <actor_or_vehicle_spawner> SpawnFromSpawner([targetname],[forcespawn],[makeroom],[infinitespawn],[classnameOverride])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawns an actor or vehicle from a spawner, if possible (the spawner won't spawn if the player is looking at the spawn point, or if spawning would cause a telefrag) Unsupplied optional fields will use flag values from the entity
    EXAMPLE: spawned = spawnerent SpawnFromSpawner( "george", false )


entity SpawnFX(<fx name>,<position>,[forward],[up])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawn an FX
    EXAMPLE: fx = SpawnFx( level._effect[player.light_playFX], monkey.origin + (0,0,-12),(1,0,0),(0,0,1) )


entity SpawnHelicopter(<owner>,<origin>,<angles>,<vehicle name>,<model name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawns a helicopter
    EXAMPLE: heliGuard = spawnHelicopter( self, startPos, startAng, "heli_guard_mp" , "veh_t6_drone_overwatch_light" )


void <entity> SpawnNapalmGroundFlame(<origin>,<weapon>,<direction>,[time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawn a napalm ground flame at the origin with the direction.
    EXAMPLE: self SpawnNapalmGroundFlame( bot_pos , weapon, forward)


pathnode SpawnPathNode(<classname>,<origin>,<angles>,[key1],[value1],[key2],[value2])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawn a dynamically created path node or cover node
    EXAMPLE: node = SpawnPathNode( cover_left, origin, angles )


entity SpawnPlane(<player>,<classname>,<origin>,[spawnflags])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawns a plane at the origin
    EXAMPLE: plane = spawnplane( owner, "script_model", origin )


void SpawnStruct()

    CATEGORY:
    CLIENT/SERVER: Server


entity SpawnTimedFX(<weapon>,<origin>,[direction> default (0,0,1),[time],[team])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawns a broadcast entity that plays an oriented timed FX using the weapon's property projExplosionEffect
    EXAMPLE: ent = SpawnTimedFX( smokeGrenade, position, directionUp, duration )


void SpawnTurret()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Unsupported function. Do not use.


entity SpawnVehicle(<vehicletype>,<origin>,<angles>,[targetname],[destructibledef])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Spawns a new vehicle and returns a reference to it


void StartBinocs(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Start Binoculars on player
    EXAMPLE: player StartBinocs()


void <entity> StartFadingBlur(<blur_amount>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Blurs the screen, then fades out the blur to 0, over a period of time.
    EXAMPLE: player StartFadingBlur( 3, 2 )


void <turret> StartFiring()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Starts a turret firing
    EXAMPLE: turret StartFiring()


void StartMission(<mission_index>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Start the (server side) mission script for the specified mission - all loading (on all clients) should be completed before calling - use client side LoadMission to load missions
    EXAMPLE: StartMission()


void StartPoisoning(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Start poisoning player
    EXAMPLE: player StartPoisoning()


void <player_or_playercorpse> StartRagdoll([immediate])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Begin ragdoll physics for this entity. Does nothing if the entity is already a ragdoll.
    EXAMPLE: self StartRagdoll()


void StartResurrectViewAngleTransition()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Finishes the flashback
    EXAMPLE: self StartResurrectViewAngleTransition()


void StopAllLoopSounds([fade])

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Stops a loop sound
    EXAMPLE: car StopAllLoopSounds( 0.5 )


void StopAllRumbles()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stop all the rumbles playing right now
    EXAMPLE: StopAllRumbles()


void <entity> StopAnimScripted([blend],[ImmediateStop])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Halts animscript on this entity.
    EXAMPLE: self StopAnimScripted()


void StopBinocs(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stop Binoculars on player
    EXAMPLE: player StopBinocs()


void StopDemoRecording()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops demo recording
    EXAMPLE: Demo_End()


void <turret> StopFiring()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops a turret firing
    EXAMPLE: turret StopFiring()


void StopForceStreamingMaterial(<material>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces the streamer to load the texture LODs for a material even if it isn't yet visible. Returns true when all levels are loaded. Call StopForceStreamingMaterial when you no longer need it, or Steve will be upset that you're wasting Streamer memory.
    EXAMPLE: StopForceStreamingMaterial( material )


void StopForceStreamingXModel(<model>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces the streamer to load model and texture LODs for a model even if it isn't yet visible. Returns true when all levels are loaded. Call StopForceStreamingXModel when you no longer need it, or Steve will be upset that you're wasting Streamer memory.
    EXAMPLE: areAllForcedLodsLoaded = CScr_StopForceStreamingXModel( model )


void StopForcingStreamer()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Remove all streamer forcing
    EXAMPLE: StopForcingStreamer()


void <player> StopJukeMove()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops the player juke movement in progress
    EXAMPLE: player StopJukeMove()


void <entity> StopLoopSound([fadetime])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops the looping sound with an optional fadetime.
    EXAMPLE: m_chasm stoploopsound( 5 )


void StopMission()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: fire Mission_Stop event to terminate the current mission
    EXAMPLE: StopMission()


void <model_origin_brushmodel> StopMoveSlide()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops the movement caused by MoveSlide().
    EXAMPLE: self StopMoveSlide()


void StopPoisoning(<player>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stop poisoning player
    EXAMPLE: player StopPoisoning()


void <entity> StopRumble(<rumble name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Plays a looping rumble on the given entity.
    EXAMPLE: self StopRumble( "damage_heavy" )


void <player> StopShellShock()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops the shell shock sequence for the player
    EXAMPLE: player StopShellShock()


void <turret> StopShootTurret()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stops a turrent from firing.
    EXAMPLE: roof_turret StopShootTurret()


void StopSound()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stop a particular sound on an entity *WARNING*, You must have a wait between StopSounds() and delete() or the sound will not stop.
    EXAMPLE: beatBox StopSound("alias");


void <entity> StopSounds()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stop all sounds on an entity. *WARNING*, You must have a wait between StopSounds() and delete() or the sound will not stop.
    EXAMPLE: beatBox StopSounds()


void StreamerModelHint(<modelname>,<duration>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Force a model to be loaded for a set period of time.
    EXAMPLE: streamerModelHint( "c_hro_hendricks_base_fb", 10 )


void StreamerNotify(<id>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Send a streamer notify to the server indicating that the streamer is ready
    EXAMPLE: StreamerNotify(1)


void StreamerRequest(<command>,<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Streamer request
    EXAMPLE: streamerRequest( "set", "ramses_igc1" )


void StreamerSkiptoDebug()

    CATEGORY:
    CLIENT/SERVER: Server


void StreamTextureList(<name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Specify a texture list file for the streamer to load
    EXAMPLE: StreamTextureList( "igc1" )


void SubtitlePrint(<localClientNum>,<msec>,<subtitle>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: print to the subtitle channel
    EXAMPLE: SubtitlePrint( 0, 100, "zombies everywhere")


void SwitchMap_Load(<map name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Start loading a map/level.
    EXAMPLE: SwitchMap_Load( "cp_sh_cairo", "coop", 0 )


void SwitchMap_Preload(<map name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Start preloading a map/level. A 'switchmap_preload_finished' notify is sent to the level when its finished.
    EXAMPLE: SwitchMap_Preload( "cp_sh_cairo" )


void SwitchMap_SetLoadingMovie(<movie_name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the loading movie to play
    EXAMPLE: SwitchMap_SetLoadingMovie( str_intro_movie )


void SwitchMap_Switch()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Switch to the loaded map/level
    EXAMPLE: SwitchMap_Switch()


void Target_BoundingIsUnderReticle(<player>,<target entity>,<maxDistance>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player's cursor is roughly inside of the target's bounding box.
    EXAMPLE: player Target_BoundingIsUnderReticle( player, enemy_chopper, 1000 )


void Target_ClearReticleLockOn()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Cancels any lock-on sequence on the hud.
    EXAMPLE: Target_ClearReticleLockOn()


entity Target_GetArray()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of entities that are set as targets
    EXAMPLE: mytargets = Target_GetArray()


void Target_GetOffset(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Gets the target offset
    EXAMPLE: offset = Target_GetOffset( entity )


void Target_IsInCircle(<target entity>,<player>,<fov>,<radius>,[zoffset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether a target is within a given radius from the center of the player's screen
    EXAMPLE: player Target_IsInCircle( enemy_chopper, player, 65, 100 )


void Target_IsInRect(<target entity>,<player>,<fov>,<halfwidth>,<halfheight>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether a target is within a given rectangle, centered in the center of the player's screen
    EXAMPLE: player Target_IsInRect( enemy_chopper, player, 65, 100, 100 )


void Target_IsTarget(<entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether an entity has been marked as a target
    EXAMPLE: if ( Target_IsTarget( foundEnt ) ) ...


void Target_OriginIsInCircle(<origin>,<player>,<fov>,<radius>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns whether a target is within a given radius from the center of the player's screen
    EXAMPLE: player Target_IsInCircle( enemy_chopper, player, 65, 100 )


void Target_Remove(<target entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Removes a target
    EXAMPLE: Target_Remove( enemy_chopper )


void Target_ScaleMinMaxRadius(<target entity>,<player>,<fov>,<radius_min>,<radius_max>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the ratio from 0-1 of where the target is in relation to the radius min and radius max
    EXAMPLE: scale = Target_ScaleMinMaxRadius( target, self, level.hackerToolLockOnFOV, radiusInner, radiusOuter )


void Target_Set(<target entity>,[target offset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Adds a new target to draw on the hud
    EXAMPLE: Target_Set( enemy_chopper )


void Target_SetAllowHighSteering(<target entity>,[bool])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Target will allow incoming missiles to steer more making the target easier to hit
    EXAMPLE: Target_SetAllowHighSteering( enemy_tank, true )


void Target_SetAttackMode(<target entity>,<mode name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets how missiles and rockets should approach the target.
    EXAMPLE: Target_SetAttackMode( enemy_tank, "top" )


void Target_SetJavelinOnly(<target entity>,<mode name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Target will only draw on player's hud when they are looking through the Javelin-weapon's site.
    EXAMPLE: Target_SetJavelinOnly( enemy_tank, true )


void Target_SetOffscreenShader(<target entity>,<materialname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the material that is used when a target clamps to the edge of the screen. The target must have already been created with target_set()
    EXAMPLE: Target_SetOffscreenShader( enemy_chopper, "arrow" )


void Target_SetOffset(<target entity>,[target offset])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the offset for a particular target
    EXAMPLE: Target_SetOffset( enemy_chopper, ( 0, 0, -100 ) )


void Target_SetShader(<target entity>,<materialname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Changes the material of a target. The target must have already been created with target_set()
    EXAMPLE: Target_SetShader( enemy_chopper, "locked_on_shader" )


void Target_SetTurretAquire(<entity>,[bool])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets if the target can be attacked by SAM turrets
    EXAMPLE: Target_SetTurretAquire( chopper, false )


void Target_StartReticleLockOn(<target entity>,<duration>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Begins the lock-on sequence for the target on the hud. This affects the animation of the vehicle reticle.
    EXAMPLE: Target_StartReticleLockOn( enemy_chopper, 4 )


void TestSpawnPoint(<point>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player would not be in a solid when spawned at the given point.
    EXAMPLE: TestSpawnPoint( self.origin )


void <entity> TmodeSetServerUser(<value>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: informs the server if the entity is using tmode
    EXAMPLE: entity TmodeSetServerUser( 1 )


void ToggleNoVehicleFaceTraversability()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set whether the entity can use NoVehicleFaces. This should only be used in MP map for now.


void TracePassedOnNavMesh(<start>,<end>,[characterRadius],[materialFlags])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Run a trace on NavMesh to see if a character can go straight from start to end.
    EXAMPLE: posOnNavMesh = TracePassedOnNavMesh( (10,20,30), 25, 15 )


void TracePoint(<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Traces a poitn throught the world with MASK_SHOT. Returns hit position, hit surface normal.
    EXAMPLE: trace = TracePoint( p0, p1 )


void <trigger> TriggerEnable(<flag>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables or disables the trigger
    EXAMPLE: trig TriggerEnable( true )


void TriggerFX(<entity>,[time delay])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Trigger the fx after some time delay
    EXAMPLE: triggerFx( domFlag.enemyBaseEffect, 0.001 )


void <trigger> TriggerIgnoreTeam()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Trigger ignores team
    EXAMPLE: trig TriggerIgnoreTeam()


void <player_actor> Underwater()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: checks if the player or actor is underwater
    EXAMPLE: if( player Underwater() ) ...


void <entity> Unlink()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Unlinks a linked entity from another entity
    EXAMPLE: guy Unlink()


void UnlinkNodes(<node1>,<node2>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Disconnects node1 from node2. Call it again with arguments flipped if you want to completely disconnect the two nodes.
    EXAMPLE: UnlinkNodes( node_moving_elev_left, node_moving_elev_right )


void UnlinkTraversal(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Destroys a user edge connecting two path nodes
    EXAMPLE: UnlinkTraversal( beginNode )


void UnloadSiegeAnim(<anim_name>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Unload a siege anim from memory
    EXAMPLE: UnloadSiegeAnim( "flappy_bird" )


void <entity> UnlockSongByAlias(<aliasname>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Unlock the the sound alias
    EXAMPLE: self UnlockSongByAlias( "frag_out" )


void UnSetTurretNode(<node>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Unset the turret from this node.
    EXAMPLE: UnSetTurretNode( node )


void UpdateClientNames()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Update all of the client names: only works in 'manual_change' mode


void UpdateNavTriggers()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Optimized code that performs the update_nav_triggers() script functionality
    EXAMPLE: UpateNavTriggers()


void <entity> UpdateUnlockedAttachmentBits()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Updates client->unlockedAttachments
    EXAMPLE: self UpdateUnlockedAttachmentBits()


void <player> UseAlternateAimParams()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Forces the local player to use alternate values for aim assist. Only works in zombie/campaign mode. Can only be called on players
    EXAMPLE: self UseAlternateAimParams( )


void UseAlternateHud(<onOff>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Use the alternate HUD in lui. Zombies only


void <entity> UseAnimTree(<anim tree>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the anim tree for the entity
    EXAMPLE: self UseAnimTree( #animtree )


void UseBuildKitWeaponModel(<player>,<weapon>,[camoIndex],<upgraded>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Use a build kit weapon model
    EXAMPLE: wall_weapon_model UseBuildKitWeaponModel( player, magicbox.weapon )


entity <entity> UseBy(<activator entity>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Uses the entity with the passed in entity as the activator
    EXAMPLE: self UseBy( player )


void <player> UseServerVisionset(<use it>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Switches using the server supplied (via SetVisionSetForPlayer()) visionset.
    EXAMPLE: player UseServerVisionset( true )


void <trigger> UseTriggerIgnoreUseHoldTime()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the require look at flag for the trigger
    EXAMPLE: e_trig_mobile_armory UseTriggerIgnoreUseHoldTime()


void <trigger> UseTriggerRequireLookAt()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the require look at flag for the trigger
    EXAMPLE: e_trig_plaza_igc UseTriggerRequireLookAt()


void <trigger> UseTriggerRequireLookToward()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the require look along flag for the trigger
    EXAMPLE: e_trig_plaza_igc UseTriggerRequireLookToward()


void UseWeaponHideTags(<weaponName>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Hides tags on this entity based on the hidetags value of the provided weaponname
    EXAMPLE: wall_weapon_model UseWeaponHideTags()


void UseWeaponModel(<weaponName>,[model],[weapon options])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Use a weapon model
    EXAMPLE: wall_weapon_model UseWeaponModel("m16_zm")


void Vibrate(<direction vector>,<amplitude>,<period>,<time>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Causes a script entity to vibrate, rotating around its origin, along a given vector dir
    EXAMPLE: self Vibrate( directionVir, 0.3, 0.4, 1.0 )


void VideoPause(<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Pause video playback
    EXAMPLE: VideoPause( "MyAwesomeMovie" )


void VideoPrime(<name>,<loop>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Preload the first second of a movie. Call this several seconds before the movie needs to play to prevent any delay
    EXAMPLE: VideoPrime( "MyAwesomeMovie" )


void VideoStart(<name>,<loop>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Start a video for playback on an in-game surface
    EXAMPLE: VideoStart( "MyAwesomeMovie" )


void VideoStop(<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Stop a video being played on an in-game surface
    EXAMPLE: VideoStop( "MyAwesomeMovie" )


void VideoUnpause(<name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Unpause video playback
    EXAMPLE: VideoUnpause( "MyAwesomeMovie" )


void <player> ViewKick(<damage>,<origin>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Give the player a view kick
    EXAMPLE: entity ViewKick( 25, self.origin )


void ViewmodelHasTag(<local_client_num>,<tag>)

    CATEGORY:
    CLIENT/SERVER: Client


void VisionSetLastStand(<vision name>,[transition time])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets players' laststand vision. Optionally give a transition time from the current vision.
    EXAMPLE: VisionSetLastStand( "armada", 1.5 )


void VisionSetLerpRatio(<float>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determines if you can see an item. Checks distance and view cone before the trace to increase efficency.
    EXAMPLE: self VisionSetLerpRatio ( currentDistance / maxDistance )


void VisionSetNaked(<name>,[duration])

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Set the vision and its duration
    EXAMPLE: VisionSetNaked( "cp_igc_chinatown_intro", 0.05 )


void VrIsActive()

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns whether the game is currently in VR mode.
    EXAMPLE: do_vr_stuff = VrIsActive() ...


void <player> WalkUnderwater(<boolean>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets if a player should walk while underwater
    EXAMPLE: depth = get_players()[0] WalkUnderwater( true )


void <player> WeaponCyclingEnabled()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Determine if weapon cycling is enabled for the player
    EXAMPLE: enabled = player WeaponCyclingEnabled()


void WeaponFriendlyHacking(<localClientNum>,<localClientNum>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Returns the value of the friendlyHacking bit on the specified weapon of the specified player
    EXAMPLE: currentWeapon = GetCurrentWeapon( localClientNum )


void WeaponHasAttachment()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Does the weapon have all the attachments specified?
    EXAMPLE: WeaponHasAttachment( weapon, "extbarrel", "damage, "fmj" )


void WeaponHasAttachmentAndUnlocked(<weapon>,<string>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Does the weapon have all the attachments specified? And are they all unlocked for challenge stat purposes?
    EXAMPLE: player WeaponHasAttachmentAndUnlocked( weapon, "extbarrel", "damage, "fmj" )


void WorldEntNumber()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns the entity number for the world


void <entity> WorldToLocalCoords(<world coords>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Transform the given world point into the local space of the entity
    EXAMPLE: local_point = self WorldToLocalCoords( world_point )


void WorldTrace(<start>,<end>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Trace from start to end
    EXAMPLE: trace = WorldTrace( start_pos, end_pos )


entity <entity> ZBarrierGetPiece(<piece_index>)

    CATEGORY:
    CLIENT/SERVER: Client
    SUMMARY: Gets the entity for the zbarrier's given piece index
    EXAMPLE: zbarrier ZBarrierGetPiece( 3 )


void <entity> ZBarrierPieceUseAlternateModel(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the indexed piece to use the alternate model.
    EXAMPLE: ent ZBarrierPieceUseAlternateModel(1)


void <entity> ZBarrierPieceUseAttachWeapon(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the indexed piece to attach the zbarrier's weapon to tag_weapon (and tag_weapon_left if it's dual wield).
    EXAMPLE: ent ZBarrierPieceUseAttachWeapon( 1 )


void <entity> ZBarrierPieceUseBoxRiseLogic(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the indexed piece to use the box rise logic.
    EXAMPLE: ent ZBarrierPieceUseBoxRiseLogic(1)


void <entity> ZBarrierPieceUseDefaultModel(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the indexed piece to use the default model.
    EXAMPLE: ent ZBarrierPieceUseDefaultModel(1)


void <entity> ZBarrierPieceUseUpgradedModel(<piece number>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Sets the indexed piece to use the upgraded model.
    EXAMPLE: ent ZBarrierPieceUseUpgradedModel(1)


void <entity> ZBarrierSupportsZombieReachThroughAttacks()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if this zbarrier supports zombie reach through attacks.
    EXAMPLE: useAttack = ent ZBarrierSupportsZombieReachThroughAttacks()


void <entity> ZBarrierSupportsZombieTaunts()

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Returns true if this zbarrier supports zombie taunt anims.
    EXAMPLE: useTaunt = ent ZBarrierSupportsZombieTaunts()


void ZeroGravityVolumeOff(<volume name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Disables Zero Gravity Volume.
    EXAMPLE: ZeroGravityVolumeOff( "area_four" )


void ZeroGravityVolumeOn(<volume name>)

    CATEGORY:
    CLIENT/SERVER: Server
    SUMMARY: Enables Zero Gravity Volume.
    EXAMPLE: ZeroGravityVolumeOn( "area_four" )


void <sentient> AddSentientEventListener(<event>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Registers entity to listen to a specific event. Call waittill(<event>) to get the notification in script.
    EXAMPLE: self AddSentientEventListener("bulletwhizby")


void <actor> aithrowgrenade()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Throw a grenade. CheckGrenadeThrowPos() or CheckGrenadeThrow() must be called first.
    EXAMPLE: self GrenadeThrow()


void <actor> AllowPitchAngle(<on_off>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Allows AI to pitch on stairs
    EXAMPLE: guy AllowPitchAngle ( 1 )


void <entity> AnimMode(<mode>,[clear path])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the way that animation deltas are interpreted by the game engine
    EXAMPLE: self AnimMode( "gravity" )
    NOTES: none: Use default animmode behavior (i.e., code controls the movement).


void <actor> AtDangerousNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Determine whether this actor is near a dangerous node.
    EXAMPLE: if ( ai atDangerousNode() )...


void <sentient> AttackedRecently(<entity>,<time>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns true if given sentient has attacked the entity within last "time" sec.
    EXAMPLE: self AttackedRecently(self.enemy)


void <actor> CalcApproximatePathToPosition(<position>,[clear path])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of world positions representing the approximate path an actor will take. Calculating an approximate path will cause the AI to clear their current path.
    EXAMPLE: self CalcApproximatePathToPosition( position )


void <actor> CalcLookaheadPos(<startPos>,<numIter>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Calculate a lookahead point based on a given starting location and number of iterations. Returns an array with these keys: "position", "node" and "next_node", which contain vectors for the actual lookahead position and the next two nodes on the path, respectively.
    EXAMPLE: self CalcLookaheadPos( self.origin, 3 )


void <actor> CanAttackEnemyNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks if this actor can attack its enemies node.
    EXAMPLE: self CanAttackEnemyNode()


void <sentient> CanSee(<target>,[cacheLength])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check to see if the AI can see the given entity.
    EXAMPLE: if( self CanSee( player ) )


void <actor> CanShoot(<shoot at position>,[offset from gun])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check to see if the actor can shoot the given position.
    EXAMPLE: canShoot = self CanShoot( eye, offset )


void <actor> CanShootEnemy([cache duration])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check to see if the actor can shoot his current enemy.
    EXAMPLE: canShootEnemy = self CanShootEnemy()


void <actor> CanThrowGrenade(<hand offset>,<random range>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether the actor can throw a grenade at a given position. If he can't then result will be undefined, otherwise the result is the resultant velocity vector
    EXAMPLE: throwvel = self CanThrowGrenade( armOffset, 0 )


void <actor> CanThrowGrenadePos(<hand offset>,<targetpos>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether the actor can throw a grenade at a given position. If he can't then result will be undefined, otherwise the result is the resultant velocity vector
    EXAMPLE: throwvel = self CanThrowGrenadePos( armOffset, targetPos )


void <actor> CheckGrenadeThrow(<hand offset>,<method>,<random range>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether the actor can throw a grenade at his target. If he can't then result will be undefined, otherwise the result is the resultant velocity vector
    EXAMPLE: throwvel = self CheckGrenadeThrow( armOffset, "min energy", 0 )


void <actor> CheckGrenadeThrowPos(<hand offset>,<method>,<targetpos>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether the actor can throw a grenade at a given position. If he can't then result will be undefined, otherwise the result is the resultant velocity vector
    EXAMPLE: throwvel = self CheckGrenadeThrowPos( armOffset, "min energy", targetPos )


void <actor> CheckProne(<position>,<yaw>,<is prone>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns true when a character can go prone at the specified position. Specifically setup for use by AI characters.
    EXAMPLE: canFitProne = self CheckProne( origin, yaw, alreadyProne )


pathnode <actor> ChooseBetterCoverNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Chooses a better cover node for an ai
    EXAMPLE: newNode = behaviorTreeEntity ChooseBetterCoverNode()


void <actor> ClearEnemy()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clear the actor's current enemy entity.
    EXAMPLE: self ClearEnemy()


void <actor> ClearEntityOwner()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clears an AI's entity owner.
    EXAMPLE: self ClearEntityOwner()


void <actor> ClearEntityTarget()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clears an AI's entity target.
    EXAMPLE: self ClearEntityTarget( vehicle_entity )


void <actor> ClearFixedNodeSafeVolume()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clears this actor's fixed node safe volume.
    EXAMPLE: self ClearFixedNodeSafeVolume()


void <sentient> ClearForcedGoal()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clears the forcedGoal for this AI's goal.
    EXAMPLE: self ClearForcedGoal()


void <sentient> ClearGoalVolume()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clears this actor's goal volume.
    EXAMPLE: self ClearGoalVolume()


void <actor> ClearPath()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clears the AI's current path.
    EXAMPLE: self ClearPath()


void <actor> ClearPitchOrient()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clear pitch orientation
    EXAMPLE: self clearPitchOrient()


void <entity> ClearPotentialThreat(<dir>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clear the potential threat direction. See SetPotentialThreat for more info on potential threats
    EXAMPLE: self ClearPotentialThreat( 90 )


void <actor> ClearUsePosition()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Clear the override for the goal pos.
    EXAMPLE: self ClearUsePosition()


void <actor> CollideWithActors((bool) Turn collision on or off.)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Toggles collision with other actors. Actor will go through each other, when its toggled off.
    EXAMPLE: entity CollideWithActors( true )


void CreateThreatBiasGroup(<name>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Create a new threat bias group. If it already exists, do nothing
    EXAMPLE: CreateThreatBiasGroup( "flanking_team" )


void <actor> DamageMode(<damage mode>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the damage mode of this actor.
    EXAMPLE: randAlly DamageMode("next_shot_kills")


entity <actor> DropWeapon(<weapon name>,<hand>,[velocity],[angular velocity],[scavenger])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Drop the actor's weapon
    EXAMPLE: self DropWeapon(self.weapon, self.anim_gunHand, throwVel)


pathnode <actor> FindBestCoverNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Find the best cover node for a given NPC given his state.
    EXAMPLE: self FindBestCoverNode()


pathnode <actor> FindBestCoverNodes(<radius>,<origin>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Find the best cover nodes for a given NPC given his state. Sorted by best
    EXAMPLE: nodes = self FindBestCoverNodes(radius,origin)


pathnode <actor> FindCoverNodeAtLocation(<radius>,<origin>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Finds a near by cover node for the character.
    EXAMPLE: guy FindCoverNodeAtLocation(512,loc)


void <actor> FindReacquireDirectPath([ignore suppression])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Finds a path directly to the enemy. Call ReacquireMove to use the path.


void <actor> FindReacquireNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Finds a reacquire node when exposed.
    EXAMPLE: guy FindReacquireNode()


void <actor> FindReacquireProximatePath([ignore suppression])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Finds a path to a point that can see the enemy without leaving goal. Call ReacquireMove to use the path.


entity <actor> FinishActorDamage(<Inflictor>,<Attacker>,<Damage>,<Damage Flags>,<Means Of Death>,<Weapon>,<Direction>,<Hit Loc>,<Damage Origin>,<Offset Time>,<Bone Index>,[Surface Type],[Surface Normal])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Does damage to an actor - usually as part of the damage callback
    EXAMPLE: self FinishActorDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, iBoneIndex, iSurfaceType, vSurfaceNormal )


void <actor> ForceTeleport(<position>,[angles],[updategoalpos],[resetEntity])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Force Teleport the actor to a new position with the given origin and angles, regardless of wether it will be visible to the player or not.
    EXAMPLE: self ForceTeleport( org, angles )


void <actor> GenerateRadioEvent(<type of event>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Searches animation selector table and returns an animation alias based on current state of the blackboard.
    EXAMPLE: self GenerateRadioEvent("radio_event_low")


void <actor> GetAimLimitsFromEntry()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Searches animation selector table and returns an animation alias based on current state of the blackboard.


void <actor> GetBehaviorTreeStatus()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns current status/BHTN_STATUS of the behavior tree for an actor.
    EXAMPLE: isBehaviorTreeInRunningState = behaviorTreeEntity GetBehaviortreeStatus() == BHTN_RUNNING


void <sentient> GetClosestEnemySqDist()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the distance to the nearest enemy
    EXAMPLE: dist = self GetClosestEnemySqDist()
    NOTES: either AI or player


void <entity> GetDropToFloorPosition([position])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Gets the floor position for dropping an AI or player to the ground. Returns undefined if the AI is in solid.
    EXAMPLE: position = ai GetDropToFloorPosition( ai.origin )


void GetFinalPathPos()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the last position in the path


void <actor> GetFireMode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns the firemode
    EXAMPLE: soldier GetFireMode()


entity <actor> GetFixedNodeSafeVolume()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get this actor's fixed node safe volume.
    EXAMPLE: volume = self GetFixedNodeSafeVolume()


void <actor> GetFlashBangedStrength()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Retrieves how strongly the actor was initially hit by a flashbang. 1.0 is full strength, 0.0 is none at all.
    EXAMPLE: flashedPercent = self GetFlashBangedStrength()


entity <sentient> GetGoalVolume()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get this actor's goal volume.
    EXAMPLE: goalVolume = self GetGoalVolume()


void <actor> GetGroundEntType()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the entity type of the 'ground' that the actor is on.
    EXAMPLE: self GetGroundEntType()


void <actor> GetHitEntType()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the type of entity that the actor has hit. Can be 'hit', 'obstacle' or 'world'.
    EXAMPLE: self GetHitEntType()


void <actor> GetHitYaw()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the direction in degrees that the player has hit an obstacle at. Returns an error if nothing was hit.
    EXAMPLE: self GetHitYaw()


void <sentient> GetIgnoreEnt(<sentient>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns if a specific sentient entity is ignored by this sentient entity or not
    EXAMPLE: if ( aiGuy GetIgnoreEnt( player ) )


void GetNextFindBestCoverTime(<minEngageDist>,<maxEngageDist>,<noEnemyInterval>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Generates a new next find cover time
    EXAMPLE: behaviorTreeEntity.nextFindBestCoverTime = GetActorNextFindBestCoverTime( behaviorTreeEntity.engageMinDist, behaviorTreeEntity.engagemaxdist, behaviorTreeEntity.coversearchinterval )


void <actor> GetNodeOffsetAngles()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns the angles the actor thinks the node is facing, this can contain additional rotation from the node's actual angles.
    EXAMPLE: self GetNodeOffsetAngles( self.node )


void <actor> GetNodeOffsetPosition()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns the position the actor thinks the node's origin is at, this can be offset from where the actual node's position in the world is.
    EXAMPLE: self GetNodeOffsetPosition( self.node )


void <actor> GetOrientMode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the orient mode of this actor.
    EXAMPLE: orientMode = randAlly GetOrientMode()


void <actor> GetPathLength()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Gets the length of the path being used by this actor
    EXAMPLE: self GetPathLength()


void <actor> GetPathMode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the path mode of this actor.
    EXAMPLE: pathMode = randAlly GetPathMode()


void <actor> GetPerfectInfo(<entity>,[update sight])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Forces the AI to become aware of this entity regardless of whether it can be seen or not.
    EXAMPLE: self GetPerfectInfo( get_players()[0] )


void <sentient> GetPersonalThreatBias(<sentient>,<enemy>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: return the personal threat bias for this sentient versus the other sentient
    EXAMPLE: value = self GetPersonalThreatBias( self.enemy )


pathnode <actor> GetReacquireNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Gets the reacquire node of this actor.
    EXAMPLE: guy GetReacquireNode()


void <sentient> GetStealthSightValue(<otherSentient>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the current stealth sight value for this sentient seeing another sentient (floating point from 0.0 to 1.0)
    EXAMPLE: aiGuy GetStealthSightValue( forOtherGuy )


void GetThreatBias(<of group>,<against group>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get threat bias of first group against second group
    EXAMPLE: GetThreatBias( "axis", "flanking_team" )


void <entity> GetThreatBiasGroup()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Get the threat bias group of an AI or player
    EXAMPLE: GetThreatBiasGroup()


void <actor> GetTurnExitYaw()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Predicts exit yaw vector using havok pathfinding.


void <actor> GrenadeThrow()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Throw a grenade. CheckGrenadeThrowPos() or CheckGrenadeThrow() must be called first.
    EXAMPLE: self GrenadeThrow()


void <sentient> HasPath()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if AI has a path
    EXAMPLE: self HasPAth()


void <actor> HasValidInterrupt(<interrupt name>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Return true if there is a valid interrupt with the given name alive on the current server frame.
    EXAMPLE: if ( entity HasValidInterrupt("pain") )


void <actor> IsActorShooting(<entity>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this entity is an ai is shooting
    EXAMPLE: if ( meanGuy IsActorShooting() ) ...


void <actor> IsApproachingGoal()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor at the goal or approaching the goal.
    EXAMPLE: self IsApproachingGoal()


void <actor> IsAtCoverNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor is at cover node. (exposed node is considered as covernode)
    EXAMPLE: self IsAtCoverNode()


void <actor> IsAtCoverNodeStrict()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor is at cover node. (exposed node is not considered as covernode)
    EXAMPLE: self IsAtCoverNode()


void <actor> IsAtGoal()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor has at/reached its current goal, similar to waiting for "goal" notify.
    EXAMPLE: self IsAtGoal()


void <entity> IsBadGuy()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the sentient is on the bad guy team (not 'allies', not 'neutral').
    EXAMPLE: if ( ai IsBadGuy() )


void <actor> IsCoverValid(<pathnode>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Return true if the passed in node is a valid cover node.
    EXAMPLE: if( self IsCoverValid( pathnode ) )


void <actor> IsCurrentBTActionLooping()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Return true if there is an action running and its looping.
    EXAMPLE: if( behaviorTreeEntity IsCurrentBTActionLooping() )


void <actor> IsDeflected()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check if the actor has been deflected.
    EXAMPLE: self IsDeflected()


void <actor> IsFlankedAtCoverNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor is at is flanked at cover node
    EXAMPLE: self IsFlankedAtCoverNode()


void <actor> IsGrenadePosSafe(<throw pos>,[radius])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks a grenade throw target position is safe.
    EXAMPLE: if ( self IsGrenadeThrowSafe( throwPos, 200 ) )


void <actor> IsInAnyBadPlace()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns whether the AI is in a bad place.
    EXAMPLE: self IsInAnyBadPlace()


void <sentient> IsInGoal(<point>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Determine whether a given point is in the actor's current goal area
    EXAMPLE: if ( ai IsInGoal( point ) )


void <actor> IsInScriptedState()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks if actor is in a scripted state (animscripted, custom, negotiation)
    EXAMPLE: self isInScripteState()


void <actor> IsKnownEnemyInRadius(<position>,<radius>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks if there is a known enemy in a radius for an AI.
    EXAMPLE: if ( self IsKnownEnemyInRadius( pos, radius ) ) ...


void <actor> IsKnownEnemyInVolume(<volume>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks if there is a known enemy in a volume for an AI.
    EXAMPLE: if ( self isKnownEnemyInVolume( volume ) )


void <actor> IsMoveSuppressed()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this actor is in a suppressed state ( blocked by friendly fire ).
    EXAMPLE: while ( self IsMoveSuppressed() )...


void <sentient> IsNoTarget()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns if the sentient is marked no target
    EXAMPLE: if ( self IsNoTarget() )
    NOTES: either AI or player


void <actor> IsPathDirect()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check whether the actor's current path is direct
    EXAMPLE: self IsPathDirect()


void <actor> IsPosAtGoal()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if position is inside the current goal
    EXAMPLE: self IsPosAtGoal(position)


void <sentient> IsPosInClaimedLocation()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if position is claimed by another sentient
    EXAMPLE: self IsPosInClaimedLocation( position )


void <actor> IsSafeFromGrenade()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor is within a blast radius of a grenade.
    EXAMPLE: self IsSafeFromGrenade()


void <actor> IsStanceAllowed(<stance>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this actor can go to the given stance.
    EXAMPLE: if ( self IsStanceAllowed( "stand" ) )...


void <actor> IsSuppressed()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this actor is in a suppressed state ( under fire ).
    EXAMPLE: while ( self IsSuppressed() )...


void <actor> IsSuppressionWaiting()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Checks whether this actor is still doing suppression wait.
    EXAMPLE: while ( self IsSuppressionWaiting() )...


void <sentient> IsThreateningMyProtectEntity(<target>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the enemy is currently threatening my protect entity.
    EXAMPLE: if ( self IsThreateningMyProtectEntity( self.enemy ) )


void <actor> Knockback(<true/false>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Turn knockback on and off for an actor
    EXAMPLE: self Knockback( true )


void <sentient> LastKnownPos(<target>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Return the last known pos of an AI.
    EXAMPLE: if ( self lastKnownPos( player ) )


void <sentient> LastKnownTime(<target>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Return the last time an AI was aware of target. Includes visibility and ai events like footstep, gunshot etc.
    EXAMPLE: if( self lastKnownTime( player ) )


void <actor> LerpPosition(<origin>,<angles>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Interpolate an actor's position, and angles.
    EXAMPLE: self LerpPosition( entry['origin'], entry['angles'] )


void <actor> MayMoveFromPointToPoint(<start>,<end>,[check drop],<Position>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check whether the actor can move from a given point to a given point. Does not check friendly fire and in goal radius unlike maymovetopoint
    EXAMPLE: if ( !self MayMoveFromPointToPoint( startPoint endPoint ) )...


void <actor> MayMoveToPoint(<position>,[check drop],<Position>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check whether the actor can move to a given point.
    EXAMPLE: if ( !self MayMoveToPoint( endPoint ) )...


entity <actor> Melee([direction])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Makes this actor melee attack. Returns the entity hit, if any.
    EXAMPLE: guy Melee()


entity <actor> MeleeWithOffset(<offset>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Makes this actor melee attack. Returns the entity hit, if any.
    EXAMPLE: guy MeleeWithOffset( (0,0,32) )


void <actor> NearClaimNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Determine whether this actor is near its claim node.
    EXAMPLE: if ( ai NearClaimNode() )...


void <actor> NearClaimNodeAndAngle()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Determine whether this actor is near its claim node and nearly matches the angle.
    EXAMPLE: if ( ai NearClaimNodeAndAngle() )...


void <actor> NearNode(<node>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Determine whether this actor is near to a given path node.
    EXAMPLE: if ( ai NearNode( node ) )...


void <actor> OrientMode(<orient mode>,[face angle],[direction vector],[face position])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the orient mode of this actor.
    EXAMPLE: randAlly OrientMode("face direction", player.origin-randAlly.origin )


void <actor> PathMode(<path mode>,[clear path],[path delay])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the path mode of this actor.
    EXAMPLE: randAlly PathMode("dont move")


void <actor> PickUpGrenade()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Pick up a grenade
    EXAMPLE: self PickUpGrenade()


void <actor> PredictArrival()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Predicts the arrival direction vector using havok corner predictor.


void <actor> PredictExit()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Predicts the exit direction vector using havok corner predictor.
    EXAMPLE: predictedLookAheadInfo = self PredictExit()


void <actor> PredictPath()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Predicts the path to look for upcoming corner using havok corner predictor.
    EXAMPLE: predictedLookAheadInfo = self PredictPath()


void <actor> PushPlayer(<can push player>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set whether this character can push the player. Don't call this unless you know what you are doing.
    EXAMPLE: level.elder PushPlayer( true )


void <actor> ReacquireMove()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Start the reaquire move


void <actor> ReacquireStep(<dist>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Do side step move to safe place left or right while facing enemy.
    EXAMPLE: reacquirePos = entity ReacquireStep( step_size )


void <sentient> RemoveSentientEventListener([event])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: De-Registers entity to listen to a specific event. if event is undefined, entity will stop listening to all the evnets.
    EXAMPLE: self RemoveSentientEventListener("bulletwhizby")


void ResetVisibilityCacheWithinRadius(<origin>,<radius>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Reset the viscache for sentients within the specified radius
    EXAMPLE: ResetVisibilityCacheWithinRadius(origin, 500)


void <sentient> SeeRecently(<target>,<time>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check to see if the AI saw the given sentient in the past <time>. If called on a non-sentient, just does a cansee check
    EXAMPLE: if( self SeeRecently( player ) )


void <actor> SetEntityOwner(<entity>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set an entity as the AI's owner. The owner will never be targeted.
    EXAMPLE: self SetEntityOwner( vehicle_entity )


void <actor> SetEntityTarget(<entity>,[threat],[tag name])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set an entity as the AI's target. This is for special cases only. Do not set AI or player targets with this.
    EXAMPLE: self SetEntityTarget( vehicle_entity, 0.7, "tag_head" )


void <actor> SetFixedNodeSafeVolume(<volume entity>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set this actor's fixed node safe volume.
    EXAMPLE: self SetFixedNodeSafeVolume( volume )


void <actor> SetFlashBanged(<flashed>,[strength])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Sets whether an actor is under a flashbang effect.
    EXAMPLE: self SetFlashBanged( true, 0.8 )


void <actor> SetFlashbangImmunity(<immune>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Sets whether an actor is succeptable to flashbangs.
    EXAMPLE: level.suicideguy SetFlashbangImmunity( true )


void <actor> SetFreeCameraLockOnAllowed(<allowed>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the ai is allowed to be locked onto in the demo free camera


void <sentient> SetGoal(<pos>,[forced],[goalradius],[goalheight])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set this AI 's goal. Any of the above function name will work. They all call into SetGoal function internally.
    EXAMPLE: self SetGoal( node )


void <sentient> setgoalentity(<pos>,[forced],[goalradius],[goalheight])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set this AI 's goal. Any of the above function name will work. They all call into SetGoal function internally.
    EXAMPLE: self SetGoal( node )


void <sentient> setgoalnode(<pos>,[forced],[goalradius],[goalheight])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set this AI 's goal. Any of the above function name will work. They all call into SetGoal function internally.
    EXAMPLE: self SetGoal( node )


void <sentient> setgoalpos(<pos>,[forced],[goalradius],[goalheight])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set this AI 's goal. Any of the above function name will work. They all call into SetGoal function internally.
    EXAMPLE: self SetGoal( node )


void <sentient> setgoalvolume(<pos>,[forced],[goalradius],[goalheight])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set this AI 's goal. Any of the above function name will work. They all call into SetGoal function internally.
    EXAMPLE: self SetGoal( node )


void <sentient> setgoalvolumeauto(<pos>,[forced],[goalradius],[goalheight])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set this AI 's goal. Any of the above function name will work. They all call into SetGoal function internally.
    EXAMPLE: self SetGoal( node )


void <sentient> SetIgnoreEnt(<sentient>,<ignored>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set a sentient entity to ignore another specific sentient entity or not
    EXAMPLE: aiGuy SetIgnoreEnt( player, true )


void SetIgnoreMeGroup(<ignored group>,<ignoring group>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Make first group ignored by second group
    EXAMPLE: SetIgnoreMeGroup( "flanking_team", "axis" )


void <sentient> SetPersonalIgnore(<sentient>,<enemy>,[duration])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: self will not pick enemy as target for the duration
    EXAMPLE: self SetPersonalIgnore( self.enemy, 5 )


void <sentient> SetPersonalThreatBias(<sentient>,<enemy>,<threatBias>,[duration])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Sets a personal threat bias for this sentient versus the other sentient. It lasts for the given duration.
    EXAMPLE: self SetPersonalThreatBias( self.enemy, -1000 )


void <actor> SetPhysParams(<radius>,<minsz>,<maxsz>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Sets the collision bounds for an actor.
    EXAMPLE: self setPhysParams( 15, 0, 72 )


void <actor> SetPitchOrient()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set pitch orientation
    EXAMPLE: self setPitchOrient()


void <entity> SetPotentialThreat(<dir>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: In non-combat situations. This is mostly useful for friendlies.
    EXAMPLE: self SetPotentialThreat( 90 )


void <actor> SetRepairPaths(<on_off>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: True allows havok to repath automatically if the AI moves off their predefined path.
    EXAMPLE: self SetRepairPaths( true )


void <actor> SetStairsExitTransform()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Sets the base transform for the exit stairs animation using the current position in the looping anim
    EXAMPLE: self SetStairsExitTransform()


void SetStealthSight(<awareness>,<timeDecay>,<timeDistMin>,<timeDistMax>,<distMin>,<distMax>,<extendSight>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the parameters for given awarenesslevel of stealth sight when active on an sentient
    EXAMPLE: SetStealthSight( "high_alert", 2, 1, 10, 200, 1000 )


void <sentient> SetStealthSightAwareness([awareness],[decayEnabled])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the current stealth sight awareness state for this sentient
    EXAMPLE: aiGuy SetStealthSightAwareness( "unaware", true )


void <sentient> SetStealthSightValue(<otherSentient>,<newValue>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the current stealth sight value for this sentient seeing another sentient (floating point from 0.0 to 1.0)
    EXAMPLE: aiGuy SetStealthSightValue( forOtherGuy, 0.5 )


void <actor> SetSteeringMode(<steering mode>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Sets the steering mode for the actor. Valid modes are "normal steering", "slow steering", "vignette steering".
    EXAMPLE: self SetSteeringMode( "slow steering" )


void SetThreatBias(<against group>,<for group>,<threat bias>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set threat bias of second group against first group
    EXAMPLE: SetThreatBias( "axis", "flanking_team", 120 )


void SetThreatBiasAgainstAll(<group>,<value>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the threatbias a group has against all others
    EXAMPLE: SetThreatBiasAgainstAll( "flanking_team", 120 )


void <entity> SetThreatBiasGroup([threat_bias_group])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set or clear threat bias group of an AI or player
    EXAMPLE: SetThreatBiasGroup( "flanking_team" )


void <actor> Shoot([accuracy modifier],[shoot override vector[ (vector) The shoot vector)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Makes this actor shoot.
    EXAMPLE: guy shoot()


void <actor> ShouldFaceMotion()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Determines if the AI should face the motion direction. Use self.faceMotion instead of this except when the AI is just beginning to move.
    EXAMPLE: self ShouldFaceMotion()


void <actor> ShouldHoldGroundAgainstEnemy()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Return true if enemy is within pathEnemyFightDist.
    EXAMPLE: if( behaviorTreeEntity ShouldHoldGroundAgainstEnemy() )


void <actor> ShouldStartArrival()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor should start arriving at given node
    EXAMPLE: self ShouldStartArrival()


void <actor> ShouldStartTraversal()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor should start traversal
    EXAMPLE: self ShouldStartTraversal()


void <actor> ShouldUseCoverNode()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: returns true/false if actor is at is safe at cover node and use it as a cover
    EXAMPLE: self ShouldUseCoverNode()


void <actor> StartCoverArrival(<start pos>,<yaw angles>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Runs cover arrival animscript on an actor.
    EXAMPLE: soldier StartCoverArrival( pos, 45 )


void <actor> Teleport(<position>,[angles])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Teleport the actor to a new position with the given origin and angles.
    EXAMPLE: self Teleport( org, angles )


void ThreatBiasGroupExists(<name>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Check if a threat bias group exists
    EXAMPLE: ThreatBiasGroupExists( "flanking_team" )


void <actor> TraverseMode(<traverse mode>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Set the traverse mode of this actor.
    EXAMPLE: self TraverseMode( "nogravity" )


void <actor> TrimPathtoAttack()

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Trims the path to attack.


void <actor> UseCoverNode(<path node>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Tells this actor to use the given cover node. This is invalid if the actor's keepclaimednode flag is set. Returns true or false depending on whether the actor can claim the node.
    EXAMPLE: guy UseCoverNode( covernode )


void <actor> UsePosition(<position>,[arrivalfinalposition])

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Override where the actor should run to. This overrides the goal pos and the claimed node.
    EXAMPLE: self UsePosition( pos )


void <actor> UseReacquireNode(<node>)

    CATEGORY: AI
    CLIENT/SERVER: Server
    SUMMARY: Use the given reacquire node.


void AddBoltedFXExclusionVolume(<localClientNum>,<entity>,<tag name>,<half extents>,<offset>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Create a bolted volume that will exclude FX that are flagged as "Respect Exclusion Volumes". Returns volume ID.
    EXAMPLE: volumeID = AddBoltedFXExclusionVolume( 0, entity, tag_origin, (10, 10, 10) )


void <entity> AddDuplicateRenderOption(<dupeType>,<dupeMethod>,<mappedMaterialId>,<dupeCull>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Add a duplicate render option for the entity
    EXAMPLE: myEnt AddDuplicateRenderOption( DR_TYPE_FRAMEBUFFER, DR_METHOD_THERMAL_MATERIAL, DR_CULL_ALWAYS )myEnt AddDuplicateRenderOption( DR_TYPE_OFFSCREEN, DR_METHOD_CUSTOM_MATERIAL, DR_CULL_NEVER, mapped_material_id(player,"gfx_my_material_2") )


void AddFXExclusionVolume(<localClientNum>,<center>,<angles>,<half extents>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Create a volume that will exclude FX that are flagged as "Respect Exclusion Volumes". Returns volume ID.
    EXAMPLE: volumeID = AddFXExclusionVolume( 0, (0,0,0), (0, 45, 0), (10, 10, 10) )


void BeamKill(<localClientNum>,<beam handle>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Kill the previously launched beam.
    EXAMPLE: BeamKill(0, beamHandle)


void BeamLaunch(<localClientNum>,<entity from>,<tag from>,<entity to>,<tag to>,<beam>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Launch this beam and return the internal handle.
    EXAMPLE: handle = BeamLaunch(0, launcher, launcherTag, target, targetTag, beam)


void BulletTracer(<start>,<end>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: creates a bullet tracer from the start to end point
    EXAMPLE: BulletTracer(self.origin, target.origin)


void CaptureFrame(<localClientNum>,<name>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Captures the current frame into the given code image - he image had to be already created with CreateSceneCodeImage()
    EXAMPLE: CaptureFrame( self.localClientNum, "freezeFrame" )


void ClearExtraCam()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Finds the extracam associated with an entity and removes it
    EXAMPLE: cameraEnt ClearExtraCam()


void <entity> codeplaypostfxbundle()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Displays a postfx on the screen
    EXAMPLE: entity PlayPostfxBundle( "myBundle" )


void <entity> codestoppostfxbundle()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Ends a postfx
    EXAMPLE: entity StopPostfxBundle( 2 )


void CreateSceneCodeImage(<localClientNum>,<name>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Creates a scene size code image
    EXAMPLE: CreateSceneCodeImage( self.localClientNum, "freezeFrame" )


void DeleteFX(<localClientNum>,<effect id>,[deleteImmediate])

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Delete a spawned effect.
    EXAMPLE: deletefx (0, fxRef)


void <entity> DisableDuplicateRendering()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Disables duplicate rendering for the entity
    EXAMPLE: entity DisableDuplicateRendering()


void EnableFrontendLockedWeaponOverlay(<localClientNum>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the draw of the locked gun postfx in script.
    EXAMPLE: entity EnableFrontendLockedWeaponOverlay( 0, 0 )


void EnableFrontendStreamingOverlay(<localClientNum>,<enable>,<extracam>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the draw of an alternate draw mode for high detail entities marked to use alt draw
    EXAMPLE: entity EnableFrontendStreamingOverlay( 0, 0 )


void EnableFrontendTokenLockedWeaponOverlay(<localClientNum>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the draw of the purchaseable gun postfx in script.
    EXAMPLE: entity EnableFrontendTokenLockedWeaponOverlay( 0, 0 )


void EnableThermalDraw(<localClientNum>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enables or disables the drawing entities into the thermal buffer
    EXAMPLE: EnableThermalDraw( player.localClientNum, true )


void <entity> EVEnable(1 to enable, 0 to disable)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable ev mode
    EXAMPLE: entity EVEnable( 1 )


void EvStatus(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: returns the status of EV
    EXAMPLE: status = EVStatus( 1 )


void FindStaticModelIndex(<vector pos>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Returns an index of a static model whose origin matches the passed in position
    EXAMPLE: smodelIndex = FindStaticModelIndex()


void FindStaticModelIndexArray(<string targetname>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Returns an array indices of a static model whose name matches the passed in string
    EXAMPLE: smodelIndexArray = FindStaticModelIndex()
    NOTES: This function is potentially very expensive to call. And, since it can directly impact frame rate due to it running on the client side, you should pre-cache the results during level init and use the results when needed rather than calling at that moment.


void FindVolumeDecalIndexArray(<string targetname>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Returns an array indices of a volume decal whose targetname matches the passed in string
    EXAMPLE: vdIndexArray = FindVolumeDecalIndexArray( "foo" )
    NOTES: This function is potentially very expensive to call. And, since it can directly impact frame rate due to it running on the client side, you should pre-cache the results during level init and use the results when needed rather than calling at that moment.


void FreeCodeImage(<localClientNum>,<name>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Frees a code image
    EXAMPLE: FreeCodeImage( self.localClientNum, "freezeFrame" )


void GetCameraSpikeCamStatic(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Returns 1 if a client sees static on the camera-spike cam, 0 otherwise
    EXAMPLE: GetCameraSpikeCamStatic( localClientNum )


void GetFXFromSurfaceTable(<surfacefxtable>,<surface type>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Returns the fx for a given surface type from the surfacefxtable.
    EXAMPLE: fx = GetFXFromSurfaceTable( fx_surface_table, surface_type )


void GetServerVolumetricFogDensity(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Get the density of server volumetric fog


void GetSurfaceStrings()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Returns an array containing all the surface names
    EXAMPLE: surfaceStringArray = GetSurfaceStrings()


void GetVisionSetNaked(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Gets players' naked vision.
    EXAMPLE: GetVisionSetNaked( 0 )


void GetWorldFogScriptID(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: current active .fsi fog volumes script identity value -1 = global volume.


void HideStaticModel(<smodelIndex>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Hide a static model
    EXAMPLE: HideStaticModel( model )


void HideVolumeDecal(<volume decal Index>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Hide a static model
    EXAMPLE: HideStaticModel( model )


void IGCActive(<localClientNum>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Flags if an IGC is on or off
    EXAMPLE: IGCActive( 1, 1 )


void IsFXPlaying(<localClientNum>,<effect id>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Return true if effect is still playing.
    EXAMPLE: IsFXPlaying ( fxId )


void IsIGCActive(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: returns the status of EV
    EXAMPLE: status = IsIGCActive( 1 )


void IsStereoOn()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Returns true if the stereo is on
    EXAMPLE: isStereo = IsStereoOn()


void KillFX(<localClientNum>,<effect id>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Force kills a given fx.
    EXAMPLE: KillFX ( fxId )


void KillRadiantExploder(<localClientNum>,<exploderId>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Kill the specified Radiant exploder
    EXAMPLE: KillRadiantExploder( 0, "lights_on_exploder" )


void <entity> MakeLight(<primaryLightIndex>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Create a light
    EXAMPLE: self MakeLight(1)


void MapMaterialIndex(<localClientNum>,<materialName>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Maps the material to an index
    EXAMPLE: index = MapMaterial(1, "mymaterial")


void <entity> MotionPulse_Enable(<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the sitrep scan
    EXAMPLE: entity motionpulse_enable( false )


void <entity> MotionPulse_SetDesat(<level>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the motion pulse desaturation level
    EXAMPLE: entity motionpulse_setdesat( level )


void <entity> MotionPulse_SetFadeOut(<fadeout>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the motion pulse fadeout
    EXAMPLE: entity MotionPulse_SetFadeOut( fadeout )


void <entity> MotionPulse_SetFalloff(<falloff>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the motion pulse falloff
    EXAMPLE: entity motionpulse_setfalloff( falloff )


void <entity> MotionPulse_SetLineWidth(<linewidth>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the motion pulse line width
    EXAMPLE: entity motionpulse_setlinewidth( linewidth )


void <entity> MotionPulse_SetOutline(<outlinelevel>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the motion pulse outline level
    EXAMPLE: entity motionpulse_setoutline( outlinelevel )


void <entity> MotionPulse_SetRadius(<radius>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the motion pulse radius
    EXAMPLE: entity motionpulse_setradius( radius )


void <entity> MotionPulse_SetSolid(<level>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the motion pulse solid level
    EXAMPLE: entity motionpulse_setsolid( level )


void <entity> OED_NightVision_Enable(<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    EXAMPLE: entity oed_nightvision_enable( false )


void OED_NightVision_Reset(<entity>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Reset nightvision for entity
    EXAMPLE: entity oed_nightvision_reset()


void <entity> OED_NightVision_SetTextureLevel(<level>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the night vision texture level for the entity
    EXAMPLE: entity oed_nightvision_settexturelevel( level )


void <entity> OED_SitRepScan_Enable(<type>,<AlphaType>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the sitrep scan
    EXAMPLE: entity oed_sitpepscan_enable( 0 )


void <entity> OED_SitRepScan_SetDesat(<level>,<AlphaType>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the desaturation level for the sitrep scan
    EXAMPLE: entity oed_sitrepscan_setdesat( level )


void <entity> OED_SitRepScan_SetFalloff(<falloff>,<AlphaType>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the falloff for the sitrep scan
    EXAMPLE: entity oed_sitrepscan_setfalloff( falloff )


void <entity> OED_SitRepScan_SetLineWidth(<linewidth>,<AlphaType>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the line width for the sitrep scan
    EXAMPLE: entity oed_sitrepscan_setlinewidth( linewidth )


void <entity> OED_SitRepScan_SetOutline(<outlinelevel>,<AlphaType>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the outline level for the sitrep scan
    EXAMPLE: entity oed_sitrepscan_setoutline( outlinelevel )


void <entity> OED_SitRepScan_SetRadius(<radius>,<AlphaType>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the radius for the sitrep scan
    EXAMPLE: entity oed_sitrepscan_setradius( radius )


void <entity> OED_SitRepScan_SetSolid(<level>,<AlphaType>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the solid level for the sitrep scan
    EXAMPLE: entity oed_sitrepscan_setsolid( level )


void PlayExtraCamXCam(<xcam name>,[lerp_duration],[camera_name],[animation_name],[origin],[angles],[target])

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Plays an XCam on the extra cam associated with the entity starting at the current client time
    EXAMPLE: cameraEnt PlayExtraCamXCam( "ui_cam_ar_standard" )


void PlayFXOnDynEnt(<effect id>,<dynent>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Play this effect and return the internal handle.
    EXAMPLE: handle = PlayFXOnDynEnt( spark, lamp )


void PlayMainCamXCam(<localClientNum>,<xcam name>,[lerp_duration],[camera_name],[animation_name],[origin],[angles],[target])

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Plays an XCam on the main camera associated with the player starting at the current client time
    EXAMPLE: PlayMainCamXCam( localClientNum, "ui_cam_ar_standard" )


void PlayRadiantExploder(<localClientNum>,<exploderId>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Play the specified Radiant exploder
    EXAMPLE: PlayRadiantExploder( 0, "lights_on_exploder" )


void <entity> PlayRenderOverrideBundle()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Applys a render override bundle to an entitys model
    EXAMPLE: entity PlayRenderOverrideBundle( "myBundle" )


void PlayTagFXSet(<localClientNum>,<tagfxset>,<entity>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Play a tagfx set on ajn entity. Do not specify loop fx
    EXAMPLE: PlayTagFXSet ( 0, self, smoke )


void PlayViewmodelFX(<local_client_num>,<name>,<tag>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client


void <entity> RandomFade(<level>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Fade the level randomly
    EXAMPLE: entity randomfade( level )


void RegisterRewindFX(<local_client_num>,<name>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Registers an fx with the killcam rewind system
    EXAMPLE: RegisterRewindFX(local_client_num, "fxName")


void RemoveFXExclusionVolume(<localClientNum>,<volumeID>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Removes the given exclusion volume.
    EXAMPLE: RemoveFXExclusionVolume( 0, volumeID )


void SetAllowXCamRightStickRotation(<localClientNum>,<newValue>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Prevent or stop preventing right stick rotation on this xcam (the next playmaincamxcam resets this)
    EXAMPLE: SetAllowXCamRightStickRotation( 0, false )


void <entity> SetArmPulse()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets arm pulse override values
    EXAMPLE: entity SetArmPulse( 2.0, 4, 3 )


void <entity> SetArmPulsePosition()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets arm pulse override values
    EXAMPLE: entity SetArmPulsePosition( 0.5 )


void SetCameraSpikeCamActive(<localClientNum>,<active>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets whether a client's camera-spike cam is active.
    EXAMPLE: SetCameraSpikeCamActive( localClientNum, 1 )


void SetCameraSpikeCamAngles(<localClientNum>,<angles>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets the orientation of a client's extra cam.
    EXAMPLE: SetCameraSpikeCamAngles( localClientNum, angles )


void SetCameraSpikeCamEntity(<localClientNum>,<entity>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets an camera-spike cam entity for the client.
    EXAMPLE: CScr_SetCameraSpikeCamEntity( localClientNum, cameraSpike )


void SetCameraSpikeCamOrigin(<localClientNum>,<origin>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets the origin of a client's camera-spike cam
    EXAMPLE: SetCameraSpikeCamOrigin( localClientNum, origin )


void SetCameraSpikeCamStatic(<localClientNum>,<active>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets whether a client sees static on the camera-spike cam
    EXAMPLE: SetCameraSpikeCamStatic( localClientNum, 1 )


void SetClientVolumetricFog(<startDist>,<halfwayDist>,<halfwayHeight>,<baseHeight>,<red>,<green>,<blue>,<fogColorScale>,[sunFogColorR],[sunFogColorG],[sunFogColorB],[sunFogDirX],[sunFogDirY],[sunFogDirZ],[sunFogStartAng],[sunFogEndAng],[],[fogMaxOpacity])

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the client volumetric fog properties


void SetExposureActiveBank(<localClientNum>,<bank mask>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set exposure volumes active bank bit mask.
    EXAMPLE: SetExposureActiveBank( localClientNum, 2 )


void SetExposureIgnoreTeleport(<localClientNum>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Always do fully adaptive exposure and ignore teleports
    EXAMPLE: SetExposureIgnoreTeleport( localClientNum, newVal )


void SetExposureInstantSnap(<localClientNum>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: snap exposure to base calculated probe value, ignore iris adaption and damping
    EXAMPLE: SetExposureInstantSnap( localClientNum, newVal )


void SetExtraCam(<camera index>,<rendered width>,<rendered height>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Activates the extra cam and sets the given entity as cam reference.
    EXAMPLE: cameraEnt SetExtraCam( 1, 640, 480 )


void SetExtraCamFocalLength(<camera index>,<fov>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets the extra cam fov
    EXAMPLE: cameraEnt SetExtraCamFOV( 1, 65 )


void SetFilterBitFlag(<localClientNum>,<filterIndex>,<bitIndex>,<setOrClear>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set or clear the filter bit flag
    EXAMPLE: SetFilterBitFlag( self.localClientNum, 1, 10 )


void SetFilterPassCodeTexture(<localClientNum>,<filterIndex>,<passIndex>,<texture Index>,<texture name>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets a code texture for a filter pass - the tetxure has be to created beforehand
    EXAMPLE: SetFilterPassMaterial( self.localClientNum, 1, 12, 0, "myBundle")


void SetFilterPassConstant(<filterIndex>,<passIndex>,<constantIndex>,<value>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets the filter pass constant
    EXAMPLE: SetFilterPassConstant( self.localClientNum, 1, 12, 12, 2.5 )


void SetFilterPassEnabled(<localClientNum>,<filterIndex>,<passIndex>,<passEnable>,[hdrFilter>],[firstPersonOnly>])

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets the filter pass enabled or disabled
    EXAMPLE: SetFilterPassEnabled( self.localClientNum, 1, 12, false)


void SetFilterPassMaterial(<localClientNum>,<filterIndex>,<passIndex>,<materialIndex>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets the filter pass material
    EXAMPLE: SetFilterPassMaterial( self.localClientNum, 1, 12, 20 )


void SetFilterPassQuads(<localClientNum>,<filterIndex>,<passIndex>,<passQuads>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets the filter pass quads
    EXAMPLE: SetFilterPassQuads( self.localClientNum, 1, 12, 200)


void SetFXIgnorePause(<localClientNum>,<effect id>,<ignore pause>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Tells an effect whether or not to respect a paused world state.
    EXAMPLE: SetFXIgnorePause( localClientNum, fxId, 1 )


void SetFXOutdoor(<localClientNum>,<effect id>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Flag the FX as one that only plays outdoors.
    EXAMPLE: SetFXOutdoor( fxId )


void SetFXTeam(<localClientNum>,<effect handle >,<entity or team>,<invert team>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the team of the fx either by team or by entity which has a team set.
    EXAMPLE: handle = SetFXTeam(localClientNum, fxHandle, owner)


void SetGenericSceneValue(<localClientNum>,<index>,<value>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets one of the 16 generic scene vectors used by SW shaders.
    EXAMPLE: SetGenericSceneValue(0, 20)


void <entity> SetHotZone()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets HotZone control values
    EXAMPLE: entity SetHotZone( 100, 1000, 5.0, 3.0, 0.5, 50 )


void SetLitFogBank(<localClientNum>,<scriptid>,<bank>,<time>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets which bank to use for all lit fog volumes with matching script id
    EXAMPLE: SetLitFogBank( 0, 1, 5.0 )


void SetLutScriptIndex(<localClientNum>,<lut index>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set lut index from script.
    EXAMPLE: SetLutScriptIndex( lcn, 2 )


void SetLutVolumeActiveBank(<localClientNum>,<bank mask>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set lut volumes active bank bit mask.
    EXAMPLE: SetLutVolumeActiveBank( localClientNum, 2 )


void SetOverlayConstant(<localClientNum>,<overlayIndex>,<constantIndex>,<value>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the overlay constant
    EXAMPLE: SetOverlayConstant( self.lcoalClientNum, 2, 5, 1.4 )


void SetOverlayEnabled(<overlayIndex>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enables or disables the overlay
    EXAMPLE: SetOverlayEnabled( self.localClientNum, 2, false )


void SetOverlayMaterial(<localClientNum>,<overlayIndex>,<materialIndex>,<sortIndex>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the overlay material
    EXAMPLE: SetOverlayMaterial( self.localClientNum, 2, 20, 1 )


void SetPBGActiveBank(<localClientNum>,<bank mask>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set PBG bank mask from script.
    EXAMPLE: SetPBGActiveBank( lcn, 1 )


void SetRimIntensity(<localClientNum>,<rimIntensity>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Global character skin/cloth rim lighting intensity.
    EXAMPLE: SetRimIntensity(0, 20)


void SetRippleWave(<client>,<center xpos>,<center ypos>,<width>,<speed scale>,<amplitude width ratio>,<fade in start>,<fade in end>,<fade out start>,<fade out end>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Trigger vertex ripple wave for material set to use it.
    EXAMPLE: setripplewave( 0, 100.0, 100.0, 200.0, 1.0, 1.0, 0.0, 250.0, 1000.0, 1500.0 )


void SetServerVolumetricFogDensity(<localClientNum>,<density>,<time>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the density of server volumetric fog


void SetUkkoScriptIndex(<localClientNum>,<ukko index>,<ukko blend>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set ukko index from script.
    EXAMPLE: SetUkkoScriptIndex( lcn, 2, 1.0 )


void StartWaterSheetingFX(<localClientNum>,[duration],[magnitude])

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Play a fullscreen water effect.
    EXAMPLE: StartWaterSheetingFX(localClientNum, 8)


void StopExtraCamXCam()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Stops an XCam on the extra cam associated with the entity
    EXAMPLE: cameraEnt StopExtraCamXCam()


void StopFX(<localClientNum>,<effect id>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Stops a given fx.
    EXAMPLE: StopFX ( fxId )


void StopMainCamXCam(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Stops an XCam on the main cam associated with the entity
    EXAMPLE: StopMainCamXCam( 0 )


void StopRadiantExploder(<localClientNum>,<exploderId>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Stop the specified Radiant exploder
    EXAMPLE: StopRadiantExploder( 0, "lights_on_exploder" )


void <entity> StopRenderOverrideBundle()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Ends a Render Override Bundle
    EXAMPLE: entity StopRenderOverrideBundle()


void StopWaterSheetingFX(<localClientNum>,[duration])

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Stop the fullscreen water effect
    EXAMPLE: StopWaterSheetingFX( localClientNum, 1 )


void SwitchToClientVolumetricFog(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Switch to the client volumetric fog


void SwitchToServerVolumetricFog(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Switch to the server volumetric fog


void <entity> TmodeClearFlag()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Clears flag bit for tmode.
    EXAMPLE: entity TmodeClearFlag( 2 )


void <entity> TmodeEnable(1 to enable, 0 to disable)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable tactical mode
    EXAMPLE: entity TmodeEnable( 1 )


void <entity> TmodeSetFlag()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets flag bit for tmode.
    EXAMPLE: entity TmodeSetFlag( 1 )


void TmodeStatus(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: returns the status of tmode
    EXAMPLE: status = TmodeStatus( 1 )


void umbra_clearpersistenttometrigger(<localClientNum>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: clears the current tome trigger that persisted due to touching a prior tome trigger
    EXAMPLE: umbra_clearpersistenttometrigger( localClientNum )


void Umbra_SetAccurateOcclusionThreshold()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set Umbra Accurate Occlusion Threshold parameter
    EXAMPLE: Umbra_SetAccurateOcclusionThreshold( localClientNum, 2048 )


void Umbra_SetDistanceScale()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set Umbra Distance Scale parameter
    EXAMPLE: Umbra_SetDistanceScale( localClientNum, 2.0 )


void Umbra_SetMinimumContributionThreshold()

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set Umbra Accurate Occlusion Threshold parameter
    EXAMPLE: Umbra_SetAccurateOcclusionThreshold( localClientNum, 8 )


void umbra_settometrigger(<localClientNum>,<tometrigger name>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets current active tome trigger
    EXAMPLE: Umbra_SetTomeTrigger( localClientNum, "my_really_cool_tome_trigger" )


void umbra_settometriggeronce(<localClientNum>,<tometrigger name>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Set the active tome trigger without interferring with any other tome logic.
    EXAMPLE: Umbra_SetTomeTriggerOnce( localClientNum, "my_really_cool_tome_trigger" )


void UnhideStaticModel(<smodelIndex>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Unhide a static model
    EXAMPLE: UnhideStaticModel( model )


void UnhideVolumeDecal(<volume decal Index>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Unhide a static model
    EXAMPLE: UnhideStaticModel( model )


void VisionSetLastStandLerp(<localClientNum>,<vision name to>,<vision name from>,<lerp fraction>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets players' last stand vision. Optionally give a transition time from the current vision.
    EXAMPLE: VisionSetLastStandLerp( localClientNum, curr_info.visionset_to, curr_info.visionset_from, state.curr_lerp )


void VisionSetNakedLerp(<localClientNum>,<vision name to>,<vision name from>,<lerp fraction>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Sets players' naked vision. Optionally give a transition time from the current vision.
    EXAMPLE: VisionSetNakedLerp( localClientNum, curr_info.visionset_to, curr_info.visionset_from, state.curr_lerp )


void <entity> WeakPoint_Enable(<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enable or disable the weakpoint fx
    EXAMPLE: entity weakpoint_enable( 2 )


void ZombieShooterSpotted(<localClientNum>,<enable>)

    CATEGORY: Gfx
    CLIENT/SERVER: Client
    SUMMARY: Enables the Zombie Shooter Spotted HUD display
    EXAMPLE: ZombieShooterSpotted(1, 1)


void Abs(<value>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the absolute value of a float
    EXAMPLE: x = Abs( x )


void AbsAngleClamp180(<angles>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns abs angle value clamped between [0,180].
    EXAMPLE: deltaAngle = AbsAngleClamp180( currentAngle )


void AbsAngleClamp360(<angle>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns <angle> as a value in the range of 0 and 360 degrees.
    EXAMPLE: new_angle = AbsAngleClamp360( boatAngles[2] )


void ACos(<cos value>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns an angle corresponding to a particular cosine value
    EXAMPLE: upAngle = ACos( distanceratio )


void AngleClamp180(<angles>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns angle value clamped between [-180,180].
    EXAMPLE: deltaAngle = AngleClamp180( currentAngle )


void AngleLerp(<from>,<to>,<fraction>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns <angle> lerped angle value.
    EXAMPLE: 180 = AngleLerp( 0, 360, 0.5 )


void AnglesToForward(<angles>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the forward vector corresponding to a set of angles.
    EXAMPLE: forward = AnglesToForward( forward )


void AnglesToRight(<angles>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the right vector corresponding to a set of angles.
    EXAMPLE: right = AnglesToRight(angles)


void AnglesToUp(<angles>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the up vector corresponding to a set of angles.
    EXAMPLE: up = AnglesToUp(angles)


void ASin(<sin value>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns an angle corresponding to a particular sin value
    EXAMPLE: upAngle = ASin( upAmount )


void ATan(<tan value>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns an angle corresponding to a particular tangential value
    EXAMPLE: upAngle = ATan( height/distance )


void Ceil(<a>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the ceiling of floating point value <a>. This effectively rounds up Ceil(2.7) == 3, Ceil(3.9) == 4.
    EXAMPLE: rounded_down = Floor( val )


void Closer(<reference>,<point a>,<point b>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Tests which of two points is the closest. Returns true if point a is closer to the reference than point b
    EXAMPLE: if( Closer( center, models[j].origin , models[i].origin ))...


void CombineAngles(<angles a>,<angles b>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns angles b reoriented by angles a.
    EXAMPLE: crateAnglesInWorld = CombineAngles( boatAngles, crateAnglesInBoat )


void Cos(<angle>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the cos of an angle
    EXAMPLE: frac = Cos( degrees )


void DiffTrack(<to>,<from>,<rate>,<deltaTime>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns a lagged value between <from> and <to> based on <rate> and <deltaTime>


void DiffTrackAngle(<to>,<from>,<rate>,<deltaTime>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns a lagged angle between <from> and <to> based on <rate> and <deltaTime>. Properly accounts for wrapping 2pi


void Distance(<point1>,<point2>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the distance between two points
    EXAMPLE: dist = Distance( org, ai[i].origin )


void Distance2D(<point1>,<point2>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the distance between two points, ignores height difference.
    EXAMPLE: dist = Distance2D( org, ai[i].origin )


void Distance2DSquared(<point1>,<point2>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the squared distance between two points, ignores height difference.
    EXAMPLE: distsq = Distance2DSquared( org, ai[i].origin )


void DistanceSquared(<point1>,<point2>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the squared distance between two points - this is cheaper than the actual distance as it doesn't involve a square root
    EXAMPLE: dist2 = DistanceSquared(models[j].origin, center)


void Float(<value>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Casts a string or an integer to a float
    EXAMPLE: x = Float( floatValString )


void Floor(<a>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the floor of floating point value <a>. This effectively rounds down Floor(2.7) == 2, Floor(3.9) == 3.
    EXAMPLE: rounded_down = Floor( val )


void ForwardRotateAroundUpByAngle(<angles1>,<degrees>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: returns a vector that is the result of angles1 forward vector rotated around its up by degrees
    EXAMPLE: v=ForwardRotateByAngles( player_angles, frustum_edge_angle )


void GetMinBitCountForNum(<uint>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the minimum number of bits needed to express the provided integer
    EXAMPLE: GetMinBitCountForNum( 15 ) returns 4


void Int(<value>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Casts a floating point number or a string to an integer
    EXAMPLE: x = Int( self.HUDHealthHeight )


void Length(<vector>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the length of the given vector
    EXAMPLE: dist = Length(models[j].origin - center)


void LengthSquared(<vector>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the squared vector length for the given vector - this is cheaper than the actual vector length as it doesn't involve a square root
    EXAMPLE: dist2 = LengthSquared(models[j].origin - center)


void LerpFloat(<from>,<to>,<time>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns a lerped value between <from> and <to> based on <time>
    EXAMPLE: val = LerpFloat( 0, 10, 0.5); // would return 5.0


void LerpVector(<from>,<to>,<time>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns a lerped vector value between <from> and <to> based on <time>
    EXAMPLE: val = LerpVector( (0,0,0), (5,5,5), 0.5); // would return (2.5, 2.5, 2.5)


void Log(<number>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the logarithm of a number to base 10
    EXAMPLE: y = Log( x )


void MapFloat(<timeMin>,<timeMax>,<from>,<to>,<time>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns a lerped value between <from> and <to> based on <time>. <time> is a value between <timeMin> and <timeMax>.
    EXAMPLE: val = MapFloat( 1, 2, 0, 10, 1.5); // would return 5.0


void Max(<a>,<b>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns whichever of <a> or <b> is larger.
    EXAMPLE: largest = Max( val1, val2 )


void Min(<a>,<b>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns whichever of <a> or <b> is smallest.
    EXAMPLE: smallest = Min( val1, val2 )


void PackRgba(<red>,<green>,<blue>,<alpha>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Packs rgba into a single int.
    EXAMPLE: Byte4PackRgba( 1.0, 1.0, 1.0, 1.0 )


void PointOnSegmentNearestToPoint(<SegmentA>,<SegmentB>,<P>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Given a line segment and a point P, this returns the point on the segment that is closest to P.
    EXAMPLE: nearestPoint = PointOnSegmentNearestToPoint( A, B, P )
    NOTES: This function will return A or B if P is beyond these two points.


void Pow(<exp>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Return the value of base raised to exp power.
    EXAMPLE: c = pow( 2, 4 )


void Project2Dto3D(<clientnum>,<x>,<y>,<depth>)

    CATEGORY: Math
    CLIENT/SERVER: Client
    SUMMARY: returns a world coordinate that projects to the given 2d coordinate ((-1,1),(-1,1))
    EXAMPLE: v=Project2DTo3D( 0, -1, -1, 5)


void Project3Dto2D(<clientnum>,<world_coordinate>)

    CATEGORY: Math
    CLIENT/SERVER: Client
    SUMMARY: returns a screen coordinate vector (virtual UI coord) of a 3d coordinate
    EXAMPLE: hudPosition = Project3DTo2D( 0, target_pos )


void RandomFloat(<max>)

    CATEGORY: Math
    CLIENT/SERVER: Server
    SUMMARY: Returns a random floating point number r, where 0 <= r < max
    EXAMPLE: if ( RandomFloat( 100 ) > 50 ) ...


void RandomFloatRange(<min>,<max>)

    CATEGORY: Math
    CLIENT/SERVER: Server
    SUMMARY: Returns a random floating point number r, where min <= r < max
    EXAMPLE: rand = RandomFloatRange( 3.0, 5.0 )


void RandomInt(<max>)

    CATEGORY: Math
    CLIENT/SERVER: Server
    SUMMARY: Returns a random integer between 0 and max-1 inclusive
    EXAMPLE: if ( RandomInt( 100 ) > 50 ) ...


void RandomIntRange(<min>,<max>)

    CATEGORY: Math
    CLIENT/SERVER: Server
    SUMMARY: Returns a random integer r, where min <= r < max
    EXAMPLE: rand = RandomIntRange( 3, 5 )


void RotatePoint(<point>,<angles>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns <angle> lerped angle value.
    EXAMPLE: rotatedPoint = RotatePoint(point, angle )


void RotatePointAroundAxis(<point>,<axis direction>,<degrees>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: returns a vector that is the result of point rotated around the axis vector by num degrees
    EXAMPLE: v = RotatePointAroundAxis( point, up, degrees )


void Sin(<angle>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the sin of an angle
    EXAMPLE: frac = Sin( degrees )


void Sqrt(<a>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the square-root of floating point value <a>.
    EXAMPLE: c = sqrt( (a*a) + (b*b) )


void Tan(<angle>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the tan of an angle
    EXAMPLE: frac = Tan( degrees )


void VectorCross(<vector a>,<vector b>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the cross product of two vectors


void VectorDot(<vector a>,<vector b>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the dot product of two vectors


void VectorFromLineToPoint(<SegmentA>,<SegmentB>,<P>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Given a line and a point P, this returns a vector perpendicular to the line and pointing from the line to P.
    EXAMPLE: myvector = VectorFromLineToPoint( A, B, P )


void VectorLerp(<from>,<to>,<fraction>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Linear interpolates between two vectors.
    EXAMPLE: color = VectorLerp(oldColor, newColor, timeElapsed / timeTotal)


void VectorNormalize(<vector>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns a normalized copy of this vector
    EXAMPLE: difference = VectorNormalize(end - start)


void VectorProjection(<vector a>,<vector b>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns the vector projection of vector a onto vector b


void VectortoAngles(<vector>)

    CATEGORY: Math
    CLIENT/SERVER: Both
    SUMMARY: Returns a set of angles corresponding to the given vector.
    EXAMPLE: angles = VectortoAngles(end - start)


void ViewAspect(<clientnum>)

    CATEGORY: Math
    CLIENT/SERVER: Client
    SUMMARY: returns the horizontal screen aspect
    EXAMPLE: viewAspect = ViewAspect( localClientNum )


void <player> ActionButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'action' button. Use this for when the player might be in a scripted sequence but might still press the jump button.
    EXAMPLE: while( self ActionButtonPressed() )...


void <player> ActionSlotFourButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the action slot 4 button
    EXAMPLE: if ( self ActionSlotFourButtonPressed() ) ...


void <player> ActionSlotOneButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the action slot 1 button
    EXAMPLE: if ( self ActionSlotOneButtonPressed() ) ...


void <player> ActionSlotThreeButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the action slot 3 button
    EXAMPLE: if ( self ActionSlotThreeButtonPressed() ) ...


void <player> ActionSlotTwoButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the action slot 2 button
    EXAMPLE: if ( self ActionSlotTwoButtonPressed() ) ...


void <client> AddToDamageIndicator(<dmg>,[direction])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Add damage to damage indicator
    EXAMPLE: self AddToDamageIndicator( int( armor_damage ), vDir)


void <player> AdsButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'ads' button.
    EXAMPLE: while( self AdsButtonPressed() )...


void <player> AllowAds(<player ads>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can switch to ADS
    EXAMPLE: player AllowAds( false )


void <player> AllowCrouch(<player crouch>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can crouch
    EXAMPLE: player AllowCrouch( false )


void <player> AllowDoubleJump(<on off>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can double jump
    EXAMPLE: player AllowDoubleJump( false )


void <player> AllowJump(<player jump>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can jump
    EXAMPLE: player AllowJump(false)


void <player> AllowLean(<player lean>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can lean
    EXAMPLE: player AllowLean( false )


void <player> AllowMelee(<melee>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can melee
    EXAMPLE: player AllowMelee(false)


void <player> AllowMeleePowerLeft(<melee>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can melee power left
    EXAMPLE: player AllowMeleePowerLeft(false)


void <player> AllowProne(<player prone>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can go prone
    EXAMPLE: player AllowProne( false )


void <player> AllowSlide(<on off>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can slide
    EXAMPLE: player AllowSlide( false )


void <player> AllowSpectateTeam(<team>,<spectate>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set whether the player can spectate the given team.
    EXAMPLE: self AllowSpectateTeam( "axis", true )


void <player> AllowSprint(<player sprint>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can sprint
    EXAMPLE: player AllowSprint(false)


void <player> AllowStand(<player stand>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can stand up
    EXAMPLE: player AllowStand( false )


void <player> AllowWallRun(<on off>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player can wall run
    EXAMPLE: player AllowWallRun( false )


void <player> AnyAmmoForWeaponModes(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the weapon has any ammo left
    EXAMPLE: if ( !(self AnyAmmoForWeaponModes( weapon )) )


void <player> ApplyKnockBack(<amount>,[dir])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Applies a knockback on a player.
    EXAMPLE: player ApplyKnockBack( 10, dir )


void <player> AreControlsFrozen()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the controls are frozen
    EXAMPLE: if( player AreControlsFrozen() )


void <player> AttackButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the fire button
    EXAMPLE: if ( self AttackButtonPressed() ) ...


void <player> BeginLocationAirstrikeSelection(<selection name>,[radius])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Begin a location air strike selection
    EXAMPLE: self BeginLocationAirstrikeSelection( LOCATION_SELECTOR )


void <player> BeginLocationArtillerySelection(<selection name>,[radius])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Begin a location artillery selection
    EXAMPLE: self BeginLocationArtillerySelection( LOCATION_SELECTOR )


void <player> BeginLocationComlinkSelection(<selection name>,[radius])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Begin a location com link selection
    EXAMPLE: self BeginLocationComlinkSelection( LOCATION_SELECTOR, 1000 )


void <player> BeginLocationMortarSelection(<selection name>,[radius])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Begin a location mortar selection
    EXAMPLE: self BeginLocationMortarSelection( LOCATION_SELECTOR, 1500 )


void <player> BeginLocationNapalmSelection(<selection name>,[radius])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Begin a location napalm selection
    EXAMPLE: self BeginLocationNapalmSelection( LOCATION_SELECTOR )


void <player> BeginLocationSelection(<selection name>,[radius])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Begin a location selection
    EXAMPLE: self BeginLocationSelection( LOCATION_SELECTOR )


void <player> BoostButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the change seat (Y) button
    EXAMPLE: if ( self BoostButtonPressed() ) ...


void <bot> BotSetRandomCharacterCustomization()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Equips this class number with the default class
    EXAMPLE: self BotSetRandomCharacterCustomization()


void <player> ButtonBitState(<button>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Return true if the button_bit(s) indicated are pressed (note: there is no way to know exactly which buttons are pressed on the client, since everything is remapped into these bit values)
    EXAMPLE: if ( self ButtonBitState( "BUTTON_BIT_ATTACK") ) ...
    NOTES: You really shouldn't be using this, unless you KNOW that you should. See buttonbits.h for button bit names.


void <player> ButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the host is pressing the button/key, "BUTTON_A", "BUTTON_B", "K", etc...
    EXAMPLE: while( self ButtonPressed( "BUTTON_A" ) ) ...
    NOTES: (it will only check the host player's buttons though)


void <player> CalcPlayerOptions(<custom class slot>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Calculate player options
    EXAMPLE: playerRenderOptions = self CalcPlayerOptions( class_num )


void <player> CalcWeaponOptions(<custom class slot>,<weapon slot>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Calculates weapon options
    EXAMPLE: primaryWeaponOptions = self CalcWeaponOptions( class_num, 0 )


void <player> CameraActivate(<active>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Turns the script camera on or off.
    EXAMPLE: get_players()[0] CameraActivate( true )


void <player> CameraSetAngles([position])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the focus point of the script camera.
    EXAMPLE: get_players()[0] CameraSetAngles( ( 1100, -23, 644 ) )get_players()[0] CameraSetAngles( my_entity )


void <player> CameraSetLookAt([position])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the focus point of the script camera.
    EXAMPLE: get_players()[0] CameraSetLookAt( ( 1100, -23, 644 ) )get_players()[0] CameraSetLookAt( my_entity )


void <player> CameraSetPosition(<position>,[angles])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the position of the script camera.
    EXAMPLE: get_players()[0] CameraSetPosition( ( 1100, -23, 644 ) )get_players()[0] CameraSetPosition( my_entity )


void <player> CanPlaceRiotshield()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Try to place riotshield where the player is standing. return an array containing placement "result", "origin", and "angles
    EXAMPLE: placement = level.player CanPlaceRiotshield()


void <player> CanPlayerPlaceTurret()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Try to place a Turret where the player is looking. It'll return an array containing the placement "result", "origin", and "angles".
    EXAMPLE: placement = level.player CanPlayerPlaceTurret()


void <player> CanPlayerPlaceVehicle(<radius>,<height>,<forward Distance>,<up Distance>,<sweep Distance>,<min normal>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Try to place a vehicle in front of the player. It'll return an array containing the placement "result", "origin", and "angles".
    EXAMPLE: placement = level.player CanPlayerPlaceVehicle( 25, 45, 50, 40, 80, 0.7 )


entity <player> CantSeeEntities(<entArray>,<dotRange>,<trace>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the set of entities that a player cannot see within a given angle, given a set of entities
    EXAMPLE: if( isplayer( self.enemy ) && self.enemy CantSeeEntities( entArray, 67 ) )


void <player> CarryTurret(<turret>,<offset>,<angleOffset>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Links the auto turret to the player to carry around.
    EXAMPLE: player CarryTurret( turret, offset, angleOffset )


void <player> ChangeSeatButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the change seat (Y) button
    EXAMPLE: if ( self ChangeSeatButtonPressed() ) ...


void <client> ClearDamageIndicator()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Clear damage indicator
    EXAMPLE: self ClearDamageIndicator()


void <player> ClearPerks()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: removes all perks for a player
    EXAMPLE: player ClearPerks()


entity <client> ClonePlayer(<deathAnimationDuration>,<killing weapon>,<attacker>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: clone the player's model for death animations.
    EXAMPLE: body = self ClonePlayer(deathAnimDuration)


void <client> CloseInGameMenu()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: close the in game menu for this client.
    EXAMPLE: player CloseInGameMenu()


void <player> CloseLUIMenu(<lui menu handle>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Closes the given lui menu and returns true if it finds the menu and succeeds in closing it, false otherwise.
    EXAMPLE: player CloseLUIMenu( menu )


void <client> CloseMenu(<menu index>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: close the specified menu for this client.
    EXAMPLE: player CloseMenu( game[ "menu_changeclass" ] )


entity <client> CreateFlashbackClone()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: clone the player's model for temporary flashback model
    EXAMPLE: body = self CreateFlashbackClone()


void <player> DamageRiotShield()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Apply damage to a player riot shield or other weapon that supports damage states.
    EXAMPLE: newhealth = player DamageRiotShield( 100 ) )


void <player> DeathStreakActive()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if player's death streak is active
    EXAMPLE: if( player DeathStreakActive() )


void <player> DisableDeathStreak()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Disable player's death streak
    EXAMPLE: player DisableDeathStreak()


void <player> DisableInvulnerability()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Makes player vulnerable to damage. This is default behavior
    EXAMPLE: player DisableInvulnerability()


void <player> DisableOffhandWeapons()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Disable the player's offhand weapons
    EXAMPLE: player DisableOffhandWeapons()


void <player> DisableRoundStartDelay()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enable players weapon after round start delay
    EXAMPLE: player DisableRoundStartDelay()


void <player> DisableUsability()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Disables usability for the player
    EXAMPLE: player DisableUsability()


void <player> DisableWeaponCycling()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Disable the player's weapon cycling
    EXAMPLE: player DisableWeaponCycling()


void <player> DisableWeaponFire()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Disable the player's weapon fire
    EXAMPLE: player DisableWeaponFire(()


void <player> DisableWeapons([quick])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Disable the weapons of the player
    EXAMPLE: self DisableWeapons()


entity <player> DropItem(<item name>,[dropTag])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Drop an item with the given item name
    EXAMPLE: self DropItem( current )


entity <player> DropScavengerItem(<item name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Drop an item with the given item name. This item will be only available to those with the scavenger perk
    EXAMPLE: self DropScavengerItem( "scavenger_item_mp" )


void <player> EnableDeathStreak()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enable player's death streak
    EXAMPLE: player EnableDeathStreak()


void <player> EnableInvulnerability()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Makes player invulnerable to damage
    EXAMPLE: player EnableInvulnerability()


void <player> EnableOffhandWeapons()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enable the player's offhand weapons
    EXAMPLE: player EnableOffhandWeapons()


void <player> EnableRoundStartDelay()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Disable the players weapon during round start
    EXAMPLE: player EnableRoundStartDelay()


void <player> EnableUsability()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enables usability for the player
    EXAMPLE: player EnableUsability()


void <player> EnableWeaponCycling()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enable the player's weapon cycling
    EXAMPLE: player EnableWeaponCycling()


void <player> EnableWeaponFire()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enable the player's weapon fire
    EXAMPLE: player EnableWeaponFire()


void <player> EnableWeapons()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enables the weapons of the player
    EXAMPLE: self EnableWeapons()


void <player> EndLocationSelection()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Ends location selection
    EXAMPLE: self endLocationSelection()


void <player> FakeDamageFrom(<dir>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Make the player take damage from the given direction
    EXAMPLE: self FakeDamageFrom(vDir)


void <client> finishMeleeHit(<Attacker>,<Weapon>,<Origin>,<Direction>,<bone index>,<shieldHit>,<hit>,<fromBehind>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Notifies the clients of the melee hit or miss
    EXAMPLE: self finishMeleeHit( eAttacker, sWeapon, vPoint, vDir, iBoneIndex, bHit )


void <client> FinishPlayerDamage(<Inflictor>,<Attacker>,<Damage>,<Damage Flags>,<Means Of Death>,<Weapon>,<Point>,<Direction>,<Hit Loc>,<Damage Origin>,<Offset Time>,<bone index>,<Surface Normal>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Does damage to a player - usually as part of the damage callback
    EXAMPLE: self FinishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iBone, vDamageOrigin, psOffsetTime, vSurfaceNormal )


void <player> ForceGrenadeThrow()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Forces the player to throw a held grenade
    EXAMPLE: player ForceGrenadeThrow()


void <player> ForceOffHandEnd()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Force the player to not use offhand weapon
    EXAMPLE: self forceoffhandend()


void <player> ForceSlick(<slick>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether the player is forced to be on a slick surface
    EXAMPLE: player ForceSlick(true)


void <player> FragButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the frag button
    EXAMPLE: if ( self FragButtonPressed() ) ...


void <player> FreezeControls(<freeze state>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Blocks or unblocks control input from this player
    EXAMPLE: player FreezeControls( true )


void <player> FreezeControlsAllowLook(<freeze state>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Blocks or unblocks control input from this player, but allows the player to look around
    EXAMPLE: level.player FreezeControlsAllowLook( true )


void <player> GamepadUsedLast()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is playing with a gamepad.
    EXAMPLE: if( player GamepadUsedLast() )


void <player> GetCharacterBodyModel(<modelType>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the body model for this player as selected in character customization
    EXAMPLE: self GetCharacterBodyModel()


void <player> GetCharacterBodyRenderOptions()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the body render options for this player
    EXAMPLE: self GetCharacterBodyRenderOptions()


void <player> GetCharacterBodyType()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the character body type for the player.
    EXAMPLE: bodyIndex = self GetCharacterBodyType( )


void <player> GetCharacterHeadModel()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the head model for this player
    EXAMPLE: self GetCharacterHelmetModel()


void <player> GetCharacterHelmetModel(<modelType>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the helmet model for this player as selected in character customization
    EXAMPLE: self GetCharacterHelmetModel()


void <player> GetControllerUIModelValue(<ui model data path from controller>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets a data value for a given lui menu, the data name has to be precached and the value as well, if its a string.
    EXAMPLE: player GetControllerUIModelValue( "hudItems.regenDelayProgress")


void <player> GetCurrentOffHand()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the current offhand weapon
    EXAMPLE: weapon = self GetCurrentOffhand()


void <player> GetCurrentWeapon()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the current player weapon
    EXAMPLE: currentweapon = player GetCurrentWeapon()


void <player> GetCurrentWeaponAltWeapon()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the alt weapon for the players current weapon. Returns "none
    EXAMPLE: currentweapon = player GetCurrentWeaponAltWeapon()


void <player> GetCurrentWeaponSpinLerp()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the current weapon spin
    EXAMPLE: weapon_spin_lerp = self GetCurrentWeaponSpinLerp()


void <entity> GetEnemyDogTagModel()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the enemy of the dog tag model currently associated character body
    EXAMPLE: friendly_model = player GetEnemyDogTagModel( )


void <player> GetFractionMaxAmmo(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get fraction of the max ammo
    EXAMPLE: frac = players[i] GetFractionMaxAmmo( lethal_grenade )


void <player> GetFractionStartAmmo(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Give fraction of start ammo to the player for the weapon
    EXAMPLE: start = player GetFractionStartAmmo( weapon )


entity <player> GetFriendlies([bool])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of friendly players. The player called on is not included in the array.
    EXAMPLE: friends = self GetFriendlies()


void <entity> GetFriendlyDogTagModel()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the friendly of the dog tag model currently associated character body
    EXAMPLE: friendly_model = player GetFriendlyDogTagModel( )


void <player> GetGunAngles()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the player's gun angles
    EXAMPLE: angles = player GetGunAngles()


void <player> GetHeroAbilityName()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the name of the weapon assigned to the currently selected body
    EXAMPLE: weaponName = self GetHeroAbilityName()


void <player> GetHeroWeaponName()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the name of the weapon assigned to the currently selected body
    EXAMPLE: weaponName = self GetHeroWeaponName()


void <player> GetInventoryHeldWeapon()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the player's inventory held weapon
    EXAMPLE: inventoryWeapon = player GetInventoryHeldWeapon()


void <player> GetInventoryWeapon()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the inventory weapon
    EXAMPLE: inventoryWeapon = self GetInventoryWeapon()


void <player> GetIpAddress()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the ip address of the player
    EXAMPLE: ipAddress = self GetIpAddress()


void <player> GetLeagueTeamID()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the league team ID
    EXAMPLE: id = player GetLeagueTeamID()


void <player> GetLightingState()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the current lighting state for the player
    EXAMPLE: ls = player GetLightingState()


void <player> GetLockOnLossRadius()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the lock on loss radius for the currently equipped heatseeking launcher.
    EXAMPLE: radius = player GetLockOnRadius()


void <player> GetLockOnOrigin(<bool>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: gets the origin to use for the replay gun lockon on the entity
    EXAMPLE: player GetLockOnOrigin( entity )


void <player> GetLockOnRadius()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the lock on radius for the currently equipped heatseeking launcher.
    EXAMPLE: radius = player GetLockOnRadius()


void <player> GetLockOnSpeed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the lock on speed in miliseconds for the currently equipped heatseeking launcher.
    EXAMPLE: speed = player GetLockOnSpeed()


void <player> GetLUIMenu(<lui menu name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns a handle to a lui menu.
    EXAMPLE: player GetLUIMenu( "myMenu" )


void <player> GetLUIMenuData(<lui menu handle>,<lui menu data name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the current value for the given data name.
    EXAMPLE: player GetLUIMenuData( menu, "title" )


void <entity> GetMpDialogName()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the name of the mpdialog bundle of the currently associated character body
    EXAMPLE: mpDialogBundleName = player GetMpDialogName( )


void <player> GetNormalizedCameraMovement()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the player's camera movement normalized
    EXAMPLE: v_stick = player GetNormalizedCameraMovement()


void <player> GetNormalizedMovement()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the player's movement normalized
    EXAMPLE: norm_move = self GetNormalizedMovement()


void <player> GetOffHandSecondaryClass()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get whether the player is using a flash or smoke
    EXAMPLE: offhand_secondary = self GetOffHandSecondaryClass()


void <player> GetPerks()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns an array of all player perks. The array is size 0 if the player has no perks.
    EXAMPLE: perks = player GetPerks()


void <player> GetPlayerAngles()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the player view angles
    EXAMPLE: angles = player GetPlayerAngles()


void <player> GetPlayerAttachmentCosmeticVariantIndexes(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the player's held weapon acvi
    EXAMPLE: acvi = self GetPlayerAttachmentCosmeticVariantIndexes( weapon )


void <player> GetPlayerCameraPos()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the player's camera position
    EXAMPLE: vieworg = player GetPlayerCameraPos()


void <player> GetPlayerGenderType(<mode>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the gender string of the player
    EXAMPLE: if ( self GetPlayerGenderType() == "male" )


void GetPlayerMovementState()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the player movement state for the match record.


void <player> GetPlayerSelectedGesture(<gestureType>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the equipped gesture
    EXAMPLE: gesture = player GetPlayerSelectedGesture( 0 )


void <player> GetPlayerSelectedTaunt(<tauntType>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the equipped taunt
    EXAMPLE: taunt = player GetPlayerSelectedTaunt( 0 )


void <player> GetPlayerShowcaseWeapon()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the showcase weapon of the given player
    EXAMPLE: showcaseWeapon = player GetPlayerShowcaseWeapon()


void <player> GetPlayerViewHeight()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the player's view height
    EXAMPLE: height = player GetPlayerViewHeight()


void <player> getreplaygunlockonorigin(<bool>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: gets the origin to use for the replay gun lockon on the entity
    EXAMPLE: player GetLockOnOrigin( entity )


void <player> GetSnapshotAckIndex()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the snapshot acknowledgment index
    EXAMPLE: num = self getsnapshotackindex()


void <player> GetSunShadowSplitDistance()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the current sun shadow split difference for the player
    EXAMPLE: distance = player GetSunShadowSplitDistance()


void <player> GetTargetScreenAngles(<targetpos>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get target screen view angles
    EXAMPLE: angles = self GetTargetScreenAngles( targetpos )


void <player> GetVehicleBoostTime()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the vehicle's max boost time
    EXAMPLE: boostTime = player GetVehicleBoostTime()


void <player> GetVehicleBoostTimeLeft()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the vehicle's remaining boost time
    EXAMPLE: boostTimeLeft = player GetVehicleBoostTimeLeft()


entity <player> GetVehicleFocusEntity()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the current vehicle focus entity for the player
    EXAMPLE: focusEnt = player GetVehicleFocusEntity()


void <player> GetVehicleMinBoostTime()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the vehicle's min boost time needed in order to boost
    EXAMPLE: minBoostTime = player GetVehicleMinBoostTime()


entity <player> GetVehicleOccupied()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns the vehicle entity that the player occupies. If player isn't in a vehicle then this causes an error.
    EXAMPLE: self GetVehicleOccupied()


void <player> GetWeaponAcvi(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets weapon options from held weapon
    EXAMPLE: primaryWeaponAcvi = self GetWeaponAcvi( weapon )


void <player> GetWeaponAmmoClip(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the weapon's ammo count in clip
    EXAMPLE: ammo = self GetWeaponAmmoClip( weapon )


void <player> GetWeaponAmmoFuel(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the weapon's fuel count
    EXAMPLE: fuel = self GetWeaponAmmoFuel( weapon )


void <player> GetWeaponAmmoStock(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the weapon's total ammo count
    EXAMPLE: ammo = self GetWeaponAmmoStock( weapon )


void <player> GetWeaponForWeaponRoot(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns a weapon that the player is holding that has the same weapon root. Returns undefined if the player is not holding the weapon.
    EXAMPLE: weapon_with_attachments = player GetWeaponForWeaponRoot( <weapon> )


void <player> GetWeaponOptions(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get the weapon's render options
    EXAMPLE: weaponOptions = self GetWeaponOptions( weapon )


void <player> GetWeaponsList([include_alt_modes])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of all weapons that the player has. Alt-mode weapons by default are not included
    EXAMPLE: weapList = player GetWeaponsList()


void <player> GetWeaponsListPrimaries()

    CATEGORY: Player
    CLIENT/SERVER: Server


void <entity> GiveDedicatedShadow(<entity>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the model lod bias
    EXAMPLE: player GiveDedicatedShadow( 8 )


void <player> GiveMaxAmmo(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Give the weapon max ammo
    EXAMPLE: self GiveMaxAmmo( primary )


void <player> GiveNextBaseWeapon()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Give the player the next base weapon
    EXAMPLE: self GiveNextBaseWeapon()


void <player> GiveStartAmmo(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Give the weapon initial ammo
    EXAMPLE: self GiveStartAmmo( primary )


void <player> GiveWeapon(<weapon>,[options],[acvi])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Give a weapon to the player
    EXAMPLE: e_player GiveWeapon( w_spike_launcher )


void <player> GiveWeaponNextAttachment(<attachment point>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Give the weapon the next attachment
    EXAMPLE: self giveweaponnextattachment( "muzzle" )


void <player> HasAGrenadePulledBack()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: check is a client has a grenade (any type including special) currently pulled back
    EXAMPLE: self HasAGrenadePulledBack( )


void <player> HasMaxPrimaryWeapons()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player has maximum primary weapons
    EXAMPLE: if( self HasMaxPrimaryWeapons() )


void <player> HasPerk(<perk name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: test if player has a perk
    EXAMPLE: player HasPerk( "specialty_gpsjammer" )


void <player> HasRiotShield()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Return true if player has a riot shield in their inventory.
    EXAMPLE: if ( player HasRiotShield() )


void <player> HasWeapon(<weapon>,<ignore_attachments>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player has the given weapon
    EXAMPLE: if( e_player HasWeapon( w_spike_launcher, true ) )


void <player> HideViewModel()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Hide the player's current view model.
    EXAMPLE: player HideViewModel()


void <player> InitialWeaponRaise(<weapon name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Setup weaponstate to force first raise animation
    EXAMPLE: self InitialWeaponRaise( "ak47" )


void <player> InventoryButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the inventory button
    EXAMPLE: if ( self InventoryButtonPressed() ) ...


void <player> IsCarryingTurret()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if player is carrying turret or not.
    EXAMPLE: player IsCarryingTurret()


void <player> IsChargeShotPending()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if player has a charge shot pending with a charge shot weapon
    EXAMPLE: if( self IsChargeShotPending() )


void <player> IsDroppingWeapon()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is currently dropping their weapon
    EXAMPLE: player IsDroppingWeapon()


void <player> IsFiring()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is currently meleeing
    EXAMPLE: player IsFiring()


void <player> IsGrappling()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is currently grappling
    EXAMPLE: player IsGrappling()


void <player> IsHost()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is the host
    EXAMPLE: player IsHost()


void <player> IsHostForBots()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the passed in entity is the host for bots
    EXAMPLE: player IsHostForBots()


void <player> IsInMoveMode(<move_mode_1>,[move_mode_2])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is in either of the given move modes
    EXAMPLE: if ( player IsInMoveMode( "ufo", "noclip" ) )


void <player> IsInVehicle()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not this player is currently occupying a vehicle.
    EXAMPLE: self IsInVehicle()


void <player> IsLocalToHost()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is on the same physical machine as the host
    EXAMPLE: player IsLocalToHost()


void <player> IsLookingAt(<entity>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is looking at entity
    EXAMPLE: if( isplayer( self.enemy ) && self.enemy islookingat( self ) )


void <player> IsMeleeing()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is currently meleeing
    EXAMPLE: player IsMeleeing()


void <player> IsPlayerOnSameMachine(<player>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not this player is on the same machine as the other player.
    EXAMPLE: if ( self IsPlayerOnSameMachine( player ) )


void <player> IsReloading()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is currently reloading
    EXAMPLE: player IsReloading()


void <player> IsRemoteControlling()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not this player is currently occupying a remote controlled entity.
    EXAMPLE: self IsRemoteControlling()


void <player> IsSwitchingWeapons()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is currently switching weapons
    EXAMPLE: player IsSwitchingWeapons()


void <player> IsTalking()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is talking via voice chat
    EXAMPLE: if( player IsTalking() )


void <player> IsThrowingGrenade()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the player is currently throwing a grenade
    EXAMPLE: player IsThrowingGrenade()


void <player> IsUsingOffHand()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns true if player is using offhand weapon
    EXAMPLE: if( self IsUsingOffHand() )


void <player> IsWeaponOverheating([get heatval],[weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Is the players Weapon Overheating?
    EXAMPLE: self IsWeaponOverheating()


void <player> IsWeaponViewOnlyLinked()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Returns whether or not this player is linked to an enity with weapon view only linking.
    EXAMPLE: self IsWeaponViewOnlyLinked()


void <player> JumpButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'jump' button.
    EXAMPLE: while( self JumpButtonPressed() )...


void <player> LinkGuidedMissileCamera()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: set player eflags for the guided missile
    EXAMPLE: player LinkGuidedMissileCamera()


void <player> LinkToMissile(missile entity to link the player to,[boost_enabled],[brake_enabled])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Links a player camera and controls to a missile
    EXAMPLE: player LinkToMissile( rocket, true )


void <player> MeleeButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the melee button
    EXAMPLE: if ( self MeleeButtonPressed() ) ...


void <player> MurderLine(<from>,<to>,<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Get all the enemy players on the line between given points and murder them to death
    EXAMPLE: player MurderLine( origin, endpos, "kniferang_mp" )


void <player> NextPlayerRenderOption(<optionName>,<forward>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the next player render option
    EXAMPLE: level.dev_cac_player NextPlayerRenderOption( tag, forward )


void <player> OffhandSpecialButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the gadget button
    EXAMPLE: if ( self OffhandSpecialButtonPressed() ) ...


void <player> OpenLUIMenu(<lui menu name>,[persistent])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Opens a lui menu( has to be precahced ) and returns a handle to it.
    EXAMPLE: player OpenLUIMenu( "myMenu", true )


void <player> OpenMenu(<menu index>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Open the menu with the given menu index
    EXAMPLE: self openMenu( game[ "menu_changeclass" ] )


void <player> OpenMenuNoMouse(<menu index>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Open the menu with the given menu index
    EXAMPLE: self OpenMenuNoMouse( game[ "menu_changeclass" ] )


void <player> PickupAmmoEvent([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Lets the client know a weapon was picked up
    EXAMPLE: self PickupAmmoEvent( weapon )


void <player> PickupWeaponEvent([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Lets the client know a weapon was picked up
    EXAMPLE: self PickupWeaponEvent( weapon )


void <player> PingPlayer()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Flashes a player on their teammate's compasses
    EXAMPLE: self PingPlayer()


void <player> PlayBombDefuse()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Play the players bomb defuse animation
    EXAMPLE: self PlayBombDefuse()


void <player> PlayBombPlant()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Play the players bomb plant animation
    EXAMPLE: self PlayBombPlant()


void PlayClientAirstrike(<position>,<yaw>,<teamFaction>,<team>,<owner>,<exittype>,<height>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Plays the client sided part of the airstrike/bombrun
    EXAMPLE: PlayClientAirstrike( pos, yaw, "marines", "axis", owner, "left", height )


void PlayClientNapalm(<position>,<yaw>,<teamFaction>,<team>,<owner>,<exittype>,<height>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Plays the client sided part of the Napalm
    EXAMPLE: PlayClientNapalm( startPos, plane.yaw, "vietcong", "axis", plane.owner, "left", height )


void <player> PlayerADS()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Gets the player weapon position fraction
    EXAMPLE: if ( self PlayerADS() > 0.3 )


void <actor> PlayerKnockback(<true/false>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Turn knockback on and off for a player
    EXAMPLE: self PlayerKnockback( true )


void <player> PlayHitMarker(<sound name>,<damage state>,<perk feedback>,<is dead>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Plays a hit marker event
    EXAMPLE: self PlayHitMarker( "evt_squad_activate", 3, "flakjacket" )


void <player> PlayLocalSound(<sound name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Plays a sound locally
    EXAMPLE: self playlocalsound( "evt_squad_activate" )


void <player> PrimaryButtonPressedLocal()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the local player is pressing the primary button (BUTTON_A)
    EXAMPLE: if ( self PrimaryButtonPressedLocal() ) ...


void <player> PrimeMovie(<moviename>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Starts priming the cinematic movie to be played.
    EXAMPLE: self PrimeMovie( "mymovie" )


void <player> ReloadButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'usereload' button.
    EXAMPLE: while( self reloadButtonPressed() )...


void <player> ReloadWeaponAmmo(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon's ammoclip from the ammo
    EXAMPLE: self ReloadWeaponAmmo( <weapon> )


void <player> RemoteControlTurret(<turret>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Remote control into a turret
    EXAMPLE: player RemoteControlTurret( turret )


void <player> RemoteControlTurretOff(<turret>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Stops remote controlling a turret
    EXAMPLE: player RemoteControlTurretOff( turret )


void <player> ResetAnimations()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Reset player animations after a body type change
    EXAMPLE: self ResetAnimations())


void <player> ResetCharacterCustomization()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Resets all of the character customization to what is in the player stats
    EXAMPLE: self ResetCharacterCustomization()


void <player> ResetFlashBack()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Resets the players flashback history
    EXAMPLE: self resetflashback()


void <player> ResetSpreadOverride()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Reset the player's aim spread to 255
    EXAMPLE: self ResetSpreadOverride()


void <player> Revive()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Revive the player
    EXAMPLE: self Revive())


void <client> RevivePlayer()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Callback from script to get player out of last stand, increases health, removes damage timer, should clear screen of damageFX
    EXAMPLE: self RevivePlayer()


void <player> SayAll(<message>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Write a client chat message from this client to everybody
    EXAMPLE: self SayAll( saytext )


void <player> SayTeam(<message>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Write a client chat message from this client to everybody on their team
    EXAMPLE: self SayTeam( sayText )


void <player> SecondaryButtonPressedLocal()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the local player is pressing the secondary button (BUTTON_B)
    EXAMPLE: if ( self SecondaryButtonPressedLocal() ) ...


void <player> SecondaryOffhandButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the secondary offhand button
    EXAMPLE: if ( self SecondaryOffhandButtonPressed() ) ...


void <player> SetActionSlot(<slot>,<action slot type>,[weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets action slot for the player
    EXAMPLE: self SetActionSlot( 4, "weapon", level.DEAD_CONTROL_WEAPON )


void <player> SetArenaPoints(<point>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player's arena points
    EXAMPLE: player SetArenaPoints( 19 )


void <player> SetBlockWeaponPickup(<weapon>,<enabled>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Blocks the player from picking up other weapons while using this weapon
    EXAMPLE: self setBlockWeaponPickup( killstreakWeapon, true )


void <player> SetCarryingObject(<onoff>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enable or disable the player carrying object flag. Disables doublejump and juke
    EXAMPLE: self SetCarryingObject( true ); // disables doublejump and juke


void <player> SetCharacterBodyStyle(<character body type index>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the character body style for the current body type. Resets all colors for the body style to default.
    EXAMPLE: self SetCharacterBodyStyle( 0 )


void <player> SetCharacterBodyType(<character body type index>,<character head type index>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the character body type for the player. Resets all other customization to default for the new body type.
    EXAMPLE: self SetCharacterBodyType( 1 )


void <player> SetCharacterHelmetStyle(<character body type index>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the character body style for the current helmet type. Resets all colors for the helmet style to default.
    EXAMPLE: self SetCharacterHelmetStyle( 0 )


void <player> SetClientCGObjectiveText(<text>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the objective text only on this client
    EXAMPLE: self SetClientCGObjectiveText( util::getObjectiveScoreText( self.pers["team"] ) )


void <player> SetClientCompass(<value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets compass dvar only on this client
    EXAMPLE: self SetClientCompass( 0 )


void <player> SetClientDrawTalk(<value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets cg_drawTalk dvar only on this client
    EXAMPLE: self SetClientDrawTalk( 3 )


void <player> SetClientFocalLength(<value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets cg_focalLength dvar only on this client
    EXAMPLE: self SetClientFocalLength( 23.3622 )


void <player> SetClientHUDHardcore(<value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets ui_hud_hardcore dvar only on this client
    EXAMPLE: self SetClientHUDHardcore( 0 )


void <player> SetClientMiniScoreboardHide(<enable>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets miniscoreboardhide dvar only on this client
    EXAMPLE: players[i] SetClientMiniScoreboardHide( true )


void <player> SetClientNumLives(<numLives>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets scr_numLives dvar only on this client
    EXAMPLE: self SetClientNumLives( level.numLives )


void <player> SetClientPlayerPushAmount(<amount>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets playerPushAmount dvar only on this client
    EXAMPLE: self SetClientPlayerPushAmount( 1 )


void <player> SetClientPlayerSprintTime(<time>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets player_sprintTime dvar only on this client
    EXAMPLE: self SetClientPlayerSprintTime( level.playerSprintTime )


void <player> SetClientScriptMainMenu(<value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets g_scriptMainMenu dvar only on this client
    EXAMPLE: self SetClientScriptMainMenu( game["menu_class"] )


void <player> SetClientThirdPerson(<onoff>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the client to be third person
    EXAMPLE: self SetClientThirdPerson( 1 )


void <player> SetClientThirdPersonAngle(<angle>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets cg_thirdPerson dvar only on this client
    EXAMPLE: self SetClientThirdPersonAngle( 354 )


void <player> SetClientUIVisibilityFlag(<flagName>,<value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets a HUD visibility flag only on this client
    EXAMPLE: e_player SetClientUIVisibilityFlag( "hud_visible", 1 )


void <player> SetControllerUIModelValue(<ui model data path from controller>,<ui model value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets a data value for a given lui menu, the data name has to be precached and the value as well, if its a string.
    EXAMPLE: player SetControllerUIModelValue( "hudItems.regenDelayProgress", 0.2 )


void <player> SetCurrentSpectatorClient(<client>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the given client as a spectator
    EXAMPLE: self SetCurrentSpectatorClient( player )


void <player> SetCurrentWeaponSpinLerp(<spin>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the current weapon's spin
    EXAMPLE: self SetCurrentWeaponSpinLerp( 0.0 )


void <player> SetDisabledTargetHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set target not selected hint
    EXAMPLE: self SetDisabledTargetHint()


void <player> SetElectrifiedState(<electrified>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player into the electrified state for 3rd person anim purposes. Different from SetElectrified() which plays the postfx


void <player> SetEnterTime(<time>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player's session enter time
    EXAMPLE: self setEnterTime( getTime() )


void <player> SetEverHadWeaponAll(<flag>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the EverHadAllPlayerHeldWeapons flag of the player
    EXAMPLE: self SetEverHadWeaponAll( true )


void <player> SetHighlighted(<onoff>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Highlight the player
    EXAMPLE: self SetHighlighted( true )


void <player> SetInventoryHeldWeapon(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player's inventoryHeldWeapon.
    EXAMPLE: player SetInventoryHeldWeapon( weapon )


void <player> SetInventoryWeapon(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the inventory weapon
    EXAMPLE: self SetInventoryWeapon( weapon )


void SetLowReady(<enable>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: set the player into low ready weapon state.
    EXAMPLE: self SetLowReady(true)


void <player> SetLUIMenuData(<lui menu handle>,<lui menu data name>,<lui menu data value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets a data value for a given lui menu, the data name has to be precached and the value as well, if its a string.
    EXAMPLE: player SetLUIMenuData( menu, "title", "Some Title" )


void <player> SetModelLodBias(<bias>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the model lod bias
    EXAMPLE: player SetModelLodBias( 8 )


void <player> SetNoLOSOnTargetsHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set target not selected hint
    EXAMPLE: self SetNoLOSOnTargetsHint()


void <player> SetNoTargetsHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set target not selected hint
    EXAMPLE: self SetNoTargetsHint()


void <player> setOffhandPrimaryClass(<name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set whether the player is using a grenade or gear.
    EXAMPLE: player setOffhandPrimaryClass( "claymore_mp" )


void <player> SetOffhandSecondaryClass(<name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set whether the player is using a flash or smoke grenade.
    EXAMPLE: player SetOffhandSecondaryClass( "concussion_grenade_mp" )


void <player> SetOffhandVisible(<onoff>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Enable or disable visibility of the offhand weapon
    EXAMPLE: self SetOffhandVisible( true )


void <player> SetOrigin(<origin>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the player's origin
    EXAMPLE: player SetOrigin( v_origin )


void <player> SetParagonIconId(<paragon icon id>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player's paragon icon id
    EXAMPLE: player SetParagonIconId( 1, 1 )


void <player> SetParagonRank(<paragon rank id>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player's paragon rank
    EXAMPLE: player SetParagonRank( 1, 1 )


void <player> SetPerk(<perk name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: give the specified perk
    EXAMPLE: player SetPerk( "specialty_gpsjammer" )


void <player> SetPlacementHint(<onoff>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the placement hint string that will be displayed for this player.
    EXAMPLE: player SetPlacementHint( turret.canBePlaced )


void <player> SetPlayerAngles(<angles>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the player's view angles
    EXAMPLE: player SetPlayerAngles( v_angles )


void <player> SetPlayerRenderOptions(<options>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player render options
    EXAMPLE: self SetPlayerRenderOptions( playerRenderOptions );


void <player> SetRank(<rank id>,[prestige level])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the player's rank and prestige level
    EXAMPLE: player SetRank( 1, 2 )


void <player> SetRiotshieldFailHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set riot shield fail hint
    EXAMPLE: self SetRiotshieldFailHint()


void <player> SetSpawnWeapon(<weapon name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon that this player will spawn with
    EXAMPLE: self SetSpawnWeapon( "ak47" )during prematch period or grace period in mp)


void <player> SetSpreadOverride(<value>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the player's aim spread
    EXAMPLE: self SetSpreadOverride( 0 )


void <player> SetSprintCooldown(<duration>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the player's sprint cooldown duration
    EXAMPLE: self SetSprintCooldown( 4 )


void <player> SetSprintDuration(<duration>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the player's sprint duration
    EXAMPLE: self SetSprintDuration( 4 )


void <player> SetSunShadowSplitDistance(<distance>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the sun shadow split distance for the player
    EXAMPLE: player SetSunShadowSplitDistance( 200 )


void <player> SetTacticalWheel(<enabled>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets whether this player will be able to use the cybercom tactical wheel or not
    EXAMPLE: player SetTacticalWheel( true )


void <player> SetTargetAlreadyInUseHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set target already in use failure hint
    EXAMPLE: self SetTargetAlreadyInUseHint()


void <player> SetTargetAlreadyTargetedHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set target already being targeted hint
    EXAMPLE: self SetTargetAlreadyTargetedHint()


void <player> SetTargetedEntityEndTime(<weapon>,<endtime>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set targeted entity end time, for use on the client side in the UI.
    EXAMPLE: self SetTargetedEntityEndTime( weapon, 0.0 )


void <player> SetTargetedMissilesRemaining(<weapon>,<missilesRemaining>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set targeted entity missiles remaining, for use on the client side in the UI.
    EXAMPLE: self SetTargetedMissilesRemaining( weapon, 0.0 )


void <player> SetTargetingAbortedHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set targeting aborted hint
    EXAMPLE: self SetDisabledTargetHint()


void <player> SetTargetOORHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set out of range failure hint
    EXAMPLE: self SetTargetOORHint()


void <player> SetTargetWrongTypeHint([weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set target validity failure hint
    EXAMPLE: self SetTargetWrongTypeHint()


void <player> SetVehicleDamageMeter(<damage>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicle damage meter
    EXAMPLE: player SetRefEndTime( killstreaEndTime )


void <player> SetVehicleDrivableDuration(<duration>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the drivable duration for the players vehicle (intended for use with client side display purposes)
    EXAMPLE: player SetVehicleDrivableDuration( killstreakDuration )


void <player> SetVehicleDrivableEndTime(<end time>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicle drivable end time.
    EXAMPLE: player SetVehicleDrivableEndTime( killstreakEndTime )


void <player> SetVehicleFocusEntity(<focus entity>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the focus entity for a player driven vehicle (currently only supported by helicopters). This will attempt to make the vehicle orient towards the focus target.
    EXAMPLE: player SetVehicleFocusEntity( focusEntity )


void <player> SetVehicleLockedOnByEnt(<entity>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicle locked on by entity
    EXAMPLE: player SetVehicleLockedOnByEnt( mostDangerousEnemyWithLockOn )


void <player> SetVehicleWeaponWaitDuration(<duration>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the weapon wait duration for the players vehicle (intended for use with client side display purposes)
    EXAMPLE: player SetVehicleWeaponWaitDuration( reloadDuration )


void <player> SetVehicleWeaponWaitEndTime(<end time>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicle weapon wait end time.
    EXAMPLE: player SetVehicleWeaponWaitEndTime( weaponReloadEndTime )


void <player> SetVelocity(<velocity>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the velocity of the player
    EXAMPLE: self setvelocity(force)


void <player> SetViewClamp()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the view clamp for the player, only works during animscripted for now. Ranges are relative to tag_camera. Left, Right, Top, Bottom
    EXAMPLE: player SetViewClamp( 50, 50, 30, 30 )


void <player> SetWeaponAmmoClip(<weapon>,<ammo>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon's ammo
    EXAMPLE: self SetWeaponAmmoClip( weapon, weapon.clipSize )


void <player> SetWeaponAmmoFuel(<weapon>,<fuel>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon ammo fuel
    EXAMPLE: self SetWeaponAmmoFuel( weapon, weapondata["fuel"] )


void <player> SetWeaponAmmoStock(<weapon>,<ammo>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon's ammo
    EXAMPLE: reviver SetWeaponAmmoStock( level.weaponReviveTool, 1 )


void <player> SetWeaponFriendlyHacking(<weapon>,<isFriendlyHacking>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon lockon completion percentage
    EXAMPLE: self SetWeaponFriendlyTargetLocked( weapon, 0.0 )


void <player> SetWeaponFriendlyTargeting(<weapon>,<isFriendlyTargeting>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon lockon completion percentage
    EXAMPLE: self SetWeaponFriendlyTargeting( weapon, 0.0 )


void <player> SetWeaponFriendlyTargetLocked(<weapon>,<isFriendlyTargetLocked>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon lockon completion percentage
    EXAMPLE: self SetWeaponFriendlyTargetLocked( weapon, 0.0 )


void <player> SetWeaponHackPercent(<weapon>,<heat>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon hack completion percentage
    EXAMPLE: self SetWeaponHackPercent( weapon, 0.0 )


void <player> SetWeaponHeatPercent(<weapon>,<heat>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon heat percentage
    EXAMPLE: self SetWeaponHeatPercent( weapon, 0.0 )


void <player> SetWeaponLockOnPercent(<weapon>,<heat>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the weapon lockon completion percentage
    EXAMPLE: self SetWeaponLockOnPercent( weapon, 0.0 )


void <player> SetWeaponOverheating(<overheat>,<heatval>,[weapon])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Set the players Weapon Overheating value
    EXAMPLE: self SetWeaponOverheating( weapondata["overheat"], weapondata["heat"], weapon )


void <player> ShowViewModel()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Show the player's current view model.
    EXAMPLE: player ShowViewModel()


void <player> SortHeldWeapons()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sort the playerState heldWeapons to remove empty spaces
    EXAMPLE: e_player SortHeldWeapon()


void <player> SpawnSpectator(<origin>,<angles>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Spawns the player, does not send any notifies


void <player> SprintButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'sprint' button.
    EXAMPLE: while( self SprintButtonPressed() )...


void <player> SprintUpRequired()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Force the player to release the sprint button before sprinting.
    EXAMPLE: self SprintUpRequired()


void <player> StanceButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'stance' button.
    EXAMPLE: while( self StanceButtonPressed() )...


void StartCameraTween(<time>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Start a camera tween, call this right before a camera pop to do a blend.
    EXAMPLE: player StartCameraTween( 0.5 );


void <player> StartRevive(<reviver>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Starts the revive sequence on a player. <reviver> is the one administering aid to the player this is called on.
    EXAMPLE: playerInLastStand StartRevive( rescuer )


void <player> StopCarryTurret(<turret>,[origin],[angles])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: UnLinks the auto turret from the player and sets it on the ground.
    EXAMPLE: player StopCarryTurret( turret, origin, angles )


void <player> StopLocalSound(<sound name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Stops the local sound
    EXAMPLE: targetent StopLocalSound( level.missileDroneSoundStart )


void <player> StopRevive(<reviver>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Stops the revive behavior on a player when the revive did not complete. <reviver> is the one administering aid to the player this is called on.
    EXAMPLE: playerInLastStand StopRevive( rescuer )


void <player> Suicide()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Kills the player immediately as a suicide
    EXAMPLE: self suicide()


void <player> SwitchToOffHand(<weapon>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Switch to the offhand weapon
    EXAMPLE: self SwitchToOffhand( primaryOffhand )


void <player> SwitchToWeapon([weapon object])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Switch to a different weapon or cycle weapons if no weapon is given
    EXAMPLE: level.player SwitchToWeapon( weapon )


void <player> SwitchToWeaponImmediate([weapon object])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Switch to a different weapon or cycle weapons if no weapon is given without playing the dropping animation for current weapon
    EXAMPLE: level.player SwitchToWeaponImmediate( weapon )


void <player> TakeAllWeapons()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Makes the player take all weapons
    EXAMPLE: player TakeAllWeapons()


void <player> TakeWeapon(<weapon>,<ignore_attachments>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Take the weapon
    EXAMPLE: e_player TakeWeapon( w_spike_launcher )


void <player> ThrowButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'throw' button.
    EXAMPLE: while( self ThrowButtonPressed() )...


void <client> TurnedHuman()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Called when client is turned back to human
    EXAMPLE: self TurnedHuman()


void <client> UndoLastStand()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Undo the last stand for the client
    EXAMPLE: self UndoLastStand()


void <player> UnlinkFromMissile()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Unlinks a player camera from a missile
    EXAMPLE: player UnlinkFromMissile()


void <player> UnlinkGuidedMissileCamera()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: clear player eflags for the guided missile
    EXAMPLE: player UnlinkGuidedMissileCamera()


void <player> UnSetPerk(<perk name>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: takes the specified perk from the player
    EXAMPLE: player UnSetPerk( "specialty_gpsjammer" )


void <player> UpdateWeaponOptions(<weapon name>,[weapon options])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Update weapon options for a weapon that the player has
    EXAMPLE: player UpdateWeaponOptions( "m1garand", player calcWeaponOptions() )


void <player> UseButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the use button
    EXAMPLE: if ( self UseButtonPressed() ) ...


void <player> VehicleMoveUpButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the 'stance' button.
    EXAMPLE: while( self StanceButtonPressed() )...


void <player> WeaponLockCount()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: returns the number of active lock objects (i.e. those with at least lock started or lock set active)
    EXAMPLE: player WeaponLockCount()


void <player> WeaponLockDetect(<entity>,[slot])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Sets the tartget as detected. Will clear any existing hard lock. Use WeaponLockStart() to start lock.
    EXAMPLE: player WeaponLockDetect( enemyGuy )


void <player> WeaponLockFinalize(<entity>,[slot])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Locks player's weapon onto an entity. Implies WeaponLockStart(), so this may be called to jump to a hard lock.
    EXAMPLE: player WeaponLockFinalize( enemyGuy )


void <player> WeaponLockFree([slot])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Clears player's weapon lock.
    EXAMPLE: player WeaponLockClear()


void <player> WeaponLockNoClearance(<bool>,[slot])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: When set true, the player will be unable to fire their lockon weapon, and will recieve a hint print telling them that there is an obstruction.
    EXAMPLE: player WeaponLockNoClearance( true )


void <player> WeaponLockRemoveSlot(<slot>)

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: removes the given slot values and compresses the remaining slots (i.e. 1,2,3 with 2 removed becomes 1,3,blank)
    EXAMPLE: player WeaponLockGetFlags()


void <player> WeaponLockStart(<entity>,[slot])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Begins player's weapon lockon sequence (hud effects, etc). Will clear any existing hard lock. Use WeaponLockFinalize() to complete lock.
    EXAMPLE: player WeaponLockStart( enemyGuy )


void <player> WeaponLockTargetTooClose(<bool>,[slot])

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: When set true, the player will be unable to fire their lockon weapon, and will recieve a hint print telling them that they are too close.
    EXAMPLE: player WeaponLockTargetTooClose( true )


void <player> WeaponPlayEjectBrass()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Play the eject brass FX for a weapon.
    EXAMPLE: player WeaponPlayEjectBrass()


void <player> WeaponSwitchButtonPressed()

    CATEGORY: Player
    CLIENT/SERVER: Server
    SUMMARY: Check if the player is pressing the weapon switch button
    EXAMPLE: if ( self WeaponSwitchButtonPressed() ) ...


void <hud_element> ChangeFontScaleOverTime(<time>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a hud element to transition in fontScale over time. Normally setting the fontScale of an element causes an immediate visual change. However, if the fontScale gets set within <time> after calling ChangeFontScaleOverTime, then the hud element will transition to the new fontScale over the remaining <time>.
    EXAMPLE: level.introstring1 ChangeFontScaleOverTime( 1.2 ); level.introstring1.fontScale = 0.3; // This will transition the fontScale from whatever it was before to the new value of 0.3 over 1.2 seconds.


void <hud_element> ClearTargetEnt()

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Clear this waypoint from targetting an entity.
    EXAMPLE: waypoint ClearTargetEnt()


void CloseLUIMenu(<localClientNum>,<menuIndex>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Close the LUI menu specified.
    EXAMPLE: CloseLUIMenu( localClientNum, menuIndex )


void CreateLUIMenu(<localClientNum>,<name>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Creates a LUI menu to be opened later with OpenLUIMenu.
    EXAMPLE: CreateLUIMenu( localClientNum, "ScriptDebugMenu")


void CreateUIModel(<parentModel>,<newPathName>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Creates and returns a UIModel from a parent model.
    EXAMPLE: CreateUIModel( gameScoreModel, "enZemeyScore" )


void <hud_element> Destroy()

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Remove this Hud element altogether.
    EXAMPLE: self.bombstopwatch Destroy()


void <hud_element> FadeOverTime(<time>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a hud element to transition in color (or alpha) over time. Normally setting the color (or alpha) of an element causes an immediate visual change. However, if the color (or alpha) gets set within <time> after calling fadeOverTime, then the hud element will transition to the new color over the remaining <time>.
    EXAMPLE: level.introstring1 FadeOverTime( 1.2 ); level.introstring1.alpha = 0.3; // This will transition the alpha from whatever it was before to the new value of 0.3 over 1.2 seconds.


void FreeUIModel(<modelToFree>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Frees a UIModel.
    EXAMPLE: FreeUIModel( gameScoreModel )


void GetGlobalUIModel()

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Returns the gloabl UIModel.
    EXAMPLE: GetGlobalModel()


void GetLUIMenu(<localClientNum>,<menuName>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Gets the first instance found of a given menu name active for the given client (undefined if not found)
    EXAMPLE: menuIndex = GetLUIMenu( localClientNum, "HudElementImage" )


void GetLUIMenuData(<localClientNum>,<menuIndex>,<menuDataName>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Gets data from a LUI menu.
    EXAMPLE: modelValue = GetLUIMenuData( localClientNum, menuIndex, "title" )


void <hud_element> GetTextWidth()

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Returned the width of the text in the hudelem.
    EXAMPLE: width = elem GetTextWidth()


void GetUIModel(<parentModel>,<lookupModelName>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Returns a UIModel from the parent model passed in and the name of the model to retrieve.
    EXAMPLE: GetUIModel( gameScoreModel, "enemeyScore" )


void GetUIModelForController(<localClientNum>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Returns the UIModel from the controller root.
    EXAMPLE: GetUIModelForController( localClientNum )


void GetUIModelValue(<model>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Returns the value of the UIModel passed in.
    EXAMPLE: GetUIModelValue( gameScoreModel )


void IsLuiEnabled()

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: true if lui system has the input focus
    EXAMPLE: if( IsLuiEnabled() )


void LuiDisable(<localclientnum>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: user input is removed from lui system
    EXAMPLE: LuiDisable( 0 )


void LuiEnable(<localclientnum>,<menuname>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: user input is handed to lui system until returned
    EXAMPLE: LuiEnable("overlay")


void LuiLoad()

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Loads a lui file, making the menus available for addition
    EXAMPLE: LuiLoad("overlay")


void <hud_element> MoveOverTime(<time>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a hud element to move over time.
    EXAMPLE: newStr MoveOverTime( timer )


hudelem NewClientHudElem(<client>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Create a new hud element for a particular client
    EXAMPLE: self.kc_topbar = NewClientHudElem(self)


hudelem NewDamageIndicatorHudElem(<client>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Create a new hud element for a particular client
    EXAMPLE: self.kc_topbar = NewClientHudElem(self)


hudelem NewDebugHudElem()

    CATEGORY: UI
    CLIENT/SERVER: Server


hudelem NewHudElem()

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Create a new hud element
    EXAMPLE: overlay = NewHudElem()


hudelem NewScoreHudElem(<client>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Create a new score hud element for a particular client
    EXAMPLE: self.hud_rankscroreupdate = NewScoreHudElem(self)


hudelem NewTeamHudElem(<team>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Create a new hud element for a particular team
    EXAMPLE: level.progressbar_allies_neutralize = NewTeamHudElem( "axis" )


void OpenLUIMenu(<localClientNum>,<menuIndex>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Opens a loaded LUI menu.
    EXAMPLE: OpenLUIMenu( localClientNum, menuIndex )


void OpenLUIPopup(<localClientNum>,<name>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Opens a loaded LUI menu.
    EXAMPLE: OpenLUIPopup( localClientNum, "SomePopup")


void PopulateScriptDebugMenu(<localClientNum>,<array>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Sets a UIModel from the model being passed in.
    EXAMPLE: PopulateScriptDebugMenu( localClientNum, menu_items_array )


void <hud_element> Reset()

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Reset a HUD element to its default state.
    EXAMPLE: element Reset()


void <hud_element> ScaleOverTime(<time>,<width>,<height>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a hud element to scale over time.
    EXAMPLE: other.progressbar ScaleOverTime( level.planttime, level.barsize, 8 )


void <hud_clock_element> SetClock(<time>,<time>,<material>,[width],[height])

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a clock HUD element to count down over a time period.
    EXAMPLE: level.bombstopwatch SetClock( 5, 60, "hudStopwatch", 64, 64 )


void <hud_clock_element> SetClockUp(<time>,<full time>,<material>,[width],[height])

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a clock HUD element to count up over a time period.
    EXAMPLE: level.bombstopwatch SetClockUp( 5, 60, "hudStopwatch", 64, 64 )


void <hud_element> SetCOD7DecodeFX(<decodeTime>,<decayStart>,<decayDuration>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the hudelem string to display with a decode effect.
    EXAMPLE: elem SetCOD7DecodeFX( 2000, 600 )


void SetExtraCamRenderReady(<jobIdx>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Sets an extra cam render job to start processing
    EXAMPLE: StartExtraCamRender( 2 )


void <hud_element> SetGameTypeString(<game type>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the game type string for the game


void SetLUIMenuData(<localClientNum>,<menuIndex>,<menuDataName>,<menuDataValue>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Set data for LUI menu.
    EXAMPLE: SetLUIMenuData( localClientNum, menuIndex, "title", "Some Title" )


void <hud_element> SetMapNameString(<map name>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the map name string


void <hud_element> SetPerks(<client>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Sets a hud element to be a perks element.
    EXAMPLE: hudelement SetPerks( true )


void <hud_element> SetPlayerNameString(<player>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the player name string for a HUD element


void <hud_element> SetPulseFX(<speed>,<decayStart>,<decayDuration>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the hudelem string to display with a "Pulse" effect.
    EXAMPLE: elem SetPulseFX( 40, 2000, 600 )


void <hud_element> SetRedactFX(<decayStart>,<decayDuration>,<redactDecayStart>,<redactDecayDuration>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the hudelem string to display with a redact effect.
    EXAMPLE: elem SetRedactFX( 2000, 600, 3000, 400 )


void <hud_element> SetShader(<materialname>,[width],[height])

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the material for this Hud Element
    EXAMPLE: waypoint SetShader( "playbook_objective_stop", 15, 15 )


void <hud_element> SetTargetEnt(<entity>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the entity that this waypoint should target. In MP, entity should already be a broadcasting entity, as with Objective_OnEntity().
    EXAMPLE: waypoint SetTargetEnt( level.axis.bombcarrier )


void <hud_timer_element> SetTenthsTimer(<time>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a timer HUD element to count down in tenths of a second
    EXAMPLE: self.kc_timer SetTenthsTimer( self.archivetime - delay )


void <hud_timer_element> SetTenthsTimerUp(<time>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a timer HUD element to count up in tenths of a second
    EXAMPLE: self.kc_timer SetTenthsTimerUp( self.archivetime - delay )


void <hud_element> SetText(<text>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set HUD text for this element.
    EXAMPLE: level.introstring1 SetText(string1)


void <hud_timer_element> SetTimer(<time>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a timer HUD element to count down
    EXAMPLE: level.reinforcement_hud SetTimer( level.counter )


void <hud_timer_element> SetTimerUp(<time>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a timer HUD element to count up
    EXAMPLE: level.reinforcement_hud SetTimerUp( level.counter )


void <hud_element> SetTypewriterFX(<letterTime>,<decayStart>,<decayDuration>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set the hudelem string to display with a redact effect.
    EXAMPLE: elem SetTypewriterFX( 100, 600, 3000 )


void SetUIModelValue(<model>,<value>)

    CATEGORY: UI
    CLIENT/SERVER: Client
    SUMMARY: Sets a UIModel from the model being passed in.
    EXAMPLE: SetUIModelValue( gameScoreModel )


void <hud_value_element> SetValue(<value>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Set a value HUD element to a given value.
    EXAMPLE: level.reinforcement_hud SetValue( 0 )


void <hud_element> SetWarGameData(<momentumProgress>)

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Creates a WAR specific HUD progress element
    EXAMPLE: hudelement SetWarGameData( 0, 1, 30 )


void <hud_element> SetWayPoint(<constantSize>,[offscreenMaterialName],[isDistanceShown],[no offscreen])

    CATEGORY: UI
    CLIENT/SERVER: Server
    SUMMARY: Sets a hud element to be a waypoint.
    EXAMPLE: newdeathicon SetWayPoint( true )


void array(<args>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: create an array


void ArrayCombine(<array1>,<array2>,<allowdupes>,<preserve_keys>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: combine two arrays into and returns one new array


void ArrayCopy(<array1>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: returns a copy of an array


void ArrayGetClosest(<origin>,<array>,[dist])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the entity/vector that is closest to the <origin> from the <array>.
    EXAMPLE: ent = ArrayGetClosest( player.origin, a_enemies )


void ArrayGetFarthest(<origin>,<array>,[dist])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the entity/vector that is farthest to the <origin> from the <array>.
    EXAMPLE: ent = ArrayGetFarthest( player.origin, a_enemies )


void ArrayInsert(<array>,<value>,<index>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: insert a value into an array at a given index


void ArrayIntersect(<array1>,<array2>,[matchKeys])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns an array of values that are present in both arrays.
    EXAMPLE: newArray = ArrayIntersect( array1, array2 )


void ArrayRemoveIndex(<array>,<index>,[preserve_keys])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Remove a value from an array at a given index


void ArrayRemoveValue(<array>,<value>,[preserve_keys])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Remove a value from an array (may affect multiple indexes)


void Assert(<value>,[desc])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Assert that the given statement is correct. The function will throw a script error if this is false.
    EXAMPLE: Assert( enemyInSight == true )


void AssertMsg(<message>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Throws a script error with the given message.
    EXAMPLE: AssertMsg( "Unhandled enemy type." )


void associativeArray(<key_i>,<value_i>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: creates an associativeArray


void ClientHasSnapshot(<local client>)

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Returns true if client has recieved a snapshot from the server


void ErrorMsg(<message>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Throws a non-fatal script error with the given message.
    EXAMPLE: ErrorMsg( "Unhandled enemy type." )


void GetArrayKeys(<array>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns an array consisting of the keys of the input array.
    EXAMPLE: result = GetArrayKeys( array )


void GetAttachmentTableIndex(<attachmentRef>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the attachment table index for the attachment name
    EXAMPLE: attachmentIndex = GetAttachmentTableIndex( "reflex" )


void GetDvarFloat(<dvar>,[default_value])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Gets the value of a dvar.
    EXAMPLE: GetDvarFloat( "r_eyesAdjust", 1.0 )


void GetDvarInt(<dvar>,[default_value])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Gets the value of a dvar.
    EXAMPLE: GetDvarInt( "r_eyesAdjust", 1 )


void GetDvarString(<dvar>,[default_value])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Gets the value of a dvar.
    EXAMPLE: GetDvarString( "r_eyesAdjust", "yes" )


void GetDvarVector(<dvar>,[default_value])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Gets the value of a dvar.
    EXAMPLE: GetDvarVector( "r_eyesAdjust", (1,0,0) )


void GetFirstArrayKey(<array>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the first key of the input array.
    EXAMPLE: key = GetFirstArrayKey( array )


void GetItemIndexFromRef(<itemRef>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the item index for the specified item reference
    EXAMPLE: itemIndex = GetItemIndexFromRef( <itemRef> )


void GetLastArrayKey(<array>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the last key of the input array.
    EXAMPLE: key = GetLastArrayKey( array )


void GetMapCenter()

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Returns the map center
    EXAMPLE: center = GetMapCenter()


void GetNextArrayKey(<array>,<key>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the next key of the input array, after the specified key.
    EXAMPLE: key = GetNextArrayKey( array, key )


void GetPrevArrayKey(<array>,<key>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the prev key of the input array, before the specified key.
    EXAMPLE: key = GetPrevArrayKey( array, key )


void GetServerTime(<localClientNum>)

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Returns the time according to the server
    EXAMPLE: GetServerTime(localClientNum)


void GetSubStr(<string>,<start index>,[end index])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns the substring of characters >= <start index> and < <end index>. <end index> is optional.
    EXAMPLE: name = getSubStr( playerwarp_string, 8 )


void GetSystemTime([ignore timezone])

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Returns the time of the system in a vector where the 0 index is hours (in 24hr time), 1 is minutes, and 2 is seconds
    EXAMPLE: GetSystemTime(1)


void IsArray(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this entity/variable is an array
    EXAMPLE: if ( isarray ( gun_owner )) ...


void IsClass(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this entity/variable is a class object
    EXAMPLE: if ( isclass(self)) ...


void IsFloat(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this entity/variable is a float
    EXAMPLE: if ( IsFloat( gun_owner ) ) ...


void IsFunctionPtr(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether given variable is of type Function Pointer in script, useful to differentiate between Var and FuncPtr in Script.
    EXAMPLE: if ( IsFunctionPtr( myFuncPtr ) ) ...


void IsInArray(<array>,<value>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: searches an array to determine if a given value is present in that array


void IsInt(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this entity/variable is an int
    EXAMPLE: if ( IsInt( gun_owner ) ) ...


void IsMatureContentEnabled()

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Returns true if mature content is enabled
    EXAMPLE: if( IsMatureContentEnabled() )


void IsShowBloodEnabled()

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Returns true if blood is enabled
    EXAMPLE: if( IsShowBloodEnabled() )


void IsShowGibsEnabled()

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Returns true if gibs is enabled
    EXAMPLE: if( IsShowGibsEnabled() )


void IsString(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this entity/variable is a string
    EXAMPLE: if ( isstring ( gun_owner )) ...


void IsStruct(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this variable is a struct object
    EXAMPLE: if ( isstruct(self)) ...


void IsSubStr()

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns true/false if <substring> is a substring of <string>. Case sensitive.
    EXAMPLE: has_str = IsSubStr( "my_string", "str" )


void istring(<value>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Casts a string to an istring
    EXAMPLE: x = istring( String )


void IsVec(<variable>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this entity/variable is a vector
    EXAMPLE: if ( IsVec( gun_owner ) ) ...


void IsWeapon(<weapon_object>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Checks whether this is a weapon object
    EXAMPLE: if ( IsWeapon( current_weapon ) ) ...


void MakeLocalizedString(<string>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Make a localized string of the given string


void SplitArgs(<arg string>)

    CATEGORY: Utility
    CLIENT/SERVER: Client
    SUMMARY: Splits a space seperated string, returning an array of each word in the string.
    EXAMPLE: args = SplitArgs("First second third fourth")


void sprintf(<string>,[args])

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Replaces field specifiers in a string with values passed in, returns result string format specifiers take the form of {[n]} in the source string where [n] indicates which value to print, e.g. 0 is the first user arg
    EXAMPLE: sprintf("{0} is the first string","first")


void StrEndsWith(<string>,<substring>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns true/false if <string> ends with <substring>. Case sensitive.
    EXAMPLE: ends_with = StrEndsWith( "my_string", "_string" )


void StrIsFloat(<string>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Check if a string is a float.
    EXAMPLE: StrIsFloat( "1.2" ); // true


void StrIsInt(<string>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Check if a string is an int.
    EXAMPLE: StrIsInt( "1" ); // true


void StrIsNumber(<string>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Check if a string is a number.
    EXAMPLE: StrIsNumber( "1.2" ); // true


void StrStartsWith(<string>,<substring>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Returns true/false if <string> starts with <substring>. Case sensitive.
    EXAMPLE: starts_with = StrStartsWith( "my_string", "my_" )


void StrStrip(<string>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Strip whitespace from right and left side of string.
    EXAMPLE: StrStrip( " hq_cleared " ); // 'hq_cleared'


void StrTok(<string>,<delim>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Tokenizes <string> by the delimiters <delim>. Returns the array of string tokens.
    EXAMPLE: my_string_array = StrTok( "my_string; my_string_2", "; " )


void StrTok2(<string>,<delim>,<case_sensitive>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Tokenizes <string> by a single delimiter string. doesn't treat the delimiter string as a series of characters, but as a string
    EXAMPLE: my_string_array = StrTok2( "my_string foo; my_string_2", "foo; " )


void TableLookup(<filename>,<search column num>,<search value>,<return value column num>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: look up a row in a table and pull out a particular column from that row
    EXAMPLE: TableLookup( "mp/statstable.csv", 0, "INDEX_KILLS", 1 )


void TableLookupColumnCount(<filename>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: look up the number of columns in a table
    EXAMPLE: TableLookup( "mp/statstable.csv" )


void TableLookupColumnForRow(<filename>,<search row num>,<search column num>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: look up a particular row and column in a table
    EXAMPLE: TableLookupColumnForRow( "gamedata/tables/mp/exampleStringTable.csv", 101, 7 )


void TableLookupFindCoreAsset(<filename>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Find core asset index for a stringtable
    EXAMPLE: TableLookupRowNum( "mp/statstable.csv" )


void TableLookupIString(<filename>,<search column num>,<search value>,<return value column num>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: look up a row in a table and pull out a particular column from that row
    EXAMPLE: TableLookupIString( "mp/statstable.csv", 0, "INDEX_KILLS", 1 )


void TableLookupRow(<filename>,<row num>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Return an array of strings for the columns in that row


void TableLookupRowCount(<filename>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: look up the number of rows in a table
    EXAMPLE: TableLookup( "mp/statstable.csv" )


void TableLookupRowNum(<filename>,<search column num>,<search value>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: look up a row number in a table
    EXAMPLE: TableLookupRowNum( "mp/statstable.csv", 0, "INDEX_KILLS" )


void Throw()

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: force a script exception (from a builtin call)
    EXAMPLE: throw( )


void ToLower(<string>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Converts <string> to a lower case string which is returned.
    EXAMPLE: my_string = ToLower( "MY_STRING" )


void ToUpper(<string>)

    CATEGORY: Utility
    CLIENT/SERVER: Both
    SUMMARY: Converts <string> to a upper case string which is returned.
    EXAMPLE: my_string = ToUpper( "lower" )


void <vehicle> AttachPath(<node>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Attaches this vehicle to the given path.
    EXAMPLE: bomber AttachPath( aBomberPaths[i] )


void <vehicle> CancelAIMove()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Tell the vehicle to stop moving towards its current goal position.
    EXAMPLE: eTank CancelAIMove()


void <vehicle> ClearDefaultPitch()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clears the desired default pitch for a vehicle.
    EXAMPLE: level.heli cleardefaultpitch()


void <vehicle> ClearGoalYaw()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clear the goal yaw direction for this vehicle.
    EXAMPLE: level.flak1 ClearGoalYaw()


void <vehicle> ClearGunnerTarget([gunner index])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clear the target for the vehicle turret.
    EXAMPLE: eTank ClearGunnerTarget(0)


void <vehicle> ClearLookAtEnt()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clear the entity or origin the vehicle is orienting towards.
    EXAMPLE: heli clearLookAtEnt()


void <vehicle> ClearTargetYaw()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clear the target yaw direction for this vehicle.
    EXAMPLE: level.flak1 cleartargetyaw()


void <vehicle> ClearTurretTarget([turret index])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clear the target for the vehicle turret.
    EXAMPLE: eTank ClearTurretTarget()


void <vehicle> ClearVehGoalPos()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clears the target position for this vehicle.
    EXAMPLE: tank ClearVehGoalPos()


void CreateTrack(<node>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the node enabled or disabled for vehicle pathfinding. SetVehGoalPos will now return true or false if it can find a path.
    EXAMPLE: CreateTrack( track_node )


void <vehicle> DisableDriverFiring()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Enables or disables the driver's vehicle turret
    EXAMPLE: tank DisableDriverFiring( true )


void <vehicle> DisableGunnerFiring(<gunner index>,<onoff>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Enable or disable gunner firing
    EXAMPLE: tank DisableGunnerFiring( 1, true )


void <vehicle> DrawTrajectory(<show>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Draws the vehicles trajectory.
    EXAMPLE: plane DrawTrajectory( true )


void <vehicle> DrivePath([node index],[allow free drive])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Starts the vehicle driving this path and uses the vehicle physics, not locked to the spline, can only achieve turns that the physics can handle.
    EXAMPLE: huey DrivePath( start_node )


entity <vehicle> FinishVehicleDamage(<Inflictor>,<Attacker>,<Damage>,<Damage Flags>,<Means Of Death>,<Weapon>,<Point>,<Direction>,<Hit Loc>,<Offset Time>,<DamageFromUnderneath>,<modelIndex>,<partIndex>,<damageteammates>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Does damage to an vehicle - usually as part of the damage callback
    EXAMPLE: self FinishVehicleDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, damageUnderneathVehicle, modelindex, partname, damageteammates )


void <vehicle> FinishVehicleRadiusDamage(<Inflictor>,<Attacker>,<Damage>,<Inner Damage>,<Outer Damage>,<Damage Flags>,<Means Of Death>,<Weapon>,<Point>,<Radius>,<ConeRadius>,<ConeDirection>,<Offset Time>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Does damage to an vehicle - usually as part of the damage callback
    EXAMPLE: self FinishVehicleRadiusDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, fRadius, fConeRadius, fConeDir, psOffsetTime )


entity <vehicle> FireWeapon([turret_index],[target ent],[target offset],[attacker])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Fire the vehicle's weapon
    EXAMPLE: m_vehicle FireWeapon( 0, m_e_target, v_target_offset )


void <vehicle> Flip180()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Flips this vehicle 180 (for going forwards / backwards along a path)
    EXAMPLE: huey Flip180()


void <vehicle> FreeVehicle()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Frees this vehicle instance. It will unlink any players occupying the vehicle. It will change the vehicle into a vehicle corpse. It will send a death notify on the vehicle. Once called the vehicle cannot move anymore.
    EXAMPLE: self FreeVehicle()


void GetAllVehicleNodes()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets all of the vehicle nodes in a level
    EXAMPLE: nodes = GetAllVehicleNodes()


void <vehicle> GetAngularVelocity()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the current angular velocity.
    EXAMPLE: self GetAngularVelocity()


void <vehicle> GetAttachPos(<node index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns the origin and angles if the vehicle were to be attached to the path. The origin and angles are returned as a vector array of size 2. Origin is 1st and angles is 2nd.
    EXAMPLE: pos = self GetAttachPos( node )origin = pos[0]angles = pos[1]


void <vehicle> GetBrake()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the brake value of a nitrous physics vehicle.
    EXAMPLE: jeep getbrake()


void <vehicle> GetDefaultAcceleration()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the acceleration value set in GDT.
    EXAMPLE: accel = self GetDefaultAcceleration()


void <vehicle> getgoalspeedMPH()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the goal speed in miles per hour.
    EXAMPLE: self GetGoalSpeedMPH()


void <vehicle> GetGoalYaw()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the goal yaw direction for this vehicle. Goal yaw is ignored if vehicle doesn't stop at goal. Lookat entity has priority over goal yaw
    EXAMPLE: level.flak1 GetGoalYaw()


entity <vehicle> GetGunnerTargetEnt(<gunner index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the target entity for this gunner position.
    EXAMPLE: target = huey GetGunnerTurretEnt( 0 )


void <vehicle> GetGunnerTargetVec(<gunner index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the target position for this vehicle turret gunner.
    EXAMPLE: endpt = GetGunnerTargetVec( 1 )


void <vehicle> GetHandBrake()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the hand brake value of a nitrous physics vehicle.
    EXAMPLE: jeep gethandbrake()


void <vehicle> GetHeliHeightLock()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Locks the heli to the height mesh
    EXAMPLE: if ( vehicle GetHeliHeightLock( ) )


void <vehicle> GetHeliHeightLockHeight(<point>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the mesh height at a given point.
    EXAMPLE: maxheight = GetHeliHeightLockHeight( point )


void <vehicle> GetMaxSpeed([get gdt])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the max speed of a vehicle. By default gets the script setting
    EXAMPLE: heli GetMaxSpeed( true )


void GetNumVehicles()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the number of vehicles entities in the level
    EXAMPLE: vehicleCount = GetNumVehicles()


void <vehicle> GetOccupantSeat(<player>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the seat index occupied by the given player. -1 if player isn't in vehicle.
    EXAMPLE: isDriver = 0 == vehicle GetOccupantSeat( player )


void <vehicle> GetPathFixedOffset()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets a fixed offset from the path for a specific vehicle.
    EXAMPLE: offset = huey GetPathFixedOffset()


void <vehicle> GetPathVariableOffset()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets a variable offset from the path for a specific vehicle.
    EXAMPLE: offset = huey GetPathVariableOffset()


void <vehicle> GetPhysAcceleration()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the vehicles acceleration vector.
    EXAMPLE: accel = plane GetPhysAccel()


void <vehicle> GetScriptBrake()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the script brake value of a nitrous physics vehicle.
    EXAMPLE: jeep getscriptbrake()


void <vehicle> GetSeatFiringAngles(<seat index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Retrieve the angles specifying the direction in which bullets, projectiles, etc. will be emitted from the weapon when it is fired.
    EXAMPLE: turretBarrelAngles = tank GetSeatFiringAngles( 0 )


void <vehicle> GetSeatFiringOrigin(<seat index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Retrieve the location at the end of the barrel where bullets, projectiles, etc. are emitted when the gun is fired.
    EXAMPLE: turretBarrelOrigin = tank GetSeatFiringOrigin( 0 )


entity <vehicle> GetSeatOccupant(<seat>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the entity occupying the given seat index. Undefined if the seat is empty.
    EXAMPLE: driver = vehicle GetSeatOccupant( 0 )


void <vehicle> GetSpeed()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the current speed in inches per second.
    EXAMPLE: self GetSpeed()


void <vehicle> GetSpeedMPH()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the current speed in miles per hour.
    EXAMPLE: self GetSpeedMPH()


void <vehicle> GetSteering()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns the steer factor of the vehicle.
    EXAMPLE: self GetSteering()


void <vehicle> GetThrottle()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns the throttle factor of the vehicle.
    EXAMPLE: self GetThrottle()


void GetTimeFromVehicleNodeToNode(<start_node>,<end_node>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: The time it would take to go from start node to end node if traveling the spline speed.
    EXAMPLE: time = GetTimeFromVehicleNodeToNode( start_node, end_node )


void <vehicle> GetTurretHeatValue(<gunner index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the current heat value for a vehicle weapon.
    EXAMPLE: heat = self GetTurretHeatValue( 1 )


void <vehicle> GetTurretLimitsYaw([turret index])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the furthest relative yaw angles the turret can aim, all numbers are positive
    EXAMPLE: limit = veh GetTurretLimits( 1 ); limitMin = -limit[0]; limitMax = limit[1]


void <vehicle> GetTurretTargetVec([turret index])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the target position for this vehicle turret or gunner.
    EXAMPLE: endpt = GetTurretTargetVec( 1 )


void <vehicle> GetVehDamageMultiplier(<damageType>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets the damage multiplier that applies to the damage type.
    EXAMPLE: vehicle GetVehDamageMultiplier( damgType )


void <vehicle> GetVehicleAvoidance()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Locks the heli to the height mesh
    EXAMPLE: if ( vehicle GetVehicleAvoidance() )


void <vehicle> GetVehicleAvoidanceNodes(<radius>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the positions for nearby avoidance nodes.
    EXAMPLE: nodes = plane GetVehicleAvoidanceNodes( radius )


void GetVehicleNode(<name>,<key>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets a vehicle node with the given name, key pair
    EXAMPLE: node = getvehiclenode(self.target, "targetname")


void GetVehicleNodeArray(<name>,<key>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Gets an array of vehicle nodes that have the given name, key pair
    EXAMPLE: nodes = GetVehicleNodeArray(self.target, "targetname")


entity <vehicle> GetVehicleOwner()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns the owner of this particular vehicle.
    EXAMPLE: eFlak88user = eFlak88 GetVehicleOwner()


entity <vehicle> GetVehOccupants()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Get the occupants of this vehicle in an entity array.
    EXAMPLE: ridersarray = vehicle getvehoccupants()


void <vehicle> GetWheelSurface(<wheel>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns the surface type of the given wheel as a string.
    EXAMPLE: surface = self GetWheelSurface( side )


void <vehicle> IsDriverFiring()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Checks if this driver is firing the vehicle turret
    EXAMPLE: if( tank IsDriverFiring() )


void <vehicle> IsGunnerFiring(<gunner index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Checks if this gun is currently firing.
    EXAMPLE: if( tank IsGunnerFiring( 1 ) )


void IsInsideHeliHeightLock()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns true if Helicopter is inside height mesh
    EXAMPLE: if ( IsInsideHeliHeightLock() )


void <vehicle> isremotecontrol()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Query whether this vehicle is usable by players
    EXAMPLE: if ( vehicle isvehicleusable( ) )...


void <vehicle> IsTurretReady()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Query whether this vehicle's turret is ready for firing
    EXAMPLE: while ( level.playertank IsTurretReady() != true ) ...


void <vehicle> IsVehicleImmuneToDamage(<Damage Flags>,<Means Of Death>,<Weapon>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: This checks the vehicle GDT settings related to bulletdamage, grenadedamage, etc.
    EXAMPLE: if ( vehicle IsVehicleImmuneToDamage( flags, mod, weapon ) )


void <vehicle> IsVehicleManualControl()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: check if vehicle hkai behavior is enabled. Not to be confused with UseVehicle()
    EXAMPLE: vehicle IsVehicleManualControl()


void <vehicle> IsVehicleSeatOccupied(<seat>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: same as useby except you can specify a seat, 0 driver, 1-4 gunners, 5-10 passengers
    EXAMPLE: lvt IsVehicleSeatOccupied( 2 )


void <vehicle> IsVehicleTurretOverheating(<gunner index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns true if the vehicle turret weapon is overheating, else returns false.
    EXAMPLE: if( self IsVehicleTurretOverheating( 1 ) )


void <vehicle> IsVehicleUsable()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Query whether this vehicle is usable by players
    EXAMPLE: if ( vehicle isvehicleusable( ) )...


void <vehicle> JoltBody(<jolt position>,<intensity>,[speedFrac],[deceleration])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Jolts the vehicle.
    EXAMPLE: self JoltBody( (self.origin + (0,0,64)), 0.5 )


void <vehicle> MakeVehicleUnusable()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets this vehicle to be not usable by the player
    EXAMPLE: car MakeVehicleUnusable()


void <vehicle> MakeVehicleUsable()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets this vehicle to be usable by the player
    EXAMPLE: nFlak makeVehicleUsable()


void <vehicle> PathFixedOffset(<offset>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets a fixed offset for this vehicle to travel on a vehicle path.
    EXAMPLE: huey PathFixedOffset( (0, -200, 0) )


void <vehicle> PathFixedOffsetClear()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clears the vehicles fixed offset.
    EXAMPLE: huey PathFixedOffsetClear()


void <vehicle> PathMove(<node index>,<new origin>,<new angles>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Moves the entire path for this vehicle to the specific origin and angles.
    EXAMPLE: huey PathMove( node, origin, angles )


void <vehicle> PathMoveClear()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clears the moved path for this vehicle. If not cleared then all paths taken will be moved.
    EXAMPLE: huey PathMoveClear()


void <vehicle> PathVariableOffset(<offset>,<time>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets a variable offset for this vehicle to travel on a vehicle path.
    EXAMPLE: huey PathVariableOffset( (0, 50, 0), 2 )


void <vehicle> PathVariableOffsetClear()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Clears the vehicles variable offset.
    EXAMPLE: huey PathVariableOffsetClear()


void <vehicle> RecalcSplinePaths()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Recalcs all the nodes int the map
    EXAMPLE: tank2 RecalcSplinePaths()


void ReconnectVehicleNodes()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Reconnect vehicle nodes
    EXAMPLE: ReconnectVehicleNodes()


void <vehicle> ResetVehicleFromDropDeploy()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Reset vehicle properties from drop deploy so that it may behave as normal.
    EXAMPLE: raps ResetVehicleFromDropDeploy()


void <vehicle> ResumeSpeed([acceleration])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicle to resume its path speed.
    EXAMPLE: level.tank ResumeSpeed( 3 )


void <vehicle> ReturnPlayerControl()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: After controlling a vehicle from script using something like setvehgoalpos(), if the vehicle is being driven by a player, you call this function to return control of the vehicle to the player.
    EXAMPLE: cobra returnplayercontrol()


void <vehicle> SeatGetWeapon(<seat index>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Returns the weapon name for the specified seat. Undefined if there isn't a weapon. Only driver and gunner seats can have weapons.
    EXAMPLE: weaponname = vehicle SeatGetWeapon( 0 )


void <vehicle> SetAcceleration(<acceleration>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the acceleration for this vehicle.
    EXAMPLE: self SetAcceleration( 15 )


void <vehicle> SetAirResistance(<max air resistance speed>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the speed at which air resistance maxes out.
    EXAMPLE: self SetAirResistance( 60 )
    NOTES: Air resistance ramps up exponentially up to this speed. Set it to a high value to flatten helicopter when it is done accelerating to move at the desired speed


void <vehicle> SetAngularVelocity(<angular velocity>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the angular velocity of a vehicle in degs/s.
    EXAMPLE: self SetAngularVelocity( (0, 90, 0) )


void <vehicle> SetBrake(<bool>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Turns off/on the hand brake of a nitrous physics vehicle.
    EXAMPLE: jeep setbrake(1)


void <vehicle> SetBuoyancyOffset(<offset>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: set buoyancy offset that changes the height an individual vehicle floats in water
    EXAMPLE: crocodile SetBuoyancyOffset( 20 )


void SetDamageStage(<stage>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the damage stage of the helicopter
    EXAMPLE: self setdamagestage( 3 )


void <vehicle> SetDeceleration(<deceleration>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the deceleration for this vehicle.
    EXAMPLE: self SetDeceleration( 5 )


void <vehicle> SetDefaultPitch(<pitch>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the desired default pitch for a vehicle.
    EXAMPLE: level.heli setdefaultpitch(10)


void <vehicle> SetDrivePathPhysicsScale([scale])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: This scales all of the necessary parameters that will help a vehicle drive a path better.
    EXAMPLE: boat SetDrivePathPhysicsScale( 3.0 )


void <vehicle> SetGoalYaw(<integer>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the goal yaw direction for this vehicle. Goal yaw is ignored if vehicle doesn't stop at goal. Lookat entity has priority over goal yaw
    EXAMPLE: level.flak1 SetGoalYaw( int_value )


void <vehicle> SetGunnerTargetEnt(<target entity>,[target offset],[gunner index])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target entity for this vehicle gunner.
    EXAMPLE: eLiberator SetGunnerTargetEnt( eFlaktarget, (0,0,0), 2 )


void <vehicle> SetGunnerTargetVec(<target position>,[gunner index])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target position for this vehicle turret gunner.
    EXAMPLE: level.flak1 SetGunnerTargetVec( vec1, 1 )


void <vehicle> SetGunnerTurretOnTargetRange(<gunner index>,[range])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the range at which the gunner_turret_on_target notify will occur.
    EXAMPLE: boat SetGunnerTurretOnTargetRange( 0, 15 )


void <vehicle> SetHeliDogfighting(<enabled>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicle (intended for VTOLs only) to be in dogfighting mode (dogfights with the vehicle's focus entity)
    EXAMPLE: vehicle SetHeliDogfighting( true )


void <vehicle> SetHeliHeightCap(<enabled>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Pulls the heli back down below the height mesh
    EXAMPLE: vehicle SetHeliHeightCap( true )


void <vehicle> SetHeliHeightLock(<enabled>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Locks the heli to the height mesh
    EXAMPLE: vehicle SetHeliHeightLock( true )


void SetHeliHeightPatchEnabled(<targetname>,<enabled>,[player])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Enabled or disables the specified heli height lock path
    EXAMPLE: SetHeliHeightPatchEnabled( "area51", 0 )


void <vehicle> SetHoverParams(<radius>,[speed],[accel])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the hovering parameters.
    EXAMPLE: self SetHoverParams( 50, 1, 0.5 )


void <vehicle> SetJitterParams(<range vector>,[min period],[max period])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the jitter parameters. Set everything to 0 to stop jittering. Vehicle ignores jitter parameters when on ground
    EXAMPLE: self SetJitterParams( (0,0,20), 0.5, 1.5 ); // Jitter up or down randomly within 20 units, switching every 0.5 to 1.5 seconds
    NOTES: For player helicopters, the jitter params are used for jittering the pitch and roll of the helicopter


void <vehicle> SetLookAtEnt(<entity>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the entity this vehicle will orient towards.
    EXAMPLE: eFlak88 setLookAtEnt( eFlaktarget )


void <vehicle> SetLookAtOrigin(<entity>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the origin this vehicle will orient towards.
    EXAMPLE: heli setLookAtOrigin( org )


void <vehicle> SetMantleEnabled(<enabled>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the mantle enabled flag on the vehicle
    EXAMPLE: vehicle SetMantleEnabled( true )


void <vehicle> SetMaxAccelerationScale(<scale>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the max acceleration scale for this physics vehicle.
    EXAMPLE: self SetMaxAccelerationScale( 2.6 )


void <vehicle> SetMaxPitchRoll(<pitch>,<roll>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets max pitch and roll angle for this vehicle.
    EXAMPLE: self SetMaxPitchRoll( 30, 30 )


void <vehicle> SetMaxSpeedScale(<scale>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the max speed scale for this physics vehicle.
    EXAMPLE: self SetMaxSpeedScale( 2.6 )


void <vehicle> SetMinDesiredTurnYaw(<yaw>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: The vehicle will not update its desired yaw until the min turn yaw is reached. Set it to 0 to clear it.
    EXAMPLE: quadtank SetMinDesiredTurnYaw( 45 )


void <vehicle> SetNearGoalNotifyDist(<dist>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set distance near goal at which near_goal notification should be sent once.
    EXAMPLE: tank setNearGoalNotifyDist( 50 )


void <vehicle> SetPathTransitionTime(<time>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the time it takes for a vehicle to lerp on to a spline.
    EXAMPLE: boat SetPathTransitionTime( 1.0 )


void <vehicle> SetPhysAcceleration(<acceleration>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicles acceleration vector.
    EXAMPLE: plane SetPhysAcceleration( ( 0, 0, -1600) )


void <vehicle> SetPhysAngles(<angles vector>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the angles on the phys structure
    EXAMPLE: self SetPhysAngles( VectorToAngles( desired_forward ) )


void <plane> SetPlaneBarrelRoll(<number>,[time])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the goal Roll direction for this plane. PLANE_ON_CURVE has priority over ROLL if this is not set.
    EXAMPLE: level.plane SetPlaneBarrelRoll( 1, 5.0f )


void <plane> SetPlaneGoalPos(<goal position>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target position, speed, angles for this vehicle.
    EXAMPLE: plane Setplanegoalpos( ( 200, 200, 200 ), ( 30, 0, 90 ), 170.0 )


void <vehicle> SetRotorSpeed(<speed>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the helicopters rotor speed.
    EXAMPLE: heli SetRotorSpeed( 0.2 )


void <vehicle> SetSeatOccupied(<seat>,[onoff])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets this seat to be occupied/disabled (for players.
    EXAMPLE: vehicle SetSeatOccupied( 2, true )
    NOTES: For players only, the AI pay attention to vehicle.usedPositions[] = true/false


void <vehicle> SetSpeed(<speed>,[acceleration],[deceleration])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the speed and acceleration for this vehicle.
    EXAMPLE: self SetSpeed( 60, 15, 5 )


void <vehicle> SetSpeedImmediate(<speed>,[acceleration],[deceleration])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the speed and acceleration for this vehicle instantaneously. Direction will be toward the goal direction if there is a goal, otherwise the current direction.
    EXAMPLE: self setspeedimmediate(60, 15, 5)


void <vehicle> SetSwitchNode(<source node>,<dest node>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets a switch node for this vehicle.
    EXAMPLE: tank2 SetSwitchNode( tank2snode1, tank2snode2 )


void <vehicle> SetTargetYaw(<yaw>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target yaw direction for this vehicle. Goal yaw has priority over target yaw.
    EXAMPLE: level.flak1 SetTargetYaw( vec1 )


void <vehicle> SetTurningAbility(<turning ability>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: If this is higher, helicopters can make sharper turns to match goal positions better.
    EXAMPLE: self SetTurningAbility( 0.9 )


void <vehicle> SetTurretTargetEnt(<target entity>,[target offset])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target entity for this vehicle turret.
    EXAMPLE: eFlak88 SetTurretTargetEnt( eFlaktarget, eFlaktarget.origin )


void <vehicle> SetTurretTargetRelativeAngles(<relative angles>,[turret index])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target entity for this vehicle turret.
    EXAMPLE: eFlak88 SetTurretTargetEnt( eFlaktarget, eFlaktarget.origin )


void <vehicle> SetTurretTargetVec(<target position>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target position for this vehicle turret.
    EXAMPLE: level.flak1 SetTurretTargetVec( vec1 )


void <vehicle> SetVehGoalPos(<goalpos>,[stopAtGoal],[usepath])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the target position for this vehicle. Returns true if it can find a path. If it fails to find a path the vehicle will be stopped.
    EXAMPLE: tank SetVehGoalPos( (0, 0, 0), 1 )


void <vehicle> SetVehicleAvoidance(<enabled>,[radius],[priority])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Turns on and off vehicle avoidance
    EXAMPLE: vehicle SetVehicleAvoidance( true, 50 )


void <vehicle> SetVehicleForDropDeploy()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set vehicle properties so that it can be dropped into a map.
    EXAMPLE: raps SetVehicleForDropDeploy()


void <vehicle> SetVehicleManualControl(<enabled>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Turns on and off vehicle hkai behavior. Not to be confused with UseVehicle()
    EXAMPLE: vehicle SetVehicleManualControl( true )


void <vehicle> SetVehicleType(<type>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the vehicles type.
    EXAMPLE: plane SetVehicleType("f35_vtol")


void <vehicle> SetVehMaxSpeed(<speed>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: overrides the max speed for this vehicle.
    EXAMPLE: self SetVehMaxSpeed( 45 )


void <vehicle> SetVehVelocity(<velocity>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the linear velocity on a vehicle/s.
    EXAMPLE: self SetVehVelocity( (45, 0, 0) )


void <vehicle> SetVehWeapon(<weapon name>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Set the vehicle's weapon
    EXAMPLE: chopper setVehWeapon( "AGM_114" )


void <vehicle> SetYawSpeed(<speed>,<acceleration>,[deceleration])

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Sets the yaw speed for this vehicle.
    EXAMPLE: self SetYawSpeed( 120, 60 )


void <vehicle> StartPath()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Starts the vehicle following this path.
    EXAMPLE: bomber StartPath()


void <vehicle> StopFireWeapon()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Stop firing the vehicle's main weapon
    EXAMPLE: nFlak StopFireWeapon()


void <vehicle> SwitchStartNode(<source node>,<dest node>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Swaps the start node for this vehicle.
    EXAMPLE: tank2 SwitchStartNode( tank2snode1, tank2snode2 )


void <vehicle> TakePlayerControl()

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: You call this function to take control away from a player.
    EXAMPLE: cobra TakePlayerControl()


void <vehicle> UseVehicle(<user entity>,<seat>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: same as useby except you can specify a seat, 0 driver, 1-4 gunners
    EXAMPLE: lvt usevehicle( player, 2 )


void <vehicle> VehDriverAimAtCrosshairs(<AimAtCrosshairs>)

    CATEGORY: Vehicle
    CLIENT/SERVER: Server
    SUMMARY: Enables or disables the driver turret aiming at the crosshairs (aiming at the crosshairs overrides all other aim targets and is the default behavior)
    EXAMPLE: vehicle VehDriverAimAtCrosshairs( false )


void EnumerateWeapons(<weapon type>)

    CATEGORY: Weapon
    CLIENT/SERVER: Both
    SUMMARY: Return an array of weapon names for the weapons of weapon type in fastfile
    EXAMPLE: a_weapons = EnumerateWeapons( "weapon" )


void Missile_CreateAttractorEnt(<entity>,<strength>,<affectdist>,<affectAllProjectiles>,<alert range>)

    CATEGORY: Weapon
    CLIENT/SERVER: Server
    SUMMARY: Creates a missile attractor at the origin of an entity
    EXAMPLE: attractor = Missile_CreateAttractorEnt( enemy_chopper, 10000, 6000 )


void Missile_CreateAttractorOrigin(<origin>,<strength>,<affectDist>,<affectAllProjectiles>,<alert range>)

    CATEGORY: Weapon
    CLIENT/SERVER: Server
    SUMMARY: Creates a missile attractor at the given location
    EXAMPLE: attractor = Missile_CreateAttractorOrigin( (100, 350, 10), 10000, 6000 )


void Missile_CreateRepulsorEnt(<entity>,<strength>,<affectDist>,[affectAllProjectiles],[alert range])

    CATEGORY: Weapon
    CLIENT/SERVER: Server
    SUMMARY: Creates a missile repulsor at the origin of an entity
    EXAMPLE: repulsor = Missile_CreateRepulsorEnt( enemy_chopper, 10000, 6000 )


void Missile_CreateRepulsorOrigin(<origin>,<strength>,<affectDist>,[affectAllProjectiles],[alert range])

    CATEGORY: Weapon
    CLIENT/SERVER: Server
    SUMMARY: Creates a missile Repulsor at the given location
    EXAMPLE: repulsor = Missile_CreateRepulsorOrigin( (100, 350, 10), 10000, 6000 )


void Missile_DeleteAttractor(<attractor>)

    CATEGORY: Weapon
    CLIENT/SERVER: Server
    SUMMARY: Deletes a missile attractor or repulsor
    EXAMPLE: Missile_DeleteAttractor( attractor )