Utility methods
Type: Reference type
Declaration | Description |
---|---|
void BloodStream(const Vector& in vecOrigin, const Vector& in vecDirection, int iColor, int iAmount) | Creates a blood stream. Use BLOOD_COLOR enum for the color. |
void BloodDrips(const Vector& in vecOrigin, const Vector& in vecDirection, int iColor, int iAmount) | Creates blood drips. Use BLOOD_COLOR enum for the color. |
Vector RandomBloodVector() | Returns a random blood direction vector |
bool ShouldShowBlood(int iBloodColor) | Returns whether blood of the given type should be shown. |
void BloodDecalTrace(TraceResult& in trace, int iBloodColor) | Applies blood decal to the trace hit location |
void DecalTrace(TraceResult& in trace, int iDecalNumber) | Applies decal to the trace hit location |
void PlayerDecalTrace(TraceResult& in trace, int iPlayerNum, int iDecalNumber, const bool bIsCustom) | Applies player decal to the trace hit location |
void GunshotDecalTrace(TraceResult& in trace, int iDecalNumber) | Applies gunshot decal to the trace hit location |
void Sparks(const Vector& in vecPosition) | Creates sparks at the given location |
void Ricochet(const Vector& in vecPosition, float flScale) | Creates a ricochet at the given location |
float WaterLevel(const Vector& in vecPosition, float minz, float maxz) | Determines the Z level at which a water surface level is, given a position to start searching from and a range to search. |
void Bubbles(const Vector& in vecMins, const Vector& in vecMaxs, int iCount) | Creates a box filled with bubbles |
void BubbleTrail(const Vector& in vecFrom, const Vector& in vecTo, int iCount) | Creates a trail of bubbles |
void StringToVector(Vector& out vecVector, const string& in szString, const char delimiter = char(' ')) | Converts the given string to a vector |
bool IsStringInt(const string& in szString) | Returns whether the given string is an integer |
bool IsStringFloat(const string& in szString) | Returns whether the given string is a float |
bool IsWholeNumber(const float flNum, int& out iRounded) | Returns whether the given float is a whole number, and returns the rounded number |
bool IsString3DVec(const string& in szString) | Returns whether the given string is a 3D vector |
void TraceLine(const Vector& in vecStart, const Vector& in vecEnd, IGNORE_MONSTERS igmon,edict_t@ pEntIgnore, TraceResult& out ptr) | Calculates a trace along the given line, storing the results in ptr. |
void TraceLine(const Vector& in vecStart, const Vector& in vecEnd, IGNORE_MONSTERS igmon,IGNORE_GLASS ignoreGlass, edict_t@ pEntIgnore, TraceResult& out ptr) | Calculates a trace along the given line, storing the results in ptr. |
void TraceHull(const Vector& in vecStart, const Vector& in vecEnd, IGNORE_MONSTERS igmon,HULL_NUMBER hullNumber, edict_t@ pEntIgnore, TraceResult& out ptr) | Calculates a trace along the given line, storing the results in ptr, using the specified hull type. |
void TraceToss(edict_t@ pEntity, edict_t@ pEntityToIgnore, TraceResult& out traceResult) | Trace toss |
bool TraceMonsterHull(edict_t@ pEntity, const Vector& in vecStart, const Vector& in vecEnd, IGNORE_MONSTERS igmon, edict_t@ pEntityToIgnore, TraceResult& out ptr) | Trace monster hull. Returns true if the trace was entirely in a solid object, or hit something. |
void TraceModel(const Vector& in vecStart, const Vector& in vecEnd, int iHullNumber, edict_t@ pEntityToIgnore, TraceResult& out ptr) | TraceModel |
string TraceTexture(edict_t@ pEntity, const Vector& in vecStart, const Vector& in vecEnd) | Trace texture |
CBaseEntity@ FindEntityForward(CBaseEntity@ pLooker, float flMaxDistance) | Convience function that finds the entity that the given entity is currently looking at. |
CBaseEntity@ FindEntityForward(CBaseEntity@ pLooker) | Convience function that finds the entity that the given entity is currently looking at. Uses a maximum distance of 12048 units. |
TraceResult GetGlobalTrace() | Gets the global trace data stored in g_Engine as a TraceResult object. |
bool IsPlayerInVolume(CBasePlayer@ pPlayer, CBaseEntity@ pEntityVolume) | Returns whether the given player is in the given volume. |
bool VoteActive() const | Returns whether a vote is active. This only covers the votes started using the in-game vote menu, trigger_vote and the Vote class. |
void GetCircularGaussianSpread(float& out x, float& out y) const | Gets circular gaussian spread. |
int CountPlayersInBrushVolume(const bool fIgnoreDeadPlayers, CBaseEntity@ pBrushVolume,int& out iOutPlayersInsideVolume, int& out iOutPlayersOutsideVolume, PlayerInVolumeListener@ pListener) | Counts the number of players inside and outside a brush volume. |
void FindHullIntersection(const Vector& in vecSrc, TraceResult& in inTr, TraceResult& out outTr,const Vector& in vecMins, const Vector& in vecMaxs, edict_t@ pEntity, float flDistance = 1e6f) | Finds the hull intersection from a traceline in a given set of bounds. The bounds are relative to the input traceline's endpoint. The given entity is the entity performing the traceline. |
string BuildEntityLogString(const string& in szName, const string& in szUserID = NULL, const string& in szAuthID = NULL, const string& in szTeam = NULL) const | Builds a generic entity log string. |
string BuildPlayerLogString(const string& in szName, const string& in szUserID = NULL, const string& in szAuthID = NULL) const | Builds a generic player log string. |
string GetPlayerLog(edict_t@ pPlayerEdict) const | Get a player log string. |