Game Module Classes

#
Game Module Classes

## Actor, Animate, Entity, ScriptSlave, ScriptThread, Sentient, StateMap, Trigger, World

## Actor (Actor) -> SimpleActor -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `accuracy( Float value )`

> Set percent to hit

> `accuracy( Float value )`

> Set percent to hit

> `accuracy`

> Set percent to hit

> `aimat( String target )`

> Specify the target to aim at.

> `ai_off`

> Turns the AI off for this actor.

> `ai_on`

> Turns the AI on for this actor.

> `alarmnode( String value )`

> Sets the name of the alarm node for the actor (must have type set to alarm for effect)

> `alarmnode`

> Gets the name of the alarm node for the actor (must have type set to alarm for effect)

> `alarmnode( String value )`

> Sets the name of the alarm node for the actor (must have type set to alarm for effect)

> `alarmthread( String value )`

> Sets the name of the alarm thread for the actor (must have type set to alarm for effect)

> `alarmthread`

> Gets the name of the alarm thread for the actor (must have type set to alarm for effect)

> `alarmthread( String value )`

> Sets the name of the alarm thread for the actor (must have type set to alarm for effect)

> `ammo_grenade( Integer grenade_count )`

> Gives the AI some grenades

> `ammo_grenade`

> Returns how many grenades an AI has

> `ammo_grenade( Integer grenade_count )`

> Gives the AI some grenades

> `anim( String name )`

> Play animation.

> `animfinal`

> Whether the animation was succesfully finished

> `animloop( String name )`

> Loop animation.

> `animname`

> Sets the animname.

> `animname`

> Gets the animname.

> `animscript( String name )`

> Play the animation script

> `animscript_attached( String name )`

> Play a noclip animation even when attached

> `animscript_noclip( String name )`

> Play the noclip animation script

> `animscript_scripted( String name )`

> Play the scripted animation script

> `anim_attached( String name )`

> Play attached animation.

> `anim_noclip( String name )`

> Play noclip animation.

> `anim_scripted( String name )`

> Play scripted animation.

> `attachgrenade`

> Used only by grenade return animations to tell the code when to attach the grenade to the actor

> `attackhandler`

> Gets the current script that will handle attack events

> `attackhandler`

> Sets the current script that will handle attack events

> `attackplayer`

> Force Actor to attack the player

> `avoidplayer( Integer allowavoid )`

> set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.

> `avoidplayer( Integer allowavoid )`

> set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.

> `avoidplayer`

> is 0 if this AI won't automatically get out of the way, non-zero if he will

> `balconyheight( Float height )`

> minimum height a balcony guy must fall to do special balcony death

> `balconyheight`

> minimum height a balcony guy must fall to do special balcony death

> `balconyheight( Float height )`

> minimum height a balcony guy must fall to do special balcony death

> `bedead`

> Forces the actor to be instantly and totally dead; no death animation is played

> `blendtime`

> Set the crossblend time to something other than the default, in seconds

> `blendtime`

> Get the crossblend time

> `breakspecial`

> tell ai to break special attack

> `calcgrenadetoss( Vector target_position )`

> Called to calculate a grenade toss. Must be called before a grenade throwing animation.
> Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.
> Should be called infrequently, and never during the middle of a grenade toss.

> `calcgrenadetoss2( Vector target_position, Float speed )`

> Called to calculate a grenade toss. Must be called before a grenade throwing animation.
> Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.
> Should be called infrequently, and never during the middle of a grenade toss.
> The speed parameter is optional. Pass a speed if you just want to override and throw no matter what...

> `canmoveto( Vector position )`

> returns a boolean if the AI can move to a point; for use in anim scripts

> `canshoot( Vector shootOrigin )`

> Determines if it would be possible to shoot the sentient's enemy from the given position.

> `canshootenemyfrom( Vector shootOrigin )`

> Determines if it would be possible to shoot the sentient's enemy from the given position.

> `crawlto( String dest )`

> Specify the location to crawl to.

> `crouchto( String dest )`

> Specify the location to crouch to.

> `curiousoff`

> Turn off an actor's curious state

> `curiouson`

> Turn on an actor's curious state

> `damagepuff( Vector position, Vector direction )`

> Spawns a puff of 'blood' smoke at the speficied location in the specified direction.

> `deathembalm`

> preps the dead actor for turning nonsolid gradually over time

> `deathhandler`

> Sets the current script that will handle death events

> `deathhandler`

> Gets the current script that will handle death events

> `deathsinkstart`

> Makes the entity sink into the ground and then get removed (this starts it).

> `defaultnonvislevel`

> updates the default value for 'nonvislevel'

> `delete`

> Removes this listener immediately.

> `detachgrenade`

> Used only by grenade return animations to tell the code when to throw the grenade

> `disguise_accept_thread`

> Gets the name of the thread for the actor to start when accepting papers

> `disguise_accept_thread( String value )`

> Sets the name of the thread for the actor to start when accepting papers

> `disguise_accept_thread( String value )`

> Sets the name of the thread for the actor to start when accepting papers

> `disguise_level( Integer value )`

> Sets the disguise level of the actor. May be 1 or 2

> `disguise_level`

> Gets the disguise level of the actor. May be 1 or 2

> `disguise_level( Integer value )`

> Sets the disguise level of the actor. May be 1 or 2

> `disguise_period( Float period_in_seconds )`

> Sets the time between the end of one disguise behavior and start of the next

> `disguise_period( Float period_in_seconds )`

> Sets the time between the end of one disguise behavior and start of the next

> `disguise_period`

> Gets the time between the end of one disguise behavior and start of the next

> `disguise_range( Float range_in_units )`

> Sets the maximum distance for disguise behavior to get triggered

> `disguise_range`

> Gets the maximum distance for disguise behavior to get triggered

> `disguise_range( Float range_in_units )`

> Sets the maximum distance for disguise behavior to get triggered

> `distancetoenemy`

> Get the distance from the Actor to its enemy

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `dumb`

> Make Actor dumb.

> `emotion`

> The method of setting the facial expression of the Actor

> `enableEnemy`

> sets enableEnemy variable

> `enablePain`

> sets enablePain variable

> `endactionanim( )`

> End any aiming/action animation which is currently playing

> `enemy`

> Get the actor's current enemy

> `enemysharerange`

> gets the range outside which the AI will not receive notification that a teammate has a new enemy

> `enemysharerange( Float range )`

> sets the range outside which the AI will not receive notification that a teammate has a new enemy

> `enemysharerange( Float range )`

> sets the range outside which the AI will not receive notification that a teammate has a new enemy

> `enemyswitchdisable`

> Disable enemy switching...

> `enemyswitchenable`

> Enable enemy switching...

> `enemy_visible_change_time`

> Get the last time whether or not the enemy is visible changed, in seconds

> `entitystart`

> Initialize a Actor.

> `eyeslookat( Entity entity )`

> The actor will look at this entity.

> `fallheight( Float height )`

> Set the fallheight

> `fallheight`

> Set the fallheight

> `favoriteenemy( Entity ai_or_player )`

> Gets this AI's favorite enemy

> `favoriteenemy( Entity ai_or_player )`

> Gets this AI's favorite enemy

> `favoriteenemy`

> Gets this AI's favorite enemy

> `findenemy`

> Finds the best enemy to target

> `fire_grenade`

> Used only by grenade throw animations to tell the code when to throw a grenade

> `fixedleash( Float multiplier )`

> if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset

> `fixedleash( Float multiplier )`

> if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset

> `fixedleash`

> if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset

> `fov`

> The fov angle of the actor

> `fov( Float angle )`

> The fov angle of the actor

> `fov( Float angle )`

> The fov angle of the actor

> `GetRunAnim`

> Internal usage

> `GetWalkAnim`

> Internal usage

> `gren_awareness( Float awareness_percent )`

> sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)

> `gren_awareness( Float awareness_percent )`

> sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)

> `gren_awareness`

> gets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)

> `gun( String s )`

> specifies the gun to use

> `gun( String s )`

> specifies the gun to use

> `gun`

> gets the gun to being used

> `hascompletelookahead`

> returns true if there are no corners to turn on the rest of the AI's current path

> `headmodel`

> gets the head model

> `headmodel( String headmodel )`

> sets the head model

> `headskin`

> gets the head skin

> `headskin( String headskin )`

> sets the head skin

> `hearing( Float radius )`

> The hearing radius of the actor

> `hearing( Float radius )`

> The hearing radius of the actor

> `hearing( Float radius )`

> The hearing radius of the actor

> `holster( Integer holster )`

> If non-zero, affects offhand. Holster weapon

> `idlesay( String animation )`

> The name of an idle dialog animation to play

> `ignorebadplaces( Integer ignore )`

> sets whether or not this AI guy will ignore bad places (0 = not suicidal)

> `ignorebadplaces`

> gets whether or not this AI guy will ignore bad places (0 = not suicidal)

> `ignorebadplaces( Integer ignore )`

> sets whether or not this AI guy will ignore bad places (0 = not suicidal)

> `immediateremove`

> Removes this listener immediately.

> `inreload`

> returns non-zero if the AI is in a reload

> `inreload( Integer reloading )`

> set to non-zero to indicate the AI is in a reload

> `interrupt_point`

> hint from animation scripts to AI code that now is a good time to switch animations

> `interval( Float distance )`

> Sets the distance AI tries to keep between squadmates while moving.

> `interval( Float distance )`

> Sets the distance AI tries to keep between squadmates while moving.

> `interval`

> Gets the distance AI tries to keep between squadmates while moving.

> `intervaldir`

> the direction the AI would like to move to maintain its interval

> `is_enemy_visible`

> 0 if the enemy is not currently visible, 1 if he is

> `kickdir`

> Gets the direction the AI wants to kick

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `last_enemy_visible_time`

> Get the last time the enemy was visible, in seconds

> `leash( Float distance )`

> Sets the maximum distance the AI will wander from its leash home

> `leash( Float distance )`

> Sets the maximum distance the AI will wander from its leash home

> `leash`

> Gets the maximum distance the AI will wander from its leash home

> `lookaroundangle( Float angle )`

> gets the angle in degrees left or right of center that the AI will look around while patrolling

> `lookaroundangle`

> gets the angle in degrees left or right of center that the AI will look around while patrolling

> `lookaroundangle( Float angle )`

> gets the angle in degrees left or right of center that the AI will look around while patrolling

> `lookat( Entity entity )`

> The actor will look at this entity.

> `maxdist( Float distance )`

> Sets the maximum distance the AI tries to allow between itself and the player

> `maxdist( Float distance )`

> Sets the maximum distance the AI tries to allow between itself and the player

> `maxdist`

> Gets the maximum distance the AI tries to keep between itself and the player

> `mindist( Float distance )`

> Sets the minimum distance the AI tries to keep between itself and the player

> `mindist`

> Gets the minimum distance the AI tries to keep between itself and the player

> `mindist( Float distance )`

> Sets the minimum distance the AI tries to keep between itself and the player

> `mood`

> gets the AI mood: 'bored', 'nervous', 'curious', or 'alert'.

> `mood( String new_mood )`

> sets the AI mood... must be 'bored', 'nervous', 'curious', or 'alert'.

> `movedir`

> Returns a unit vector pointing in the current direction of motion, or zero if not moving.This still has meaning if velocity is zero but the AI is starting to move on a path.

> `movedoneradius( Float radius )`

> Set the waittill movedone radius, default 0 means don't use manual radius

> `movedoneradius( Float radius )`

> Set the waittill movedone radius, default 0 means don't use manual radius

> `moveto( String anim, String dest )`

> Specify the location to move to, with animation anim.

> `mumble( Integer can_mumble )`

> Set to 1 if this guy is allowed to mumble, or 0 if he is not

> `mumble( Integer can_mumble )`

> Set to 1 if this guy is allowed to mumble, or 0 if he is not

> `mumble`

> Returns 1 if this guy is allowed to mumble, or 0 if he is not

> `nationality`

> Get the nationality of an actor. Return values are ger, it, usa, uk, ussr and unset.

> `nationality( String nationality )`

> Set the nationality of an actor. Valid entries are default, ger, it, usa, uk, and ussr.

> `nationality( String nationality )`

> Set the nationality of an actor. Valid entries are default, ger, it, usa, uk, and ussr.

> `nolongpain( Integer allow )`

> Set to 1 if long pain is not allowed, or 0 if long pain is allowed.

> `nolongpain( Integer allow )`

> Set to 1 if long pain is not allowed, or 0 if long pain is allowed.

> `nolongpain`

> Returns 1 if long pain is not allowed, or 0 if long pain is allowed.

> `nonvislevel`

> visibility level in range 0-1 below which an enemy is treated as non-visible

> `nonvislevel`

> visibility level in range 0-1 below which an enemy is treated as non-visible

> `nonvislevel`

> visibility level in range 0-1 below which an enemy is treated as non-visible

> `nosurprise( Integer nosurprise )`

> set to 0 to allow this guy to play a surprised animation when first encountering an enemy.

> `nosurprise`

> gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.

> `nosurprise( Integer nosurprise )`

> set to 0 to allow this guy to play a surprised animation when first encountering an enemy.

> `noticescale( Float multiplier )`

> Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)

> `noticescale`

> Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)

> `noticescale( Float multiplier )`

> Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)

> `no_idle`

> Gets if the actor will not go into idle after playing an animation

> `no_idle`

> Specifies if the actor will not go into idle after playing an animation

> `pain( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> used to inflict pain to an entity

> `painhandler`

> Gets the current script that will handle pain events

> `painhandler`

> Sets the current script that will handle pain events

> `pathdist`

> returns total distance along current path to the path goal

> `patrolpath( String value )`

> Sets the name of the patrol path for the actor (must have type set to patrol for effect)

> `patrolpath( String value )`

> Sets the name of the patrol path for the actor (must have type set to patrol for effect)

> `patrolpath`

> Gets the name of the patrol path for the actor (must have type set to patrol for effect)

> `physics_off`

> turn physics off.

> `physics_on`

> turn physics on.

> `playsound( String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] )`

> play a sound coming from this entity.
> default channel, CHAN_BODY.

> `pointat( Entity entity )`

> The actor will point at this entity.

> `position`

> The Position the Actor wants to be and should animate towards

> `position`

> The Position the Actor wants to be and should animate towards

> `prealarmthread( String value )`

> Sets the name of the pre alarm thread for the actor (must have type set to alarm for effect)

> `prealarmthread( String value )`

> Sets the name of the pre alarm thread for the actor (must have type set to alarm for effect)

> `ReadyToFire`

> Returns if ready to fire

> `reload_mg42`

> Reload the mg42 - only used by machinegunner

> `remove`

> Removes this listener the next time events are processed.

> `resetleash`

> resets the AI's leash to their current position

> `runanimrate`

> Get the rate at which the run animation plays back

> `runanimrate( Float multiplier )`

> Set the rate at which the run animation plays back

> `runanimrate( Float multiplier )`

> Set the rate at which the run animation plays back

> `runto( String dest )`

> Specify the location to run to.

> `say( String animation )`

> The name of a dialog animation to play

> `saydone`

> Even used by sound-only special case of say to trigger waittill saydone

> `setactionanim( String base_anim, Float lower_limit, Float upper_limit )`

> Set the base action animation and range that they cover

> `setaimmotionanim( String anim_crouch, String anim_stand )`

> Set aim motion animation (handler scripts only)

> `setaimtarget( Entity entity, Integer bMakeEnemy )`

> Sets the primary weapon's aim target. if you pass a 1 for p2, the target will become the current enemy...

> `setanim( String anim, Integer slot, Float weight, String flagged )`

> Set animation slot

> `setanimlength( Float time )`

> Set the maximum time an animation will play

> `setmotionanim( String anim )`

> Set motion animation (handler scripts only)

> `setreloadcover`

> do this command to let the ai know it needs to reload; used to reload while going to cover

> `setsay( String animation )`

> The name of a dialog animation to play - used by animation script only

> `setupperanim( String anim )`

> Set the upper body animation - used by animation script only

> `share_enemy`

> internal code use only - shares an AI's enemy with his squad mates.

> `share_grenade`

> internal code use only - shares an AI's grenade with his squad mates.

> `sight`

> Gets the vision distance of the actor.

> `sight( Float max_sight_range )`

> Sets the vision distance of the actor.

> `sight( Float max_sight_range )`

> Sets the vision distance of the actor.

> `silent( Integer silent )`

> set to 0 to prevent this guy from saying stuff besides pain and death sounds.

> `silent`

> gets whether or not this guy is allowed to say stuff besides pain and death sounds

> `silent( Integer silent )`

> set to 0 to prevent this guy from saying stuff besides pain and death sounds.

> `sound_awareness( Float awareness_percent )`

> sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius

> `sound_awareness`

> gets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius

> `sound_awareness( Float awareness_percent )`

> sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius

> `stopped`

> sent when entity has stopped bouncing for MOVETYPE_TOSS.

> `suppresschance`

> sets the percent chance of doing suppressing fire when appropriate (0-100)

> `suppresschance`

> sets the percent chance of doing suppressing fire when appropriate (0-100)

> `suppresschance`

> sets the percent chance of doing suppressing fire when appropriate (0-100)

> `tether( Entity entity )`

> the entity to which the AI's leash should be tethered

> `thinkstate`

> current ai think state; can be void, idle, pain, killed, attack, curious, disguise, or grenade.

> `turndoneerror`

> The error amount that turndone will occur for the turnto command.

> `turndoneerror( Float error )`

> The error amount that turndone will occur for the turnto command.

> `turndoneerror( Float error )`

> The error amount that turndone will occur for the turnto command.

> `turnspeed`

> The turn speed of the actor.

> `turnspeed( Float speed )`

> The turn speed of the actor.

> `turnspeed( Float speed )`

> The turn speed of the actor.

> `turnto( Entity entity )`

> The actor will turn to this entity.

> `turret( String turret )`

> Sets the turret of the actor.

> `turret( String turret )`

> Sets the turret of the actor.

> `turret`

> Gets the turret of the actor.

> `type_attack`

> Gets the attack type of the actor.

> `type_attack( String value )`

> Sets the attack type of the actor.

> `type_attack( String value )`

> Sets the attack type of the actor.

> `type_disguise`

> Gets the disguise type of the actor.

> `type_disguise( String value )`

> Sets the disguise type of the actor.

> `type_disguise( String value )`

> Sets the disguise type of the actor.

> `type_grenade( String value )`

> Sets the grenade type of the actor.

> `type_grenade( String value )`

> Sets the grenade type of the actor.

> `type_grenade`

> Gets the grenade type of the actor.

> `type_idle`

> Gets the idle type of the actor.

> `type_idle( String value )`

> Sets the idle type of the actor.

> `type_idle( String value )`

> Sets the idle type of the actor.

> `unholster( Integer holster )`

> If non-zero, affects offhand. Unholster weapon

> `upperanim( String anim )`

> Set the upper body animation

> `use( String name, Integer weapon_hand )`

> Use the specified weapon or item in the hand choosen (optional).

> `voicetype`

> Set voicetype to magic letter postfix

> `voicetype`

> Set voicetype to magic letter postfix

> `voicetype`

> Gets the voice type

> `waittrigger`

> If true, patrol guys and running men wait until triggered to move

> `waittrigger( Boolean bool )`

> If true, patrol guys and running men wait until triggered to move

> `waittrigger( Boolean bool )`

> If true, patrol guys and running men wait until triggered to move

> `walkto( String dest )`

> Specify the location to walk to.

> `weapon( String weapon_modelname )`

> Sets the weapon.

> `weapon`

> Gets the weapon.

> `weapon( String weapon_modelname )`

> Gives the sentient the weapon specified.

> `weapongroup`

> Specifies weapon animation set to use in anim scripts

> `weapontype`

> The Weapon Type of the Actor

> `weapon_internal( String s )`

> internal use

> `writestats`

> Used internally to write stats to a CSV file.

## AISpawnPoint (info_aispawnpoint) -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

> `accuracy( Float value )`

> Set percent to hit

> `accuracy`

> Set percent to hit

> `alarmnode( String value )`

> Sets the name of the alarm node for the actor (must have type set to alarm for effect)

> `alarmnode`

> Gets the name of the alarm node for the actor (must have type set to alarm for effect)

> `ammo_grenade`

> Returns how many grenades an AI has

> `ammo_grenade( Integer grenade_count )`

> Gives the AI some grenades

> `balconyheight`

> minimum height a balcony guy must fall to do special balcony death

> `balconyheight( Float height )`

> minimum height a balcony guy must fall to do special balcony death

> `disguise_level( Integer value )`

> Sets the disguise level of the actor. May be 1 or 2

> `disguise_level`

> Gets the disguise level of the actor. May be 1 or 2

> `disguise_period( Float period_in_seconds )`

> Sets the time between the end of one disguise behavior and start of the next

> `disguise_period`

> Gets the time between the end of one disguise behavior and start of the next

> `disguise_range`

> Gets the maximum distance for disguise behavior to get triggered

> `disguise_range( Float range_in_units )`

> Sets the maximum distance for disguise behavior to get triggered

> `dontdrophealth`

> dontdrophealth setter

> `dontdrophealth`

> dontdrophealth getter

> `dontdropweapons( [ Boolean dont_drop ] )`

> Make the sentient not drop weapons

> `dontdropweapons`

> dontdropweapons getter

> `enemyname( String enemyname )`

> `enemyname( String enemyname )`

> `enemyname( String enemyname )`

> `enemysharerange`

> gets the range outside which the AI will not receive notification that a teammate has a new enemy

> `enemysharerange( Float range )`

> sets the range outside which the AI will not receive notification that a teammate has a new enemy

> `favoriteenemy( Entity ai_or_player )`

> Gets this AI's favorite enemy

> `favoriteenemy`

> Gets this AI's favorite enemy

> `fixedleash( Float multiplier )`

> if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset

> `fixedleash`

> if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset

> `forcedrophealth`

> Get if the sentient is forced to drop health no matter what level.nodrophealth is.

> `forcedropweapon`

> Force the sentient to drop weapons no matter what level.nodropweapon is.

> `forcedropweapon`

> Get if the sentient is forced to drop health no matter what level.nodrophealth is.

> `fov`

> The fov angle of the actor

> `fov( Float angle )`

> The fov angle of the actor

> `gren_awareness( Float awareness_percent )`

> sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)

> `gren_awareness`

> gets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)

> `gun( String s )`

> specifies the gun to use

> `gun`

> gets the gun to being used

> `health( Integer newHealth )`

> set the health of the entity to newHealth

> `health`

> entity's health

> `hearing( Float radius )`

> The hearing radius of the actor

> `hearing( Float radius )`

> The hearing radius of the actor

> `interval( Float distance )`

> Sets the distance AI tries to keep between squadmates while moving.

> `interval`

> Gets the distance AI tries to keep between squadmates while moving.

> `leash( Float distance )`

> Sets the maximum distance the AI will wander from its leash home

> `leash`

> Gets the maximum distance the AI will wander from its leash home

> `maxdist( Float distance )`

> Sets the maximum distance the AI tries to allow between itself and the player

> `maxdist`

> Gets the maximum distance the AI tries to keep between itself and the player

> `mindist( Float distance )`

> Sets the minimum distance the AI tries to keep between itself and the player

> `mindist`

> Gets the minimum distance the AI tries to keep between itself and the player

> `model( Entity modelName )`

> set the model to modelName.

> `model`

> get the modelName.

> `nosurprise`

> gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.

> `nosurprise( Integer nosurprise )`

> set to 0 to allow this guy to play a surprised animation when first encountering an enemy.

> `noticescale`

> Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)

> `noticescale( Float multiplier )`

> Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)

> `patrolpath( String value )`

> Sets the name of the patrol path for the actor (must have type set to patrol for effect)

> `patrolpath`

> Gets the name of the patrol path for the actor (must have type set to patrol for effect)

> `sight`

> Gets the vision distance of the actor.

> `sight( Float max_sight_range )`

> Sets the vision distance of the actor.

> `sound_awareness( Float awareness_percent )`

> sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius

> `sound_awareness`

> gets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius

> `target`

> entity's target

> `target( String targetname_to_target )`

> target another entity with targetname_to_target.

> `turret( String turret )`

> Sets the turret of the actor.

> `turret`

> Gets the turret of the actor.

> `type_attack`

> Gets the attack type of the actor.

> `type_attack( String value )`

> Sets the attack type of the actor.

> `type_disguise`

> Gets the disguise type of the actor.

> `type_disguise( String value )`

> Sets the disguise type of the actor.

> `type_grenade( String value )`

> Sets the grenade type of the actor.

> `type_grenade`

> Gets the grenade type of the actor.

> `type_idle`

> Gets the idle type of the actor.

> `type_idle( String value )`

> Sets the idle type of the actor.

> `voicetype`

> Set voicetype to magic letter postfix

> `voicetype`

> Gets the voice type

> `waittrigger`

> If true, patrol guys and running men wait until triggered to move

> `waittrigger( Boolean bool )`

> If true, patrol guys and running men wait until triggered to move

> `weapon( String weapon_modelname )`

> Sets the weapon.

> `weapon`

> Gets the weapon.

## Ammo -> Class

## AmmoEntity -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `ammoentity_postspawn`

> Ammo Entity Post Spawn

## Animate (animate) -> Entity -> SimpleEntity -> Listener -> Class

> `anim( String animName )`

> Exec anim commands on server or client.

> `isloopinganim( String anim_name )`

> returns 1 if the anim is a looping anim, or 0 otherwise

> `pauseanims( Integer pause )`

> Pause (or unpause) animations

> `playerspawn( String model_name, [ Float range ], [ Vector vector_offset ], [ Float inFOV ], [ Float speed ] )`

> spawn something near the player, either within the player's view or behind him
> model - name of model to spawn
> range - how close does this need to be to the player to actually get spawned, default 480 (30 foot radius).
> vector_offset - oriented vector offset of where to spawn the item, default (0 0 0)
> inFOV -
> 1 - Only spawn when this position is within the FOV of the player
> -1 - Only spawn when this position is outside the FOV of the player
> 0 - (default) don't care, always spawn
> speed - how fast the effect should travel, in other words, how long before the effect gets spawned.
> delay is calculated based on the distance between object and player divided by the speed
> 0 - no delay
> 960 - (default) 60 feet per second. If the object is 60 feet from the player, the player effect will spawn one second later.

> `setcontrollerangles( Integer num, Vector angles )`

> Sets the control angles for the specified bone.

> `setsynctime( Float synctime )`

> Set sync time for entity.

> `setyawfrombone( String bone_name )`

> Set the yaw of the model based on the current animation time

> `testmojo( String model_name, Vector vector_offset )`

> INTERNAL EVENT

## AnimationEvent -> Event -> Class

## Armor -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## AttractiveNode -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

> `max_dist`

> Get the max distance for this node

> `max_dist( Float max_dist )`

> Set the max distance for this node to be attracted, -1 for unlimited distance.

> `priority( Integer priority )`

> Set the node priority

> `priority`

> Get the node priority

> `respawn_time( Float respawn_time )`

> Set the how much time will this node re-attract already attracted AIs. The minimum required value is 1, otherwise AI will get stuck.

> `respawn_time`

> Get the how much time will this node re-attract already attracted AIs

> `setuse( Boolean use )`

> Set if AI should use or not

> `stay_time`

> Get the max stay time for this node

> `stay_time( Float stay_time )`

> Set the maximum stay time AI will stay on this node

> `team( String team )`

> Set the attractive node team. 'none' for no team.

> `team`

> Get the attractive node team. 'none' for no team.

## BarrelObject (func_barrel) -> Entity -> SimpleEntity -> Listener -> Class

> `barreltype( String type )`

> Sets the barrel's type

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## Body -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## Camera (func_camera) -> Entity -> SimpleEntity -> Listener -> Class

> `angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )`

> set the angles of the entity to newAngles.

> `auto_active( Boolean newActiveState )`

> Whether or not the auto camera is active.

> `auto_maxfov( Float maxFOV )`

> Sets the maximum FOV that should be used when automatically calculating FOV.

> `auto_radius( Float newRadius )`

> Sets the radius of the automatic camera.

> `auto_starttime( Float newTime )`

> Sets how long it takes for the camera to be switched to.

> `auto_state( String state1, [ String state2 ], [ String state3 ], [ String state4 ], [ String state5 ], [ String state6 ] )`

> Sets the states the player needs to be in for this camera to activate.

> `auto_stoptime( Float newTime )`

> Sets how long it takes for the camera switch back to the player.

> `camera_think`

> Called each frame to allow the camera to adjust its position.

> `continue`

> Continue the camera movement.

> `cut`

> switch camera states immediately, do not transition

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `fadetime( Float fadetime )`

> Sets the fade time for camera transitioning.

> `follow( Entity targetEnt, [ Entity targetWatchEnt ] )`

> Makes the camera follow an entity and optionally watch an entity.

> `follow_distance( Float distance )`

> Sets the camera follow distance.

> `follow_yaw( Float yaw )`

> Sets the yaw offset of the camera following an entity.

> `follow_yaw_absolute`

> Makes the follow camera yaw absolute.

> `follow_yaw_relative`

> Makes the follow camera yaw relative (not absolute).

> `fov( Float fov, [ Float fadeTime ] )`

> Sets the camera's field of view (fov).
> if fadeTime is specified, camera will fade over that time
> if fov is less than 3, than an auto_fov will be assumed
> the value of fov will be the ratio used for keeping a watch
> entity in the view at the right scale

> `lookat( Entity ent )`

> Makes the camera look at an entity.

> `moveto( Entity ent )`

> Move the camera's position to that of the specified entities.

> `movetopos( Vector position )`

> Move the camera's position to the specified position.

> `nextcamera( String nextCamera )`

> Sets the next camera to use.

> `nowatch( [ Float fadeTime ] )`

> Stop watching an entity or looking along a path.
> Camera is now static as far as orientation.
> if fadeTime is specified, camera will fade over that time

> `orbit( Entity targetEnt, [ Entity targetWatchEnt ] )`

> Makes the camera orbit around an entity and optionally watch an entity.

> `orbit_height( Float height )`

> Sets the orbit camera's height.

> `pause`

> Pause the camera.

> `showquakes( Boolean showquakes )`

> Sets the camera to show or not show earthquake effects from the player triggered either from the earthquake command, or a viewjitter.

> `speed( Float speed )`

> Sets the camera speed.

> `start`

> Start camera moving.

> `stop`

> Stop the camera movement.

> `turnto( Vector angle )`

> Makes the camera look in the specified direction.

> `watch( Entity watchEnt, [ Float fadeTime ] )`

> Makes the camera watch an entity.
> if fadeTime is specified, camera will fade over that time

> `watchnode( [ Float fadeTime ] )`

> Makes the camera watch based on what is stored
> in the camera nodes.
> if fadeTime is specified, camera will fade over that time

> `watchpath( [ Float fadeTime ] )`

> Makes the camera look along the path of travel.
> if fadeTime is specified, camera will fade over that time

> `watchstring( String string, [ Float fadeTime ] )`

> Makes the camera watch based on a string.
> if fadeTime is specified, camera will fade over that time

## CameraManager -> Listener -> Class

> `add`

> Add a new point to the camera path where the player is standing.

> `delete`

> Delete the current path node.

> `hide`

> Hides the paths.

> `load( String filename )`

> Loads a camera path.

> `loop( [ Entity path ] )`

> Loop the current path or the specified one.

> `moveplayer`

> Move the player to the current path node position.

> `new`

> Starts a new path.

> `next`

> Go to the next path node.

> `nextpath`

> Go to the next path.

> `nowatch`

> Set the current path node to watch nothing.

> `play( [ Entity path ] )`

> Play the current path or the specified one once.

> `prev`

> Go to the previous path node.

> `prevpath`

> Go to the previous path.

> `renamepath( String newName )`

> Rename the path to the new name.

> `replace`

> Replace the current path node position/angle with the player's.

> `save( String filename )`

> Saves the camera path.

> `savemap( String filename )`

> Saves the camera path to a map file.

> `setfadetime( Float newFadeTime )`

> Set the fadetime of the current path node.

> `setfov( String newFOV )`

> Set the fov at the current path node.

> `setpath( Entity path )`

> Sets the new path.

> `setspeed( Float speed )`

> Set the speed of the camera at the current path node.

> `settarget( String target )`

> Set the trigger target.

> `settargetname( String targetname )`

> Set the targetname.

> `show( [ Entity path ] )`

> Shows the specified path.

> `stop`

> Stop the camera playing path.

> `updateinput`

> Updates the current node with user interface values.

> `watch( String watch )`

> Set the current path node to watch something.

## CarryableTurret -> InventoryItem -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `dropturret`

> Makes the carryable turret have itself dropped

> `item_pickup( Entity item )`

> Pickup the specified item.

> `placeturret`

> Try to place the carryable turret

> `turrettik`

> Tiki of the turret to place

## Class

## Conditional -> Class

## ConsoleEvent -> Event -> Class

## CrateObject (func_crate) -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `debristype( Integer type )`

> Sets the debris type of the crate

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## DamageModel (DamageModel) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killthread( String thread )`

> Set the thread to execute when this model is killed

> `killtrace( Vector offset, Vector direction, Float radius, Float distance )`

> kills all objects along the trace
> offset - initial offset from origin
> direction - angular offset orientation for trace
> radius - thickness of trace
> distance - how far to trace

> `orientedbbox( Vector mins, Vector maxs, Float yawoffset )`

> spawn an oriented bounding box with the given dimensions and an angular offset
> mins - min dimensions of box
> maxs - max dimensions of box
> yawoffset - angular offset orientation of box

## Decal -> Entity -> SimpleEntity -> Listener -> Class

## DM_Manager -> Listener -> Class

> `doroundtransition`

> delayed function call to (possibly) determine round winner and restart next round

> `finishroundtransition`

> delayed function call to do the actual restart for the next round

## DM_Team -> Listener -> Class

## Door (NormalDoor) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `alwaysaway( [ Boolean bAlwaysAway ] )`

> Makes the door always open away from the person opening it.

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `close`

> Closes the door.

> `dmg( Integer damage )`

> Sets the amount of damage the door will do to entities that get stuck in it.

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `doBlocked( Entity obstacle )`

> sent to entity when blocked.

> `doorclosed`

> Called when the door finishes closing.

> `dooropened`

> Called when the door finishes opening.

> `doortype( String door_type )`

> Sets the defaults for this door
> Door Defaults: wood(default)
> metal

> `door_triggerfield( Entity other )`

> Is called when a doors trigger field is touched.

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `linkdoor`

> Link doors together.

> `lock`

> Lock the door.

> `open( Entity other )`

> Opens the door.

> `sound_close_end( String sound_close )`

> Sets the sound to use when the door closes.

> `sound_close_start( String sound_close )`

> Sets the sound to use when the door closes.

> `sound_locked( String sound_locked )`

> Sets the sound to use when the door is locked.

> `sound_message( String sound_message )`

> Sets the sound to use when the door displays a message.

> `sound_open_end( String sound_open_end )`

> Sets the sound to use when the door stops to opens.

> `sound_open_start( String sound_open_start )`

> Sets the sound to use when the door starts to opens.

> `time( Float traveltime )`

> Sets the time it takes for the door to open an close.

> `toggledoor( Entity other )`

> Toggles the state of the door (open/close).

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

> `trysolid`

> Trys to make the door solid.

> `tryToOpen( Entity other )`

> Tries to open the door.

> `unlock`

> Unlock the door.

> `wait( Float wait )`

> Sets the amount of time to wait before automatically shutting.

## DrivableVehicle (script_drivablevehicle) -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## DrivableVehicleTandem (DrivableVehicleTandem) -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## DynItem -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `kill`

> console based command to kill yourself if stuck.

## EffectEntity (effectentity) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## Emitter (func_emitter) -> Entity -> SimpleEntity -> Listener -> Class

> `emitter( String name )`

> Emitter to use

## Entity -> SimpleEntity -> Listener -> Class

> `ai_event( [ String type ], [ Float radius ] )`

> Let the AI know that this entity made a sound,
> type is a string specifying what type of sound it is.
> radius determines how far the sound reaches.

> `alpha( Float newAlpha )`

> Set the alpha of the entity to alpha.

> `alwaysdraw`

> Sets this entity to always draw

> `attach( Entity parent, String tagname, [ Integer use_angles ] )`

> attach this entity to the parent's legs tag called tagname

> `attachedmodelanim( String tagname, String anim_name, Float crossblend_time, String model_name )`

> Tells models (or specified model) attached to specified tag to play
> specified animation. Crossblend time doesn't work yet.

> `attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ] )`

> attach a entity with modelname to this entity to tag called tagname.
> scale - scale of attached entities
> targetname - targetname for attached entities
> detach_at_death - when entity dies, should this model be detached.
> removetime - when the entity should be removed, if not specified, never.
> fadeintime - time to fade the model in over.
> fadeoutdelay - time to wait until we fade the attached model out
> fadeoutspeed - time the model fades out over
> offset - vector offset for the model from the specified tag

> `avelocity`

> gets the angular velocity for this entity.

> `bind( Entity parent, [ Boolean bind_child ] )`

> bind this entity to the specified entity.

> `brushmodel`

> get the brush modelName.

> `cansee( Entity entity, [ Float fov ], [ Float vision_distance ] )`

> returns 1 if the entities can see eachother, 0 if not

> `censor`

> used to ban certain contact when in parentmode

> `classname( String nameOfClass )`

> Determines what class to use for this entity,
> this is pre-processed from the BSP at the start
> of the level.

> `classname`

> The entity's classname

> `claypidgeon`

> turn the entity into a non-solid shootable thing

> `connect_paths`

> Connects all navigation paths which intersect with the specified entity's volume

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `damage_type( String meansofdeathstring )`

> Set the type of damage that this entity can take

> `deathsinkeachframe`

> Makes the entity sink into the ground and then get removed (this gets called each frame).

> `deathsinkstart`

> Makes the entity sink into the ground and then get removed (this starts it).

> `delete`

> Removes this listener immediately.

> `depthhack( Integer bEnable )`

> Enable or disable depth hack.

> `detach`

> detach this entity from its parent.

> `detachallchildren`

> Detach all the children from the entity.

> `disconnect_paths`

> disonnects all navigation paths which intersect with the specified entity's volume

> `dm( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )`

> Makes a command be executed only in multiplayer

> `dmrealism( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )`

> Makes a command be executed only in multiplayer realism mode

> `droptofloor( [ Float maxRange ] )`

> drops the entity to the ground, if maxRange is not specified 8192 is used.

> `duckableglue( Entity parent, [ Integer glueAngles ] )`

> glue this entity to the specified entity, but allow ducking.

> `effects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )`

> Change the current entity effects flags.
> Valid flags are as follows:
> + sets a flag, - clears a flag
> antisbjuice - anti sucknblow juiceeveryframe - process commands every time entity is rendered

> `entnum`

> The entity's entity number

> `explosionattack( String explosionModel, [ String tagName ] )`

> Spawn an explosion optionally from a specific tag

> `fade( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )`

> Fade the entity's alpha, reducing it by 0.03
> every FRAMETIME, until it has faded out, does not remove the entity

> `fadein( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )`

> Fade the entity's alpha and scale in, increasing it by 0.03
> every FRAMETIME, until it has faded completely in to 1.0.
> If fadetime or target_alpha are defined, they will override
> the default values.

> `fadeout( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )`

> Fade the entity's alpha and scale out, reducing it by 0.03
> every FRAMETIME, until it has faded out. If fadetime or
> target_alpha are defined, they will override the defaults.
> Once the entity has been completely faded, the entity is removed.

> `flags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )`

> Change the current entity flags.
> Valid flags are as follows:
> + sets a flag, - clears a flag
> blood - should it bleed
> explode - should it explode when dead
> die_gibs - should it spawn gibs when dead
> god - makes the entity invincible

> `forceactivate`

> Forces an entity to activate outside of the player's PVS

> `getcontrollerangles( Integer num )`

> Gets the control angles for the specified bone.

> `GetLocalYawFromVector`

> Turn a worldspace vector into a local space yaw

> `getmaxs`

> Get the maxs of the bounding box of the entity to maxs.

> `getmins`

> Get the mins of the bounding box of the entity to mins.

> `gettagangles( String tag_name )`

> Gets the world angles of the tag

> `gettagposition( String tag_name )`

> Gets the world position of the tag

> `ghost`

> make non-solid but still send to client regardless of hide status.

> `glue( Entity parent, [ Integer glueAngles ] )`

> glue this entity to the specified entity.

> `gravity( Float gravityValue )`

> Change the gravity on this entity

> `heal( Float health )`

> Adds health to an entity,0-1 fraction of max_health

> `health( Integer newHealth )`

> set the health of the entity to newHealth

> `health( Integer newHealth )`

> set the health of the entity to newHealth

> `health`

> entity's health

> `healthonly( Integer newHealth )`

> set the health of the entity to newHealth without changing max_health

> `healthonly( Integer newHealth )`

> set the health of the entity to newHealth without changing max_health

> `hide`

> hide the entity,opposite of show.

> `hurt( Integer damage, [ String means_of_death ], [ Vector direction ] )`

> Inflicts damage if the entity is damageable. If the number of damage
> points specified in the command argument is greater or equal than the
> entity's current health, it will be killed or destroyed.

> `immediateremove`

> Removes this listener immediately.

> `immune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )`

> Adds to the immunity list for this sentient.

> `inpvs( Entity entity )`

> returns 1 if the entities have connected pvs,0 if not

> `isinside( Entity ent )`

> returns 1 if the entity is inside,0 if not

> `istouching( Entity ent )`

> returns 1 if the entities are touching,0 if not

> `joinTeam( Entity teamMember )`

> join a bind team.

> `kill`

> console based command to kill yourself if stuck.

> `killattach`

> kill all the attached entities.

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killtarget( String targetName )`

> when dying kill entities with this targetName.

> `light( Float red, Float green, Float blue, Float radius )`

> Create a dynmaic light on this entity.

> `lightBlue( Float red )`

> Set the red component of the dynmaic light on this entity.

> `lightGreen( Float red )`

> Set the red component of the dynmaic light on this entity.

> `lightOff`

> Turn the configured dynamic light on this entity off.

> `lightOn`

> Turn the configured dynmaic light on this entity on.

> `lightRadius( Float red )`

> Set the red component of the dynmaic light on this entity.

> `lightRed( Float red )`

> Set the red component of the dynmaic light on this entity.

> `lightStyle( Integer lightStyleIndex )`

> What light style to use for this dynamic light on this entity.

> `loopsound( String soundName, [ Float volume ], [ String minimum_distance ] )`

> play a looped-sound with a certain volume and minimum_distance
> which is attached to the current entity.

> `mass( Float massAmount )`

> set the mass of this entity.

> `max_health( Integer newHealth )`

> sets max_health without changing health

> `max_health`

> gets the entity's max health

> `max_health( Integer newHealth )`

> sets max_health without changing health

> `model( Entity modelName )`

> set the model to modelName.

> `model( Entity modelName )`

> set the model to modelName.

> `model`

> get the modelName.

> `movementstealth( Float scale )`

> Sets the current movement stealth scalar for the sentient

> `neverdraw`

> Sets this entity to never draw

> `nodamage`

> entity does not take damage.

> `normaldraw`

> Sets this entity to normal draw

> `normal_damage`

> The Normal Health of the Actor (0 - 100)

> `normal_health`

> The Normal Health of the Actor

> `notarget( Boolean setNoTarget )`

> flag an entity as no target.

> `notsolid`

> make non-solid.

> `playsound( String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] )`

> play a sound coming from this entity.
> default channel, CHAN_BODY.

> `pusher( Entity inflictor, Entity attacker, Vector direction, Float force )`

> Push an entity in the specified direction with the specified force

> `quitTeam`

> quit the current bind team

> `radnum`

> entity's radnum

> `radnum( Integer radnum )`

> set the radnum

> `realism( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )`

> Makes a command be executed only in realism mode

> `remove`

> Removes this listener the next time events are processed.

> `removeattachedmodel( String tagname )`

> Removes the model attached to this entity at the specified tag.

> `removeimmune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )`

> Removes from the immunity list for this sentient.

> `rendereffects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )`

> Change the current render effects flags.
> Valid flags are as follows:
> + sets a flag, - clears a flag
> dontdraw - send the entity to the client, but don't draw
> betterlighting - do sphere based vertex lighting on the entity
> lensflare - add a lens glow to the entity at its origin
> viewlensflare - add a view dependent lens glow to the entity at its origin
> lightoffset - use the dynamic color values as a light offset to the model
> skyorigin - this entity is the portal sky origin
> minlight - this entity always has some lighting on it
> fullbright - this entity is always fully lit
> additivedynamiclight - the dynamic light should have an additive effect
> lightstyledynamiclight - the dynamic light uses a light style, use the
> 'lightstyle' command to set the index of the light style to be used

> `revive( Float health )`

> sets the health,even if dead

> `rotatedbbox`

> Gets te entity's bbox to rotate with it.

> `rotatedbbox( Integer on_off )`

> Sets the entity's bbox to rotate with it.

> `safesolid`

> make solid but first make sure no one is in my bounds that is thinking.

> `saydone`

> Even used by sound-only special case of say to trigger waittill saydone

> `scale( Float newScale )`

> set the scale of the entity

> `scale( Float newScale )`

> set the scale of the entity

> `scale( Float newScale )`

> set the scale of the entity

> `scriptshader( String shaderCommand, Float argument1, [ Float argument2 ] )`

> alias for shader command, change a specific shader parameter for the entity.
> Valid shader commands are:
> translation [trans_x] [trans_y] - change the texture translation
> offset [offset_x] [offset_y] - change the texture offset
> rotation [rot_speed] - change the texture rotation speed
> frame [frame_num] - change the animated texture frame
> wavebase [base] - change the base parameter of the wave function
> waveamp [amp] - change the amp parameter of the wave function
> wavebase [phase] - change the phase parameter of the wave function
> wavefreq [freq] - change the frequency parameter of the wave function

> `setcontrollerangles( Integer num, Vector angles )`

> Sets the control angles for the specified bone.

> `sethintstring( String string )`

> Sets the hint string for an entity when touching it. '&&1' will be replaced by the +use key on the client. If hideent/hide is called on this entity, the hint string won't be shown for the client

> `setshader( String shadername )`

> Sets a shader for the entity. An empty string will revert to the normal entity shader.

> `setshaderdata( Float data0, Float data1 )`

> sets the shader controllers for this entity.

> `setshadertime( [ Float timeOffset ], [ Float randomTimeOffset ] )`

> reset the shader time for this entity.

> `setsize( Vector mins, Vector maxs )`

> Set the bounding box of the entity to mins and maxs.

> `setuselookat( Boolean lookat )`

> Sets if the client must look at the entity to use it

> `shader( String shaderCommand, Float argument1, [ Float argument2 ] )`

> change a specific shader parameter for the entity.
> Valid shader commands are:
> translation [trans_x] [trans_y] - change the texture translation
> offset [offset_x] [offset_y] - change the texture offset
> rotation [rot_speed] - change the texture rotation speed
> frame [frame_num] - change the animated texture frame
> wavebase [base] - change the base parameter of the wave function
> waveamp [amp] - change the amp parameter of the wave function
> wavebase [phase] - change the phase parameter of the wave function
> wavefreq [freq] - change the frequency parameter of the wave function

> `shootableonly`

> Makes the entity shootable only.

> `show`

> show the entity,opposite of hide.

> `sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )`

> Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise.

> `solid`

> make solid.

> `sp( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )`

> Makes a command be executed only in single player

> `spawnflags( Integer flags )`

> spawnflags from the BSP,these are set inside the editor

> `sprealism( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )`

> Makes a command be executed only in single player realism mode

> `stationary`

> entity does not move,causes no physics to be run on it.

> `stoploopsound`

> Stop the looped-sound on this entity.

> `stopsound( [ Integer channel ] )`

> stop the current sound on the specified channel.
> default channel, CHAN_BODY.

> `surface( String surfaceName, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )`

> change a legs surface parameter for the given surface.
> + sets the flag, - clears the flag
> Valid surface commands are:
> skin1 - set the skin1 offset bit
> skin2 - set the skin2 offset bit
> nodraw - don't draw this surface

> `svflags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )`

> Change the current server flags.
> Valid flags are as follows:
> + sets a flag, - clears a flag
> broadcast - always send this entity to the client

> `takedamage`

> makes entity take damage.

> `team( String moveTeam )`

> used to make multiple entities move together.

> `toss`

> entity has gravity applied to it.

> `touchtriggers`

> this entity should touch triggers.

> `trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )`

> Performs a Trace Line from the start to the end, returns the end or the position it hit at.

> `trigger( String name )`

> Trigger the specified target or entity.

> `unbind`

> unbind this entity.

> `unglue`

> unglue this entity.

> `usebbox`

> do not perform perfect collision,use bounding box instead.

> `velocity( Vector velocity )`

> sets the velocity for this entity.

> `velocity`

> gets the velocity for this entity.

> `volumedamage( Float damage )`

> does damage to any entity within this's volume

> `yaw`

> entity's yaw

## Event -> Class

## ExplodeObject (func_explodeobject) -> MultiExploder -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `amount( Integer amountOfDebris )`

> How much debris to spawn each time.

> `debrismodel( String debrisModel )`

> What kind of debris to spawn when triggered.

> `severity( Float newSeverity )`

> How violently the debris should be ejected.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## Exploder (func_exploder) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `dmg( Integer damage )`

> Sets the damage the explosion does.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## ExplodingWall (func_explodingwall) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `anglespeed( Float speed )`

> Set the angle speed.

> `base_velocity( Vector velocity )`

> Set the base velocity.

> `checkonground`

> Check if exploding wall is on ground.

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `dmg( Integer dmg )`

> Set the damage from the exploding wall.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `explosions( Integer explosions )`

> Set the number of explosions.

> `land_angles( Vector angles )`

> Set the land angles.

> `land_radius( Float radius )`

> Set the land radius.

> `random_velocity( Vector velocity )`

> Set the amount of random variation of the base velocity.

> `stoprotating`

> Stop rotating the wall.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## Explosion -> Projectile -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `constantdamage`

> Makes the explosion do constant damage over the radius

> `damageagain`

> This event is generated each frame if explosion is set to damage each frame

> `damageeveryframe`

> Makes the explosion damage every frame

> `explosioneffect( String explosiontype )`

> Make an explosionType explosion effect

> `flash( Float time, Float r, Float g, Float b, Float radius )`

> Flash player screens

> `radius( Float projectileRadius )`

> set the radius for the explosion

> `radiusdamage( Float radiusDamage )`

> set the radius damage an explosion does

## FallingRock (func_fallingrock) -> Entity -> SimpleEntity -> Listener -> Class

> `bounce`

> sent to entity when touched.

> `dmg( Integer dmg )`

> Set the damage from the rock.

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `noise( String sound )`

> Set the sound to play when the rock bounces

> `rotate`

> rotates the falling rock.

> `speed( Float speed )`

> Set the speed that the rock moves at.

> `start`

> Starts rock falling.

> `wait( Float wait )`

> How long to wait before rock starts falling.

## FencePost (func_fencepost) -> Entity -> SimpleEntity -> Listener -> Class

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## FixedTurret -> VehicleTank -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## Fulcrum (func_fulcrum) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `dampening( Float newDampening )`

> dampening of fulcrum.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `limit( Float newLimit )`

> angular limit for the fulcrum.

> `movesound( String newSinkSound )`

> Sound played when fulcrum is moving.

> `reset`

> Reset the fulcrum right now.

> `resetspeed( Float newResetspeed )`

> Speed at which fulcrum resets itself, defaults to 0.002 * speed.

> `speed( Float speed )`

> Speed at which fulcrum operates itself.

## FuncBeam (func_beam) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `activate`

> Activate the beam

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )`

> set the angles of the entity to newAngles.

> `color( Vector beam_color<0.00...1.00><0.00...1.00><0.00...1.00> )`

> Set the color of the beam

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `deactivate`

> Deactivate the beam

> `delay( Float delay )`

> Set the amount of delay on the beam updater

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `endalpha( Float alpha )`

> Set the endpoint alpha value of the beam

> `endpoint( Vector beam_end_point )`

> Set the end point of the beam. The beam will be draw from the origin to
> the end point.

> `findendpoint`

> Find the endpoint of a beam

> `ignorewalls( [ Boolean bool ] )`

> Set if the beam can traverse walls

> `life( Float beam_life )`

> Set the amount of time the beam stays on when activated

> `maxoffset( Float max_offset )`

> Set the maximum offset the beam can travel above, below, forward or back of it's endpoints

> `minoffset( Float min_offset )`

> Set the minimun offset the beam can travel above, below, forward or back of it's endpoints

> `model( Entity modelName )`

> set the model to modelName.

> `numsegments( Integer numsegments )`

> Set the number of segments for the beam

> `numspherebeams( Integer num )`

> Set the number of beams that will be shot out in a sphere like formation

> `overlap( Float beam_overlap )`

> Set the amount of overlap the beams have when they are being strung together

> `persist( Boolean bool )`

> Set the persist property of the beam

> `radius( Float radius )`

> Set the starting radius of the beams if this is a beamsphere

> `shader( String beam_shader )`

> Set the shader that the beam will use

> `shoot`

> Make the beam cause damage to entities that get in the way

> `shootradius( Float radius )`

> Set the radius of the damage area between beam endpoints

> `tileshader( String beam_shader )`

> Set the shader that the beam will use. This shader will be tiled.

> `toggledelay( [ String [random] ], [ Float time ] )`

> Causes a beam toggling effect. Sets the time between toggling. If random is specified, The time will be between 0 and time

> `updateendpoint`

> Update the endpoint of a beam

> `updateorigin`

> Update the origin of a beam

## FuncLadder (func_ladder) -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

## FuncRemove (func_remove) -> Entity -> SimpleEntity -> Listener -> Class

## Game -> Listener -> Class

> `detail`

> game.detail

> `skill`

> game.skill

## Gib (gib) -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `stopped`

> sent when entity has stopped bouncing for MOVETYPE_TOSS.

> `throwgib( Entity ent, Integer velocity, Float scale )`

> Throw a gib.

## GravPath -> Listener -> Class

## GravPathManager -> Class

## GravPathNode (info_grav_pathnode) -> Entity -> SimpleEntity -> Listener -> Class

> `activate`

> Activate the grav path.

> `deactivate`

> Deactivate the grav path.

> `gravpath_create`

> Create the grav path.

> `maxspeed( Float maxspeed )`

> Set the max speed of the grav path.

> `radius( Float radius )`

> Set the radius of the grav path.

> `speed( Float speed )`

> Set the speed of the grav path.

## GrenadeHint (info_grenadehint) -> SimpleEntity -> Listener -> Class

## Health (health_020) -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `health_postspawn`

> Health Post Spawn

> `item_pickup( Entity item )`

> Pickup the specified item.

## HelmetObject (helmetobject) -> Entity -> SimpleEntity -> Listener -> Class

## HorizontalPipe (func_horizontalpipe) -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

## Hud -> Listener -> Class

> `alignx`

> Gets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'

> `alignx( String align )`

> Sets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'

> `aligny( String align )`

> Sets the vertical alignment for the HUD. Specified by 'top', 'center', or 'bottom'

> `aligny`

> Gets the vertical alignment for the HUD

> `alpha`

> Gets the HUD alpha

> `alpha( Float alpha )`

> Sets the HUD alpha

> `color`

> Gets the HUD colors

> `color( Vector color )`

> Sets the HUD colors

> `fadeovertime( Float time )`

> Sets the HUD to transition in color (or alpha) over time

> `font`

> Gets the HUD font

> `font( String font )`

> Sets the HUD font

> `getheight`

> Gets the HUD height

> `gettime`

> Gets the HUD time

> `getwidth`

> Gets the HUD width

> `moveovertime( Float time )`

> Sets the HUD to move over time

> `refresh`

> Refresh the HUD

> `resetdimension`

> Bring the HUD back to normal dimension (non-3D)

> `scaleovertime( Float time, Integer width, Integer height )`

> Sets the HUD to scale over time

> `setdimension( Vector vector_or_offset, Boolean always_show, Boolean depth, [ Entity entity ] )`

> Sets this huddraw element to be a 3D world icon and can specify if this icon is always shown on-screen even if the player isn't looking at.
> It uses xy pos from huddraw_rect.
> If entity is specified, the vector will be an offset relative to the entity.
> depth specify if the icon is shown through walls.

> `setplayer( Entity entity, [ Boolean clears ] )`

> Sets to which player this HUD is shown and possibly clears the HUD to the previous player(s) it was shown. A NULL/NIL entity means the HUD will be shown to all players
> Note : you will need to call in HUD functions again as it won't refresh to the player(s)

> `setshader( String shader, Integer width, Integer height )`

> Sets the HUD shader

> `settext( String text )`

> Sets the HUD text

> `settimer( Float time, [ Float fade_at_time ] )`

> Sets a timer to count down an optionally fade at the specified time

> `settimerup( Float time, [ Float fade_at_time ] )`

> Sets a timer to count up an optionally fade at the specified time

> `setvirtualsize( Boolean virtual )`

> Sets if the HUD should use virtual screen resolution for positioning and size

> `x`

> Gets the HUD horizontal position

> `x( Integer x )`

> Sets the HUD horizontal position

> `y( Integer y )`

> Sets the HUD vertical position

> `y`

> Gets the HUD vertical position

## InfoLandmark (info_landmark) -> Listener -> Class

> `landmark_name( String name )`

> Set the name of this landmark

> `origin( Vector origin )`

> Set the origin of the landmark.

## InfoNotNull (info_notnull) -> Entity -> SimpleEntity -> Listener -> Class

## InfoNull (info_null) -> Listener -> Class

## InteractObject (interactobject) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `hiteffect`

> Sets the tiki it will spawn when it's hit

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killedeffect`

> Sets the tiki it will spawn when it's destroyed

## InventoryItem -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `activateitem( [ String mode ] )`

> Activates the item

> `activatepapers`

> The activation of the papers item

## Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `amount( Integer amount )`

> Sets the amount of the item.

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `dialogneeded( String dialog_needed )`

> Sets the dialog needed string.

> `dmamount( Integer amount )`

> Sets the amount of the item for DM.

> `dmmaxamount( Integer max_amount )`

> Sets the max amount of the item fmr DM.

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `item_droptofloor`

> Drops the item to the ground.

> `item_pickup( Entity item )`

> Pickup the specified item.

> `maxamount( Integer max_amount )`

> Sets the max amount of the item.

> `name( String item_name )`

> Sets the item name.

> `no_remove`

> Makes it so the item is not removed from the world when it is picked up.

> `pickupsound( String name )`

> sets the item's pickup sound alias

> `pickup_done`

> Called when the item pickup is done.

> `respawn`

> Respawns the item.

> `respawnsound`

> Turns on the respawn sound for this item.

> `respawn_done`

> Called when the item respawn is done.

> `set_respawn( Integer respawn )`

> Turns respawn on or off.

> `set_respawn_time( Float respawn_time )`

> Sets the respawn time.

> `stopped`

> sent when entity has stopped bouncing for MOVETYPE_TOSS.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

> `viewmodelprefix( String prefix )`

> Sets the item's prefix for viewmodelanim.

## Level -> Listener -> Class

> `alarm`

> zero = global level alarm off,non-zero = alarm on

> `alarm( Integer alarm_status )`

> zero = global level alarm off,non-zero = alarm on

> `badplace( String name, Vector origin, Float radius, [ String [team] ], [ Float [duration] ] )`

> Enables a 'bad place' for AI of team 'american', 'german', or (default) 'both' to avoid, and optionally gives it a duration

> `bombs_planted( Integer num )`

> Sets the number of bombs that are set

> `bombs_planted( Integer num )`

> the number of bombs that are set

> `bombs_planted`

> Gets the number of bombs that are set

> `clockside( String axis_allies_draw_kills )`

> Sets which side the clock is on... 'axis' or 'allies' win when time is up, 'kills' gives the win to the team with more live members,'draw' no one wins

> `clockside( String axis_or_allies )`

> Sets which side the clock is on... 'axis' or 'allies' win when time is up

> `clockside`

> Gets which side the clock is on... 'axis' or 'allies' win when time is up

> `dmrespawning`

> returns 1 if wave-based DM, 0 if respawns are disabled within a round

> `dmrespawning( Integer allow_respawn )`

> set to 1 to turn on wave-based DM, to 0 to disable respawns within a round

> `dmrespawning( Integer allow_respawn )`

> set to 1 to turn on wave-based DM,to 0 to disable respawns within a round

> `dmroundlimit( Integer roundlimit )`

> sets the default roundlimit, in minutes; can be overridden by 'roundlimit' cvar

> `dmroundlimit( Integer roundlimit )`

> sets the default roundlimit,in minutes; can be overridden by 'roundlimit' cvar

> `dmroundlimit`

> gets the actual roundlimit, in minutes; may be 'roundlimit' cvar or the default round limit

> `force_team_objective`

> Return 1 if each team has a separate objective location

> `force_team_objective( Integer force )`

> Whether or not to force using a separate objective location for each team.
> 1 (forced on TOW/Liberation match): different location for each team
> 0 (default): teams use same location on non-TOW/non-Liberation match

> `found_secrets`

> count of found secrets

> `ignoreclock( Integer ignoreclock )`

> Tells a level weather or not to ignore the clock

> `loop_protection`

> says if infinite loop protection is enabled

> `loop_protection( Integer loop_protection )`

> specify if infinite loop protection is enabled

> `nodrophealth( Integer alarm_status )`

> zero = automatically drop health according to cvars, non-zero = don't autodrop health (like hard mode)

> `nodropweapon( Integer alarm_status )`

> zero = automatically drop weapons according to cvars, non-zero = don't autodrop weapons (like hard mode)

> `objectivebased`

> Gets wether or not the game is currently objective based or not

> `papers`

> the level of papers the player currently has

> `papers`

> the level of papers the player currently has

> `planting_team( String axis_allies_draw_kills )`

> which is planting the bomb,'axis' or 'allies'

> `planting_team( String axis_or_allies )`

> Sets which is planting the bomb,'axis' or 'allies'

> `planting_team`

> Gets which is planting the bomb,'axis' or 'allies'

> `rain_density`

> Sets the rain density

> `rain_density`

> Sets the rain density

> `rain_length`

> Sets the rain length

> `rain_length`

> Sets the rain length

> `rain_min_dist`

> Sets the rain min_dist

> `rain_min_dist`

> Sets the rain min_dist

> `rain_numshaders`

> Sets the rain numshaders

> `rain_numshaders`

> Sets the rain numshaders

> `rain_shader`

> Sets the rain

> `rain_shader`

> Sets the rain

> `rain_slant`

> Sets the rain slant

> `rain_slant`

> Sets the rain slant

> `rain_speed`

> Sets the rain speed

> `rain_speed`

> Sets the rain speed

> `rain_speed_vary`

> Sets the rain speed variance

> `rain_speed_vary`

> Sets the rain speed variance

> `rain_width`

> Sets the rain width

> `rain_width`

> Sets the rain width

> `removebadplace( String name )`

> Removes a 'bad place'

> `roundbased`

> Gets wether or not the game is currently round based or not

> `roundstarted`

> non-zero if round has started

> `targets_destroyed( Integer num )`

> Sets the number of bomb targets that have been destroyed

> `targets_destroyed`

> Gets the number of bomb targets that have been destroyed

> `targets_destroyed( Integer num )`

> the number of bomb targets that have been destroyed

> `targets_to_destroy( Integer num )`

> Sets the number of bomb targets that must be destroyed

> `targets_to_destroy`

> Gets the number of bomb targets that must be destroyed

> `targets_to_destroy( Integer num )`

> the number of bomb targets that must be destroyed

> `time`

> current level time

> `total_secrets`

> count of total secrets

## Light (light) -> Entity -> SimpleEntity -> Listener -> Class

## LightStyleClass -> Class

## Listener -> Class

> `cancelFor( String name )`

> Cancel for event of type name.

> `classname`

> classname variable

> `commanddelay( Float delay, String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )`

> executes a command after the given delay.

> `delaythrow( String label )`

> Internal usage.

> `delete`

> Removes this listener immediately.

> `endon( String name )`

> Ends the function when the specified event is triggered.

> `exec( String script )`

> Executes the specified script.

> `exec( String script )`

> Executes the specified script.

> `immediateremove`

> Removes this listener immediately.

> `inheritsfrom( String class )`

> Returns 1 if the class inherits from the specified class. 0 otherwise.

> `isinheritedby( String class )`

> Returns 1 if the class is inherited by the specified class. 0 otherwise.

> `notify( String name )`

> Triggers an event. An undefined event will be automatically created by calling waittill or endon.

> `owner`

> Returns the owner.

> `remove`

> Removes this listener the next time events are processed.

> `thread( String label )`

> Creates a thread starting at label.

> `thread( String label )`

> Creates a thread starting at label.

> `throw( String label )`

> Throws to the specified label.

> `unregister( String label )`

> Unregisters the label from the event of the same name.

> `waitexec( String script )`

> Executes the specified script and waits until the called thread group is finished.

> `waitexec( String script )`

> Executes the specified script and waits until the called thread group is finished.

> `waitthread( String label )`

> Creates a thread starting at label and waits until the called thread is finished.

> `waitthread( String label )`

> Creates a thread starting at label and waits until the called thread is finished.

> `waitTill( String name )`

> Wait until event of type name

> `waittill_any( String name1, [ String ... ] )`

> Wait until any event of type name

> `waittill_any_timeout( Float timeout_time, String name1, [ String ... ] )`

> Wait until any event of type name with a timeout time

> `waittill_timeout( Float timeout_time, String name )`

> Wait until event of type name with a timeout time

## LODMaster (lodmaster) -> Listener -> Class

> `lod_angles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )`

> Set the angles of the model

> `lod_discard`

> Discard LOD changes

> `lod_roll( Float roll )`

> Set the roll of the model

> `lod_spawn( String model )`

> Edit LOD on the specified model

> `lod_yaw( Float yaw )`

> Set the yaw of the model

## LODSlave (lodslave) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `lod_discard`

> Discard LOD changes

> `lod_model`

> Set the model of the current viewthing

> `lod_think`

> Called every frame to process the view thing.

## MiscModel (misc_model) -> Entity -> SimpleEntity -> Listener -> Class

## MonkeyBars (func_monkeybars) -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

## Mover (mover) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `movedone( Entity finishedEntity )`

> Sent to commanding thread when done with move .

## MultiExploder (func_multi_exploder) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `dmg( Integer damage )`

> Sets the damage the explosion does.

> `duration( Float duration )`

> Sets the duration of the explosion.

> `random( Float randomness )`

> Sets the randomness value of the explosion.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

> `wait( Float explodewait )`

> Sets the wait time of the explosion.

## Object -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## Objective (func_objective) -> Entity -> SimpleEntity -> Listener -> Class

> `Complete`

> Complete this objective.

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `ObjectiveNbr( Integer index )`

> Sets the objective number.

> `SetCurrent`

> Set this objective as current.

> `Text( String text )`

> Set current text.

> `TurnOff`

> Turn Off and cancel the current cycle (if any)

> `TurnOn`

> Turn On and begin the first cycle

## Parm -> Listener -> Class

> `motionfail`

> motionfail

> `movedone`

> movedone

> `movefail`

> movefail

> `other`

> other

> `owner`

> owner

> `previousthread`

> previousthread

> `sayfail`

> sayfail

> `upperfail`

> upperfail

## PathNode (info_pathnode) -> SimpleEntity -> Listener -> Class

> `delete`

> Removes this listener immediately.

> `immediateremove`

> Removes this listener immediately.

> `istouching( Entity ent )`

> returns 1 if the entities are touching,0 if not

> `low_wall_arc( Float arc_half_angle )`

> Marks this node as good for low-wall behavior, and gives the arc

> `spawnflags( Integer node_flags )`

> Sets the path nodes flags.

## PathSearch -> Class

## Player (player) -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `actor( String modelname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )`

> Spawns an actor.

> `actorinfo( Integer actor_number )`

> Prints info on the specified actor.

> `adddeaths( Integer deaths )`

> adds deaths number to player

> `addkills( Integer kills )`

> Give or take kills from the player

> `adminrights`

> returns client admin rights

> `animloop_legs`

> Called when the legs animation has finished.

> `animloop_pain`

> Called when the pain animation has finished.

> `animloop_torso`

> Called when the torso animation has finished.

> `armwithweapons`

> give player their primary and secondary weapons.

> `attachtoladder`

> Attaches the sentient to a ladder

> `auto_join_team`

> Join the team with fewer players

> `bindweap( Entity weapon, Integer handnum )`

> binds weapon to player and sets him as weapon owner

> `callvote( String arg1, String arg2 )`

> Player calls a vote

> `canswitchteams( Boolean allow_team_change, [ Boolean allow_spectate ] )`

> Specify if this player is allowed to switch teams and spectate. Doesn't override global canswitchteams.

> `clearcommand( [ String command ] )`

> Clears any or a specific client command

> `coord`

> Prints out current location and angles

> `correctweaponattachments`

> makes sure the weapons is properly attached when interupting a reload

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `damage_multiplier( Float damage_multiplier )`

> Sets the current damage multiplier

> `damage_multiplier`

> `dead`

> Called when the player is dead.

> `deadbody`

> Spawn a dead body

> `dive( Float height, [ Float airborne_duration ] )`

> Makes the player dive into prone position.

> `dmdeathdrop`

> Drops the player inventory in DM after's he's been killed

> `dmmessage( Integer mode, String stuffstrings )`

> sends a DM message to the appropriate players

> `dmteam`

> returns 'allies','axis','spectator',or 'freeforall'

> `dog( [ Integer god_mode ] )`

> Sets the god mode cheat or toggles it.

> `earthquake2( Float duration, Float magnitude, Boolean no_rampup, Boolean no_rampdown, [ Vector location ], [ Float radius ] )`

> Create a smooth realistic earthquake for a player. Requires sv_reborn to be set.

> `endlevel`

> Called when the player gets to the end of the level.

> `ensureforwardoffladder`

> Ensures that the player went forward off the ladder.

> `ensureoverladder`

> Ensures that the player is at the proper height when getting off the top of a ladder

> `enter( Entity vehicle, [ String driver_anim ] )`

> Called when someone gets into a vehicle.

> `exit( Entity vehicle )`

> Called when driver gets out of the vehicle.

> `face( Vector angles )`

> Force angles to specified vector

> `finishuseanim`

> Fires off all targets associated with a particular useanim.

> `finishuseobject`

> Fires off all targets associated with a particular useobject.

> `fireheld`

> returns 1 if this player is holding fire,or 0 if he is not

> `forcelegsstate( String legsstate )`

> Force the player's legs to a certain state

> `forcetorsostate( String torsostate )`

> Force the player's torso to a certain state

> `fov( [ Float fov ] )`

> Sets the fov.

> `freezecontrols( Boolean freeze_state )`

> Blocks or unblocks control input from this player.

> `fullheal`

> Heals player.

> `gameversion`

> Prints the game version.

> `getconnstate`

> gets connection state. [DEPRECATED]

> `getcurrentdmweapontype`

> get the player's current DM weapon type.

> `getdeaths`

> gets deaths number of player

> `getkills`

> gets kills number of player

> `getlegsstate`

> Gets the player's current legs state name

> `getmovement`

> returns the player current movement

> `getposition`

> returns the player current position

> `gettorsostate`

> Gets the player's current torso state name

> `give( String name, [ Integer amount ] )`

> Gives the player the specified thing (weapon, ammo, item, etc.) and optionally the amount.

> `giveweapon( String weapon_name )`

> Gives the player the specified weapon.

> `gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )`

> event sent to attacker when an entity dies

> `gvo`

> Retrieves the server's vote options file

> `has_disguise( Integer is_disguised )`

> zero = does not have a disguise,non - zero = has a disguise

> `has_disguise`

> zero = does not have a disguise,non - zero = has a disguise

> `hideent( Entity entity )`

> Hides the specified entity to the player.

> `holster`

> Holsters all wielded weapons, or unholsters previously put away weapons

> `injail`

> returns 1 if player is in jail,0 if out

> `injail( Integer boolean )`

> set to 1 to indicate when player is in jail,0 when they are free

> `inventory( Entity array )`

> Set up the player's inventory

> `inventory`

> returns player's inventory

> `invnext`

> Cycle to player's next item.

> `invprev`

> Cycle to player's previous item.

> `iprint( String string, [ Integer bold ] )`

> prints a string to the player,optionally in bold

> `isadmin`

> checks if player is logged as admin

> `isEscaping`

> Return non-zero if escaping or assisting escape

> `isSpectator`

> Check to see if player is a spectator (non-zero return value)

> `is_disguised`

> zero = not disguisednon-zero = disguised

> `jailassistescape`

> Start the assist jail escape animation

> `jailescape`

> Start the escape from jail animation

> `jailescapestop`

> Stop either the escape from jail or assist animation

> `join_team( String team )`

> Join the specified team (allies or axis)

> `jump( Float height )`

> Makes the player jump.

> `jumpxy( Float forwardmove, Float sidemove, Float speed )`

> Makes the sentient jump.

> `kill`

> console based command to kill yourself if stuck.

> `killaxis( Float radius )`

> Kills all of the axis that are in the passed radius, or all of them if radius is 0.

> `killclass( String classname, [ Integer except_entity_number ] )`

> Kills all of the entities in the specified class.

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killent( Integer entity_number )`

> Kills the specified entity.

> `killhandler( String label )`

> Gets the player's current killed event handler. Returns NIL if no custom killhandler was set.

> `killhandler( String label )`

> Replace the player's killed event by a new scripted handler. None or an empty string will revert to the default killed event handler.

> `leanleftheld`

> Returns 1 if this player is holding lean left key, or 0 if he is not

> `leanrightheld`

> returns EV_RETURN if this player is holding lean right key, or 0 if he is not

> `leave_team`

> Leave the current team

> `listinventory`

> List of the player's inventory.

> `logstats( Boolean state )`

> Turn on/off the debugging playlog

> `modheight( String height )`

> change the maximum height of the player
> can specify 'stand', 'duck' or 'prone'.

> `modheightfloat( Float height, Float max_z )`

> Specify the view height of the player and the height of his bounding box.

> `moveposflags( String position, [ String movement ] )`

> used by the state files to tell the game dll what the player is doing

> `moveSpeedScale`

> Gets the player's speed multiplier.

> `moveSpeedScale( Float speed )`

> Sets the player's speed multiplier (default 1.0).

> `nationalityprefix`

> get the three or five letter prefix that denotes the player's nationality

> `netname`

> returns player's name

> `nextpaintime( Float seconds )`

> Set the next time the player experiences pain (Current time + seconds specified).

> `noclip`

> Toggles the noclip cheat.

> `notarget`

> Toggles the notarget cheat.

> `notready`

> makes this player not ready for the round to start

> `objective( Integer num_completed, Integer out_of )`

> Sets the number of objectives completed and the total number of objectives

> `pain( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> used to inflict pain to an entity

> `perferredweapon( String weapon_name )`

> Overrides your perferred weapon that is displayed in the stats screen.

> `physics_off`

> turn player physics off.

> `physics_on`

> turn player physics on.

> `pickweapon`

> Pick your weapon.

> `playlocalsound( String soundName, [ Boolean loop ], [ Float time ] )`

> Plays a local sound to the player. The sound must be aliased globally. Requires sv_reborn to be set for stereo sounds.

> `poweruptimer( Integer poweruptimer, Integer poweruptype )`

> Sets the powerup timer and powerup type.

> `primarydmweapon( String weaptype )`

> Sets the player's primary DM weapon

> `primaryfireheld`

> returns 1 if this player is holding the primary fire, or 0 if not

> `ready`

> makes this player ready for the round to start

> `ready`

> returns 1 if this player is ready,0 otherwise

> `reload`

> Reloads the player's weapon

> `removeclass( String classname, [ Integer except_entity_number ] )`

> Removes all of the entities in the specified class.

> `removeent( Integer entity_number )`

> Removes the specified entity.

> `resethaveitem( String weapon_name )`

> Resets the game var that keeps track that we have gotten this weapon

> `resetstate`

> Reset the player's state table.

> `respawn`

> Respawns the player.

> `runheld`

> returns 1 if this player is holding run key,or 0 if he is not

> `safeholster( Boolean putaway )`

> Holsters all wielded weapons, or unholsters previously put away weapons
> preserves state, so it will not holster or unholster unless necessary

> `safezoom( Boolean zoomin )`

> 0 turns off zoom,and 1 returns zoom to previous setting

> `score`

> Show the score for the current deathmatch game

> `secfireheld`

> returns EV_RETURN if this player is holding secondary fire, or 0 if he is not

> `secondaryfireheld`

> returns 1 if this player is holding the secondary fire, or 0 if not

> `setanimspeed( Float speed )`

> set the player's animation speed multiplier (default 1.0).

> `setclientflag( String name )`

> Calls a flag to the script client.

> `setentshader( Entity entity, String shadername )`

> Sets an entity shader for this player. An empty string will revert to the normal entity shader.

> `setlocalsoundrate( String name, Float rate, [ Float time ] )`

> Sets the local sound rate.

> `setspeed( Float speed, [ Integer index ] )`

> Sets the player's speed multiplier (default 1.0). Index specify which array value will be used (maximum 4).

> `setteam( String team_name )`

> sets the player's team without respawning.
> Available team names are 'none', 'spectator', 'freeforall', 'axis' and 'allies'.

> `setvmaspeed( String name, Float speed )`

> Sets the player's animation speed when playing it.

> `show`

> show the entity,opposite of hide.

> `showent( Entity entity )`

> Shows the specified entity to the player.

> `skipcinematic`

> Skip the current cinematic

> `spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )`

> Spawns an entity.

> `spectator`

> Become a spectator

> `startuseobject`

> starts up the useobject's animations.

> `state`

> Dumps the player's state to the console.

> `statefile`

> Gets the player's current state file.

> `statefile( [ String statefile ] )`

> Sets the player's current state file (setting NIL, NULL or an empty string will revert to the global statefile).

> `stats`

> Display the MissionLog.

> `stoplocalsound( String soundName, [ Float time ] )`

> Stops the specified sound.

> `stopwatch( Integer duration )`

> Starts a stopwatch for a given duration... use 0 to clear the stopwatch

> `stopwatchingactor( Entity actor_to_stop_watching )`

> Makes the player's camera stop watching the specified actor.

> `stufftext( String stuffstrings )`

> Stuffs text to the player's console

> `takepain( Boolean bool )`

> Set whether or not to take pain

> `tele( Vector location )`

> Teleport to location

> `testplayeranim( Float weight, [ String anim ] )`

> Plays a test animation on the player

> `testthread( String scriptfile, [ String label ] )`

> Starts the named thread at label if provided.

> `turn( Float yawangle )`

> Causes player to turn the specified amount.

> `turnlegs( Float yawangle )`

> Turns the players legs instantly by the specified amount.

> `turnupdate( Float yaw, Float timeleft )`

> Causes player to turn the specified amount.

> `turret`

> Returns the turret the player is using. NULL if player isn't using a turret.

> `turretenter( Entity turret, [ String driver_anim ] )`

> Called when someone gets into a turret.

> `turretexit( Entity turret )`

> Called when driver gets out of the turret.

> `tweakladderpos`

> Tweaks the player's position on a ladder to be proper

> `unattachfromladder`

> Unattaches the sentient from a ladder

> `updatepoweruptime`

> Called once a second to decrement powerup time.

> `useheld`

> returns 1 if this player is holding use,or 0 if he is not

> `userinfo`

> returns userinfo string

> `usestuff`

> Makes the player try to use whatever is in front of her.

> `vehicle`

> Returns the vehicle the player is using. NULL if player isn't using a vehicle.

> `viewangles`

> get the angles of the entity.

> `viewangles( Vector newAngles )`

> set the view angles of the entity to newAngles.

> `viewmodelanim( String name, [ Integer force_restart ] )`

> Sets the player's view model animation.

> `viewmodelanimfinished`

> True if the player's current view model finished its animation.

> `viewmodelanimvalid( String anim, [ Boolean fullanim ] )`

> True if the view model animation is valid.

> `viewmodelgetanim( [ Boolean fullanim ] )`

> Gets the player's current view model animation.

> `visiongetnaked`

> Gets the player's current naked-eye vision.

> `visionsetblur( Float level, [ Float transition_time ] )`

> Sets the player's blur level. Level is a fraction from 0-1

> `visionsetnaked( String vision_name, [ Float transition_time ], [ Float phase ] )`

> Sets the player's naked-eye vision. Optionally give a transition time from the current vision. If vision_name is an empty string, it will revert to the current global vision.

> `voicetype( String voice_name )`

> Sets the voice type to use the player.

> `vote( String arg1 )`

> Player votes either yes or no

> `waitForState( String stateToWaitFor )`

> When set, the player will clear waitforplayer when this state is hit
> in the legs or torso.

> `watchactor( Entity actor_to_watch )`

> Makes the player's camera watch the specified actor.

> `weapdrop`

> Drops the player's current weapon.

> `weapnext`

> Cycle to player's next weapon.

> `weapprev`

> Cycle to player's previous weapon.

> `whatis( Integer entity_number )`

> Prints info on the specified entity.

> `wuss`

> Gives player all weapons.

> `zoomoff`

> makes sure that zoom is off

## PlayerAlliedDeathmatchStart (info_player_allied) -> PlayerDeathmatchStart -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

## PlayerAxisDeathmatchStart (info_player_axis) -> PlayerDeathmatchStart -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

## PlayerBot -> Player -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )`

> event sent to attacker when an entity dies

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `stufftext( String stuffstrings )`

> Stuffs text to the player's console

## PlayerDeathmatchStart (info_player_deathmatch) -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

## PlayerIntermission (info_player_intermission) -> Camera -> Entity -> SimpleEntity -> Listener -> Class

## PlayerStart (info_player_start) -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `deletespawn`

> delete this spawnpoint when spawning from this spawnpoint

> `disablespawn`

> forbids spawning from this spawnpoint

> `enablespawn`

> allows spawning from this spawnpoint

> `keepspawn`

> keep this spawnpoint when spawning from this spawnpoint

## PortableTurret -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `clipsize( Integer ammoClipSize )`

> Set the amount of rounds a clip of the weapon holds

> `item_droptofloor`

> Drops the item to the ground.

## PortalCamera (portal_camera) -> Entity -> SimpleEntity -> Listener -> Class

> `roll( Float roll )`

> Sets the portal camera's roll.

## PortalSurface (portal_surface) -> Entity -> SimpleEntity -> Listener -> Class

> `locatecamera`

> Locates the camera position.

## Projectile -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `addownervelocity( Boolean bool )`

> Set whether or not the owner's velocity is added to the projectile's velocity

> `addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )`

> Set a velocity to be added to the projectile when it is created

> `arctotarget`

> Make the projectile follow a normal arc on its way to its target

> `avelocity( [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float roll ] )`

> set the angular velocity of the projectile

> `beam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )`

> send a command to the beam of this projectile

> `becomebomb`

> Make the projectile into a bomb

> `bouncesound`

> Set the name of the sound that is played when the projectile bounces

> `bouncesound_hard`

> Set the name of the sound that is played when the projectile bounces off hard surfaces

> `bouncesound_metal`

> Set the name of the sound that is played when the projectile bounces off metal

> `bouncesound_water`

> Set the name of the sound that is played when the projectile bounces off water

> `bouncetouch`

> Make the projectile bounce when it hits a non-damageable solid

> `canhitowner`

> Make the projectile be able to hit its owner

> `chargelife`

> set the projectile's life to be determined by the charge time

> `chargespeed`

> set the projectile's speed to be determined by the charge time

> `clearowner`

> Make the projectile be able to hit its owner now

> `dieinwater`

> Make the projectile die when gets wet

> `dlight( Float red, Float green, Float blue, Float intensity )`

> set the color and intensity of the dynamic light on the projectile

> `dmlife( Float projectileLife )`

> set the life of the projectile in DM

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `drunk( Float amount, Float rate )`

> Make the projectile drunk

> `explode`

> Make the projectile explode

> `explodeontouch`

> Make the projectile explode when it touches something damagable

> `explosionmodel( String modelname )`

> Set the modelname of the explosion to be spawned

> `fuse( Integer fuse )`

> set the projectile's life to be determined by the charge time

> `heatseek`

> Make the projectile heat seek

> `hitdamage( Float projectileHitDamage )`

> set the damage a projectile does when it hits something

> `impactmarkorientation( Float degrees )`

> Set the orientation of the impact mark

> `impactmarkradius( Float radius )`

> Set the radius of the impact mark

> `impactmarkshader( String shader )`

> Set the impact mark of the shader

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `knockback( Float projectileKnockback )`

> set the knockback of the projectile when it hits something

> `life( Float projectileLife )`

> set the life of the projectile

> `meansofdeath( String meansOfDeath )`

> set the meansOfDeath of the projectile

> `minlife( Float minProjectileLife )`

> set the minimum life of the projectile (this is for charge up weapons)

> `minspeed( Float minspeed )`

> set the minimum speed of the projectile (this is for charge up weapons)

> `notouchdamage`

> Makes the projectile not blow up or deal damage when it touches a damagable object

> `prethink`

> Make the projectile think to update it's velocity

> `removewhenstopped`

> Make the projectile get removed when it stops

> `smashthroughglass( Integer speed )`

> Makes the projectile smash through windows & other damageble glass objects when going above a set speed

> `speed( Float projectileSpeed )`

> set the speed of the projectile

> `stopped`

> sent when entity has stopped bouncing for MOVETYPE_TOSS.

> `updatebeam`

> Update the attached beam

## ProjectileGenerator (ProjectileGenerator) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `Accuracy( Float Accuracy )`

> Accuracy 0-25 feet
> Default=10

> `BeginCycle`

> Startup the cycle..

> `Cycles( Integer Cycles )`

> Number of cycles. 0=infinte
> Default=0

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `EndCycle`

> End the cycle..

> `FireOnStartUp`

> Default=1; Set this to 0 if you don't want the PG to fire on startup.

> `gettargetentity`

> Returns entity being targeted by the projectile generator,

> `ID( Integer ID )`

> Sets the ID for this projectile generator
> Default=0:

> `initialize`

> Initialize object

> `isturnedon`

> Returns whether the generator is on or off.

> `launchsound( String Sound )`

> Set a launch sound for the projectile.

> `MaxDelay( Float MaxDelay )`

> Maximum time between bursts
> Default=10

> `MaxDuration( Float MaxDuration )`

> Sets the maximum duration of bursts(in seconds)
> Default=3

> `MaxNumShots( Integer MaxNumShots )`

> Sets the maximum # of shots to fire in a cycle
> Default=1

> `MinDelay( Float MinDelay )`

> Minimum time between bursts.

> `MinDuration( Float MinDuration )`

> Sets the minimum duration of the bursts (in seconds)
> Default=3

> `MinNumShots( Integer MinNumShots )`

> Sets the minimum # of shots to fire in a cycle
> Default=1

> `Model( String Model )`

> Projectile model to use.
> Default=models/projectiles/bazookashell.tik

> `target( String targetname_to_target )`

> target another entity with targetname_to_target.

> `TickCycle`

> Tick the cycle..

> `TurnOff`

> Turn Off and cancel the current cycle (if any)

> `TurnOn`

> Turn On and begin the first cycle

## ProjectileGenerator_Gun (ProjectileGenerator_Gun) -> ProjectileGenerator -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `bulletcount( Float bulletCount )`

> Set the number of bullets this weapon shoots when fired

> `bulletdamage( Float bulletDamage )`

> Set the damage that the bullet causes

> `bulletknockback( Float bulletKnockback )`

> Set the knockback that the bullet causes

> `bulletlarge( Integer bulletType )`

> Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)

> `bulletrange( Float bulletRange )`

> Set the range of the bullets

> `bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )`

> Set the min & optional max spread of the bullet in the x and y axis

> `fakebullets( Boolean useFakeBullets )`

> Whether or not the projectile generator should fire real bullets.

> `firedelay( Float fFireDelay )`

> Set the minimum time between shots from the weapon

> `ID( Integer ID )`

> Sets the ID for this projectile generator
> Default=0:

> `meansofdeath( String meansOfDeath )`

> Set the meansOfDeath of the weapon.

> `throughmetal( Float dist )`

> Sets how far the bullets can go through metal

> `throughwood( Float dist )`

> Sets how far the bullets can go through wood

> `tracerfrequency( Float frequenct )`

> Set the frequency of making tracers

> `tracerspeed( Float speed )`

> Scale factor of how fast a tracer should travel (valid ranges 0-2)

## ProjectileGenerator_Heavy (ProjectileGenerator_Heavy) -> ProjectileGenerator -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `projectile( String projectileModel )`

> Set the model of the projectile that this weapon fires

## ProjectileGenerator_Projectile (ProjectileGenerator_Projectile) -> ProjectileGenerator -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `arc( Float arc )`

> arc in front of the player

> `isdonut( Integer isdonut )`

> will target donut

> `maxdonut( Float maxdonut )`

> max extent of donut from player

> `mindonut( Float mindonut )`

> min extent of donut from player

> `playpreimpact`

> Play a pre-impact sound

> `preimpactsound( String Sound )`

> Set a pre-impact sound.

> `preimpactsoundprob( Float probability )`

> Set the chance for a pre-impact sound to occur.
> Range: ( 0.0, 1.0 ), with 0 having no chance, and 1 always occurring.

> `preimpactsoundtime( Float delay )`

> Set the time before impact to play the preimpact sound.

> `projectile( String projectileModel )`

> Set the model of the projectile that this weapon fires

## ProjectileTarget (ProjectileGenerator_Target) -> Entity -> SimpleEntity -> Listener -> Class

> `ID( Integer ID )`

> Sets the ID for this projectile generator
> Default=0:

## PuffDaddy (plant_puffdaddy) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `idle`

> Animates the puff daddy.

## PushObject (func_pushobject) -> Entity -> SimpleEntity -> Listener -> Class

> `dmg( Integer damage )`

> Set the damage.

> `doBlocked( Entity obstacle )`

> sent to entity when blocked.

> `pushsound( String sound )`

> Set the pushing sound

> `start`

> Sets up the pushobject.

## Rain (func_rain) -> Entity -> SimpleEntity -> Listener -> Class

## RandomSpawn (func_randomspawn) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `max_time( Float maxTime )`

> Maximum time between random spawns.

> `min_time( Float minTime )`

> Minimum time between random spawns.

## RandomSpeaker (sound_randomspeaker) -> TriggerSpeaker -> TriggerPlaySound -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `chance( Float newChance<0.00...1.00> )`

> Sets the chance that the sound will play when triggered.

> `maxdelay( Float max_delay )`

> Sets the maximum time between playings.

> `mindelay( Float min_delay )`

> Sets the minimum time between playings.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## ReSpawn (func_respawn) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## RotatingDoor (func_rotatingdoor) -> Door -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doclose`

> Closes the door (special doors).

> `doopen( Entity other )`

> Opens the door (special doors).

> `openangle( Float open_angle )`

> Sets the open angle of the door.

## RunThrough (func_runthrough) -> Entity -> SimpleEntity -> Listener -> Class

> `chance( Float chance )`

> chance that trigger will spawn something.

> `delay( Float delay )`

> time between RunThrough being activated.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `lip( Float lip )`

> distance below trigger we should spawn things.

> `offset( Vector spawn_offset )`

> When triggered, what to offset the spawned object by.

> `spawnmodel( String model_to_spawn )`

> When triggered, what to spawn.

> `speed( Float speed )`

> threshold speed at which RunThrough is activated.

## Script -> Class

## ScriptAimedStrafingGunfire (script_aimedstrafinggunfire) -> ScriptSimpleStrafingGunfire -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `aimtarget`

> Set the aim target.

> `fire`

> Fire.

## ScriptClass -> Listener -> Class

## ScriptDoor (script_door) -> Door -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `closethread( String closethread )`

> Set the thread to run when the door is closed (required).

> `doclose`

> Closes the door (special doors).

> `doinit`

> Sets up the script door.

> `doopen( Entity other )`

> Opens the door (special doors).

> `initthread( String initthread )`

> Set the thread to run when the door is initialized (optional).

> `openthread( String openthread )`

> Set the thread to run when the door is opened (required).

## ScriptEvent -> Class

## ScriptMaster -> Listener -> Class

> `alias( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )`

> Sets up an alias.

> `aliascache( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )`

> Sets up an alias and caches the resourse.

> `cache( String resourceName )`

> pre-cache the given resource.

## ScriptModel (script_model) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `anim( String anim_name )`

> Sets the script model's animation

> `animdone`

> Script model animation has finished.

> `model( Entity modelName )`

> set the model to modelName.

> `moveanim( String animName )`

> Makes the script model play an animation and move with the deltas contained in the animation

> `moving_from_anim`

> The script model is moving based on an animation

## ScriptModelRealDamage (script_model_realdamage) -> ScriptModel -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## ScriptOrigin (script_origin) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `model( Entity modelName )`

> set the model to modelName.

## ScriptSimpleStrafingGunfire (script_simplestrafinggunfire) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `bulletcount( Float bulletCount )`

> Set the number of bullets this weapon shoots when fired

> `bulletdamage( Float bulletDamage )`

> Set the damage that the bullet causes

> `bulletknockback( Float bulletKnockback )`

> Set the knockback that the bullet causes

> `bulletrange( Float bulletRange )`

> Set the range of the bullets

> `bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )`

> Set the min & optional max spread of the bullet in the x and y axis

> `fire`

> Fire.

> `firedelay( Float fFireDelay )`

> Set the minimum time between shots from the weapon

> `off`

> Turn the gunfire off.

> `on`

> Turn the gunfire on.

> `projectile`

> Set the projectile model

> `throughmetal( Float dist )`

> Sets how far the bullets can go through metal

> `throughwood( Float dist )`

> Sets how far the bullets can go through wood

> `tracerfreq`

> Set the frequency of the tracers

## ScriptSkyOrigin (script_skyorigin) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## ScriptSlave (script_object) -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `angles( Vector angles )`

> Sets the angles.

> `bind( Entity parent, [ Boolean bind_child ] )`

> bind this entity to the specified entity.

> `closeportal`

> Close the area portal enclosed in this object

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `dmg( Integer damage )`

> Set the damage.

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `doBlocked( Entity obstacle )`

> sent to entity when blocked.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `endpath`

> Stop following the path

> `explode( Float damage )`

> Creates an explosion at the script slave's position

> `flypath( Entity array, Float speed, Float acceleration, Float look_ahead )`

> Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position

> `followpath( Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )`

> Makes the script slave follow the specified path. The allowable arguments are ignoreangles,
> ignorevelocity, normalangles, loop, and a number specifying the start time.

> `jumpto( String vector_or_entity )`

> Jump to specified vector or entity.

> `model( Entity modelName )`

> set the model to modelName.

> `modifyflypath( Entity array, Float speed, Float acceleration, Float look_ahead )`

> Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position

> `move`

> Move the script slave.

> `moveBackward( Float dist )`

> Move the position backward.

> `moveDown( Float dist )`

> Move the position down.

> `moveEast( Float dist )`

> Move the position east.

> `moveForward( Float dist )`

> Move the position forward.

> `moveLeft( Float dist )`

> Move the position left.

> `moveNorth( Float dist )`

> Move the position north.

> `moveRight( Float dist )`

> Move the position right.

> `moveSouth( Float dist )`

> Move the position south.

> `moveto( String vector_or_entity )`

> Move to the specified vector or entity.

> `moveUp( Float dist )`

> Move the position up.

> `moveWest( Float dist )`

> Move the position west.

> `next`

> Goto the next waypoint.

> `normalangles( Boolean bUseNormalAngles )`

> Sets the object to use normal angles when travelling on a spline path

> `notshootable`

> Makes the script slave not shootable

> `openportal`

> Open the area portal enclosed in this object

> `path_relativeyaw( Float relativeYaw )`

> Makes the script slave follow the specified path with a yaw offset,

> `physics_off`

> Turn physics off this script object on

> `physics_on( [ Integer no_collide_entity ] )`

> Turn physics on this script object on
> If no_collide_entity is set to 1 then the script slave will not collide with other entities

> `physics_velocity( Vector impulseVector )`

> Add a physical impulse to an object when it is being physically simulated

> `rotateaxis( Integer axis, Float avelocity )`

> Rotate about the specified axis at the specified angular velocity.

> `rotateaxisdown( Integer axis, Float angle )`

> Rotate the specified axis down by the specified amount.

> `rotateaxisdownto( Integer axis, Float angle )`

> Rotate the specified axis down to angle.

> `rotateaxisup( Integer axis, Float angle )`

> Rotate the specified axis up by the specified amount.

> `rotateaxisupto( Integer axis, Float angle )`

> Rotate the specified axis up to angle.

> `rotatedownto( Vector direction )`

> Rotate down to the specified direction.

> `rotateto( Vector direction )`

> Rotate to the specified direction.

> `rotateupto( Vector direction )`

> Rotate up to the specified direction.

> `rotateX( Float avelocity )`

> Rotate about the x axis at the specified angular velocity.

> `rotateXdown( Float angle )`

> Rotate the x down by the specified amount.

> `rotateXdownto( Float angle )`

> Rotate the x down to angle.

> `rotateXup( Float angle )`

> Rotate the x up by the specified amount.

> `rotateXupto( Float angle )`

> Rotate the x up to angle.

> `rotateY( Float avelocity )`

> Rotate about the y axis at the specified angular velocity.

> `rotateYdown( Float angle )`

> Rotate the y down by the specified amount.

> `rotateYdownto( Float angle )`

> Rotate the y down to angle.

> `rotateYup( Float angle )`

> Rotate the y up by the specified amount.

> `rotateYupto( Float angle )`

> Rotate the y up to angle.

> `rotateZ( Float avelocity )`

> Rotate about the z axis at the specified angular velocity.

> `rotateZdown( Float angle )`

> Rotate the z down by the specified amount.

> `rotateZdownto( Float angle )`

> Rotate the z down to angle.

> `rotateZup( Float angle )`

> Rotate the z up by the specified amount.

> `rotateZupto( Float angle )`

> Rotate the z up to angle.

> `scriptslave_followingpath`

> Called every frame to actually follow the path

> `scriptslave_movedone`

> Called when the script slave is doen moving

> `setdamage( Integer damage )`

> Set the damage.

> `setmeansofdeath( String means_of_death )`

> Set the damage means of death.

> `speed( Float speed )`

> Sets the speed.

> `time( Float travel_time )`

> Sets the travel time.

> `trigger( Entity ent )`

> Trigger entities target.

> `unbind`

> unbind this entity.

> `waitmove`

> Move the script slave and wait until finished.

## ScriptThread -> Listener -> Class

> `abs( Float arg )`

> Absolute value of int or float

> `acos( Float x )`

> Compute arc cosine

> `addobjective( Integer objective_number, Integer status, String text, Vector location )`

> Adds/Changes an Objective

> `aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )`

> Create an alias to the specified path and cache the resource

> `all_ai_off`

> Turns all AI off.

> `all_ai_on`

> Turns all AI on.

> `angles_pointat( Entity parent_entity, Entity entity, Entity target_entity )`

> Returns the angles that points at the target_entity given the base orientation of the parent_entity and the position of the entity.

> `angles_toforward( Vector angles )`

> Returns the forward vector of the specified angles

> `angles_toleft( Vector angles )`

> Returns the left vector of the specified angles

> `angles_toup( Vector angles )`

> Returns the up vector of the specified angles

> `asin( Float x )`

> Compute arc sine

> `assert( Float value )`

> Assert if value is 0.

> `atan( Float arg, [ Float arg2 ] )`

> ArcTangent of float (in degrees not radians)

> `atan2( Float x, Float y )`

> Compute arc tangent with two parameters

> `bool( Integer value )`

> Casts value to a bool.

> `bsptransition( String next_map )`

> Transitions to the next BSP. Keeps player data,and game data.

> `cache( String resource_name )`

> Cache the specified resource.

> `cam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )`

> Processes a camera command.

> `canswitchteams( Boolean allow_team_change, [ Boolean allow_spectator ] )`

> Specify if players are allowed to switch teams and spectate. Override player's canswitchteams.

> `ceil( Float x )`

> Round up value

> `centerprint( String stuffToPrint )`

> prints the included message in the middle of all player's screens

> `chartoint( String character )`

> Converts char to int

> `cinematic`

> Turns on cinematic.

> `clearfade`

> Clear the fade from the screen

> `clearletterbox( Float time )`

> Clears letterbox mode.

> `clear_objective_pos`

> Clears the position of the current objective,for when you don't have one

> `conprintf( String text )`

> Prints to console

> `cos( Float arg )`

> Cosine of float (expects degrees not radians)

> `cosh( Float x )`

> Compute hyperbolic cosine

> `CreateListener`

> Creates a Listener instance.

> `cuecamera( Entity entity, [ Float switchTime ] )`

> Cue the camera. If switchTime is specified, then the camera
> will switch over that length of time.

> `cueplayer( [ Float switchTime ] )`

> Go back to the normal camera. If switchTime is specified,
> then the camera will switch over that length of time.

> `debugline( Vector start, Vector end, [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] )`

> Draws a debug line from start to end using the given color and alpha for g_numdebuglinedelays server frames

> `debug_int3`

> Generate an asm int 3

> `delaythrow( String label )`

> Internal usage.

> `dprintln( String string )`

> Prints a debug string.followed by a newline.

> `drawhud( Integer value )`

> Specify if hud is to be drawn

> `earthquake( Float duration, Float magnitude, Float no_rampup, Float no_rampdown )`

> Create an earthquake

> `earthquake2( Float duration, Float magnitude, Boolean no_rampup, Boolean no_rampdown, [ Vector location ], [ Float radius ] )`

> Create a smooth realistic earthquake. Requires sv_reborn to be set.

> `end`

> Ends the script

> `entity( Integer value )`

> Casts value to an entity.

> `error`

> Ends the script

> `exec( String script )`

> Executes the specified script.

> `exec( String script )`

> Executes the specified script.

> `exp( Float x )`

> Compute exponential function

> `fadein( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )`

> Sets up fadein in values.

> `fadeout( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )`

> Sets up fadeout values.

> `fadesound( Float time, [ Float min_vol ], [ Entity player ] )`

> Fades the sound out over the given time, optionally to one single player.
> min_vol being a 0-1 fraction is the minimum volume.

> `fclose( Integer filehandle )`

> Closes file of given file handle

> `fcopy( String filename, String copyfilename )`

> Copies the file

> `feof( Integer filehandle )`

> Checks for end of file

> `ferror( Integer filehandle )`

> Checks for last file i/o error

> `fexists( String filename )`

> Checks if file exists

> `fflush( Integer filehandle )`

> Flushes given stream. Writes all unsaved data from stream buffer to stream

> `fgetc( Integer filehandle )`

> Reads single character from file

> `fgets( Integer filehandle, Integer maxbuffsize )`

> Reads string line from file

> `flag_clear( String name )`

> Clears and deletes a flag.

> `flag_init( String name )`

> Initializes a flag so it can be set. Flags MUST be initialized before they can be used for the first time.

> `flag_set( String name )`

> Sets a flag which alerts all flag_wait()'s and changes are reflected in flag() checks thereafter.

> `flag_wait( String name )`

> Pauses execution flow until a flag has been set.

> `flist( String path, String extension, Integer wantSubs )`

> Returns the list of files with given extension

> `float( Integer value )`

> Casts value to a float.

> `floor( Float x )`

> Round down value

> `fmod( Float x )`

> Compute remainder of division

> `fnewdir( String path )`

> Creates a new directory

> `fopen( String filename, String accesstype )`

> Opens file,returning it's handle

> `forcemusic( String current, [ String fallback ] )`

> Forces the current and fallback (optional) music moods.

> `fputc( Integer filehandle, Integer character )`

> Writes single character to file

> `fputs( Integer filehandle, String text )`

> Writes string line to file

> `fread( Entity player, Integer index, Integer virtual )`

> Reads binary buffer from file

> `freadall( Integer filehandle )`

> Reads whole file and returns it as string

> `freezeplayer`

> Freeze the player.

> `fremove( String filename )`

> Removes the file

> `fremovedir( String path )`

> Removes a directory

> `frename( String oldfilename, String newfilename )`

> Renames the file

> `frewind( Integer filehandle )`

> Rewinds file carret to files beginning

> `frexp( Float x )`

> Get significand and exponent

> `fsaveall( Integer filehandle, String text )`

> Saves whole text to file

> `fseek( Integer filehandle, Integer offset, Integer startpos )`

> Sets file carret at given position

> `ftell( Integer filehandle )`

> Gets current file carret position

> `fwrite( Entity player, Integer index, Integer virtual )`

> Writes binary buffer to file

> `getareaentities( Vector origin, Vector mins, Vector maxs )`

> Get all entities around the origin

> `getarraykeys( String array )`

> Retrieves a full list containing the name of arrays

> `getarrayvalues( String array )`

> Retrieves the full list of an array that was set-up with name, such as local.array[ "name" ] and return their values

> `getboundkey1( String keyname )`

> return a string describing the key

> `getboundkey2( String keyname )`

> return a string describing the key

> `getclientnum( Entity player )`

> Gets player's client number

> `getcvar( String name )`

> getcvar

> `getdate`

> Gets current date

> `getentarray( String name, String key )`

> Gets an array of entities that have the given key, name pair (case sensitive)

> `getentbyentnum( Integer ent_num )`

> Gets the specified entity

> `getip( Entity player )`

> Gets player's ip

> `getping( Entity player )`

> Gets player's ping

> `gettime`

> Gets current time

> `gettimezone`

> Gets current time zone

> `goto( String label )`

> Goes to the specified label.

> `hidemenu( String name, [ Integer bForce ] )`

> hide menu,with option to force it off

> `hidemouse`

> hide mouse cursor

> `huddraw_3d( Integer index, Vector vector_or_offset, Integer always_show, Integer depth, [ Entity entity ] )`

> Sets this huddraw element to be a 3D world icon and can specify if this icon is always shown on-screen even if the player isn't looking at.
> Uses xy pos from huddraw_rect.
> If entity is specified, the vector will be an offset relative to the entity.
> depth specify if the icon is shown through walls.

> `huddraw_align( Integer index, String h_align, String v_align )`

> Sets the alignment of a huddraw element for given player. Specified with 'left', 'center', or 'right'

> `huddraw_alpha( Integer index, Float alpha )`

> Sets the alpha of a huddraw element for given player

> `huddraw_color( Integer index, Float red, Float green, Float blue )`

> Sets the color for a huddraw element for given player

> `huddraw_font( Integer index, String fontname )`

> Sets the font to use for given player huddraw element

> `huddraw_rect( Integer index, Integer x, Integer y, Integer width, Integer height )`

> Specifies the position of the upper left corner and size of a huddraw element for given player

> `huddraw_shader( Integer index, String shader )`

> Sets the shader to use for a particular huddraw element for given player

> `huddraw_string( Integer index, String string )`

> Sets a string to be displayed for given player. Clears the shader value

> `huddraw_timer( Integer index, Float duration, Float fade_out_time )`

> Sets a timer to be displayed and fade within the given time in seconds. Clears the string value and the shader value of huddraw element.

> `huddraw_virtualsize( Integer index, Integer virtual )`

> Sets if the huddraw element for given player should use virutal screen resolution for positioning and size

> `ihuddraw_3d( Entity player, Integer index, Vector vector_or_offset, Integer always_show, Integer depth, [ Entity entity ] )`

> Sets this huddraw element to be a 3D world icon for individual player and can specify if this icon is always shown on-screen even if the player isn't looking at.
> Uses xy pos from huddraw_rect.
> If entity is specified, the vector will be an offset relative to the entity.
> depth specify if the icon is shown through walls.

> `ihuddraw_align( Entity player, Integer index, String h_align, String v_align )`

> Sets the alignment of a huddraw element for given player. Specified with 'left', 'center', or 'right'

> `ihuddraw_alpha( Entity player, Integer index, Float alpha )`

> Sets the alpha of a huddraw element for given player

> `ihuddraw_color( Entity player, Integer index, Float red, Float green, Float blue )`

> Sets the color for a huddraw element for given player

> `ihuddraw_font( Entity player, Integer index, String fontname )`

> Sets the font to use for given player huddraw element

> `ihuddraw_rect( Entity player, Integer index, Integer x, Integer y, Integer width, Integer height )`

> Specifies the position of the upper left corner and size of a huddraw element for given player

> `ihuddraw_shader( Entity player, Integer index, String shader )`

> Sets the shader to use for a particular huddraw element for given player

> `ihuddraw_string( Entity player, Integer index, String string )`

> Sets a string to be displayed for given player. Clears the shader value

> `ihuddraw_timer( Entity player, Integer index, Float duration, Float fade_out_time )`

> Sets a timer to be displayed and fade within the given time in seconds for given player. Clears the string value and the shader value of huddraw element.

> `ihuddraw_virtualsize( Entity player, Integer index, Integer virtual )`

> Sets if the huddraw element for given player should use virutal screen resolution for positioning and size

> `int( Integer value )`

> Casts value to an int.

> `iprintln( String string )`

> Prints a string. followed by a newline.

> `iprintlnbold( String string )`

> Prints a string.followed by a newline in a bold/important way.

> `iprintlnbold_noloc( String string )`

> Prints a string.followed by a newline in a bold/important way with no localization conversion.

> `iprintln_noloc( String string )`

> Prints a string.followed by a newline with no localization conversion.

> `IsAlive( Entity ent )`

> Returns true if the specified entity exists and has health > 0.

> `isarray( String object )`

> Checks whether this variable is an array

> `isdefined( String object )`

> Checks whether this entity/variable is defined

> `isonground( Entity entity )`

> Returns 1 if the entity is on ground. 0 otherwise

> `isoutofbounds( Entity entity )`

> Returns 1 if the entity is out of bounds. 0 otherwise

> `killclass( String class_name, [ Integer except ] )`

> Kills everything in the specified class except for the specified entity (optional).

> `killent( Integer ent_num )`

> Kill the specified entity.

> `landminedamage( Entity landmine, Float damage, Float radius )`

> radius damage at landmine

> `ldexp( Float x )`

> Generate number from significand and exponent

> `letterbox( Float time )`

> Puts the game in letterbox mode.

> `leveltransition( String next_map )`

> Transitions to the next Level. Statistics to Map Loading,does not keep player data or game data.

> `locprint( Integer xoffset, Integer yoffset, String stuffToPrint )`

> prints the included message in the specified location of all player's screens

> `loc_convert_string( String in )`

> returns a localized version of the string.

> `log( Float x )`

> Compute natural logarithm

> `log10( Float x )`

> Compute common logarithm

> `map( String map_name )`

> Starts the specified map.

> `md5string( String text )`

> generates MD5 hash of given text

> `missionfailed`

> Makes the player fail their mission,level restarts.

> `missiontransition( String next_map )`

> Transitions to the next Mission. Statistics to Main Menu,Next Level should be unlocked.

> `modf( Float x )`

> Break into fractional and integral parts

> `mprint( String string )`

> Prints a string.

> `mprintln( String string )`

> Prints a string. followed by a newline

> `music( String current, [ String fallback ] )`

> Sets the current and fallback (optional) music moods.

> `musicvolume( Float volume, Float fade_time )`

> Sets the volume and fade time of the music.

> `netname( Entity player )`

> Gets player's netname

> `newhud( [ Entity player ] )`

> Create a new HUD element. Optionally for a particular client

> `noncinematic`

> Turns off cinematic.

> `pause`

> Pauses the thread.

> `PlayMovie( String name )`

> Play a Movie...

> `popmenu( Integer index )`

> pop menu

> `pow( Float x, Float y )`

> Raise to power

> `preg_match( String pattern, String subject )`

> Searches subject for a match to the regular expression given in pattern.

> `print( String string )`

> Prints a string.

> `print3d( Vector origin, Float scale, String string )`

> prints a string in 3D space

> `println( String string )`

> Prints a string. followed by a newline.

> `pushmenu( String name )`

> push menu

> `radiusdamage( Vector origin, Integer damage, Integer radius, [ Integer constant_damage ] )`

> radius damage at origin

> `randomfloat( Float max )`

> randomfloat

> `randomint( Integer max )`

> randomint

> `registercmd( String name, String label )`

> Registers a command.

> `registerev( String eventname, String script )`

> Registers script callback handler for specified event

> `releaseplayer`

> Release the player.

> `removearchivedclass( String class, [ Integer except_entity_number ] )`

> Removes all of the simple archived entities in the specified class.

> `removeclass( String class_name, [ Integer except ] )`

> Removes everything in the specified class except for the specified entity (optional).

> `removeent( Integer ent_num )`

> Removes the specified entity.

> `restoremusicvolume( Float fade_time )`

> Restores the music volume to its previous value.

> `restoresound( Float time, [ Float max_vol ], [ Entity player ] )`

> Fades the sound in over the given time, optionally to one single player.
> max_vol being a 0-1 fraction is the maximum volume.

> `restoresoundtrack`

> Restores the soundtrack to the previous one.

> `self`

> self

> `server( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )`

> Server only command.

> `setcurrentobjective( Integer objective_number )`

> Sets the specified objective as the current objective

> `setcvar( String cvar_name, String value )`

> Sets the value of the specified cvar.

> `setlightstyle( Integer lightstyleindex, String lightstyledata )`

> Set up the lightstyle with lightstyleindex to the specified data

> `setscoreboardtoggle( String team, Integer value )`

> Sets the specified team's scoreboard toggle

> `settimer( Integer interval, String script )`

> Sets timer that will execute script after given interval.

> `set_objective_pos( Vector pos )`

> Sets the position in the world of the current objective

> `showmenu( String name, [ Integer bForce ] )`

> show menu,with option to force it on

> `sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )`

> Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise.

> `sin( Float arg )`

> Sine of float (expects degrees not radians)

> `sinh( Float x )`

> Compute hyperbolic sine

> `soundtrack( String soundtrack_name )`

> Changes the soundtrack.

> `spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )`

> Spawns an entity.

> `spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )`

> Spawns an entity.

> `sqrt( Float arg )`

> Sqrt of float

> `stopteamrespawn( String team )`

> Stops a team (anerican, german, both) from spawning in non-wave deathmatches

> `string( Integer value )`

> Casts value to a string.

> `strncpy( Integer bytes, String source )`

> Returns the copied string with the specified bytes

> `stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )`

> Server only command.

> `stuffsrv( String string )`

> Sends command to server

> `tan( Float arg )`

> Tangent of float (expects degrees not radians)

> `tanh( Float x )`

> Compute hyperbolic tangent

> `teamwin( String axis_or_allies )`

> Sets that the 'axis' or the 'allies' have won the map.

> `team_getscore( String team )`

> Get a team's current score.

> `team_setscore( String team, Integer score, [ Integer bAdd ] )`

> Change/Add score to a team.

> `thread( String label )`

> Creates a thread starting at label.

> `thread( String label )`

> Creates a thread starting at label.

> `throw( String label )`

> Throws to the specified label.

> `timeout( Float time )`

> specifies script timeout time

> `trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )`

> Performs a Trace Line from the start to the end, returns the end or the position it hit at.

> `traced( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ], [ Integer mask ] )`

> Performs a Trace Line from the start to the end, returns the array with detailed results

> `trigger( String name )`

> Trigger the specified target or entity.

> `typeof( Integer variable )`

> Returns the type of variable

> `unregisterev( String eventname )`

> Unregisters script callback handler for specified event

> `vector_add( Vector vector1, Vector vector2 )`

> Returns vector1 + vector2.

> `vector_closer( Vector vec_a, Vector vec_b, Vector vec_c )`

> returns 1 if the first vector is closer than the second vector to the third vector.

> `vector_cross( Vector vector1, Vector vector2 )`

> Returns vector1 x vector2.

> `vector_dot( Vector vector1, Vector vector2 )`

> Returns vector1 * vector2.

> `vector_length( Vector vector )`

> Returns the length of the specified vector.

> `vector_normalize( Vector vector )`

> Returns the normalized vector of the specified vector.

> `vector_scale( Vector vector1, Float scale_factor )`

> Returns vector1 * scale_factor.

> `vector_subtract( Vector vector1, Vector vector2 )`

> Returns vector1 - vector2.

> `vector_toangles( Vector vector1 )`

> Returns vector1 converted to angles.

> `vector_within( Vector position1, Vector position2, Float distance )`

> returns 1 if the two points are <= distance apart, or 0 if they are greater than distance apart.

> `visiongetnaked`

> Gets players' global current naked-eye vision.

> `visionsetnaked( String vision_name, [ Float transition_time ] )`

> Sets players' naked-eye vision. Optionally give a transition time from the current vision. If vision_name is an empty string, it will be set to the current map's name.

> `wait( Float wait_time )`

> Wait for the specified amount of time.

> `waitframe`

> Wait for one server frame.

## ScriptTimer -> Listener -> Class

## ScriptVariableList -> Class

## Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `activatenewweapon`

> Activate the new weapon specified by useWeapon. handsurf allows specifying which hand to use for the player

> `american`

> Makes the sentient an American.

> `ammo( String type, Integer amount )`

> Gives the sentient some ammo.

> `armor( String type, Integer amount )`

> Gives the sentient some armor.

> `blockend`

> Is the end of the sentient's block.

> `blockstart`

> Is the start of the sentient's block.

> `bloodmodel( String bloodModel )`

> set the model to be used when showing blood

> `charge( String hand )`

> Starts the charging of the weapon in the specified hand

> `checkanims`

> Check the animations in the .tik file versus the statefile

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `damagemult( Integer location, Float multiplier )`

> Sets the damage multiplier for a particular body location

> `deactivateweapon( String side )`

> Deactivate the weapon in the specified hand.

> `dontdropweapons( [ Boolean dont_drop ] )`

> Make the sentient not drop weapons

> `dropitems`

> drops inventory items

> `fire( [ String hand ], [ String mode ] )`

> Fires the weapon in the specified hand.

> `forcedrophealth`

> Get if the sentient is forced to drop health no matter what level.nodrophealth is.

> `forcedropweapon`

> Force the sentient to drop health no matter what level.nodrophealth is.

> `forcedropweapon`

> Force the sentient to drop health no matter what level.nodrophealth is.

> `forcedropweapon`

> Get if the sentient is forced to drop health no matter what level.nodrophealth is.

> `forcelandminemeasure`

> Force a remeasurement to all landmines

> `german`

> Makes the sentient a German.

> `getactiveweap( Integer weaponhand )`

> gets currently active weapon in a given hand

> `getnewactiveweap`

> gets new active weapon

> `give( String name )`

> Gives the sentient the targeted item.

> `givedynitem( String model, String bonename )`

> Pass the args to the item.

> `item( String type, Integer amount )`

> Gives the sentient the specified amount of the specified item.

> `jumpxy( Float forwardmove, Float sidemove, Float speed )`

> Makes the sentient jump.

> `maxgibs( Integer max_number_of_gibs )`

> Sets the maximum amount of generic gibs this sentient will spawn when hit.

> `maxmouthangle( Float max_mouth_angle )`

> Sets the max mouth angle.

> `meleeattackend`

> Is the end of the sentient's melee attack.

> `meleeattackstart`

> Is the start of the sentient's melee attack.

> `noshadow`

> Turns off the shadow for this sentient.

> `onfire`

> Called every frame when the sentient is on fire.

> `pingformines`

> actively uncover mines nearby.

> `pophelmet`

> Pops a sentient's helmet off if he's got one

> `putawayweapon( String whichHand )`

> Put away or deactivate the current weapon, whichHand can be left or right.

> `releasefire( Float fireholdtime )`

> Releases the attack in the time specified.

> `reloadweapon( String hand )`

> Reloads the weapon in the specified hand

> `sethelmet( String tikifile, Float popspeed, Float dmgmult, String surfacename, String [optional_additional_surface_name] )`

> Gives the sentient a helmet and sets the needed info for it

> `setweaponidlestate( Integer state )`

> set the idle state of the given weapon.

> `shadow`

> Turns on the shadow for this sentient.

> `spawnbloodygibs( [ Integer number_of_gibs ], [ Float scale ] )`

> Spawns some bloody generic gibs.

> `stopfire( String hand )`

> Stops the firing of the weapon in the specified hand.

> `stoponfire`

> Stops the sentient from being on fire.

> `stunend`

> Is the end of the sentient's stun.

> `stunstart`

> Is the start of the sentient's stun.

> `take( String item_name )`

> Takes away the specified item from the sentient.

> `takeall`

> Clears out the sentient's entire inventory.

> `team`

> returns 'german' or 'american'

> `threatbias( Integer bias )`

> Sets the threat bias for this player / AI

> `threatbias( Integer bias )`

> Sets the threat bias for this player / AI

> `threatbias`

> Gets the threat bias for this player / AI

> `toggleitem`

> Toggles the use of the player's item (first item if he has multiple)

> `use( String name, Integer weapon_hand )`

> Use the specified weapon or item in the hand choosen (optional).

> `uselast`

> Activates the last active weapon

> `useweaponclass( String name, [ Integer weapon_hand ] )`

> Use the weapon of the specified class in the hand choosen (optional).

> `weapon( String weapon_modelname )`

> Gives the sentient the weapon specified.

> `weaponcommand( String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] )`

> Pass the args to the active weapon in the specified hand

## SimpleActor -> Sentient -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `noanimlerp`

> Do not LERP to the next animation

## SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

## SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `angle`

> get the angles of the entity using just one value.
> Gets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )`

> set the angles of the entity to newAngles.

> `angles`

> get the angles of the entity.

> `angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )`

> set the angles of the entity to newAngles.

> `centroid`

> entity's centroid

> `forwardvector`

> get the forward vector of angles

> `leftvector`

> get the left vector of angles

> `origin( Vector newOrigin )`

> Set the origin of the entity to newOrigin.

> `origin`

> entity's origin

> `origin( Vector newOrigin )`

> Set the origin of the entity to newOrigin.

> `rightvector`

> get the right vector of angles

> `target( String targetname_to_target )`

> target another entity with targetname_to_target.

> `target`

> entity's target

> `target( String targetname_to_target )`

> target another entity with targetname_to_target.

> `targetname( String targetName )`

> set the targetname of the entity to targetName.

> `targetname`

> entity's targetname

> `targetname( String targetName )`

> set the targetname of the entity to targetName.

> `upvector`

> get the up vector of angles

## SinkObject (func_sinkobject) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `active`

> make the SinkObject active, so that it will respond to players touching it.

> `dampening( Float newDampening )`

> dampening of SinkObject.

> `delay( Float delay )`

> Delay until SinkObject starts falling.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `limit( Float newLimit )`

> maximum displacement of the SinkObject.

> `notactive`

> make the SinkObject not active, so that it won't respond to players touching it.

> `reset`

> Reset the SinkObject right now.

> `resetdelay( Float newResetDelay )`

> Delay between when sinkobject starts resetting.

> `resetsound( String newResetSound )`

> Sound played when sinkobject is resetting.

> `resetspeed( Float newResetspeed )`

> Speed at which SinkObject resets itself, defaults to 0.002 * speed.

> `sinksound( String newSinkSound )`

> Sound played when sinkobject is sinking.

> `speed( Float speed )`

> Speed at which SinkObject starts falling.

## SlidingDoor (func_door) -> Door -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `doclose`

> Closes the door (special doors).

> `doopen( Entity other )`

> Opens the door (special doors).

> `lip( Float lip )`

> Sets the lip of the sliding door.

> `speed( Float speed )`

> Sets the speed of the sliding door.

## SmokeGrenade (smokegrenade) -> EffectEntity -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `bouncefactor( Float factor )`

> sets how far smoke volumes bounce when they collide with something

> `fadedelay( Float time )`

> sets how long the entity waits until fading out from 1 alpha to 0 alpha, in seconds

> `fadein( Float time )`

> sets fadein time from 0 alpha to 1 alpha, in seconds

> `life( Float life )`

> sets how long the smoke emitter lives

> `maxalpha( Float alpha )`

> sets maximum opacity of an individual smoke particle, in 0-1 range

> `offset( Float offset_x, Float offset_y, Float offset_z )`

> sets offset of the smoke volume from the entity

> `scale( Float scale )`

> sets initial scale of each smoke volume

> `scalerate( Float rate )`

> sets how fast the smoke volume grows

> `spawnlife( Float life )`

> sets how long each smoke volume lives

> `spawnrate( Float rate )`

> sets how many smoke volumes are spawned per second

> `spin( Float avel )`

> sets the number of rotations per second for this entity around its z axis

> `velocity( Float vel_x, Float vel_y, Float vel_z )`

> sets how fast the smoke volume moves away, with x forward and z up

## SoundManager -> Listener -> Class

> `addmusictrigger`

> Add a new music trigger where the player is standing.

> `addrandomspeaker`

> Add a new sound where the player is standing.

> `addreverbtrigger`

> Add a new reverb trigger where the player is standing.

> `addspeaker`

> Add a new sound where the player is standing.

> `delete`

> Delete the current sound.

> `globaltranslate( Vector translate_amount )`

> Translates all sounds and triggers by specified amount.

> `hide`

> Hides the sounds.

> `moveplayer`

> Move the player to the current sound position.

> `next`

> Go to the next sound.

> `prev`

> Go to the previous sound.

> `previewreverb`

> Test out the current reverb settings.

> `replace`

> Replace the current sound position with the player's.

> `reset`

> Resets the state of all sounds and triggers.

> `resetreverb`

> reset the reverb settings to a normal.

> `save`

> Saves the sounds.

> `show( [ Entity path ] )`

> Show all the sounds.

> `switchfacet`

> Switch the current facet that we are editing.

> `updateinput`

> Updates the current sound with user interface values.

## Spawn (func_spawn) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `attackmode( Integer attackmode )`

> Sets the attackmode for this spawn entity.

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `modelname( String model_name )`

> Sets the model name for this spawn entity.

> `pickup_thread( String threadName )`

> Sets the pickup thread for the spawned entity.

> `spawnchance( Float spawn_chance )`

> Sets the chance that this spawned entity will spawn something when killed, if it is an actor.

> `spawnitem( String spawn_item_name )`

> Adds this named item to what will be spawned when this spawned entity is killed, if it is an actor.

> `spawntarget( String spawntarget )`

> Sets spawn target for this spawn entity.

> `spawntargetname( String spawntargetname )`

> Sets spawn target name for this spawn entity.

## SpawnArgs -> Class

## SpawnChain (func_spawnchain) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## SpawnOutOfSight (func_spawnoutofsight) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## SplinePath (info_splinepath) -> Entity -> SimpleEntity -> Listener -> Class

> `fadetime( Float fadeTime )`

> Sets the fadetime at this node.

> `fov( Float cameraFOV )`

> Sets the fov at this node.

> `loop( String loop_name )`

> Sets the loop name.

> `speed( Float speed )`

> Sets the path speed.

> `SplinePath_create`

> Creates the spline path from the target list.

> `triggertarget( String target )`

> Sets the trigger target.

> `watch( String watchEntity )`

> Sets the entity to watch at this node.

## TargetList -> Class

## Teleporter (trigger_teleport) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TeleporterDestination (func_teleportdest) -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

## TempWaypoint -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

## TestPlayerStart (testplayerstart) -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

## ThrobbingBox_ExplodeFlak88 (ThrobbingBox_ExplodeFlak88) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## ThrobbingBox_ExplodeNebelwerfer (ThrobbingBox_ExplodeNebelwerfer) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## ThrobbingBox_ExplodePlayerFlak88 (ThrobbingBox_ExplodePlayerFlak88) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## ThrobbingBox_ExplodePlayerNebelwerfer (ThrobbingBox_ExplodeNebelwerfer) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## ThrobbingBox_Explosive (ThrobbingBox_Explosive) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `ActivateSound( String ActivateSound )`

> `BlowUp`

> `DestroyModel( String DestroyModel )`

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `Explode`

> Cause the explosion to happen.

> `explosioneffect( String effectModel )`

> Set the explosion effect model

> `ExplosionSound( String ExplosionSound )`

> `Radius( Float Radius )`

> `SetDamage( Float Damage )`

> `setthread( String thread )`

> Set the thread to execute when this object is used

> `setusethread( String thread )`

> Set the thread to execute when this object is used

> `StopWatchDuration( Float StopWatchDuration )`

> `TickSound( String TickSound )`

> `triggered( Integer triggered )`

> Set the triggered status (0 or 1)

> `UsedModel( String UsedModel )`

## ThrobbingBox_Stickybomb (ThrobbingBox_ExplodeNebelwerfer) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `stickybombwet`

## ThrowObject (func_throwobject) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `pickup( Entity entity, String tag_name )`

> Picks up this throw object and attaches it to the entity.

> `pickupoffset( Vector pickup_offset )`

> Sets the pickup_offset.

> `throw( Entity owner, Float speed, Entity targetent, [ Float grav ] )`

> Throw this throw object.

> `throwsound( String throw_sound )`

> Sets the sound to play when object is thrown.

## TossObject (TossObject) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `bouncesound( String sound )`

> When bouncing, what sound to play on impact

> `bouncesoundchance( Float chance<0.00...1.00> )`

> When bouncing, the chance that the bounce sound will be played

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `stopped`

> sent when entity has stopped bouncing for MOVETYPE_TOSS.

## TouchAnim (func_touchanim) -> UseAnim -> Entity -> SimpleEntity -> Listener -> Class

## TouchField -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TOWObjective (func_towobjective) -> Objective -> Entity -> SimpleEntity -> Listener -> Class

> `AlliesObjNum( Integer AlliesObjNum )`

> Sets the objective number for the allies team

> `AxisObjNum( Integer AxisObjNum )`

> Sets the objective number for the axis team

> `ControlledBy`

> Objective controller

> `ControlledBy( Integer ControlledBy )`

> Sets the team controlling the objective

> `initialize`

> Initialize object

> `SetCurrent( Integer TeamNum )`

> Set this objective as the current objective for the specified team.

> `TakeOver( Integer TeamNum )`

> Sets the team controlling the objective. 0 = Axis, 1 = Allies

## Trigger (trigger_multiple) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `activatetrigger( Entity triggering_entity )`

> Activates all of the targets for this trigger.

> `activator`

> Get's entity who last activated this trigger.

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `cnt( Integer count )`

> Set the amount of times this trigger can be triggered

> `cone( Float newTriggerCone )`

> Sets the cone in which directed triggers will trigger.

> `delay( Float delay_time )`

> Set the delay time (time between triggering and firing) for this trigger

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `edgetriggered( Boolean newEdgeTriggered )`

> If true, trigger will only trigger when object enters trigger, not when it is inside it.

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `message( String message )`

> Set a message to be displayed when this trigger is activated

> `model( Entity modelName )`

> set the model to modelName.

> `multifaceted( Integer facetDirection )`

> Make this trigger multifaceted. If facet is 1, than trigger is North/South oriented.
> If facet is 2 than trigger is East/West oriented. If facet is 3 than trigger is Up/Down oriented.

> `noise( String sound )`

> Set the sound to play when this trigger is activated

> `nottriggerable`

> Turn this trigger off

> `setthread( String thread )`

> Set the thread to execute when this trigger is activated

> `sound( String sound )`

> Set the sound to play when this trigger is activated

> `triggerable`

> Turn this trigger back on

> `triggerthread`

> Start the trigger thread.

> `wait( Float wait_time )`

> Set the wait time (time bewteen triggerings) for this trigger

## TriggerAll (trigger_multipleall) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doActivate( Entity activatingEntity )`

> General trigger event for all entities

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

## TriggerBox (trigger_box) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `maxs( Vector maxs )`

> Sets the maximum bounds of the trigger box.

> `mins( Vector mins )`

> Sets the minimum bounds of the trigger box.

## TriggerByPushObject (trigger_pushobject) -> TriggerOnce -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `triggername( String targetname_of_object )`

> If set, trigger will only respond to objects with specified name.

## TriggerCameraUse (trigger_camerause) -> TriggerUse -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

## TriggerChangeLevel (trigger_changelevel) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `map( String map_name )`

> Sets the map to change to when triggered.

> `spawnspot( String spawn_spot )`

> Sets the spawn spot to use.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerClickItem (trigger_clickitem) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `model( Entity modelName )`

> set the model to modelName.

## TriggerDamageTargets (trigger_damagetargets) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `activatetrigger( Entity triggering_entity )`

> Activates all of the targets for this trigger.

> `damage( Integer damage )`

> Sets the amount of damage to do.

## TriggerEntity (trigger_entity) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## TriggerExit (trigger_exit) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerGivePowerup (trigger_givepowerup) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `oneshot`

> Make this a one time trigger.

> `powerupname( String powerup_name )`

> Specifies the powerup to give to the sentient.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerHurt (trigger_hurt) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Integer damage )`

> Sets the amount of damage to do.

> `damagetype( String damageType )`

> Sets the type of damage a TriggerHurt delivers.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerLandmine (trigger_landmine) -> TriggerEntity -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damageable( Boolean isDamageable )`

> Makes the trigger able to take damage, but it is up to the script to watch this damage

> `isabandoned( Entity owner )`

> Returns true if the owner has abandoned the mine

> `isimmune( Entity owner )`

> Returns true if the given entity is immune to this landmine

## TriggerMusic (trigger_music) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `altcurrent( String alternate_current_mood )`

> Sets the alternate current mood to use when triggered.

> `altfallback( String alterante_fallback_mood )`

> Sets the alternate fallback mood to use when triggered.

> `current( String current_mood )`

> Sets the current mood to use when triggered.

> `fallback( String fallback_mood )`

> Sets the fallback mood to use when triggered.

> `oneshot`

> Make this a one time trigger.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

> `triggereffectalt( Entity triggering_entity )`

> Send event to owner of trigger. This event is only triggered when using a trigger
> as a multi-faceted edge trigger.

## TriggerNoDamage (trigger_nodamage) -> TriggerUse -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerOnce (trigger_once) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## TriggerPlaySound (play_sound_triggered) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `channel( Integer channel )`

> Sets the sound channel to play on.

> `min_dist( Float min_dist )`

> Sets the minimum distance.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

> `volume( Float volume )`

> Sets the volume.

## TriggerPush (trigger_push) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `angle( Float newAngle )`

> set the angles of the entity using just one value.
> Sets the yaw of the entity or an up and down
> direction if newAngle is[ 0 - 359 ] or - 1 or - 2

> `speed( Float speed )`

> Set the push speed of the TriggerPush

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerPushAny (trigger_pushany) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `speed( Float speed )`

> Set the speed.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerRelay (trigger_relay) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## TriggerReverb (trigger_music) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `altreverblevel( Float reverbLevel )`

> Sets the reverb level to be used when triggered.

> `altreverbtype( Integer reverbType )`

> Sets the reverb type.

> `oneshot`

> Make this a one time trigger.

> `reverblevel( Float reverbLevel )`

> Sets the reverb level to be used when triggered.

> `reverbtype( Integer reverbType )`

> Sets the reverb type.

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

> `triggereffectalt( Entity triggering_entity )`

> Send event to owner of trigger. This event is only triggered when using a trigger
> as a multi-faceted edge trigger.

## TriggerSave (trigger_save) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `savename( String name )`

> Sets the name which is appended to the world.message for this specific autosave

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerSecret (trigger_secret) -> TriggerOnce -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## TriggerSidedUse (trigger_sideduse) -> TriggerUse -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## TriggerSpeaker (sound_speaker) -> TriggerPlaySound -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## TriggerUse (trigger_use) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

## TriggerUseOnce (trigger_useonce) -> TriggerUse -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## TriggerVehicle (trigger_vehicle) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `aibulletspread( Float bulletSpreadX, Float bulletSpreadY )`

> Set the spread of the bullets in the x and y axis

> `burstFireSettings( Float mintime, Float maxtime, Float mindelay, Float maxdelay )`

> Sets the settings for burst mode firing

> `clearAimTarget( [ String target ] )`

> Makes the turret aim at an entity

> `convergeTime( Float time )`

> Sets the convergence time

> `dojitter( [ Float jitterAmount ] )`

> Apply the jitter without firing

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `idleCheckOffset( Vector offset )`

> Sets the offset to trace to for collision checking when idling

> `item_droptofloor`

> Drops the item to the ground.

> `maxIdlePitch( Float offset )`

> Sets the offset to trace to for collision checking when idling

> `maxIdleYaw( Float offset )`

> Sets the offset to trace to for collision checking when idling

> `maxuseangle( Float maxuseangle )`

> Set max use angle to allow player to mount the turret.

> `maxYawOffset( Float maxoffset )`

> Sets the max yaw offset from the turrets central facing direction

> `pitchCaps( Vector caps )`

> Sets the pitch caps for the turret. First number is upward cap, second is downward cap, and the third just makes it nice little vector

> `pitchSpeed( Float speed )`

> Sets the turret's pitch speed

> `psetviewangles( Vector offset )`

> Sets the view angles.

> `setAimOffset( Vector offset )`

> Makes the turret aim with specified offset

> `setAimTarget( [ String target ] )`

> Makes the turret aim at an entity

> `setPlayerUsable( Integer state )`

> Sets wether the turret can be used by players. 0 means no, 1 means yes.

> `setthread( String value )`

> Sets the name of the thread called when a player uses the turret

> `setusable( Integer state )`

> Sets wether the turret can be used as a weapon. 0 means no, 1 means yes.

> `shoot( [ String mode ] )`

> Shoot the weapon

> `startFiring`

> Makes the turret start shooting

> `startyaw( Float startyaw )`

> Sets the yaw to be used as the center of our allowed turn arc.

> `stopFiring`

> Makes the turret stop shooting

> `suppressHeight( Float radius )`

> Sets the vertical radius of suppression fire

> `suppressTime( Float time )`

> Sets the suppression time

> `suppressWaitTime( Float time )`

> Sets the suppression wait nonfiring time before turret returns to default position

> `suppressWidth( Float radius )`

> Sets the horizontal radius of suppression fire

> `targettype`

> Gets the target type

> `targettype( String value )`

> Sets the target type to be none, any, or player

> `targettype( String value )`

> Sets the target type to be none any, or player

> `turnSpeed( Float speed )`

> Sets the turret's turn speed

> `userdistance( Float dist )`

> Sets the distance the user should be placed at while using this turret

> `viewangles`

> get the angles of the entity.

> `viewangles( Vector newAngles )`

> set the view angles of the entity to newAngles.

> `viewjitter( Float amount )`

> Sets the amount that the owner's view should be jittered when fired

> `viewOffset( Vector offset )`

> Sets the view offset to use for the turret

> `yawCenter( Float yaw )`

> Sets the yaw for the center of the turret's turning arc

## UseAnim (func_useanim) -> Entity -> SimpleEntity -> Listener -> Class

> `anim( String animName )`

> set the animation to use for player.

> `camera( String cameraPosition )`

> set the camera to use when in this animation.
> topdown, behind, front, side, behind_fixed, side_left, side_right

> `count( Integer newCount )`

> Sets how many times the UseAnim can be triggered.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `key( String keyName )`

> set the key needed to make this UseAnim function.

> `num_loops( Integer loopCount )`

> set the number of times to loop an animation per use.

> `setthread( String label )`

> Sets which thread to use when this UseAnim is triggered.

> `state( String stateName )`

> set the state to use for the player.

> `triggertarget( String targetname )`

> Sets what should be triggered, when this UseAnim is triggered.

## UseAnimDestination (func_useanimdest) -> Entity -> SimpleEntity -> Listener -> Class

> `anim( String animName )`

> set the animation to use for player.

> `num_loops( Integer loopCount )`

> set the number of times to loop an animation per use.

> `state( String stateName )`

> set the state to use for the player.

## UseObject (func_useobject) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `activate`

> Allow the useobject to be used.

> `cone( Float newCone )`

> Sets the cone in angles of where the Useobject can be used.

> `count( Integer newCount )`

> Sets how many times the UseObject can be triggered.

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `damage_type( String newDamageType )`

> Sets what kind of damage is needed to activate the trigger.

> `deactivate`

> Do not allow the useobject to be used.

> `move_thread( String label )`

> Sets which move thread to use when this UseObject has finshed looping.

> `offset( Vector newOffset )`

> Sets the offset to use for this UseObject.

> `reset_thread( String label )`

> Sets which thread to call when resetting.

> `reset_time( Float newResetTime )`

> Sets the time it takes for the UseObject to reset itself.

> `state( String newState )`

> Sets the state to use for this UseObject.

> `state_backwards( String newState )`

> Sets the backward state to use for this UseObject.

> `stop_thread( String label )`

> Sets which stop thread to use when this UseObject is finished.

> `triggertarget( String targetname )`

> Sets what should be triggered, when this UseObject is triggered.

> `usematerial( String nameOfUseMaterial )`

> the name of the material that glows when active.

> `yaw_offset( Float newYawOffset )`

> Sets the yaw offset to use for this UseObject.

## Vehicle (script_vehicle) -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `AnimationSet( String animset )`

> Sets the Animation Set to use.

> `AttachDriverSlot( Integer slot, Entity entity )`

> Attaches an entity to the specified slot.

> `AttachPassengerSlot( Integer slot, Entity entity )`

> Attaches an entity to the specified slot.

> `AttachTurretSlot( Integer slot, Entity entity )`

> Attaches an entity to the specified slot.

> `back_mass( Float weight )`

> Sets the mass of the back of the vehicle

> `BounceBackwardsVelocity( Integer bStayFullSpeed )`

> For vehicles on rails that are moving backwards, reverse our velocity. (Optionally pass bStayFullSpeed to keep vehicle at full speed after the bounce)

> `BounceForwardsVelocity`

> For vehicles on rails that are moving forwards, reverse our velocity.

> `canjump( Boolean jumpable )`

> Sets whether or not the vehicle can jump

> `canuse( Entity entity )`

> Returns 1 if passed entity can 'use' this vehicle.

> `collisionent`

> Gets the Collision Entity

> `collisionent( Entity entity )`

> Gets the Collision Entity

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `damagesounds( Integer on_off )`

> Makes the vehicle play damaged sounds.

> `DetachDriverSlot( Integer slot, [ Vector exit_position ] )`

> Detaches an entity to the specified slot.

> `DetachPassengerSlot( Integer slot, [ Vector exit_position ] )`

> Detaches an entity to the specified slot.

> `DetachTurretSlot( Integer slot, [ Vector exit_position ] )`

> Detaches an entity to the specified slot.

> `doBlocked( Entity obstacle )`

> sent to entity when blocked.

> `doTouch( Entity touchingEntity )`

> sent to entity when touched.

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `drivable`

> Make the vehicle drivable

> `drive( Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] )`

> Makes the vehicle drive to position with speed and acceleration until reached_distance close to position

> `driveNoWait( Vector position, Float speed, Float acceleration, Float reach_distance )`

> Makes the vehicle drive to position with speed and acceleration until reached_distance close to position, thread doesn't wait

> `explosionmodel( String model )`

> Sets the TIKI to call when the vehicle dies.

> `front_mass( Float weight )`

> Sets the mass of the front of the vehicle

> `fullstop`

> Make the Vehicle Stop Moving... Completely!

> `immediateremove`

> Removes this listener immediately.

> `lock`

> Sets the vehicle to be locked

> `lockmovement`

> The Vehicle cannot move.

> `maxuseangle( Float maxuseangle )`

> Set max use angle to allow player to mount the turret.

> `model( Entity modelName )`

> set the model to modelName.

> `modifydrive( Float desired_speed, Float acceleration, Float look_ahead )`

> Modifys the parameters of the current drive.

> `moveanim( String anim_name )`

> move the vehicle with an animation

> `name( String vehicleName )`

> Set the name for the vehicle

> `nextdrive( Entity next_path )`

> appends the specified path to the current path

> `pathDrivable( Boolean pathDrivable )`

> Make the vehicle drivable along a path

> `projectilevulnerable( [ Integer number_of_hits ] )`

> Make vehicle vulnerable to being one-shot by projectiles. If number_of_hits is given, it will take this many shots.

> `QueryDriverSlotAngles( Integer slot )`

> Returns the angles of the specified slot on the vehicle.

> `QueryDriverSlotEntity( Integer slot )`

> Returns an entity at the specified slot.

> `QueryDriverSlotPosition( Integer slot )`

> Returns the position of the specified slot on the vehicle.

> `QueryDriverSlotStatus( Integer slot )`

> Returns the status of the specified slot on the vehicle.

> `QueryFreeDriverSlot`

> Returns a number that represents the first free driver slot on the vehicle.

> `QueryFreePassengerSlot`

> Returns a number that represents the first free passenger slot on the vehicle.

> `QueryFreeTurretSlot`

> Returns a number that represents the first free turret slot on the vehicle.

> `QueryPassengerSlotEntity( Integer slot )`

> Returns an entity at the specified slot.

> `QueryPassengerSlotPosition( Integer slot )`

> Returns the position of the specified slot on the vehicle.

> `QueryPassengerSlotStatus( Integer slot )`

> Returns the status of the specified slot on the vehicle.

> `QuerySpeed( Float speed )`

> Returns the current speed of the vehicle.

> `QueryTurretSlotEntity( Integer slot )`

> Returns an entity at the specified slot.

> `QueryTurretSlotPosition( Integer slot )`

> Returns the position of the specified slot on the vehicle.

> `QueryTurretSlotStatus( Integer slot )`

> Returns the status of the specified slot on the vehicle.

> `removeondeath( Integer removeondeath )`

> If set to a non-zero value, vehicles will not be removed when they die

> `runsounds( Integer on_off )`

> Makes the vehicle play running sounds.

> `seatanglesoffset( Vector angles )`

> Set the angles offset of the seat

> `seatoffset( Vector offset )`

> Set the offset of the seat

> `setcollisionentity( Entity entity )`

> Sets the Collision Entity.

> `setsoundparameters( Float min_speed, Float min_pitch, Float max_speed, Float max_pitch )`

> Sets the Sound parameters for this vehicle

> `setvolumeparameters( Float min_speed, Float min_volume, Float max_speed, Float max_volume )`

> Sets the Volume parameters for this vehicle

> `setweapon( String weaponname )`

> Set the weapon for the vehicle

> `showweapon`

> Set the weapon to be show in the view

> `skidding( Integer on_off )`

> Makes the vehicle skid around corners.

> `SoundSet( String soundset )`

> Sets the Sound Set to use.

> `spawnturret( Integer slot, String tikifile )`

> Spawns a turret with the specified model and connects it to the specified slot

> `start`

> Initialize the vehicle.

> `steerinplace`

> Set the vehicle to turn in place

> `stop`

> Make the Vehicle Stop Moving... FULL BREAKS!

> `stopatend`

> Makes the vehicle slow down to a complete stop at the end of the path.

> `StopBackwardsVelocity`

> Stops any backwards motion for vehicles on rails.

> `turnrate( Float rate )`

> Set the turning rate of the vehicle

> `undrivable`

> Make the vehicle undrivable

> `unlock`

> Sets the vehicle to be unlocked

> `unlockmovement`

> The Vehicle can move again.

> `vehicleanim( String anim_name, [ Float weight ] )`

> Sets an animation to use in the LD Animation slot.
> Weight defaults to 1.0

> `vehiclebouncy( Float bouncycoef )`

> Sets the Bouncy Coefficient for the shocks.

> `vehicledestroyed`

> Driver is dead

> `vehicledrag( Float size )`

> Sets the Drag Factor

> `vehicleinit`

> Initialized the Vehicle as the specified file

> `vehiclemass( Float weight )`

> Sets the mass of the vehicle (backmass = frontmass = mass/2)

> `vehicleradius( Float size )`

> Sets the radius of the wheels

> `vehicleRoll( Float min, Float max, Float coef )`

> Sets the Roll min and max and the acceleration coefficient for the shocks.

> `vehiclerollingresistance( Float size )`

> Sets the radius of the wheels

> `vehiclespeed( Float speed )`

> Set the speed of the vehicle

> `vehiclespringy( Float springycoef )`

> Sets the Springy Coefficient for the shocks.

> `vehicletread( Float size )`

> Sets the size of the wheels

> `VehicleWheelCorners( Vector size, Vector offset )`

> Sets the wheel trace corners.

> `vehicleYaw( Float min, Float max, Float coef )`

> Sets the Yaw min and max and the acceleration coefficient for the shocks.

> `vehicleZ( Float min, Float max, Float coef )`

> Sets the Z min and max and the acceleration coefficient for the shocks.

## VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## VehicleCollisionEntity -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `owner`

> owner

## VehicleHalfTrack (VehicleHalfTrack) -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## VehiclePoint (info_vehiclepoint) -> Waypoint -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

> `spawnflags( Integer spawn_flags )`

> Sets the spawn flags.

## VehicleSoundEntity -> Entity -> SimpleEntity -> Listener -> Class

> `vehiclesoudnentity_updatetraces`

> Updates the traces of a Vehicle Sound Entity

> `vehiclesoundentity_post`

> PostSpawn of a Vehicle Sound Entity

## VehicleTank (VehicleTank) -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## VehicleTankTandem (VehicleTankTandem) -> VehicleTank -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

## VehicleTurretGun -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `aimoffset( Vector value )`

> Adjust aiming angles by offset.

> `aimtolerance( Vector caps )`

> Sets a tolerance for the angles.

> `collisionent`

> Gets the Collision Entity

> `collisionent( Entity entity )`

> Sets the Collision Entity

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `doUse( Entity activatingEntity )`

> sent to entity when it is used by another entity

> `firewarmupdelay( Float value )`

> Set the warmup delay before use after mounting the weapon.

> `item_droptofloor`

> Drops the item to the ground.

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `lock`

> The turret cannot be used.

> `playreloadsound`

> Play the turret reload sound.

> `reloaddelay( Float value )`

> Set a delay that implies a reload. Will also play a sound

> `reloadshots( Integer value )`

> Set the number of shots fired before forcing a reload

> `removeondeath( Integer removeondeath )`

> If set to a non-zero value, vehicles will not be removed when they die

> `setbaseentity( Entity base_entity )`

> Sets the base entity to take its orientation from.

> `setcollisionentity( Entity entity )`

> Sets the Collision Entity.

> `settargetentity( Entity ent )`

> Set the entity to point the turret at visually.

> `SoundSet( String soundset )`

> Sets the Sound Set to use.

> `unlock`

> The turret can be used.

> `warmupdelay( Float value )`

> Set the warmup delay before use after mounting the weapon.

## VehicleTurretGunTandem (VehicleTurretGunTandem) -> VehicleTurretGun -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `linkturret( String name )`

> Sets the next turret in the link.

> `setswitchthread( String thread )`

> Set the thread to execute when turret is switched

## VehicleWheelsX2 (VehicleWheelsX2) -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## VehicleWheelsX4 (VehicleWheelsX4) -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## ViewJitter (func_viewjitter) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `donedeath`

> Makes the view jitter only happen once

> `duration( Float time )`

> Sets the length of time it should last. 0 will be instantanious

> `edgeeffect( Float fraction )`

> Sets the fraction of the jitter to apply at the max radius

> `jitteramount( Vector jitterangles )`

> Sets the jitter angles to apply to the player

> `radius( Float radius )`

> Sets the max radius of the view jitter. 0 affects all

> `timedecay( Vector decayrate )`

> Sets jitter decay per second

> `triggereffect( Entity triggering_entity )`

> Send event to owner of trigger.

## ViewMaster -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )`

> Set the angles of the current viewthing

> `viewanimate`

> Cycle through the animations modes of the current viewthing
> No Animation
> Animation with no motion
> Animation with looping motion
> Animation with motion

> `viewattach( String tagname, String model )`

> Attach a model the the specified tagname

> `viewdelete`

> Delete the current viewthing

> `viewdeleteall`

> Delete all viewthings

> `viewdetach`

> Detach the current viewthing from its parent

> `viewdetachall`

> Detach all the models attached to the current viewthing

> `viewmodel( String viewthingModel )`

> Set the model of the current viewthing

> `viewnext`

> Advance to the next frame of animation of the current viewthing

> `viewnextanim`

> Advance to the next animation of the current viewthing

> `vieworigin( Float x, Float y, Float z )`

> Set the origin of the current viewthing

> `viewpitch( Float pitch )`

> Set the pitch of the current viewthing

> `viewprev`

> Advance to the previous frame of animation of the current viewthing

> `viewprevanim`

> Advance to the previous animation of the current viewthing

> `viewroll( Float roll )`

> Set the roll of the current viewthing

> `viewscale( Float scale )`

> Set the scale of the current viewthing

> `viewscaledown`

> Decrease the scale of the current viewthing

> `viewscaleup`

> Increase the scale of the current viewthing

> `viewsetanim( Float animNum )`

> Set the animation absolutely based off a floating point value

> `viewspawn( String model )`

> Create a viewthing with the specified model

> `viewthingnext`

> Change the active viewthing to the next viewthing

> `viewthingprev`

> Change the active viewthing to the previous viewthing

> `viewyaw( Float yaw )`

> Set the yaw of the current viewthing

## Viewthing (viewthing) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )`

> Set the angles of the current viewthing

> `viewanimate`

> Cycle through the animations modes of the current viewthing
> No Animation
> Animation with no motion
> Animation with looping motion
> Animation with motion

> `viewattach( String tagname, String model )`

> Attach a model the the specified tagname

> `viewdelete`

> Delete the current viewthing

> `viewdetach`

> Detach the current viewthing from its parent

> `viewdetachall`

> Detach all the models attached to the current viewthing

> `viewlastframe`

> Called when the view things last animation frame is displayed.

> `viewmodel( String viewthingModel )`

> Set the model of the current viewthing

> `viewnext`

> Advance to the next frame of animation of the current viewthing

> `viewnextanim`

> Advance to the next animation of the current viewthing

> `vieworigin( Float x, Float y, Float z )`

> Set the origin of the current viewthing

> `viewpitch( Float pitch )`

> Set the pitch of the current viewthing

> `viewprev`

> Advance to the previous frame of animation of the current viewthing

> `viewprevanim`

> Advance to the previous animation of the current viewthing

> `viewroll( Float roll )`

> Set the roll of the current viewthing

> `viewsavesurfaces`

> Called after the model is spawned to save off the models original surfaces.

> `viewscale( Float scale )`

> Set the scale of the current viewthing

> `viewscaledown`

> Decrease the scale of the current viewthing

> `viewscaleup`

> Increase the scale of the current viewthing

> `viewsetanim( Float animNum )`

> Set the animation absolutely based off a floating point value

> `viewthing_think`

> Called every frame to process the view thing.

> `viewyaw( Float yaw )`

> Set the yaw of the current viewthing

## VoteOptions -> Class

## Waypoint (info_waypoint) -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

## Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

> `additionalstartammo( String ammotype, Integer amount )`

> Gives some additional start ammo of the specified type

> `airange( String airange )`

> Set the range of this gun for the ai: short, medium, long, sniper

> `ai_event( [ String type ], [ Float radius ] )`

> Let the AI know that this entity made a sound,
> type is a string specifying what type of sound it is.
> radius determines how far the sound reaches.

> `ammopickupsound( String name )`

> sets the weapon's ammo pickup sound alias

> `ammorequired( Integer amount )`

> Set the amount of ammo this weapon requires to fire

> `ammotype( String name )`

> Set the type of ammo this weapon uses

> `ammo_in_clip( Integer ammoInClip )`

> Set the amount of ammo in the clip

> `anim( String animName )`

> Exec anim commands on server or client.

> `attachtohand( String weapon_hand )`

> Attaches an active weapon to the specified hand

> `autoaim`

> Turn on auto aiming for the weapon

> `autoputaway( Boolean bool )`

> Set the weapon to be automatically put away when out of ammo

> `bulletcount( Float bulletCount )`

> Set the number of bullets this weapon shoots when fired

> `bulletdamage( Float bulletDamage )`

> Set the damage that the bullet causes

> `bulletknockback( Float bulletKnockback )`

> Set the knockback that the bullet causes

> `bulletlarge( Integer bulletType )`

> Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)

> `bulletrange( Float bulletRange )`

> Set the range of the bullets

> `bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )`

> Set the min & optional max spread of the bullet in the x and y axis

> `cantpartialreload`

> Prevents the weapon from being reloaded part way through a clip

> `clipsize( Integer ammoClipSize )`

> Set the amount of rounds a clip of the weapon holds

> `clip_add( Integer ammoAmount )`

> Add to the weapons ammo clip with ammo from its owner

> `clip_empty`

> Empties the weapon's clip of ammo,returning it to the owner

> `clip_fill`

> Fills the weapons ammo clip with ammo from its owner

> `cooktime( Float cooktime )`

> sets weapons cook time.

> `crosshair( Boolean bool )`

> Turn on/off the crosshair for this weapon

> `dmammorequired( Integer amount )`

> Set the amount of ammo this weapon requires to fire

> `dmbulletcount( Float bulletCount )`

> Set the number of bullets this weapon shoots when fired

> `dmbulletdamage( Float bulletDamage )`

> Set the damage that the bullet causes

> `dmbulletrange( Float bulletRange )`

> Set the range of the bullets

> `dmbulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )`

> Set the min & optional max spread of the bullet in the x and y axis

> `dmcantpartialreload`

> Prevents the weapon from being reloaded part way through a clip for DM

> `dmcrosshair( Boolean bool )`

> Turn on/off the crosshair for this weapon

> `dmfiredelay( Float fFireDelay )`

> Set the minimum time between shots from the weapon

> `dmfirespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )`

> Sets a time decayed multiplyer to spread when the weapon is fired

> `dmmovementspeed( Float speedmult )`

> Alters the movement speed of the player when he has the weapon out

> `dmprojectile( String projectileModel )`

> Set the model of the projectile that this weapon fires

> `dmstartammo( Integer amount )`

> Set the starting ammo of this weapon

> `dmzoomspreadmult( Float scale )`

> Sets the spread multiplier for when using the zoom on a zooming weapon

> `donefiring`

> Signals the end of the fire animation

> `donereloading`

> Signals the end of the reload animation

> `fallingangleadjust`

> Adjusts the weapons angles as it falls to the ground

> `firedelay( Float fFireDelay )`

> Set the minimum time between shots from the weapon

> `firespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )`

> Sets a time decayed multiplyer to spread when the weapon is fired

> `firetype( String firingType )`

> Set the firing type of the weapon (projectile or bullet)

> `holsterangles( Vector angles )`

> Set the angles of this weapon when it is holstered

> `holsteroffset( Vector offset )`

> Set the positional offset when it is holstered

> `holsterscale( Float scale )`

> Set the scale of this weapon when it is holstered

> `holstertag( String tagname )`

> Set the name of the tag to attach this to when the weapon is holstered.

> `idle`

> Puts the weapon into an idle state

> `idleinit`

> Puts the weapon into an idle state and clears all the anim slots

> `item_pickup( Entity item )`

> Pickup the specified item.

> `loopfire`

> Makes the weapon fire by looping the fire animation.

> `mainattachtotag( String tagname )`

> Set the name of the tag to attach this to it's owner when being used.

> `makenoise( [ Float noise_radius ], [ Boolean force ] )`

> Makes the weapon make noise that actors can hear.

> `maxchargetime( Integer time )`

> Set the maximum time the weapon may be charged up

> `maxfiremovement( Float speedmult )`

> Sets the max speed the player can be moving to fire the weapon (fraction of weapon's running speed)

> `maxmovementsound( String name )`

> sets the weapon's movement fire prevention sound alias

> `maxrange( Float maxRange )`

> Set the maximum range of a weapon so the AI knows how to use it

> `meansofdeath( String meansOfDeath )`

> Set the meansOfDeath of the weapon.

> `minchargetime( Integer time )`

> Set the minimum time the weapon must be charged up

> `minrange( Float minRange )`

> Set the minimum range of a weapon so the AI knows how to use it

> `movementspeed( Float speedmult )`

> Alters the movement speed of the player when he has the weapon out

> `noammosound( String name )`

> sets the weapon's dry fire sound alias

> `notdroppable`

> Makes a weapon not droppable

> `numfireanims( Integer value )`

> Sets the number of fire animations this weapon uses.

> `offhandattachtotag( String tagname )`

> Set the name of the tag to attach this to it's owner's off hand.

> `overcooked`

> used when the cookable weapon has been over cooked.

> `overcooked_warning`

> causes a warning sound to play that the grenade is about to be overcooked.

> `projectile( String projectileModel )`

> Set the model of the projectile that this weapon fires

> `quiet`

> Makes the weapon make no noise.

> `range( Float range )`

> Set the range of the weapon

> `rank( Integer iOrder, Integer iRank )`

> Set the order value and power ranking for the weapon

> `ready`

> Signals the end of the ready animation so the weapon can be used

> `secondary( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )`

> Set the secondary mode of the weapon, by passing commands through

> `secondaryammoinhud`

> Makes the weapon show its secondary ammo to the hud.

> `semiauto`

> Sets the weapon to fire semi-auto

> `setaimanim( String aimAnimation, Integer aimFrame )`

> Set the aim animation and frame for when a weapon fires

> `setcurrentfireanim( Integer value )`

> Sets the current firing animation.

> `shareclip( Integer shareClip )`

> Sets the weapon to share the same clip between all fire modes

> `shoot( [ String mode ] )`

> Shoot the weapon

> `startammo( Integer amount )`

> Set the starting ammo of this weapon

> `startingammotoowner`

> Internal event used to give ammo to the owner of the weapon

> `startitem( String itemname )`

> Adds an item to the starting loadout of the weapon

> `throughmetal( Float dist )`

> Sets how far the bullets can go through metal

> `throughwood( Float dist )`

> Sets how far the bullets can go through wood

> `tracerfrequency( Float frequenct )`

> Set the frequency of making tracers

> `tracerspeed( Float speed )`

> Scale factor of how fast a tracer should travel (valid ranges 0-2)

> `usenoammo( Boolean bool )`

> Set the weapon to be able to be used when it's out of ammo

> `viewkick( Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] )`

> Adds kick to the view of the owner when fired.

> `weapongroup( String weapon_group )`

> Sets the weapon group, a set of animations for actor animations scripts to use

> `weapontype( String weapon_type )`

> Sets the weapon type

> `worldhitspawn( String modelname )`

> Set a model to be spawned when the weapon strikes the world->

> `zoom( Integer zoomfov, [ Integer autozoom ] )`

> Sets fov to zoom to on a secondary fire

> `zoommovement( Float speedmult )`

> Sets the max speed the player can move while zoomed (fraction of weapon's running speed)

> `zoomspreadmult( Float scale )`

> Sets the spread multiplier for when using the zoom on a zooming weapon

## WindowObject (func_window) -> Entity -> SimpleEntity -> Listener -> Class

> `damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> general damage event used by all entities
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

> `debristype( Integer type )`

> Sets the debris type of the Window

> `killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )`

> event which is sent to an entity once it as been killed
> Location values:
> -1 General
> 0 Pelvis
> 1 Lower Torso
> 2 Mid Torso
> 3 Upper Torso
> 4 Neck
> 5 Head
> 6 RUpperArm
> 7 RForearm
> 8 RHand
> 9 LUpperArm
> 10 LForearm
> 11 LHand
> 12 RThigh
> 13 RCalf
> 14 RFoot
> 15 LThigh
> 16 LCalf
> 17 LFoot

## World (worldspawn) -> Entity -> SimpleEntity -> Listener -> Class

> `ai_visiondistance( Float vision_distance )`

> Sets the default AI Vision Distance

> `animated_farplane( Float farplaneStart, Float farplaneEnd, Float ZStart, Float ZEnd )`

> Set the distance of the far clipping plane based on a farplane range and a Z range

> `animated_farplane_bias( Float biasStart, Float biasEnd, Float ZStart, Float ZEnd )`

> Set the bias of the far clipping plane based on a bias range and a Z range

> `animated_farplane_color( Vector colorStart, Vector colorEnd, Float ZStart, Float ZEnd )`

> Set the color of the far clipping plane based on a color range and a Z range

> `farclipoverride( Float farclipoverride )`

> Override the min config default for the far clip distance

> `farplane( Float farplaneDistance )`

> Set the distance of the far clipping plane

> `farplane`

> Get the distance of the far clipping plane

> `farplane( Float farplaneDistance )`

> Set the distance of the far clipping plane

> `farplaneclipcolor( Vector farplaneclipcolor )`

> Override the fog color for the min config

> `farplane_bias( Float farplaneDistanceBias )`

> Set the distance bias of the far clipping plane

> `farplane_bias( Float farplaneDistanceBias )`

> Set the distance bias of the far clipping plane

> `farplane_bias`

> Get the distance bias of the far clipping plane

> `farplane_color( Vector farplaneColor )`

> Set the color of the far clipping plane fog

> `farplane_color( Vector farplaneColor )`

> Set the color of the far clipping plane fog

> `farplane_color`

> Get the color of the far clipping plane fog

> `farplane_cull( Integer farplaneCull )`

> Whether or not the far clipping plane should cull things out of the world
> 0 - no cull
> 1 - normal cull
> 2 - cull but no bsp culling

> `get_render_terrain`

> Get the render terrain switch

> `gravity( Float worldGravity )`

> Set the gravity for the whole world.

> `lavaalpha( Float lavaAlpha )`

> Set the alpha of lava screen blend

> `lavacolor( Vector lavaColor )`

> Set the color of lava screen blend

> `message( String worldMessage )`

> Set a message for the world

> `nextmap( String nextMap )`

> Set the next map to change to

> `northyaw( Float yaw )`

> Sets the yaw direction that is considered to be north

> `render_terrain( Boolean render_terrain )`

> Set to draw or not draw terrain

> `skyalpha( Float newAlphaForPortalSky )`

> Set the alpha on the sky

> `skybox_farplane( Float farplaneDistance )`

> Set the distance of the skybox far clipping plane

> `skybox_farplane`

> Get the distance of the skybox far clipping plane

> `skybox_farplane( Float farplaneDistance )`

> Set the distance of the skybox far clipping plane

> `skybox_speed( Float speed )`

> Set the speed of the skybox

> `skybox_speed( Float speed )`

> Set the speed of the skybox

> `skybox_speed`

> Get the speed of the skybox

> `skyportal( Boolean newSkyPortalState )`

> Whether or not to use the sky portal at all

> `soundtrack( String MusicFile )`

> Set music soundtrack for this level.

> `wateralpha( Float waterAlpha )`

> Set the alpha of the water screen blend

> `watercolor( Vector waterColor )`

> Set the watercolor screen blend

## 191 Game Module Classes.
2169 Game Module Events.