Game Module Classes

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

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

accuracy( Float value )

accuracy( Float value )

accuracy

ai_off

ai_on

aimat( String target )

alarmnode( String value )

alarmnode( String value )

alarmnode

alarmthread

alarmthread( String value )

alarmthread( String value )

ammo_grenade

ammo_grenade( Integer grenade_count )

ammo_grenade( Integer grenade_count )

anim( String name )

anim_attached( String name )

anim_noclip( String name )

anim_scripted( String name )

animfinal

animloop( String name )

animname

animname

animscript( String name )

animscript_attached( String name )

animscript_noclip( String name )

animscript_scripted( String name )

attachgrenade

attackhandler

attackhandler

attackplayer

avoidplayer( Integer allowavoid )

avoidplayer( Integer allowavoid )

avoidplayer

balconyheight( Float height )

balconyheight( Float height )

balconyheight

bedead

blendtime

blendtime

breakspecial

calcgrenadetoss( Vector target_position )

calcgrenadetoss2( Vector target_position, Float speed )

canmoveto( Vector position )

canshoot( Vector shootOrigin )

canshootenemyfrom( Vector shootOrigin )

crawlto( String dest )

crouchto( String dest )

damagepuff( Vector position, Vector direction )

deathembalm

deathhandler

deathhandler

deathsinkstart

defaultnonvislevel

delete

detachgrenade

disguise_accept_thread( String value )

disguise_accept_thread( String value )

disguise_accept_thread

disguise_level

disguise_level( Integer value )

disguise_level( Integer value )

disguise_period( Float period_in_seconds )

disguise_period

disguise_period( Float period_in_seconds )

disguise_range( Float range_in_units )

disguise_range( Float range_in_units )

disguise_range

distancetoenemy

doActivate( Entity activatingEntity )

dumb

emotion

enableEnemy

enablePain

endactionanim( )

enemy

enemy_visible_change_time

enemysharerange( Float range )

enemysharerange

enemysharerange( Float range )

enemyswitchdisable

enemyswitchenable

entitystart

eyeslookat( Entity entity )

fallheight( Float height )

fallheight

favoriteenemy( Entity ai_or_player )

favoriteenemy( Entity ai_or_player )

favoriteenemy

findenemy

fire_grenade

fixedleash( Float multiplier )

fixedleash

fixedleash( Float multiplier )

fov( Float angle )

fov

fov( Float angle )

GetRunAnim

GetWalkAnim

gren_awareness( Float awareness_percent )

gren_awareness

gren_awareness( Float awareness_percent )

gun

gun( String s )

gun( String s )

hascompletelookahead

headmodel

headmodel( String headmodel )

headskin

headskin( String headskin )

hearing( Float radius )

hearing( Float radius )

hearing( Float radius )

holster( Integer if )

idlesay( String animation )

ignorebadplaces( Integer ignore )

ignorebadplaces

ignorebadplaces( Integer ignore )

immediateremove

inreload

inreload( Integer reloading )

interrupt_point

interval

interval( Float distance )

interval( Float distance )

intervaldir

is_enemy_visible

kickdir

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

last_enemy_visible_time

leash( Float distance )

leash( Float distance )

leash

lookaroundangle

lookaroundangle( Float angle )

lookaroundangle( Float angle )

lookat( Entity entity )

maxdist( Float distance )

maxdist( Float distance )

maxdist

mindist

mindist( Float distance )

mindist( Float distance )

mood

mood( String new_mood )

movedir

movedoneradius( Float radius )

movedoneradius( Float radius )

moveto( String anim, String dest )

mumble( Integer can_mumble )

mumble( Integer can_mumble )

mumble

no_idle

no_idle

nolongpain( Integer allow )

nolongpain( Integer allow )

nolongpain

nonvislevel

nonvislevel

nonvislevel

nosurprise( Integer nosurprise )

nosurprise

nosurprise( Integer nosurprise )

noticescale( Float multiplier )

noticescale

noticescale( Float multiplier )

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

painhandler

painhandler

pathdist

patrolpath( String value )

patrolpath( String value )

patrolpath

physics_off

physics_on

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

pointat( Entity entity )

position

position

ReadyToFire

reload_mg42

remove

resetleash

runanimrate

runanimrate( Float multiplier )

runanimrate( Float multiplier )

runto( String dest )

say( String animation )

saydone

setactionanim( String base_anim, Float lower_limit, Float upper_limit )

setaimmotionanim( String anim_crouch, String anim_stand )

setaimtarget( Entity entity, Integer bMakeEnemy )

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

setanimlength( Float time )

setmotionanim( String anim )

setreloadcover

setsay( String animation )

setupperanim( String anim )

share_enemy

share_grenade

sight( Float max_sight_range )

sight

sight( Float max_sight_range )

silent( Integer silent )

silent

silent( Integer silent )

sound_awareness

sound_awareness( Float awareness_percent )

sound_awareness( Float awareness_percent )

stopped

suppresschance

suppresschance

suppresschance

tether( Entity entity )

thinkstate

turndoneerror

turndoneerror( Float error )

turndoneerror( Float error )

turnspeed( Float speed )

turnspeed

turnspeed( Float speed )

turnto( Entity entity )

turret

turret( String turret )

turret( String turret )

type_attack

type_attack( String value )

type_attack( String value )

type_disguise( String value )

type_disguise

type_disguise( String value )

type_grenade( String value )

type_grenade

type_grenade( String value )

type_idle( String value )

type_idle

type_idle( String value )

unholster( Integer if )

upperanim( String anim )

use( String name, [ Integer weapon_hand ] )

voicetype

voicetype

voicetype

waittrigger( Boolean bool )

waittrigger( Boolean bool )

waittrigger

walkto( String dest )

weapon( String weapon_modelname )

weapon( String weapon_modelname )

weapon

weapon_internal( String s )

weapongroup

weapontype

Ammo -> Class

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

ammoentity_postspawn

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

anim( String animName )

isloopinganim( String anim_name )

pauseanims( Integer pause )

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

setcontrollerangles( Integer num, Vector angles )

setsynctime( Float synctime )

setyawfrombone( String bone_name )

testmojo( String model_name, Vector vector_offset )

AnimationEvent -> Event -> Class

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

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

barreltype( String type )

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

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

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

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

auto_active( Boolean newActiveState )

auto_maxfov( Float maxFOV )

auto_radius( Float newRadius )

auto_starttime( Float newTime )

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

auto_stoptime( Float newTime )

camera_think

continue

cut

doActivate( Entity activatingEntity )

fadetime( Float fadetime )

follow( Entity targetEnt, [ Entity targetWatchEnt ] )

follow_distance( Float distance )

follow_yaw( Float yaw )

follow_yaw_absolute

follow_yaw_relative

fov( Float fov, [ Float fadeTime ] )

lookat( Entity ent )

moveto( Entity ent )

movetopos( Vector position )

nextcamera( String nextCamera )

nowatch( [ Float fadeTime ] )

orbit( Entity targetEnt, [ Entity targetWatchEnt ] )

orbit_height( Float height )

pause

showquakes( Integer 0 )

speed( Float speed )

start

stop

turnto( Vector angle )

watch( Entity watchEnt, [ Float fadeTime ] )

watchnode( [ Float fadeTime ] )

watchpath( [ Float fadeTime ] )

watchstring( String string, [ Float fadeTime ] )

CameraManager -> Listener -> Class

add

cancelFor( String name )

delete

hide

load( String filename )

loop( [ Entity path ] )

moveplayer

new

next

nextpath

nowatch

play( [ Entity path ] )

prev

prevpath

renamepath( String newName )

replace

save( String filename )

savemap( String filename )

setfadetime( Float newFadeTime )

setfov( String newFOV )

setpath( Entity path )

setspeed( Float speed )

settarget( String target )

settargetname( String targetname )

show( [ Entity path ] )

stop

updateinput

waitTill( String name )

watch( String watch )

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

dropturret

item_pickup( Entity item )

placeturret

turrettik

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 )

debristype( Integer type )

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

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 )

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

killthread( String thread )

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

orientedbbox( Vector mins, Vector maxs, Float yawoffset )

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

DM_Manager -> Listener -> Class

doroundtransition

finishroundtransition

DM_Team -> Listener -> Class

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

alwaysaway

angle( Float newAngle )

close

dmg( Integer damage )

doActivate( Entity activatingEntity )

doBlocked( Entity obstacle )

door_triggerfield( Entity other )

doorclosed

dooropened

doortype( String door_type )

doUse( Entity activatingEntity )

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

linkdoor

lock

open( Entity other )

sound_close_end( String sound_close )

sound_close_start( String sound_close )

sound_locked( String sound_locked )

sound_message( String sound_message )

sound_open_end( String sound_open_end )

sound_open_start( String sound_open_start )

time( Float traveltime )

toggledoor( Entity other )

triggereffect( Entity triggering_entity )

trysolid

tryToOpen( Entity other )

unlock

wait( Float wait )

DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

doBlocked( Entity obstacle )

doTouch( Entity touchingEntity )

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

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 )

kill

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

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

doTouch( Entity touchingEntity )

emitter( String name )

idle

Entity -> SimpleEntity -> Listener -> Class

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

alpha( Float newAlpha )

alwaysdraw

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

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

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

avelocity

bind( Entity parent )

brushmodel

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

canseenoents( Entity entity, [ Float fov ], [ Float vision_distance ] )

censor

classname

classname( String nameOfClass )

connect_paths

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

damage_type( String meansofdeathstring )

deathsinkeachframe

deathsinkstart

delete

detach

detachallchildren

disconnect_paths

dm( String command, [ String parms ] )

dmrealism( String command, [ String parms ] )

droptofloor( [ Float maxRange ] )

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

entnum

explosionattack( String explosionModel, [ String tagName ] )

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

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

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

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

forceactivate

getcontrollerangles( Integer num )

GetLocalYawFromVector

getmaxs

getmins

gettagangles( String tag_name )

gettagposition( String tag_name )

ghost

glue( Entity parent, [ Integer glueAngles ] )

gravity( Float gravityValue )

heal( Float health )

health( Float newHealth )

health

health( Float newHealth )

healthonly( Float newHealth )

healthonly( Float newHealth )

hide

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

immediateremove

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

inpvs( Entity entity )

istouching( Entity entity )

joinTeam( Entity teamMember )

kill

killattach

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

killtarget( String targetName )

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

lightBlue( Float red )

lightGreen( Float red )

lightOff

lightOn

lightRadius( Float red )

lightRed( Float red )

lightStyle( Integer lightStyleIndex )

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

mass( Float massAmount )

max_health

max_health( Integer max_health )

max_health( Integer max_health )

model( String modelName )

model

model( String modelName )

movementstealth( Float scale )

neverdraw

nodamage

normal_damage

normal_health

normaldraw

notarget( Boolean setNoTarget )

notsolid

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

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

quitTeam

radnum

radnum( Float radnum )

realism( String command, [ String parms ] )

remove

removeattachedmodel( String tagname, [ Float fadeRate ], [ String modelName ] )

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

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

rotatedbbox( Integer on_off )

rotatedbbox

safesolid

saydone

scale( Float newScale )

scale( Float newScale )

scale

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

setcontrollerangles( Integer num, Vector angles )

setshaderdata( Float data0, Float data1 )

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

setsize( Vector mins, Vector maxs )

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

shootableonly

show

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

solid

sp( String command, [ String parms ] )

spawnflags( Integer flags )

sprealism( String command, [ String parms ] )

stationary

stoploopsound

stopsound( [ Integer channel ] )

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

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

takedamage

team( String moveTeam )

toss

touchtriggers

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

trigger( String name )

unbind

unglue

usebbox

velocity

velocity( Vector velocity )

volumedamage( Float damage )

yaw

Event -> Class

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

amount( Integer amountOfDebris )

debrismodel( String debrisModel )

severity( Float newSeverity )

triggereffect( Entity triggering_entity )

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

dmg( Integer damage )

triggereffect( Entity triggering_entity )

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

anglespeed( Float speed )

base_velocity( Vector velocity )

checkonground

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

dmg( Integer dmg )

doTouch( Entity touchingEntity )

explosions( Integer explosions )

land_angles( Vector angles )

land_radius( Float radius )

random_velocity( Vector velocity )

stoprotating

triggereffect( Entity triggering_entity )

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

constantdamage

damageagain

damageeveryframe

explosioneffect( String explosionType )

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

radius( Float projectileRadius )

radiusdamage( Float radiusDamage )

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

bounce

dmg( Integer dmg )

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

noise( String sound )

rotate

speed( Float speed )

start

wait( Float wait )

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 )

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

Flamethrower -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

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

dampening( Float newDampening )

doTouch( Entity touchingEntity )

limit( Float newLimit )

movesound( String newSinkSound )

reset

resetspeed( Float newResetspeed )

speed( Float speed )

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

activate

angle( Float newAngle )

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

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

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

deactivate

delay( Float delay )

doActivate( Entity activatingEntity )

endalpha( Float alpha )

endpoint( Vector beam_end_point )

findendpoint

life( Float beam_life )

maxoffset( Float max_offset )

minoffset( Float min_offset )

model( String modelName )

numsegments( Integer numsegments )

numspherebeams( Integer num )

overlap( Float beam_overlap )

persist( Boolean bool )

radius( Float radius )

shader( String beam_shader )

shoot

shootradius( Float radius )

target( String beam_target )

tileshader( String beam_shader )

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

updateendpoint

updateorigin

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

angle( Float newAngle )

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

Game -> Listener -> Class

detail

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 )

doTouch( Entity touchingEntity )

stopped

throwgib( Entity ent, Integer velocity, Float scale )

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

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

health_postspawn

item_pickup( Entity item )

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

stopped

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

angle( Float newAngle )

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 )

hiteffect

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

killedeffect

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

activateitem( [ String mode ] )

activatepapers

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

amount( Integer amount )

amount

angle( Float newAngle )

dialogneeded( String dialog_needed )

doUse( Entity activatingEntity )

item_droptofloor

item_pickup( Entity item )

maxamount( Integer max_amount )

name( String item_name )

no_remove

pickup_done

pickupsound( String name )

respawn

respawn_done

respawnsound

set_respawn( Integer respawn )

set_respawn_time( Float respawn_time )

stopped

triggereffect( Entity triggering_entity )

Level -> Listener -> Class

alarm( Integer alarm_status )

alarm

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

bombs_planted( Integer num )

bombs_planted( Integer num )

bombs_planted

clockside( String axis_allies_draw_kills )

clockside( String axis_or_allies )

clockside

dmrespawning( Integer allow_respawn )

dmrespawning

dmrespawning( Integer allow_respawn )

dmroundlimit( Integer roundlimit )

dmroundlimit( Integer roundlimit )

dmroundlimit

found_secrets

ignoreclock( Integer ignoreclock )

loop_protection

loop_protection( Integer loop_protection )

nodrophealth( Integer alarm_status )

objectivebased

papers

papers

planting_team( String axis_or_allies )

planting_team

planting_team( String axis_allies_draw_kills )

prespawnsentient

rain_density

rain_density

rain_length

rain_length

rain_min_dist

rain_min_dist

rain_numshaders

rain_numshaders

rain_shader

rain_shader

rain_slant

rain_slant

rain_speed

rain_speed

rain_speed_vary

rain_speed_vary

rain_width

rain_width

removebadplace( String name )

roundbased

targets_destroyed( Integer num )

targets_destroyed

targets_destroyed( Integer num )

targets_to_destroy

targets_to_destroy( Integer num )

targets_to_destroy( Integer num )

time

total_secrets

Light (light) -> Listener -> Class

LightStyleClass -> Class

Listener -> Class

cancelFor( String name )

classname

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

delaythrow( String label )

delete

exec( String script )

exec( String script )

immediateremove

owner

remove

thread( String label )

thread( String label )

throw( String label )

unregister( String label )

waitexec( String script )

waitexec( String script )

waitthread( String label )

waitthread( String label )

waitTill( String name )

LODMaster (lodmaster) -> Listener -> Class

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

lod_discard

lod_roll( Float roll )

lod_spawn( String model )

lod_yaw( Float yaw )

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

lod_discard

lod_model

lod_think

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

angle( Float newAngle )

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

movedone( Entity finishedEntity )

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

dmg( Integer damage )

duration( Float duration )

random( Float randomness )

triggereffect( Entity triggering_entity )

wait( Float explodewait )

Object (object) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

handlespawn

model( String modelName )

model( String modelName )

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

Complete

doActivate( Entity activatingEntity )

ObjectiveNbr( Integer index )

SetCurrent

Text( String Text )

TurnOff

TurnOn

Parm -> Listener -> Class

motionfail

movedone

movefail

other

owner

previousthread

sayfail

upperfail

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

delete

immediateremove

istouching( Entity entity )

low_wall_arc( Float arc_half_angle )

spawnflags( Integer node_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 ] )

actorinfo( Integer actor_number )

addkills( Integer num_kills )

animloop_legs

animloop_pain

animloop_torso

attachtoladder

auto_join_team

callvote( String arg1, [ String arg2 ] )

coord

correctweaponattachments

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

damage_multiplier( Float damage_multiplier )

dead

deadbody

dmdeathdrop

dmmessage( Integer mode, String stuffstrings )

dmteam

dog( [ Integer god_mode ] )

endlevel

ensureforwardoffladder

ensureoverladder

enter( Entity vehicle, [ String driver_anim ] )

exit( Entity vehicle )

face( Vector angles )

finishuseanim

finishuseobject

fireheld

forcelegsstate( String legsstate )

forcetorsostate( String torsostate )

fov( [ Float fov ] )

fullheal

gameversion

getmovement

getposition

give( String name, [ Integer amount ] )

giveweapon( String weapon_name )

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

gvo

has_disguise

has_disguise( Integer is_disguised )

holster

invnext

invprev

iprint( String string, [ Integer bold ] )

is_disguised

join_team( String team )

jump( Float height )

jumpxy( Float forwardmove, Float sidemove, Float speed )

kill

killclass( String classname, [ Integer except_entity_number ] )

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

killent( Integer entity_number )

leave_team

listinventory

loaded

logstats( Boolean state )

modheight( String height )

moveposflags( String position, [ String movement ] )

nextpaintime( Float seconds )

noclip

notarget

notready

objectivecount( Integer num_completed, Integer out_of )

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

perferredweapon( String weapon_name )

physics_off

physics_on

pickweapon

poweruptimer( Integer poweruptimer, Integer poweruptype )

primarydmweapon( String weaptype )

ready

ready

reload

removeclass( String classname, [ Integer except_entity_number ] )

removeent( Integer entity_number )

resethaveitem( String weapon_name )

resetstate

respawn

safeholster( Boolean putaway )

safezoom( Boolean zoomin )

score

show

skipcinematic

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

spectator

startuseobject

state

stats

stopwatch( Integer duration )

stopwatchingactor( Entity actor_to_stop_watching )

stufftext( String stuffstrings )

takepain( Boolean bool )

tele( Vector location )

testplayeranim( Float weight, [ String anim ] )

testthread( String scriptfile, [ String label ] )

turn( Float yawangle )

turnlegs( Float yawangle )

turnupdate( Float yaw, Float timeleft )

turretenter( Entity turret, [ String driver_anim ] )

turretexit( Entity turret )

tweakladderpos

unattachfromladder

updatepoweruptime

useheld

usestuff

viewangles( Vector newAngles )

viewangles

viewmodelanim( String anim, [ Integer force_restart ] )

voicetype( String voice_name )

vote( String arg1 )

waitForState( String stateToWaitFor )

watchactor( Entity actor_to_watch )

weapdrop

weapnext

weapprev

whatis( Integer entity_number )

wuss

zoomoff

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

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

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

arena( Integer arena_number )

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

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

angle( Float newAngle )

disablespawn

enablespawn

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

clipsize( Integer ammoClipSize )

item_droptofloor

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

roll( Float roll )

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

locatecamera

Projectile (projectile) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

addownervelocity( Boolean bool )

addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )

arctotarget

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

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

becomebomb

bouncesound

bouncesound_hard

bouncesound_metal

bouncesound_water

bouncetouch

canhitowner

chargelife

chargespeed

clearowner

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

dmlife( Float projectileLife )

doTouch( Entity touchingEntity )

drunk( Float amount, Float rate )

explode

explodeontouch

explosionmodel( String modelname )

fuse

heatseek

hitdamage( Float projectileHitDamage )

impactmarkorientation( Float degrees )

impactmarkradius( Float radius )

impactmarkshader( String shader )

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

knockback( Float projectileKnockback )

life( Float projectileLife )

meansofdeath( String meansOfDeath )

minlife( Float minProjectileLife )

minspeed( Float minspeed )

notouchdamage

prethink

removewhenstopped

smashthroughglass( Integer speed )

speed( Float projectileSpeed )

stopped

updatebeam

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

Accuracy( Float Accuracy )

BeginCycle

Cycles( Integer Cycles )

doActivate( Entity activatingEntity )

EndCycle

FireOnStartUp

gettargetentity

ID( Integer ID )

initialize

isturnedon

launchsound( String Sound )

MaxDelay( Float MaxDelay )

MaxDuration( Float MaxDuration )

MaxNumShots( Integer MaxNumShots )

MinDelay( Float MinDelay )

MinDuration( Float MinDuration )

MinNumShots( Integer MinNumShots )

Model( String Model )

target( String targetname_to_target )

TickCycle

TurnOff

TurnOn

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

bulletcount( Float bulletCount )

bulletdamage( Float bulletDamage )

bulletknockback( Float bulletKnockback )

bulletlarge( Integer bulletType )

bulletrange( Float bulletRange )

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

fakebullets( Boolean useFakeBullets )

firedelay( Float fFireDelay )

ID( Integer ID )

meansofdeath( String meansOfDeath )

throughmetal( Float dist )

throughwood( Float dist )

tracerfrequency( Integer frequenct )

tracerspeed( Float speed )

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

projectile( String projectileModel )

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

arc( Float arc )

isdonut( Integer isdonut )

maxdonut( Float maxdonut )

mindonut( Float mindonut )

playpreimpact

preimpactsound( String Sound )

preimpactsoundprob( Float probability )

preimpactsoundtime( Float delay )

projectile( String projectileModel )

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

ID( Integer ID )

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

doTouch( Entity touchingEntity )

idle

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

dmg( Integer damage )

doBlocked( Entity obstacle )

pushsound( String sound )

start

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

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

doActivate( Entity activatingEntity )

max_time( Float maxTime )

min_time( Float minTime )

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

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

maxdelay( Float max_delay )

mindelay( Float min_delay )

triggereffect( Entity triggering_entity )

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

doopen( Entity other )

openangle( Float open_angle )

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

chance( Float chance )

delay( Float delay )

doTouch( Entity touchingEntity )

lip( Float lip )

offset( Vector spawn_offset )

spawnmodel( String model_to_spawn )

speed( Float speed )

Script -> Class

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

aimtarget

fire

ScriptClass -> Listener -> Class

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

angle( Float newAngle )

doclose

doinit

doopen( Entity other )

movedir

opendot

startangles

startorigin

ScriptMaster -> Listener -> Class

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

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

cache( String resourceName )

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

angle( Float newAngle )

anim( String anim_name )

animdone

model( String modelName )

moveanim( String animName )

moving_from_anim

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 )

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

model( String modelName )

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

bulletcount( Float bulletCount )

bulletdamage( Float bulletDamage )

bulletknockback( Float bulletKnockback )

bulletrange( Float bulletRange )

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

fire

firedelay( Float fFireDelay )

off

on

projectile

throughmetal( Float dist )

throughwood( Float dist )

tracerfreq

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

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

angle( Float newAngle )

angles( Vector angles )

bind( Entity parent )

closeportal

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

dmg( Integer damage )

doActivate( Entity activatingEntity )

doBlocked( Entity obstacle )

doTouch( Entity touchingEntity )

doUse( Entity activatingEntity )

endpath

explode( Float damage )

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

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

jumpto( String vector_or_entity )

model( String modelName )

modifyflypath( Float speed, Float acceleration, Float look_ahead )

move

moveBackward( Float dist )

moveDown( Float dist )

moveEast( Float dist )

moveForward( Float dist )

moveLeft( Float dist )

moveNorth( Float dist )

moveOffset( Vector dist )

moveRight( Float dist )

moveSouth( Float dist )

moveto( String vector_or_entity )

moveUp( Float dist )

moveWest( Float dist )

next

normalangles( Boolean bUseNormalAngles )

notshootable

openportal

path_relativeyaw( Float relativeYaw )

physics_off

physics_on( [ Integer no_collide_entity ] )

physics_velocity( Vector impulseVector )

rotateaxis( Integer axis, Float avelocity )

rotateaxisdown( Integer axis, Float angle )

rotateaxisdownto( Integer axis, Float angle )

rotateaxisup( Integer axis, Float angle )

rotateaxisupto( Integer axis, Float angle )

rotatedownto( Vector direction )

rotateto( Vector direction )

rotateupto( Vector direction )

rotateX( Float avelocity )

rotateXdown( Float angle )

rotateXdownto( Float angle )

rotateXup( Float angle )

rotateXupto( Float angle )

rotateY( Float avelocity )

rotateYdown( Float angle )

rotateYdownto( Float angle )

rotateYup( Float angle )

rotateYupto( Float angle )

rotateZ( Float avelocity )

rotateZdown( Float angle )

rotateZdownto( Float angle )

rotateZup( Float angle )

rotateZupto( Float angle )

scriptslave_followingpath

scriptslave_movedone

setdamage( Integer damage )

setmeansofdeath( String means_of_death )

speed( Float speed )

stop

threadmove( String label )

time( Float travel_time )

trigger( Entity ent )

unbind

waitmove

ScriptThread -> Listener -> Class

abs( Float arg )

addobjective( Integer objective_number, Integer status, [ String text ], [ Vector location ] )

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

all_ai_off

all_ai_on

angles_pointat( Entity parent_entity, Entity entity, Entity target_entity )

angles_toforward( Vector angles )

angles_toleft( Vector angles )

angles_toup( Vector angles )

assert( Float value )

bool( Integer value )

bsptransition( String next_map )

cache( String resource_name )

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

centerprint( String stuffToPrint )

cinematic

clear_objective_pos

clearfade

clearletterbox( Float time )

CreateListener

cuecamera( Entity entity, [ Float switchTime ] )

cueplayer( [ Float switchTime ] )

debug_int3

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

delaythrow( String label )

dprintln( String string )

drawhud( Integer value )

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

end

entity( Integer value )

error( String message, Integer level )

exec( String script )

exec( String script )

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

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

fadesound( Float time )

float( Integer value )

forcemusic( String current, [ String fallback ] )

freezeplayer

getboundkey1( String keyname )

getboundkey2( String keyname )

getcvar( String name )

goto( String label )

hidemenu( String name, [ Integer bForce ] )

hidemouse

huddraw_align( Integer index, String h_align, String v_align )

huddraw_alpha( Integer index, Float alpha )

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

huddraw_font( Integer index, String fontname )

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

huddraw_shader( Integer index, String shader )

huddraw_string( Integer index, String string )

huddraw_virtualsize( Integer index, Integer virtual )

int( Integer value )

iprintln( String string )

iprintln_noloc( String string )

iprintlnbold( String string )

iprintlnbold_noloc( String string )

IsAlive( Entity ent )

killclass( String class_name, [ Integer except ] )

killent( Integer ent_num )

letterbox( Float time )

leveltransition( String next_map )

loc_convert_string( String in )

locprint( Integer xoffset, Integer yoffset, String stuffToPrint )

map( String map_name )

missionfailed( Integer novideofade )

missiontransition( String next_map )

mprint( String string )

mprintln( String string )

music( String current, [ String fallback ] )

musicvolume( Float volume, Float fade_time )

noncinematic

pause

PlayMovie( String name )

popmenu( Integer index )

print( String string )

print3d( Vector origin, String string, [ String [strings] ] )

println( String string )

pushmenu( String name )

radiusdamage( Vector origin, Float damage, Float radius, Integer constant_damage )

randomfloat( Float max )

randomint( Integer max )

releaseplayer

removeclass( String class_name, [ Integer except ] )

removeent( Integer ent_num )

restoremusicvolume( Float fade_time )

restoresoundtrack

self

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

set_objective_pos( Vector pos )

setcurrentobjective( Integer objective_number )

setcvar( String cvar_name, String value )

setlightstyle( Integer lightstyleindex, String lightstyledata )

showmenu( String name, [ Integer bForce ] )

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

soundtrack( String soundtrack_name )

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

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

string( Integer value )

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

teamwin( String axis_or_allies )

thread( String label )

thread( String label )

throw( String label )

timeout( Float time )

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

trigger( String name )

vector_add( Vector vector1, Vector vector2 )

vector_closer( Vector vec_a, Vector vec_b, Vector vec_c )

vector_cross( Vector vector1, Vector vector2 )

vector_dot( Vector vector1, Vector vector2 )

vector_length( Vector vector )

vector_normalize( Vector vector )

vector_scale( Vector vector1, Float scale_factor )

vector_subtract( Vector vector1, Vector vector2 )

vector_toangles( Vector vector1 )

vector_within( Vector position1, Vector position2, Float distance )

wait( Float wait_time )

waitframe

ScriptVariableList -> Class

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

activatenewweapon( [ String handsurf ] )

american

ammo( String type, Integer amount )

armor( String type, Integer amount )

blockend

blockstart

bloodmodel( String bloodModel )

charge( [ String hand ], [ String mode ] )

checkanims

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

damagemult( Integer location, Float multiplier )

deactivateweapon( String side )

dontdropweapons

dropitems

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

german

give( String name )

givedynitem( String model, String bonename )

item( String type, Integer amount )

jumpxy( Float forwardmove, Float sidemove, Float speed )

maxgibs( Integer max_number_of_gibs )

maxmouthangle( Float max_mouth_angle )

meleeattackend

meleeattackstart

noshadow

onfire

pophelmet

putawayweapon( String whichHand )

releasefire( Float fireholdtime )

reloadweapon( [ String hand ] )

sethelmet( String tikifile, Float popspeed, Float dmgmult, String surfacename, String [optional )

shadow

spawnbloodygibs( [ Integer number_of_gibs ], [ Float scale ] )

stopfire( [ String hand ] )

stoponfire

stunend

stunstart

take( String item_name )

takeall

team

threatbias( Integer bias )

threatbias

threatbias( Integer bias )

toggleitem

use( String name, [ Integer weapon_hand ] )

uselast

useweaponclass( String weaponclass, [ Integer weapon_hand ] )

weapon( String weapon_modelname )

weaponcommand( String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] )

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

noanimlerp

SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

SimpleEntity -> Listener -> Class

angle( Float newAngle )

angle( Float newAngle )

angle

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

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

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

centroid

forwardvector

leftvector

origin( Vector newOrigin )

origin( Vector newOrigin )

origin

rightvector

target

target( String targetname_to_target )

target( String targetname_to_target )

targetname

targetname( String targetName )

targetname( String targetName )

upvector

SinkObject (func_sinkobject) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

active

dampening( Float newDampening )

delay( Float delay )

doTouch( Entity touchingEntity )

limit( Float newLimit )

notactive

reset

resetdelay( Float newResetDelay )

resetsound( String newResetSound )

resetspeed( Float newResetspeed )

sinksound( String newSinkSound )

speed( Float speed )

SlidingDoor (func_door) -> Door -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

angle( Float newAngle )

doclose

doopen( Entity other )

lip( Float lip )

speed( Float speed )

SmokeGrenade (smokegrenade) -> EffectEntity -> Animate -> Entity -> SimpleEntity -> Listener -> Class

bouncefactor( Float factor )

fadedelay( Float time )

fadein( Float time )

life( Float life )

maxalpha( Float alpha )

offset( Float offset_x, Float offset_y, Float offset_z )

scale( Float scale )

scalerate( Float rate )

spawnlife( Float life )

spawnrate( Float rate )

spin( Float avel )

velocity( Float vel_x, Float vel_y, Float vel_z )

SoundManager -> Listener -> Class

addmusictrigger

addrandomspeaker

addreverbtrigger

addspeaker

delete

globaltranslate( Vector translate_amount )

hide

moveplayer

next

prev

previewreverb

replace

reset

resetreverb

save

show( [ Entity path ] )

switchfacet

updateinput

Spawn (func_spawn) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

angle( Float newAngle )

attackmode( Integer attackmode )

doActivate( Entity activatingEntity )

modelname( String model_name )

pickup_thread( String threadName )

spawnchance( Float spawn_chance )

spawnitem( String spawn_item_name )

spawntarget( String spawntarget )

spawntargetname( String spawntargetname )

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 )

fov( Float cameraFOV )

loop( String loop_name )

speed( Float speed )

SplinePath_create

triggertarget( String target )

watch( String watchEntity )

StateScript -> Class

TargetList -> Class

Teleporter (trigger_teleport) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

triggereffect( Entity triggering_entity )

TeleporterDestination (func_teleportdest) -> Entity -> SimpleEntity -> Listener -> Class

angle( Float newAngle )

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_ExplodePlayerNebelwerfer) -> 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 )

Explode

explosioneffect( String effect )

explosionoffset( Vector offset )

ExplosionSound( String ExplosionSound )

Radius( Float Radius )

SetDamage( Float Damage )

setthread( String thread )

setusethread( String thread )

StopWatchDuration( Float StopWatchDuration )

TickSound( String TickSound )

triggered( Integer 0 )

UsedModel( String UsedModel )

ThrobbingBox_Stickybomb (ThrobbingBox_Stickybomb) -> 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 )

doUse( Entity activatingEntity )

stickybombwet

ThrowObject (func_throwobject) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

doTouch( Entity touchingEntity )

pickup( Entity entity, String tag_name )

pickupoffset( Vector pickup_offset )

throw( Entity owner, Float speed, Entity targetent, [ Float grav ] )

throwsound( String throw_sound )

TossObject (TossObject) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

bouncesound( String sound )

bouncesoundchance( Float chance<0.00...1.00> )

doTouch( Entity touchingEntity )

stopped

TouchAnim (func_touchanim) -> UseAnim -> Entity -> SimpleEntity -> Listener -> Class

TouchField -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

triggereffect( Entity triggering_entity )

TOWObjective (func_TOWObjective) -> Objective -> Entity -> SimpleEntity -> Listener -> Class

AlliesObjNum( Integer AlliesObjNum )

AxisObjNum( Integer AxisObjNum )

ControlledBy( Integer ControlledBy )

ControlledBy

initialize

SetCurrent( Integer TeamNum )

TakeOver( Integer TeamNum )

TreeModel (plant_tree) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

start

Trigger (trigger_multiple) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

activatetrigger( Entity triggering_entity )

angle( Float newAngle )

cnt( Integer count )

cone( Float newTriggerCone )

delay( Float delay_time )

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

edgetriggered( Boolean newEdgeTriggered )

message( String message )

model( String modelName )

multifaceted( Integer facetDirection )

noise( String sound )

nottriggerable

setthread( String thread )

sound( String sound )

triggerable

triggerthread

wait( Float wait_time )

TriggerAll (trigger_multipleall) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

TriggerBox (trigger_box) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

maxs( Vector maxs )

mins( Vector mins )

TriggerByPushObject (trigger_pushobject) -> TriggerOnce -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

triggername( String targetname_of_object )

TriggerCameraUse (trigger_camerause) -> TriggerUse -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

doUse( Entity activatingEntity )

nottriggerable

triggerable

TriggerChangeLevel (trigger_changelevel) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

map( String map_name )

spawnspot( String spawn_spot )

triggereffect( Entity triggering_entity )

TriggerClickItem (trigger_clickitem) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

model( String modelName )

TriggerDamageTargets (trigger_damagetargets) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

activatetrigger( Entity triggering_entity )

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

TriggerExit (trigger_exit) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

triggereffect( Entity triggering_entity )

TriggerGivePowerup (trigger_givepowerup) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

oneshot

powerupname( String powerup_name )

triggereffect( Entity triggering_entity )

TriggerHurt (trigger_hurt) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

damage( Integer damage )

damagetype( String damageType )

doTouch( Entity touchingEntity )

triggereffect( Entity triggering_entity )

TriggerMusic (trigger_music) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

altcurrent( String alternate_current_mood )

altfallback( String alterante_fallback_mood )

current( String current_mood )

fallback( String fallback_mood )

oneshot

triggereffect( Entity triggering_entity )

triggereffectalt( Entity triggering_entity )

TriggerNoDamage (trigger_nodamage) -> TriggerUse -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

doTouch( Entity touchingEntity )

triggereffect( Entity triggering_entity )

TriggerOnce (trigger_once) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

TriggerPlaySound (play_sound_triggered) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

channel( Integer channel )

min_dist( Float min_dist )

triggereffect( Entity triggering_entity )

volume( Float volume )

TriggerPush (trigger_push) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

angle( Float newAngle )

speed( Float speed )

triggereffect( Entity triggering_entity )

TriggerPushAny (trigger_pushany) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

speed( Float speed )

triggereffect( Entity triggering_entity )

TriggerRelay (trigger_relay) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

TriggerReverb (trigger_music) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

altreverblevel( Float reverbLevel )

altreverbtype( Integer reverbType )

oneshot

reverblevel( Float reverbLevel )

reverbtype( Integer reverbType )

triggereffect( Entity triggering_entity )

triggereffectalt( Entity triggering_entity )

TriggerSave (trigger_save) -> TriggerOnce -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

savename( String name )

triggereffect( Entity triggering_entity )

TriggerSecret (trigger_secret) -> TriggerOnce -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

triggereffect( Entity triggering_entity )

TriggerSpeaker (sound_speaker) -> TriggerPlaySound -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

TriggerUse (trigger_use) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

doUse( Entity activatingEntity )

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 )

burstFireSettings( Float mintime, Float maxtime, Float mindelay, Float maxdelay )

clearAimTarget( [ String target ] )

convergeTime( Float time )

dojitter( Float (optional) )

doUse( Entity activatingEntity )

idleCheckOffset( Vector offset )

item_droptofloor

maxIdlePitch( Float offset )

maxIdleYaw( Float offset )

maxuseangle( Float maxuseangle )

maxYawOffset( Float maxoffset )

pitchCaps( Vector caps )

pitchSpeed( Float speed )

psetviewangles( Vector offset )

setAimOffset( Vector offset )

setAimTarget( [ String target ] )

setPlayerUsable( Integer state )

setthread( String value )

setusable( Integer state )

shoot( [ String mode ] )

startFiring

startyaw( Float startyaw )

stopFiring

suppressHeight( Float radius )

suppressTime( Float time )

suppressWaitTime( Float time )

suppressWidth( Float radius )

targettype( String value )

targettype( String value )

targettype

turnSpeed( Float speed )

userdistance( Float dist )

viewangles( Vector newAngles )

viewangles

viewjitter( Float amount )

viewOffset( Vector offset )

yawCenter( Float yaw )

UseAnim (func_useanim) -> Entity -> SimpleEntity -> Listener -> Class

anim( String animName )

camera( String cameraPosition )

count( Integer newCount )

doTouch( Entity touchingEntity )

key( String keyName )

num_loops( Integer loopCount )

state( String stateName )

triggertarget( String targetname )

UseAnimDestination (func_useanimdest) -> Entity -> SimpleEntity -> Listener -> Class

anim( String animName )

num_loops( Integer loopCount )

state( String stateName )

UseObject (func_useobject) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

activate

cone( Float newCone )

count( Integer newCount )

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

damage_type( String newDamageType )

deactivate

offset( Vector newOffset )

reset_time( Float newResetTime )

state( String newState )

state_backwards( String newState )

triggertarget( String targetname )

usematerial( String nameOfUseMaterial )

yaw_offset( Float newYawOffset )

Vehicle (script_vehicle) -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

AnimationSet( String animset )

AttachDriverSlot( Integer slot, Entity entity )

AttachPassengerSlot( Integer slot, Entity entity )

AttachTurretSlot( Integer slot, Entity entity )

back_mass( Float weight )

canjump( Boolean jumpable )

collisionent

collisionent( Entity entity )

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

damagesounds( Integer on_off )

DetachDriverSlot( Integer slot, [ Vector exit_position ] )

DetachPassengerSlot( Integer slot, [ Vector exit_position ] )

DetachTurretSlot( Integer slot, [ Vector exit_position ] )

doBlocked( Entity obstacle )

doTouch( Entity touchingEntity )

doUse( Entity activatingEntity )

drivable

drive( Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] )

driveNoWait( Vector position, Float speed, Float acceleration, Float reach_distance )

explosionmodel( String model )

front_mass( Float weight )

fullstop

immediateremove

lock

lockmovement

model( String modelName )

modifydrive( Float desired_speed, Float acceleration, Float look_ahead )

moveanim( String anim_name )

name( String vehicleName )

nextdrive( Entity next_path )

QueryDriverSlotAngles( Integer slot )

QueryDriverSlotEntity( Integer slot )

QueryDriverSlotPosition( Integer slot )

QueryDriverSlotStatus( Integer slot )

QueryFreeDriverSlot

QueryFreePassengerSlot

QueryFreeTurretSlot

QueryPassengerSlotEntity( Integer slot )

QueryPassengerSlotPosition( Integer slot )

QueryPassengerSlotStatus( Integer slot )

QueryTurretSlotEntity( Integer slot )

QueryTurretSlotPosition( Integer slot )

QueryTurretSlotStatus( Integer slot )

removeondeath( Integer removeondeath )

runsounds( Integer on_off )

seatanglesoffset( Vector angles )

seatoffset( Vector offset )

setcollisionentity( Entity entity )

setsoundparameters( Float min_speed, Float min_pitch, Float max_speed, Float max_pitch )

setvolumeparameters( Float min_speed, Float min_volume, Float max_speed, Float max_volume )

setweapon( String weaponname )

showweapon

skidding( Integer on_off )

SoundSet( String soundset )

spawnturret( Integer slot, String tikifile )

start

steerinplace

stop

stopatend

turnrate( Float rate )

undrivable

unlock

unlockmovement

vehicleanim( String anim_name, [ Float weight ] )

vehiclebouncy( Float bouncycoef )

vehicledestroyed

vehicledrag( Float size )

vehicleinit

vehiclemass( Float weight )

vehicleradius( Float size )

vehicleRoll( Float min, Float max, Float coef )

vehiclerollingresistance( Float size )

vehiclespeed( Float speed )

vehiclespringy( Float springycoef )

vehicletread( Float size )

VehicleWheelCorners( Vector size, Vector offset )

vehicleYaw( Float min, Float max, Float coef )

vehicleZ( Float min, Float max, Float coef )

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 )

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 )

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

VehiclePoint (info_vehiclepoint) -> Waypoint -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

spawnflags( Integer spawn_flags )

VehicleSoundEntity -> Entity -> SimpleEntity -> Listener -> Class

vehiclesoudnentity_updatetraces

vehiclesoundentity_postspawn

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 )

VehicleTankTandem (VehicleTankTandem) -> VehicleTank -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener -> Class

VehicleTurretGun -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

aimoffset( Vector value )

aimtolerance( Vector caps )

collisionent

collisionent( Entity entity )

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

doUse( Entity activatingEntity )

firewarmupdelay( Float value )

item_droptofloor

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

lock

reloaddelay( Float value )

reloadshots( Integer value )

removeondeath( Integer removeondeath )

setbaseentity( Entity base_entity )

setcollisionentity( Entity entity )

settargetentity( Entity ent )

SoundSet( String soundset )

unlock

warmupdelay( Float value )

VehicleTurretGunTandem (VehicleTurretGunTandem) -> VehicleTurretGun -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

linkturret( String name )

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 )

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

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 )

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

ViewJitter (func_viewjitter) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class

donedeath

duration( Float time )

edgeeffect( Float fraction )

jitteramount( Vector jitterangles )

radius( Float radius )

timedecay( Vector decayrate )

triggereffect( Entity triggering_entity )

ViewMaster -> Listener -> Class

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

viewanimate

viewattach( String tagname, String model )

viewdelete

viewdeleteall

viewdetach

viewdetachall

viewmodel( String viewthingModel )

viewnext

viewnextanim

vieworigin( Float x, Float y, Float z )

viewpitch( Float pitch )

viewprev

viewprevanim

viewroll( Float roll )

viewscale( Float scale )

viewscaledown

viewscaleup

viewscrub( Float animScrub )

viewsetanim( Float animNum )

viewsetanim2( Float animNum2 )

viewsetanimslot( Integer animSlot )

viewspawn( String model )

viewthingnext

viewthingprev

viewyaw( Float yaw )

Viewthing (viewthing) -> Animate -> Entity -> SimpleEntity -> Listener -> Class

exec( String script )

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

viewanimate

viewattach( String tagname, String model )

viewdelete

viewdetach

viewdetachall

viewlastframe

viewmodel( String viewthingModel )

viewnext

viewnextanim

vieworigin( Float x, Float y, Float z )

viewpitch( Float pitch )

viewprev

viewprevanim

viewroll( Float roll )

viewsavesurfaces

viewscale( Float scale )

viewscaledown

viewscaleup

viewscrub( Float animScrub )

viewsetanim( Float animNum )

viewsetanim2( Float animNum2 )

viewsetanimslot( Integer animSlot )

viewthing_think

viewyaw( Float yaw )

VoteOptions -> Class

Waypoint (info_waypoint) -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class

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

additionalstartammo( String ammotype, Integer amount )

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

airange( String airange )

ammo_in_clip( Integer ammoInClip )

ammopickupsound( String name )

ammorequired( Integer amount )

ammotype( String name )

anim( String animName )

attachtohand( String hand )

autoaim

autoputaway( Boolean bool )

bulletcount( Float bulletCount )

bulletdamage( Float bulletDamage )

bulletknockback( Float bulletKnockback )

bulletlarge( Integer bulletType )

bulletrange( Float bulletRange )

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

cantpartialreload

clip_add( Integer ammoAmount )

clip_empty

clip_fill

clipsize( Integer ammoClipSize )

cooktime( Float cooktime )

crosshair( Boolean bool )

donefiring

donereloading

fallingangleadjust

firedelay( Float fFireDelay )

firespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )

firetype( String firingType )

holsterangles( Vector angles )

holsteroffset( Vector offset )

holsterscale( Float scale )

holstertag( String tagname )

idle

idleinit

item_pickup( Entity item )

loopfire

mainattachtotag( String tagname )

makenoise( [ Float noise_radius ], [ Boolean force ] )

maxchargetime( Integer time )

maxfiremovement( Float speedmult )

maxmovementsound( String name )

maxrange( Float maxRange )

meansofdeath( String meansOfDeath )

minchargetime( Integer time )

minrange( Float minRange )

movementspeed( Float speedmult )

noammosound( String name )

notdroppable

numfireanims( Integer value )

offhandattachtotag( String tagname )

overcooked

overcooked_warning

projectile( String projectileModel )

quiet

range( Float range )

rank( Integer iOrder,, Integer iRank )

ready

secondary( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )

secondaryammoinhud

semiauto

setaimanim( String aimAnimation, Integer aimFrame )

setcurrentfireanim( Integer value )

shareclip( Integer shareClip )

shoot( [ String mode ] )

startammo( Integer amount )

startingammotoowner

startitem( String itemname )

throughmetal( Float dist )

throughwood( Float dist )

tracerfrequency( Integer frequenct )

tracerspeed( Float speed )

usenoammo( Boolean bool )

viewkick( Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] )

weapongroup( String weapon_group )

weaponsubtype( Integer subtype )

weapontype( String weapon_type )

worldhitspawn( String modelname )

zoom( Integer zoomfov, [ Integer autozoom ] )

zoommovement( Float speedmult )

zoomspreadmult( Float scale )

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 )

debristype( Integer type )

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

World (worldspawn) -> Entity -> SimpleEntity -> Listener -> Class

ai_visiondistance( Float vision_distance )

animated_farplane( Float farplaneStart, Float farplaneEnd, Float ZStart, Float ZEnd )

animated_farplane_bias( Float biasStart, Float biasEnd, Float ZStart, Float ZEnd )

animated_farplane_color( Vector colorStart, Vector colorEnd, Float ZStart, Float ZEnd )

farclipoverride( Float farclipOverride )

farplane

farplane( Float farplaneDistance )

farplane( Float farplaneDistance )

farplane_bias( Float farplaneDistanceBias )

farplane_bias

farplane_bias( Float farplaneDistanceBias )

farplane_color( Vector farplaneColor )

farplane_color

farplane_color( Vector farplaneColor )

farplane_cull( Integer farplaneCull )

farplaneclipcolor( Vector farplaneClipColor )

get_render_terrain

gravity( Float worldGravity )

lavaalpha( Float lavaAlpha )

lavacolor( Vector lavaColor )

message( String worldMessage )

nextmap( String nextMap )

northyaw( Float yaw )

numarenas( Integer numarenas )

render_terrain( Boolean render_terrain )

skyalpha( Float newAlphaForPortalSky )

skybox_farplane( Float farplaneDistance )

skybox_farplane( Float farplaneDistance )

skybox_farplane

skybox_speed( Float speed )

skybox_speed( Float speed )

skybox_speed

skyportal( Boolean newSkyPortalState )

soundtrack( String MusicFile )

wateralpha( Float waterAlpha )

watercolor( Vector waterColor )

178 Game Module Classes.
1827 Game Module Events.