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void | SVPF_game_LoadNextMap (void) |
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void | SVPF_game_CleanUpMap (void) |
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string | SVPF_game_GetMap (void) |
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string | SVPF_game_GetNextMap (void) |
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void | SVPF_game_TeleportToSpawn (entity targetClient) |
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void | SVPF_game_SetSpawnPoint (string spawnPoint) |
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int | SVPF_actor_GetReserveAmmo (NSActor targetActor, int ammoID) |
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bool | SVPF_actor_MaxAmmo (NSActor targetActor, int ammoID) |
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string | SVPF_actor_GetInventory (NSActor targetActor) |
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string | SVPF_util_TimeToString (int realTime, int zoneType, string formatString) |
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bool | SVPF_exists_InPVS (entity testEntity, vector testCoord) |
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bool | SVPF_exists_InMap (string className) |
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bool | SVPF_exists_InVFS (string fileName) |
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void | SVPF_combat_Damage (entity targetEnt, entity inflictingEnt, entity attackingEnt, string damageDef, vector damageOrigin, vector damageDir, vector hitLocation) |
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void | SVPF_combat_RadiusDamage (vector damageCenter, float damageRange, int damageMin, int damageMax, entity attackingEnt, string strDamageDecl) |
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void | SVPF_combat_Obituary (string targetName, string attackerName, string weaponDef, string meansOfDeath) |
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