Nuclide
Software Development Kit for id Tech
api.qc File Reference

Functions

float Surface_ScreenWidth (void)
 
float Surface_ScreenHeight (void)
 
vector Surface_ScreenSize (void)
 
vector Surface_HUDMins (void)
 
vector Surface_HUDSize (void)
 
float Player_GetHealth (void)
 
float Player_GetArmor (void)
 
float Player_GetStamina (void)
 
int Player_GetTeam (void)
 
bool Player_HasItem (string itemName)
 
bool Player_IsSprinting (string itemName)
 
bool Player_IsCrouching (string itemName)
 
bool Player_IsProne (string itemName)
 
bool Player_IsStanding (string itemName)
 
bool Player_IsLeaning (string itemName)
 
string Team_GetName (int teamNumber)
 
vector Team_GetColor (int teamNumber)
 
int Team_GetScore (int teamNumber)
 
int Team_GetPlayers (int teamNumber)
 
int Team_GetCount (void)
 
bool Weapon_IsValid (entity weaponEntity)
 
string Weapon_GetTitle (entity weaponEntity)
 
string Weapon_GetIcon (entity weaponEntity)
 
string Weapon_GetSelectedIcon (entity weaponEntity)
 
int Weapon_GetSlot (entity weaponEntity)
 
int Weapon_GetSlotPos (entity weaponEntity)
 
int Weapon_GetClip (void)
 
int Weapon_GetClipSize (void)
 
bool Weapon_UsesSecondaryAmmo (void)
 
int Weapon_GetAmmo1 (void)
 
int Weapon_GetAmmo2 (void)
 
bool Weapon_AmmoRequired (void)
 
entity Weapon_GetActiveWeapon (void)
 
entity Weapon_GetFirstWeaponInInventory (void)
 
entity Weapon_GetLastWeaponInInventory (void)
 
entity Weapon_GetNextWeaponRelativeTo (entity weaponCheck)
 
entity Weapon_GetPreviousWeaponRelativeTo (entity weaponCheck)
 
bool Weapon_SelectWeapon (entity weaponCheck)
 
void Draw_Rect (vector pos, vector size, vector rgb, float a)
 
void Draw_RectOutline (vector pos, vector size, float thickness, vector rgb, float a)
 
void Draw_RoundedBox (vector pos, vector size, vector rgb, float a)
 
void Draw_Line (float thickness, vector pos1, vector pos2, vector rgb, float a)
 
void Draw_Pic (vector pos, string material, vector size, vector rgb, float a)
 

Function Documentation

◆ Draw_Line()

void Draw_Line ( float  thickness,
vector  pos1,
vector  pos2,
vector  rgb,
float  a 
)

◆ Draw_Pic()

void Draw_Pic ( vector  pos,
string  material,
vector  size,
vector  rgb,
float  a 
)

◆ Draw_Rect()

void Draw_Rect ( vector  pos,
vector  size,
vector  rgb,
float  a 
)

◆ Draw_RectOutline()

void Draw_RectOutline ( vector  pos,
vector  size,
float  thickness,
vector  rgb,
float  a 
)

◆ Draw_RoundedBox()

void Draw_RoundedBox ( vector  pos,
vector  size,
vector  rgb,
float  a 
)

◆ Player_GetArmor()

float Player_GetArmor ( void  )

◆ Player_GetHealth()

float Player_GetHealth ( void  )

◆ Player_GetStamina()

float Player_GetStamina ( void  )

◆ Player_GetTeam()

int Player_GetTeam ( void  )

◆ Player_HasItem()

bool Player_HasItem ( string  itemName)

◆ Player_IsCrouching()

bool Player_IsCrouching ( string  itemName)

◆ Player_IsLeaning()

bool Player_IsLeaning ( string  itemName)

◆ Player_IsProne()

bool Player_IsProne ( string  itemName)

◆ Player_IsSprinting()

bool Player_IsSprinting ( string  itemName)

◆ Player_IsStanding()

bool Player_IsStanding ( string  itemName)

◆ Surface_HUDMins()

vector Surface_HUDMins ( void  )

◆ Surface_HUDSize()

vector Surface_HUDSize ( void  )

◆ Surface_ScreenHeight()

float Surface_ScreenHeight ( void  )

◆ Surface_ScreenSize()

vector Surface_ScreenSize ( void  )

◆ Surface_ScreenWidth()

float Surface_ScreenWidth ( void  )

◆ Team_GetColor()

vector Team_GetColor ( int  teamNumber)

◆ Team_GetCount()

int Team_GetCount ( void  )

◆ Team_GetName()

string Team_GetName ( int  teamNumber)

◆ Team_GetPlayers()

int Team_GetPlayers ( int  teamNumber)

◆ Team_GetScore()

int Team_GetScore ( int  teamNumber)

◆ Weapon_AmmoRequired()

bool Weapon_AmmoRequired ( void  )

◆ Weapon_GetActiveWeapon()

entity Weapon_GetActiveWeapon ( void  )

◆ Weapon_GetAmmo1()

int Weapon_GetAmmo1 ( void  )

◆ Weapon_GetAmmo2()

int Weapon_GetAmmo2 ( void  )

◆ Weapon_GetClip()

int Weapon_GetClip ( void  )

◆ Weapon_GetClipSize()

int Weapon_GetClipSize ( void  )

◆ Weapon_GetFirstWeaponInInventory()

entity Weapon_GetFirstWeaponInInventory ( void  )

◆ Weapon_GetIcon()

string Weapon_GetIcon ( entity  weaponEntity)

◆ Weapon_GetLastWeaponInInventory()

entity Weapon_GetLastWeaponInInventory ( void  )

◆ Weapon_GetNextWeaponRelativeTo()

entity Weapon_GetNextWeaponRelativeTo ( entity  weaponCheck)

◆ Weapon_GetPreviousWeaponRelativeTo()

entity Weapon_GetPreviousWeaponRelativeTo ( entity  weaponCheck)

◆ Weapon_GetSelectedIcon()

string Weapon_GetSelectedIcon ( entity  weaponEntity)

◆ Weapon_GetSlot()

int Weapon_GetSlot ( entity  weaponEntity)

◆ Weapon_GetSlotPos()

int Weapon_GetSlotPos ( entity  weaponEntity)

◆ Weapon_GetTitle()

string Weapon_GetTitle ( entity  weaponEntity)

◆ Weapon_IsValid()

bool Weapon_IsValid ( entity  weaponEntity)

◆ Weapon_SelectWeapon()

bool Weapon_SelectWeapon ( entity  weaponCheck)

◆ Weapon_UsesSecondaryAmmo()

bool Weapon_UsesSecondaryAmmo ( void  )