31 string TimeToString(
int realTime,
int zoneType,
string formatString);
54 entity
Create(
string className, vector spawnPos);
78 entity
Input(entity target,
string inputName,
string dataString, entity activator);
82 bool isAI(entity entityToCheck);
158 void Damage(entity targetEnt, entity inflictingEnt, entity attackingEnt,
string damageDef, vector damageOrigin, vector damageDir, vector hitLocation);
169 void RadiusDamage(vector damageCenter,
float damageRange,
int damageMin,
int damageMax, entity attackingEnt,
string damageDef);
176 void Obituary(
string targetName,
string attackerName,
string weaponDef,
string meansOfDeath);
183linkToServerProgs(
string funcName)
185 static void empty(
void)
187 print(
"Called unimplemented server-side API call.\n");
191 void *func = externvalue(0, funcName);
194 return ((__variant)func);
205 game.
GetMap = linkToServerProgs(
"SVPF_game_GetMap");
211 combat.
Damage = linkToServerProgs(
"SVPF_combat_Damage");
215 ents.
Create = linkToServerProgs(
"spawnClass");
217 ents.
Precache = linkToServerProgs(
"EntityDef_Precache");
218 ents.
Input = linkToServerProgs(
"sendInput");
219 ents.
isAI = linkToServerProgs(
"isAI");
227 actor.
MaxAmmo = linkToServerProgs(
"SVPF_actor_MaxAmmo");
231 actor.
HasItem = linkToServerProgs(
"SVPF_actor_HasItem");
233 exists.
InMap = linkToServerProgs(
"SVPF_exists_InMap");
234 exists.
InVFS = linkToServerProgs(
"SVPF_exists_InVFS");
235 exists.
InPVS = linkToServerProgs(
"SVPF_exists_InPVS");
var motdAPI_t motd
Definition: api_func.h:125
var existsAPI_t exists
Definition: api_func.h:42
var gameAPI_t game
Definition: api_func.h:117
var utilAPI_t util
Definition: api_func.h:33
var combatAPI_t combat
Definition: api_func.h:178
var entsAPI_t ents
Definition: api_func.h:104
var actorAPI_t actor
Definition: api_func.h:144
Definition: api_func.h:129
entity FindCoverNode(entity)
float AimAtPos(entity, vector)
int GetReserveAmmo(entity, int)
int TotalActorsOnTeam(int)
bool MaxAmmo(entity, int)
bool CanShoot(entity, vector, vector)
bool HasItem(entity, string)
bool CanSee(entity, entity)
float MoveToPos(entity, vector)
string GetInventory(entity)
Definition: api_func.h:147
void Obituary(string targetName, string attackerName, string weaponDef, string meansOfDeath)
Lets everyone in the game know that something, or something, has passed.
void Damage(entity targetEnt, entity inflictingEnt, entity attackingEnt, string damageDef, vector damageOrigin, vector damageDir, vector hitLocation)
Applies damage to a given entity.
void RadiusDamage(vector damageCenter, float damageRange, int damageMin, int damageMax, entity attackingEnt, string damageDef)
Does damage to all entities within a specified radius with a linear falloff.
Definition: api_func.h:46
bool Precache(string className)
Precaches a given entity class.
bool isSentient(entity entityToCheck)
Returns true/false depending on if the entity is either a player, or AI character.
entity Create(string className, vector spawnPos)
Creates a new entity of a given class name.
entity Input(entity target, string inputName, string dataString, entity activator)
Sends an input (See ncIO::Input) to an entity.
entity ChangeToClass(entity targetEntity, string className)
Transitions an entity from one class to another.
bool isAI(entity entityToCheck)
Returns true/false depending on if the entity is an AI character.
bool isGodMode(entity entityToCheck)
Returns true/false depending on if the entity is in "god" mode.
bool isBot(entity entityToCheck)
Returns true/false depending on if the entity is a bot.
bool isPlayer(entity entityToCheck)
Returns true/false depending on if the entity is a player.
bool isAlive(entity entityToCheck)
Returns true/false depending on if the entity is alive.
Definition: api_func.h:37
bool InVFS(string fileName)
bool InPVS(entity, vector)
Definition: api_func.h:108
entity FindRandomClassObject(string)
void TeleportToSpawn(entity)
void SetSpawnPoint(string)
Definition: api_func.h:121
void LoadFromFile(string)
Definition: api_func.h:24
string TimeToString(int realTime, int zoneType, string formatString)
Returns the current time.