37 string TimeToString(
int realTime,
int zoneType,
string formatString);
54 bool InPVS(entity lookingEntity, vector visiblePosition);
73 entity
Create(
string className, vector spawnPos);
90 void Input(entity target,
string inputName,
string dataString, entity activator);
142 bool HasItem(entity targetActor,
string itemClass);
152 bool MaxAmmo(entity targetActor,
int ammoType);
183 void Damage(entity targetEnt, entity inflictingEnt, entity attackingEnt,
string damageDef, vector damageOrigin, vector damageDir, vector hitLocation);
194 void RadiusDamage(vector damageCenter,
float damageRange,
int damageMin,
int damageMax, entity attackingEnt,
string damageDef);
201 void Obituary(
string targetName,
string attackerName,
string weaponDef,
string meansOfDeath);
208linkToServerProgs(
string funcName)
210 static void empty(
void)
212 print(
"Called unimplemented server-side API call.\n");
216 void *func = externvalue(0, funcName);
219 return ((__variant)func);
230 game.
GetMap = linkToServerProgs(
"SVPF_game_GetMap");
236 combat.
Damage = linkToServerProgs(
"SVPF_combat_Damage");
240 ents.
Create = linkToServerProgs(
"SVPF_ents_Create");
242 ents.
Input = linkToServerProgs(
"SVPF_ents_Input");
246 actor.
MaxAmmo = linkToServerProgs(
"SVPF_actor_MaxAmmo");
250 actor.
HasItem = linkToServerProgs(
"SVPF_actor_HasItem");
252 exists.
InMap = linkToServerProgs(
"SVPF_exists_InMap");
253 exists.
InVFS = linkToServerProgs(
"SVPF_exists_InVFS");
254 exists.
InPVS = linkToServerProgs(
"SVPF_exists_InPVS");
var motdAPI_t motd
Access motdAPI_t functions using this variable.
Definition: api_func.h:132
var existsAPI_t exists
Access existsAPI_t functions using this variable.
Definition: api_func.h:61
var gameAPI_t game
Access gameAPI_t functions using this variable.
Definition: api_func.h:120
var utilAPI_t util
Access utilAPI_t functions using this variable.
Definition: api_func.h:39
var combatAPI_t combat
Access combatAPI_t functions using this variable.
Definition: api_func.h:203
var entsAPI_t ents
Access entsAPI_t functions using this variable.
Definition: api_func.h:92
var actorAPI_t actor
Access actorAPI_t functions using this variable.
Definition: api_func.h:168
MOTD library.
Definition: api_func.h:136
entity FindCoverNode(entity)
float AimAtPos(entity, vector)
int GetReserveAmmo(entity targetActor, int ammoType)
Returns the amount of reserve ammo of a given ammo type ID.
bool HasItem(entity targetActor, string itemClass)
Returns whether an item class exists in an actor's inventory.
bool CanShoot(entity, vector, vector)
int TotalActorsOnTeam(int teamID)
Returns the current amount of actors in the game, on a specific team.
bool CanSee(entity, entity)
string GetInventory(entity targetActor)
Returns a tokenizable string containing a list of inventory items of a specified actor (this includes...
float MoveToPos(entity, vector)
int TotalActors(void)
Returns the current amount of actors in the game.
bool MaxAmmo(entity targetActor, int ammoType)
Returns the amount of maximum ammo of a given ammo type ID.
Combat library.
Definition: api_func.h:172
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.
Ents library.
Definition: api_func.h:65
void Input(entity target, string inputName, string dataString, entity activator)
Sends an input (See ncIO::Input) to an entity.
entity Create(string className, vector spawnPos)
Creates a new entity of a given class name.
float ChangeToClass(entity targetEntity, string className)
Transitions an entity from one class to another.
Exists library.
Definition: api_func.h:43
bool InVFS(string fileName)
Check whether a file is present in the virtual filesystem.
bool InMap(string className)
Check whether a named entity class exists in the current map/level.
bool InPVS(entity lookingEntity, vector visiblePosition)
Check whether an entity is within a PVS - if it is visible from a certain location and vice-versa.
Game library.
Definition: api_func.h:96
void CleanUpMap(void)
Removed any temporary game entities from the game, and resets the state of the level to the default s...
void TeleportToSpawn(entity teleportingEntity)
Teleports an entity to their ideal spawn-point.
void LoadNextMap(void)
Force loads the next map/level in the rotation.
string GetMap(void)
Returns the name of the map/level.
void SetSpawnPoint(string spawnPointClass)
Sets the default spawn-point class to custom one.
string GetNextMap(void)
Returns the name of the next map/level in the rotation.
entity FindRandomClassObject(string entityClassName)
Return a random instance of a specified entity class.
MOTD library.
Definition: api_func.h:124
void LoadFromFile(string)
Loads a text file as an input for a message of the day.
void LoadDefault(void)
Loads the message of the day from the default location: <gamedir>/motd.txt
Util library.
Definition: api_func.h:30
string TimeToString(int realTime, int zoneType, string formatString)
Returns the current time.