24 string TimeToString(
int realTime,
int zoneType,
string formatString);
47 entity
Create(
string className, vector spawnPos);
71 entity
Input(entity target,
string inputName,
string dataString, entity activator);
75 bool isAI(entity entityToCheck);
95 bool isBot(entity entityToCheck);
149 void Damage(entity targetEnt, entity inflictingEnt, entity attackingEnt,
string damageDef, vector damageOrigin, vector damageDir, vector hitLocation);
160 void RadiusDamage(vector damageCenter,
float damageRange,
int damageMin,
int damageMax, entity attackingEnt,
string damageDef);
167 void Obituary(
string targetName,
string attackerName,
string weaponDef,
string meansOfDeath);
174linkToServerProgs(
string funcName)
176 static void empty(
void)
178 print(
"Called unimplemented server-side API call.\n");
182 void *func = externvalue(0, funcName);
185 return ((__variant)func);
196 game.
GetMap = linkToServerProgs(
"SVPF_game_GetMap");
201 combat.
Damage = linkToServerProgs(
"SVPF_combat_Damage");
205 ents.
Create = linkToServerProgs(
"spawnClass");
207 ents.
Precache = linkToServerProgs(
"EntityDef_Precache");
208 ents.
Input = linkToServerProgs(
"sendInput");
209 ents.
isAI = linkToServerProgs(
"isAI");
217 actor.
MaxAmmo = linkToServerProgs(
"SVPF_actor_MaxAmmo");
222 exists.
InMap = linkToServerProgs(
"SVPF_exists_InMap");
223 exists.
InVFS = linkToServerProgs(
"SVPF_exists_InVFS");
224 exists.
InPVS = linkToServerProgs(
"SVPF_exists_InPVS");
var motdAPI_t motd
Definition: api_func.h:117
var existsAPI_t exists
Definition: api_func.h:35
var gameAPI_t game
Definition: api_func.h:109
var utilAPI_t util
Definition: api_func.h:26
var combatAPI_t combat
Definition: api_func.h:169
var entsAPI_t ents
Definition: api_func.h:97
var actorAPI_t actor
Definition: api_func.h:135
Definition: api_func.h:121
entity FindCoverNode(entity)
float AimAtPos(entity, vector)
int GetReserveAmmo(entity, int)
int TotalActorsOnTeam(int)
bool MaxAmmo(entity, int)
bool CanShoot(entity, vector, vector)
bool CanSee(entity, entity)
float MoveToPos(entity, vector)
string GetInventory(entity)
Definition: api_func.h:138
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:39
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 NSIO::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:30
bool InVFS(string fileName)
bool InPVS(entity, vector)
Definition: api_func.h:101
void TeleportToSpawn(entity)
void SetSpawnPoint(string)
Definition: api_func.h:113
void LoadFromFile(string)
Definition: api_func.h:17
string TimeToString(int realTime, int zoneType, string formatString)
Returns the current time.