mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
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1326 lines
47 KiB
Plaintext
1326 lines
47 KiB
Plaintext
/***********************************************************************
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events.script
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Defines game events available to script.
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***********************************************************************/
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/***********************************************************************
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all entities
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***********************************************************************/
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// Removes this entity from the game.
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scriptEvent void remove();
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// Returns the name of this entity.
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scriptEvent string getName();
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// Sets the name of this entity.
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scriptEvent void setName( string name );
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// Activates this entity as if it was activated by a trigger.
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// Activator is the entity that caused the action (usually the player).
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scriptEvent void activate( entity activator );
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// Causes this entity to activate all it's targets. Similar to how a trigger activates entities.
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// Activator is the entity that caused the action (usually the player).
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scriptEvent void activateTargets( entity activator );
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// Returns the number of entities this entity has targeted.
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scriptEvent float numTargets();
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// Returns the requested target entity.
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scriptEvent entity getTarget( float num );
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// Returns a random targeted entity. Pass in an entity name to skip that entity.
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scriptEvent entity randomTarget( string ignoreName );
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// Fixes this entity's position and orientation relative to another entity,
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// such that when the master entity moves, so does thisentity.
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scriptEvent void bind( entity master );
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// Fixes this entity's position (but not orientation) relative to another entity,
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// such that when the master entity moves, so does this entity.
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scriptEvent void bindPosition( entity master );
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// Fixes this entity's position and orientation relative to a bone on another entity,
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// such that when the master's bone moves, so does this entity.
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scriptEvent void bindToJoint( entity master, string boneName, float rotateWithMaster );
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// Detaches this entity from its master.
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scriptEvent void unbind();
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// Removes all attached entities from the game.
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scriptEvent void removeBinds();
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// Sets the owner of this entity. Entity's will never collide with their owner.
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scriptEvent void setOwner( entity owner );
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// Sets the model this entity uses.
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scriptEvent void setModel( string modelName );
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// Sets the skin this entity uses. Set to "" to turn off the skin.
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scriptEvent void setSkin( string skinName );
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// Returns the current worldspace position of this entity (regardless of any bind parent).
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scriptEvent vector getWorldOrigin();
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// Sets the current position of this entity (regardless of any bind parent).
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scriptEvent void setWorldOrigin( vector origin );
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// Returns the current position of this entity (relative to bind parent if any).
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scriptEvent vector getOrigin();
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// Sets the current position of this entity (relative to it's bind parent if any).
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scriptEvent void setOrigin( vector origin );
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// Returns the current orientation of this entity (relative to bind parent if any).
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scriptEvent vector getAngles();
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// Sets the current orientation of this entity (relative to bind parent if any).
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scriptEvent void setAngles( vector angles );
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// Gets the current linear velocity of this entity. The linear velocity of a physics
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// object is a vector that defines the translation of the center of mass in units per second.
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scriptEvent vector getLinearVelocity();
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// Sets the current linear velocity of this entity in units per second. The linear velocity of
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// a physics object is a vector that defines the translation of the center of mass in units per second.
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scriptEvent void setLinearVelocity( vector velocity );
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// Gets the current angular velocity of this entity. The angular velocity of
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// a physics object is a vector that passes through the center of mass. The
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// direction of this vector defines the axis of rotation and the magnitude
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// defines the rate of rotation about the axis in radians per second.
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scriptEvent vector getAngularVelocity();
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// Sets the current angular velocity of this entity. The angular velocity of
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// a physics object is a vector that passes through the center of mass. The
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// direction of this vector defines the axis of rotation and the magnitude
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// defines the rate of rotation about the axis in radians per second.
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scriptEvent void setAngularVelocity( vector velocity );
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// Gets the size of this entity's bounding box.
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scriptEvent vector getSize();
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// Sets the size of this entity's bounding box.
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scriptEvent void setSize( vector min, vector max );
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// Gets the minimum corner of this entity's bounding box.
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scriptEvent vector getMins();
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// Gets the maximum corner of this entity's bounding box.
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scriptEvent vector getMaxs();
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// checks if the entity's model is invisible.
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scriptEvent float isHidden();
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// Makes this entity invisible.
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scriptEvent void hide();
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// Makes this entity visible if it has a model.
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scriptEvent void show();
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// Returns true if this entity touches the other entity.
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scriptEvent float touches( entity other );
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// Disables the callback function on the specified signal.
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scriptEvent void clearSignal( float signalNum );
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// Gets the value of the specified shader parm.
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scriptEvent float getShaderParm( float parm );
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// Sets the value of the specified shader parm.
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scriptEvent void setShaderParm( float parm, float value );
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// Sets shader parms Parm0, Parm1, Parm2, and Parm3 (red, green, blue, and alpha respectively).
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scriptEvent void setShaderParms( float parm0, float parm1, float parm2, float parm3 );
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// Sets the RGB color of this entity (shader parms Parm0, Parm1, Parm2).
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scriptEvent void setColor( float red, float green, float blue );
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// Gets the color of this entity (shader parms Parm0, Parm1, Parm2).
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scriptEvent vector getColor();
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// ensure the specified sound shader is loaded by the system. prevents cache hits when playing sound shaders.
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scriptEvent void cacheSoundShader( string shaderName );
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// Plays a specific sound shader on the channel and returns the length of the sound in
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// seconds. This is not the prefered method of playing a sound since you must ensure
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// that the sound is loaded.
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scriptEvent float startSoundShader( string shaderName, float channel );
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// Stops a specific sound shader on the channel.
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scriptEvent void stopSound( float channel, float netSync );
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// Plays the sound specified by the snd_* key/value pair on the channel and returns
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// the length of the sound. This is the preferred method for playing sounds on an
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// entity since it ensures that the sound is precached.
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scriptEvent float startSound( string sound, float channel, float netSync );
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// Fades the sound on this entity to a new level over a period of time. Use SND_CHANNEL_ANY for all currently playing sounds.
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scriptEvent void fadeSound( float channel, float newLevel, float fadeTime );
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// Sets a parameter on this entity's GUI.
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scriptEvent void setGuiParm( string key, string value );
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// Sets a parameter on this entity's GUI.
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scriptEvent void setGuiFloat( string key, float value );
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// searches for the name of a spawn arg that matches the prefix. for example,
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// passing in "attack_target" matches "attack_target1", "attack_targetx", "attack_target_enemy",
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// etc. The returned string is the name of the key which can then be passed into
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// functions like getKey() to lookup the value of that spawn arg. This
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// is usefull for when you have multiple values to look up, like when you
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// target multiple objects. To find the next matching key, pass in the previous
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// result and the next key returned will be the first one that matches after
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// the previous result. pass in "" to get the first match. returns "" when no
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// more keys match. Note to coders: this is the same as MatchPrefix in the game code.
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scriptEvent string getNextKey( string prefix, string lastMatch );
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// Sets a key on this entity's spawn args. Note that most spawn args are evaluated when
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// this entity spawns in, so this will not change the entity's behavior in most cases.
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// This is chiefly for saving data the script needs in an entity for later retrieval.
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scriptEvent void setKey( string key, string value );
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// Retrieves the value of a specific spawn arg.
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scriptEvent string getKey( string key );
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// Retrieves the integer value of a specific spawn arg.
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scriptEvent float getIntKey( string key );
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// Retrieves the floating point value of a specific spawn arg.
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scriptEvent float getFloatKey( string key );
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// Retrieves the vector value of a specific spawn arg.
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scriptEvent vector getVectorKey( string key );
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// Retrieves the entity specified by the spawn arg.
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scriptEvent entity getEntityKey( string key );
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// Returns this entity to the position stored in the "origin" spawn arg.
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// This is the position the entity was spawned in unless the "origin" key is changed.
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// Note that there is no guarantee that the entity won't be stuck in another entity
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// when moved, so care should be taken to make sure that isn't possible.
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scriptEvent void restorePosition();
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// Returns the distance of this entity to another entity.
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scriptEvent float distanceTo( entity other );
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// Returns the distance of this entity to a point.
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scriptEvent float distanceToPoint( vector point );
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// Starts an FX on this entity.
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scriptEvent void startFx( string fx );
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// Suspends execution of current thread for one game frame.
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scriptEvent void waitFrame();
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// checks if an entity's script object has a specific function
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scriptEvent float hasFunction( string functionName );
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// calls a function on an entity's script object
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scriptEvent void callFunction( string functionName );
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// enables or prevents an entity from going dormant
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scriptEvent void setNeverDormant( float enable );
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// RAVEN BEGIN
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// kfuller: added
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scriptEvent void setSpawnVector(string key, vector vec);
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// bdube: surface events
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scriptEvent void hideSurface ( string surfacelist );
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scriptEvent void showSurface ( string surfacelist );
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scriptEvent void setContents ( float contents );
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scriptEvent void guiEvent ( string eventName );
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// bdube: effect events
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scriptEvent void playEffect ( string effectName, string boneName, float loop );
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scriptEvent void stopEffect ( string effectName );
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scriptEvent float getHealth ( );
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// nmckenzie: To check who an entity is bound to.
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// Returns the bind master for the current entity.
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scriptEvent entity getBindMaster();
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// Applies an impulse to the current entity.
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scriptEvent void applyImpulse( entity source, vector point, vector impulse );
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// abahr:
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scriptEvent void removeNullTargets();
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scriptEvent float isA( string className );
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scriptEvent float isSameTypeAs( entity ent );
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scriptEvent string matchPrefix( string prefix, string previousPrefix );
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scriptEvent void clearTargetList( float destroyContents );
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// twhitaker: used to add and remove to and from an entity's list of targets
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scriptEvent float appendTarget( entity ent );
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scriptEvent void removeTarget( entity ent );
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// RAVEN END
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/***********************************************************************
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system events (called via 'sys.')
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***********************************************************************/
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// Terminates a thread.
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scriptEvent void terminate( float threadNumber );
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// Pauses the current thread.
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scriptEvent void pause();
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// Suspends execution of the current thread for the given number of seconds.
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scriptEvent void wait( float time );
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// Suspends execution for one game frame.
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scriptEvent void waitFrame();
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// Waits for the given entity to complete it's move.
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scriptEvent void waitFor( entity mover );
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// Waits for the given thread to terminate.
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scriptEvent void waitForThread( float threadNumber );
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// Prints the given string to the console.
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scriptEvent void print( string text );
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// Prints the given line to the console.
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scriptEvent void println( string text );
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// Multiplayer - Print this line on the network
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scriptEvent void say( string text );
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// Breaks if the condition is zero. (Only works in debug builds.)
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scriptEvent void assert( float condition );
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// Triggers the given entity.
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scriptEvent void trigger( entity entityToTrigger );
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// Sets a cvar.
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scriptEvent void setcvar( string name, string value );
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// Returns the string for a cvar.
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scriptEvent string getcvar( string name );
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// Returns a random value X where 0 <= X < range.
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scriptEvent float random( float range );
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// Returns the current game time in seconds.
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scriptEvent float getTime();
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// Kills all threads with the specified name
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scriptEvent void killthread( string threadName );
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// Sets the name of the current thread.
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scriptEvent void threadname( string name );
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// Returns a reference to the entity with the specified name.
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scriptEvent entity getEntity( string name );
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// Creates an entity of the specified classname and returns a reference to the entity.
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scriptEvent entity spawn( string classname );
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// Respawn
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scriptEvent void respawn( );
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// copies the spawn args from an entity
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scriptEvent void copySpawnArgs( entity ent );
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// Sets a key/value pair to be used when a new entity is spawned.
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scriptEvent void setSpawnArg( string key, string value );
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// Returns the string for the given spawn argument.
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scriptEvent string SpawnString( string key, string default );
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// Returns the floating point value for the given spawn argument.
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scriptEvent float SpawnFloat( string key, float default );
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// Returns the vector for the given spawn argument.
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scriptEvent vector SpawnVector( string key, vector default );
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// clears data that persists between maps
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scriptEvent void clearPersistantArgs();
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// Sets a key/value pair that persists between maps
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scriptEvent void setPersistantArg( string key, string value );
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// Returns the string for the given persistant arg
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scriptEvent string getPersistantString( string key );
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// Returns the floating point value for the given persistant arg
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scriptEvent float getPersistantFloat( string key );
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// Returns the vector for the given persistant arg
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scriptEvent vector getPersistantVector( string key );
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// Returns a forward vector for the given Euler angles.
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scriptEvent vector angToForward( vector angles );
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// Returns a right vector for the given Euler angles.
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scriptEvent vector angToRight( vector angles );
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// Returns an up vector for the given Euler angles.
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scriptEvent vector angToUp( vector angles );
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// Returns the sine of the given angle in degrees.
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scriptEvent float sin( float degrees );
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// Returns the cosine of the given angle in degrees.
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scriptEvent float cos( float degrees );
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// Returns the square root of the given number.
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scriptEvent float sqrt( float square );
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// Returns the normalized version of the given vector.
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scriptEvent vector vecNormalize( vector vec );
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// Returns the length of the given vector.
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scriptEvent float vecLength( vector vec );
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// Returns the dot product of the two vectors.
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scriptEvent float DotProduct( vector vec1, vector vec2 );
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// Returns the cross product of the two vectors.
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scriptEvent vector CrossProduct( vector vec1, vector vec2 );
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// Returns Euler angles for the given direction.
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scriptEvent vector VecToAngles( vector vec );
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// Sets a script callback function for when the given signal is raised on the given entity.
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scriptEvent void onSignal( float signalNum, entity ent, string functionName );
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// Clears the script callback function set for when the given signal is raised on the given entity.
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scriptEvent void clearSignalThread( float signalNum, entity ent );
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// Turns over view control to the given camera entity.
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scriptEvent void setCamera( entity cameraEnt );
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// Returns view control to the player entity.
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scriptEvent void firstPerson();
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// Returns the fraction of movement completed before the box from 'mins' to 'maxs' hits solid geometry
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// when moving from 'start' to 'end'. The 'passEntity' is considered non-solid during the move.
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scriptEvent float trace( vector start, vector end, vector mins, vector maxs, float contents_mask, entity passEntity );
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// Returns the fraction of movement completed before the trace hits solid geometry
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// when moving from 'start' to 'end'. The 'passEntity' is considered non-solid during the move.
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scriptEvent float tracePoint( vector start, vector end, float contents_mask, entity passEntity );
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// Returns the fraction of movement completed during the last call to trace or tracePoint.
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scriptEvent float getTraceFraction();
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// Returns the position the trace stopped due to a collision with solid geometry during the last call to trace or tracePoint
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scriptEvent vector getTraceEndPos();
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// Returns the normal of the hit plane during the last call to trace or tracePoint
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scriptEvent vector getTraceNormal();
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// Returns a reference to the entity which was hit during the last call to trace or tracePoint
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scriptEvent entity getTraceEntity();
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// Returns the number of the skeletal joint closest to the location on the entity which was hit
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// during the last call to trace or tracePoint
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scriptEvent string getTraceJoint();
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// Returns the number of the body part of the entity which was hit during the last call to trace or tracePoint
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scriptEvent string getTraceBody();
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// Fades towards the given color over the given time in seconds.
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scriptEvent void fadeIn( vector color, float time );
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// Fades from the given color over the given time in seconds.
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scriptEvent void fadeOut( vector color, float time );
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// Fades to the given color up to the given alpha over the given time in seconds.
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scriptEvent void fadeTo( vector color, float alpha, float time );
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// Starts playing background music.
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scriptEvent void music( string shaderName );
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// Issues an error.
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scriptEvent void error( string text );
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// Issues a warning.
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scriptEvent void warning( string text );
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// Returns the number of characters in the string
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scriptEvent float strLength( string text );
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// Returns a string composed of the first num characters
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scriptEvent string strLeft( string text, float num );
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// Returns a string composed of the last num characters
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scriptEvent string strRight( string text, float num );
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// Returns the string following the first num characters
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scriptEvent string strSkip( string text, float num );
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// Returns a string composed of the characters from start to start + num
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scriptEvent string strMid( string text, float start, float num );
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// Returns the numeric value of a string
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scriptEvent float strToFloat( string text );
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// damages entities within a radius defined by the damageDef. inflictor is the entity causing the damage and can be the same as the attacker (in the case
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// of projectiles, the projectile is the inflictor, while the attacker is the character that fired the projectile). ignore is an entity to not cause damage to.
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// dmgPower scales the damage (for cases where damage is dependent on time).
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scriptEvent void radiusDamage( vector origin, entity inflictor, entity attacker, entity ignore, string damageDefName, float dmgPower );
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// networking - checks for client
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scriptEvent float isClient();
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// checks if it's a multiplayer game
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scriptEvent float isMultiplayer();
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// returns the length of time between game frames. this is not related to renderer frame rate.
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scriptEvent float getFrameTime();
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// returns the number of game frames per second. this is not related to renderer frame rate.
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scriptEvent float getTicsPerSecond();
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// line drawing for debug visualization. lifetime of 0 == 1 frame.
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scriptEvent void debugLine( vector color, vector start, vector end, float lifetime );
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scriptEvent void debugArrow( vector color, vector start, vector end, float size, float lifetime );
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scriptEvent void debugCircle( vector color, vector origin, vector dir, float radius, float numSteps, float lifetime );
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scriptEvent void debugBounds( vector color, vector mins, vector maxs, float lifetime );
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// text drawing for debugging. align can be 0-left, 1-center, 2-right. lifetime of 0 == 1 frame.
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scriptEvent void drawText( string text, vector origin, float scale, vector color, float align, float lifetime );
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// checks if an influence is active
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scriptEvent float influenceActive();
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// RAVEN BEGIN
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// nmckenzie: Play an effect in the world. Effect name is an actual string,
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// not a dict entry. Make sure to precache the effect. Also note that these can't loop.
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scriptEvent void playWorldEffect ( string effectName, vector org, vector angle );
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// abahr:
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scriptEvent entity refProxy( string scriptObjectName );
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scriptEvent void releaseProxy( string scriptObjectName );
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scriptEvent float clampFloat( float min, float max, float val );
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scriptEvent float minFloat( float val1, float val2 );
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scriptEvent float maxFloat( float val1, float val2 );
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scriptEvent float strFind( string source, string sub );
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scriptEvent float randomInt( float range );
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// rjohnson:
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scriptEvent void setSpecialEffect( float effect, float enabled );
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scriptEvent void setSpecialEffectParm( float effect, float parm, float value );
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// asalmon:
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// does something on the pc.
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scriptEvent void awardAchievement(string name);
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// twhitaker: ceil, floor and intVal
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scriptEvent float ceil( float val );
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scriptEvent float floor( float val );
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scriptEvent float intVal( float val );
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// jdischler: send named event string to specified gui.
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// valid guiEnums are: GUI_PLAYERHUD, GUI_CINEMATICHUD, GUI_VEHICLEHUD
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scriptEvent void sendNamedEvent( float guiEnum, string namedEvent );
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// nrausch: change a material's sort order - SS_GUI, SS_DECAL, etc.
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scriptEvent void setMatSort( string materialname, string materialvalue );
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// RAVEN END
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/***********************************************************************
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cameras
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***********************************************************************/
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// Starts a spline or anim camera moving.
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scriptEvent void start();
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// Stops a spline or anim camera moving.
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scriptEvent void stop();
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// Returns true if a mover is moving
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scriptEvent float isMoving();
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// Returns true if a mover is rotating
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scriptEvent float isRotating();
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// RAVEN BEGIN
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// bdube: added
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// Set the cameras FOV
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scriptEvent void setFOV ( float fov );
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// Blend the cameras FOV from the beingFOV to the endFOV over the given blendTime
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scriptEvent void blendFOV ( float beginFOV, float endFOV, float blendTime );
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// Return the cameras current FOV
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scriptEvent float getFOV ( );
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// RAVEN END
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/***********************************************************************
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lights
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***********************************************************************/
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// Sets the shader to be used for the light.
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scriptEvent void setShader( string shader );
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// Gets a shader parameter.
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scriptEvent float getLightParm( float parmNum );
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// Sets a shader parameter.
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scriptEvent void setLightParm( float parmNum, float value );
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// Sets the red/green/blue/alpha shader parms on the light and the model.
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scriptEvent void setLightParms( float parm0, float parm1, float parm2, float parm3 );
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// Sets the width/length/height of the light bounding box.
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scriptEvent void setRadiusXYZ( float x, float y, float z );
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// Sets the size of the bounding box.
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scriptEvent void setRadius( float radius );
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// Turns the light on.
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scriptEvent void On();
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// Turns the light off.
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scriptEvent void Off();
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// Turns the light out over the given time in seconds.
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scriptEvent void fadeOutLight( float time );
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// Turns the light on over the given time in seconds.
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scriptEvent void fadeInLight( float time );
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// Set current light level (range is 0 to "levels")
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scriptEvent void setCurrentLightLevel ( float level );
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// RAVEN BEGIN
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// kfuller: added events
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scriptEvent float isOn();
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scriptEvent void break(entity activator, float turnOff);
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// RAVEN END
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/***********************************************************************
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func_forcefield
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***********************************************************************/
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// Turns the forcefield on and off.
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scriptEvent void Toggle();
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/***********************************************************************
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func_animate
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***********************************************************************/
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// Launches a projectile.
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scriptEvent void launchMissiles( string projectilename, string sound, string launchbone, string targetbone, float numshots, float framedelay );
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// Switches to a ragdoll taking over the animation.
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scriptEvent void startRagdoll();
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// Changes to left foot and plays footstep sound.
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scriptEvent void leftFoot();
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// Changes to right foot and plays footstep sound.
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scriptEvent void rightFoot();
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// RAVEN BEGIN
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// bdube: added
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scriptEvent void setAnimState( string stateFunction, float blendFrames );
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// RAVEN END
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/***********************************************************************
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func_movers
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***********************************************************************/
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// Stops any translational movement.
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scriptEvent void stopMoving();
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// Stops any rotational movement.
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scriptEvent void stopRotating();
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// Sets the movement speed. Set this speed before initiating a new move.
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scriptEvent void speed( float speed );
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// Sets the movement time. Set this time before initiating a new move.
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scriptEvent void time( float time );
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// Sets the deceleration time. Set this deceleration time before initiating a new move.
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scriptEvent void decelTime( float time );
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// Sets the acceleration time. Set this acceleration time before initiating a new move.
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scriptEvent void accelTime( float time );
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// Initiates a translation to the position of an entity.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void moveTo( entity targetEntity );
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// Initiates a translation to an absolute position.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void moveToPos( vector pos );
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// Initiates a translation with the given distance in the given yaw direction.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void move( float angle, float distance );
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// Initiates an acceleration to the given speed over the given time in seconds.
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scriptEvent void accelTo( float speed, float time );
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// Initiates a deceleration to the given speed over the given time in seconds.
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scriptEvent void decelTo( float speed, float time );
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// Initiates a rotation about the given axis by decreasing the current angle towards the given angle.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void rotateDownTo( float axis, float angle );
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// Initiates a rotation about the given axis by increasing the current angle towards the given angle.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void rotateUpTo( float axis, float angle );
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// Initiates a rotation towards the given Euler angles.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void rotateTo( vector angles );
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// Initiates a rotation with the given angular speed.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void rotate( vector angleSpeed );
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// Initiates a rotation towards the current angles plus the given Euler angles.
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// Uses the current speed/time and acceleration and deceleration settings.
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scriptEvent void rotateOnce( vector angles );
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// Initiates a translation back and forth along the given vector with the given speed and sphase.
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scriptEvent void bob( float speed, float phase, vector distance );
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// Initiates a rotation back and forth along the given angles with the given speed and phase.
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scriptEvent void sway( float speed, float phase, vector angles );
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// Opens the renderer portal associated with this mover.
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|
scriptEvent void openPortal();
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// Closes the renderer portal associated with this mover.
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scriptEvent void closePortal();
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// Sets the sound to be played when the mover accelerates.
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|
scriptEvent void accelSound( string sound );
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// Sets the sound to be played when the mover decelerates.
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scriptEvent void decelSound( string sound );
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// Sets the sound to be played when the moving.
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scriptEvent void moveSound( string sound );
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// Enables aligning the mover with the spline direction.
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scriptEvent void enableSplineAngles();
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// Disables aligning the mover with the spline direction.
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|
scriptEvent void disableSplineAngles();
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// Subtracts the initial spline angles to maintain the initial orientation of the mover.
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|
scriptEvent void removeInitialSplineAngles();
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// Starts moving along a spline stored on the given entity.
|
|
scriptEvent void startSpline( entity spline );
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// Stops moving along a spline.
|
|
scriptEvent void stopSpline();
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// RAVEN BEGIN
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|
// bdube: added
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|
// Moves an elevator to the given floor
|
|
scriptEvent void gotoFloor( float floor );
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|
// abahr:
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scriptEvent entity getSplineEntity();
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// Call after changing floor related key/values to update the floor information of the elevator
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|
scriptEvent void updateFloorInfo ( );
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// RAVEN END
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/***********************************************************************
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doors
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***********************************************************************/
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// Enables the door.
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scriptEvent void enable();
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// Disables the door.
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scriptEvent void disable();
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// Opens the door.
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scriptEvent void open();
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// Closes the door.
|
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scriptEvent void close();
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// Locks or unlocks the door.
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scriptEvent void lock( float locked );
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// Returns true if the door is open.
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scriptEvent float isOpen();
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// Returns true if the door is locked.
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scriptEvent float isLocked();
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/***********************************************************************
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|
four fingered claw
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|
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***********************************************************************/
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|
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scriptEvent void setFingerAngle( float angle );
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scriptEvent void stopFingers();
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/***********************************************************************
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func_moveable
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***********************************************************************/
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// Makes the moveable non-solid for other entities.
|
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scriptEvent void becomeNonSolid();
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// returns true if object is not moving
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scriptEvent float isAtRest();
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// enable/disable damage
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|
scriptEvent void canDamage( float enable );
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/***********************************************************************
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|
|
func_moveable_spline
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|
|
***********************************************************************/
|
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|
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scriptEvent void setSpline( entity spline );
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scriptEvent void setAccel( float accel );
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scriptEvent void setDecel( float decel );
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scriptEvent void setSpeed( float speed );
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scriptEvent float getSpeed();
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|
scriptEvent void setIdealSpeed( float speed );
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scriptEvent float getIdealSpeed();
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|
scriptEvent void applySpeedScale( float scale );
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scriptEvent string getCurrentTrackInfo();
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|
scriptEvent string getTrackInfo( entity track );
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scriptEvent void useMountedGun( entity user );
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|
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//toggle this on and off to assign the tramCar to be the forwardDamageEnt for the player.
|
|
scriptEvent void setPlayerDamageEnt( float set );
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|
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/***********************************************************************
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|
|
vehicle_tramCar
|
|
|
|
***********************************************************************/
|
|
|
|
scriptEvent void setIdealTrack( string track );
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|
scriptEvent entity driverSpeak( string voKey );
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|
scriptEvent entity getDriver();
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|
scriptEvent void openDoors();
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scriptEvent void closeDoors();
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|
|
/***********************************************************************
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|
|
|
skeletal animation (weapons, players, ai, func_animated)
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|
|
|
***********************************************************************/
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|
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// Looks up the number of the specified joint. Returns INVALID_JOINT if the joint is not found.
|
|
scriptEvent float getJointHandle( string jointname );
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|
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// Clears all animations running on the entity
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|
scriptEvent void clearAnims();
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|
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// Removes any custom transforms on all joints.
|
|
scriptEvent void clearAllJoints();
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|
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// Removes any custom transforms on the specified joint.
|
|
scriptEvent void clearJoint( float jointnum );
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|
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// Modifies the position of the joint based on the transform type.
|
|
scriptEvent void setJointPos( float jointnum, float transform_type, vector pos );
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|
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// Modifies the orientation of the joint based on the transform type.
|
|
scriptEvent void setJointAngle( float jointnum, float transform_type, vector angles );
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|
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// returns the position of the joint in world space
|
|
scriptEvent vector getJointPos( float jointnum );
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|
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// returns the angular orientation of the joint in world space
|
|
scriptEvent vector getJointAngle( float jointnum );
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|
|
// bdube: programmer controlled joint events
|
|
scriptEvent void setJointAngularVelocity ( string jointName, float pitch, float yaw, float roll, float blendtime );
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|
scriptEvent void collapseJoints ( string jointnames, string collapseToJoint );
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|
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|
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/***********************************************************************
|
|
|
|
actors (players and AI)
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|
|
|
***********************************************************************/
|
|
|
|
// Turns the actors flashlight on and off
|
|
scriptEvent void flashlight( float enable );
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|
|
// Moves the constraint with the given name that binds this entity to another entity.
|
|
scriptEvent void SetConstraintPosition( string constraintName, vector position );
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|
|
// Enable / Disable eye focus.
|
|
scriptEvent void enableEyeFocus();
|
|
scriptEvent void disableEyeFocus();
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|
|
// Enable / Disable eye blinking.
|
|
scriptEvent void enableBlinking();
|
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scriptEvent void disableBlinking();
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|
|
// Changes to left foot and plays footstep sound.
|
|
scriptEvent void leftFoot();
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|
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// Changes to right foot and plays footstep sound.
|
|
scriptEvent void rightFoot();
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|
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// Stops the animation currently playing on the given channel over the given number of frames.
|
|
scriptEvent void stopAnim( float channel, float frames );
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|
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// Plays the given animation on the given channel. Returns false if anim doesn't exist.
|
|
scriptEvent float playAnim( float channel, string animName );
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|
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// Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist.
|
|
scriptEvent float playCycle( float channel, string animName );
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|
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// Plays the given idle animation on the given channel. Returns false if anim doesn't exist.
|
|
scriptEvent float idleAnim( float channel, string animName );
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|
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// sets the blend amount on multi-point anims.
|
|
scriptEvent void setSyncedAnimWeight( float channel, float animindex, float weight );
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|
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// Sets the number of frames to blend between animations on the given channel.
|
|
scriptEvent void setBlendFrames( float channel, float blendFrame );
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|
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// Returns the number of frames to blend between animations on the given channel.
|
|
scriptEvent float getBlendFrames( float channel );
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|
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// Returns true if the animation playing on the given channel
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|
// is completed considering a number of blend frames.
|
|
scriptEvent float animDone( float channel, float blendOutFrames );
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|
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// Disables the animation currently playing on the given channel and syncs
|
|
// the animation with the animation of the nearest animating channel.
|
|
scriptEvent void overrideAnim( float channel );
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|
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// Prevents any pain animation from being played for the given time in seconds.
|
|
scriptEvent void preventPain( float duration );
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|
|
// Enables animation on the given channel.
|
|
scriptEvent void enableAnim( float channel, float blendFrames );
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|
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// Disables pain animations.
|
|
scriptEvent void disablePain();
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|
|
// Enables pain animations.
|
|
scriptEvent void enablePain();
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|
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// Sets a string which is placed in front of any animation names.
|
|
scriptEvent void setAnimPrefix( string prefix );
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|
|
|
// Returns true if the actor has one or more enemies.
|
|
scriptEvent float hasEnemies();
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|
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// Returns the next enemy the actor has acquired.
|
|
scriptEvent entity nextEnemy( entity lastEnemy );
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|
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// Returns the enemy closest to the given location.
|
|
scriptEvent entity closestEnemyToPoint( vector point );
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|
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// returns the entity used for the character's head, if it has one.
|
|
scriptEvent entity getHead();
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|
|
|
scriptEvent void enterVehicle ( entity vehicle );
|
|
scriptEvent void exitVehicle ( float force );
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|
|
// adjust the animation rate for an actor, it will be multiplied by the passed in parameter.
|
|
scriptEvent void setAnimRate ( float multiplier );
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|
|
// finds an enemy for the AI
|
|
scriptEvent entity findEnemy ( float distSquared );
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|
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//plays specified effect (must be precached ("fx_whatever") in entitydef or map spawnArgs) crawling down joints for specified number of seconds
|
|
scriptEvent void jointCrawlEffect ( string effectKeyName, float seconds );
|
|
/***********************************************************************
|
|
|
|
players
|
|
|
|
***********************************************************************/
|
|
|
|
// Returns the button state from the current user command.
|
|
scriptEvent float getButtons();
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|
|
|
// Returns the movement relative to the player's view angles from the current user command.
|
|
// vector_x = forward, vector_y = right, vector_z = up
|
|
scriptEvent vector getMove();
|
|
|
|
// Returns the player view angles.
|
|
scriptEvent vector getViewAngles();
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|
|
|
// Sets the player view angles.
|
|
scriptEvent void setViewAngles( vector euler );
|
|
|
|
// Enables the player weapon.
|
|
// This will also give the player the default weapon. If weapons were disabled on the world spawn this will enable them.
|
|
scriptEvent void enableWeapon();
|
|
|
|
// Lowers and disables the player weapon.
|
|
scriptEvent void disableWeapon();
|
|
|
|
// Returns "weaponX" where X is the number of the weapon the player is currently holding.
|
|
scriptEvent string getCurrentWeapon();
|
|
|
|
// Returns "weaponX" where X is the number of the weapon the player was previously holding.
|
|
scriptEvent string getPreviousWeapon();
|
|
|
|
// Selects the weapon the player is holding.
|
|
scriptEvent void selectWeapon( string weapon );
|
|
|
|
// Returns the entity for the player's weapon
|
|
scriptEvent entity getWeaponEntity();
|
|
|
|
scriptEvent vector getViewPos();
|
|
|
|
// Returns data about how much ammo a player has for a given ammoClass. x = current ammo, y = capacity, z = x/y;
|
|
scriptEvent vector getAmmoData( string ammoClass);
|
|
|
|
// Refills all the ammo for any weapon the player is carrying
|
|
scriptEvent void refillAmmo();
|
|
|
|
// RAVEN BEGIN
|
|
// mekberg: allow enable/disable of objectives
|
|
scriptEvent void enableObjectives();
|
|
scriptEvent void disableObjectives();
|
|
|
|
scriptEvent void setExtraProjPassEntity( entity passEntity );
|
|
|
|
//MCG: set armor
|
|
scriptEvent void setArmor( float armor );
|
|
|
|
//MCG: damage effect direct call, damageFromEnt is the entity the damage should appear to come from on the indicator, it can be NULL/"none"
|
|
scriptEvent void damageEffect( string damageDefName, entity damageFromEnt );
|
|
|
|
//disable or enable falling damage (1/0)
|
|
//scriptEvent void allowFallDamage( float allow );
|
|
|
|
/***********************************************************************
|
|
|
|
AI characters and monsters
|
|
|
|
***********************************************************************/
|
|
|
|
// Disable / Enable the entity as a target for the ai (works on ai entities and the player)
|
|
scriptEvent void enableTarget ( );
|
|
scriptEvent void disableTarget ( );
|
|
|
|
// directly damages the given entity using the given damage def
|
|
scriptEvent void directDamage ( entity damageTarget, string damageDef );
|
|
|
|
// returns true if the AI can currently become solid
|
|
scriptEvent float canBecomeSolid ( );
|
|
|
|
// swtich to and from a solid state
|
|
scriptEvent void becomeSolid ( );
|
|
scriptEvent void becomeNonSolid ( );
|
|
|
|
// switch between passive and aggressive
|
|
scriptEvent void becomePassive ( float ignoreEnemies );
|
|
scriptEvent void becomeAggressive ( );
|
|
|
|
// switch immeidately into ragdoll
|
|
scriptEvent float becomeRagdoll ( );
|
|
|
|
// Set the health of the AI
|
|
scriptEvent void setHealth ( float health );
|
|
|
|
// Tell the AI if it can take damage or not
|
|
scriptEvent void takeDamage ( float yesOrNo );
|
|
|
|
// Tell the AI if he is undying or not
|
|
scriptEvent void setUndying ( float yesOrNo );
|
|
|
|
// Face towards the given entity
|
|
scriptEvent void faceEntity ( entity ent );
|
|
|
|
// Kills the monster.
|
|
scriptEvent void kill ( );
|
|
|
|
// Removes the monster and updates its spawner, if it has one
|
|
scriptEvent void removeUpdateSpawner ( );
|
|
|
|
// Set the prefix used on all passive key/values such as "anim_<prefix>_idle" and "lipsync_<prefix>_talk_primary"
|
|
scriptEvent void setPassivePrefix ( string prefix );
|
|
|
|
// Sets whether the player can talk to this character or not. The 'idleAnim' is used when switching
|
|
// to TALK_OK, it will be the animation to play when not talking. If none is given the anim specified
|
|
// in the "anim" key/value will be used.
|
|
scriptEvent void setTalkState ( float state );
|
|
|
|
// Resets back to saying "lipsync_talk_primary" when TALK_OK
|
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scriptEvent void resetTalkCount ();
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// Set the movement speed
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// - AIMOVESPEED_DEFAULT
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// - AIMOVESPEED_RUN
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// - AIMOVESPEED_WALK
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scriptEvent void setMoveSpeed ( float speed );
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// force the posture of a tactical ai entity (posture list is in defs.h as AIPOSTURE_* )
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scriptEvent void forcePosture ( float posture );
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// Stop the ai from thinking (goes into a wait state)
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scriptEvent void stopThinking ( );
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// Get / Set the current leader (setting the leader to $null_entity will clear it)
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scriptEvent void setLeader ( entity leader );
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scriptEvent entity getLeader ( );
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// Get / Set the current enemy
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scriptEvent void setEnemy ( entity enemy );
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scriptEvent entity getEnemy ( );
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// Instruct the ai to look at the given target
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scriptEvent void lookAt ( entity target );
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// Set a script hook on the AI entity. Pass a value of "" as the functionName to clear the
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// function that is currently set for a script. The following is a list of the available scripts:
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// init - called when the AI is first initialized
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// first_sight - called the first time and enemy is ever sighted
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// sight - called each time an enemy is sighted
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// pain - called each time pain is taken
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// damage - called each time damage is taken
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// death - called when AI is dead
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// attack - called each time the AI attacks
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// onclick - called when the player clicks on a friendly AI
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// launch_projectile - called when a projectile is launched
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// footstep - called for each footstep generated by the AI
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scriptEvent void setScript ( string scriptName, string functionName );
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// Speak using the given voice definition
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scriptEvent void speak ( string speechDecl );
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// Speak using the given voice definition, with random suffix
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scriptEvent void speakRandom ( string speechDecl );
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// Return true if the AI entity is currently speaking
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scriptEvent float isSpeaking ( );
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// Return true if the AI is currently tethered
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scriptEvent float isTethered ( );
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// Return true if the AI is currently within their tether
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scriptEvent float isWithinTether ( );
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// Enables/Disables clipping against the actor
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scriptEvent void enableClip ( );
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scriptEvent void disableClip();
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// Enables/Disables gravity
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scriptEvent void enableGravity ( );
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scriptEvent void disableGravity();
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// Enables/Disables pushing articulated figures
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scriptEvent void enableAFPush ( );
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scriptEvent void disableAFPush ( );
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// Enables/Disables taking damage
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scriptEvent void enableDamage ( );
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scriptEvent void disableDamage ( );
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// rvAIMedic ONLY: Enables/Disables healing
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scriptEvent void enableHeal ( );
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scriptEvent void disableHeal ( );
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scriptEvent void takePatient ( entity patient );
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// Moves to the given entity without interruptions
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scriptEvent void scriptedMove ( entity destEnt, float minDist, float endWithIdle );
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// Faces the given entity without interruptions
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scriptEvent void scriptedFace ( entity faceEnt, float endWithIdle );
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// Plays a full body animation without interruptions
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scriptEvent void scriptedAnim ( string animname, float blendFrames, float loop, float endWithIdle );
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// Starts a scripted playback move
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scriptEvent void scriptedPlaybackMove ( string playback, float flags, float numFrames );
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// Starts a scripted playback aim
|
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scriptEvent void scriptedPlaybackAim ( string playback, float flags, float numFrames );
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// Starts a scripted action
|
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scriptEvent void scriptedAction ( entity actionEnt, float endWithIdle );
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// Jump down facing the given yaw
|
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scriptEvent void scriptedJumpDown ( float yaw );
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// Cancels the current scripted move in progress
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scriptEvent void scriptedStop ( );
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// Returns true if finished with a scripted sequence
|
|
scriptEvent float scriptedDone ( );
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|
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/***********************************************************************
|
|
|
|
effect entities
|
|
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***********************************************************************/
|
|
scriptEvent void lookAtTarget();
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|
scriptEvent void attenuate( float attenuation );
|
|
// twhitaker:
|
|
scriptEvent float isActive();
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|
|
|
/***********************************************************************
|
|
|
|
vechicle entities
|
|
|
|
***********************************************************************/
|
|
|
|
// Locks or unlocks the vehicle
|
|
scriptEvent void lock( float locked );
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|
|
|
// Returns true if the vehicle is locked.
|
|
scriptEvent float isLocked();
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|
|
|
// Enables the vehicles weapons.
|
|
scriptEvent void enableWeapon();
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|
|
|
// Disables the vehicles weapons.
|
|
scriptEvent void disableWeapon();
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|
|
|
// Enables the vehicles movement
|
|
scriptEvent void enableMovement();
|
|
|
|
// Disables the vehicles movement
|
|
scriptEvent void disableMovement();
|
|
|
|
/***********************************************************************
|
|
|
|
func_vehicle_driver entities
|
|
|
|
***********************************************************************/
|
|
// Sets the follow offset from the leading vehicle.
|
|
scriptEvent void followOffset( vector offset );
|
|
|
|
// Sets the follow offset from the leading vehicle.
|
|
scriptEvent void fireWeapon( float weapon_index, float time );
|
|
|
|
scriptEvent void setEnemy( entity newEnemy );
|
|
|
|
/***********************************************************************
|
|
|
|
func_spawner
|
|
|
|
***********************************************************************/
|
|
scriptEvent void removeNullActiveEntities();
|
|
scriptEvent float numActiveEntities();
|
|
scriptEvent entity getActiveEntity( float index );
|
|
|
|
|
|
/***********************************************************************
|
|
|
|
script events for the Makron
|
|
|
|
***********************************************************************/
|
|
|
|
//tell the Makron he can send out more teleport tubes
|
|
scriptEvent void allowMoreSpawns();
|
|
|
|
//use this to set the bosses' next action
|
|
scriptEvent float setNextAction( string strAction );
|
|
|
|
//Turns on and off the pattern mode flag.
|
|
scriptEvent void enablePatternMode();
|
|
scriptEvent void disablePatternMode();
|
|
|
|
//causes the Makron to seperate into his flying form.
|
|
scriptEvent void separate();
|
|
|
|
//lets the Makron know he's standing in a corner (true / false)
|
|
scriptEvent void toggleCornerState( float toggle );
|
|
|
|
/***********************************************************************
|
|
|
|
script events for the Network Guardian
|
|
|
|
***********************************************************************/
|
|
|
|
//force the network guardian into walking mode
|
|
scriptEvent void forceWalkMode();
|
|
|
|
//force the network guardian to land-- he does not instantly walk.
|
|
scriptEvent void forceLanding( );
|
|
|
|
//force the network guardian into flying mode
|
|
scriptEvent void forceTakeoff( );
|
|
|
|
//allow the AI to control landing and flying-- this will likely NOT work for you. Just sayin.
|
|
scriptEvent void allowAutopilot( float f );
|
|
|
|
// The NG uses staged combat, use this to set the stage number.
|
|
scriptEvent void setBattleStage( float f );
|
|
|
|
/***********************************************************************
|
|
|
|
target_bossBattle events
|
|
|
|
***********************************************************************/
|
|
|
|
//changes the max health on the bar. Useful when switching enemies, or if the boss max health changes
|
|
scriptEvent void setMaxBossHealth( float f );
|
|
|
|
//sets the value of the shield bar, from 0.0 to 1.0
|
|
scriptEvent void setShieldPercent( float f );
|
|
|
|
//allows or disallows the shield bar to be drawn on the gui.
|
|
scriptEvent void allowShieldBar( float f );
|
|
|
|
//allows or disallows the shield warning bar to be drawn on the gui.
|
|
scriptEvent void allowShieldWarnBar( float f );
|
|
|
|
// RAVEN END
|
|
// RITUAL BEGIN
|
|
scriptEvent void setSpeederBikeSpeed( float speed, float transitionTime );
|
|
scriptEvent void setSpeederBikeMaxGravityDistance( float speed, float transitionTime );
|
|
scriptEvent void setSpeederBikeBoostEnabled( float isBoostEnabled );
|
|
|
|
// Valkaryne events
|
|
scriptEvent void docked();
|
|
scriptEvent void undock();
|
|
|
|
// Pain Lord events
|
|
scriptEvent void requestProcessing();
|
|
scriptEvent void atProcessingStation();
|
|
|
|
// Dead Zone multiplayer mode query
|
|
scriptEvent float controlPointController();
|
|
scriptEvent float controlPercentToWin();
|
|
|
|
// RITUAL END |