All Classes Classes

Actor, Animate, Entity, ScriptSlave, ScriptThread, Sentient, Trigger, World

ActionLogEntity (ActionLogEntity) -> Entity -> SimpleEntity -> Listener

ActionLogMaster -> Listener

alog_begin

alog_begin_end( Integer save )

alog_clear

alog_clock( Integer clock_ms )

alog_dump( )

alog_end( Integer save )

alog_exclude( Integer entnum )

alog_hint( String hint, Integer value )

alog_include( Integer entnum )

alog_include_client_ents( Integer entnum )

alog_load

alog_pause

alog_pick( )

alog_play

alog_play_stop

alog_save( Integer clear )

alog_stop

alog_usage( )

Actor (Actor) -> SimpleActor -> Sentient -> Entity -> SimpleEntity -> Listener

accuracy( Float value )

accuracy( Float value )

accuracy

actorname

actorname

actorname

aimanimationlimits( Float centeryaw )

aimat( String target )

aimat( String target )

aimdodge( Boolean bAimDodge )

aimdodge( Boolean bAimDodge )

aimdodge( Boolean bAimDodge )

aimtarget( String target )

aimturnthresholdangle( Float angle )

aimturnthresholdangle

ainocrouch( Boolean bNoCrouch )

ainocrouch( Boolean bNoCrouch )

ainocrouch( Boolean bNoCrouch )

ainododge( Boolean bNoDodge )

ainododge( Boolean bNoDodge )

ainododge( Boolean bNoDodge )

ainoprone( Boolean bNoProne )

ainoprone( Boolean bNoProne )

ainoprone( Boolean bNoProne )

ainostrafe( Boolean bNoStrafe )

ainostrafe( Boolean bNoStrafe )

ainostrafe( Boolean bNoStrafe )

ai_off

ai_on

alarmnode( String value )

alarmnode

alarmnode( String value )

alarmthread( String value )

alarmthread

alarmthread( String value )

allowpainrestart

ambush( Entity ambushnode )

ammo_grenade

ammo_grenade( Integer grenade_count )

ammo_grenade( Integer grenade_count )

angletoenemy( Float angle )

anim( String name )

animateturning( Boolean bAnimateTurning )

animateturning( Boolean bAnimateTurning )

animateturning( Boolean bAnimateTurning )

animevent( Integer s )

animloop( String name )

animname

animname

animscript( String name )

animscript_attached( String name )

animscript_noclip( String name )

animscript_scripted( String name )

animstop

anim_attached( String name )

anim_noclip( String name )

anim_scripted( String name )

attachgrenade

attackchatter

attackhandler

attackhandler

attacklastseenposition

attackplayer

autochargedist( Float fDist )

autochargedist( Float fDist )

autochargedist( Float fDist )

autochargeplayerdist( Float fDist )

autochargeplayerdist( Float fDist )

autochargeplayerdist( Float fDist )

automg( Boolean bAutoMG )

automg( Boolean bAutoMG )

automg( Boolean bAutoMG )

avoidplayer( Integer allowavoid )

avoidplayer

avoidplayer( Integer allowavoid )

avoid_squadmate_dist( Float fAvoidDist )

avoid_squadmate_dist( Float fAvoidDist )

avoid_squadmate_dist( Float fAvoidDist )

balconyheight( Float height )

balconyheight( Float height )

balconyheight

bedead

breakspecial

bulletaware( Boolean bulletaware )

bulletaware( Boolean bulletaware )

bulletaware( Boolean bulletaware )

calcgrenadetoss( Vector target_position )

calcgrenadetoss2( Vector target_position, Float speed )

calcsatcheltoss( Vector target_position, Boolean force_throw )

canattackchatter

canmoveto( Vector position )

canshoot( Vector shootOrigin )

canshootenemyfrom( Vector shootOrigin )

cantrip

carrymode( String mode )

carrymode( String mode )

carrymode( String mode )

changecoverchance( Integer chance )

changecoverchance( Integer chance )

changecoverchance( Integer chance )

combat_advance

combat_fallback

combat_holdsteady

coverfire( Integer howlong )

coverfire_stop

covernode

coverstate( String sCoverState )

coverstate( String sCoverState )

covertype

crawlto( String dest )

crouchto( String dest )

currpathdist

customhit( String sCustomHit )

customhit( String sCustomHit )

customhit

customidle( String sCustomIdle )

customidle

customidle( String sCustomIdle )

customrun

customrun( String sCustomRun )

customrun( String sCustomRun )

customwalk

customwalk( String sCustomWalk )

customwalk( String sCustomWalk )

damagepuff( Vector position, Vector direction )

danger( Entity eDangerEntity, Integer iHowLong )

deathanim( String deathanim )

deathembalm

deathhandler

deathhandler

deathsinkstart

debugstring( String debugstring )

debugstring( String debugstring )

defaultnonvislevel

delete

deletewhendead( Boolean bDeleteWhenDead )

deletewhendead( Boolean bDeleteWhenDead )

deletewhendead( Boolean bDeleteWhenDead )

detachgrenade

disableclosecombatonmg( Boolean disabled )

disguise_accept_thread( String value )

disguise_accept_thread( String value )

disguise_accept_thread

disguise_level

disguise_level( Integer value )

disguise_level( Integer value )

disguise_period( Float period_in_seconds )

disguise_period( Float period_in_seconds )

disguise_period

disguise_range( Float range_in_units )

disguise_range( Float range_in_units )

disguise_range

distancetoenemy

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

dumb

emotion

emotion

enableCarryover

enableEnemy

enableEnemy

enableEnemy

enablehunt( Boolean bEnableHunt )

enablehunt( Boolean bEnableHunt )

enablehunt( Boolean bEnableHunt )

enablePain

enablesearch( Integer bEnableSearch )

enablesearch( Integer bEnableSearch )

enablesearch( Integer bEnableSearch )

endactionanim( )

enemy

enemysharerange

enemysharerange( Float range )

enemysharerange( Float range )

enemyswitchdisable

enemyswitchenable

enemy_visible_change_time

entervehicle

entitystart

exitmg( Integer type )

exitvehicle

eyeslookat( Entity entity )

failsafeinterval( Integer iFailsafeInterval )

failsafeinterval( Integer iFailsafeInterval )

failsafeinterval( Integer iFailsafeInterval )

fall

fallheight( Float height )

fallheight

fastmove( Boolean iFastMove )

fastmove( Boolean iFastMove )

fastmove( Boolean iFastMove )

fastthink( Boolean bFastthink )

fastthink( Boolean bFastthink )

fastthink( Boolean bFastthink )

favoriteenemy

favoriteenemy( Entity ai_or_player )

favoriteenemy( Entity ai_or_player )

findenemy

finishhim( Entity eSentient )

fire_grenade

fire_satchel

fixedleash( Float multiplier )

fixedleash( Float multiplier )

fixedleash

follow( Entity entity, Float mindist, Float maxdist, Float walkdist )

followstop

forceattack( String target )

forcefacemotion( Boolean bFaceMotion )

forcefacemotion( Boolean bFaceMotion )

forcefacemotion( Boolean bFaceMotion )

forceicon( String name )

forceragdolldeath( Boolean bforceragdoll )

forceragdolldeath( Boolean bforceragdoll )

forceragdolldeath( Boolean bforceragdoll )

forcetakingfire( Entity takingfireentity )

forcewoundedicon( Boolean bForceWoundedIcon )

fov

fov( Float angle )

fov( Float angle )

fragile( Float fFragileValue )

fragile( Float fFragileValue )

fragile( Float fFragileValue )

FriendlyInLineOfFire( Entity entity )

getalias( String action, String user, String position, String direction )

getblend( String axis )

getPrevLevelLifeStatus

GetRunAnim

getsayalias( String sayanimation )

GetWalkAnim

goragdoll( Integer hard-blend-time, Integer soft-blend-time )

gravityon( )

grenade_model( String sModelName )

grenade_model( String sModelName )

grenade_model( String sModelName )

gren_awareness( Float awareness_percent )

gren_awareness

gren_awareness( Float awareness_percent )

gun( String s )

gun( String s )

gun

gunontarget

hascompletelookahead

headtracking( Boolean bHeadTracking )

headtracking( Boolean bHeadTracking )

headtracking( Boolean bHeadTracking )

heal( Float fHowMuch )

hearing( Float radius )

hearing( Float radius )

hearing( Float radius )

holdfire

holdfire

holdfire

holster( Integer if )

idlecover( Entity eCoverNode )

idlecoverstop

idlesay( String animation )

idletaskexitthread( String sIdleTaskExitThread )

idletaskexitthread( String sIdleTaskExitThread )

idletaskexitthread( String sIdleTaskExitThread )

idletaskthread( String sIdleTaskThread )

idletaskthread( String sIdleTaskThread )

idletaskthread( String sIdleTaskThread )

ignorebadplaces

ignorebadplaces( Integer ignore )

ignorebadplaces( Integer ignore )

ignoredanger( Boolean bIgnoreDanger )

ignoredanger( Boolean bIgnoreDanger )

ignoredanger( Boolean bIgnoreDanger )

immediateremove

inreload

inreload( Integer reloading )

interrupt_point( String string )

interval( Float distance )

interval( Float distance )

interval

intervaldir

investigate( Vector location )

ishag

isidlecover( Entity eAreaEntity )

isloopinganim

ismedic

is_enemy_visible

jumpheight

kickdir

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

killfail( Boolean killfail )

lastenemyposition

last_enemy_visible_time

leash

leash( Float distance )

leash( Float distance )

lookaroundangle

lookaroundangle( Float angle )

lookaroundangle( Float angle )

lookat( Entity entity )

maxdist

maxdist( Float distance )

maxdist( Float distance )

mediumrange( Float fmediumRange )

mediumrange( Float fmediumRange )

mediumrange( Float fmediumRange )

meleedmg( Integer damage, String sound, String customhitanim, Boolean no_bleeding )

meleedmg_left( Integer damage, String sound, String customhitanim, Boolean no_bleeding )

meleedmg_right( Integer damage, String sound, String customhitanim, Boolean no_bleeding )

meleerange( Float fMeleeRange )

meleerange( Float fMeleeRange )

meleerange( Float fMeleeRange )

mindist( Float distance )

mindist

mindist( Float distance )

mood( String new_mood )

mood

morale( Integer morale, Integer bReact )

morale( Integer morale, Integer bReact )

morale( Integer morale )

morale_basemin( Integer base )

morale_basemin( Integer base )

morale_basemin( Integer base )

morale_baserate( Integer baserate )

morale_baserate( Integer baserate )

morale_baserate( Integer baserate )

morale_off

morale_on

mostrecentpathnode

movedir

movedoneradius( Float radius )

movedoneradius( Float radius )

moveto( String anim, String dest )

mumble( Integer can_mumble )

mumble( Integer can_mumble )

mumble

needreload( Boolean bNeedReload )

newenemysighted( Entity entity )

nocover( Boolean bNoCover )

nocover( Boolean bNoCover )

nocover( Boolean bNoCover )

nolongpain( Integer allow )

nolongpain( Integer allow )

nolongpain

nonvislevel

nonvislevel

nonvislevel

nopath( Boolean bNoPath )

nopath( Boolean bNoPath )

nopath( Boolean bNoPath )

nosurprise( Integer nosurprise )

nosurprise

nosurprise( Integer nosurprise )

noticescale( Float multiplier )

noticescale

noticescale( Float multiplier )

noticescale_mindist( Float fMinDist )

noticescale_mindist( Float fMinDist )

noticescale_mindist( Float fMinDist )

no_idle

no_idle

order_advance( Entity advance_areanode )

order_banzai

order_cancel

order_charge

order_coverfire( Integer howlong )

order_fallback( Entity fallback_areanode )

order_flankleft( Entity flank_areanode )

order_flankright( Entity flank_areanode )

order_gethelp

order_retreat( Entity retreat_areanode )

pain( Entity attacker, Float damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

painanimmode

painhandler

painhandler

pathdist

pathing_angle_inner( Float angle )

pathing_angle_outer( Float angle )

pathing_distance_inner( Float distance )

pathing_distance_outer( Float distance )

patrolpath

patrolpath( String value )

patrolpath( String value )

personality( Integer personality )

personality( Integer personality )

personality( Integer personality )

physics_off

physics_on

pickupweapon( Entity weapon )

placeweapon

playsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] )

pointat( Entity entity )

position

position

quicknotice( Integer iQuickNotice )

quicknotice( Integer iQuickNotice )

quicknotice( Integer iQuickNotice )

radioman( Boolean flag )

radioman( Boolean flag )

radioman( Boolean flag )

ReadyToFire

rechamber( Boolean bRechamber )

reloader( Entity turretgun )

reload_mountedweapon

remove

requestfact( String factID )

resetleash

runandshoot( Entity destination )

runanimrate( Float multiplier )

runanimrate

runanimrate( Float multiplier )

runto( String dest )

runtodive

runto_carry( String dest )

say( String animation )

saydone

setactionanim( String base_anim, Float lower_limit, Float upper_limit )

setaimtarget( Entity entity, Integer bMakeEnemy )

setanim( String anim, Integer slot, Float weight, String flagged )

setblend( String axis, Float blend_factor )

setblend( String axis, Float blend_factor )

setCarryoverData

SetGrenadeLifetime

setlocomotionblend( Float cos_theta, Float sin_theta )

setlocomotionblend( Float cos_theta, Float sin_theta )

setmotionanim( String anim, Boolean force )

setPrevLevelLifeStatus

setreloadcover

setsay( String animation )

setsay2( String animation, String postfix )

setundead( Integer bUndead )

setundead( Integer bUndead )

setupperanim( String anim )

share_enemy

share_grenade

shootat( String target )

shootinmotioninternal

shortrange( Float fShortRange )

shortrange( Float fShortRange )

shortrange( Float fShortRange )

shouldnotcheckexitmg( Boolean yes/no )

sidearm( String s )

sidearm( String s )

sidearm( String s )

sidearm_internal( String s )

sight( Float max_sight_range )

sight

sight( Float max_sight_range )

silent

silent( Integer silent )

silent( Integer silent )

skill

skill( Float skill )

skill( Float skill )

skilltype( String sSkillType )

skilltype( String sSkillType )

skilltype( String sSkillType )

sleep

sniper( Boolean bSniper )

sniper( Boolean bSniper )

sniper( Boolean bSniper )

snipershoot( Boolean bSniperShoot )

snipershoot( Boolean bSniperShoot )

snipershoot( Boolean bSniperShoot )

sound_awareness( Float awareness_percent )

sound_awareness

sound_awareness( Float awareness_percent )

squadarea

squadlead

squadleadstop

squadlocation

stalklastseenposition

stayoncover( Boolean bStayOnCover )

stayoncover( Boolean bStayOnCover )

stayoncover( Boolean bStayOnCover )

stealthdamagefactor( Float multiplier )

stealthdamagefactor( Float multiplier )

stealthdamagefactor( Float multiplier )

stopped

suppresschance

suppresschance

suppresschance

switchweapon

switchweaponinternal

target_plane( Entity plane )

tether( Entity entity )

thinkertether( Entity entity )

thinkstate

timetoattackchatter

turndoneerror

turndoneerror( Float error )

turndoneerror( Float error )

turnspeed( Float speed )

turnspeed

turnspeed( Float speed )

turnto( Entity entity )

turntoangles( Entity entity )

turret( String turret )

turret

turret( String turret )

type_attack( String value )

type_attack( String value )

type_attack

type_curious( String sThinker )

type_curious( String sThinker )

type_curious( String sThinker )

type_death( String value )

type_death

type_death( String value )

type_disguise( String value )

type_disguise( String value )

type_disguise

type_grenade

type_grenade( String value )

type_grenade( String value )

type_idle( String value )

type_idle( String value )

type_idle

type_squad( String sSquadThinker )

type_squad( String sSquadThinker )

type_squad( String sSquadThinker )

type_squadactive( String sSquadThinker )

type_squadactive( String sSquadThinker )

type_squadactive( String sSquadThinker )

unholster( Integer if )

unlimited_ammo( Integer bUnlimitedAmmo )

unlimited_ammo( Integer bUnlimitedAmmo )

upperanim( String anim )

use( String name, [ Integer weapon_hand ] )

useeyebone

usemg( Entity mgEntity, Boolean bforceOnMG, Boolean bDontCheckExitMG )

usingbayonet

voicetype

voicetype

voicetype

waittrigger

waittrigger( Boolean bool )

waittrigger( Boolean bool )

wakeup

walkto( String dest )

waterdepth

weapon

weapon( String weapon_modelname )

weapon( String weapon_modelname )

weapongroup

weaponready

weapontype

weapon_internal( String s )

wingman_maxdist( Float fMinDist )

wingman_maxdist( Float fMinDist )

wingman_maxdist( Float fMinDist )

wingman_mindist( Float fMinDist )

wingman_mindist( Float fMinDist )

wingman_mindist( Float fMinDist )

ActorFastAI (actorfastai) -> Actor -> SimpleActor -> Sentient -> Entity -> SimpleEntity -> Listener

ActorSquad -> SimpleArchivedEntity -> SimpleEntity -> Listener

alive_count

banzai_mindist( Float fDist )

banzai_mindist( Float fDist )

banzai_mindist( Float fDist )

clearsignal

decide_tactic

enablePlayerOrders( Boolean bEnableOrders, Boolean bDisableOrderExecution, Boolean bEnableAdvance, Boolean bEnableFallback, Boolean bEnableCoverfire, Boolean bEnableAssemble )

mimic_dist( Float fDist )

mimic_dist( Float fDist )

mimic_dist( Float fDist )

mimic_quiet( Boolean bQuiet )

mimic_quiet( Boolean bQuiet )

mimic_quiet( Boolean bQuiet )

minsplitsize( Integer iMinSize )

minsplitsize( Integer iMinSize )

minsplitsize( Integer iMinSize )

moraleleash( Float fDist )

moraleleash( Float fDist )

moraleleash( Float fDist )

playermoraleabort( Integer iDiff )

playermoraleabort( Integer iDiff )

playermoraleabort( Integer iDiff )

player_advance_offset( Integer iOffset )

player_advance_offset( Integer iOffset )

player_advance_offset( Integer iOffset )

player_idle_advance( Integer iIdleAdvance )

player_idle_advance( Integer iIdleAdvance )

player_idle_advance( Integer iIdleAdvance )

player_idle_advance_offset( Integer iOffset )

player_idle_advance_offset( Integer iOffset )

player_idle_advance_offset( Integer iOffset )

pointman( Entity ePointman )

pointman( Entity ePointman )

pointman( Entity ePointman )

setsignal( Integer Signal )

squad_advance( String sAreaNode )

squad_area( Entity e )

squad_assemble( Entity eAreaNode )

squad_automerge( Boolean bAutoMerge )

squad_automerge( Boolean bAutoMerge )

squad_automerge( Boolean bAutoMerge )

squad_banzai( String sAreaNode )

squad_charge( String sAreaNode )

squad_coverfire

squad_defend( Boolean bDefend )

squad_defend( Boolean bDefend )

squad_defend( Boolean bDefend )

squad_defend_set( Integer setnbr )

squad_defend_set( Integer setnbr )

squad_defend_set( Integer setnbr )

squad_destination( Entity eSquadDest )

squad_destination( Entity eSquadDest )

squad_destination( Entity eSquadDest )

squad_fallback( String sAreaNode )

squad_flank( String sAreaNode )

squad_flankX2( String sAreaNode, String sAreaNode )

squad_gethelp

squad_giveground

squad_halt( Entity eHandSignalGuy )

squad_halt( Entity eHandSignalGuy )

squad_halt( Entity eHandSignalGuy )

squad_holdsteady

squad_interval( Float fDist )

squad_interval( Float fDist )

squad_interval( Float fDist )

squad_leader( Entity eSquadLeader )

squad_leader( Entity eSquadLeader )

squad_leader

squad_mean_origin( Float fDist )

squad_morale( Integer iMorale )

squad_morale

squad_morale( Integer iMorale )

squad_moralebase

squad_moralebase( Integer iBase )

squad_moralebase( Integer iBase )

squad_movetype_jog

squad_movetype_run( Integer bCrouch )

squad_movetype_sprint

squad_movetype_walk( Integer bCrouch )

squad_player_advance( Boolean bPlayerAdvance )

squad_player_advance( Boolean bPlayerAdvance )

squad_player_advance

squad_retreat( String sAreaNode )

squad_slowadvance

squad_spreadout

squad_usemorale( Integer bUseMorale )

squad_usemorale

squad_usemorale( Integer bUseMorale )

squad_useprocessthreat( Boolean sSquadName )

squad_useprocessthreat( Boolean sSquadName )

squad_useprocessthreat

AID -> Listener

aid_banzai( Integer priority, Integer team, Boolean bypass )

aid_combat( Integer priority, Integer team )

aid_death( Integer priority, Integer team, Boolean bypass )

aid_enadvance( Integer priority, Integer team )

aid_enadvance_response

aid_enemyencroaching( Integer priority, Integer team )

aid_enemygethelp( Integer priority, Integer team )

aid_enemyheardnoise( Integer priority, Integer team )

aid_enfallback_response

aid_enflank( Integer priority, Integer team )

aid_enflback( Integer priority, Integer team )

aid_enholdsteady( Integer priority, Integer team )

aid_enholdsteady_response

aid_enreinforcements( Integer priority, Integer team )

aid_ensighted_response

aid_explosiveset( Integer priority, Integer team )

aid_explosiveset_response

aid_ff( Integer priority, Integer team )

aid_generic( Integer priority, String alias )

aid_generic_closest( Integer priority, String alias )

aid_generic_random( Integer priority, String alias )

aid_grenincoming( Integer priority )

aid_grenincoming_response

aid_grenoutgoing( Integer priority )

aid_grenrequest( Integer priority, Integer team )

aid_hits( Integer priority, Integer team, Boolean bypass )

aid_hldsprd( Integer priority, Integer team )

aid_killedenemy_response

aid_killedofficer( Integer priority, Integer team )

aid_leveltransition( Integer priority, Integer team )

aid_lostenemy( Integer priority, Integer team )

aid_lowhealth( Integer priority, Integer team )

aid_medarrive( Integer priority, Integer team )

aid_medcall( Integer priority )

aid_medcantreachplayer( Integer priority, Integer team )

aid_meddone( Integer priority, Integer team )

aid_medfreeheal( Integer priority, Integer team )

aid_mednoheals( Integer priority, Integer team )

aid_medresponse( Integer priority, Integer team )

aid_multikillbullet( Integer priority, Integer team )

aid_multikillgrenade( Integer priority, Integer team )

aid_playeradvance( Integer priority, Integer team )

aid_playerbump( Integer priority )

aid_playerkilledenemy( Integer priority, Integer team )

aid_playerorderadvance( Integer priority )

aid_playerorderassemble( Integer priority )

aid_playerordercoverfire( Integer priority )

aid_playerorderfallback( Integer priority )

aid_playerthrowsatchel

aid_reload( Integer priority, Integer team )

aid_sccskill( Integer priority, Integer team )

aid_sight( Integer priority, Integer team )

aid_sight_barrel( Integer priority, Integer team )

aid_sight_bush( Integer priority, Integer team )

aid_sight_crate( Integer priority, Integer team )

aid_sight_high( Integer priority, Integer team )

aid_sight_low( Integer priority, Integer team )

aid_sight_rock( Integer priority, Integer team )

aid_sqeliminated( Integer priority, Integer team )

aid_sqeliminated_response

aid_sqmemberadvance( Integer priority, Integer team )

aid_sqmemberadvance_response

aid_sqmembercoverfire( Integer priority, Integer team )

aid_sqmembercoverfire_response

aid_sqmemberfallback( Integer priority, Integer team )

aid_sqmemberfallback_response

aid_sqmemberflank( Integer priority, Integer team )

aid_sqmembergiveground( Integer priority, Integer team )

aid_sqmembergiveground_response

aid_sqmemberslowadvance( Integer priority, Integer team )

aid_sqregroup( Integer priority )

aid_squadmatedown( Integer priority, Integer team )

aid_tkcvr( Integer priority, Integer team )

aid_underfire( Integer priority, Integer team )

aid_vehiclegeneric( Integer priority, Integer team )

aid_vehicleplane( Integer priority, Integer team )

aid_vehicletank( Integer priority, Integer team )

aid_voddone( Integer priority, Integer team )

AmmoEntity -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

ammoentity_postspawn

ammosize( String string )

ammotype( String string )

Animate (animate) -> Entity -> SimpleEntity -> Listener

anim( String animName )

animdone

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

forcesetanim( String animName )

heavydamagepercent( Float precent )

isloopinganim( String anim_name )

isvalidanim( String anim_name )

lightdamagepercent( Float precent )

playerspawn( String model_name, [ Float range ], [ Vector vector_offset ], [ Float inFOV ], [ Float speed ] )

setcontrollerangles( Integer num, Vector angles )

setsynctime( Float synctime )

setyawfrombone( String bone_name )

world_space_mode( Integer enabled )

world_space_mode

world_space_mode( Integer enabled )

AntiAntiPortalEntity (antiantiportal) -> SimpleEntity -> Listener

AntiPortalEntity (antiportal) -> SimpleEntity -> Listener

Armor -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

BasicTrigger (basictrigger) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

bindlistener -> Listener

activebackgroundcolor( Float r, Float g, Float b, Float a )

activebordercolor( Float r, Float g, Float b, Float a )

activeforegroundcolor( Float r, Float g, Float b, Float a )

activesound( String soundname )

align( String arg1, [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

binditem( String name, String command )

bind_alternatekeyheight( Integer height )

bind_alternatekeywidth( Integer width )

bind_commandheight( Integer height )

bind_commandwidth( Integer width )

bind_fillwidth( Integer width, [ String material ] )

bind_height( Integer height )

bind_primarykeyheight( Integer height )

bind_primarykeywidth( Integer width )

bind_width( Integer width )

changesound( String soundname )

entersound( String soundname )

header( Integer column_num, String name, String material )

highlightbackgroundcolor( Float r, Float g, Float b, Float a )

highlightforegroundcolor( Float r, Float g, Float b, Float a )

inactivebackgroundcoloreven( Float r, Float g, Float b, Float a )

inactivebackgroundcolorodd( Float r, Float g, Float b, Float a )

inactiveforegroundcoloreven( Float r, Float g, Float b, Float a )

inactiveforegroundcolorodd( Float r, Float g, Float b, Float a )

selectbackgroundcolor( Float r, Float g, Float b, Float a )

selectforegroundcolor( Float r, Float g, Float b, Float a )

titlebackgroundcolor( Float r, Float g, Float b, Float a )

titleforegroundcolor( Float r, Float g, Float b, Float a )

Bird (fauna_bird) -> Fauna -> Animate -> Entity -> SimpleEntity -> Listener

follow_ratio( Float ratio )

group_destination( Integer grpID,ent )

group_disband( [ Integer groupnbr ] )

group_height( Float height_m )

group_join( Integer groupnbr )

group_lead( Integer groupnbr )

group_leave( Integer groupnbr )

group_speed( Float speed_mps )

turn_final_speed( Float turnfinalf )

turn_init_speed( Float turninitf )

turn_speed( Float turnspeedf )

Body -> Animate -> Entity -> SimpleEntity -> Listener

immediateremove

Bomb (Bomb) -> Animate -> Entity -> SimpleEntity -> Listener

blastcameradistance( Float distance )

bombcameradistance( Float distance )

bombexplosioncameradelay( Float delay )

dropbomb( Float armtime,, Float speed )

floor( Float height )

restorecamera

timetoarm( Float time )

usecamera

waterexplosioneffect( String effectname, String sound )

Camera (func_camera) -> Entity -> SimpleEntity -> Listener

animdone

auto_active( Boolean newActiveState )

auto_maxfov( Float maxFOV )

auto_radius( Float newRadius )

auto_starttime( Float newTime )

auto_state( String state1, [ String state2 ], [ String state3 ], [ String state4 ], [ String state5 ], [ String state6 ] )

auto_stoptime( Float newTime )

camera_think

continue

cut

doActivate( Entity activatingEntity )

fadetime( Float fadetime )

follow( Entity targetEnt, [ Entity targetWatchEnt ] )

follow_distance( Float distance )

follow_yaw( Float yaw )

follow_yaw_absolute

follow_yaw_relative

fov( Float fov, [ Float fadeTime ] )

lookat( Entity ent )

moveto( Entity ent )

movetopos( Vector position )

moving_from_anim

nextcamera( String nextCamera )

nowatch( [ Float fadeTime ] )

orbit( Entity targetEnt, [ Entity targetWatchEnt ] )

orbit_height( Float height )

pause

playtrack( String anim )

setplaybackrate( Float anim )

showquakes( Integer 0 )

speed( Float speed )

start

stop

stoptrack

turnto( Vector angle )

updatefov

watch( Entity watchEnt, [ Float fadeTime ] )

watchnode( [ Float fadeTime ] )

watchpath( [ Float fadeTime ] )

watchstring( String string, [ Float fadeTime ] )

world_space_mode( Integer enabled )

world_space_mode

world_space_mode( Integer enabled )

CameraManager -> Listener

add

cancelFor( String name )

delete

hide

load( String filename )

loop( [ Entity path ] )

moveplayer

new

next

nextpath

nowatch

play( [ Entity path ] )

prev

prevpath

renamepath( String newName )

replace

save( String filename )

savemap( String filename )

setfadetime( Float newFadeTime )

setfov( String newFOV )

setpath( Entity path )

setspeed( Float speed )

settarget( String target )

settargetname( String targetname )

show( [ Entity path ] )

stop

updateinput

waitTill( String name )

watch( String watch )

CarryableTurret -> InventoryItem -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

deploy_lag

doTouch( Entity touchingEntity )

dropturret

item_pickup( Entity item )

placeturret

turrettik

userdistance( Float dist )

userleftoffset( Float offset )

ClientGameCommandManager -> Listener

(

)

accel( Float xAcc, Float yAcc, Float zAcc )

alias( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

align

alignonce

alignstretch( [ Float scaleMultiplier ] )

alpha( Float alpha )

alwaysdraw

angles( [ String [random|crandom|range] ], Float pitch, [ Float [pitch2] ], [ String [random|crandom|range] ], Float yaw, [ Float [yaw2] ], [ String [random|crandom|range] ], Float roll, [ Float [roll2] ] )

anim( String animation )

animateonce

avelocity( Float yawVel, Float pitchVel, Float rollVel )

blockdlight( Float intensity, Float life, [ String sinwaveparameter1 ], [ String sinwaveparameter2 ], [ Float priority ], [ Integer isclamped ] )

bodyfall( [ Float fVolume ] )

bouncefactor( Float factor )

bouncesound( String sound, [ Float [delay] ] )

bouncesoundonce( String sound )

cache( String resourceName )

cacheanimation( String animationName )

cachefont( String fontName )

cacheimage( String imageName )

circle

clampvel( Float minX, Float maxX, Float minY, Float maxY, Float minZ, Float maxZ )

clampvelaxis( Float minX, Float maxX, Float minY, Float maxY, Float minZ, Float maxZ )

client( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

collision( [ String water ] )

color( Float red, Float green, Float blue, [ Float alpha ] )

colorvelocity( Float rVel, Float gVel, Float bVel )

commanddelay( Float delay, String command, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )

cone( Float height, Float radius )

count( Integer count )

count2( Float count )

deathmodel( String modelname )

delayedsfx( Float fDelay, String sCommand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )

detail

dietouch

dlight( Float red, Float green, Float blue, Float intensity, [ Float priority ] )

dmtracer( Integer freq, [ Integer realismFreq ], [ Integer type ], [ String tagName ], [ Float initialoffset ] )

dprintandflush( String string )

emitterangles( [ Float pitchofs ], [ Float yawofs ], [ Float rollofs ] )

emitteroff( String emitterName )

emitteron( String emitterName )

entcolor( Float red, Float green, Float blue, [ Float alpha ] )

eyelimits( Float fPitchmax, Float fYawmax, Float fRollmax )

eyemovement( Float fMovement )

fade

fadedelay( Float time )

fadein( Float time )

flicker

footstep( String tag, String sRunning, [ Integer iEquipment ] )

friction( Float friction )

globalfade( [ String [in|out] ] )

globalscale( Float global )

hardlink

inwardsphere

landing( [ Float fVolume ], [ Integer iEquipment ] )

life( Float life, [ Float randomlife ] )

lightstyle( String nameOfImage )

lockscale( Integer int )

loopsound( String soundName, [ Float volume ], [ Float min_distance ], Float pitch )

model( String modelname1, [ String modelname2 ], [ String modelname3 ], [ String modelname4 ], [ String modelname5 ], [ String modelname6 ] )

mustkeep

notagaxis

offset( [ String [random|crandom|range] ], Float offsetX, [ Float [offsetX2] ], [ String [random|crandom|range] ], Float offsetY, [ Float [offsetY2] ], [ String [random|crandom|range] ], Float offsetZ, [ Float [offsetZ2] ] )

offsetalongaxis( [ String [crandom|random|range] ], Float offsetx, [ Float [offsetx2] ], [ String [crandom|random|range] ], Float offsety, [ Float [offsety2] ], [ String [crandom|random|range] ], Float offsetz, [ Float [offsetz2] ] )

origindlight( Float red, Float green, Float blue, Float intensity, Float life, [ Float priority ], [ Float peaktime ], [ Float peakintensity ], [ Float flickerdelay ], [ Float flickeramplitude ], [ Float flickerfrequency ] )

originemitter( String emitterName )

originspawn

parallel

parentangles

parentlink

particle_filter( Integer int )

physicsrate( String rate )

print( String string )

printdeathmsg( String msg,, String killer,, String victim,, String deathType )

radialvelocity( Float scale, Float min_additional, Float max_additional )

radius( Float radius )

randomchance( Float percentage, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )

randomroll

randomtextureanimation

randvel( [ String [random|crandom|range] ], Float xVel, [ Float [xVel2] ], [ String [random|crandom|range] ], Float yVel, [ Float [yVel2] ], [ String [random|crandom|range] ], Float zVel, [ Float [zVel2] ] )

randvelaxis( [ String [random|crandom|range] ], Float forwardVel, [ Float [forwardVel2] ], [ String [random|crandom|range] ], Float rightVel, [ Float [rightVel2] ], [ String [random|crandom|range] ], Float upVel, [ Float [upVel2] ] )

relativeangles( )

scale( Float scale )

scalecap( Float cap )

scalecap_y( Float cap )

scalemax( Float scalemax )

scalemaxy( Float scalemaxy )

scalemin( Float scalemin )

scaleminy( Float scalemin )

scalerate( Float rate )

scaleratey( Float rate )

scaleupdown

scaley( Float scale )

sfx( String sCommand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )

smokeparms( Float typeinfo, Float fademult, Float scalemult )

sound( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )

soundnostomp( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )

soundnostomp_if_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )

soundnostomp_if_not_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )

sound_if_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )

sound_if_not_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )

spawncull( Integer spawn_cull )

spawnfactor( Integer range, [ Integer factor ] )

spawnrange( Integer range1, [ Integer range2 ] )

spawnrate( Float rate )

sphere

spin( Float rotations_per_second )

spritegridlighting

sprite_lighting( Float lightFactor )

sprite_oriented

sprite_oriented_blur

sprite_origin( Float Xorigin, Float Yorigin )

sprite_parallel_longaxis

sprite_parallel_upright

startoff

stopaliaschannel( String alias )

stopaliaschannel_if_not_firing( String alias )

stoploopsound

stopsound( String channelName )

swarm( Integer frequency, Float maxspeed, Float delta )

tagdlight( String tagName, Float red, Float green, Float blue, Float intensity, Float life, [ Float intvel ] )

tagemitter( String tagName, String emitterName )

taglist( String arg1, String arg2, [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )

tagspawn( String tagName )

tagspawnlinked( String tagName )

texture_framelock( Integer frameLock )

texture_framerate( Float frameRate )

texture_numframes( Float numFrames )

tracer( String tagName, Float initialoffset, Float distance, Integer type, [ Boolean addBaseVelocity ], [ Boolean forceCGTrace ] )

twinkle( Float mintimeoff, Float maxtimeoff, Float mintimeon, Float maxtimeon )

uscale( Float uscale )

uscalecap( Float uscalecap )

uscalerate( Float uscalerate )

uspeed( Float uscrollspeed )

uspeedmax( Float uscrollspeedmax )

uvrotate( Float angspeed )

varycolor

velocity( Float forwardVelocity )

vfxspawn( String vfxName, [ Float minRange ], [ Float maxRange ], [ Float scale ], [ Float countScale ] )

vfxtagspawn( String tagName, String vfxName, [ Float minRange ], [ Float maxRange ], [ Float scale ], [ Float countScale ] )

vfxtagspawnlinked( String tagName, String vfxName, [ Float minRange ], [ Float maxRange ], [ Float scale ], [ Float countScale ] )

viewkick( Float pitchmin, Float pitchmax, Float yawmin, Float yawmax, Float recenterspeed, String pattern, Float pitchmax, Float yawmax, Float scatterpitchmax, [ Float viewkickmindecay ], [ Float viewkickmaxdecay ] )

viewspawn

volumetrictexture

vscale( Float vscale )

vscalecap( Float vscalecap )

vscalerate( Float vscalerate )

vspeed( Float vscrollspeed )

vspeedmax( Float vscrollspeedmax )

wateronly

ClientSpecialEffectsManager -> Listener

effectdelay( Integer iEffect, Integer iCurrEmitter, Vector vPos, Vector vAngles, Vector vAxisA, Vector vAxisB, Vector vAxisC )

Console -> USignal -> Listener

ConsoleHider -> Listener

floatingwindow_close_pressed

widget_destroyed

ConsoleView -> UIWidget -> USignal -> Listener

CoverNodeCrate (info_cover_crate) -> PathNode -> SimpleEntity -> Listener

CoverNodeCrouch (info_cover_crouch) -> PathNode -> SimpleEntity -> Listener

CoverNodeGrass (info_cover_grass) -> PathNode -> SimpleEntity -> Listener

CoverNodeLeft (info_cover_left) -> PathNode -> SimpleEntity -> Listener

CoverNodeLeftLow (info_cover_leftlow) -> PathNode -> SimpleEntity -> Listener

CoverNodeLeftRight (info_cover_leftright) -> PathNode -> SimpleEntity -> Listener

CoverNodeLeftRightLow (info_cover_leftrightlow) -> PathNode -> SimpleEntity -> Listener

CoverNodeProne (info_cover_prone) -> PathNode -> SimpleEntity -> Listener

CoverNodeRight (info_cover_right) -> PathNode -> SimpleEntity -> Listener

CoverNodeRightLow (info_cover_rightlow) -> PathNode -> SimpleEntity -> Listener

CoverNodeStand (info_cover_stand) -> PathNode -> SimpleEntity -> Listener

DMConsoleHider -> Listener

deactivated

floatingwindow_close_pressed

widget_destroyed

DM_Manager -> Listener

doroundtransition

finishroundtransition

minicountdown

pollroundtransition

pollwarmup

updateWeaponRestrictions

verifyspawnedplayer( Entity player )

DM_Team -> Listener

Door (NormalDoor) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

alwaysaway

angle( Float newAngle )

close

dmg( Integer damage )

doActivate( Entity activatingEntity )

doBlocked( Entity obstacle )

doorclosed

dooropened

doortype( String door_type )

door_triggerfield( Entity other )

doUse( Entity activatingEntity )

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

linkdoor

lock

open( Entity other )

sound_close_end( String sound_close )

sound_close_start( String sound_close )

sound_locked( String sound_locked )

sound_message( String sound_message )

sound_open_end( String sound_open_end )

sound_open_start( String sound_open_start )

time( Float traveltime )

toggledoor( Entity other )

triggereffect( Entity triggering_entity )

trysolid

tryToOpen( Entity other )

unlock

wait( Float wait )

DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

doBlocked( Entity obstacle )

doTouch( Entity touchingEntity )

fire( Integer index )

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

off( Integer index )

on( Integer index )

origin( Vector vOrigin )

origin

DynamicCoverNode (DynamicCoverNode) -> PathNode -> SimpleEntity -> Listener

DynItem -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

kill

EffectEntity (effectentity) -> Animate -> Entity -> SimpleEntity -> Listener

Entity -> SimpleEntity -> Listener

activate_triggerhurt( Integer 1, String = )

addwaittill( String sWaitTill )

ai_event( [ String type ], [ Float radius ] )

altmodel( String model )

altmodel_id( Integer model )

alwaysdraw

applyimpulse( Vector pos, Vector dir, Vector magnitude )

attach( Entity parent, String tagname, Boolean use_angles, Vector offset, Boolean origin_to_tag )

attachedmodelanim( String tagname, String anim_name, Float crossblend_time, String model_name )

attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Vector fadeintime ] )

autodrop

avelocity( Vector avelocity )

avelocity

begin_listen_anim_complete

bind( Entity parent )

bone_damage_script( String bone, String name, )

brushmodel

cansee( Entity entity, [ Float fov ], [ Float vision_distance ] )

canseenoents( Entity entity, [ Float fov ], [ Float vision_distance ] )

censor

classname( String nameOfClass )

classname

connect_paths

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

damagelevel( Float damageLevel )

damagelevel( Float damageLevel )

damage_type( String meansofdeathstring )

deathanim( String deathanim )

deathsinkeachframe

deathsinkstart

delete

detach

detachallchildren

disable_draw_on_radar

Disable_entity_physics_self_collision( )

disconnect_paths

disconnect_paths_havok

disconnect_paths_in_bounds

dm( String command, [ String parms ] )

dmrealism( String command, [ String parms ] )

dont_force_explode

drawmodel( String modelName )

droptofloor( [ Float maxRange ] )

durability

durability( String durability )

durability( String durability )

dynamic_cover( Boolean true/false )

effects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

enable_draw_on_radar

enable_entity_physics_self_collision( )

enable_pose_lod( Boolean enable )

enable_pose_lod( Boolean enable )

entnum

explodetime( Float time )

explosionattack( String explosionModel, [ String tagName ] )

explosioninfo( Float force,, Float radius,, String effect, String name,, Float sound, Float name,, Float forward )

fadeaway( Float fadetime )

flags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

forceactivate

force_explode( Float force,, Float radius,, String effect, String name,, Float and, Float sound, Float name )

getcontrollerangles( Integer num )

GetLocalYawFromVector

getmaxs

getmins

gettagangles( String tag_name )

gettagposition( String tag_name )

ghost

glue( Entity parent, [ Integer glueAngles ] )

gravity( Float gravityValue )

havok_apply_force_to_bone( String bone, Vector name,, Vector position,, Float direction, )

havok_disable_wakeup( [ String bonename ] )

havok_enable_wakeup( [ String bonename ] )

havok_force_awake( [ String bonename ] )

havok_game_driven( [ String bonename ] )

havok_lock_sleeping( [ String bonename ] )

havok_physics_driven( [ String bonename ] )

havok_set_physics_to_game_origin_bone_name( String bone )

havok_set_ragdoll_hard_blend_time( Integer hard )

havok_set_ragdoll_soft_blend_time( Integer soft )

heal( Float health )

health( Float newHealth )

health( Float newHealth )

health

healthonly( Float newHealth )

healthonly( Float newHealth )

hide

hidejoint( String jointName )

hurt( Integer damage, [ String means_of_death ], [ Vector direction ] )

immediateremove

immune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )

immuneall( )

immuneclear( )

invokewaittill( String sWaitTill )

isinside( Entity entity )

istouching( Entity entity )

is_pose_lod_enabled

joinTeam( Entity teamMember )

kill

killattach

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

killtarget( String targetName )

loopsound( String soundName, [ Float volume ], [ String minimum_distance ] )

mass( Float massAmount )

max_health( Integer max_health )

max_health( Integer max_health )

max_health

model( String modelName )

model( String modelName )

model

movementstealth( Float scale )

neverdraw

nodamage

normaldraw

normalizescale( Integer normalize,, Float change )

normal_damage

normal_health

notarget( Boolean setNoTarget )

notsolid

override_physics_renderable( Integer Renderable )

override_texture( String mtl_name, String tex_stage_name, String texture_qpath )

override_type( String overrideType )

paralleloriented( Boolean IsParallelOriented )

physics( String type )

playerbulletsonly( Boolean true )

playsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] )

props( String Prop, String Names )

props( String sPropNames )

propslist( String Prop, String Names )

propslist( String Prop, String Names )

prop_set( String prop_set )

pusher( Entity inflictor, Entity attacker, Vector direction, Float force )

quitTeam

radar_icon_pulsing( Integer pulsing_flag )

radar_icon_pulsing

radnum( Float radnum )

radnum

reactive( Integer is_reactive )

reactive( Integer is_reactive )

realism( String command, [ String parms ] )

remove

removeattachedmodel( String tagname, [ String modelName ] )

removeimmune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )

removeprop( String prop )

removetutorial

rendereffects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

report_anim_complete

rotatedbbox

rotatedbbox( Integer on_off )

safesolid

saydone

scale

scale( Float newScale )

scale( Float newScale )

setcontrollerangles( Integer num, Vector angles )

setforcedshadowtype( Integer shadowtype )

setprop( String prop )

setsize( Vector mins, Vector maxs )

settutorial( String alias, Float proximity_distance )

setupphysics( )

set_playback_rate( Float rate, [ Integer mode ] )

shootableonly

show

showjoint( String jointName )

sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )

solid

sp( String command, [ String parms ] )

spawnflags( Integer flags )

spawn_triggerhurt( String name,, String tag,, Vector size,, Integer damage )

sprealism( String command, [ String parms ] )

stationary

stoploopsound

stopsound( [ Integer channel ] )

stop_supporting

svflags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

takedamage

team( String moveTeam )

toggle_draw_on_radar

toss

touchtriggers

trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )

trigger( String name )

unbind

unglue

uniqueid( Integer uniqueid )

uniqueid

uniqueid( Integer uniqueid )

uprightoriented( Boolean IsUprightOriented )

usebbox

velocity( Vector velocity )

velocity

visibleteamonly( Integer no )

volumedamage( Float damage )

yaw

ExecCmd -> USignal -> Listener

button_pressed

Exploder (exploder) -> Animate -> Entity -> SimpleEntity -> Listener

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

removetime( Float timeToRemove )

setsolid( Boolean bSolid )

Explosion -> Projectile -> Animate -> Entity -> SimpleEntity -> Listener

constantdamage

damageagain

damageeveryframe

explosioneffect( String explosionType )

flash( Float time, Float r, Float g, Float b, Float radius )

radius( Float projectileRadius )

radiusdamage( Float radiusDamage )

FakkMiniconsole -> UIWidget -> USignal -> Listener

size_changed

Fauna (generic_fauna) -> Animate -> Entity -> SimpleEntity -> Listener

FileExecuteClass -> FilePickerClass -> USignal -> Listener

FilePickerClass -> USignal -> Listener

deactivated

listbase_item_doubleclicked( Integer index )

listbase_item_selected( Integer index )

FixedTurret -> VehicleTank -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

internalammo( Integer count, [ Integer unloaded ] )

reloadinternalammo( Integer percent )

wielder

FuncLadder (func_ladder) -> Entity -> SimpleEntity -> Listener

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

Game -> Listener

detail

skill

GravityGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

impulsemagnitude( Float impulsemagnitude )

maxpickdist( Float maxpickdist )

GrenadeHint (info_grenadehint) -> SimpleArchivedEntity -> SimpleEntity -> Listener

Health (health_020) -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

health_postspawn

item_pickup( Entity item )

HelmetObject (helmetobject) -> Entity -> SimpleEntity -> Listener

stopped

InfoNotNull (info_notnull) -> Entity -> SimpleEntity -> Listener

InfoNull (info_null) -> Listener

InventoryItem -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

activateitem( [ String mode ] )

activatepapers

Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

amount

amount( Integer amount )

cyclegroup( String cycle_group )

dialogneeded( String dialog_needed )

doUse( Entity activatingEntity )

item_droptofloor

item_pickup( Entity item )

maxamount( Integer max_amount )

name( String item_name )

no_remove

pickupsound( String name )

pickup_done

respawn

respawnsound

respawn_done

set_respawn( Integer respawn )

set_respawn_time( Float respawn_time )

stopped

triggereffect( Entity triggering_entity )

Level -> Listener

alarm( Integer alarm_status )

alarm

alliesspawnpool( Integer size )

alliesspawnpool

axisspawnpool

axisspawnpool( Integer size )

badplace( String name, Vector origin, Float radius, [ String [team] ], [ Float [duration] ], Integer [notifyactors] )

bombs_planted( Integer num )

bombs_planted

bombs_planted( Integer num )

clockside( String axis_allies_draw_kills )

clockside( String axis_or_allies )

clockside

compasspath( String entity )

dmrespawning

dmrespawning( Integer allow_respawn )

dmrespawning( Integer allow_respawn )

dmroundlimit( Integer timelimit )

dmroundlimit

dm_artAmmoTime( Float secs )

dm_artAmmoTime

dm_artInternalAmmo( Integer max )

dm_artInternalAmmo

dm_artMaxHealth

dm_artMaxHealth( Integer max )

dm_artSupplyCount

dm_artSupplyCount( Integer boxes )

dm_artSupplyMaxCount

dm_artSupplyMaxCount( Integer max )

dm_artSupplySize( Integer ammo )

dm_artSupplySize

dm_attackerAdvanceDelay( Float secs )

dm_attackerAdvanceDelay

dm_corpsmanAttentionDist( Integer units )

dm_corpsmanAttentionDist

dm_corpsmanHealAmount

dm_corpsmanHealAmount( Integer health )

dm_corpsmanHealTime( Float sec )

dm_corpsmanHealTime

dm_corpsmanMaxMorphine

dm_corpsmanMaxMorphine( Integer syrettes )

dm_corpsmanMaxSulfa

dm_corpsmanMaxSulfa( Integer packets )

dm_corpsmanReviveTime( Float sec )

dm_corpsmanReviveTime

dm_engineerDisarmExplSpeedup

dm_engineerDisarmExplSpeedup( Float rate )

dm_engineerMaxExplosives

dm_engineerMaxExplosives( Integer max )

dm_engineerPlantExplSpeedup( Float rate )

dm_engineerPlantExplSpeedup

dm_explosivesArmTime

dm_explosivesArmTime( Float secs )

dm_explosivesDamage

dm_explosivesDamage( Integer damage )

dm_explosivesDisarmTime( Float secs )

dm_explosivesDisarmTime

dm_explosivesFuseTime

dm_explosivesFuseTime( Float secs )

dm_explosivesRadius( Integer units )

dm_explosivesRadius

dm_landmineDefuseTime( Float secs )

dm_landmineDefuseTime

dm_landmineDefuseTimeEngineer( Float secs )

dm_landmineDefuseTimeEngineer

dm_landmineMaxSpotDistance

dm_landmineMaxSpotDistance( Integer units )

dm_landmineSpotMultCrouch( Float fraction )

dm_landmineSpotMultCrouch

dm_landmineSpotMultProne

dm_landmineSpotMultProne( Float fraction )

dm_landmineSpotMultStand

dm_landmineSpotMultStand( Float fraction )

dm_landmineSpottingNarrowness( Float aim )

dm_landmineSpottingNarrowness

dm_largePlayerCount

dm_largePlayerCount( Integer players )

dm_mgAmmoTime

dm_mgAmmoTime( Float secs )

dm_mgCoolRate

dm_mgCoolRate( Float rate )

dm_mgHeatRate

dm_mgHeatRate( Float rate )

dm_mgInternalAmmo( Integer max )

dm_mgInternalAmmo

dm_mgJamTime( Float secs )

dm_mgJamTime

dm_mgMaxHealth( Integer max )

dm_mgMaxHealth

dm_mgSupplyCount( Integer boxes )

dm_mgSupplyCount

dm_mgSupplyMaxCount

dm_mgSupplyMaxCount( Integer max )

dm_mgSupplySize

dm_mgSupplySize( Integer ammo )

dm_mgUserDistance( Integer units )

dm_mgUserDistance

earthquake( Float duration, Float magnitude, Float no_rampup, Float no_rampdown, [ Vector epicenter ], [ Float cutoff_distance(optional ] )

found_secrets

frame

frame_skel_index

getmaxentnum

getteamwin

grenadeblockedchance_allies( Integer chance )

grenadeblockedchance_allies( Integer chance )

grenadeblockedchance_axis( Integer chance )

grenadeblockedchance_axis( Integer chance )

grenadechance_allies( Integer chance )

grenadechance_allies( Integer chance )

grenadechance_axis( Integer index )

grenadechance_axis( Integer index )

grenadedist_allies( Float dist )

grenadedist_allies( Float dist )

grenadedist_axis( Float dist )

grenadedist_axis( Float dist )

grenademaxinterval_allies( Integer interval )

grenademaxinterval_allies( Integer interval )

grenademaxinterval_axis( Integer interval )

grenademaxinterval_axis( Integer interval )

grenademininterval_allies( Integer interval )

grenademininterval_allies( Integer interval )

grenademininterval_axis( Integer interval )

grenademininterval_axis( Integer interval )

HUDMap( Integer mapAx, Integer mapAy, Integer mapBx, Integer mapBy, [ Integer worldAx ], [ Integer worldAy ], [ Integer worldBx ], [ Integer worldBy ] )

ignoreclock( Integer ignoreclock )

inttime

loop_protection( Integer loop_protection )

loop_protection

maxobjectives

nodrophealth( Integer alarm_status )

objectivebased

papers

papers

planting_team

planting_team( String axis_allies_draw_kills )

planting_team( String axis_or_allies )

playerspawn( Integer index, [ String arg1 ], [ String arg2 ], [ String arg3 ] )

playerspawncount( [ String arg1 ], [ String arg2 ], [ String arg3 ] )

prespawnsentient

primaryusermod

removebadplace( String name )

roundbased

roundcomplete

roundstarted

setspawnpool( Integer allies, Integer axis )

systemtime

systemtimepretty

targets_destroyed( Integer num )

targets_destroyed

targets_destroyed( Integer num )

targets_to_destroy( Integer num )

targets_to_destroy

targets_to_destroy( Integer num )

time

timeleftingame

total_secrets

Light (light) -> Listener

Listener

cancelFor( String name )

classname

commanddelay( Float delay, String command, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )

delaythrow( String label )

delete

exec( String script )

exec( String script )

immediateremove

owner

remove

thread( String label )

thread( String label )

throw( String label )

unregister( String label )

waitexec( String script )

waitexec( String script )

waitthread( String label )

waitthread( String label )

waitTill( String name )

ListPickerClass -> USignal -> Listener

deactivated

floatingwindow_close_pressed

listbase_item_doubleclicked( Integer index )

listbase_item_selected( Integer index )

MaterialPropertyManager -> Listener

bayonet_melee( String MaterialName,, String FXAlias,, String SoundAlias )

blastmark( String MaterialName,, String FXAlias,, String SoundAlias )

bodyfall( String MaterialName,, String FXAlias,, String SoundAlias )

bulletdecal( String MaterialName,, String FXAlias,, String SoundAlias )

bullethit_heavy( String MaterialName,, String FXAlias,, String SoundAlias )

bullethit_large( String MaterialName,, String FXAlias,, String SoundAlias )

bullethit_small( String MaterialName,, String FXAlias,, String SoundAlias )

coll_effect( String SubjectMaterial,, String ObjectMaterial,, String EnergyMinimum,, String MassMinimum,, String Alias )

coll_sound( String SubjectMaterial,, String ObjectMaterial,, String EnergyMinimum,, String MassMinimum,, String Alias )

footstepdecal( String MaterialName,, String FXAlias,, String SoundAlias )

footstep_running( String MaterialName,, String FXAlias,, String SoundAlias )

footstep_walking( String MaterialName,, String FXAlias,, String SoundAlias )

generic_explosion( String MaterialName,, String FXAlias,, String SoundAlias )

grenade_bounce( String MaterialName,, String FXAlias,, String SoundAlias )

grenade_explosion( String MaterialName,, String FXAlias,, String SoundAlias )

landing( String MaterialName,, String FXAlias,, String SoundAlias )

melee( String MaterialName,, String FXAlias,, String SoundAlias )

pistolwhip( String MaterialName,, String FXAlias,, String SoundAlias )

satchel_bounce( String MaterialName,, String FXAlias,, String SoundAlias )

satchel_explosion( String MaterialName,, String FXAlias,, String SoundAlias )

Medic (Medic) -> Actor -> SimpleActor -> Sentient -> Entity -> SimpleEntity -> Listener

canhealpatient

experience

experience( Integer skill )

heal_amount( Float heal_amount )

heal_patient

heal_radius( Float heal_radius )

heal_threshold( Float heal_threshold )

heal_vod

isenabled

max_player_heals( Integer max )

max_player_heals

medic_disable

medic_enable

medic_heal( Entity injuredGuy )

medic_searchtime( Float searchtime )

patient

patientcount

Menu -> Listener

hidemenu

showmenu( [ Boolean activate ] )

MenuManager -> Listener

lock

pushmenu( String menuname )

swaphead( String menuname, Integer menusToPop )

unlock

Mover (mover) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

movedone( Entity finishedEntity )

MpMapPickerClass -> USignal -> Listener

deactivated

listbase_item_doubleclicked( Integer index )

listbase_item_selected( Integer index )

Object (object) -> Animate -> Entity -> SimpleEntity -> Listener

Objective (func_objective) -> Entity -> SimpleEntity -> Listener

Complete

doActivate( Entity activatingEntity )

ObjectiveNbr( Integer index )

SetCurrent

Text( String Text )

TurnOff

TurnOn

Parm -> Listener

motionfail

movedone

movefail

other

owner

previousthread

sayfail

string

upperfail

PathNode (info_pathnode) -> SimpleEntity -> Listener

actorname

actorname

actorname

aggressive( Integer bAggressive )

combat( Integer bCombat )

combat( Integer bCombat )

combat( Integer bCombat )

cover_angle( Float cover_angle )

cover_angle( Float cover_angle )

cover_angle( Float cover_angle )

cover_count( Integer nCoverCount )

cover_used( Integer nCoverUsed )

delete

doActivate( Entity activatingEntity )

enablesquadnode( Boolean bEnabled )

enablesquadnode( Boolean bEnabled )

enablesquadnode( Boolean bEnabled )

grass( Integer bGrass )

immediateremove

istouching( Entity entity )

lowwall( Integer bLowWall )

lowwall( Integer bLowWall )

low_wall_arc( Float arc_half_angle )

retreat( Integer bRetreat )

set( Integer sequence )

setcurrent( Entity eSquadName )

spawnflags( Integer node_flags )

squadset( Integer sequence )

squadset( Integer sequence )

squadset( Integer sequence )

PathNodeNavHint (info_pathnode_navhint) -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintCrouch (info_pathnode_navhint_crouch) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintCrouchConnect (info_pathnode_navhint_crouchconnect) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintDuck (info_pathnode_navhint_duck) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpDownLarge (info_pathnode_navhint_jump_down_128) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpDownMed (info_pathnode_navhint_jump_down_96) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpDownSmall (info_pathnode_navhint_jump_down_64) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpOverLarge (info_pathnode_navhint_jump_over_48) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpOverMed (info_pathnode_navhint_jump_over_40) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpOverSmall (info_pathnode_navhint_jump_over_32) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpUpLarge (info_pathnode_navhint_jump_up_64) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintJumpUpSmall (info_pathnode_navhint_jump_up_40) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintProneConnect (info_pathnode_navhint_proneconnect) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathNodeNavHintTunnel (info_pathnode_navhint_tunnel) -> PathNodeNavHint -> PathNode -> SimpleEntity -> Listener

PathSearch -> Listener

PhysicsVehicle -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

allowdegrade( Boolean Degrade )

BrakeAtEndOfPath( Boolean brakeAtEndOfPath )

enable_vehicle_simulation( Boolean enable )

forcesoundstate( String new_state )

PauseDrive( Boolean paused )

SetBackUpSpeedAndDuration( Float Speed,, Float Duration )

SetBaseLookahead( Float Distance )

setdrivesurface( String surface_type )

SetFollowEntity( Entity entity )

SetKeepAway( Float Min, Float Distance,, Float Max, Float Distance, )

SetLookAheadScalar( Float Scalar )

SetMaxTurningSpeed( Float Speed )

SetPanicOversteer( Float Distance,, Float Duration,, Float Min )

SetParkingBrake( Boolean Parking )

SetPathCountersteer( Float Strength )

setskidepsilon( Float Strength, Float RecoveryPercentage )

SetSpeedCap( Float maximum )

SetSpeedToApplyMaxBrakes( Float Speed )

SetSteerSmoothing( Float 0.0f )

SetStuckDuration( Float Duration )

setsuspensionepsilon( Float suspension_epsilon )

SetSwerve( Float Distance,, Float Steer,, Float AllowableSwerveAtRange )

SmoothLookahead( Boolean smoothed )

StopKeepAway

StopPanicOversteer

StopSwerve

vehicle_disable_generate_touch_list( )

vehicle_enable_generate_touch_list( )

PhysicsVehicleTank -> PhysicsVehicle -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

Plane (vehicle_plane) -> ScriptAimedStrafingGunfire -> ScriptSimpleStrafingGunfire -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

altleash( Float leash )

altleash( Float leash )

ascendpitch( Float ascendpitch )

ascendpitch( Float ascendpitch )

attachbomb( Integer index,, String joint,, String model )

attack( String target )

attack( String target )

attackAlt( Float attackAlt )

attackAlt( Float attackAlt )

attack_target( String target )

autopilot( Entity path )

bombtarget( Entity target, Float altitude, Float bombspeed )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

descendpitch( Float descendpitch )

descendpitch( Float descendpitch )

dropbomb( Integer index(optional), Float bombspeed )

evade( Entity plane )

fly( Entity array, Float speed, Float acceleration, Float look_ahead )

flyto( Vector vPos )

follow( Entity plane )

home( Vector vHome )

home( Vector vHome )

initialize

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

leash( Float leash )

leash( Float leash )

maxpitchrate( Float pitchrate )

maxpitchrate( Float pitchrate )

maxroll( Float maxroll )

maxroll( Float maxroll )

maxrollrate( Float rollrate )

maxrollrate( Float rollrate )

maxyawrate( Float yawrate )

maxyawrate( Float yawrate )

minattackdist( Float minattackdist )

minattackdist( Float minattackdist )

minimumAlt( Float minimumAlt )

minimumAlt( Float minimumAlt )

patrolalt( Float patrolalt )

patrolalt( Float patrolalt )

speed( Float speed )

speed( Float speed )

speed( Float speed )

strafeattack( Integer bDoStrafe )

PlaneRepellerTrigger (trigger_planerepeller) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

Player (player) -> Sentient -> Entity -> SimpleEntity -> Listener

actor( String modelname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )

actorinfo( Integer actor_number )

addkills( Integer num_kills )

addteambonuspoints( Integer points )

aimadjustfov( Integer Enable )

aimoff

aimon

aimsmoothadjustfov( Float target_fov, Float speed_fov )

ambient_volume_target( Float Desired, [ Float value ] )

ammolist

animfinished_legs

animfinished_torso

attachtoladder

autosquadnode( Boolean bAutoSquadNode )

autosquadnode( Boolean bAutoSquadNode )

auto_join_team

backpacktype( String type )

begin_shellshock

cachemaplist

callvote( String arg1, [ String arg2 ] )

cancarrywounded( Boolean flag )

carry_ammobox( Entity entity )

carry_wounded( Entity entity )

checkLandMines( [ Float dist ], [ Float los ], [ Float stand ], [ Float crouch ], [ Float prone ] )

closefactswindow

coord

correctweaponattachments

crosshair( Boolean drawCrosshair )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

damage_multiplier( Float damage_multiplier )

dead

displayfact( String FactID )

dive( Float height, Float airborne_duration )

diveend

dmdeathdrop

dmmessage( Integer mode, String stuffstrings )

dmteam

dog( [ Integer god_mode ] )

do_training_vod

dropBackpack

dropbody

drop_ammobox

drop_wounded

ducked_volume_target( Float Desired, [ Float value ] )

enablevod( Boolean enable )

endlevel

end_shellshock

enemysharedist( Float fEnemyShareDist )

enemysharedist( Float fEnemyShareDist )

enemysharedist( Float fEnemyShareDist )

ensureforwardoffladder

ensureoverladder

enter( Entity vehicle, [ String driver_anim ] )

entercrouch

exit( Entity vehicle )

expendexplosivepack

explosivepackcount

explosivepackcount( Integer count )

export_physics( )

export_physics_shapes( )

face( Vector angles )

finishingmove

finishuseanim

finishuseobject

fireheld

flashmedicicon( Integer icon, Integer flash_number )

flight( Integer bEnable )

forcelegsstate( String legsstate )

forceposture( String posture )

forcetorsostate( String torsostate )

forwardmove

fov( [ Float fov ] )

freezemovement( Boolean frozen )

fullheal

gameversion

geteyeposition

getmovement

getposition

getweaponinslot( Integer weaponslot )

getweaponslot

get_wounded

give( String name, [ Integer amount ] )

giveweapon( String weapon_name )

global_posteffect( Integer Number )

gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )

gvo

has_disguise( Integer is_disguised )

has_disguise

has_lewis

has_weapon( String weapon )

has_wounded( Integer bHasWounded )

holster

incrementstat( String stat )

invnext

invod

invprev

in_shellshock

iprint( String string, [ Integer bold ] )

isbleeding( Integer bleed? )

isbleeding( Integer bleed? )

isbleeding

isSpectator

is_disguised

join_team( String team, [ Integer force_switch ] )

jump( Float height )

jumpxy( Float forwardmove, Float sidemove, Float speed )

kill

killclass( String classname, [ Integer except_entity_number ] )

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

killent( Integer entity_number )

kill_allies( Float radius )

kill_axis( Float radius )

knockback_effect( String filename )

lastkill

lerpadjustfov( Float target_fov, Float speed_fov )

limppercent( Float floatval )

listinventory

loaded

logstats( Boolean state )

lowpass_frequency_target( Float Desired, [ Float value ] )

maxgiveableammo( String ammotype )

medicicon( Integer icon )

modheight( String height )

morphinecount( Integer count )

morphinecount

moveposflags( String position, [ String movement ] )

msguser( [ String Babylon_label ] )

netname

netname_noloc

nextpaintime( Float seconds )

noclip

notarget

notready

objectivecount( Integer num_completed, Integer out_of )

overlaytype( Integer num )

pain( Entity attacker, Float damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

perferredweapon( String weapon_name )

physics_off( Boolean Force )

physics_off_partial_immobilize( Boolean Force )

physics_on

physics_on_partial_immobilize

pickweapon

playbackspeed

playclientsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] )

playeractor_model( String modelname )

playeractor_turnoff

playeractor_turnon

player_aim( )

player_bandage( )

player_callmedic( )

player_stop_aimming( )

playinenginemovie

playmovie( String name, [ String of ], [ String movie ] )

postfx_blend( Integer postfx_mode,, Float postfx_initial_value,, Float postfx_target_value,, Float postfx_blend_time, [ Integer post_fx_param(opt) ] )

postfx_blend_to_default( Integer postfx_code, Float blend_time )

postfx_restore

postMOTD

posttutorial( String string )

post_fx( Integer post )

poweruptimer( Integer poweruptimer, Integer poweruptype )

primarydmweapon( String weaptype )

queryviewconstraint( String , Float value )

railcarStatus

railcarStatus( Integer status )

ready

ready

reload

reloadfacts

reload_abort

removeclass( String classname, [ Integer except_entity_number ] )

removeent( Integer entity_number )

resethaveitem( String weapon_name )

resetstate

respawn( [ String type ] )

retreat

revive_allies

revive_axis

safeholster( Boolean putaway )

safezoom( Boolean zoomin )

score

send_entity_profiler_stats( Integer arg1 )

setanimatedview( Integer Enable )

setdmskin( String skin, String team )

setinplane( Integer slot )

setpartanim( String animation, String name, )

setsatcheltimer( Entity satchel )

setsatcheltimerupdate

setsquadcommandflag( Integer flag, Integer value )

setviewconstraint( String , Float value )

set_medic_call_bool( Boolean bool )

show

showactorinfo

showceginfo

showentityinfo

skipcinematic

sniperwobble( Float duration, Float azperiod, Float incperiod, Float azamplitude, Float incamplitude )

spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )

spectator

squadnode( Entity eSquadNode )

squadnode( Entity eSquadNode )

squad_advance( String sAreaNode )

squad_assemble( Entity eAreaNode )

squad_coverfire

squad_fallback( String sAreaNode )

startuseobject

state

stats( Boolean calculate_weapon_stats )

stopinenginemovie

stopwatch( Integer duration, [ Integer itype ], [ String name ], [ String label ] )

stopwatchingactor( Entity actor_to_stop_watching )

stufftext( String stuffstrings )

sulfacount( Integer count )

sulfacount

takepain( Boolean bool )

tele( Vector location )

testknock( Vector angles )

testthread( String scriptfile, [ String label ] )

transitioned_to_current_map

turn( Float yawangle )

turnlegs( Float yawangle )

turnovertime( Float yaw, Float time )

turnupdate( Float yaw, Float timeleft )

turn_attenuation( Float value )

turretenter( Entity turret, [ String driver_anim ] )

turretexit( Entity turret )

tutorialdone

tweakladderpos

unattachfromladder

updatepoweruptime

upmove

useheld

usestuff

useweaponslot( String weaponslot, [ Integer weapon_hand ] )

usingcover

vehicleenterdone

vehicleexitdone

vergeofdeath( String command )

viewangles

viewangles( Vector newAngles )

viewmodelanim( String anim, [ Integer force_restart ] )

voicetype( String voice_name )

vote( String arg1 )

waitForState( String stateToWaitFor )

watchactor( Entity actor_to_watch )

weapdrop

weaplist

weapnext

weapon( String weaponname, Integer slot, [ Boolean shoulddrop ], [ Boolean notremovable ] )

weapprev

whatis( Integer entity_number )

winscreen

wounded_zoneonly( Boolean bool )

woundspeed( Float speed )

wuss

zoomoff

PlayerAlliedDeathmatchStart (info_player_allied) -> PlayerDeathmatchStart -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener

PlayerAxisDeathmatchStart (info_player_axis) -> PlayerDeathmatchStart -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener

PlayerDeathmatchStart (info_player_deathmatch) -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener

arena( Integer arena_number )

PlayerIntermission (info_player_intermission) -> Camera -> Entity -> SimpleEntity -> Listener

PlayerNeutralDeathmatchStart (info_player_neutral) -> PlayerDeathmatchStart -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener

PlayerStart (info_player_start) -> SimpleArchivedEntity -> SimpleEntity -> Listener

angle( Float newAngle )

disablespawn

enablespawn

starttype( Integer type )

PopUpFactManager -> Listener

popup_close

popup_display( String factID )

reloadfacts

PortableTurret -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

carrymodel

clipsize( Integer ammoClipSize )

forceposture( String posture )

item_droptofloor

runscriptfinish

runscriptinit

scriptfinish( String script )

scriptinit( String script )

setup_sounds( String setup_sound,, String breakdown_sound )

use_mortar_aim_mode

Projectile (projectile) -> Animate -> Entity -> SimpleEntity -> Listener

addgravity

addownervelocity( Boolean bool )

addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )

arctotarget

avelocity( [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float roll ] )

beam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

becomebomb

bouncesound

bouncesound_hard

bouncesound_metal

bouncesound_water

bouncetouch

canhitowner

chargelife

chargespeed

clearowner

dmlife( Float projectileLife )

doTouch( Entity touchingEntity )

drunk( Float amount, Float rate )

explode

explodeontouch

explosionmodel( String modelname )

fuse

heatseek

hitdamage( Float projectileHitDamage )

impactmarkorientation( Float degrees )

impactmarkradius( Float radius )

impactmarkshader( String shader )

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

knockback( Float projectileKnockback )

life( Float projectileLife )

meansofdeath( String meansOfDeath )

minlife( Float minProjectileLife )

minspeed( Float minspeed )

notouchdamage

prethink

removewhenstopped

smashthroughglass( Integer speed )

speed( Float projectileSpeed )

stopped

updatebeam

ProjectileGenerator (ProjectileGenerator) -> Animate -> Entity -> SimpleEntity -> Listener

Accuracy( Float Accuracy )

BeginCycle

Cycles( Integer Cycles )

doActivate( Entity activatingEntity )

EndCycle

FireOnStartUp

gettargetentity

ID( Integer ID )

initialize

isturnedon

launchsound( String Sound )

MaxDelay( Float MaxDelay )

MaxDuration( Float MaxDuration )

MaxNumShots( Integer MaxNumShots )

MinDelay( Float MinDelay )

MinDuration( Float MinDuration )

MinNumShots( Integer MinNumShots )

Model( String Model )

SetNewTarget( Entity target )

target( String targetname_to_target )

TargetPlayer( Boolean targetplayer )

TickCycle

TurnOff

TurnOn

ProjectileGenerator_Gun (ProjectileGenerator_Gun) -> ProjectileGenerator -> Animate -> Entity -> SimpleEntity -> Listener

bulletcount( Float bulletCount )

bulletdamage( Float bulletDamage )

bulletknockback( Float bulletKnockback )

bulletlarge( Integer bulletType )

bulletpenetration( Float bulletPenetration )

bulletrange( Float bulletRange )

bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )

fakebullets( Boolean useFakeBullets )

firedelay( Float fFireDelay )

FireDistance( Float FireDistance )

ID( Integer ID )

leadtarget( Float TargetSpeed )

meansofdeath( String meansOfDeath )

tracerfrequency( Integer frequenct )

tracerspeed( Float speed )

tracertype( Integer type )

ProjectileGenerator_Heavy (ProjectileGenerator_Heavy) -> ProjectileGenerator -> Animate -> Entity -> SimpleEntity -> Listener

projectile( String projectileModel )

ProjectileGenerator_Projectile (ProjectileGenerator_Projectile) -> ProjectileGenerator -> Animate -> Entity -> SimpleEntity -> Listener

arc( Float arc )

isdonut( Integer isdonut )

maxdonut( Float maxdonut )

mindonut( Float mindonut )

playpreimpact

preimpactsound( String Sound )

preimpactsoundprob( Float probability )

preimpactsoundtime( Float delay )

projectile( String projectileModel )

ProjectileTarget (ProjectileGenerator_Target) -> Entity -> SimpleEntity -> Listener

ID( Integer ID )

RotatingDoor (func_rotatingdoor) -> Door -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

doclose

doopen( Entity other )

openangle( Float open_angle )

ScriptAimedStrafingGunfire (script_aimedstrafinggunfire) -> ScriptSimpleStrafingGunfire -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

aimtarget

fire

ScriptBoxClass -> USignal -> Listener

widget_destroyed

ScriptClass -> Listener

ScriptDoor (script_door) -> Door -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

angle( Float newAngle )

doclose

doinit

doopen( Entity other )

movedir

opendot

startangles

startorigin

ScriptMaster -> Listener

alias( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

cache( String resourceName )

cacheanimation( String resourceName )

ScriptModel (script_model) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

angle( Float newAngle )

anim( String anim_name )

animdone

model( String modelName )

moveanim( String animName )

moving_from_anim

ScriptModelRealDamage (script_model_realdamage) -> ScriptModel -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

ScriptOrigin (script_origin) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

model( String modelName )

ScriptSimpleStrafingGunfire (script_simplestrafinggunfire) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

bulletcount( Float bulletCount )

bulletdamage( Float bulletDamage )

bulletknockback( Float bulletKnockback )

bulletpenetration( Float bulletPenetration )

bulletrange( Float bulletRange )

bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )

fire

firedelay( Float fFireDelay )

off

on

projectile

tracerfreq

ScriptSkyOrigin -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

ScriptSlave (script_object) -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

angle( Float newAngle )

angles( Vector angles )

bind( Entity parent )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

dmg( Integer damage )

doActivate( Entity activatingEntity )

doBlocked( Entity obstacle )

doTouch( Entity touchingEntity )

doUse( Entity activatingEntity )

endpath

explode( Float damage )

flypath( Entity array, Float speed, Float acceleration, Float look_ahead )

followpath( Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

ignoreentity( Entity entity )

jumpto( String vector_or_entity )

lastdestnodeindex

model( String modelName )

modifyflypath( Float speed, Float acceleration, Float look_ahead )

move

moveBackward( Float dist )

moveDown( Float dist )

moveEast( Float dist )

moveForward( Float dist )

moveLeft( Float dist )

moveNorth( Float dist )

moveOffset( Vector dist )

moveRight( Float dist )

moveSouth( Float dist )

moveto( String vector_or_entity )

moveUp( Float dist )

moveWest( Float dist )

next

normalangles( Boolean bUseNormalAngles )

notshootable

path_relativeyaw( Float relativeYaw )

physics_off

physics_on( [ Integer no_collide_entity ] )

physics_velocity( Vector impulseVector )

removeignoreent( Entity entity )

rotateaxis( Integer axis, Float avelocity )

rotateaxisdown( Integer axis, Float angle )

rotateaxisdownto( Integer axis, Float angle )

rotateaxisup( Integer axis, Float angle )

rotateaxisupto( Integer axis, Float angle )

rotatedownto( Vector direction )

rotateto( Vector direction )

rotateupto( Vector direction )

rotateX( Float avelocity )

rotateXdown( Float angle )

rotateXdownto( Float angle )

rotateXup( Float angle )

rotateXupto( Float angle )

rotateY( Float avelocity )

rotateYdown( Float angle )

rotateYdownto( Float angle )

rotateYup( Float angle )

rotateYupto( Float angle )

rotateZ( Float avelocity )

rotateZdown( Float angle )

rotateZdownto( Float angle )

rotateZup( Float angle )

rotateZupto( Float angle )

scriptslave_followingpath

scriptslave_movedone

setdamage( Integer damage )

setmeansofdeath( String means_of_death )

shader_frame( Float edict )

speed( Float speed )

stop

threadmove( String label )

time( Float travel_time )

trigger( Entity ent )

unbind

waitmove

ScriptThread -> Listener

abs( Float arg )

acos( Float arg )

addheromoment( Integer missionNum, Integer heroNumber )

addobjective( Integer objective_number, Integer status, [ String text ], [ Vector location ] )

alert( String (user, String entity, String /, String team, String allies|axis, String /, String all), String Babylon, String Labels(, String fmt,, String args, String ) )

aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

all_ai_off

all_ai_on

angles_pointat( Entity parent_entity, Entity entity, Entity target_entity )

angles_toforward( Vector angles )

angles_toleft( Vector angles )

angles_toup( Vector angles )

asin( Float arg )

assert( Float value )

atan( Float arg, [ Float arg2 ] )

bigprintlnteam( String string )

bool( Integer value )

bsptransition( String next_map )

cache( String resource_name )

cacheanimation( String resource_name )

cam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

centerprint( String stuffToPrint, String optionalString )

cinematic

clearfade

clearletterbox( Float time )

clear_objective_pos

clear_objective_status

clear_radar_icons

cm_command( Integer source_type, Integer hit_type, Vector origin, Vector normal, Float volume )

cm_getmaterialindex( String name )

contains_string( String str1, String str2 )

cos( Float arg )

CreateListener

cuecamera( Entity entity, [ Float switchTime ] )

cueplayer( [ Float switchTime ] )

dbg_log_msecs

debugline( Vector start, Vector end, [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] )

DebugPrintLn( String string )

debug_int3

delaythrow( String label )

dm_postfx_commit

dprintln( String string )

drawhud( Integer value )

earthquake( Float duration, Float magnitude, Float no_rampup, Float no_rampdown, [ Vector epicenter ], [ Float cutoff_distance(optional ] )

enablevrptraces( Boolean bool )

end

entity( Integer value )

error( String message, Integer level )

exec( String script )

exec( String script )

fadein( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )

fadeout( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )

fadesound( Float time )

findnearestnode( Vector position )

float( Integer value )

forcemusic( String current, [ String fallback ] )

freezeplayer

getboundkey1( String command )

getboundkey2( String command )

getcvar( String name )

getentbyentnum( Integer ent_num )

getmedalnumber( Integer mission, Integer whichMedal )

getmenuname( Boolean dummy )

getnumallies( )

getnumalliesalive( )

getnumaxis( )

getnumaxisalive( )

getobjectivecount( Integer mission, Integer which_obj )

getobjectivecountcompleted( Integer mission, Integer which_obj )

givemedalnumber( Integer mission, Integer medalIndex )

goto( String label )

hasallheromoments( Integer missionNum, Integer MaxHeroNumber )

hasdiedinmission( Integer mission )

hasheromoment( Integer missionNumber, Integer heroNumber )

havok_remove_objects_in_aabb( Vector mins, Vector maxs )

hidemenu( String name, [ Integer bForce ] )

hidemouse

huddraw_align( Integer index, String h_align, String v_align )

huddraw_alpha( Integer index, Float alpha )

huddraw_color( Integer index, Float red, Float green, Float blue )

huddraw_font( Integer index, String fontname )

huddraw_rect( Integer index, Integer x, Integer y, Integer width, Integer height )

huddraw_shader( Integer index, String shader )

huddraw_string( Integer index, String string )

huddraw_virtualsize( Integer index, Integer virtual )

incstathits

initgameinfocvar( String cvar_name )

initplayerstats

int( Integer value )

iprintln( String string, String optionalStrings )

iprintlnbold( String string, String optionalStrings )

iprintlnbold_noloc( String string )

iprintln_noloc( String string )

IsAlive( Entity ent )

islistener( Entity listener )

IsUndead( Entity ent )

isvector( Vector vector )

killclass( String class_name, [ Integer except ] )

killent( Integer ent_num )

killradius( Vector position, Float radius )

kill_allies( Vector vfrom, Float radius, Integer max )

kill_axis( Vector vfrom, Float radius, Integer max )

landminedamage( Entity landmine, Float damage, Float radius )

letterbox( Float time )

leveltransition( String next_map )

loadstatsfromfile( String SaveGameName )

locprint( Integer xoffset, Integer yoffset, String stuffToPrint, String optionalString )

loc_convert_string( String in )

make_loc_text( String babylonLabel, String babylonArgs )

map( String map_name )

missionfailed( Integer novideofade )

missiontransition( String next_map )

mprint( String string )

mprintln( String string )

msg( String (user, String entity, String /, String team, String allies|axis, String /, String all), String Babylon, String Labels(, String fmt,, String args, String ) )

msgbold( String (user, String entity, String /, String team, String allies|axis, String /, String all), String Babylon, String Labels(, String fmt,, String args, String ) )

music( String current, [ String fallback ] )

musicvolume( Float volume, Float fade_time )

noncinematic

pause

persistent_clear( String persistent_name )

persistent_get( String persistent_name )

persistent_set( String persistent_name )

PlayMovie( String name )

popmenu( Integer index )

postfx_cc_add( Vector rFactor )

postfx_cc_mul( Vector rFactor )

postfx_cc_sat( Float 0.0-1.0 )

postfx_commit

postfx_mode( Integer 0-7 )

print( String string )

print3d( Vector origin, String string, [ String [strings] ] )

println( String string )

pushmenu( String name )

radiusdamage( Vector origin, Float damage, Float radius, Integer constant_damage )

randomfloat( Float max )

randomint( Integer max )

releaseplayer

removeclass( String class_name, [ Integer except ] )

removeent( Integer ent_num )

resetcvar( String cvar_name )

resetnumhittakenstats( Integer mission )

restoremusicvolume( Float fade_time )

restoresoundtrack

self

senddangeralert( Vector position, Float duration, Float min_safe_distance, Integer team )

server( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

setcurrentobjective( Integer objective_number, [ String team ] )

setcvar( String cvar_name, String value )

setinvdefobjtext( String text )

setlightstyle( Integer lightstyleindex, String lightstyledata )

setobjectivecount( Integer mission, Integer num_primary, Integer num_secret )

setoverridemaxstat( Integer array_index, Integer value )

setoverridestat( Integer array_index, Integer value )

set_objective_pos( Vector pos )

set_objective_status( Integer index, Integer showhealth, Integer health, Integer showtext, String text, Integer showtimer, Integer updatetimer, Integer timer, Integer blinking )

set_radar_icon( Integer index, Integer in_use, Integer pulsing, Float x, Float y, String texture )

set_shadow_map( String texture_filename, String map_stage, Integer inset )

showmenu( String name, [ Integer bForce ] )

showmouse

sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )

sin( Float arg )

soundtrack( String soundtrack_name )

spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )

spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )

spawnceg( String hagname, [ Vector origin ], [ Vector angles ], [ Float scale ], Float OR, String hagname, Entity refentity, [ Float scale ] )

sqrt( Float arg )

string( Integer value )

stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

tan( Float arg )

teamwin( String axis_or_allies )

terrain_height( Integer terrain-index, Float x-pos, Float y-pos )

thread( String label )

thread( String label )

throw( String label )

timeout( Float time )

tolower( [ String arg1 ] )

toupper( [ String arg1 ] )

trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )

trigger( String name )

updateplayerstats( Integer mission, Boolean calculate_weapon_hits )

varaction( String variable, Integer varvalue, [ String eventname ], [ String arg1 ], [ String arg2 ], [ String arg3 ] )

var_and_classaction( String variable, Integer varvalue, String classname, [ String eventname ], [ String arg1 ], [ String arg2 ], [ String arg3 ] )

var_and_targetaction( String variable, Integer varvalue, String targetname, [ String eventname ], [ String arg1 ], [ String arg2 ], [ String arg3 ] )

vector_add( Vector vector1, Vector vector2 )

vector_closer( Vector vec_a, Vector vec_b, Vector vec_c )

vector_cross( Vector vector1, Vector vector2 )

vector_dot( Vector vector1, Vector vector2 )

vector_length( Vector vector )

vector_normalize( Vector vector )

vector_scale( Vector vector1, Float scale_factor )

vector_subtract( Vector vector1, Vector vector2 )

vector_toangles( Vector vector1 )

vector_within( Vector position1, Vector position2, Float distance )

wait( Float wait_time )

waitframe

ScriptViewBox -> UIMultiLineView -> UIWidget -> USignal -> Listener

left_mouse_down( Float xpos, Float ypos, Integer buttons )

Sentient -> Entity -> SimpleEntity -> Listener

activatenewweapon( [ String handsurf ] )

aid_banzai( Integer priority, Integer team, Boolean bypass )

aid_combat( Integer priority, Integer team )

aid_death( Integer priority, Integer team, Boolean bypass )

aid_enadvance( Integer priority, Integer team )

aid_enemyencroaching( Integer priority, Integer team )

aid_enemygethelp( Integer priority, Integer team )

aid_enemyheardnoise( Integer priority, Integer team )

aid_enflank( Integer priority, Integer team )

aid_enflback( Integer priority, Integer team )

aid_enholdsteady( Integer priority, Integer team )

aid_enreinforcements( Integer priority, Integer team )

aid_explosiveset( Integer priority, Integer team )

aid_ff( Integer priority, Integer team )

aid_generic( Integer priority, String alias )

aid_generic_closest( Integer priority, String alias )

aid_generic_random( Integer priority, String alias )

aid_grenincoming( Integer priority )

aid_grenoutgoing( Integer priority )

aid_grenrequest( Integer priority, Integer team )

aid_hits( Integer priority, Integer team, Boolean bypass )

aid_hitsccs( Integer priority, Integer team )

aid_hldsprd( Integer priority, Integer team )

aid_killedofficer( Integer priority, Integer team )

aid_leveltransition( Integer priority, Integer team )

aid_lostenemy( Integer priority, Integer team )

aid_lowhealth( Integer priority, Integer team )

aid_medarrive( Integer priority, Integer team )

aid_medcall( Integer priority )

aid_medcantreachplayer( Integer priority, Integer team )

aid_meddone( Integer priority, Integer team )

aid_medfreeheal( Integer priority, Integer team )

aid_mednoheals( Integer priority, Integer team )

aid_medresponse( Integer priority, Integer team )

aid_multikillbullet( Integer priority, Integer team )

aid_multikillgrenade( Integer priority, Integer team )

aid_playeradvance( Integer priority, Integer team )

aid_playerbump( Integer priority )

aid_playerkilledenemy( Integer priority, Integer team )

aid_playerorderadvance( Integer priority )

aid_playerorderassemble( Integer priority )

aid_playerordercoverfire( Integer priority )

aid_playerorderfallback( Integer priority )

aid_playerthrowsatchel

aid_reload( Integer priority, Integer team )

aid_sccskill( Integer priority, Integer team )

aid_sight( Integer priority, Integer team )

aid_sight_barrel( Integer priority, Integer team )

aid_sight_bush( Integer priority, Integer team )

aid_sight_crate( Integer priority, Integer team )

aid_sight_high( Integer priority, Integer team )

aid_sight_low( Integer priority, Integer team )

aid_sight_rock( Integer priority, Integer team )

aid_sqeliminated( Integer priority, Integer team )

aid_sqmemberadvance( Integer priority, Integer team )

aid_sqmembercoverfire( Integer priority, Integer team )

aid_sqmemberfallback( Integer priority, Integer team )

aid_sqmemberflank( Integer priority, Integer team )

aid_sqmembergiveground( Integer priority, Integer team )

aid_sqmemberslowadvance( Integer priority, Integer team )

aid_sqregroup( Integer priority )

aid_squadmatedown( Integer priority, Integer team )

aid_tkcvr( Integer priority, Integer team )

aid_underfire( Integer priority, Integer team )

aid_vehiclegeneric( Integer priority, Integer team )

aid_vehicleplane( Integer priority, Integer team )

aid_vehicletank( Integer priority, Integer team )

aid_voddone( Integer priority, Integer team )

allies

allowmedicheal( Boolean bool )

american

ammo( String type, Integer amount )

ammocountforcurrentweapon( Entity entity )

armor( String type, Integer amount )

axis

backpacktype

blockend

blockstart

callmedic

candropanything( Integer Enable )

charge( [ String hand ], [ String mode ] )

combatclass

compareuseslot( String slot )

currentUseslotHasLowerPriority( String slot )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

damagemult( Integer location, Float multiplier )

deactivateweapon( String side )

deadbody

death_type( String sType )

death_type( String sType )

disableAID( Integer bDisableAID )

disableAID( Integer bDisableAID )

disableAID( Integer bDisableAID )

disableikonlefthand( )

disableikonrighthand( )

dontdropweapons

dontremovewhendropped( Boolean bDontRemove )

drawoverheadicon( Boolean draw_it )

dropitems

enableikonlefthand( )

enableikonrighthand( )

EnableKickObject( Boolean enable )

enemy_nearby( Float radius )

fire( [ String hand ], [ String mode ] )

german

getCurWeaponType

give( String name )

givedynitem( String model, String bonename )

hitdamage( Float damage )

hitdirection( Vector direction )

hitlocation( Integer location )

hovericon

immortal( Integer bImmortal )

immortal( Integer bImmortal )

immortal( Integer bImmortal )

incapacitated

inhibitrepulsion

iswearinghelmet( Boolean bWearingHelmet )

isWounded

item( String type, Integer amount )

jumpxy( Float forwardmove, Float sidemove, Float speed )

maxmouthangle( Float max_mouth_angle )

meleeattackend

meleeattackstart

mp_goragdoll

pophelmet

putawayweapon( String whichHand )

releasefire( Float fireholdtime )

reloadweapon( [ String hand ] )

removeuseslot( String current_slot )

revive

sethelmet( String modelfile, Float popspeed, Float dmgmult, String propname )

squad( Entity eSquad )

squad_leader( Integer bSquadLeader )

squad_leader( Integer bSquadLeader )

squad_leader

squad_leave( Integer squadname )

squad_name( Integer squadname )

squad_name( Integer squadname )

squad_name( Integer squadname )

stopfire( [ String hand ] )

stunend

stunstart

take( String item_name )

takeall

team

threatbias

threatbias( Integer bias )

threatbias( Integer bias )

TickFollowers

toggleitem

turret

undead( Integer bUndead )

unlimitedammo( Integer bUnlimited )

unlimitedammo( Integer bUnlimited )

unlimitedammo( Integer bUnlimited )

use( String name, [ Integer weapon_hand ] )

uselast

useslot( String slot )

useslot( String slot )

useslot( String slot )

useweaponclass( String weaponclass, [ Integer weapon_hand ] )

waterdepth

weapon( String weapon_modelname )

weaponcommand( String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] )

weaponusenoammo( Boolean bool )

weaponusenoammo( Boolean bool )

weaponusenoammo( Boolean bool )

ShellCamera (func_shellcamera) -> Camera -> Entity -> SimpleEntity -> Listener

cameraidle( Entity ent )

lookat( Entity ent )

movedone

MoveTo( Entity ent )

smoothflytoentity( Entity moveto, Entity lookat )

smoothflytoposition( Vector moveto, Vector lookat )

smoothflytothink

turntoentity( Entity ent )

turntoposition( Vector lookat )

turntothink

SimpleActor -> Sentient -> Entity -> SimpleEntity -> Listener

noanimlerp

SimpleArchivedEntity -> SimpleEntity -> Listener

SimpleEntity -> Listener

angle

angle( Float newAngle )

angle( Float newAngle )

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

centroid

forwardvector

is_committed( )

is_locked( )

is_scattered( )

leftvector

Materialname( )

namedgroup( )

origin( Vector newOrigin )

origin( Vector newOrigin )

origin

rightvector

target( String targetname_to_target )

target

target( String targetname_to_target )

targetname

targetname( String targetName )

targetname( String targetName )

terrain_align( )

terrain_hug( )

upvector

SlidingDoor (func_door) -> Door -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

angle( Float newAngle )

doclose

doopen( Entity other )

lip( Float lip )

speed( Float speed )

SmokeGrenade (smokegrenade) -> EffectEntity -> Animate -> Entity -> SimpleEntity -> Listener

bouncefactor( Float factor )

fadedelay( Float time )

fadein( Float time )

life( Float life )

maxalpha( Float alpha )

offset( Float offset_x, Float offset_y, Float offset_z )

scale( Float scale )

scalerate( Float rate )

spawnlife( Float life )

spawnrate( Float rate )

spin( Float avel )

velocity( Float vel_x, Float vel_y, Float vel_z )

SoundPickerClass -> FilePickerClass -> USignal -> Listener

SplinePath (info_splinepath) -> SimpleArchivedEntity -> SimpleEntity -> Listener

fadetime( Float fadeTime )

fov( Float cameraFOV )

loop( String loop_name )

speed( Float speed )

SplinePath_create

triggertarget( String target )

watch( String watchEntity )

SquadPathNode (info_pathnode_squadpathnode) -> PathNode -> SimpleEntity -> Listener

StatsUpdater -> Listener

updatestats

StraightLineBomb (straightlinebomb) -> Bomb -> Animate -> Entity -> SimpleEntity -> Listener

dropbomb( Float armtime,, Float speed )

TempWaypoint -> Entity -> SimpleEntity -> Listener

TestPlayerStart (testplayerstart) -> PlayerStart -> SimpleArchivedEntity -> SimpleEntity -> Listener

ThrobbingBox_ExplodeFlak88 (ThrobbingBox_ExplodeFlak88) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener

ThrobbingBox_ExplodeNebelwerfer (ThrobbingBox_ExplodeNebelwerfer) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener

ThrobbingBox_ExplodePlayerFlak88 (ThrobbingBox_ExplodePlayerFlak88) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener

ThrobbingBox_ExplodePlayerNebelwerfer (ThrobbingBox_ExplodePlayerNebelwerfer) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener

ThrobbingBox_ExplodeType96Cannon (ThrobbingBox_ExplodeType96Cannon) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener

BlowUp

ThrobbingBox_Explosive (ThrobbingBox_explosive) -> Animate -> Entity -> SimpleEntity -> Listener

ActivateSound( String ActivateSound )

BlowUp

destroyed_model( String Destroyed )

doUse( Entity activatingEntity )

Explode

explosioneffect( String effect )

explosionpos( Vector offset )

ExplosionSound( String ExplosionSound )

notifyallies( Boolean bNotify )

notifyallies( Boolean bNotify )

notifyallies( Boolean bNotify )

notifyaxis( Boolean bNotify )

notifyaxis( Boolean bNotify )

notifyaxis( Boolean bNotify )

Radius( Float Radius )

setcantusethread( String thread )

SetDamage( Float Damage )

setthread( String thread )

setusethread( String thread )

StopWatchDuration( Float StopWatchDuration )

TickSound( String TickSound )

triggered( Integer 0 )

used_model( String Used )

ThrobbingBox_Generic (ThrobbingBox_Generic) -> Animate -> Entity -> SimpleEntity -> Listener

ActivateSound( String ActivateSound )

BlowUp

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

destroyed_model( String Destroyed )

doUse( Entity activatingEntity )

Explode

explosioneffect( String effect )

explosionpos( Vector offset )

ExplosionSound( String ExplosionSound )

GetStopWatchDuration

knockback( Float knockback )

notifyallies( Boolean bNotify )

notifyallies( Boolean bNotify )

notifyallies( Boolean bNotify )

notifyaxis( Boolean bNotify )

notifyaxis( Boolean bNotify )

notifyaxis( Boolean bNotify )

Radius( Float Radius )

setcantusethread( String thread )

SetDamage( Float Damage )

setthread( String thread )

setusethread( String thread )

StopWatchDuration( Float StopWatchDuration )

throbbing_model( String Throbbing )

TickSound( String TickSound )

triggered( Integer 0 )

used_model( String Used )

ThrobbingBox_Stickybomb (ThrobbingBox_Stickybomb) -> ThrobbingBox_Explosive -> Animate -> Entity -> SimpleEntity -> Listener

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

doUse( Entity activatingEntity )

stickybombwet

Torpedo (Torpedo) -> Bomb -> Animate -> Entity -> SimpleEntity -> Listener

abovewaterexplosioninfo( String model, String sound )

enabletracesinwater( Boolean bool )

SetDepth( Float distance )

SetInWaterSpeed( Float speed )

SetTargetPosition( Vector position )

timeout( Float fTimeInSeconds )

TouchField -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

triggereffect( Entity triggering_entity )

TOWObjective (func_TOWObjective) -> Objective -> Entity -> SimpleEntity -> Listener

AlliesObjNum( Integer AlliesObjNum )

AxisObjNum( Integer AxisObjNum )

ControlledBy

ControlledBy( Integer ControlledBy )

initialize

SetCurrent( Integer TeamNum )

TakeOver( Integer TeamNum )

Trigger (trigger_multiple) -> Animate -> Entity -> SimpleEntity -> Listener

activatetrigger( Entity triggering_entity )

activateunfiltered( Entity activatingEntity )

angle( Float newAngle )

cnt( Integer count )

cone( Float newTriggerCone )

delay( Float delay_time )

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

edgetriggered( Boolean newEdgeTriggered )

entitystart

makegethelptrigger

message( String babylon )

messagewithusekey( String babylon )

model( String modelName )

multifaceted( Integer facetDirection )

noise( String sound )

nottriggerable

setthread( String thread )

solid_trigger_solid( Integer onOrOff )

sound( String sound )

triggerable

triggerthread

wait( Float wait_time )

TriggerAll (trigger_multipleall) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

TriggerBox (trigger_box) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

GetMaxs()( Vector GetMaxs() )

GetMins()( Vector GetMins() )

TriggerDropZone (trigger_dropzone) -> TriggerUse -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

doUse( Entity activatingEntity )

TriggerFallthroughKillTrigger (trigger_FallthroughKill) -> TriggerAll -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TriggerHurt (trigger_hurt) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

damage( Integer damage )

damagetype( String damageType )

doTouch( Entity touchingEntity )

triggereffect( Entity triggering_entity )

TriggerLandmine (trigger_landmine) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

damageable( Boolean isDamageable )

isabandoned( Entity owner )

isimmune( Entity entity )

TriggerMoraleOff (trigger_moraleoff) -> BasicTrigger -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TriggerMoraleOn (trigger_moraleon) -> BasicTrigger -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TriggerOnce (trigger_once) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TriggerPlane (trigger_plane) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TriggerPlaySound (play_sound_triggered) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

channel( Integer channel )

min_dist( Float min_dist )

triggereffect( Entity triggering_entity )

volume( Float volume )

TriggerRelay (trigger_relay) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TriggerSave (trigger_save) -> TriggerOnce -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

savename( String name )

triggereffect( Entity triggering_entity )

TriggerSpeaker (sound_speaker) -> TriggerPlaySound -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TriggerSquadNode (trigger_squadnode) -> BasicTrigger -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

squad_name( Integer squadname )

squad_name( Integer squadname )

squad_name( Integer squadname )

TriggerUse (trigger_use) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

doUse( Entity activatingEntity )

TriggerVehicle (trigger_vehicle) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TurretBombsite (TurretBombsite) -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

aiming_dampening( Float dampning_factor )

doUse( Entity activatingEntity )

reticule_boundries( Float VertLimit, Float HorizontalLimit )

reticule_drift( Float scale, Float speed )

TurretBombsiteBase -> TurretGunBase -> Entity -> SimpleEntity -> Listener

TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

addammoclips

aianimationset( String animationsetname )

aianimationset( String animationsetname )

aibulletspread( Float bulletSpreadX, Float bulletSpreadY )

aimaxyawoffset( Float aiyaw )

ainoticedist( Float fAINoticeDist )

alwaysSee( Integer always )

alwaysSee( Integer always )

alwaysSee

ammoclips

ammoclips

animpitchoffsets( Float pitchup, Float pitchdown )

animyawoffset( Float yawoffset )

badplacecount( Integer iCount )

badplacecount( Integer iCount )

badplacecount( Integer iCount )

badplaceplayeronly( Boolean bPlayerOnly )

badplaceplayeronly( Boolean bPlayerOnly )

badplaceplayeronly( Boolean bPlayerOnly )

badplaceradius( Float fRadius )

badplaceradius( Float fRadius )

badplaceradius( Float fRadius )

badplacewarnall( Boolean bAll )

badplacewarnall( Boolean bAll )

badplacewarnall( Boolean bAll )

barrelangles

barrelPitchOffset( Float offset )

burstFireSettings( Float mintime, Float maxtime, Float mindelay, Float maxdelay )

clearAimTarget( [ String target ] )

clearenemy

convergeTime( Float time )

dojitter( Float (optional) )

doUse( Entity activatingEntity )

eyebonename( String name )

getbarrelangles_ms

gettotalammocount

idleCheckOffset( Vector offset )

item_droptofloor

laggedmotion( Integer islagged )

lockcamerapitch( Boolean lock, Float pitch )

maxIdlePitch( Float offset )

maxIdleYaw( Float offset )

maxpitchchange( Float angle )

maxuseangle( Float maxuseangle )

maxyawchange( Float angle )

maxYawOffset( Float aiyaw, Float playeryaw )

mountedweapontype( Integer type )

mountedweapontype( String type )

pitchbonename( String name )

pitchCaps( Vector caps )

pitchSpeed( Float speed )

playermaxyawoffset( Float playeryaw )

playerUse( String player )

playerzoom( [ Float change_fov ], [ Float change_time ] )

psetviewangles( Vector offset )

setAimOffset( Vector offset )

setAimTarget( [ String target ] )

setenemy( Entity eEnemy )

setPlayerUsable( Integer state )

setrestable( Integer state )

setthread( String value )

setusable( Integer state )

setUsableScriptOnly( Integer state )

shoot_fake_bullets

shoot_fake_bullets( Integer fake )

shoot_fake_bullets( Integer fake )

shouldhavereloader( Boolean yes/no )

SoundSet( String soundset )

startFiring

startyaw( Float startyaw )

stopFiring

suppressHeight( Float radius )

suppressTime( Float time )

suppressWaitTime( Float time )

suppressWidth( Float radius )

targettype( String value )

targettype

targettype( String value )

turnSpeed( Float speed )

turretbeginused( String player )

turretfov( Integer fov )

userdistance( Float dist )

userleftoffset( Float offset )

usestance

viewangles

viewangles( Vector newAngles )

viewjitter( Float amount )

viewjitterpitchyawroll( Float Pitch,, Float Yaw,, Float Roll )

viewOffset( Vector offset )

viewturnSpeed( Float speed )

yawCenter( Float yaw )

TurretGunAmmoBox (turretgunammobox) -> Entity -> SimpleEntity -> Listener

AddBoneName

TurretGunBase -> Entity -> SimpleEntity -> Listener

setammoboxmodel

spawnammoboxes( Boolean true/false )

spawnturret( String model, String turretbonename, String reloaderbonename, String height )

TurretGunTandem (TurretGunTandem) -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

linkturret( String name )

TurretMortar (TurretMortar) -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

TurretMortarBase -> TurretGunBase -> Entity -> SimpleEntity -> Listener

UIBigText -> UISimpleBox -> UIWidget -> USignal -> Listener

UIBindButton -> UIButton -> UIButtonBase -> UIWidget -> USignal -> Listener

any_mouse_down( Float xpos, Float ypos, Integer buttons )

bindcommand( String cmd )

UIBuddyList -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

UIButton -> UIButtonBase -> UIWidget -> USignal -> Listener

UIButtonBase -> UIWidget -> USignal -> Listener

dontlinkcvar2localizedstring

hovercommand( String string )

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

mouseawaycommand( String string )

mouse_entered( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

UIChatBox -> UISimpleBox -> UIWidget -> USignal -> Listener

UIChatBuffer -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

UICheckBox -> UIWidget -> USignal -> Listener

checked_command( String command )

checked_shader( String shader )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

linkcvar2( String cvar, Integer checked_value )

mouse_entered( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

unchecked_command( String command )

unchecked_shader( String shader )

UIChildSpaceWidget -> UIWidget -> USignal -> Listener

UIConsole -> UIWidget -> USignal -> Listener

print( String string )

size_changed

textpadding( Integer integer )

UIDialog -> UIFloatingWindow -> UIWidget -> USignal -> Listener

UIDMBox -> UIWidget -> USignal -> Listener

size_changed

UIDMConsole -> UIConsole -> UIWidget -> USignal -> Listener

UIDynamicPulldown -> UIPulldownMenuContainer -> UIWidget -> USignal -> Listener

UIFakkBindList -> UIWidget -> USignal -> Listener

filename( String filename )

stopbind

UIFakkBindListLabel -> UILabel -> UIWidget -> USignal -> Listener

left_mouse_down( Float xpos, Float ypos, Integer buttons )

UIFakkLabel -> UILabel -> UIWidget -> USignal -> Listener

classstat( String statName )

flash_color_change( Float percent_to_change, Float color_r, Float color_g, Float color_b, Float color_a )

itemstat( Integer itemstatValue )

maxplayerstat( Integer maxPlayerstatValue )

modelangles( Vector angles )

modelanim( String anim, [ String alternate_pid ] )

modelname( String name )

modeloffset( Vector offset )

modelrotateoffset( Vector offset )

modelscale( Float scale )

modelspin( Boolean spin )

normal_color_change( Float percent_to_change, Float color_r, Float color_g, Float color_b, Float color_a )

playerstat( Integer playerstatValue )

playerstatalpha( Integer playerstatValue )

playerstatconfigstring( Integer playerstatValue )

playeruseslot( Integer index )

rendermodel( Boolean bool )

statbar( String orientation, [ Integer min ], [ Integer max ] )

statbar_alias_dimensions( String widget )

statbar_endangles( Float startang, Float endang )

statbar_needlewidth( Float width )

statbar_rotatorsize( Float width )

statbar_shader( String shader )

statbar_shader_flash( String shader )

statbar_shader_marker( String shader )

statbar_tileshader( String shader )

statbar_tileshader_flash( String shader )

useoverride( Integer int )

UIFAKKLoadGameClass -> UIListCtrl -> UIListBase -> UIWidget -> USignal -> Listener

deletegame

listbase_item_doubleclicked( Integer index )

listbase_item_selected( Integer index )

loadgame

nodeletegame

removegame

savegame

UIFAKKServerList -> UIListCtrl -> UIListBase -> UIWidget -> USignal -> Listener

cancelrefresh

connect

listbase_item_doubleclicked( Integer index )

listbase_item_selected( Integer index )

refreshserverlist

updateserver

UIField -> UIWidget -> USignal -> Listener

left_mouse_down( Float xpos, Float ypos, Integer buttons )

SetIPField

SetMaxChars( Integer numChars )

SetNumeric

UIFilterList -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

deletefilterset( String name )

externalApply( Integer the )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

savefilterset( String name )

UIFloatingConsole -> UIFloatingWindow -> UIWidget -> USignal -> Listener

floatingwindow_close_pressed

UIFloatingDMConsole -> UIFloatingWindow -> UIWidget -> USignal -> Listener

deactivated

floatingwindow_close_pressed

UIFloatingWindow -> UIWidget -> USignal -> Listener

activated

floatingwindow_close_pressed

floatingwindow_minimize_pressed

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

size_changed

UIGMBox -> UIWidget -> USignal -> Listener

size_changed

UIInstantAction -> UIWidget -> USignal -> Listener

acceptserver

ia_cancel

ia_refresh

rejectserver

UILabel -> UIWidget -> USignal -> Listener

dontlinkcvar2localizedstring

linkcvartoshader

linkstring( Integer value, String BabylonLabel )

loopingsound( String soundName, Float start_volume, Float hold_start_time, Float ending_volume, Float ramp_time )

mouse_entered( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

oneshotsound( String soundName, Float soundTime )

outlinedtext( Integer outlined )

shader( String shaderName )

tileshader( String shaderName )

wraptext( [ Boolean boolean ] )

UILabelWordWrap -> UILabel -> UIWidget -> USignal -> Listener

UILANGameClass -> UIListCtrl -> UIListBase -> UIWidget -> USignal -> Listener

infowidget( String widget )

joingame

left_mouse_down( Float xpos, Float ypos, Integer buttons )

listbase_item_doubleclicked( Integer index )

listbase_item_selected( Integer index )

UILayout -> Listener

menu( String name, Float width, Float height, String direction, [ Float motion_time ] )

UIList -> UIWidget -> USignal -> Listener

additem( String itemname, [ String command ] )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

UIListBase -> UIWidget -> USignal -> Listener

UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

addconfigstringitem( Integer index, [ String command ] )

additem( String itemname, [ String command ] )

deleteallitems

evenrowcolor( Float r, Float g, Float b, Float a )

font( String font )

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

oddrowcolor( Float r, Float g, Float b, Float a )

rowtextcolor( Float r, Float g, Float b, Float a )

selbgcarrycolor( Float red, Float green, Float blue, Float alpha )

selbgcolor( Float red, Float green, Float blue, Float alpha )

selbordercolor( Float red, Float green, Float blue, Float alpha )

selfontcolor( Float red, Float green, Float blue, Float alpha )

UIListCtrl -> UIListBase -> UIWidget -> USignal -> Listener

colorheaderbox( Float r, Float g, Float b, Float a )

colorheaderboxtext( Float r, Float g, Float b, Float a )

colorroweven( Float r, Float g, Float b, Float a )

colorrowodd( Float r, Float g, Float b, Float a )

colorrowselected( Float r, Float g, Float b, Float a )

colorrowselectedtext( Float r, Float g, Float b, Float a )

colorrowtext( Float r, Float g, Float b, Float a )

disableheaderboxdraw( Boolean disable )

headerbordersize( Integer width )

headershader( Float width, Float height, String shader )

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

mouse_entered( Float xpos, Float ypos, Integer buttons )

numdrawlines( Integer number )

rowevenshader( Float width, Float height, String shader )

rowoddshader( Float width, Float height, String shader )

setheaderfont( String font_name )

size_changed

UIListIndex -> UIList -> UIWidget -> USignal -> Listener

UIMapListBox -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

RefreshMapList

UIMapRotationListBox -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

attachrightlist( String widget_name )

RefreshGametypeRotationList

RefreshRotationList

UIModBrowser -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

disablecurrent

enablecurrent

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

setdescbox( String widget )

UIModInfoBox -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

setdirectdownload( Integer setting )

UIMPStatList -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

refresh

UIMultiLineEdit -> UIWidget -> USignal -> Listener

edit( Boolean bool )

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

size_changed

updatecvar

UIMultiLineView -> UIWidget -> USignal -> Listener

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

size_changed

UINewsBuffer -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

UIObjectiveStatus -> UIWidget -> USignal -> Listener

UIPasswordField -> UIField -> UIWidget -> USignal -> Listener

UIPlayerInfo -> UIListCtrl -> UIListBase -> UIWidget -> USignal -> Listener

left_mouse_down( Float xpos, Float ypos, Integer buttons )

UIPopupMenu -> UIWidget -> USignal -> Listener

deactivated

left_mouse_up( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

mouse_moved( Float xpos, Float ypos, Integer buttons )

UIProfiler -> UIWidget -> USignal -> Listener

cursorcolor( Float red, Float green, Float blue )

headercolor( Float red, Float green, Float blue )

recursablecolor( Float red, Float green, Float blue )

UIPulldownMenu -> UIWidget -> USignal -> Listener

highlight_bgcolor( Float r, Float g, Float b )

highlight_fgcolor( Float r, Float g, Float b )

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

UIPulldownMenuContainer -> UIWidget -> USignal -> Listener

addpopup( String menuname, String title, String type, String string )

highlight_bgcolor( String menu, Float r, Float g, Float b, Float a )

highlight_fgcolor( String menu, Float r, Float g, Float b, Float a )

menushader( String menuname, String shader )

popup_bgcolor( String menu, Float r, Float g, Float b, Float a )

popup_fgcolor( String menu, Float r, Float g, Float b, Float a )

popup_highlight_bgcolor( String menu, Float r, Float g, Float b, Float a )

popup_highlight_fgcolor( String menu, Float r, Float g, Float b, Float a )

selmenushader( String menuname, String shader )

virtualres( Integer usevirtualres )

UIRadar -> UIWidget -> USignal -> Listener

UIRadioButton -> UICheckBox -> UIWidget -> USignal -> Listener

left_mouse_up( Float xpos, Float ypos, Integer buttons )

SelectedValue( Integer value )

UIRoommateList -> UIListBox -> UIListBase -> UIWidget -> USignal -> Listener

UIScoreboard -> UIWidget -> USignal -> Listener

ablecolor( Float red, Float green, Float blue )

bakercolor( Float red, Float green, Float blue )

clientcolor( Float red, Float green, Float blue )

clientfontbig( String font )

clientfontmedium( String font )

clientfontsmall( String font )

defaultcolor( Float red, Float green, Float blue )

ffaheadercolor( Float red, Float green, Float blue )

spectatorsheadercolor( Float red, Float green, Float blue )

teamheaderfontbig( String font )

teamheaderfontmedium( String font )

teamheaderfontsmall( String font )

UIScrollLabel -> UIConsole -> UIWidget -> USignal -> Listener

replaceText( Integer integer )

UISelectionLabel -> UILabel -> UIWidget -> USignal -> Listener

addselection( String display_string, String value )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

mouse_entered( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

mouse_moved( Float xpos, Float ypos, Integer buttons )

selectioncvar( String cvar_name )

UIServerBrowser -> UIListCtrl -> UIListBase -> UIWidget -> USignal -> Listener

bookmark

infowidget( String widget )

joingame

left_mouse_down( Float xpos, Float ypos, Integer buttons )

listbase_item_doubleclicked( Integer index )

listbase_item_selected( Integer index )

netbrowser( String widget )

onlybookmarks( Integer 1 )

refresh

UIServerInfo -> UIListCtrl -> UIListBase -> UIWidget -> USignal -> Listener

left_mouse_down( Float xpos, Float ypos, Integer buttons )

playerinfowidget( String widget )

UISimpleBox -> UIWidget -> USignal -> Listener

alliescolor( Float red, Float green, Float blue )

axiscolor( Float red, Float green, Float blue )

defaultcolor( Float red, Float green, Float blue )

UISlider -> UIWidget -> USignal -> Listener

autodec

autoinc

leftshader( String shader, [ String depressed_shader ] )

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

mouse_entered( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

rightshader( String shader, [ String depressed_shader ] )

setrange( Float min, Float max )

slidertype( String sliderType(float|integer) )

stepsize( Float stepsize )

thumbshader( String shader, [ String depressed_shader ] )

UIStatusBar -> UIWidget -> USignal -> Listener

realign_widget

size_changed

UIStatusBox -> UISimpleBox -> UIWidget -> USignal -> Listener

UIVertScroll -> UIWidget -> USignal -> Listener

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

mouse_entered( Float xpos, Float ypos, Integer buttons )

mouse_exited( Float xpos, Float ypos, Integer buttons )

UIWidget -> USignal -> Listener

activate

aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

align( String alignment )

bgcolor( Float red, Float green, Float blue, Float alpha )

bordercolor( Float red, Float green, Float blue, Float alpha )

borderstyle( String style, [ Integer Thickness ] )

clicksound( String soundName )

croptext

direction( String direction, [ Float time ] )

disable

disabledcvar( String cvar_name )

dmnotvisible

dontlocalize

enable

enabledcvar( String cvar_name, String cvar_value )

fadein( Float fadetime )

fadeout( Float fadetime )

fadesequence( Integer fade_type, Float delay, Float fadein, Float hold, Float fadeout, Float start_alpha, Float end_alpha )

fgcolor( Float red, Float green, Float blue, Float alpha )

fghighlightcolor( Float red, Float green, Float blue, Float alpha )

font( String font )

fontdrop( String font )

fontdropcolor( Float red, Float green, Float blue, Float alpha )

hide

hidecommand( String command )

hovershader( String shaderName )

hoversound( String soundName )

inactiveshader( String shaderName )

initdata( String datastring )

linkcvar( String cvarname )

linkcvardimension( Integer numDimensions, Integer DimensionIndex )

name( String name )

noparentadjust

noparentclip

ordernumber( Integer num )

pressedshader( String shaderName )

rect( Float x, Float y, Float width, Float height )

scalecvar( String cvar_name )

selectedshader( String shaderName )

setalpha( Float alpha )

shader( String shaderName )

shadowtext( [ Integer X ], [ Integer Y ], [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] )

showcommand( String command )

size( Float x, Float y, Float width, Float height )

stopsound( String soundName )

stretch( String stretchdir )

stuffcommand( String command )

text( String string )

textalign( String alignment )

tileshader( String shaderName )

title( String title )

virtualdim( Float width, Float height )

virtualres( Integer usevirtualres )

visiblecvar( String cvar_name, String cvar_value )

UIWidgetContainer -> UIWidget -> USignal -> Listener

bgfill( Float red, Float green, Float blue, Float alpha )

fullscreen( Boolean fullscreen )

vidmode( Integer vidmode )

UIWindowManager -> UIWidget -> USignal -> Listener

UIWindowSizer -> UIWidget -> USignal -> Listener

left_mousedragged( Float xpos, Float ypos, Integer buttons )

left_mouse_down( Float xpos, Float ypos, Integer buttons )

left_mouse_up( Float xpos, Float ypos, Integer buttons )

UIWinScreenChatbox -> UIConsole -> UIWidget -> USignal -> Listener

USignal -> Listener

Vehicle (script_vehicle) -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

aicanattack( Boolean bFlag )

allowweaponsforpassengers( Boolean packin )

AnimationSet( String animset )

attachbomb( Integer index,, String joint,, String model,, Integer splinebombflag )

attachbomb( Integer index,, String joint,, String model,, Integer splinebombflag )

AttachDriverSlot( Integer slot, Entity entity, Integer bNothinker )

AttachPassengerSlot( Integer slot, Entity entity, Integer bNothinker )

AttachTurretSlot( Integer slot, Entity entity, Integer bNothinker )

autopilot( Integer On )

back_mass( Float weight )

bombcount

bombexplosion( Boolean bRestoreVehicleCamera )

camera_interpolation( Integer enable )

canjump( Boolean jumpable )

can_bomb

collisionent

collisionent( Entity entity )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

damaged

damagesounds( Integer on_off )

damage_angle

DetachDriverSlot( Integer slot, [ Vector exit_position ] )

DetachGunnerFromTurretSlot( Integer slot, [ Vector exit_position ] )

DetachPassengerSlot( Integer slot, [ Vector exit_position ] )

DetachTurretSlot( Integer slot, [ Vector exit_position ] )

disable_bombing

doBlocked( Entity obstacle )

dontdroponexit

doTouch( Entity touchingEntity )

doUse( Entity activatingEntity )

drivable

drive( Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] )

driveactorsaway( Integer range, Integer factor,, String view, Integer angle, )

driveNoWait( Vector position, Float speed, Float acceleration, Float reach_distance )

driverholster( Integer 0/1 )

driverunholster( Integer 0/1 )

dropbomb( Integer index, Float bombspeed )

enable_bombing

exitmode( Integer exit_mode )

explosionmodel( String model )

front_mass( Float weight )

fullstop

getturretcount

immediateremove

init_wheels

isAlive

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

listenforcontactinfo( )

lock

lockmovement

lockslot( String slot, Integer name,, String slot )

lock_shader_speed( Float shaderspeed, Boolean lock )

model( String modelName )

modifydrive( Float desired_speed, Float acceleration, Float look_ahead )

moveanim( String anim_name )

name( String vehicleName )

name( String vehicleName )

nextdrive( Entity next_path )

noplayercamera( Boolean NoPlayerCamera )

openslot

playerfov( Float fov )

playerUse( String player )

QueryDriverSlotAngles( Integer slot )

QueryDriverSlotEntity( Integer slot, [ Boolean bMustBeInUse ] )

QueryDriverSlotPosition( Integer slot )

QueryDriverSlotStatus( Integer slot )

QueryFreeDriverSlot

QueryFreePassengerSlot

QueryFreeTurretSlot

QueryPassengerSlotEntity( Integer slot, [ Boolean bMustBeInUse ] )

QueryPassengerSlotPosition( Integer slot )

QueryPassengerSlotStatus( Integer slot )

QueryTurretSlotEntity( Integer slot )

QueryTurretSlotGunner( Integer slot )

QueryTurretSlotPosition( Integer slot )

QueryTurretSlotStatus( Integer slot )

removeondeath( Integer removeondeath )

RemovePeople

remove_bombs

remove_turrets

runsounds( Integer on_off )

seatanglesoffset( Vector angles )

seatoffset( Vector offset )

setcollisionentity( Entity entity )

setcontactlayersoundset( String strSoundSet )

SetRPMSoundParams( Float min_rpm, Float min_pitch, Float min_volume, Float max_rpm, Float max_pitch, Float max_volume )

SetSpeedSoundParams( Float min_speed, Float min_pitch, Float min_volume, Float max_speed, Float max_pitch, Float max_volume )

setupphysics( )

setUsableScriptOnly( Integer state )

setweapon( String weaponname )

shiftpassengerslot( Entity entity, Integer from_slot, Integer to_slot )

showweapon

skidding( Integer on_off )

SoundSet( String soundset )

spawnturret( Integer slot, String tikifile )

start

startsounds( Boolean on/off )

start_offset( Vector offset )

steerinplace

stop

stopatend

timetoarmbomb( Float time )

turnrate( Float rate )

undrivable

unlock

unlockmovement

usedistance( Float distance )

usedistance

usedistance( Float distance )

useplayerviewconstraints( Boolean Use )

vehicleanim( String anim_name, [ Float weight ] )

vehiclebouncy( Float bouncycoef )

vehicledestroyed

vehicledrag( Float size )

vehicleinit

vehiclemass( Float weight )

vehicleradius( Float size )

vehicleRoll( Float min, Float max, Float coef )

vehiclerollingresistance( Float size )

vehiclespeed( Float speed )

vehiclespringy( Float springycoef )

vehicletread( Float size )

VehicleWheelCorners( Vector size, Vector offset )

vehicleYaw( Float min, Float max, Float coef )

vehicleZ( Float min, Float max, Float coef )

viewOffset( Vector offset )

VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

allies

axis

neutral

VehicleCamera (func_vehiclecamera) -> Camera -> Entity -> SimpleEntity -> Listener

VehicleCollisionEntity -> Entity -> SimpleEntity -> Listener

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

owner

VehicleFlyablePlane (VehicleFlyablePlane) -> PhysicsVehicle -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

acceleration( Float acceleration )

attach_sound_emitter( String emitter_type,, String joint )

bulletattack( [ Float range ], [ Float damage ], [ Float penetration ], [ Integer tracerfrequency ], [ Integer tracertype ], [ Float knockback ], [ String meansofdeath ], [ Vector bulletspread ], [ Integer bulletsize ] )

can_turret_switch( Integer allow_switching )

can_turret_switch( Integer allow_switching )

can_turret_switch

chase_camera( Boolean bEnable, Float fCameraDistance )

drawbombhud( Integer draw )

EnableFiringPostFX( Float Blur, Float Value,, Float Fire, Float Delay, )

enable_flight_boundary( Integer enable )

fire_delay( Float rate )

flypath( Entity path )

freeze

hitjitter

is_out_of_bounds

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

lock_bombs

lock_speed( Float speed )

max_speed

movedone

node_proximity_dist

node_proximity_dist( Float distance )

node_proximity_dist( Float distance )

node_proximity_dist_inner( Integer distance )

node_proximity_dist_inner( Integer distance )

node_proximity_dist_inner

origin( Vector vOrigin )

origin

player_control( Boolean enable )

projectile( String model )

release

reset( Vector vOrigin, Vector vAngles )

restore_camera

set_flight_boundary( Entity flight_boundary )

speed

StopFiringPostFX

stop_all_sounds

unlock_bombs

unlock_speed

vehicleflyablefire( Boolean bRightCannon )

vehicleflyablefireleftcannon

vehicleflyablefireoff

vehicleflyablefireon

vehicleflyablefirerightcannon

waitmove

VehiclePoint (info_vehiclepoint) -> Waypoint -> SimpleArchivedEntity -> SimpleEntity -> Listener

spawnflags( Integer spawn_flags )

VehicleRidablePlane (VehicleRidablePlane) -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

acceleration( Float acceleration )

acceleration

acceleration( Float acceleration )

actor_targetable( Boolean bTargetable )

actor_targetable( Boolean bTargetable )

actor_targetable( Boolean bTargetable )

aggressive_dogfighter

aggressive_dogfighter( Integer is_aggressive )

aggressive_dogfighter( Integer is_aggressive )

allow_damage_to_self( Integer enable, [ Float amount ] )

allow_friendly_fire( Boolean allow )

allow_shooting( Integer force_shooting )

allow_shooting

allow_shooting( Integer force_shooting )

altleash( Float leash )

altleash( Float leash )

altleash

artificial_terrain_altitude( Float altitude )

artificial_terrain_altitude( Float altitude )

artificial_terrain_altitude

ascendpitch( Float ascendpitch )

ascendpitch( Float ascendpitch )

ascendpitch

attach_sound_emitter( String emitter_type,, String joint )

attack( String target )

attack( String target )

attackAlt( Float attackAlt )

attackAlt( Float attackAlt )

attackAlt

attacked_by_player

attack_ground_object( String target )

attack_target

autopilot( Entity path )

avoid_target( Entity entity, [ Float min_distance ] )

bombtarget( Entity target, Float descpitch, Float ascendpitch, Float attackalt, Float bombspeed(opt), Integer do_rollover(opt), Integer accuracy(opt) )

break_formation

cannons_allowed( Integer cannons_allowed )

cannons_allowed

cannons_allowed( Integer cannons_allowed )

cannon_dist( Integer distance )

cannon_dist

cannon_dist( Integer distance )

cannon_dist_2D( Integer 2D )

cannon_dist_2D( Integer 2D )

cannon_dist_2D

can_turret_switch( Integer allow_switching )

can_turret_switch( Integer allow_switching )

can_turret_switch

climb_roll( Float roll, Float roll_rate )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

descendpitch

descendpitch( Float descendpitch )

descendpitch( Float descendpitch )

desiredspeed

disablefastflybys

distance_to_target

dogfight_player( Boolean bDogfightPlayer )

dogfight_player( Boolean bDogfightPlayer )

dogfight_player( Boolean bDogfightPlayer )

dying_roll( Integer type, Entity entity, Integer force_explode )

enablefastflybys

evade( Entity plane )

flypath( Entity path )

flysplinepath( Entity path, Float speed, Float acceleration, Float lookahead )

flyto( Vector vPos )

flyto_dest

flyto_node_proximity_squared

flyto_node_proximity_squared( Integer distance )

flyto_node_proximity_squared( Integer distance )

follow( Entity plane )

follow_distance

follow_distance( Float fDistance )

follow_distance( Float fDistance )

force_fire( Integer force )

force_fire( Integer force )

force_fire

friendly_fire

friendly_fire

get_blown_engine

get_damaged_engine

get_player_turret_index

groundattack( Integer bForceGroundAttack )

hit_jitter( Float force, Float decay_rate )

home( Vector vHome )

home( Vector vHome )

home

hud( Integer HUD )

hud( Integer HUD )

in_formation

is_wingman

is_wingman

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

leash

leash( Float leash )

leash( Float leash )

match_speed( Entity eTarget )

maxpitchrate

maxpitchrate( Float pitchrate )

maxpitchrate( Float pitchrate )

maxrollangle

maxrollangle( Float max_roll_angle )

maxrollangle( Float max_roll_angle )

maxrollrate

maxrollrate( Float rollrate )

maxrollrate( Float rollrate )

maxturnspeed( Vector max_roll )

maxturnspeed

maxturnspeed( Vector max_roll )

maxyawrate( Float yawrate )

maxyawrate

maxyawrate( Float yawrate )

minattackdist( Float minattackdist )

minattackdist

minattackdist( Float minattackdist )

minimumAlt

minimumAlt( Float minimumAlt )

minimumAlt( Float minimumAlt )

minspeed

minspeed( Float min_speed )

minspeed( Float min_speed )

movedone

node_proximity_dist

node_proximity_dist( Float distance )

node_proximity_dist( Float distance )

node_proximity_dist_inner( Integer distance )

node_proximity_dist_inner( Integer distance )

node_proximity_dist_inner

no_cannons( Integer cannons_disabled )

no_shooting

pathlookahead

pathlookahead( Float fDistance )

pathlookahead( Float fDistance )

patrolalt( Float patrolalt )

patrolalt

patrolalt( Float patrolalt )

peeloff_distance( Float fDistance )

peeloff_distance( Float fDistance )

peeloff_distance

peeloff_type

peeloff_type( Integer Type )

peeloff_type( Integer Type )

procroll( Float rollamt )

procrollspeed( Float rollspeed )

setmaxrollangle( Float max_roll_angle )

setmaxturnspeed( Vector max_roll )

setminspeed( Float min_speed )

set_blown_engine

set_cannon_slot( Integer slot )

set_damaged_engine( Integer EngineNumber )

softturn

softturn( Float softturn )

softturn( Float softturn )

speed

speed( Float speed )

speed( Float speed )

strafeattack( Integer bDoStrafe )

strafe_length

strafe_length( Float length )

strafe_length( Float length )

taxiing( Integer taxiing )

taxiing

taxiing( Integer taxiing )

unlockturrets

use_emergency_climb( Boolean boolean )

use_overhead_icon( [ Integer enable ] )

waitmove

watercraft( Boolean boolean )

watercraft

watercraft( Boolean boolean )

wingman( Entity leader, Vector offset )

VehicleSoundEntity -> Entity -> SimpleEntity -> Listener

vehiclesoudnentity_updatetraces

vehiclesoundentity_postspawn

VehicleTank (VehicleTank) -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

VehicleTankTandem (VehicleTankTandem) -> VehicleTank -> DrivableVehicle -> Vehicle -> VehicleBase -> Animate -> Entity -> SimpleEntity -> Listener

VehicleTurretGun -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

aimoffset( Vector value )

aimtolerance( Vector caps )

collisionent

collisionent( Entity entity )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

doUse( Entity activatingEntity )

firewarmupdelay( Float value )

item_droptofloor

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

lock

reloaddelay( Float value )

reloadshots( Integer value )

removeondeath( Integer removeondeath )

setbaseentity( Entity base_entity )

setcollisionentity( Entity entity )

settargetentity( Entity ent )

unlock

warmupdelay( Float value )

VehicleTurretGunTandem (VehicleTurretGunTandem) -> VehicleTurretGun -> TurretGun -> Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

linkturret( String name )

View3D -> UIWidget -> USignal -> Listener

activated

deactivated

left_mouse_down( Float xpos, Float ypos, Integer buttons )

ViewHag (ViewHag) -> Entity -> SimpleEntity -> Listener

viewhag_action( String action_name )

viewhag_addactiontosequence( String action_name )

viewhag_angles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

viewhag_animate

viewhag_attach( String jointname, String model )

viewhag_blend( Float blend, String {axis} )

viewhag_clearalloverrides

viewhag_clearboneoverride( String bone_name )

viewhag_delete

viewhag_detach

viewhag_detachall

viewhag_disableallik( )

viewhag_disableik( String ik_chain_name )

viewhag_dumpbone( String bone_name, String raw )

viewhag_enableik( String ik_chain_name, String target_pos_ms )

viewhag_enableik_ws( String ik_chain_name, String target_pos_ws )

viewhag_hideallprops( Boolean true/false )

viewhag_hidebone( String bone_name, Vector true/false )

viewhag_hideprop( String prop_name, Vector true/false )

viewhag_hint( String hint_name, Integer enable )

viewhag_locomotion( Float cosine, Float sine )

viewhag_material( String mtl_name, String tex_stage_name, String texture_qpath )

viewhag_motion

viewhag_origin( Float x, Float y, Float z )

viewhag_overridebone( String bone_name, Vector pos )

viewhag_partition( String partition_name )

viewhag_pickaction

viewhag_pickbone( String modelName )

viewhag_pickpartition( )

viewhag_playbackrate( Float rate )

viewhag_playsequence

viewhag_propset( String set_name )

viewhag_randomsequence

viewhag_removeactionfromsequence( String action_name, Integer index )

viewhag_renderable( Integer renderableIndex )

viewhag_scale( Float scale )

viewhag_scrub( Float unit_time_index )

viewhag_setmodel( String viewhagModel )

viewhag_setupsequence

viewhag_showactions( String action_name )

viewhag_showik( )

viewhag_testik( )

viewhag_testoverrides( )

viewhag_unittime( Float unit_time_index )

ViewHagMaster -> Listener

viewhag_action( String action_name )

viewhag_addactiontosequence( String action_name )

viewhag_angles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

viewhag_animate

viewhag_attach( String jointname, String model )

viewhag_blend( Float blend, String {axis} )

viewhag_blendcurrandprev( Float x, Float y )

viewhag_clearalloverrides

viewhag_clearboneoverride( String bone_name )

viewhag_delete

viewhag_deleteall

viewhag_detach

viewhag_detachall

viewhag_disableallik( )

viewhag_disableik( String ik_chain_name )

viewhag_dumpbone( String bone_name, String raw )

viewhag_enableik( String ik_chain_name, String target_pos_ms )

viewhag_enableik_ws( String ik_chain_name, String target_pos_ws )

viewhag_fakemap( String fake_map_name )

viewhag_hideallprops( Boolean true/false )

viewhag_hidebone( String bone_name, Vector true/false )

viewhag_hideprop( String prop_name, Vector true/false )

viewhag_hint( String hint_name, Integer enable )

viewhag_locomotion( Float cosine, Float sine )

viewhag_material( String mtl_name, String tex_stage_name, String texture_qpath )

viewhag_motion

viewhag_nexthag

viewhag_origin( Float x, Float y, Float z )

viewhag_overridebone( String bone_name, Vector pos )

viewhag_partition( String partition_name )

viewhag_pickaction

viewhag_pickbone( String modelName )

viewhag_pickpartition( )

viewhag_playbackrate( Float rate )

viewhag_playsequence

viewhag_prevhag

viewhag_propset( String set_name )

viewhag_randomsequence

viewhag_removeactionfromsequence( String action_name, Integer index )

viewhag_renderable( Integer renderableIndex )

viewhag_scale( Float scale )

viewhag_scrub( Float unit_time_index )

viewhag_setmodel( String viewhagModel )

viewhag_setupsequence

viewhag_showactions( String action_name )

viewhag_showik( )

viewhag_spawn( String model )

viewhag_spawnceg( String hagpath, [ Vector origin ], [ Vector angles ], [ Float scale ], Float OR, String hagpath, [ Float scale ] )

viewhag_testik( )

viewhag_testoverrides( )

viewhag_unittime( Float unit_time_index )

ViewJitter (func_viewjitter) -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

donedeath

duration( Float time )

edgeeffect( Float fraction )

jitteramount( Vector jitterangles )

radius( Float radius )

timedecay( Vector decayrate )

triggereffect( Entity triggering_entity )

ViewMaster -> Listener

viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

viewanimate

viewattach( String tagname, String model )

viewdelete

viewdeleteall

viewdetach

viewdetachall

viewmodel( String viewthingModel )

viewnext

viewnextanim

vieworigin( Float x, Float y, Float z )

viewpitch( Float pitch )

viewprev

viewprevanim

viewroll( Float roll )

viewscale( Float scale )

viewscaledown

viewscaleup

viewscrub( Float animScrub )

viewsetanim( Float animNum )

viewsetanim2( Float animNum2 )

viewspawn( String model )

viewthingnext

viewthingprev

viewyaw( Float yaw )

Viewthing (viewthing) -> Animate -> Entity -> SimpleEntity -> Listener

exec( String script )

viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

viewanimate

viewattach( String tagname, String model )

viewdelete

viewdetach

viewdetachall

viewlastframe

viewmodel( String viewthingModel )

viewnext

viewnextanim

vieworigin( Float x, Float y, Float z )

viewpitch( Float pitch )

viewprev

viewprevanim

viewroll( Float roll )

viewscale( Float scale )

viewscaledown

viewscaleup

viewscrub( Float animScrub )

viewsetanim( Float animNum )

viewsetanim2( Float animNum2 )

viewthing_think

viewyaw( Float yaw )

WaterManager -> Listener

hide_water( String water )

show_water( String water )

Waypoint (info_waypoint) -> SimpleArchivedEntity -> SimpleEntity -> Listener

Weapon -> Item -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener

additionalstartammo( String ammotype, Integer amount )

aimedfov( Float fov )

aim_idle

aim_pullout( String animation )

aim_putaway( String animation )

airange( String airange )

ai_event( [ String type ], [ Float radius ] )

ammofullpercent

ammopickupsound( String name )

ammorequired( Integer amount )

ammotype( String name )

ammo_in_clip( Integer ammoInClip )

anim( String animName )

assistaim( Integer on/off )

attachtohand( String hand )

autoaim

autoputaway( Boolean bool )

basename( String basename )

bayonet( Boolean bBayonet )

bayonet( Boolean bBayonet )

bayonet( Boolean bBayonet )

bulletcount( Float bulletCount )

bulletdamage( Float bulletDamage )

bulletimpulse( Float bulletImpulse )

bulletknockback( Float bulletKnockback )

bulletlarge( Integer bulletType )

bulletpenetration( Float bulletPenetration )

bulletrange( Float bulletRange )

bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )

canbereloaded

cantpartialreload

clipsize( Integer ammoClipSize )

clip_add( Integer ammoAmount )

clip_empty

clip_fill

cooktime( Float cooktime )

crosshair( Boolean bool )

crouchbulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

donefiring

donereloading

dontremovewhendropped( Boolean bDontRemove )

EnableFiringPostFX( Float Blur, Float Value,, Float Fire, Float Delay, )

explodeifdead

explosive( Integer iIsExplosive )

fallingangleadjust

firedelay( Float fFireDelay )

firespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )

firetype( String firingType )

has_aim_fire_anim

has_aim_fire_anim( Integer has_anim )

has_aim_fire_anim( Integer has_anim )

has_aim_reload_anim

has_aim_reload_anim( Integer has_anim )

has_aim_reload_anim( Integer has_anim )

holsterangles( Vector angles )

holsteroffset( Vector offset )

holsterscale( Float scale )

holstertag( String tagname )

idle

idleinit

internalammo( Integer count, [ Integer supplysize ], [ Integer supplymax ], [ Integer supplycount ] )

internalammoreplace( [ Integer maxammo ], [ Integer supplysize ], [ Integer supplymax ], [ Integer maxhealth ] )

isSatchelPack( Integer iIsSatchelPack )

item_pickup( Entity item )

loopfire

mainattachtotag( String tagname )

makenoise( [ Float noise_radius ], [ Boolean force ] )

maxchargetime( Integer time )

maxfiremovement( Float speedmult )

maxmovementsound( String name )

maxrange( Float maxRange )

meansofdeath( String meansOfDeath )

minchargetime( Integer time )

minrange( Float minRange )

minswingtime( Float time )

movementspeed( Float speedmult )

noammosound( String name )

notdroppable( Boolean bool )

numfireanims( Integer value )

offhandattachtotag( String tagname )

overcooked

overcooked_warning

overheat( Float heat, Float cool, Float jam )

pickupable

pickupable( Boolean bPickupable )

pointblankaccuracy( Float fAccuracy )

pointblankaccuracy( Float fAccuracy )

pointblankaccuracy( Float fAccuracy )

primaryfiredelay

projectile( String projectileModel )

pronebulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )

quiet

range( Float range )

rank( Integer iOrder,, Integer iRank )

ready

readytofire( Boolean bReadyToFire )

rechamber( Boolean bRechamber )

reloadinternalammo

reloadsupplyammo

secondary( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )

secondaryammoinhud

semiauto

setaimanim( String aimAnimation, Integer aimFrame )

setcurrentfireanim( Integer value )

shareclip( Integer shareClip )

shoot( [ String mode ] )

shootinmotioninterval( Integer shootinmotioninterval )

shootinmotioninterval( Integer shootinmotioninterval )

shootinmotioninterval( Integer shootinmotioninterval )

startammo( Integer amount )

startingammotoowner

startitem( String itemname )

StopFiringPostFX

stopWatchMaxTime( Float fStopWatchMaxTime )

stopWatchMinTime( Float fStopWatchMinTime )

supplyammocount

supplyammocount( Integer count )

takessupplyammo

tracerfrequency( Integer frequenct )

tracerspeed( Float speed )

tracertype( Integer type )

usenoammo( Boolean bool )

viewkick( Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] )

weapongroup( String weapon_group )

weaponsubtype( Integer subtype )

weapontype( String weapon_type )

weapon_unlimitedammo( Boolean weapon_unlimitedammo )

wielder

worldhitspawn( String modelname )

zoom( Integer zoomfov, [ Integer autozoom ] )

zoommovement( Float speedmult )

zoomspreadmult( Float scale )

World (worldspawn) -> Entity -> SimpleEntity -> Listener

ai_visiondistance( Float vision_distance )

auto_farplane_bias_far( Float auto )

auto_farplane_bias_near( Float auto )

auto_farplane_far( Float auto )

auto_farplane_layer( String auto )

auto_farplane_near( Float auto )

contactsounds_layer( String contactsounds )

farplane( Float farplaneDistance )

farplane( Float farplaneDistance )

farplane

farplane_bias( Float farplaneDistanceBias )

farplane_bias

farplane_bias( Float farplaneDistanceBias )

farplane_color( Vector farplaneColor )

farplane_color( Vector farplaneColor )

farplane_color

farplane_color_blue( Float farplaneColorRed )

farplane_color_green( Float farplaneColorRed )

farplane_color_red( Float farplaneColorRed )

farplane_cull( Integer farplaneCull )

farplane_distance( Float farplaneDistance )

get_render_terrain

global_light_ambientcolor( Vector global_light_ambientcolor )

global_light_ambientdirectionalcolor( Vector global_light_ambientdirectionalcolor )

global_light_color( Vector global_light_color )

global_light_direction( Vector global_light_direction )

global_light_dosmooth( )

global_light_shadow_direction( Vector global_light_shadow_direction )

global_light_smoothamount( )

gravity( Float worldGravity )

hide_water( String targetname )

invader_spawn_distance( Float distance )

lavaalpha( Float lavaAlpha )

lavacolor( Vector lavaColor )

message( String worldMessage )

nextmap( String nextMap )

northyaw( Float yaw )

obfuscation_layer( String obfuscation )

rain_filter_layer( String rain )

render_terrain( Integer render_terrain )

scatter_bitmap( )

scatter_rules( )

show_water( String targetname )

sky_fog_far( Float Sky )

sky_fog_near( Float Sky )

soundtrack( String MusicFile )

sunflare_back_size( Float Sun )

sunflare_fade( Float Sun )

sunflare_size( Float Sun )

wateralpha( Float waterAlpha )

watercolor( Vector waterColor )

266 All Classes Classes.
3838 All Classes Events.