diff --git a/VScript-in-Mapbase.md b/VScript-in-Mapbase.md index 902f7bf..598c3ec 100644 --- a/VScript-in-Mapbase.md +++ b/VScript-in-Mapbase.md @@ -35,6 +35,7 @@ For more information on VScript itself, [click here](https://developer.valvesoft * [CSceneListManager](VScript-in-Mapbase#CSceneListManager) * [CLogicExternalData](VScript-in-Mapbase#CLogicExternalData) * [Singletons *(Game Systems)*](VScript-in-Mapbase#Singletons) + * [CLocalize](VScript-in-Mapbase#CLocalize) * [CAI_Network](VScript-in-Mapbase#CAI_Network) * [CGlobalState](VScript-in-Mapbase#CGlobalState) * [CMapbaseSystem](VScript-in-Mapbase#CMapbaseSystem) @@ -48,6 +49,7 @@ For more information on VScript itself, [click here](https://developer.valvesoft * [AI_EnemyInfo_t](VScript-in-Mapbase#AI_EnemyInfo_t) * [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser) * [CFourWheelVehiclePhysics](VScript-in-Mapbase#CFourWheelVehiclePhysics) + * [CUserCmd](VScript-in-Mapbase#CUserCmd) * [Data Types](VScript-in-Mapbase#Data-Types) * [matrix3x4_t](VScript-in-Mapbase#matrix3x4_t) * [Global Functions](VScript-in-Mapbase#matrix3x4_t-Global-Functions) @@ -185,6 +187,7 @@ Root class of all server-side entities. This class was already exposed to VScrip | *void* FireBullets(*FireBulletsInfo_t* info)| Fire bullets from entity with a given info handle | | *int* TakeHealth(*float* health, *int* damageType)| Give this entity health | | *bool* IsAlive()| Return true if this entity is alive | +| *int* GetWaterLevel()| Get current level of water submergence | | *int* Classify()| Get Class_T class ID | | *bool* AddOutput(*string* output, *string* target, *string* input, *string* parameter, *float* delay, *int* maxTimes)| Add an output | | *string* GetKeyValue(string *key*)| Get a keyvalue | @@ -338,7 +341,10 @@ The player entity. This class was already exposed to VScript, but it has new fea | Signature | Description | |:------------- | :-----| -| *handle* GetExpresser()| Get a handle for this player's expresser. | +| *CAI_Expresser* GetExpresser()| Get a handle for this player's expresser. | +| *string* GetPlayerName()| Gets the player's name. | +| *string* GetPlayerUserId()| Gets the player's user ID. | +| *string* GetNetworkIDString()| Gets the player's network (i.e. Steam) ID. | | *int* FragCount()| Gets the number of frags (kills) this player has in a multiplayer game. | | *int* DeathCount()| Gets the number of deaths this player has had in a multiplayer game. | | *bool* IsConnected()| Returns true if this player is connected. | @@ -349,6 +355,16 @@ The player entity. This class was already exposed to VScript, but it has new fea | *bool* FlashlightIsOn()| Returns true if the flashlight is on. | | *void* FlashlightTurnOn()| Turns on the flashlight. | | *void* FlashlightTurnOff()| Turns off the flashlight. | +| *void* DisableButtons(*int* buttons)| Disables the specified button mask. | +| *void* EnableButtons(*int* buttons)| Enables the specified button mask if it was disabled before. | +| *void* ForceButtons(*int* buttons)| Forces the specified button mask. | +| *void* UnforceButtons(*int* buttons)| Unforces the specified button mask if it was forced before. | +| *int* GetButtons()| Gets the player's active buttons. | +| *int* GetButtonPressed()| Gets the player's currently pressed buttons. | +| *int* GetButtonReleased()| Gets the player's just-released buttons. | +| *int* GetButtonLast()| Gets the player's previously active buttons. | +| *int* GetButtonDisabled()| Gets the player's currently unusable buttons. | +| *int* GetButtonForced()| Gets the player's currently forced buttons. | *** @@ -529,6 +545,15 @@ Singletons are single, global instances which contain a bunch of usable function *** +### CLocalize +Accesses functions related to localization strings. Can be accessed through a global `Localize` instance. + +| Signature | Description | +|:------------- | :-----| +| *string* GetTokenAsUTF8(*string* token)| Gets the current language's token as a UTF-8 string (not Unicode). | + +*** + ### CAI_Network The global list of AI nodes. Can be accessed through a global `AINetwork` instance. @@ -828,6 +853,37 @@ Handler for four-wheel vehicle physics. Can be accessed through `GetPhysics()` o *** +### CUserCmd +Handle for accessing CUserCmd info. Typically used in the `RunPlayerCommand` hook. + +| Signature | Description | +|:------------- | :-----| +| *int* GetCommandNumber()| For matching server and client commands for debugging. | +| *int* GetTickCount()| The tick the client created this command. | +| *Vector* GetViewAngles()| Player instantaneous view angles. | +| *void* SetViewAngles(*Vector* angles)| Player instantaneous view angles. | +| *float* GetForwardMove()| Forward velocity. | +| *void* SetForwardMove(*float* value)| Sets forward velocity. | +| *float* GetSideMove()| Side velocity. | +| *void* SetSideMove(*float* value)| Sets side velocity. | +| *float* GetUpMove()| Up velocity. | +| *void* SetUpMove(*float* value)| Sets up velocity. | +| *int* GetButtons()| Attack button states. | +| *void* SetButtons(*int* value)| Sets attack button states. | +| *int* GetImpulse()| Impulse command issued. | +| *void* SetImpulse(*int* value)| Sets impulse command issued. | +| *int* GetWeaponSelect()| Current weapon id. | +| *void* SetWeaponSelect(*int* value)| Sets current weapon id. | +| *int* GetWeaponSubtype()| Current weapon subtype id. | +| *void* SetWeaponSubtype(*int* value)| Sets current weapon subtype id. | +| *int* GetRandomSeed()| For shared random functions. | +| *int* GetMouseX()| Mouse accum in x from create move. | +| *void* SetMouseX(*int* move)| Sets mouse accum in x from create move. | +| *int* GetMouseY()| Mouse accum in y from create move. | +| *void* SetMouseY(*int* move)| Sets mouse accum in y from create move. | + +*** + ## Data Types These are specific types of data.