Updated VScript in Mapbase (markdown)

Blixibon 2020-07-17 12:18:51 -05:00
parent 335337043a
commit 5a865c7ff2

@ -35,6 +35,7 @@ For more information on VScript itself, [click here](https://developer.valvesoft
* [CSceneListManager](VScript-in-Mapbase#CSceneListManager) * [CSceneListManager](VScript-in-Mapbase#CSceneListManager)
* [CLogicExternalData](VScript-in-Mapbase#CLogicExternalData) * [CLogicExternalData](VScript-in-Mapbase#CLogicExternalData)
* [Singletons *(Game Systems)*](VScript-in-Mapbase#Singletons) * [Singletons *(Game Systems)*](VScript-in-Mapbase#Singletons)
* [CLocalize](VScript-in-Mapbase#CLocalize)
* [CAI_Network](VScript-in-Mapbase#CAI_Network) * [CAI_Network](VScript-in-Mapbase#CAI_Network)
* [CGlobalState](VScript-in-Mapbase#CGlobalState) * [CGlobalState](VScript-in-Mapbase#CGlobalState)
* [CMapbaseSystem](VScript-in-Mapbase#CMapbaseSystem) * [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) * [AI_EnemyInfo_t](VScript-in-Mapbase#AI_EnemyInfo_t)
* [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser) * [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser)
* [CFourWheelVehiclePhysics](VScript-in-Mapbase#CFourWheelVehiclePhysics) * [CFourWheelVehiclePhysics](VScript-in-Mapbase#CFourWheelVehiclePhysics)
* [CUserCmd](VScript-in-Mapbase#CUserCmd)
* [Data Types](VScript-in-Mapbase#Data-Types) * [Data Types](VScript-in-Mapbase#Data-Types)
* [matrix3x4_t](VScript-in-Mapbase#matrix3x4_t) * [matrix3x4_t](VScript-in-Mapbase#matrix3x4_t)
* [Global Functions](VScript-in-Mapbase#matrix3x4_t-Global-Functions) * [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 | | *void* FireBullets(*FireBulletsInfo_t* info)| Fire bullets from entity with a given info handle |
| *int* TakeHealth(*float* health, *int* damageType)| Give this entity health | | *int* TakeHealth(*float* health, *int* damageType)| Give this entity health |
| *bool* IsAlive()| Return true if this entity is alive | | *bool* IsAlive()| Return true if this entity is alive |
| *int* GetWaterLevel()| Get current level of water submergence |
| *int* Classify()| Get Class_T class ID | | *int* Classify()| Get Class_T class ID |
| *bool* AddOutput(*string* output, *string* target, *string* input, *string* parameter, *float* delay, *int* maxTimes)| Add an output | | *bool* AddOutput(*string* output, *string* target, *string* input, *string* parameter, *float* delay, *int* maxTimes)| Add an output |
| *string* GetKeyValue(string *key*)| Get a keyvalue | | *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 | | 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* 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. | | *int* DeathCount()| Gets the number of deaths this player has had in a multiplayer game. |
| *bool* IsConnected()| Returns true if this player is connected. | | *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. | | *bool* FlashlightIsOn()| Returns true if the flashlight is on. |
| *void* FlashlightTurnOn()| Turns on the flashlight. | | *void* FlashlightTurnOn()| Turns on the flashlight. |
| *void* FlashlightTurnOff()| Turns off 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 ### CAI_Network
The global list of AI nodes. Can be accessed through a global `AINetwork` instance. 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 ## Data Types
These are specific types of data. These are specific types of data.