From 9b498a01864129dba990c8fd6d38655eef3ea2e7 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Thu, 11 Jun 2020 23:49:54 -0500 Subject: [PATCH] Updated VScript in Mapbase (markdown) --- VScript-in-Mapbase.md | 31 +++++++++++++++++++++++++++++++ 1 file changed, 31 insertions(+) diff --git a/VScript-in-Mapbase.md b/VScript-in-Mapbase.md index 01c46ab..598f8ae 100644 --- a/VScript-in-Mapbase.md +++ b/VScript-in-Mapbase.md @@ -33,6 +33,7 @@ For more information on VScript itself, [click here](https://developer.valvesoft * [CBaseCombatWeapon](VScript-in-Mapbase#CBaseCombatWeapon) * [CBaseCombatCharacter](VScript-in-Mapbase#CBaseCombatCharacter) * [CBasePlayer](VScript-in-Mapbase#CBasePlayer) + * [CHL2_Player](VScript-in-Mapbase#CHL2_Player) * [CAI_BaseNPC](VScript-in-Mapbase#CAI_BaseNPC) * [Hooks](VScript-in-Mapbase#CAI_BaseNPC-Hooks) * [CAI_BaseActor](VScript-in-Mapbase#CAI_BaseActor) @@ -101,6 +102,8 @@ This article will only list functions and classes introduced as a part of Mapbas Some of Mapbase's script functions coincide with Source 2's script functions. For example, `CTakeDamageInfo` is available in Mapbase's VScript, but it's also available in Half-Life: Alyx's VScript in almost the exact same way. This is usually a matter of either inspiration or evolutionary convergence, but none of Mapbase's counterparts are actually from Source 2's code and they will still be listed here. +**Note:** This only includes serverside script functions. Clientside scripting (e.g. through the `VScriptProxy` material proxy) may be limited to fewer/different functions. Use `script_help_client` in-game to get documentation for clientside VScript. + ## Global Functions These are functions that can be accessed globally and without a class. @@ -177,6 +180,11 @@ Root class of all server-side entities. This class was already exposed to VScrip | *void* ClearEffects()| Clear effect(s) | | *void* SetEffects(int *flags*)| Set effect(s) | | *void* IsEffectActive(int *flags*)| Check if an effect is active | +| *Vector* EyeAngles()| Get eye pitch, yaw, roll as a vector | +| *bool* IsPlayer()| Returns true if this entity is a player. | +| *bool* IsNPC()| Returns true if this entity is a NPC. | +| *bool* IsCombatCharacter()| Returns true if this entity is a combat character (player or NPC). | +| *bool* IsWeapon()| Returns true if this entity is a weapon. | *** @@ -258,6 +266,29 @@ 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. | +| *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. | +| *bool* IsDisconnecting()| Returns true if this player is disconnecting. | +| *bool* IsSuitEquipped()| Returns true if this player had the HEV suit equipped. | +| *int* GetArmor()| Gets the player's armor. | +| *void* SetArmor(*int* value)| Sets the player's armor. | +| *bool* FlashlightIsOn()| Returns true if the flashlight is on. | +| *void* FlashlightTurnOn()| Turns on the flashlight. | +| *void* FlashlightTurnOff()| Turns off the flashlight. | + +*** + +### CHL2_Player +The HL2 player entity. + +| Signature | Description | +|:------------- | :-----| +| *void* RemoveAuxPower(float *value*)| Removes from the player's available aux power. | +| *void* AddAuxPower(float *value*)| Adds to the player's available aux power. | +| *void* SetAuxPower(float *value*)| Sets the player's available aux power. | +| *float* GetAuxPower()| Gets the player's available aux power. | +| *float* GetFlashlightBattery()| Gets the energy available in the player's flashlight. If the legacy (aux power-based) flashlight is enabled, this returns the aux power. | ***