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Updated VScript in Mapbase (markdown)
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@ -33,6 +33,7 @@ For more information on VScript itself, [click here](https://developer.valvesoft
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* [CBaseCombatWeapon](VScript-in-Mapbase#CBaseCombatWeapon)
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* [CBaseCombatCharacter](VScript-in-Mapbase#CBaseCombatCharacter)
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* [CBasePlayer](VScript-in-Mapbase#CBasePlayer)
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* [CHL2_Player](VScript-in-Mapbase#CHL2_Player)
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* [CAI_BaseNPC](VScript-in-Mapbase#CAI_BaseNPC)
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* [Hooks](VScript-in-Mapbase#CAI_BaseNPC-Hooks)
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* [CAI_BaseActor](VScript-in-Mapbase#CAI_BaseActor)
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@ -101,6 +102,8 @@ This article will only list functions and classes introduced as a part of Mapbas
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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.
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**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.
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## Global Functions
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These are functions that can be accessed globally and without a class.
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@ -177,6 +180,11 @@ Root class of all server-side entities. This class was already exposed to VScrip
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| *void* ClearEffects()| Clear effect(s) |
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| *void* SetEffects(int *flags*)| Set effect(s) |
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| *void* IsEffectActive(int *flags*)| Check if an effect is active |
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| *Vector* EyeAngles()| Get eye pitch, yaw, roll as a vector |
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| *bool* IsPlayer()| Returns true if this entity is a player. |
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| *bool* IsNPC()| Returns true if this entity is a NPC. |
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| *bool* IsCombatCharacter()| Returns true if this entity is a combat character (player or NPC). |
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| *bool* IsWeapon()| Returns true if this entity is a weapon. |
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***
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@ -258,6 +266,29 @@ The player entity. This class was already exposed to VScript, but it has new fea
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| Signature | Description |
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|:------------- | :-----|
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| *handle* GetExpresser()| Get a handle for this player's expresser. |
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| *int* FragCount()| Gets the number of frags (kills) this player has in a multiplayer game. |
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| *int* DeathCount()| Gets the number of deaths this player has had in a multiplayer game. |
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| *bool* IsConnected()| Returns true if this player is connected. |
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| *bool* IsDisconnecting()| Returns true if this player is disconnecting. |
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| *bool* IsSuitEquipped()| Returns true if this player had the HEV suit equipped. |
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| *int* GetArmor()| Gets the player's armor. |
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| *void* SetArmor(*int* value)| Sets the player's armor. |
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| *bool* FlashlightIsOn()| Returns true if the flashlight is on. |
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| *void* FlashlightTurnOn()| Turns on the flashlight. |
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| *void* FlashlightTurnOff()| Turns off the flashlight. |
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***
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### CHL2_Player
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The HL2 player entity.
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| Signature | Description |
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|:------------- | :-----|
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| *void* RemoveAuxPower(float *value*)| Removes from the player's available aux power. |
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| *void* AddAuxPower(float *value*)| Adds to the player's available aux power. |
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| *void* SetAuxPower(float *value*)| Sets the player's available aux power. |
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| *float* GetAuxPower()| Gets the player's available aux power. |
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| *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. |
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***
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