Game Module Classes

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

Actor (monster_generic) -> Sentient -> Animate -> Entity -> Listener -> Class

active( Integer active_flag )

actor_pickup( String tag_name )

actor_throw( String tag_name )

actorfade

addhealth( Float health_to_add, Float maxhealth )

ai_deaf

ai_dumb

ai_off

ai_on

allowfall( [ Boolean allow_fall_bool ] )

allowhangback( Integer allow_bool )

allowtalk( Integer allow_bool )

alwaysgivewater( Boolean give_water )

anim( String anim_name )

anim_done

animal

attack( Entity ent )

attackablebyactors( Boolean attackable_by_actors )

attackactors

attackmode( Boolean attack_bool )

attackplayer

bleed_after_death( Boolean bleed_bool )

blind

bounceoff

bounceoffeffect( String bounce_off_effect_name )

bounceoffevent( Vector object_origin )

bullet( String tag_name, [ Boolean use_current_pitch ] )

canbefinishedby( String mod1, [ String mod2 ], [ String mod3 ], [ String mod4 ], [ String mod5 ], [ String mod6 ] )

canwalkonothers

changetype( String new_model_name )

chargewater( Float damage, Float range )

civilian

clearspawnitems

damage_once_start

damage_once_stop

damageallowed( Boolean damage_allowed )

damageangles( Float damage_angles )

damageenemy( Float damage )

dead

deaf

deathfade

deathshrink

deathsink

deathsize( Vector min, Vector max )

decrementnumspawns

dialog( String alias, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

dialogdone

diecompletely( Boolean die_bool )

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

doUse( Entity activatingEntity )

endthread

enemy

enemytype( String enemytype )

eyeoffset( Vector eyeoffset )

feetwidth( Float feet_width )

finishedbehavior

fly( [ Boolean fly_bool ] )

forwardspeed( Float forwardspeed )

fov( Float fov )

friend

getnearestenemy

getrandomenemy( Float range )

goto( String label )

gotonextstage

gotoprevstage

gotostage( Integer stage_number )

havething( Integer thing_number, Boolean have_bool )

headtwitch( [ Boolean end ] )

headtwitcheveryframe

headwatch( Entity entity_to_watch, [ Float max_speed ] )

health( Integer newHealth )

heardsound( Entity noisyEntity, Vector noisyLocation )

idle( [ String state_name ] )

ifcanhideat( Vector pos, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

ifenemyvisible( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

ifenemywithin( Float distance, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

ifnear( String name, Float distance, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

ignore_placement_warning( String warning_string )

ignoremonsterclip

ignorepainfromactors

ignorewater( Boolean ignore_water_bool )

immortal( Boolean immortal_bool )

inanimate

incoming_proj( Entity ent )

incrementnumspawns

jumpto( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )

killthread( String kill_thread )

lookat( Entity ent )

max_inactive_time( Float max_inactive_time )

maxbosshealth( Float max_boss_health )

melee( [ Float damage ], [ String tag_name ], [ String means_of_death ], [ Vector attack_vector ], [ Float knockback ], [ Integer use_pitch_to_enemy ], [ Float attack_min_height ] )

minmeleeheight( Float minimum_height )

monster

mouthangle( Float mouth_angle )

name( String name )

neverignoresounds

nochatter

noland

nomask

nopainsounds

not_allowed_to_kill

notifybehavior

notifyothersatdeath

notsolidmask

only_shootable

pain( Integer damage, Entity attacker, Integer meansofdeath )

painthreshold( Float pain_threshold )

part_name( String part_name )

pickupent( Entity entity_to_pickup, String pickup_anim_name )

playdialog( [ String sound_file ], [ String state_name ], [ Entity user ] )

proj( String tag_name, String projectile_name, [ Integer number_of_tags ], [ Boolean arc_bool ], [ Float speed ] )

push( Vector dir )

pushable

register_parts( Entity entity, Integer forward )

register_self

releasenode( Vector pos )

remove_useless

reservenode( Vector pos, Float time )

resethead( [ Float max_speed ] )

runthread( String label )

runto( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

sendcommand( String command, String part_name )

set_idle_state_name( String new_idle_state_name )

setidlethread( String thread )

setmask( String mask_name )

simplepathfinding

sleep

solidmask

spawnactor( String model_name, String tag_name, Integer how_many, Boolean attack, Float width, Float height, [ Float spawn_offset ] )

spawnactoratlocation( String model_name, String pathnode_name, Integer how_many_path_nodes, Boolean attack, Float width, Float height )

spawnblood( String blood_name, String tag_name, [ Boolean use_last_spawn_result ] )

spawnchance( Float spawn_chance )

spawngib( Vector offset, Float final_pitch, Float width, String cap_name, String surface_name1, [ String surface_name2 ], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5 ], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 ], [ String surface_name9 ] )

spawngibattag( String tag_name, Float final_pitch, Float width, String cap_name, String surface_name1, [ String surface_name2 ], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5 ], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 ], [ String surface_name9 ] )

spawnitem( String spawn_item_name )

spawnnamedgib( String gib_name, String tag_name, Float final_pitch, Float width )

start

statemap( String statemap_name, [ String state_name ] )

staysolid

stopdialog

suicide

swim

targetable( Boolean should_target )

thread( String label )

throwent( String throw_anim_name )

touchtriggers( Boolean touch_triggers_bool )

trigger_field( Vector min, Vector max )

trigger_touched( Entity ent )

turnspeed( Float turnspeed )

turnto( Float direction )

turntowardsenemy

updatebosshealth( Float waterlevel )

usegravity( Boolean use_gravity )

visiondistance( Float vision_distance )

wakeup

walkto( String pathnode, [ String anim_name ] )

walkwatch( String pathnode, Entity entity, [ String anim_name ] )

warpto( String node_name )

watchoffset( Vector offset )

waterlevel( Float waterlevel )

Aim -> Behavior -> Listener -> Class

AimAndMelee -> Behavior -> Listener -> Class

animdone

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

AimAndShoot -> Behavior -> Listener -> Class

animdone

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Ammo -> Class

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

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

anim( String animName )

animate_newanim( Integer animNum, Integer bodyPart )

animdone

setframe( Integer frameNumber, [ String animName ] )

setmovedelta( Vector moveDelta, Float moveTime )

stopanimating

torso_anim( String animName )

torso_animdone

torso_setframe( Integer frameNumber, [ String animName ] )

torso_stopanimating

AntiSBJuice (AntiSBJuice) -> InventoryItem -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

antiSBjuice_wearoff

doUse( Entity activatingEntity )

Archiver -> Class

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

BackWheels (script_wheelsback) -> VehicleBase -> ScriptModel -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

Behavior -> Listener -> Class

BurrowAttack -> Behavior -> Listener -> Class

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

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

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 )

nextcamera( String nextCamera )

nowatch( [ Float fadeTime ] )

orbit( Entity targetEnt, [ Entity targetWatchEnt ] )

orbit_height( Float height )

pause

setthread( String thread )

speed( Float speed )

start

stop

thread( String thread )

turnto( Vector angle )

watch( Entity watchEnt, [ Float fadeTime ] )

watchnode( [ Float fadeTime ] )

watchpath( [ Float fadeTime ] )

CameraManager -> Listener -> Class

add

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 )

setthread( String thread )

show( [ Entity path ] )

stop

updateinput

watch( String watch )

Chase -> Steering -> Listener -> Class

CircleAttack -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

CircleEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

CircleOfProtection -> InventoryItem -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

damage( Float damage )

damagedelay( Float delay )

knockback( Float knockback )

maxradius( Float maxradius )

minradius( Float minradius )

useinvitem

Class

ClusterBomb -> Projectile -> Animate -> Entity -> Listener -> Class

clustercount( Integer count )

clustermodel( String modelname )

CrossbowProjectile -> Projectile -> Animate -> Entity -> Listener -> Class

Decal -> Entity -> Listener -> Class

Digest -> Behavior -> Listener -> Class

animdone

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

angle( Float newAngle )

close

dmg( Integer damage )

doActivate( Entity activatingEntity )

doBlocked( Entity obstacle )

door_triggerfield( Entity other )

doorclosed

dooropened

doUse( Entity activatingEntity )

killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )

linkdoor

lock

open( Entity other )

sound_locked( String sound_locked )

sound_message( String sound_message )

sound_move( String sound_move )

sound_stop( String sound_stop )

time( Float traveltime )

toggledoor( Entity other )

triggereffect( Entity triggering_entity )

tryToOpen( Entity other )

unlock

wait( Float wait )

DragEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

DrivableVehicle (script_drivablevehicle) -> Vehicle -> VehicleBase -> ScriptModel -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )

Earthquake (func_earthquake) -> Trigger -> Animate -> Entity -> Listener -> Class

duration( Float duration )

earthquake_deactivate

magnitude( Float theMagnitude )

triggereffect( Entity triggering_entity )

EdenWater (item_edenwater) -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

item_pickup( Entity item )

Emitter (func_emitter) -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

emitter( String name )

idle

Entity -> Listener -> Class

alias( String alias, String realname, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String paramater6 ] )

aliascache( String alias, String realname, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String paramater6 ] )

alpha( Float newAlpha )

angle( Float newAngle )

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

attach( Entity parent, String tagname, [ Integer use_angles ] )

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

bind( Entity parent )

cache( String resourceName )

censor

classname( String nameOfClass )

damage_type( String meansofdeathstring )

deathsinkeachframe

deathsinkstart

detach

detachallchildren

droptofloor( [ Float maxRange ] )

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

explosionattack( String explosionModel, [ String tagName ] )

fade( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )

fadein( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )

fadeout( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )

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

ghost

gravity( Float gravityValue )

health( Integer newHealth )

hide

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

ifskill( Integer skillLevel, String command, [ String argument1 ], [ String argument2 ], [ String argument3 ], [ String argument4 ], [ String argument5 ] )

joinTeam( Entity teamMember )

kill

killattach

killtarget( String targetName )

light( Float red, Float green, Float blue, Float radius )

lightBlue( Float red )

lightGreen( Float red )

lightOff

lightOn

lightRadius( Float red )

lightRed( Float red )

lightStyle( Integer lightStyleIndex )

lookatme

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

mass( Float massAmount )

model( Entity modelName )

nodamage

notsolid

origin( Vector newOrigin )

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

processinit( Integer modelIndex )

quitTeam

removeattachedmodel( String tagname )

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

scale( Float newScale )

scriptshader( String shaderCommand, Float argument1, [ Float argument2 ] )

setcontrollerangles( Integer num, Vector angles )

setsize( Vector mins, Vector maxs )

shader( String shaderCommand, Float argument1, [ Float argument2 ] )

show

solid

soundevent( [ Float soundRadius ] )

spawnflags( Integer flags )

stationary

stoploopsound

stopsound( [ Integer channel ] )

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

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

takedamage

target( String targetname_to_target )

targetname( String targetName )

team( String moveTeam )

touchtriggers

trigger( String name )

unbind

usebbox

Event -> Class

ExplodeObject (func_explodeobject) -> MultiExploder -> Trigger -> Animate -> Entity -> Listener -> Class

amount( Integer amountOfDebris )

debrismodel( String debrisModel )

severity( Float newSeverity )

triggereffect( Entity triggering_entity )

Exploder (func_exploder) -> Trigger -> Animate -> Entity -> Listener -> Class

dmg( Integer damage )

triggereffect( Entity triggering_entity )

ExplodingWall (func_explodingwall) -> Trigger -> Animate -> Entity -> Listener -> Class

anglespeed( Float speed )

base_velocity( Vector velocity )

checkonground

dmg( Integer dmg )

doTouch( Entity touchingEntity )

explosions( Integer explosions )

land_angles( Vector angles )

land_radius( Float radius )

random_velocity( Vector velocity )

stoprotating

triggereffect( Entity triggering_entity )

Explosion -> Projectile -> Animate -> Entity -> Listener -> Class

constantdamage

damageagain

damageeveryframe

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

radius( Float projectileRadius )

radiusdamage( Float radiusDamage )

FallingRock (func_fallingrock) -> Entity -> Listener -> Class

bounce

dmg( Integer dmg )

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

noise( String sound )

rotate

speed( Float speed )

start

wait( Float wait )

FileRead -> Class

FindCover -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FindEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FindFlee -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Flamethrower -> Weapon -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

Flashbang -> Weapon -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

FlashbangProjectile -> Projectile -> Animate -> Entity -> Listener -> Class

stunradius( Float radius )

stuntime( Float time )

Flee -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FlyCircle -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FlyClimb -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FlyCloseToEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FlyCloseToPlayer -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FlyDive -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FlyToPoint -> Behavior -> Listener -> Class

FlyWander -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

FollowPath -> Steering -> Listener -> Class

FrontWheels (script_wheelsfront) -> VehicleBase -> ScriptModel -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

Fulcrum (func_fulcrum) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

dampening( Float newDampening )

doTouch( Entity touchingEntity )

limit( Float newLimit )

movesound( String newSinkSound )

reset

resetspeed( Float newResetspeed )

speed( Float speed )

FuncBeam (func_beam) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

activate

angle( Float newAngle )

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

color( Vector beam_color<0.00...1.00><0.00...1.00><0.00...1.00> )

deactivate

delay( Float delay )

doActivate( Entity activatingEntity )

endalpha( Float alpha )

endpoint( Vector beam_end_point )

findendpoint

life( Float beam_life )

maxoffset( Float max_offset )

minoffset( Float min_offset )

model( Entity modelName )

numsegments( Integer numsegments )

numspherebeams( Integer num )

overlap( Float beam_overlap )

persist( Boolean bool )

radius( Float radius )

shader( String beam_shader )

shoot

shootradius( Float radius )

target( String beam_target )

tileshader( String beam_shader )

toggledelay( [ String [random] ], [ Float time ] )

updateendpoint

updateorigin

FuncRemove (func_remove) -> Entity -> Listener -> Class

Game -> Class

GameScript -> Script -> Class

GameScriptMarker -> Class

GetCloseToEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

GhostAttack -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Gib (gib) -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

stopped

throwgib( Entity ent, Integer velocity, Float scale )

GooDebris -> Projectile -> Animate -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

GooProjectile -> Projectile -> Animate -> Entity -> Listener -> Class

debriscount( Integer count )

debrismodel( String modelname )

GotoDeadEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

GotoPathNode -> Behavior -> Listener -> Class

animdone

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

GravPath -> Listener -> Class

GravPathManager -> Class

GravPathNode (info_grav_pathnode) -> Entity -> Listener -> Class

activate

deactivate

gravpath_create

maxspeed( Float maxspeed )

radius( Float radius )

speed( Float speed )

HeadWatch -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

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

item_pickup( Entity item )

HealthInventoryItem -> InventoryItem -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

useinvitem

HealthPlant -> Health -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

fallvelocity( Vector fall_velocity )

triggereffect( Entity triggering_entity )

HorizontalPipe (func_horizontalpipe) -> Entity -> Listener -> Class

angle( Float newAngle )

HornOfConjuring -> Weapon -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

Idle -> Behavior -> Listener -> Class

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

InfoNull (info_null) -> Entity -> Listener -> Class

InventoryItem -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

useinvitem

Investigate -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Item -> Trigger -> Animate -> Entity -> Listener -> Class

amount( Integer amount )

angle( Float newAngle )

coolitem( [ String dialog ], [ String anim_to_play ] )

dialogneeded( String dialog_needed )

doUse( Entity activatingEntity )

forcecoolitem( [ String dialog ], [ String anim_to_play ] )

item_droptofloor

item_pickup( Entity item )

maxamount( Integer max_amount )

name( String item_name )

no_remove

pickup_done

pickup_thread( String labelName )

respawn

respawn_done

respawnsound

set_respawn( Integer respawn )

set_respawn_time( Float respawn_time )

stopped

triggereffect( Entity triggering_entity )

Jump -> Steering -> Listener -> Class

JumpToPathNode -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Land -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Level -> Class

Levitate -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Light (light) -> Entity -> Listener -> Class

LightStyleClass -> Class

Listener -> Class

immediateremove

remove

MiscModel (misc_model) -> Entity -> Listener -> Class

MonkeyBars (func_monkeybars) -> Entity -> Listener -> Class

angle( Float newAngle )

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

movedone( Entity finishedEntity )

MultiExploder (func_multi_exploder) -> Trigger -> Animate -> Entity -> Listener -> Class

dmg( Integer damage )

duration( Float duration )

random( Float randomness )

triggereffect( Entity triggering_entity )

wait( Float explodewait )

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

anim( String animname )

killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )

shootable

ObstacleAvoidance -> Steering -> Listener -> Class

Pain -> Behavior -> Listener -> Class

animdone

Path -> Class

PathNode (info_pathnode) -> Listener -> Class

angle( Float newAngle )

angles( Vector angles )

anim( String animname )

findchildren

findentities

origin( Vector origin )

spawnflags( Integer node_flags )

target( String target )

targetname( String targetname )

PathSearch -> Class

ai_calcpath( Integer nodenum1, Integer nodenum2 )

ai_clearnodes

ai_disconnectpath( Integer nodenum1, Integer nodenum2 )

ai_load( String filename )

ai_recalcpaths( Integer nodenum )

ai_save( String filename )

ai_savepaths

ai_setflags( Integer nodenum, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

PickupEntity -> Behavior -> Listener -> Class

animdone

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

PlayAnim -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Player (player) -> Sentient -> Animate -> Entity -> Listener -> Class

activatedualweapons

activatenewweapon

activateshield

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

actorinfo( Integer actor_number )

adjust_torso( Boolean boolean )

animloop_legs

animloop_torso

changeoutfit( Integer outfit_stage )

clearleftarmtarget

clearrightarmtarget

client_endframe

client_move

damage_multiplier( Float damage_multiplier )

deactivateshield

deactivateweapon( String side )

dead

dualwield( String weaponleft, String weaponright )

endlevel

enter( Entity vehicle, [ String driver_anim ] )

evaluatetorsoanim

exit( Entity vehicle )

finishuseanim

finishuseobject

forcetorsostate( String torsostate )

fov( [ Float fov ] )

gameversion

gib( Integer number, [ Integer power ], [ Float scale ], [ String gibmodel ] )

give( String name, [ Integer amount ] )

giveweapon( String weapon_name )

god( [ Integer god_mode ] )

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

headtarget

hidecoolitem

holster

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, Integer meansofdeath )

killent( Integer entity_number )

listinventory

logstats( Boolean state )

mouthangle( Float mouth_angle )

nextpaintime( Float seconds )

noclip

notarget

pain( Integer damage, Entity attacker, Integer meansofdeath )

pickup

playerdone

poweruptimer( Integer poweruptimer, Integer poweruptype )

putawayweapon( String whichHand )

removeclass( String classname, [ Integer except_entity_number ] )

removeent( Integer entity_number )

resethaveitem( String weapon_name )

resetstate

respawn

safeholster( Boolean putaway )

show

showcoolitem

skipcinematic

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

startcoolitem

startuseobject

state

stepup

stopcoolitem

stopwatchingactor( Entity actor_to_stop_watching )

swipeoff

swipeon

swordattack( String hand )

takepain( Boolean bool )

testthread( String scriptfile, [ String label ] )

throw

turn( Float yawangle )

turnlegs( Float yawangle )

turnupdate( Float yaw, Float timeleft )

updatepoweruptime

use( String name, [ Integer weapon_hand ] )

usedualwield

usestuff

waitForState( String stateToWaitFor )

watchactor( Entity actor_to_watch )

waterpower

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

whatis( Integer entity_number )

wuss

PlayerDeathmatchStart (info_player_deathmatch) -> PlayerStart -> Entity -> Listener -> Class

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

PlayerStart (info_player_start) -> Entity -> Listener -> Class

angle( Float newAngle )

thread( String thread )

PortalCamera (portal_camera) -> Entity -> Listener -> Class

roll( Float roll )

PortalSurface (portal_surface) -> Entity -> Listener -> Class

locatecamera

Projectile -> Animate -> Entity -> Listener -> Class

addownervelocity( Boolean bool )

addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )

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 ] )

bouncesound

bouncetouch

canhitowner

chargelife

chargespeed

clearowner

dlight( Float red, Float green, Float blue, Float intensity )

doTouch( Entity touchingEntity )

drunk

explode

explosionmodel( String modelname )

heatseek

hitdamage( Float projectileHitDamage )

impactmarkorientation( Float degrees )

impactmarkradius( Float radius )

impactmarkshader( String shader )

killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )

knockback( Float projectileKnockback )

life( Float projectileLife )

meansofdeath( String meansOfDeath )

minlife( Float minProjectileLife )

minspeed( Float minspeed )

prethink

removewhenstopped

speed( Float projectileSpeed )

stopped

updatebeam

PuffDaddy (plant_puffdaddy) -> Animate -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

idle

PushObject (func_pushobject) -> Entity -> Listener -> Class

dmg( Integer damage )

doBlocked( Entity obstacle )

pushsound( String sound )

start

Rain (func_rain) -> Entity -> Listener -> Class

RandomSpawn (func_randomspawn) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

doActivate( Entity activatingEntity )

max_time( Float maxTime )

min_time( Float minTime )

RandomSpeaker (sound_randomspeaker) -> TriggerSpeaker -> TriggerPlaySound -> Trigger -> Animate -> Entity -> Listener -> Class

chance( Float newChance<0.00...1.00> )

maxdelay( Float max_delay )

mindelay( Float min_delay )

triggereffect( Entity triggering_entity )

ReSpawn (func_respawn) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

Rope (func_rope) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

RopeBase (func_rope_base) -> RopePiece -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

doActivate( Entity activatingEntity )

piecelength( Float length )

ropebase_setup

ropedampener( Float value )

ropeshader( String shader )

stiffness( Float stiffness<-1.00...1.00> )

strength( Float strength )

RopePiece (func_rope_piece) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

attachmodel( String modelname )

damage( Float damage )

doActivate( Entity activatingEntity )

ropepiece_setup

target2( String targetname )

wigglemove( Float moveamount )

wiggletime( Float time )

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

doclose

doopen( Entity other )

openangle( Float open_angle )

RunThrough (func_runthrough) -> Entity -> Listener -> Class

chance( Float chance )

delay( Float delay )

doTouch( Entity touchingEntity )

lip( Float lip )

offset( Vector spawn_offset )

spawnmodel( String model_to_spawn )

speed( Float speed )

Script -> Class

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

angle( Float newAngle )

closethread( String closethread )

doclose

doinit

doopen( Entity other )

initthread( String initthread )

openthread( String openthread )

ScriptLibrarian -> Class

ScriptMaster -> Listener -> Class

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

angle( Float newAngle )

anim( String anim_name )

animonce( String anim_name )

gib( Integer number, [ Integer power ], [ Float scale ], [ String gibmodel ] )

model( Entity modelName )

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

model( Entity modelName )

ScriptSkyOrigin (script_skyorigin) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

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

angle( Float newAngle )

angles( Vector angles )

bind( Entity parent )

closeportal

dmg( Integer damage )

doActivate( Entity activatingEntity )

doBlocked( Entity obstacle )

doTouch( Entity touchingEntity )

doUse( Entity activatingEntity )

endpath

explode( Float damage )

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

jumpto( String vector_or_entity )

model( Entity modelName )

moveBackward( Float dist )

moveDown( Float dist )

moveEast( Float dist )

moveForward( Float dist )

moveLeft( Float dist )

moveNorth( Float dist )

moveRight( Float dist )

moveSouth( Float dist )

moveto( String vector_or_entity )

moveUp( Float dist )

moveWest( Float dist )

newOrders

next

noblock

nodamage

notouch

notrigger

notshootable

nouse

onblock( String label )

ondamage( String label )

ontouch( String label )

ontrigger( String label )

onuse( String label )

openportal

physics_off

physics_on

physics_velocity( Vector impulseVector )

processCommands

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 )

speed( Float speed )

time( Float travel_time )

trigger( Entity ent )

unbind

ScriptThread -> Listener -> Class

ai_calcpath( Integer nodenum1, Integer nodenum2 )

ai_disconnectpath( Integer nodenum1, Integer nodenum2 )

ai_recalcpaths( Integer nodenum )

alias( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )

aliascache( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )

all_ai_off

all_ai_on

assert( Float value )

break

cache( String resource_name )

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

centerprint( String stuffToPrint )

cinematic

clear( String var_group )

clearfade

clearletterbox( Float time )

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

control( Entity object )

cuecamera( Entity entity, [ Float switchTime ] )

cueplayer( [ Float switchTime ] )

death_callback

end

execute

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 )

fakeplayer

forcemusic( String current, [ String fallback ] )

freezeplayer

goto( String label )

killclass( String class_name, [ Integer except ] )

killent( Integer ent_num )

killthread( String threadName )

letterbox( Float time )

locprint( Integer xoffset, Integer yoffset, String stuffToPrint )

map( String map_name )

missionfailed

movedone( Entity finishedEntity )

music( String current, [ String fallback ] )

musicvolume( Float volume, Float fade_time )

newline

noncinematic

pause

print( String string )

printfloat( Float float )

printint( Integer integer )

printvector( Vector vector )

releaseplayer

removeclass( String class_name, [ Integer except ] )

removeent( Integer ent_num )

removefakeplayer

restoremusicvolume( Float fade_time )

restoresoundtrack

script_callback( Entity slave, String name, Entity other )

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

setcvar( String cvar_name, String value )

setdialogscript( String dialog_script )

setlightstyle( Integer lightstyleindex, String lightstyledata )

skipthread( String thread_name )

soundtrack( String soundtrack_name )

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

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

terminate( Integer thread_number )

thread( String label )

thread_callback

threadname( String threadName )

trigger( String name )

variable_callback

wait( Float wait_time )

waitFor( Entity ent )

waitForDeath( String name )

waitForDialog( Entity actor, [ Float additional_delay ] )

waitForPlayer

waitForSound( String sound_name, Float delay )

waitForThread( Integer thread_number )

waitForVariable( String variable_name )

ScriptVariable -> Listener -> Class

*=( Float num )

+=( Float num )

-=( Float num )

/=( Float num )

=( Float num )

angles_toforward( Vector angles )

angles_toleft( Vector angles )

angles_toup( Vector angles )

append( String string_to_append )

appendfloat( Float float_to_append )

appendint( Integer integer_to_append )

div( Integer num )

getcvar( String cvar_name )

ifequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

ifgreater( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

ifgreaterequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

ifless( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

iflessequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

ifnotequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

ifstrequal( String test_string, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

ifstrnotequal( String test_string, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

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

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

mod( Integer num )

randomfloat( Float max_float )

randomint( Integer max_int )

string( String new_string )

targetof( Entity ent )

vector( Vector new_vector )

vector_add( Vector new_vector )

vector_cross( Vector vector1, Vector vector2 )

vector_dot( Vector vector1, Vector vector2 )

vector_ifequal( Vector test_vector, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

vector_ifnotequal( Vector test_vector, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )

vector_length( Vector new_vector )

vector_normalize

vector_scale( Float scale )

vector_setx( Float x_coord )

vector_sety( Float y_coord )

vector_setz( Float z_coord )

vector_subtract( Vector new_vector )

vector_x( Vector new_vector )

vector_y( Vector new_vector )

vector_z( Vector new_vector )

ScriptVariableList -> Class

Seek -> Steering -> Listener -> Class

Sentient -> Animate -> Entity -> Listener -> Class

ammo( String type, Integer amount )

armor( String type, Integer amount )

blockend

blockstart

bloodmodel( String bloodModel )

charge( String hand )

checkanims

fire( String hand )

give( String name )

health( Float health )

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

item( String type, Integer amount )

jumpxy( Float forwardmove, Float sidemove, Float speed )

maxgibs( Integer max_number_of_gibs )

maxmouthangle( Float max_mouth_angle )

meleeattackend

meleeattackstart

noshadow

onfire

releasefire( Float fireholdtime )

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

shadow

spawnbloodygibs( [ Integer number_of_gibs ], [ Float scale ] )

stopfire( String hand )

stoponfire

stunend

stunstart

take( String item_name )

updateoffsetcolor

weapon( String weapon_modelname )

Shield -> Weapon -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

damage_reduction( Float percent )

Shock -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

ShockWater -> Behavior -> Listener -> Class

SinkObject (func_sinkobject) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

active

dampening( Float newDampening )

delay( Float delay )

doTouch( Entity touchingEntity )

limit( Float newLimit )

notactive

reset

resetdelay( Float newResetDelay )

resetsound( String newResetSound )

resetspeed( Float newResetspeed )

sinksound( String newSinkSound )

speed( Float speed )

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

angle( Float newAngle )

doclose

doopen( Entity other )

lip( Float lip )

speed( Float speed )

Soulsucker -> Weapon -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

waterfactor( Float factor )

SoundManager -> Listener -> Class

addmusictrigger

addrandomspeaker

addreverbtrigger

addspeaker

delete

globaltranslate( Vector translate_amount )

hide

moveplayer

next

prev

previewreverb

replace

reset

resetreverb

save

show( [ Entity path ] )

switchfacet

updateinput

Spawn (func_spawn) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

angle( Float newAngle )

attackmode( Integer attackmode )

doActivate( Entity activatingEntity )

modelname( String model_name )

pickup_thread( String threadName )

spawnchance( Float spawn_chance )

spawnitem( String spawn_item_name )

spawntarget( String spawntarget )

spawntargetname( String spawntargetname )

SpawnArgs -> Class

SpawnChain (func_spawnchain) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

SpawnOutOfSight (func_spawnoutofsight) -> Spawn -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

Spin -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

SpinningPlant -> Actor -> Sentient -> Animate -> Entity -> Listener -> Class

get_clip

SplinePath (info_splinepath) -> Entity -> Listener -> Class

fadetime( Float fadeTime )

fov( Float cameraFOV )

loop( String loop_name )

speed( Float speed )

SplinePath_create

thread( String thread )

triggertarget( String target )

watch( String watchEntity )

Steering -> Listener -> Class

SupplyWater (func_supplywater) -> Trigger -> Animate -> Entity -> Listener -> Class

maxwater( Float wait )

triggereffect( Entity triggering_entity )

Sword -> Weapon -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

basic_damage( Float amount )

basic_knockback( Float amount )

hitspawn( String model )

water_damage( Float amount )

water_knockback( Float amount )

water_required( Integer amount )

Talk -> Behavior -> Listener -> Class

animdone

TargetList -> Class

Teleport -> Behavior -> Listener -> Class

Teleporter (trigger_teleport) -> Trigger -> Animate -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

TeleporterDestination (func_teleportdest) -> Entity -> Listener -> Class

angle( Float newAngle )

TeleportToPosition -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

TestPlayerStart (testplayerstart) -> PlayerStart -> Entity -> Listener -> Class

ThreadMarker -> Class

ThrowEntity -> Behavior -> Listener -> Class

animdone

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

ThrowObject (func_throwobject) -> Object -> Animate -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

pickup( Entity entity, String tag_name )

pickupoffset( Vector pickup_offset )

throw( Entity owner, Float speed, Entity targetent, [ Float grav ] )

throwsound( String throw_sound )

TorsoTurn -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

TossObject (TossObject) -> Animate -> Entity -> Listener -> Class

bouncesound( String sound )

bouncesoundchance( Float chance<0.00...1.00> )

doTouch( Entity touchingEntity )

stopped

TouchAnim (func_touchanim) -> UseAnim -> Entity -> Listener -> Class

TouchField -> Trigger -> Animate -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

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

activatetrigger( Entity triggering_entity )

angle( Float newAngle )

cnt( Integer count )

cone( Float newTriggerCone )

delay( Float delay_time )

doActivate( Entity activatingEntity )

doTouch( Entity touchingEntity )

edgetriggered( Boolean newEdgeTriggered )

health( Integer newHealth )

key( String key )

killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )

message( String message )

model( Entity modelName )

multifaceted( Integer facetDirection )

noise( String sound )

nottriggerable

sound( String sound )

thread( String thread )

triggerable

triggerthread

wait( Float wait_time )

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

maxs( Vector maxs )

mins( Vector mins )

TriggerByPushObject (trigger_pushobject) -> TriggerOnce -> Trigger -> Animate -> Entity -> Listener -> Class

triggername( String targetname_of_object )

TriggerCameraUse (trigger_camerause) -> TriggerUse -> Trigger -> Animate -> Entity -> Listener -> Class

doUse( Entity activatingEntity )

TriggerChangeLevel (trigger_changelevel) -> Trigger -> Animate -> Entity -> Listener -> Class

map( String map_name )

spawnspot( String spawn_spot )

thread( String thread )

triggereffect( Entity triggering_entity )

TriggerDamageTargets (trigger_damagetargets) -> Trigger -> Animate -> Entity -> Listener -> Class

activatetrigger( Entity triggering_entity )

damage( Integer damage )

TriggerExit (trigger_exit) -> Trigger -> Animate -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

TriggerGivePowerup (trigger_givepowerup) -> Trigger -> Animate -> Entity -> Listener -> Class

oneshot

powerupname( String powerup_name )

triggereffect( Entity triggering_entity )

TriggerHurt (trigger_hurt) -> TriggerUse -> Trigger -> Animate -> Entity -> Listener -> Class

damage( Integer damage )

damagetype( String damageType )

doTouch( Entity touchingEntity )

triggereffect( Entity triggering_entity )

TriggerMusic (trigger_music) -> Trigger -> Animate -> Entity -> Listener -> Class

altcurrent( String alternate_current_mood )

altfallback( String alterante_fallback_mood )

current( String current_mood )

fallback( String fallback_mood )

oneshot

triggereffect( Entity triggering_entity )

triggereffectalt( Entity triggering_entity )

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

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

channel( Integer channel )

min_dist( Float min_dist )

triggereffect( Entity triggering_entity )

volume( Float volume )

TriggerPush (trigger_push) -> Trigger -> Animate -> Entity -> Listener -> Class

angle( Float newAngle )

speed( Float speed )

triggereffect( Entity triggering_entity )

TriggerPushAny (trigger_pushany) -> Trigger -> Animate -> Entity -> Listener -> Class

speed( Float speed )

triggereffect( Entity triggering_entity )

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

TriggerReverb (trigger_music) -> Trigger -> Animate -> Entity -> Listener -> Class

altreverblevel( Float reverbLevel )

altreverbtype( Integer reverbType )

oneshot

reverblevel( Float reverbLevel )

reverbtype( Integer reverbType )

triggereffect( Entity triggering_entity )

triggereffectalt( Entity triggering_entity )

TriggerSecret (trigger_secret) -> TriggerOnce -> Trigger -> Animate -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

TriggerSetVariable (trigger_setvariable) -> Trigger -> Animate -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

value( String variableValue )

variable( String variableName )

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

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

doUse( Entity activatingEntity )

TriggerUseOnce (trigger_useonce) -> TriggerUse -> Trigger -> Animate -> Entity -> Listener -> Class

Turn -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

TurnInvestigate -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

TurnTo -> Behavior -> Listener -> Class

animdone

TurnToEnemy -> Behavior -> Listener -> Class

animdone

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

UseAnim (func_useanim) -> Entity -> Listener -> Class

anim( String animName )

camera( String cameraPosition )

count( Integer newCount )

doTouch( Entity touchingEntity )

key( String keyName )

num_loops( Integer loopCount )

state( String stateName )

thread( String label )

triggertarget( String targetname )

UseAnimDestination (func_useanimdest) -> Entity -> Listener -> Class

anim( String animName )

num_loops( Integer loopCount )

state( String stateName )

UseObject (func_useobject) -> Animate -> Entity -> Listener -> Class

activate

cone( Float newCone )

count( Integer newCount )

damage_type( String newDamageType )

deactivate

move_thread( String label )

offset( Vector newOffset )

reset_thread( String label )

reset_time( Float newResetTime )

state( String newState )

state_backwards( String newState )

stop_thread( String label )

triggertarget( String targetname )

usematerial( String nameOfUseMaterial )

yaw_offset( Float newYawOffset )

Vehicle (script_vehicle) -> VehicleBase -> ScriptModel -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

canjump( Boolean jumpable )

doBlocked( Entity obstacle )

doTouch( Entity touchingEntity )

doUse( Entity activatingEntity )

drivable

driveranim( String animation )

lock

seatanglesoffset( Vector angles )

seatoffset( Vector offset )

setweapon( String weaponname )

showweapon

start

steerinplace

turnrate( Float rate )

undrivable

unlock

vehiclespeed( Float speed )

VehicleBase -> ScriptModel -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

ViewMaster -> Animate -> Entity -> Listener -> Class

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

viewsetanim( Float animNum )

viewspawn( String model )

viewthingnext

viewthingprev

viewyaw( Float yaw )

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

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 )

viewsavesurfaces

viewscale( Float scale )

viewscaledown

viewscaleup

viewsetanim( Float animNum )

viewthing_think

viewyaw( Float yaw )

Wander -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

Watch -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

WaterInventoryItem -> InventoryItem -> Item -> Trigger -> Animate -> Entity -> Listener -> Class

useinvitem

Waypoint (info_waypoint) -> Mover -> Trigger -> Animate -> Entity -> Listener -> Class

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

actionincrement( Integer actionLevelIncrement )

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

ammo_in_clip( Integer ammoInClip )

ammorequired( Integer amount )

ammotype( String name )

autoaim

autoputaway( Boolean bool )

bulletcount( Float bulletCount )

bulletdamage( Float bulletDamage )

bulletknockback( Float bulletKnockback )

bulletrange( Float bulletRange )

bulletspread( Float bulletSpreadX, Float bulletSpreadY )

clipsize( Integer ammoClipSize )

crosshair( Boolean bool )

donefiring

donereloading

dualattachtotag( String tagname )

dualholsterangles( Vector angles )

dualholstertag( String tagname )

firetype( String firingType )

hand( String weaponHand )

holsterscale( Float scale )

idle

item_pickup( Entity item )

leftattachtotag( String tagname )

leftholsterangles( Vector angles )

leftholstertag( String tagname )

loopfire

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

maxchargetime( Integer time )

maxrange( Float maxRange )

meansofdeath( String meansOfDeath )

minrange( Float minRange )

notdroppable

process_mdl_cmds

projectile( String projectileModel )

quiet

range( Float range )

ready

rightattachtotag( String tagname )

rightholsterangles( Vector angles )

rightholstertag( String tagname )

setaimanim( String aimAnimation, Integer aimFrame )

shoot( [ String mode ] )

soundevent( [ Float soundRadius ] )

specialmove( Boolean bool )

startammo( Integer amount )

startingammotoowner

torsoaim( Boolean bool )

usenoammo( Boolean bool )

worldhitspawn( String modelname )

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

farplane( Float farplaneDistance )

farplane_color( Vector farplaneColor )

farplane_cull( Boolean farplaneCull )

gravity( Float worldGravity )

lavaalpha( Float lavaAlpha )

lavacolor( Vector lavaColor )

message( String worldMessage )

nextmap( String nextMap )

script( String worldScript )

skipthread( String skipThread )

skyalpha( Float newAlphaForPortalSky )

skyportal( Boolean newSkyPortalState )

soundtrack( String MusicFile )

wateralpha( Float waterAlpha )

watercolor( Vector waterColor )

202 Game Module Classes.
1272 Game Module Events.