Trawled through the
mp and
gametypes folders and documented (basic) new/interesting changes to functions, as well as some other stuff.
Code:
New Functions (in MP):
SetClientFlag( flag )
ClearClientFlag( flag )
glassRadiusDamage( pos, radius, max, min, mod )
ActionSlotOneButtonPressed()
IsRemoteControlling()
SetInvisibleToPlayer( entity )
SetVisibleToPlayer( entity )
registerClientSys( ? )
setClientSysState( ? )
isDemoEnabled()
StopDemoRecording()
StartDemoRecording()
ClientNotify( string )
VisionSetLerpRatio( ratio )
setAdvertisedStatus( bool )
WeaponLockFree()
WeaponLockTargetTooClose( bool )
WeaponLockNoClearance( bool )
getLockOnSpeed()
WeaponLockFinalize( target )
target_isincircle( target, self, 65, radius )
getLockOnRadius()
Target_SetTurretAquire( heli, false ) // SAM Turret
MakeVehicleUnusable()
SetHoverParams( x, y, z )
UseAnimTree( #animtree, true )
ThrowButtonPressed()
MagicBullet( "hind_rockets_firstperson_mp", start_origin, end_origin, self )
SetVehWeapon( weapon )
SetTargetEntity( target )
pcServerUpdatePlaylist()
setEnemyModel( model )
usevehicle( entity, flag? )
RotatePoint( ent, yaw )
SetSpawnClientFlag( string )
flag_init( string )
SetTurretOwner( ent )
SetTurretType( type )
setturretteam( team )
setupTurretHealth( turret )
stopCarryTurret( turret, turret.origin, turret.angles )
setTurretCarried( bool )
maketurretunusable()
SetMode( string )
canPlayerPlaceTurret()
SetForceNoCull()
SetPerkForTrigger( perk )
SetIgnoreEntForTrigger( bool )
LinkGuidedMissileCamera()
Target_Set( entity )
Target_Remove( entity )
UnlinkCameraFromRocket()
isMissileInsideHeightLock()
SetSprintDuration( float )
SetSprintCooldown( float )
GetHostPlayer()
GetPregameClass()
is_bot()
array_std_deviation( array, avg )
array_average( array )
SetPlayerRenderOptions( ? )
calcPlayerOptions( lInt, hInt )
calcWeaponOptions ( <camo> <lens> <reticle> <tag> <emblem> )
GiveWeapon( weapon, 0, weaponOptions )
ClearScriptGoal()
SetScriptGoal( goal, dist )
PressUseButton( time )
ClearScriptEnemy()
GetDefaultClassSlot( class, tag )
tableLookupColumnForRow( table, row, searchValue )
bbPrint( ? )
getplayerspawnid( player )
getCustomClassLoadoutItem( num, string )
getCustomClassModifier( num, string )
getDstat( ?, ? )
sendranks()
IsWeaponSpecificUse( weapon )
setDStat( baseName, dataName, value, oldStatName, challengeName, currentMilestone )
SetPreGameTeam( team )
SetPregameClass( class )
//interesting pieces
target.locking_on &= ~( 1 << clientNum );
#using_animtree ( "mp_vehicles" );
// new waittills
waittill( "stationary" // Ballistic knife
"grenade_bounce"
"missile_fire", missile, weap, target
"missile_lock"
"hijacked crate"
"team crate hijacked", crateType
"proPerkMelee"
"sprint_begin"
"sprint_end"
"grenade_throwback"
"lethalGrenadeKill"
"rcbomb_done"
"face", face_notify, ent
"entering_last_stand"
"damage_caused_by", weapon
"turret_stun_ended"
"turret_deactivated"
"hacked"
"turret_carried"
"scrambler_spawn"
"scrambler_death"
"projectile_impact", weapon
"guided_missile_exploded"
"bad_path"
"goal"
"weapon_change", weapon
"play_final_killcam"
"begin_killcam"
"end_killcam"
"changed_class"
// Dvars
SetDvar( "sv_botMinDeathTime", "250" );
SetDvar( "sv_botMaxDeathTime", "500" );
SetDvar( "sv_botMinFireTime", "100" );
SetDvar( "sv_botMaxFireTime", "300" );
SetDvar( "sv_botYawSpeed", "14" );
SetDvar( "sv_botYawSpeedAds", "14" );
SetDvar( "sv_botPitchUp", "-5" );
SetDvar( "sv_botPitchDown", "10" );
SetDvar( "sv_botFov", "160" );
SetDvar( "sv_botMinAdsTime", "3000" );
SetDvar( "sv_botMaxAdsTime", "5000" );
SetDvar( "sv_botMinCrouchTime", "100" );
SetDvar( "sv_botMaxCrouchTime", "400" );
SetDvar( "sv_botTargetLeadBias", "2" );
SetDvar( "sv_botMinReactionTime", "30" );
SetDvar( "sv_botMaxReactionTime", "100" );
SetDvar( "sv_botStrafeChance", "1" );
SetDvar( "sv_botMinStrafeTime", "3000" );
SetDvar( "sv_botMaxStrafeTime", "6000" );
SetDvar( "scr_help_dist", "512" );
SetDvar( "devgui_bot", "" );
SetDvar( "scr_bot_follow", "0" );
SetDvar( "sv_botsAllowMovement", "0" );
SetDvar( "sv_botsIgnoreHumans", "1" );
SetDvar( "sv_botsForceStand", "1" );
SetDvar( "scr_bots_managed_spawn", 0 );
SetDvar( "scr_bots_managed_all", 0 );
SetDvar( "scr_bots_managed_axis", 0 );
SetDvar( "scr_bots_managed_allied", 0 );
SetDvar( "scr_bot_difficulty", "normal" );
SetDvar( "scr_botsHasPlayerWeapon", "0" );
SetDvar( "scr_botsGrenadesOnly", "0" );
SetDvar( "scr_botsSpecialGrenadesOnly", "0" );
SetDvar( "sv_botsPressAttackBtn", "1" );
SetDvar( "sv_botsPressMeleeBtn", "1" );
setDvar( "party_minplayers", 4 );
// init cac data table column definitions
level.cac_numbering = 0; // unique unsigned int - general numbering of all items
level.cac_cstat = 1; // unique unsigned int - stat number assigned
level.cac_cgroup = 2; // string - item group name, "primary" "secondary" "inventory" "specialty" "grenades" "special grenades" "stow back" "stow side" "attachment"
level.cac_cname = 3; // string - name of the item, "Extreme Conditioning"
level.cac_creference = 4; // string - reference string of the item, "m203" "svt40" "bulletdamage" "c4"
level.cac_ccount = 5; // signed int - item count, if exists, -1 = has no count
level.cac_cimage = 6; // string - item's image file name
level.cac_cdesc = 7; // long string - item's description
level.cac_cstring = 8; // long string - item's other string data, reserved
level.cac_cint = 9; // signed int - item's other number data, used for attachment number representations
level.cac_cunlock = 10; // unsigned int - represents if item is unlocked by default
level.cac_cint2 = 11; // signed int - item's other number data, used for primary weapon camo skin number representations
level.cac_cost = 12; // signed int - cost of the item
level.cac_slot = 13; // string - slot for the given item
level.cac_classified = 15; // signed int - number of items of the class purchased need to unlock this weapon
// Client flags
// Scriptmovers
level.const_flag_rocket_fx = 1;
level.const_flag_tactical_insertion = 2;
level.const_flag_flag_away = 3;
level.const_flag_stunned = 9;
level.const_flag_camera_spike = 10;
level.const_flag_counteruav = 11;
level.const_flag_destructible_car = 12;
level.const_flag_copterrotor = 13;
level.const_flag_copterdamaged = 14;
// Missiles
level.const_flag_scrambler = 3;
level.const_flag_stunned = 9;
// Helicopters
level.const_flag_warn_targeted = 3;
level.const_flag_warn_locked = 4;
level.const_flag_warn_fired = 5;
level.const_flag_outofbounds = 6;
level.const_flag_choppergunner = 7;
level.const_flag_opendoor = 8;
level.const_flag_crashing = 9;
// Vehicles
level.const_flag_countdown = 1;
level.const_flag_timeout = 2;
level.const_flag_stunned = 9;
// Players
level.const_flag_ctfcarrier = 0;
// Planes
level.const_flag_bombing = 1;
level.const_flag_airstrike = 2;
level.const_flag_napalm = 3;