PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native void SetCamera(int cam, vector origin, vector angle)
proto native void SetCameraEx(int cam, const vector mat[4])
Changes camera matrix.
proto native void SetCameraFarPlane(int cam, float farplane)
proto vector UnprojectVector(int cam, float x, float y, vector dir)
proto native void SetCameraNearPlane(int cam, float nearplane)
proto native void SetCameraVerticalFOV(int cam, float fovy)
proto native void SetListenerCamera(int camera)
sets which camera will be a listener (for sound engine)
proto vector ProjectVector(int cam, IEntity ent, vector vec)
PostProcessEffectType
Post-process effect type.
proto native void SetCameraType(int cam, CameraType type)
proto native void GetCamera(int cam, out vector mat[4])
Returns current camera transformation.
proto native void SetCameraPostProcessEffect(int cam, int priority, PostProcessEffectType type, string materialPath)
proto native hDecal CreateDecal(IEntity entity, vector origin, vector project, float nearclip, float angle, float size, string materialName, float lifetime, int flags)
proto native void FinalizeLandMarkDecal(hDecal lmDecal, bool addAlpha, float alphaDist)
proto native void RemoveDecal(hDecal decal)
proto native bool AddPointToLandMarkDecal(hDecal lmDecal, vector point, vector normal, float alpha)
proto native bool IsLandMarkFinalized(hDecal lmDecal)
proto native hDecal CreateLandMarkDecal(IEntity entity, vector origin, vector normal, float edgeSize, float lifeTime, string materialName, hDecal prevDecal, float alpha)
proto native void SetGlobalLandMarkParams(float minSegmentLength, float maxSegmentLength, float degAngle)
proto native int CanAddToLandMarkDecal(hDecal lmDecal, IEntity entity, string mat, vector newPoint)
proto native vector GetLastLandMarkPoint(hDecal lmDecal)
proto native int ClearLightFlags(HLIGHT light, LightFlags flags)
proto native bool RemoveLight(HLIGHT light)
removes light
int[] HLIGHT
Light handle.
proto native int SetLightFlags(HLIGHT light, LightFlags flags)
proto native bool SetLightCone(HLIGHT light, float cone)
Sets light cone in degrees (for LightType.SPOT).
proto native bool SetLightTexture(HLIGHT light, string cubemap)
sets lookup texture for projection lights
proto native float GetSceneHDRMul(int camera)
proto native bool SetLightEx(HLIGHT light, float radius, vector color)
proto HLIGHT AddLight(IEntity owner, LightType type, LightFlags flags, float radius, vector color)
@ DYNAMIC
Dynamic objects are included in the query.
@ CHEAP
for cheaper dynamic lights, like muzzle flashes (might use cheaper rendering method)
proto native int GetResult()
owned string OriginalMaterialName
proto native bool IsOcean()
proto native void Destroy()
Destroys the object.
proto native float GetOceanHeight(float worldX, float worldZ)
proto native vector GetOceanHeightAndDisplace(float worldX, float worldZ)
owned string MaterialName
proto native void SetPosition(vector pos)
Sets world position.
proto native IEntity FindEntityByName(IEntity worldEnt, string name)
proto native IEntity GetActiveEntity(IEntity worldEntity, int index)
returns active entity
proto native IEntity FindEntityByID(IEntity worldEnt, int ID)
proto native int GetNumActiveEntities(IEntity worldEntity)
returns number of active (simulated) Entities in the world
proto native float GetWorldTime()
proto native WorldHandle SetCurrentWorld(WorldHandle world)
proto volatile float TraceMove(TraceParam param, out IEntity cent, out float plane[4], out int surfparm, func filtercallback)
TraceParam TraceLineToEntity
proto int SphereQuery(vector origin, float radius, out IEntity visents[], int ents, int fmask)
finds all entities in a radius
proto int VisEntities(vector origin, vector look, float angle, float radius, out IEntity ents[2], int maxents, int fmask)
proto native bool IsBoxVisible(vector mins, vector maxs, int flags)
proto native int P2PVisibilityEx(vector from, vector to, int flags)