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1731 lines (1262 loc) · 57.9 KB
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enum EConVarFlag {
FCVAR_NONE = 0,
FCVAR_UNREGISTERED = 1,
FCVAR_DEVELOPMENTONLY = 2,
FCVAR_SERVERDLL = 4,
FCVAR_CLIENTDLL = 8,
FCVAR_HIDDEN = 16,
FCVAR_PROTECTED = 32,
FCVAR_SPONLY = 64,
FCVAR_ARCHIVE = 128
}
enum ESolidType {
SOLID_NONE = 0,
SOLID_BSP = 1,
SOLID_BBOX = 2,
SOLID_OBB = 3,
SOLID_OBB_YAW = 4,
SOLID_CUSTOM = 5,
SOLID_VPHYSICS = 6,
SOLID_LAST = 7
}
enum EMoveCollide {
MOVECOLLIDE_DEFAULT = 0,
MOVECOLLIDE_FLY_BOUNCE = 1,
MOVECOLLIDE_FLY_CUSTOM = 2,
MOVECOLLIDE_FLY_SLIDE = 3,
MOVECOLLIDE_COUNT = 4
}
enum EMoveType {
MOVETYPE_NONE = 0,
MOVETYPE_ISOMETRIC = 1,
MOVETYPE_WALK = 2,
MOVETYPE_STEP = 3,
MOVETYPE_FLY = 4,
MOVETYPE_FLYGRAVITY = 5,
MOVETYPE_VPHYSICS = 6,
MOVETYPE_PUSH = 7,
MOVETYPE_NOCLIP = 8,
MOVETYPE_LADDER = 9,
MOVETYPE_OBSERVER = 10,
MOVETYPE_CUSTOM = 11
}
enum EFireBulletsFlags {
FIRE_BULLETS_FIRST_SHOT_ACCURATE = 1,
FIRE_BULLETS_DONT_HIT_UNDERWATER = 2,
FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS = 4,
FIRE_BULLETS_TEMPORARY_DANGER_SOUND = 8,
FIRE_BULLETS_NO_PIERCING_SPARK = 22,
FIRE_BULLETS_HULL = 50,
FIRE_BULLETS_ANGULAR_SPREAD = 100
}
enum EFieldType {
FIELD_VOID = 0,
FIELD_FLOAT = 1,
FIELD_DOUBLE = 2,
FIELD_STRING = 3,
FIELD_VECTOR = 4,
FIELD_VECTOR2D = 5,
FIELD_VECTOR4D = 6,
FIELD_QUATERNION = 7,
FIELD_INTEGER = 8,
FIELD_INTEGER64 = 9,
FIELD_BOOLEAN = 10,
FIELD_SHORT = 11,
FIELD_CHARACTER = 12,
FIELD_COLOR32 = 13,
FIELD_EMBEDDED = 14,
FIELD_CUSTOM = 15,
FIELD_CLASSPTR = 16,
FIELD_EHANDLE = 17,
FIELD_EDICT = 18,
FIELD_POSITION_VECTOR = 19,
FIELD_TIME = 20,
FIELD_TICK = 21,
FIELD_MODELNAME = 22,
FIELD_SOUNDNAME = 23,
FIELD_INPUT = 24,
FIELD_FUNCTION = 25,
FIELD_VMATRIX = 26,
FIELD_VMATRIX_WORLDSPACE = 27,
FIELD_MATRIX3X4_WORLDSPACE = 28,
FIELD_INTERVAL = 29,
FIELD_MODELINDEX = 30,
FIELD_MATERIALINDEX = 31,
FIELD_TYPECOUNT = 32
}
class array<T> {
T& opIndex(uint index);
const T& opIndex(uint index) const;
uint opForBegin() const;
bool opForEnd(uint) const;
uint opForNext(uint) const;
const T& opForValue0(uint index) const;
uint opForValue1(uint index) const;
T[]& opAssign(const T[]&in);
void insertAt(uint index, const T&in value);
void insertAt(uint index, const T[]&inout arr);
void insertLast(const T&in value);
void removeAt(uint index);
void removeLast();
void removeRange(uint start, uint count);
uint length() const;
void reserve(uint length);
void resize(uint length);
void sortAsc();
void sortAsc(uint startAt, uint count);
void sortDesc();
void sortDesc(uint startAt, uint count);
void reverse();
int find(const T&in value) const;
int find(uint startAt, const T&in value) const;
int findByRef(const T&in value) const;
int findByRef(uint startAt, const T&in value) const;
bool opEquals(const T[]&in) const;
bool isEmpty() const;
void sort(T[]::less&in, uint startAt = 0, uint count = uint(-1));
}
class string {
string& opAssign(const string&in str);
string& opAssign(int64 num);
string& opAssign(uint64 num);
string& opAssign(double num);
string& opAssign(float num);
uint8& opIndex(uint idx);
const uint8& opIndex(uint idx) const;
string& opAddAssign(const string&in);
string& opAddAssign(int64);
string& opAddAssign(uint64);
string& opAddAssign(double);
string& opAddAssign(float);
string opAdd(const string&in) const;
string opAdd(int64) const;
string opAdd(uint64) const;
string opAdd_r(int64) const;
string opAdd_r(uint64) const;
string opAdd(double) const;
string opAdd_r(double) const;
string opAdd(float) const;
string opAdd_r(float) const;
bool opEquals(const string&in) const;
uint len() const;
uint length() const;
uint resize() const;
bool empty() const;
string tolower() const;
string toupper() const;
string trim() const;
int64 toInt() const;
float toFloat() const;
uint locate(const string&in, const uint = 0) const;
string substr(const int start, const int length) const;
string subString(const int start, const int length) const;
string substr(const int start) const;
string subString(const int start) const;
string replace(const string&in search, const string&in replace) const;
bool isAlpha() const;
bool isNumerical() const;
bool isNumeric() const;
bool isAlphaNumerical() const;
string[]@ split(const string&in) const;
}
class dictionaryValue {
dictionaryValue& opAssign(const dictionaryValue&in);
dictionaryValue& opHndlAssign(const ?&in);
dictionaryValue& opHndlAssign(const dictionaryValue&in);
dictionaryValue& opAssign(const ?&in);
dictionaryValue& opAssign(double);
dictionaryValue& opAssign(int64);
void opCast(?&out);
void opConv(?&out);
int64 opConv();
double opConv();
}
class dictionary {
dictionary& opAssign(const dictionary&in);
void set(const string&in, const ?&in);
bool get(const string&in, ?&out) const;
void set(const string&in, const int64&in);
bool get(const string&in, int64&out) const;
void set(const string&in, const double&in);
bool get(const string&in, double&out) const;
bool exists(const string&in) const;
bool isEmpty() const;
uint getSize() const;
bool delete(const string&in);
void deleteAll();
string[]@ getKeys() const;
dictionaryValue& opIndex(const string&in);
const dictionaryValue& opIndex(const string&in) const;
dictionaryIter@ opForBegin() const;
bool opForEnd(dictionaryIter@) const;
dictionaryIter@ opForNext(dictionaryIter@) const;
const dictionaryValue& opForValue0(dictionaryIter@) const;
const string& opForValue1(dictionaryIter@) const;
}
class dictionaryIter {
}
class grid<T> {
T& opIndex(uint, uint);
const T& opIndex(uint, uint) const;
void resize(uint width, uint height);
uint width() const;
uint height() const;
}
class any {
any& opAssign(any&in);
void store(?&in);
void store(const int64&in);
void store(const double&in);
bool retrieve(?&out) const;
bool retrieve(int64&out) const;
bool retrieve(double&out) const;
}
class ref {
void opCast(?&out);
ref& opHndlAssign(const ref&in);
ref& opHndlAssign(const ?&in);
bool opEquals(const ref&in) const;
bool opEquals(const ?&in) const;
}
class Vector2D {
void Init(float ix, float iy);
bool IsValid() const;
void Invalidate();
float opIndex(int i) const;
float& opIndex(int i);
void Random(float minVal, float maxVal);
bool opEquals(const Vector2D&in v) const;
Vector2D& opAddAssign(const Vector2D&in v);
Vector2D& opSubAssign(const Vector2D&in v);
Vector2D& opMulAssign(const Vector2D&in v);
Vector2D& opMulAssign(float s);
Vector2D& opDivAssign(const Vector2D&in v);
Vector2D& opDivAssign(float s);
void Negate();
float Length() const;
float LengthSqr() const;
bool IsZero(float tolerance = 0.009999999776482582) const;
float NormalizeInPlace();
bool IsLengthGreaterThan(float val) const;
bool IsLengthLessThan(float val) const;
float DistTo(const Vector2D&in vOther) const;
float DistToSqr(const Vector2D&in vOther) const;
void MulAdd(const Vector2D&in a, const Vector2D&in b, float scalar);
float Dot(const Vector2D&in vOther) const;
Vector2D& opAssign(const Vector2D&in);
Vector2D opSub() const;
Vector2D opAdd(const Vector2D&in v) const;
Vector2D opSub(const Vector2D&in v) const;
Vector2D opMul(const Vector2D&in v) const;
Vector2D opDiv(const Vector2D&in v) const;
Vector2D opMul(float fl) const;
Vector2D opDiv(float fl) const;
float Cross(const Vector2D&in vOther) const;
Vector2D Min(const Vector2D&in vOther) const;
Vector2D Max(const Vector2D&in vOther) const;
}
class Vector {
void Init(float ix, float iy, float iz);
bool IsValid() const;
bool IsReasonable(float range = 1000000.0) const;
void Invalidate();
float opIndex(int i) const;
float& opIndex(int i);
Vector2D& AsVector2D();
const Vector2D& AsVector2D() const;
void Random(float minVal, float maxVal);
void Zero();
bool opEquals(const Vector&in) const;
Vector& opAddAssign(const Vector&in v);
Vector& opSubAssign(const Vector&in v);
Vector& opMulAssign(const Vector&in v);
Vector& opMulAssign(float s);
Vector& opDivAssign(const Vector&in v);
Vector& opDivAssign(float s);
Vector& opAddAssign(float fl);
Vector& opSubAssign(float fl);
void Negate();
float Length() const;
float LengthSqr() const;
float LengthRecipFast() const;
bool IsZero(float tolerance = 0.009999999776482582) const;
bool IsZeroFast() const;
float NormalizeInPlace();
float NormalizeInPlaceSafe(const Vector&in vFallback);
Vector Normalized() const;
Vector NormalizedSafe(const Vector&in vFallback) const;
bool IsLengthGreaterThan(float val) const;
bool IsLengthLessThan(float val) const;
bool WithinAABox(const Vector&in boxmin, const Vector&in boxmax);
float DistTo(const Vector&in vOther) const;
float DistToSqr(const Vector&in vOther) const;
void MulAdd(const Vector&in a, const Vector&in b, float scalar);
float Dot(const Vector&in vOther) const;
Vector& opAssign(const Vector&in);
int LargestComponent() const;
float LargestComponentValue() const;
int SmallestComponent() const;
float SmallestComponentValue() const;
float Length2D() const;
float Length2DSqr() const;
Vector ProjectOnto(const Vector&in onto);
Vector opSub() const;
Vector opAdd(const Vector&in v) const;
Vector opSub(const Vector&in v) const;
Vector opMul(const Vector&in v) const;
Vector opDiv(const Vector&in v) const;
Vector opMul(float fl) const;
Vector opDiv(float fl) const;
Vector Cross(const Vector&in vOther) const;
Vector Min(const Vector&in vOther) const;
Vector Max(const Vector&in vOther) const;
}
class Quaternion {
void Init(float ix, float iy, float iz, float iw);
void Init(const Vector&in vImaginaryPart, float flRealPart);
bool IsValid() const;
void Invalidate();
bool opEquals(const Quaternion&in src) const;
Quaternion& opAssign(const Quaternion&in);
Quaternion Conjugate() const;
Vector GetForward() const;
Vector GetLeft() const;
Vector GetUp() const;
void Print() const;
Vector& ImaginaryPart();
const Vector& ImaginaryPart() const;
float& RealPart();
float RealPart() const;
QAngle ToQAngle() const;
float opIndex(int i) const;
float& opIndex(int i);
Quaternion opAdd() const;
Quaternion opSub() const;
}
class QAngle {
void Init(float ix, float iy, float iz);
void Random(float minVal, float maxVal);
bool IsValid() const;
void Invalidate();
float opIndex(int i) const;
float& opIndex(int i);
bool opEquals(const QAngle&in v) const;
QAngle& opAddAssign(const QAngle&in v);
QAngle& opSubAssign(const QAngle&in v);
QAngle& opMulAssign(float s);
QAngle& opDivAssign(float s);
float Length() const;
float LengthSqr() const;
QAngle& opAssign(const QAngle&in);
void NormalizeInPlace();
void NormalizePositiveInPlace();
QAngle Normalized() const;
QAngle NormalizedPositive() const;
Quaternion ToQuaternion() const;
QAngle opSub() const;
QAngle opAdd(const QAngle&in v) const;
QAngle opSub(const QAngle&in v) const;
QAngle opMul(float fl) const;
QAngle opDiv(float fl) const;
}
class matrix3x4_t {
void InitXYZ(const Vector&in xAxis, const Vector&in yAxis, const Vector&in zAxis, const Vector&in vecOrigin);
void Init(const Vector&in xAxis, const Vector&in yAxis, const Vector&in zAxis, const Vector&in vecOrigin);
void InitFromQAngles(const QAngle&in angles, const Vector&in vPosition);
void InitFromQAngles(const QAngle&in angles);
void InitFromQuaternion(const Quaternion&in orientation, const Vector&in vPosition);
void InitFromQuaternion(const Quaternion&in orientation);
void InitFromDiagonal(const Vector&in vDiagonal);
Quaternion ToQuaternion() const;
QAngle ToQAngle() const;
void SetToIdentity();
void ScaleUpper3x3Matrix(float flScale);
void SetOrigin(const Vector&in p);
Vector GetOrigin() const;
void Invalidate();
bool IsValid() const;
bool opEquals(const matrix3x4_t&in other) const;
bool IsEqualTo(const matrix3x4_t&in other, float flTolerance = 9.999999747378752e-06) const;
Vector TransformVector(const Vector&in v0) const;
Vector RotateVector(const Vector&in v0) const;
Vector TransformVectorByInverse(const Vector&in v0) const;
Vector RotateVectorByInverse(const Vector&in v0) const;
Vector RotateExtents(const Vector&in vBoxExtents) const;
void TransformAABB(const Vector&in vecMinsIn, const Vector&in vecMaxsIn, Vector&out vecMinsOut, Vector&out vecMaxsOut) const;
void TransformAABBByInverse(const Vector&in vecMinsIn, const Vector&in vecMaxsIn, Vector&out vecMinsOut, Vector&out vecMaxsOut) const;
void RotateAABB(const Vector&in vecMinsIn, const Vector&in vecMaxsIn, Vector&out vecMinsOut, Vector&out vecMaxsOut) const;
void RotateAABBByInverse(const Vector&in vecMinsIn, const Vector&in vecMaxsIn, Vector&out vecMinsOut, Vector&out vecMaxsOut) const;
float GetOrthogonalityError() const;
float GetDeterminant() const;
float GetSylvestersCriterion() const;
Vector GetForward() const;
Vector GetLeft() const;
Vector GetUp() const;
Vector GetRow(int nRow) const;
void SetRow(int nRow, const Vector&in vRow);
void InverseTR(matrix3x4_t&out Out) const;
matrix3x4_t InverseTR() const;
}
class VPlane {
void Init(const Vector&in vNormal, float dist);
void Init(const Vector&in vNormal, const Vector&in vPointOnPlane);
float DistTo(const Vector&in vVec) const;
VPlane& opAssign(const VPlane&in thePlane);
VPlane Flip() const;
Vector GetPointOnPlane() const;
Vector ProjectPointOntoPlane(const Vector&in vPoint) const;
}
class Vector4D {
void Init(float ix, float iy, float iz, float iw);
void Init(const Vector&in src, float iw);
bool IsValid() const;
float opIndex(int i) const;
float& opIndex(int i);
Vector& AsVector3D();
const Vector& AsVector3D() const;
Vector2D& AsVector2D();
const Vector2D& AsVector2D() const;
void Random(float minVal, float maxVal);
bool opEquals(const Vector4D&in) const;
Vector4D& opAddAssign(const Vector4D&in v);
Vector4D& opSubAssign(const Vector4D&in v);
Vector4D& opMulAssign(const Vector4D&in v);
Vector4D& opMulAssign(float s);
Vector4D& opDivAssign(const Vector4D&in v);
Vector4D& opDivAssign(float s);
Vector4D opSub() const;
Vector4D opMul(float fl) const;
Vector4D opDiv(float fl) const;
Vector4D opMul(const Vector4D&in v) const;
Vector4D opAdd(const Vector4D&in v) const;
Vector4D opSub(const Vector4D&in v) const;
void Negate();
float Length() const;
float LengthSqr() const;
bool IsZero(float tolerance = 0.009999999776482582) const;
float DistTo(const Vector4D&in vOther) const;
float DistToSqr(const Vector4D&in vOther) const;
void MulAdd(const Vector4D&in a, const Vector4D&in b, float scalar);
float Dot(const Vector4D&in vOther) const;
Vector4D& opAssign(const Vector4D&in);
}
class VMatrix {
void Init(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33);
float& opIndex(uint, uint);
const float& opIndex(uint, uint) const;
void Init(const matrix3x4_t&in matrix3x4);
void SetLeft(const Vector&in vLeft);
void SetUp(const Vector&in vUp);
void SetForward(const Vector&in vForward);
void GetBasisVectors(Vector&out vForward, Vector&out vLeft, Vector&out vUp) const;
void SetBasisVectors(const Vector&in vForward, const Vector&in vLeft, const Vector&in vUp);
Vector& GetTranslation(Vector&out vTrans) const;
void SetTranslation(const Vector&in vTrans);
void PreTranslate(const Vector&in vTrans);
void PostTranslate(const Vector&in vTrans);
matrix3x4_t& As3x4();
const matrix3x4_t& As3x4() const;
void CopyFrom3x4(const matrix3x4_t&in m3x4);
void Set3x4(matrix3x4_t&out matrix3x4) const;
bool opEquals(const VMatrix&in src) const;
Vector GetLeft() const;
Vector GetUp() const;
Vector GetForward() const;
Vector GetTranslation() const;
void V3Mul(const Vector&in vIn, Vector&out vOut) const;
void V4Mul(const Vector4D&in vIn, Vector4D&out vOut) const;
Vector ApplyRotation(const Vector&in vVec) const;
Vector opMul(const Vector&in vVec) const;
Vector VMul3x3(const Vector&in vVec) const;
Vector VMul3x3Transpose(const Vector&in vVec) const;
Vector VMul4x3(const Vector&in vVec) const;
Vector VMul4x3Transpose(const Vector&in vVec) const;
void TransformPlane(const VPlane&in inPlane, VPlane&out outPlane) const;
VPlane opMul(const VPlane&in thePlane) const;
VMatrix& opAssign(const VMatrix&in mOther);
void MatrixMul(const VMatrix&in vm, VMatrix&out Out) const;
const VMatrix& opAddAssign(const VMatrix&in other);
VMatrix opMul(const VMatrix&in mOther) const;
VMatrix opAdd(const VMatrix&in other) const;
VMatrix opSub(const VMatrix&in other) const;
VMatrix opSub() const;
VMatrix opCom() const;
void Identity();
bool IsIdentity() const;
void SetupMatrixOrgAngles(const Vector&in origin, const QAngle&in vAngles);
bool InverseGeneral(VMatrix&out vInverse) const;
void InverseTR(VMatrix&out mRet) const;
bool IsRotationMatrix() const;
float Element(int i, int j) const;
void SetElement(int i, int j, float flValue);
VMatrix InverseTR() const;
Vector GetScale() const;
VMatrix Scale(const Vector&in vScale);
VMatrix NormalizeBasisVectors() const;
VMatrix Transpose() const;
VMatrix Transpose3x3() const;
}
class Color {
void SetColor(uint8, uint8, uint8, uint8);
void GetColor(uint8&out, uint8&out, uint8&out, uint8&out) const;
uint8& opIndex(int);
uint8& opIndex(int) const;
}
class ConVar {
int GetInt() const;
float GetFloat() const;
bool GetBool() const;
Color GetColor() const;
string GetString() const;
string GetStringFast() const;
string GetDefault() const;
void SetValue(int);
void SetValue(float);
void SetValue(const string&in);
void SetValue(Color);
void Reset();
}
class ConVarRef {
bool IsValid() const;
float GetFloat() const;
int GetInt() const;
bool GetBool() const;
Color GetColor() const;
string GetString() const;
Vector GetVector() const;
Vector4D GetVector4D() const;
bool SetValue(int);
bool SetValue(float);
bool SetValue(bool);
bool SetValue(const string&in);
bool SetValue(Color);
bool SetValue(Vector);
bool SetValue(Vector4D);
EConVarFlag GetFlags() const;
string GetDefault() const;
float GetMin() const;
float GetMax() const;
void Revert();
}
class CollisionProperty {
const Vector& GetOBBMins() const;
const Vector& GetOBBMinsPreScaled() const;
const Vector& GetOBBMaxs() const;
const Vector& GetOBBMaxsPreScaled() const;
float GetBoundingRadius() const;
const Vector& GetOBBSize() const;
const QAngle& GetCollisionAngles() const;
int GetCollisionGroup() const;
const Vector& GetCollisionOrigin() const;
void SetCollisionBounds(const Vector&in, const Vector&in);
void SetSolid(ESolidType);
ESolidType GetSolid() const;
bool IsPointInBounds(const Vector&in) const;
}
class GameEvent {
string GetName() const;
bool IsReliable() const;
bool IsLocal() const;
bool IsEmpty(const string&in) const;
bool GetBool(const string&in name, bool def = false) const;
int GetInt(const string&in name, int def = 0) const;
int GetUint64(const string&in name, uint64 def = 0) const;
float GetFloat(const string&in name, float def = 0) const;
string GetString(const string&in name, string def = "") const;
void SetBool(const string&in, bool);
void SetInt(const string&in, int);
void SetUint64(const string&in, uint64);
void SetFloat(const string&in, float);
void SetString(const string&in, const string&in);
}
class IGameEventManager {
GameEvent@ CreateEvent(const string&in name, bool force = false);
bool FireEvent(GameEvent@ event, bool dontBoradast = false);
bool FireEventClientSide(GameEvent@);
}
class CommandArgs {
int ArgC() const;
string GetCommandString() const;
string Arg(int) const;
}
class cplane_t : VPlane {
}
class StorageScope {
void Clear(const string&in);
void ClearAll();
float GetFloat(const string&in);
int GetInt(const string&in);
Vector GetVector(const string&in);
string GetString(const string&in);
void SetFloat(const string&in, float);
void SetInt(const string&in, int);
void SetVector(const string&in, const Vector&in);
void SetString(const string&in, const string&in);
}
class trace_t {
trace_t& opAssign(const trace_t&in);
bool DidHitWorld() const;
bool DidHitNonWorldEntity() const;
int GetEntityIndex() const;
bool DidHit() const;
}
class FireBulletsInfo_t {
}
class IPhysicsObject {
bool IsStatic() const;
bool IsAsleep() const;
bool IsTrigger() const;
bool IsFluid() const;
bool IsHinged() const;
bool IsCollisionEnabled() const;
bool IsGravityEnabled() const;
bool IsDragEnabled() const;
bool IsMotionEnabled() const;
bool IsMoveable() const;
bool IsAttachedToConstraint(bool&out) const;
void EnableCollisions(bool&out);
void EnableGravity(bool&out);
void EnableDrag(bool&out);
void EnableMotion(bool&out);
void Wake();
void Sleep();
void SetMass(float&out);
float GetMass() const;
float GetInvMass() const;
Vector GetInertia() const;
Vector GetInvInertia() const;
void SetInertia(const Vector&in);
void SetBuoyancyRatio(float&out);
int GetMaterialIndex() const;
void SetMaterialIndex(int&out);
uint GetContents() const;
void SetContents(uint&out);
float GetSphereRadius() const;
void SetSphereRadius(float&out);
float GetEnergy() const;
Vector GetMassCenterLocalSpace() const;
void SetPosition(const Vector&in, const QAngle&in, bool&out);
void SetPositionMatrix(const matrix3x4_t&in, bool&out);
void ApplyForceCenter(const Vector&in);
void ApplyForceOffset(const Vector&in, const Vector&in);
void ApplyTorqueCenter(const Vector&in);
float CalculateLinearDrag(const Vector&in) const;
float CalculateAngularDrag(const Vector&in) const;
void SetDamping(float, float);
void GetDamping(float&out, float&out) const;
void SetDragCoefficient(float, float);
void GetPosition(Vector&out, QAngle&out) const;
void GetPositionMatrix(matrix3x4_t&out) const;
void SetVelocity(const Vector&in, const Vector&in);
void SetVelocityInstantaneous(const Vector&in, const Vector&in);
void GetVelocity(Vector&out, Vector&out) const;
void AddVelocity(const Vector&in, const Vector&in);
Vector GetVelocityAtPoint(const Vector&in) const;
void GetImplicitVelocity(Vector&out, Vector&out) const;
void CalculateForceOffset(const Vector&in, const Vector&in, Vector&out, Vector&out) const;
void CalculateVelocityOffset(const Vector&in, const Vector&in, Vector&out, Vector&out) const;
}
class CBaseEntity {
void Spawn();
void Precache();
void SetModel(const string&in);
void PrecacheModel(const string&in);
const Vector& GetAbsOrigin() const;
void SetAbsOrigin(const Vector&in);
const Vector& GetLocalOrigin() const;
void SetLocalOrigin(const Vector&in);
const QAngle& GetAbsAngles() const;
void SetAbsAngles(const QAngle&in);
const QAngle& GetLocalAngles() const;
void SetLocalAngles(const QAngle&in);
const Vector& GetAbsVelocity() const;
void SetAbsVelocity(const Vector&in);
const Vector& GetLocalVelocity() const;
void SetLocalVelocity(const Vector&in);
CBaseEntity@ GetOwnerEntity() const;
void SetOwnerEntity(CBaseEntity@);
void SetOwnerEntity(CBaseEntity@ parent, int attachment = -1);
void SetParentAttachmentMaintainOffset(const string&in);
void SetParentAttachment(const string&in);
int GetTeamNumber() const;
void ChangeTeam(int);
Vector EyePosition() const;
const QAngle& EyeAngles() const;
const QAngle& LocalEyeAngles() const;
Vector Forward() const;
Vector Up() const;
Vector Left() const;
const CollisionProperty@ CollisionProp() const;
CollisionProperty@ CollisionProp();
void SetMoveType(EMoveType val, EMoveCollide moveCollide = MOVECOLLIDE_DEFAULT);
EMoveType GetMoveType() const;
void SetMoveCollide(EMoveCollide);
EMoveCollide GetMoveCollide() const;
CBaseEntity@ GetMoveParent();
void SetSolid(ESolidType);
ESolidType GetSolid() const;
void SetCollisionBounds(const Vector&in, const Vector&in);
void SetThink(ThinkFunc_t@ thinkFunc, float nextThinkTime = 0.0, const string&in context = "");
void SetNextThink(float thinkTime, const string&in context = "");
void EmitSound(const string&in);
void StopSound(const string&in);
int GetHealth() const;
int GetMaxHealth() const;
void SetHealth(int);
void SetMaxHealth(int);
void FireBullets(const FireBulletsInfo_t&in);
void Remove();
string GetEntityName();
string GetClassname() const;
string GetDebugName();
int GetEntityIndex() const;
bool GetKeyValue(const string&in, uint8&out, int);
string GetModelName() const;
float GetElasticity() const;
void SetElasticity(float);
bool IsFloating();
bool IsBSPModel() const;
float GetFriction() const;
void SetFriction(float);
void SetGravity(float);
float GetGravity() const;
bool HasVPhysicsObject() const;
void PrecacheScriptSound(const string&in);
IPhysicsObject@ GetPhysicsObject() const;
}
class Variant {
EFieldType FieldType() const;
bool Bool() const;
string String() const;
int Int() const;
float Float() const;
void Vector3D(Vector&out) const;
void Angle3D(QAngle&out) const;
Color Color32() const;
void SetBool(bool);
void SetInt(int);
void SetFloat(float);
void SetEntity(CBaseEntity@);
void SetVector3D(const Vector&in);
void SetPositionVector3D(const Vector&in);
void SetAngle3D(const QAngle&in);
void SetColor32(Color clr);
void SetColor32(int, int, int, int);
void SetString(const string&in);
}
class InputData {
}
class CBaseAnimating : CBaseEntity {
int LookupAttachment(const string&in);
bool GetAttachment(const string&in, Vector&out, QAngle&out);
bool GetAttachment(int, Vector&out, QAngle&out);
int GetBodygroup(int);
int GetBodygroupCount(int);
string GetBodygroupName(int);
string GetBodygroupPartName(int, int);
int GetBoneCount();
void GetBonePosition(int, Vector&out, QAngle&out);
int GetBodygroupCount();
int GetObjectScaleLevel();
float GetPoseParameter(int);
bool GetPoseParameterRange(int, float&out, float&out);
int GetSequence();
string GetSequenceActivityName(int);
int GetSequenceCount();
float GetSequenceCycleRate(int);
float GetSequenceDuration(int);
string GetSequenceName(int);
int GetSkin();
bool IsActivityFinished();
bool IsSequenceFinished();
bool IsSequenceLooping(int);
bool IsValidSequence(int);
int LookupActivity(const string&in);
int LookupPoseParameter(const string&in);
int LookupSequence(const string&in);
void SetBodygroup(int, int);
void SetPlaybackRate(float);
float SetPoseParameter(int, float);
void SetSequence(int);
void SetSkin(int);
}
class CBaseCombatWeapon : CBaseEntity {
void PrimaryAttack();
void SecondaryAttack();
bool Reload();
void ItemPreFrame();
void ItemPostFrame();
void ItemBusyFrame();
bool Holster(CBaseCombatWeapon@ switchingTo = null);
CBaseEntity@ GetOwner() const;
}
class CLight : CBaseEntity {
float GetInnerAngle() const;
float GetOuterAngle() const;
Color GetColorHDR() const;
Color GetColor() const;
float GetClusteredRadius() const;
int GetColorScale() const;
int GetColorScaleHDR() const;
void SetColor(const Color&in, float);
void SetColorHDR(const Color&in, float);
float GetRadiusOverride() const;
void SetRadiusOverride(float);
void Toggle();
void TurnOff();
void TurnOn();
void SetShadowSize(int);
int GetShadowSize() const;
void SetPattern(const string&in);
string GetPattern() const;
void SetOuterAngle(float);
void SetInnerAngle(float);
bool GetState() const;
void SetLightFalloffCLQ(float, float, float);
void SetLightFalloffD50D0(float, float);
void GetLightFalloffCLQ(float&out, float&out, float&out);
void GetLightFalloffD50D0(float&out, float&out);
bool IsHDR() const;
}
class CGlobalEntityList {
CBaseEntity@ FindByClassname(CBaseEntity@, const string&in);
CBaseEntity@ FindByName(CBaseEntity@, const string&in);
CBaseEntity@ FindInSphere(CBaseEntity@, const Vector&in, float);
CBaseEntity@ Next(CBaseEntity@);
CBaseEntity@ First();
CBaseEntity@ FindByTarget(CBaseEntity@, const string&in);
CBaseEntity@ FindByModel(CBaseEntity@, const string&in);
CBaseEntity@ FindByNameNearest(const string&in, const Vector&in, float);
CBaseEntity@ FindByNameWithin(CBaseEntity@, const string&in, const Vector&in, float);
CBaseEntity@ FindByClassnameNearest(const string&in, const Vector&in, float);
CBaseEntity@ FindByClassnameWithin(CBaseEntity@, const string&in, const Vector&in, float);
}
float fpFromIEEE(uint);
uint fpToIEEE(float);
double fpFromIEEE(uint64);
uint64 fpToIEEE(double);
bool closeTo(float, float, float = 0.00001f);
bool closeTo(double, double, double = 0.0000000001);
float cos(float);
float sin(float);
float tan(float);
float acos(float);
float asin(float);
float atan(float);
float atan2(float, float);
float cosh(float);
float sinh(float);
float tanh(float);
float log(float);
float log10(float);
float pow(float, float);
float sqrt(float);
float ceil(float);
float abs(float);
float floor(float);
float fraction(float);
float round(float);
string join(const string[]&in, const string&in);
void throw(const string&in);
string getExceptionInfo();
float BitsToFloat(uint i);
bool IsFinite(const float&in f);
double fabs(double);
float fabsf(float);
float FloatMakePositive(float f);
float FloatNegate(float f);
float FloatMakeNegative(float f);
float RandomFloat(float flMinVal, float flMaxVal = 1.0);
float RandomFloatExp(float flMinVal, float flMaxVal = 1.0, float flExponent = 1.0);
int RandomInt(int iMinVal, int iMaxVal);
float RandomGaussianFloat(float flMean, float flStdDev = 1.0);
float FastCos(float x);
float FastRecip(float x);
float FastSqrtEst(float x);
float FastClampInfinity(float x);
void Vector2DCopy(const Vector2D&in src, Vector2D&out dst);
void Vector2DAdd(const Vector2D&in a, const Vector2D&in b, Vector2D&out result);
void Vector2DSubtract(const Vector2D&in a, const Vector2D&in b, Vector2D&out result);
void Vector2DMultiply(const Vector2D&in a, float b, Vector2D&out result);
void Vector2DMultiply(const Vector2D&in a, const Vector2D&in b, Vector2D&out result);
void Vector2DDivide(const Vector2D&in a, float b, Vector2D&out result);
void Vector2DDivide(const Vector2D&in a, const Vector2D&in b, Vector2D&out result);
void Vector2DMA(const Vector2D&in start, float s, const Vector2D&in dir, Vector2D&out result);
void Vector2DMin(const Vector2D&in a, const Vector2D&in b, Vector2D&out result);
void Vector2DMax(const Vector2D&in a, const Vector2D&in b, Vector2D&out result);
float Vector2DNormalize(Vector2D&out v);
float Vector2DLength(const Vector2D&in v);
float DotProduct2D(const Vector2D&in a, const Vector2D&in b);
float CrossProduct2D(const Vector2D&in a, const Vector2D&in b);
void Vector2DLerp(const Vector2D&in src1, const Vector2D&in src2, float t, Vector2D&out dest);
void Vector2DRotate(const Vector2D&in vIn, float flDegrees, Vector2D&out vOut);
float Vector2DAngle(const Vector2D&in a, const Vector2D&in b);
void VectorCopy(const Vector&in src, Vector&out dst);
void VectorAdd(const Vector&in a, const Vector&in b, Vector&out result);
void VectorSubtract(const Vector&in a, const Vector&in b, Vector&out result);