engine
Note
The methods here might be converted into global functions in the future.
Methods
float GetCurTime()-- Gets the current time.string GetCurMapName()-- Gets the current map name.int GetCurLoadType()-- Gets the current load type.void ClientCommand(string &in)-- Executes client commands in place of the player.float CalcDistance(CP3SObj@, CP3SObj@)-- Calculates distance between 2 objects.float CalcDistanceZ(CP3SObj@, CP3SObj@)-- Calculates Z distance between 2 objects.array<CP3SObj@>& GetArrayOfNPCs()-- Gets all the NPCs on the level, and puts them into an array.array<CP3SObj@>& GetArrayOfPlayers()-- Gets all the connected and spawned Players.array<CP3SObj@>& GetArrayOfEntitiesRadius(CP3SObj@, float)-- Gets all the NPCs in a specified radius around an object.- CR
array<CP3SObj@>& GetArrayOfSavedFSMEntities(CP3SObj@)-- Gets all the saved FSM entities of an object. - CR
array<CP3SObj@>& GetArrayOfInventory(CP3SObj@)-- Gets the array of an object's inventory. array<CP3SObj@>& GetArrayOfWeapons(CP3SObj@ owner)-- Gets the array of an object's weapons. If the game is not CR then it only gets the Player's weapons.array<CP3SObj@>& GetArrayOfP3SObjs()-- Gets all the P3S Objects in the map.void DelayedExecution(float, string &in, string &in, CP3SObj@)-- Executes a function with delay.bool IsMultiplayer()-- Returns true if game is Multiplayer.void AddGlobalBool(bool bSet, int iNum)-- Adds a global boolean which never resets.int GetGlobalBool(int iNum)-- Gets the global boolean. Returns -1 if it doesn't exist.void AddStaticBool(bool bSet, int iNum)-- Adds a static boolean which will reset after a new game.int GetStaticBool(int iNum)-- Gets the static boolean. Returns -1 if it doesn't exist.