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Ultrapatch+Angel AngelScript Docs
int StringToInt(string&in str)
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Ultrapatch+Angel AngelScript Docs
AngelScript
AngelScript
Introduction
Using AngelScript
Flags/Enums
Serialization
Casting
Syntax Highlighter
Shared (C+S)
Shared (C+S)
Global Variables
Global Variables
CAngelScriptVM engine (>v1.1.0)
IGameEventManager gameeventmanager
CGlobalVars gpGlobals
const Vector vec3_origin
const QAngle vec3_angle
Client-side
Client-side
Tutorials
Tutorials
Creating a new in-game achievement
Objects
Objects
string
array@
string_t
CUtlSymbol
Vector
QAngle
AngularImpulse
Vector2D
Color
ConVar@
ConCommand@
CGlobalVars@
CCommand
ASTeamData_t
CAngelScriptVM@
IGameEvent@
IGameEventManager@
CAmmoDef@
Ammo_t@
KeyValues@
HCursor
IBorder@
HFont
HScheme
IScheme@
ISchemeManager@
ISurface@
Panel@
IVGui@
EditablePanel@
ImagePanel@
Label@
HudElement@
HudTexture@
Button@
AnimationController@
ScriptedButton@
ScriptedPanel@
AddonData_t
CBaseAchievement@
Global Functions
Global Functions
string formatInt(int64 val, const string&in options = "", uint width = 0)
string formatUInt(uint64 val, const string&in options = "", uint width = 0)
string formatFloat(double val, const string&in options = "", uint width = 0, uint precision = 0)
int64 parseInt(const string&in, uint base = 10, uint&out byteCount = 0)
uint64 parseUInt(const string&in, uint base = 10, uint&out byteCount = 0)
double parseFloat(const string&in, uint&out byteCount = 0)
vgui::ScriptedPanel@ CreateVGUI_ScriptedPanel(string&in name, string&in resource)
vgui::Panel@ GetP3Viewport()
vgui::Panel@ GetViewport()
vgui::Panel@ CreateVGUI_Panel(vgui::Panel@ parent = null, string&in name = "")
vgui::EditablePanel@ CreateVGUI_EditablePanel(vgui::Panel@ parent = null, string&in name = "")
Vector2D GetGUI2Viewport()
gameui2::ScriptedButton@ CreateScriptedButton(string&in command, string&in scheme, vgui::Panel@ parent)
vgui::AnimationController@ CreateAnimationController(vgui::Panel@ Parent)
void CreateNewAchievement(string&in name, int achievementID, bool bHidden, int iGoalCount)
void AssertMsg(string&in str)
void Wait(float flTime, int iHandle = 0)
void CreateContext(string&in func, ?&in var = null, ?&in var2 = null, ?&in var3 = null, ?&in var4 = null, ?&in var5 = null, ?&in var6 = null, ?&in var7 = null, ?&in var8 = null, ?&in var9 = null, ?&in var10 = null, ?&in var11 = null, ?&in var12 = null, ?&in var13 = null, ?&in var14 = null, ?&in var15 = null)
void CreateContextClass(string&in sclass, string&in func, ?&in var2 = null, ?&in var3 = null, ?&in var4 = null, ?&in var5 = null, ?&in var6 = null, ?&in var7 = null, ?&in var8 = null, ?&in var9 = null, ?&in var10 = null, ?&in var11 = null, ?&in var12 = null, ?&in var13 = null, ?&in var14 = null, ?&in var15 = null)
void CallContext(string&in sclass, string&in func, bool initialize = false)
IClient@ GetScriptObj(string&in className)
CAmmoDef@ GetAmmoDef()
int GetAmmoIndex(string&in name)
int GetAmmoMaxCarry(int ammoIndex)
int RandomInt(int min, int max)
float RandomFloat(float min, float max)
void PrecacheSound(string&in sound)
void ListenForGameEvent(const string&in event)
void StopListeningForGameEvents()
ConVar@ CreateCVar(const string&in name, CUtlSymbol defValue = "", int flags = 0, const string&in help = "", bool callback = false, bool reset = false)
ConVar@ FindCVar(const string&in name)
int GetCVarInt(const string&in cvar)
float GetCVarFloat(const string&in cvar)
bool GetCVarBool(const string&in cvar)
string GetCVarString(const string&in cvar)
void InstallCVarCallback(const string&in name)
ConCommand@ CreateCCMD(string_t name, string_t description, CCMDCallback@ func)
void StringToVector(Vector vec, string&in str)
int StringToInt(string&in str)
float VectorNormalize(Vector&out vec)
void AngleVectors(QAngle ang, Vector&out forward, Vector&out right, Vector&out up)
float DotProduct(Vector vec1, Vector vec2)
int GetLocalTime(int flag)
bool AddGlobalTeam(ASTeamData_t data)
bool IsTeamplay()
bool IsCoOp()
bool IsDeathmatch()
string UnicodeToANSI(string&in unicode, bool bCleanup = true)
KeyValues@ CreateKeyValues(string&in name)
string InitString(string&in str = "")
bool Bitwise_AND(int org, int check)
float atof(string&in str)
int atoi(string&in str)
void Printf(string&in msg, ?&in var = 0, ?&in var2 = 0, ?&in var3 = 0, ?&in var4 = 0, ?&in var5 = 0, ?&in var6 = 0, ?&in var7 = 0, ?&in var8 = 0, ?&in var9 = 0, ?&in var10 = 0, ?&in var11 = 0, ?&in var12 = 0, ?&in var13 = 0, ?&in var14 = 0, ?&in var15 = 0)
void Warning(string&in msg, ?&in var = 0, ?&in var2 = 0, ?&in var3 = 0, ?&in var4 = 0, ?&in var5 = 0, ?&in var6 = 0, ?&in var7 = 0, ?&in var8 = 0, ?&in var9 = 0, ?&in var10 = 0, ?&in var11 = 0, ?&in var12 = 0, ?&in var13 = 0, ?&in var14 = 0, ?&in var15 = 0)
void DebugOverlay_Box(Vector origin, Vector mins, Vector maxs, int r, int g, int b, int a, float flDuration)
void DebugOverlay_BoxAngles(Vector origin, Vector mins, Vector maxs, QAngle angles, int r, int g, int b, int a, float flDuration)
Server-side
Server-side
Tutorials
Tutorials
Getting Started
Delaying
Creating Contexts
Repeating
Calling AngelScript in Postal3Script
Cache/Save & Restore
Getting Script Classes
Code Examples
Code Examples
Ported AreaEvent
Map Checking
Stimuli
Database
Enums
Enums
HintIgnoreFacing_t
NPC_STATE
Datatypes
Datatypes
Vector
QAngle
AngularImpulse
string (native)
string_t
array (native)
Objects
Objects
string
array@
string_t
CUtlSymbol
Vector
QAngle
AngularImpulse
Vector2D
Color
ConVar@
ConCommand@
CPhysObj@
CSound@
CBaseEntity@
CBaseCombatWeapon@
CBaseCombatCharacter@
CBasePlayer@
CP3SObj@
CP3Weapon@
CGlobalVars@
EHANDLE
CAINetworkManager@
HintNodeData
CAI_Hint@
CP3AI_StateMachine@
CCommand
ASTeamData_t
IEntityFindFilter@
CGlobalEntityList@
CParticleSystem@
CP3Player@
CCutsceneCamera@
CWPNData@
CAngelScriptVM@
CSoundPatch@
CWJProp@
CTakeDamageInfo
IGameEvent@
IGameEventManager@
CAmmoDef@
Ammo_t@
KeyValues@
Relationship_t
CEngineServer@
INextBot@
CNextBot@
CNextBotPathCost
PathFollower@
CountdownTimer@
Interfaces
Interfaces
IPostal3Script
Global Functions
Global Functions
string formatInt(int64 val, const string&in options = "", uint width = 0)
string formatUInt(uint64 val, const string&in options = "", uint width = 0)
string formatFloat(double val, const string&in options = "", uint width = 0, uint precision = 0)
int64 parseInt(const string&in, uint base = 10, uint&out byteCount = 0)
uint64 parseUInt(const string&in, uint base = 10, uint&out byteCount = 0)
double parseFloat(const string&in, uint&out byteCount = 0)
CAINetworkManager@ GetAINetworkMgr()
PathFollower@ CreatePathFollower()
CountdownTimer@ CreateCountdownTimer()
void AssertMsg(string&in str)
void Wait(float flTime, int iHandle = 0)
CP3SObj@ GetContextOwner()
CP3SObj@ GetContextCaller()
void CreateContext(string&in func, ?&in var = null, ?&in var2 = null, ?&in var3 = null, ?&in var4 = null, ?&in var5 = null, ?&in var6 = null, ?&in var7 = null, ?&in var8 = null, ?&in var9 = null, ?&in var10 = null, ?&in var11 = null, ?&in var12 = null, ?&in var13 = null, ?&in var14 = null, ?&in var15 = null)
void CreateContextClass(string&in sclass, string&in func, ?&in var2 = null, ?&in var3 = null, ?&in var4 = null, ?&in var5 = null, ?&in var6 = null, ?&in var7 = null, ?&in var8 = null, ?&in var9 = null, ?&in var10 = null, ?&in var11 = null, ?&in var12 = null, ?&in var13 = null, ?&in var14 = null, ?&in var15 = null)
void CallContext(string&in sclass, string&in func, CP3SObj@ ent = null, CP3SObj@ caller = null, bool initialize = false)
CP3SObj@ GetPlayer()
CP3SObj@ GetEntById(int id)
CBaseEntity@ GetCrosshair(CP3SObj@ pPlayer, Vector&out endpos)
IPostal3Script@ GetScriptObj(string&in className, CP3SObj@ pOwner)
float CalcDistance(CP3SObj@ ent1, CP3SObj@ ent2)
float CalcDistanceZ(CP3SObj@ ent1, CP3SObj@ ent2)
CP3SObj@[]& GetArrayOfNPCs()
CP3SObj@[]& GetArrayOfPlayers()
CP3SObj@[]& GetArrayOfEntitiesRadius(CP3SObj@ center, float radius)
CP3SObj@[]& GetArrayOfEntitiesSphere(Vector center, float radius)
CP3SObj@[]& GetArrayOfWeapons(CP3SObj@ owner)
CP3SObj@[]& GetArrayOfP3SObjs()
CAmmoDef@ GetAmmoDef()
int GetAmmoIndex(string&in name)
int GetAmmoMaxCarry(int ammoIndex)
CBaseEntity@ CreateEnt(string&in name)
void Spawn(CBaseEntity@ ent)
int RandomInt(int min, int max)
float RandomFloat(float min, float max)
CSoundPatch@ CreateSound(CBaseEntity@ owner, string&in name)
void DestroySound(CSoundPatch@ sound)
void PlaySound(CSoundPatch@ sound)
void StopSound(CSoundPatch@ sound)
bool IsSoundPlaying(CSoundPatch@ sound)
void FadeOutSound(CSoundPatch@ sound, float flTime)
void FadeInSound(CSoundPatch@ sound, float flTime)
void ChangeSoundVolume(CSoundPatch@ sound, float flVolume, float flTime)
void SetSoundVolume(CSoundPatch@ sound, float flVolume)
CParticleSystem@ CreateEffect(CBaseEntity@ owner, string&in effect, Vector pos, QAngle ang, float flTime)
CParticleSystem@ CreateEffectAttachment(CBaseEntity@ owner, string&in effect, int attachment, float flTime)
void PrecacheModel(string&in model)
void PrecacheSound(string&in sound)
void PrecacheScriptSound(string&in scriptsound)
void PrecacheClass(string&in sclass)
void PrecacheMaterial(string&in material)
void PrecacheParticleSystem(string&in particle)
void PrecacheDecal(string&in decal)
void PrecacheClassModel(string&in sclass, string&in model)
void ListenForGameEvent(const string&in event)
void StopListeningForGameEvents()
ConVar@ CreateCVar(const string&in name, CUtlSymbol defValue = "", int flags = 0, const string&in help = "", bool callback = false, bool reset = false)
ConVar@ FindCVar(const string&in name)
int GetCVarInt(const string&in cvar)
float GetCVarFloat(const string&in cvar)
bool GetCVarBool(const string&in cvar)
string GetCVarString(const string&in cvar)
void InstallCVarCallback(const string&in name)
ConCommand@ CreateCCMD(string_t name, string_t description, CCMDCallback@ func)
void AddToSensible(CBaseEntity@ ent)
void Remove(CBaseEntity@ ent)
void RemoveEnt(CBaseEntity@ ent)
bool CanSeeSpot(CP3SObj@ ent, Vector pos, bool bViewCone = false)
void Teleport(CBaseEntity@ ent, Vector pos)
CBaseEntity@ CreateHint()
void AddHintToList(CAI_Hint@ hint, bool bDebug = false)
void ValidateHints()
void StringToVector(Vector vec, string&in str)
int StringToInt(string&in str)
int StringToInt(string&in str)
Table of contents
Syntax
string[]& GetTemplateData(string&in iszTemplateName)
string GetTemplateDataRandom(string&in iszTemplateName)
CBaseEntity@ ParseEntity(string&in pEntData)
float VectorNormalize(Vector&out vec)
void AngleVectors(QAngle ang, Vector&out forward, Vector&out right, Vector&out up)
float DotProduct(Vector vec1, Vector vec2)
float GetP3SVar(string&in conststr)
bool HasP3SVar(string&in conststr)
int GetP3SFactionIndex(string&in name)
int GetP3SMannerIndex(string&in name)
int GetP3SItemTypeIndex(string&in name)
int GetLocalTime(int flag)
bool AddGlobalTeam(ASTeamData_t data)
bool IsTeamplay()
bool IsCoOp()
bool IsDeathmatch()
void ShowMessage(string&in msg, string&in channel)
void FadeScreen(int r, int g, int b, int alpha, float fadeTime, float holdTime, int flags)
string UnicodeToANSI(string&in unicode, bool bCleanup = true)
KeyValues@ CreateKeyValues(string&in name)
string InitString(string&in str = "")
bool Bitwise_AND(int org, int check)
int DropToFloor(CBaseEntity@ pEntity, uint mask, CBaseEntity@ pIgnore = null)
int SetState(CP3SObj@ ent, string&in state, string&in pattern)
string WeaponIDtoString(int iWeaponID)
float atof(string&in str)
int atoi(string&in str)
void Printf(string&in msg, ?&in var = 0, ?&in var2 = 0, ?&in var3 = 0, ?&in var4 = 0, ?&in var5 = 0, ?&in var6 = 0, ?&in var7 = 0, ?&in var8 = 0, ?&in var9 = 0, ?&in var10 = 0, ?&in var11 = 0, ?&in var12 = 0, ?&in var13 = 0, ?&in var14 = 0, ?&in var15 = 0)
void Warning(string&in msg, ?&in var = 0, ?&in var2 = 0, ?&in var3 = 0, ?&in var4 = 0, ?&in var5 = 0, ?&in var6 = 0, ?&in var7 = 0, ?&in var8 = 0, ?&in var9 = 0, ?&in var10 = 0, ?&in var11 = 0, ?&in var12 = 0, ?&in var13 = 0, ?&in var14 = 0, ?&in var15 = 0)
void DebugOverlay_Box(Vector origin, Vector mins, Vector maxs, int r, int g, int b, int a, float flDuration)
void DebugOverlay_BoxAngles(Vector origin, Vector mins, Vector maxs, QAngle angles, int r, int g, int b, int a, float flDuration)
void ToggleFSMOverlay(CBaseEntity@ ent)
void AttributeProgressBar(CP3SObj@ ent, string&in panel, bool visibility, string&in attr, string&in visibility_val, string&in aux)
void OverrideProgressBar(CP3SObj@ ent, string&in attr, bool bDelete, int value, int min, int max)
Table of contents
Syntax
StringToInt
Converts string to int.
Syntax
int StringToInt(string&in str)