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util_shared.gsc File Reference

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Functions

function _delay (time_or_notify, str_endon, func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function _delay_network_frames (n_frames, str_endon, func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function _delay_notify (time_or_notify, str_notify, str_endon, arg1, arg2, arg3, arg4, arg5)
 
function _disableUsability ()
 
function _disableWeapon ()
 
function _enableUsability ()
 
function _enableWeapon ()
 
function _timeout (delay)
 
function _waitlogic (s_tracker, notifies)
 
function ads_button_held ()
 
function alert_notify_wrapper ()
 
function any_player_is_touching (ent, str_team)
 
function any_team_hit_round_score_limit ()
 
function any_team_hit_score_limit ()
 
function anyTeamHitRoundLimitWithDraws ()
 
function anyTeamHitRoundWinLimit ()
 
function array_copy_if_array (any_var)
 
function attack_button_held ()
 
function auto_delete (n_mode=DELETE_SAFE, n_min_time_alive=0, n_dist_horizontal=0, n_dist_vertical=0)
 
function break_glass (n_radius=50)
 
function button_held_think (which_button)
 
function button_right_held ()
 
function call_func (s_func)
 
function clientNotify (event)
 
function coopGame ()
 
function create_flags_and_return_tokens (flags)
 
function damage_notify_wrapper (damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags)
 
function death_notify_wrapper (attacker, damageType)
 
function debug_line (start, end, color, alpha, depthTest, duration)
 
function debug_magic_bullet_shield_death (guy)
 
function debug_sphere (origin, radius, color, alpha, time)
 
function debug_spherical_cone (origin, domeApex, angle, slices, color, alpha, depthTest, duration)
 
function delay (time_or_notify, str_endon, func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function delay_network_frames (n_frames, str_endon, func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function delay_notify (time_or_notify, str_notify, str_endon, arg1, arg2, arg3, arg4, arg5)
 
function delayed_delete (str_notify, f_delay_seconds)
 
function delayed_notify (str_notify, f_delay_seconds)
 
function delete_on_death (ent)
 
function delete_on_death_or_notify (e_to_delete, str_notify, str_clientfield=undefined)
 
function deleteAfterTime (time)
 
function deleteAfterTimeAndNetworkFrame (time)
 
function deleteAfterTimeThread (time)
 
function do_chyron_text (str_1_full, str_1_short, str_2_full, str_2_short, str_3_full, str_3_short, str_4_full, str_4_short, str_5_full="", str_5_short="", n_duration)
 
function draw_debug_line (start, end, timer)
 
function drawcylinder (pos, rad, height, duration, stop_notify, color, alpha)
 
function drawcylinder_think (pos, rad, height, seconds, stop_notify, color, alpha)
 
function empty (a, b, c, d, e)
 
function explode_notify_wrapper ()
 
function fileprint_chk (file, str)
 
function fileprint_end ()
 
function fileprint_map_entity_end ()
 
function fileprint_map_entity_start ()
 
function fileprint_map_header (bInclude_blank_worldspawn)
 
function fileprint_map_keypairprint (key1, key2)
 
function fileprint_map_start (file)
 
function fileprint_radiant_vec (vector)
 
function fileprint_start (file)
 
 foreach (ent in a_ents)
 
 foreach (k, v in a_kvps_match)
 
function freeze_player_controls (b_frozen=true)
 
function get_all_alive_players_s ()
 
function get_array_of_closest (org, array, excluders, max, maxdist)
 
function get_closest_player (org, str_team)
 
function get_current_round_score_limit ()
 
function get_elapsed_time (start_time, end_time)
 
function get_eye ()
 
function get_next_safehouse (str_next_map)
 
function get_other_teams_alive_players_s (teamNameToIgnore)
 
function get_other_teams_rounds_won (skip_team)
 
function get_rounds_played ()
 
function get_rounds_won (team)
 
function get_start_time ()
 
function get_team_alive_players_s (teamName)
 
function get_time ()
 
function get_time_frac (n_end_time)
 
function get_time_in_seconds ()
 
function get_time_left ()
 
function get_weapon_by_name (weapon_name)
 
function getClientSysState (sSysName)
 
function GetCurrentGameMode ()
 
function getHostPlayer ()
 
function getHostPlayerForBots ()
 
function getLastWeapon ()
 
function getOtherTeamsRoundsWon (skip_team)
 
function GetPlaySpaceCenter ()
 
function GetPlaySpaceMaxWidth ()
 
function getRoundsPlayed ()
 
function getRoundsWon (team)
 
function getRoundWinLimitWinningTeam ()
 
function getStatsTableName ()
 
function getWeaponClass (weapon)
 
function ground_position (v_start, n_max_dist=5000, n_ground_offset=0, e_ignore, b_ignore_water=false, b_ignore_glass=false)
 
function has_awareness_perk_purchased_and_equipped ()
 
function has_blind_eye_perk_purchased_and_equipped ()
 
function has_cold_blooded_perk_purchased_and_equipped ()
 
function has_fast_hands_perk_purchased_and_equipped ()
 
function has_flak_jacket_perk_purchased_and_equipped ()
 
function has_ghost_perk_purchased_and_equipped ()
 
function has_gung_ho_perk_purchased_and_equipped ()
 
function has_hacker_perk_purchased_and_equipped ()
 
function has_hard_wired_perk_purchased_and_equipped ()
 
function has_jetquiet_perk_purchased_and_equipped ()
 
function has_ninja_perk_purchased_and_equipped ()
 
function has_purchased_perk_equipped (ref)
 
function has_purchased_perk_equipped_with_specific_stat (single_perk_ref, stats_table_ref)
 
function has_scavenger_perk_purchased_and_equipped ()
 
function has_tactical_mask_purchased_and_equipped ()
 
function has_toughness_perk_purchased_and_equipped ()
 
function hitRoundLimit ()
 
function hitRoundScoreLimit ()
 
function hitRoundWinLimit ()
 
function hitScoreLimit ()
 
 if (b_match_substrings)
 
 if (isdefined(a_kvps_ingnore))
 
function init_button_wrappers ()
 
function is_ads ()
 
function is_bot ()
 
function is_female ()
 
function is_first_round ()
 
function is_flashbanged ()
 
function is_item_purchased (ref)
 
function is_killstreaks_enabled ()
 
function is_lastround ()
 
function is_looking_at (ent_or_org, n_dot_range=0.67, do_trace=false, v_offset)
 
function is_new_cp_map ()
 
function is_one_round ()
 
function is_player_looking_at (origin, dot, do_trace, ignore_ent)
 
function is_primary_damage (meansofdeath)
 
function is_round_based ()
 
function is_safehouse ()
 
function is_time_left ()
 
function IsEnemyPlayer (player)
 
function isFirstRound ()
 
function isFlashed ()
 
function isHacked ()
 
function isLastRound ()
 
function isOneRound ()
 
function isRankEnabled ()
 
function isRoundBased ()
 
function isStunned ()
 
function isUsabilityEnabled ()
 
function isUsingRemote ()
 
function isWeaponEnabled ()
 
function magic_bullet_shield (ent)
 
function mayApplyScreenEffect ()
 
function melee_notify_wrapper ()
 
function new_func (func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function new_timer (n_timer_length)
 
function note_elapsed_time (start_time, label="unknown")
 
function orient_to_normal (normal)
 
function player_lock_control ()
 
function player_set_chyron_menu (str_1_full, str_1_short, str_2_full, str_2_short, str_3_full, str_3_short, str_4_full, str_4_short, str_5_full="", str_5_short="", n_duration)
 
function player_unlock_control ()
 
function PositionQuery_PointArray (origin, minSearchRadius, maxSearchRadius, halfHeight, innerSpacing, reachableBy_Ent)
 
function registerClientSys (sSysName)
 
function resetUsability ()
 
function script_delay ()
 
function script_wait (called_from_spawner=false)
 
function set_console_status ()
 
function set_lighting_state (n_state)
 
function set_sun_shadow_split_distance (f_distance)
 
function setClientSysState (sSysName, sSysState, player)
 
function shoot_notify_wrapper ()
 
function show_hud (b_show)
 
function single_func (entity, func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function single_thread (entity, func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function spawn_anim_model (model_name, origin, angles, n_spawnflags=0, b_throttle)
 
function spawn_anim_player_model (model_name, origin, angles, n_spawnflags=0)
 
function spawn_array_struct ()
 
function spawn_model (model_name, origin, angles, n_spawnflags=0, b_throttle=false)
 
function spawn_player_clone (player, animname)
 
function stance_button_held ()
 
function stop_magic_bullet_shield (ent)
 
function str_strip_lh (str)
 
function streamer_wait (n_stream_request_id, n_wait_frames=0, n_timeout=0, b_bonuszm_streamer_fallback=true)
 
function timeout (n_time, func, arg1, arg2, arg3, arg4, arg5, arg6)
 
function timer_wait (n_wait)
 
function totalPlayerCount ()
 
function track (spot_to_track)
 
function trackDoubleJumpDistance ()
 
function trackSprintDistance ()
 
function trackWallRunningDistance ()
 
function use_button_held ()
 
function wait_endon (waitTime, endOnString, endonString2, endonString3, endonString4)
 
function wait_network_frame (n_count=1)
 
function wait_till_not_touching (e_to_check, e_to_touch)
 
function waitForTime (time)
 
function waitForTimeAndNetworkFrame (time)
 
function waittill_ads_button_pressed ()
 
function waittill_any (str_notify1, str_notify2, str_notify3, str_notify4, str_notify5, str_notify6)
 
function waittill_any_array (a_notifies)
 
function waittill_any_array_return (a_notifies)
 
function waittill_any_ents (ent1, string1, ent2, string2, ent3, string3, ent4, string4, ent5, string5, ent6, string6, ent7, string7)
 
function waittill_any_ents_two (ent1, string1, ent2, string2)
 
function waittill_any_ex (...)
 
function waittill_any_return (string1, string2, string3, string4, string5, string6, string7)
 
function waittill_any_timeout (n_timeout, string1, string2, string3, string4, string5)
 
function waittill_asset_loaded (str_type, str_name)
 
function waittill_attack_button_pressed ()
 
function waittill_either (msg1, msg2)
 
function waittill_level_any_timeout (n_timeout, otherEnt, string1, string2, string3, string4, string5)
 
function waittill_level_string (msg, ent, otherEnt)
 
function waittill_multiple (...)
 
function waittill_multiple_ents (...)
 
function waittill_notify_or_timeout (msg, timer)
 
function waittill_player_looking_at (origin, arc_angle_degrees=90, do_trace, e_ignore)
 
function waittill_player_not_looking_at (origin, dot, do_trace)
 
function waittill_stance_button_held ()
 
function waittill_stance_button_pressed ()
 
function waittill_string (msg, ent)
 
function waittill_use_button_held ()
 
function waittill_use_button_pressed ()
 
function waittill_vehicle_move_up_button_pressed ()
 
function waittillend (msg)
 
function WaitTillEndOnThreaded (waitCondition, callback, endCondition1, endCondition2, endCondition3)
 
function waitTillNotMoving ()
 
function waitTillRollingOrNotMoving ()
 
function WaitTillSlowProcessAllowed ()
 
function wasLastRound ()
 
function within_fov (start_origin, start_angles, end_origin, fov)
 

Variables

function _query_ents_by_substring_helper a_ents
 
function query_ents a_kvps_match
 
return a_ret
 
 else
 

Function Documentation

◆ _delay()

function _delay ( time_or_notify  ,
str_endon  ,
func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Definition at line 1207 of file util_shared.gsc.

References single_func().

Referenced by delay().

◆ _delay_network_frames()

function _delay_network_frames ( n_frames  ,
str_endon  ,
func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Definition at line 1247 of file util_shared.gsc.

References single_func(), and wait_network_frame().

Referenced by delay_network_frames().

◆ _delay_notify()

function _delay_notify ( time_or_notify  ,
str_notify  ,
str_endon  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5   
)

Definition at line 1283 of file util_shared.gsc.

Referenced by delay_notify().

◆ _disableUsability()

function _disableUsability ( )

Definition at line 1112 of file util_shared.gsc.

Referenced by supplyDropGrenadePullWatcher().

◆ _disableWeapon()

function _disableWeapon ( )

◆ _enableUsability()

function _enableUsability ( )

Definition at line 1119 of file util_shared.gsc.

Referenced by watchForGrenadePutDown().

◆ _enableWeapon()

◆ _timeout()

function _timeout ( delay  )

Definition at line 711 of file util_shared.gsc.

References delay().

Referenced by waittill_any_ex(), waittill_any_timeout(), and waittill_level_any_timeout().

◆ _waitlogic()

function _waitlogic ( s_tracker  ,
notifies   
)

Definition at line 386 of file util_shared.gsc.

References ARRAY_ADD, and waittill_any_array().

Referenced by waittill_multiple(), and waittill_multiple_ents().

◆ ads_button_held()

function ads_button_held ( )

Description:
"Function Name: ads_button_held()"
"Summary: Returns true if the player is holding down their ADS button." "Module: Player"
"Example:if(player util::ads_button_held())"

Definition at line 2293 of file util_shared.gsc.

References BUTTON_ADS, button_held_think(), and init_button_wrappers().

◆ alert_notify_wrapper()

function alert_notify_wrapper ( )

Definition at line 1088 of file util_shared.gsc.

◆ any_player_is_touching()

function any_player_is_touching ( ent  ,
str_team   
)

Description:
"Function Name: any_player_is_touching( <ent>, <team> )"
"Summary: Return true/false if any player is touching the given entity."
"Mandatory Argument(s): <ent>: The entity to check against if a player is touching"
"Mandatory Argument(s): <ent>: What team to check, if undefined, checks all players"
"Example:if ( any_player_is_touching( trigger, "allies" ) )"

Definition at line 1868 of file util_shared.gsc.

Referenced by flood_spawner_think().

◆ any_team_hit_round_score_limit()

function any_team_hit_round_score_limit ( )

Definition at line 3680 of file util_shared.gsc.

References get_current_round_score_limit().

Referenced by checkRoundScoreLimit(), and hitRoundScoreLimit().

◆ any_team_hit_score_limit()

function any_team_hit_score_limit ( )

Definition at line 3638 of file util_shared.gsc.

Referenced by checkScoreLimit(), and hitScoreLimit().

◆ anyTeamHitRoundLimitWithDraws()

function anyTeamHitRoundLimitWithDraws ( )

Definition at line 3566 of file util_shared.gsc.

References getRoundsWon().

Referenced by hitRoundWinLimit().

◆ anyTeamHitRoundWinLimit()

function anyTeamHitRoundWinLimit ( )

Definition at line 3555 of file util_shared.gsc.

References getRoundsWon().

Referenced by hitRoundWinLimit().

◆ array_copy_if_array()

function array_copy_if_array ( any_var  )

Description:
"Function Name: array_copy_if_array( <any_var> )"
"Summary: returns a copy of any_var if it is an array; otherwise returns any_var. Remember to only copy arrays if there is a good reason to do so."
"Optional Argument(s): <any_var> a var that could be an array or possibly undefined"
"Example:data.victimAttackersThisSpawn = util::array_copy_if_array( data.victimAttackersThisSpawn );"
"Single Player / Multi Player: both"

Definition at line 4058 of file util_shared.gsc.

Referenced by playerKilled().

◆ attack_button_held()

function attack_button_held ( )

Description:
"Function Name: attack_button_held()"
"Summary: Returns true if the player is holding down their attack button." "Module: Player"
"Example:if(player util::attack_button_held())"

Definition at line 2313 of file util_shared.gsc.

References BUTTON_ATTACK, button_held_think(), and init_button_wrappers().

◆ auto_delete()

function auto_delete ( n_mode  = DELETE_SAFE,
n_min_time_alive  = 0,
n_dist_horizontal  = 0,
n_dist_vertical  = 0 
)

Description:
"Function Name: auto_delete( n_mode, n_min_time_alive, n_dist_horizontal, n_dist_vertical )"
"Summary: Deletes an entity when it is determined to be safe to delete (sight checks, times alive, etc.)"

"CallOn: entity to delete"


"Optional Argument(s): [n_mode] can be DELETE_SAFE (default), DELETE_BEHIND, DELETE_BLOCKED, DELETE_BOTH, or DELETE_AGGRESSIVE (defined in shared.gsh)."
"Optional Argument(s): [n_min_time_alive] minimum time that the ent should be alive before deleting."
"Optional Argument(s): [n_dist_horizontal] minimum distance that the entity has to be at from players before deleting."
"Optional Argument(s): [n_dist_vertical] minimum distance that the entity has to be at from players before deleting."


"Example:ai thread auto_delete(); // DELETE_SAFE by default"
"Example:ai thread auto_delete( DELETE_BEHIND ); // delete if behind all players"
"Example:ai thread auto_delete( DELETE_BLOCKED ); // delete if no players can see"
"Example:ai thread auto_delete( DELETE_BOTH ); // delete if no players can see OR behind all players"
"Example:ai thread auto_delete( DELETE_AGGRESSIVE ); // aggressive version of DELETE_BOTH"

Definition at line 3132 of file util_shared.gsc.

References DELETE_AGGRESSIVE, DELETE_BEHIND, DELETE_BLOCKED, DELETE_BOTH, DELETE_SAFE, WAIT_ABOUT, and wait_till().

◆ break_glass()

function break_glass ( n_radius  = 50)

Description:
"Function Name: break_glass( n_radius )"
"Summary: Calls GlassRadiusDamage on the center position of an AI to break glass around him." "Module: Utility" "CallOn: Entity"
"Optional Argument(s): <n_radius> radius used for GlassRadiusDamage, defaults to 50"
"Example:guy break_glass();"
"Single Player / Multi Player: both"

Definition at line 319 of file util_shared.gsc.

Referenced by _CloneBreakGlass(), and setup_notetracks().

◆ button_held_think()

function button_held_think ( which_button  )

◆ button_right_held()

function button_right_held ( )

Description:
"Function Name: button_right_held()"
"Summary: Returns true if the player is holding down their dpad right button." "Module: Player"
"Example:if(player util::button_right_held())"

Definition at line 2333 of file util_shared.gsc.

References button_held_think(), BUTTON_RIGHT, and init_button_wrappers().

◆ call_func()

function call_func ( s_func  )

Description:
"Function Name: call_func( <func_struct> )"
"Summary: Runs the func and args stored on a struct created with new_func." "Module: Utility" "CallOn: NA"
"Mandatory Argument(s): func_struct> : struct return by new_func"
"Example:self call_func( s_callback );"
"Single Player / Multi Player: both"

Definition at line 914 of file util_shared.gsc.

References single_func().

◆ clientNotify()

◆ coopGame()

function coopGame ( )

Definition at line 1431 of file util_shared.gsc.

Referenced by player_special_death_hint(), setSkill(), and shouldShowCoverWarning().

◆ create_flags_and_return_tokens()

function create_flags_and_return_tokens ( flags  )

Definition at line 1017 of file util_shared.gsc.

References exists(), and init().

Referenced by script_flag_false_trigger(), script_flag_true_trigger(), and update_based_on_flags().

◆ damage_notify_wrapper()

function damage_notify_wrapper ( damage  ,
attacker  ,
direction_vec  ,
point  ,
type  ,
modelName  ,
tagName  ,
partName  ,
iDFlags   
)

Definition at line 1076 of file util_shared.gsc.

References damage().

Referenced by damage_ent(), damageEnt(), and pass_on_damage().

◆ death_notify_wrapper()

function death_notify_wrapper ( attacker  ,
damageType   
)

Definition at line 1070 of file util_shared.gsc.

Referenced by destroy_warning_elem(), and heli_leave().

◆ debug_line()

function debug_line ( start  ,
end  ,
color  ,
alpha  ,
depthTest  ,
duration   
)

Definition at line 159 of file util_shared.gsc.

References end().

◆ debug_magic_bullet_shield_death()

function debug_magic_bullet_shield_death ( guy  )

Definition at line 2022 of file util_shared.gsc.

Referenced by magic_bullet_shield().

◆ debug_sphere()

function debug_sphere ( origin  ,
radius  ,
color  ,
alpha  ,
time   
)

Definition at line 215 of file util_shared.gsc.

◆ debug_spherical_cone()

function debug_spherical_cone ( origin  ,
domeApex  ,
angle  ,
slices  ,
color  ,
alpha  ,
depthTest  ,
duration   
)

Definition at line 185 of file util_shared.gsc.

Referenced by TurretDebug().

◆ delay()

function delay ( time_or_notify  ,
str_endon  ,
func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Description:
"Function Name: delay(<time_or_notify>, [str_endon], <function>, [arg1], [arg2], [arg3], [arg4], [arg5])"
"Summary: Delay the execution of a thread."
"Mandatory Argument(s): <time_or_notify> : Time to wait( in seconds ) or notify to wait for before sending the notify."
"Optional Argument(s): [str_endon] : endon to cancel the function call"
"Mandatory Argument(s): <function> : The function to run."
"Optional Argument(s): [arg1] : parameter 1 to pass to the process"
"Optional Argument(s): [arg2] : parameter 2 to pass to the process"
"Optional Argument(s): [arg3] : parameter 3 to pass to the process"
"Optional Argument(s): [arg4] : parameter 4 to pass to the process"
"Optional Argument(s): [arg5] : parameter 5 to pass to the process"
"Example:delay( &flag::set, "player_can_rappel", 3 );"

Definition at line 1202 of file util_shared.gsc.

References _delay().

Referenced by _timeout().

◆ delay_network_frames()

function delay_network_frames ( n_frames  ,
str_endon  ,
func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Description:
"Function Name: delay_network_frames(<n_frames>, [str_endon], <function>, [arg1], [arg2], [arg3], [arg4], [arg5])"
"Summary: Delay the execution of a thread by specified number of network frames."
"Mandatory Argument(s): <n_frames> : frames to wait."
"Optional Argument(s): [str_endon] : endon to cancel the function call"
"Mandatory Argument(s): <function> : The function to run."
"Optional Argument(s): [arg1] : parameter 1 to pass to the process"
"Optional Argument(s): [arg2] : parameter 2 to pass to the process"
"Optional Argument(s): [arg3] : parameter 3 to pass to the process"
"Optional Argument(s): [arg4] : parameter 4 to pass to the process"
"Optional Argument(s): [arg5] : parameter 5 to pass to the process"
"Example:delay( &flag::set, "player_can_rappel", 3 );"

Definition at line 1242 of file util_shared.gsc.

References _delay_network_frames().

◆ delay_notify()

function delay_notify ( time_or_notify  ,
str_notify  ,
str_endon  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5   
)

Description:
"Function Name: delay_notify( <n_delay>, <str_notify>, [str_endon] )"
"Summary: Notifies self the string after waiting the specified delay time" "Module: Entity" "CallOn: An entity"
"Mandatory Argument(s): <time_or_notify> : Time to wait( in seconds ) or notify to wait for before sending the notify."
"Mandatory Argument(s): <str_notify> : The string to notify"
"Optional Argument(s): <str_endon> : Endon to cancel the notify"
"Optional Argument(s): <arg1> : Optional notify parameter"
"Optional Argument(s): <arg2> : Optional notify parameter"
"Optional Argument(s): <arg3> : Optional notify parameter"
"Optional Argument(s): <arg4> : Optional notify parameter"
"Optional Argument(s): <arg5> : Optional notify parameter"
"Example:vehicle delay_notify( 3.5, "start_to_smoke" );"
"Single Player / Multi Player: singleplayer"

Definition at line 1278 of file util_shared.gsc.

References _delay_notify().

◆ delayed_delete()

function delayed_delete ( str_notify  ,
f_delay_seconds   
)

Description:
"Function Name: delayed_delete( <f_delay_seconds> )"
"Summary: Deletes an entity after a number of seconds"
"Mandatory Argument(s): <f_delay_seconds> Seconds to wait." Example: self thread util::delayed_delete( 5.0 );

Definition at line 3818 of file util_shared.gsc.

◆ delayed_notify()

function delayed_notify ( str_notify  ,
f_delay_seconds   
)

Description:
"Function Name: delayed_notify( <str_notify>, <f_delay_seconds> )"
"Summary: Notifies self object of event after a number of seconds"
"Mandatory Argument(s): <str_notify> Notify event name."
"Mandatory Argument(s): <f_delay_seconds> Seconds to wait." Example: self thread util::delayed_notify( "terminate_all_the_things", 5.0 );

Definition at line 3801 of file util_shared.gsc.

◆ delete_on_death()

◆ delete_on_death_or_notify()

function delete_on_death_or_notify ( e_to_delete  ,
str_notify  ,
str_clientfield  = undefined 
)

Description:
"Function Name: delete_on_death_or_notify( <ent>, <msg>, <clientfield> )"
"Summary: Waits until the owner receives the specified notify message or a death notify, then deletes the entity. Option to pass in a clientfield name which will be set to 0." "Module: Util"
"Mandatory Argument(s): <e_to_delete>: The entity you want deleted"
"Mandatory Argument(s): <str_notify>: The notify to wait for"

"Optional Argument(s): <clientfield>: The clientfield to zero out"
"Example:e_main_thing util::delete_on_death_or_notify( e_sub_thing, "delete_things", "thing_fx" )"
"Single Player / Multi Player: singleplayer"

Definition at line 1817 of file util_shared.gsc.

References set(), and waittill_either().

◆ deleteAfterTime()

◆ deleteAfterTimeAndNetworkFrame()

function deleteAfterTimeAndNetworkFrame ( time  )

Definition at line 2761 of file util_shared.gsc.

References waitForTimeAndNetworkFrame().

◆ deleteAfterTimeThread()

function deleteAfterTimeThread ( time  )

Definition at line 2719 of file util_shared.gsc.

Referenced by deleteAfterTime(), and fireFlares().

◆ do_chyron_text()

function do_chyron_text ( str_1_full  ,
str_1_short  ,
str_2_full  ,
str_2_short  ,
str_3_full  ,
str_3_short  ,
str_4_full  ,
str_4_short  ,
str_5_full  = "",
str_5_short  = "",
n_duration   
)

Description:
"Function Name: do_chyron_text( str_1, str_2, str_3_full, str_3_short, str_4_full, str_4_short, str_5_full, str_5_short, n_duration )"
"Summary: Creates the chyron text display for the beginning of a campaign level. Must have a minimum of 4 full/short lines" "Module: Utility" "CallOn: level"
"Mandatory Argument(s): <str_1_full> : String reference for the full version of the first line of text. E.g. Encryption# 6B-65-20-69. Protocol: Echo"
"Mandatory Argument(s): <str_1_short> : String reference for the short version of the first line of text. E.g. Protocol: Echo. (This can be the same as the full line if not needed)"
"Mandatory Argument(s): <str_2_full> : String reference for the full version of the second line of text. E.g. Considering the continued Rise and Fall of attacks in the region extreme caution is advised"
"Mandatory Argument(s): <str_2_short> : String reference for the short version of the second line of text. E.g. Rise and Fall"
"Mandatory Argument(s): <str_3_full> : String reference for the full version of the third line of text. E.g. Mission: Interrogate Dr Salim in Egypt, Ramses Station and determine the whereabouts of the targets"
"Mandatory Argument(s): <str_3_short> : String reference for the short version of the third line of text. E.g. Egypt, Ramses Station"
"Mandatory Argument(s): <str_4_full> : String reference for the full version of the fourth line of text. E.g. Active Mission - Day 4 "
"Mandatory Argument(s): <str_4_short> : String reference for the short version of the fourth line of text. E.g. Active Mission - Day 4 "
"Optional Argument(s): <str_5_full> : String reference for the fifth line of text. E.g. Active Mission - Day 4. (Can be left blank as well)"
"Optional Argument(s): <str_5_full> : String reference for the fifth line of text. E.g. Active Mission - Day 4 (Can be left blank as well)"
"Optional Argument(s): <n_duration> : Optionally set the duration of the chyron text display. defaults to 12."
"Example:level do_chyron_text( &"CP_MI_CAIRO_RAMSES_INTRO_LINE_1_FULL", &"CP_MI_CAIRO_RAMSES_INTRO_LINE_1_FULL", &"CP_MI_CAIRO_RAMSES_INTRO_LINE_2_FULL", &"CP_MI_CAIRO_RAMSES_INTRO_LINE_2_FULL", &"CP_MI_CAIRO_RAMSES_INTRO_LINE_3_FULL", &"CP_MI_CAIRO_RAMSES_INTRO_LINE_3_SHORT", &"CP_MI_CAIRO_RAMSES_INTRO_LINE_4_FULL", &"CP_MI_CAIRO_RAMSES_INTRO_LINE_4_SHORT" );"
"Single Player / Multi Player: server"

Definition at line 3853 of file util_shared.gsc.

References clear(), player_set_chyron_menu(), and set().

◆ draw_debug_line()

function draw_debug_line ( start  ,
end  ,
timer   
)

Definition at line 150 of file util_shared.gsc.

References end(), timer(), and WAIT_SERVER_FRAME.

◆ drawcylinder()

function drawcylinder ( pos  ,
rad  ,
height  ,
duration  ,
stop_notify  ,
color  ,
alpha   
)

Definition at line 2768 of file util_shared.gsc.

References drawcylinder_think().

◆ drawcylinder_think()

function drawcylinder_think ( pos  ,
rad  ,
height  ,
seconds  ,
stop_notify  ,
color  ,
alpha   
)

Definition at line 2780 of file util_shared.gsc.

References WAIT_SERVER_FRAME.

Referenced by drawcylinder().

◆ empty()

function empty ( a  ,
,
,
,
 
)

Description:
"Function Name: empty( <a>, <b>, <c>, <d>, <e> )"
"Summary: Empty function mainly used as a place holder or default function pointer in a system." "Module: Utility" "CallOn: "
"Optional Argument(s): <a> : option arg"
"Optional Argument(s): <b> : option arg"
"Optional Argument(s): <c> : option arg"
"Optional Argument(s): <d> : option arg"
"Optional Argument(s): <e> : option arg"
"Example:default_callback = &empty;"
"Single Player / Multi Player: both"

Definition at line 52 of file util_shared.gsc.

◆ explode_notify_wrapper()

function explode_notify_wrapper ( )

Definition at line 1082 of file util_shared.gsc.

Referenced by death_fx().

◆ fileprint_chk()

function fileprint_chk ( file  ,
str   
)

Definition at line 1041 of file util_shared.gsc.

◆ fileprint_end()

function fileprint_end ( )

Definition at line 1061 of file util_shared.gsc.

◆ fileprint_map_entity_end()

function fileprint_map_entity_end ( )

Definition at line 1057 of file util_shared.gsc.

◆ fileprint_map_entity_start()

function fileprint_map_entity_start ( )

Definition at line 1053 of file util_shared.gsc.

◆ fileprint_map_header()

function fileprint_map_header ( bInclude_blank_worldspawn  )

Definition at line 1045 of file util_shared.gsc.

◆ fileprint_map_keypairprint()

function fileprint_map_keypairprint ( key1  ,
key2   
)

Definition at line 1049 of file util_shared.gsc.

◆ fileprint_map_start()

function fileprint_map_start ( file  )

Definition at line 1037 of file util_shared.gsc.

◆ fileprint_radiant_vec()

function fileprint_radiant_vec ( vector  )

Definition at line 1065 of file util_shared.gsc.

◆ fileprint_start()

function fileprint_start ( file  )

Definition at line 1033 of file util_shared.gsc.

◆ foreach() [1/2]

foreach ( ent in  a_ents)

Definition at line 3337 of file util_shared.gsc.

References a_ret, and ARRAY_ADD.

◆ foreach() [2/2]

foreach ( ,
v in  a_kvps_match 
)

Definition at line 3301 of file util_shared.gsc.

References a_ents, and a_ret.

◆ freeze_player_controls()

function freeze_player_controls ( b_frozen  = true)

◆ get_all_alive_players_s()

function get_all_alive_players_s ( )

◆ get_array_of_closest()

function get_array_of_closest ( org  ,
array  ,
excluders  ,
max  ,
maxdist   
)

Description:
"Function Name: get_array_of_closest( <org> , <array> , <excluders> , <max>, <maxdist> )"
"Summary: Returns an array of all the entities in < array > sorted in order of closest to farthest." "Module: Distance" "CallOn: "
"Mandatory Argument(s): <org> : Origin to be closest to."
"Mandatory Argument(s): <array> : Array of entities to check distance on."
"Optional Argument(s): <excluders> : Array of entities to exclude from the check."
"Optional Argument(s): <max> : Max size of the array to return"
"Optional Argument(s): <maxdist> : Max distance from the origin to return acceptable entities"
"Example:allies_sort = get_array_of_closest( originFC1.origin, allies );"
"Single Player / Multi Player: singleplayer"

Definition at line 2943 of file util_shared.gsc.

References array, change(), and DEFAULT.

Referenced by electric_cherry_laststand(), electric_cherry_reload_attack(), and teleport_nuke().

◆ get_closest_player()

function get_closest_player ( org  ,
str_team   
)

Description:
"Function Name: get_closest_player( <org> , <str_team> )"
"Summary: Returns the closest player to the given origin." "Module: Coop"
"Mandatory Argument(s): <origin>: The vector to use to compare the distances to"
"Mandatory Argument(s): <str_team>: The team to get players from."
"Example:closest_player = get_closest_player( objective.origin );"
"Single Player / Multi Player: singleplayer"

Definition at line 1338 of file util_shared.gsc.

Referenced by isBalconyDeath(), and player_saw_kill().

◆ get_current_round_score_limit()

◆ get_elapsed_time()

function get_elapsed_time ( start_time  ,
end_time   
)

Description:
returns elapsed cpu time in microseconds – end_time if unspecified is current microseconds raw. – intended for dev only; usable for ship profiling of specific scripts – use jqprof for general profiling – use Script Develop profiling for general script profiing

Definition at line 2598 of file util_shared.gsc.

Referenced by note_elapsed_time().

◆ get_eye()

function get_eye ( )

Description:
"Function Name: get_eye()"
"Summary: Get eye position accurately even on a player when linked to an entity." "Module: Utility" "CallOn: Player or AI"
"Example:eye_pos = player get_eye();"
"Single Player / Multi Player: singleplayer"

Definition at line 1494 of file util_shared.gsc.

Referenced by is_looking_at(), and is_player_looking_at().

◆ get_next_safehouse()

function get_next_safehouse ( str_next_map  )

Definition at line 3926 of file util_shared.gsc.

◆ get_other_teams_alive_players_s()

function get_other_teams_alive_players_s ( teamNameToIgnore  )

Definition at line 2839 of file util_shared.gsc.

References spawn_array_struct().

Referenced by lightninggun_find_arc_targets().

◆ get_other_teams_rounds_won()

function get_other_teams_rounds_won ( skip_team  )

Definition at line 2150 of file util_shared.gsc.

◆ get_rounds_played()

function get_rounds_played ( )

Definition at line 2164 of file util_shared.gsc.

◆ get_rounds_won()

function get_rounds_won ( team  )

Definition at line 2145 of file util_shared.gsc.

Referenced by setMatchScoreHUDElemForTeam().

◆ get_start_time()

function get_start_time ( )

Description:
returns current cpu time in microseconds – intended for dev only; usable for ship profiling of specific scripts – use jqprof for general profiling – use Script Develop profiling for general script profiing

Definition at line 2550 of file util_shared.gsc.

◆ get_team_alive_players_s()

function get_team_alive_players_s ( teamName  )

Definition at line 2822 of file util_shared.gsc.

References spawn_array_struct().

Referenced by killedDog().

◆ get_time()

function get_time ( )

Definition at line 1740 of file util_shared.gsc.

Referenced by get_time_in_seconds().

◆ get_time_frac()

function get_time_frac ( n_end_time  )

Definition at line 1751 of file util_shared.gsc.

References DEFAULT, and get_time_in_seconds().

◆ get_time_in_seconds()

function get_time_in_seconds ( )

Definition at line 1746 of file util_shared.gsc.

References get_time().

Referenced by get_time_frac(), get_time_left(), and timer_wait().

◆ get_time_left()

function get_time_left ( )

Definition at line 1757 of file util_shared.gsc.

References get_time_in_seconds().

Referenced by is_time_left(), and timer_wait().

◆ get_weapon_by_name()

function get_weapon_by_name ( weapon_name  )

Definition at line 3409 of file util_shared.gsc.

Referenced by weapondata_give().

◆ getClientSysState()

function getClientSysState ( sSysName  )

Definition at line 1394 of file util_shared.gsc.

◆ GetCurrentGameMode()

◆ getHostPlayer()

function getHostPlayer ( )

Definition at line 2904 of file util_shared.gsc.

Referenced by add_bot_at_eye_trace(), bot_devgui_think(), and hostIdledOut().

◆ getHostPlayerForBots()

function getHostPlayerForBots ( )

Definition at line 2916 of file util_shared.gsc.

Referenced by get_host_team(), menuAutoAssign(), and wait_for_host().

◆ getLastWeapon()

function getLastWeapon ( )

Definition at line 2498 of file util_shared.gsc.

Referenced by begin_other_grenade_tracking().

◆ getOtherTeamsRoundsWon()

function getOtherTeamsRoundsWon ( skip_team  )

Definition at line 3723 of file util_shared.gsc.

◆ GetPlaySpaceCenter()

function GetPlaySpaceCenter ( )

Definition at line 4243 of file util_shared.gsc.

References find_box_center().

Referenced by TargetWithinRangeOfPlaySpace().

◆ GetPlaySpaceMaxWidth()

function GetPlaySpaceMaxWidth ( )

Definition at line 4254 of file util_shared.gsc.

Referenced by TargetWithinRangeOfPlaySpace().

◆ getRoundsPlayed()

function getRoundsPlayed ( )

Definition at line 3737 of file util_shared.gsc.

Referenced by hitRoundLimit(), sd_isKillBoosting(), and startGame().

◆ getRoundsWon()

function getRoundsWon ( team  )

◆ getRoundWinLimitWinningTeam()

function getRoundWinLimitWinningTeam ( )

Definition at line 3579 of file util_shared.gsc.

References getRoundsWon().

Referenced by hitRoundWinLimit().

◆ getStatsTableName()

function getStatsTableName ( )

Definition at line 2660 of file util_shared.gsc.

References STATS_TABLE_CP, STATS_TABLE_MP, and STATS_TABLE_ZM.

Referenced by getWeaponClass().

◆ getWeaponClass()

function getWeaponClass ( weapon  )

◆ ground_position()

function ground_position ( v_start  ,
n_max_dist  = 5000,
n_ground_offset  = 0,
e_ignore  ,
b_ignore_water  = false,
b_ignore_glass  = false 
)

Description:
"Function Name: ground_position( <v_start>, [n_max_dist = 5000], [n_ground_offset = 0], [e_ignore], [b_ignore_water = false], [b_ignore_glass = false] )"
"Summary: Find a ground location from a starting position."


"Mandatory Argument(s): <v_start> Starting position."
"Optional Argument(s): [n_max_dist] The max distance. If the ground isn't found within this distance, the start position will be returned"
"Optional Argument(s): [n_ground_offset] Return the position that is this vertical offset from the ground."
"Optional Argument(s): [e_ignore] Optional entity to ignore in the trace."
"Optional Argument(s): [b_ignore_water] Ignore water."
"Optional Argument(s): [b_ignore_glass] Ignore glass."

Example:

v_pos = util::ground_position( ent.origin );

Definition at line 3774 of file util_shared.gsc.

Referenced by plant_gravity_trap(), and zombie_lift().

◆ has_awareness_perk_purchased_and_equipped()

function has_awareness_perk_purchased_and_equipped ( )

Definition at line 4147 of file util_shared.gsc.

References has_purchased_perk_equipped().

Referenced by challengeKills().

◆ has_blind_eye_perk_purchased_and_equipped()

function has_blind_eye_perk_purchased_and_equipped ( )

◆ has_cold_blooded_perk_purchased_and_equipped()

function has_cold_blooded_perk_purchased_and_equipped ( )

◆ has_fast_hands_perk_purchased_and_equipped()

function has_fast_hands_perk_purchased_and_equipped ( )

Definition at line 4130 of file util_shared.gsc.

References has_purchased_perk_equipped_with_specific_stat().

Referenced by challengeKills().

◆ has_flak_jacket_perk_purchased_and_equipped()

function has_flak_jacket_perk_purchased_and_equipped ( )

Definition at line 4088 of file util_shared.gsc.

References has_purchased_perk_equipped().

Referenced by cac_modified_damage().

◆ has_ghost_perk_purchased_and_equipped()

function has_ghost_perk_purchased_and_equipped ( )

Definition at line 4098 of file util_shared.gsc.

References has_purchased_perk_equipped().

Referenced by challengeKills().

◆ has_gung_ho_perk_purchased_and_equipped()

function has_gung_ho_perk_purchased_and_equipped ( )

Definition at line 4125 of file util_shared.gsc.

References has_purchased_perk_equipped_with_specific_stat().

Referenced by challengeKills(), and checkDualWield().

◆ has_hacker_perk_purchased_and_equipped()

function has_hacker_perk_purchased_and_equipped ( )

Description:
// aka engineering perk

Definition at line 4110 of file util_shared.gsc.

References has_purchased_perk_equipped_with_specific_stat().

Referenced by challengeKills(), destroyedEquipment(), hackedOrDestroyedEquipment(), and watchHackerToolFired().

◆ has_hard_wired_perk_purchased_and_equipped()

function has_hard_wired_perk_purchased_and_equipped ( )

Definition at line 4120 of file util_shared.gsc.

References has_purchased_perk_equipped_with_specific_stat().

Referenced by challengeKills().

◆ has_jetquiet_perk_purchased_and_equipped()

function has_jetquiet_perk_purchased_and_equipped ( )

Description:
aka blast suppressor

Definition at line 4142 of file util_shared.gsc.

References has_purchased_perk_equipped_with_specific_stat().

Referenced by challengeKills().

◆ has_ninja_perk_purchased_and_equipped()

function has_ninja_perk_purchased_and_equipped ( )

Description:
aka dead silence

Definition at line 4154 of file util_shared.gsc.

References has_purchased_perk_equipped().

Referenced by challengeKills().

◆ has_purchased_perk_equipped()

◆ has_purchased_perk_equipped_with_specific_stat()

◆ has_scavenger_perk_purchased_and_equipped()

function has_scavenger_perk_purchased_and_equipped ( )

Definition at line 4135 of file util_shared.gsc.

References has_purchased_perk_equipped().

Referenced by challengeKills().

◆ has_tactical_mask_purchased_and_equipped()

function has_tactical_mask_purchased_and_equipped ( )

Definition at line 4103 of file util_shared.gsc.

References has_purchased_perk_equipped_with_specific_stat().

Referenced by challengeKills().

◆ has_toughness_perk_purchased_and_equipped()

function has_toughness_perk_purchased_and_equipped ( )

Definition at line 4159 of file util_shared.gsc.

References has_purchased_perk_equipped().

Referenced by scoreEventPlayerKill().

◆ hitRoundLimit()

function hitRoundLimit ( )

Definition at line 3547 of file util_shared.gsc.

References getRoundsPlayed().

Referenced by getEndReasonText(), shouldPlayOvertimeRound(), and wasLastRound().

◆ hitRoundScoreLimit()

function hitRoundScoreLimit ( )

◆ hitRoundWinLimit()

function hitRoundWinLimit ( )

◆ hitScoreLimit()

function hitScoreLimit ( )

Definition at line 3650 of file util_shared.gsc.

References any_team_hit_score_limit().

Referenced by getEndReasonText(), and wasLastRound().

◆ if() [1/2]

if ( b_match_substrings  )

Definition at line 3265 of file util_shared.gsc.

References a_ents, a_kvps_match, and a_ret.

◆ if() [2/2]

if ( isdefined(a_kvps_ingnore)  )

Definition at line 3320 of file util_shared.gsc.

References a_ents, and a_ret.

◆ init_button_wrappers()

function init_button_wrappers ( )

◆ is_ads()

function is_ads ( )

Description:
"Function Name: is_ads()"
"Summary: Returns true if the player is more than 50% ads" "Module: Utility"
"Example:player_is_ads = level.player is_ads();"
"Single Player / Multi Player: singleplayer"

Definition at line 1521 of file util_shared.gsc.

Referenced by player_attacks_enemy(), and trigger_look().

◆ is_bot()

◆ is_female()

function is_female ( )

◆ is_first_round()

function is_first_round ( )

Definition at line 2129 of file util_shared.gsc.

◆ is_flashbanged()

function is_flashbanged ( )

Definition at line 1983 of file util_shared.gsc.

Referenced by canReadText().

◆ is_item_purchased()

◆ is_killstreaks_enabled()

function is_killstreaks_enabled ( )

Definition at line 1978 of file util_shared.gsc.

Referenced by hideKillstreak().

◆ is_lastround()

function is_lastround ( )

Definition at line 2137 of file util_shared.gsc.

◆ is_looking_at()

function is_looking_at ( ent_or_org  ,
n_dot_range  = 0.67,
do_trace  = false,
v_offset   
)

Description:
"Function Name: is_looking_at( <ent_or_org>, [n_dot_range], [do_trace] )"
"Summary: Checks to see if an entity is facing a point within a specified dot then returns true or false. Can use bullet trace." "Module: Entity" "CallOn: Entity"
"Mandatory Argument(s): <ent_or_org> entity or origin to check against"
"Optional Argument(s): [n_dot_range] custom dot range. Defaults to 0.8"
"Optional Argument(s): [do_trace] does a bullet trace along with checking the dot. Defaults to false"
"Example:is_facing_woods = player util::is_looking_at( level.woods.origin );"
"Single Player / Multi Player: singleplayer"

Definition at line 1448 of file util_shared.gsc.

References get_dot_direction(), and get_eye().

Referenced by challengeKills(), and trigger_look().

◆ is_new_cp_map()

function is_new_cp_map ( )

Definition at line 3957 of file util_shared.gsc.

◆ is_one_round()

function is_one_round ( )

Definition at line 2121 of file util_shared.gsc.

◆ is_player_looking_at()

function is_player_looking_at ( origin  ,
dot  ,
do_trace  ,
ignore_ent   
)

Description:
"Function Name: is_player_looking_at( <origin>, <dot>, <do_trace> )"
"Summary: Checks to see if the player can dot and trace to a point" "Module: Player" "CallOn: A Player"
"Mandatory Argument(s): <org> The position you're checking if the player is looking at"
"Optional Argument(s): <dot> Optional override dot (between 0 and 1) the higher the number, the more the player has to be looking right at the spot."
"Optional Argument(s): <do_trace> Set to false to skip the bullet trace check"
"Optional Argument(s): <ignore_ent> Ignore ent passed to trace check"
"Example:if ( GetPlayers()[0] is_player_looking_at( org.origin ) )"
"Single Player / Multi Player: singleplayer"

Definition at line 1664 of file util_shared.gsc.

References get_eye().

Referenced by box_encounter_vo(), choose_open_craftable(), main(), player_continue_crafting(), waittill_player_looking_at(), and waittill_player_not_looking_at().

◆ is_primary_damage()

function is_primary_damage ( meansofdeath  )

Definition at line 1788 of file util_shared.gsc.

◆ is_round_based()

function is_round_based ( )

Definition at line 2169 of file util_shared.gsc.

◆ is_safehouse()

function is_safehouse ( )

Definition at line 3943 of file util_shared.gsc.

◆ is_time_left()

function is_time_left ( )

Definition at line 1768 of file util_shared.gsc.

References get_time_left().

◆ IsEnemyPlayer()

function IsEnemyPlayer ( player  )

Definition at line 2510 of file util_shared.gsc.

◆ isFirstRound()

◆ isFlashed()

function isFlashed ( )

Description:
"Function Name: isFlashed()"
"Summary: Returns true if the player or an AI is flashed" "Module: Utility" "CallOn: An AI"
"Example:flashed = level.price isflashed();"
"Single Player / Multi Player: both"

Definition at line 796 of file util_shared.gsc.

◆ isHacked()

◆ isLastRound()

function isLastRound ( )

Definition at line 3513 of file util_shared.gsc.

Referenced by announcerController(), musicController(), and updateDomScores().

◆ isOneRound()

◆ isRankEnabled()

function isRankEnabled ( )

Definition at line 3492 of file util_shared.gsc.

References IS_TRUE.

Referenced by giveRankXP(), and incCodPoints().

◆ isRoundBased()

function isRoundBased ( )

◆ isStunned()

function isStunned ( )

Description:
"Function Name: isStunned()"
"Summary: Returns true if the player or an AI is Stunned/Concussed/Proximity" "Module: Utility" "CallOn: An AI"
"Example:stunned = level.price isStunned();"
"Single Player / Multi Player: both"

Definition at line 813 of file util_shared.gsc.

Referenced by MicrowaveTurretAffectsEntity(), perkKills(), QRDrone_damageWatcher(), reload_rockets(), tank_damage_think(), tank_rocket_watch(), and watch_rockets().

◆ isUsabilityEnabled()

function isUsabilityEnabled ( )

Definition at line 1106 of file util_shared.gsc.

◆ isUsingRemote()

◆ isWeaponEnabled()

function isWeaponEnabled ( )

◆ magic_bullet_shield()

function magic_bullet_shield ( ent  )

Description:
"Function Name: magic_bullet_shield()"
"Summary: Makes an entity invulnerable to death. If it's an AI and it gets shot, it is temporarily ignored by enemies." "Module: Entity" "CallOn: Entity"
"Example:guy magic_bullet_shield();"

Definition at line 1997 of file util_shared.gsc.

References debug_magic_bullet_shield_death(), and DEFAULT.

Referenced by Callback_PlayerDamage(), and dog_init().

◆ mayApplyScreenEffect()

◆ melee_notify_wrapper()

function melee_notify_wrapper ( )

Definition at line 1100 of file util_shared.gsc.

◆ new_func()

function new_func ( func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Description:
"Function Name: new_func( <func>, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6] )"
"Summary: Creates a new func with the args stored on a struct that can be called with call_func." "Module: Utility" "CallOn: NA"
"Mandatory Argument(s): func> : pointer to a script function"
"Optional Argument(s): arg1 : parameter 1 to pass to the func"
"Optional Argument(s): arg2 : parameter 2 to pass to the func"
"Optional Argument(s): arg3 : parameter 3 to pass to the func"
"Optional Argument(s): arg4 : parameter 4 to pass to the func"
"Optional Argument(s): arg5 : parameter 5 to pass to the func"
"Optional Argument(s): arg6 : parameter 6 to pass to the func"
"Example:s_callback = new_func(&set_ignoreme, false );"
"Single Player / Multi Player: both"

Definition at line 891 of file util_shared.gsc.

◆ new_timer()

function new_timer ( n_timer_length  )

Definition at line 1732 of file util_shared.gsc.

◆ note_elapsed_time()

function note_elapsed_time ( start_time  ,
label  = "unknown" 
)

Description:
displays and logs elapsed cpu time in microseconds – start_time is time in microseconds – label is the string to be display

– NOTE: fractional precision on PS4 only

– intended for dev only; usable for ship profiling of specific scripts – for ship, remove devblock wrapper locally

– use jqprof for general profiling – use Script Develop profiling for general script profiing

Definition at line 2567 of file util_shared.gsc.

References get_elapsed_time().

◆ orient_to_normal()

function orient_to_normal ( normal  )

Definition at line 1163 of file util_shared.gsc.

◆ player_lock_control()

function player_lock_control ( )

Definition at line 3983 of file util_shared.gsc.

References freeze_player_controls(), set_igc_active(), and show_hud().

◆ player_set_chyron_menu()

function player_set_chyron_menu ( str_1_full  ,
str_1_short  ,
str_2_full  ,
str_2_short  ,
str_3_full  ,
str_3_short  ,
str_4_full  ,
str_4_short  ,
str_5_full  = "",
str_5_short  = "",
n_duration   
)

Definition at line 3874 of file util_shared.gsc.

References IS_BONUSZM.

Referenced by do_chyron_text().

◆ player_unlock_control()

function player_unlock_control ( )

Definition at line 4004 of file util_shared.gsc.

References freeze_player_controls(), set_igc_active(), and show_hud().

◆ PositionQuery_PointArray()

function PositionQuery_PointArray ( origin  ,
minSearchRadius  ,
maxSearchRadius  ,
halfHeight  ,
innerSpacing  ,
reachableBy_Ent   
)

Definition at line 3462 of file util_shared.gsc.

References ARRAY_ADD.

Referenced by _robotCoverPosition(), InitHelicopterPositions(), and thrasherTeleport().

◆ registerClientSys()

function registerClientSys ( sSysName  )

Definition at line 1344 of file util_shared.gsc.

Referenced by __init__(), and init().

◆ resetUsability()

function resetUsability ( )

Definition at line 1130 of file util_shared.gsc.

Referenced by spawnPlayer().

◆ script_delay()

◆ script_wait()

function script_wait ( called_from_spawner  = false)

◆ set_console_status()

function set_console_status ( )

Definition at line 1899 of file util_shared.gsc.

Referenced by setSkill().

◆ set_lighting_state()

function set_lighting_state ( n_state  )

Description:
"Function Name: set_lighting_state( <n_state> )"
"Summary: Sets the lighting state for the level - for all players, and handles hot-join, or on a specific player." "CallOn: level or player"
"Mandatory Argument(s): <n_state> : Lighting state."
"Example:set_lighting_state( 2 );"

Definition at line 3037 of file util_shared.gsc.

Referenced by main(), power_electric_switch(), and spawnPlayer().

◆ set_sun_shadow_split_distance()

function set_sun_shadow_split_distance ( f_distance  )

Description:
"Function Name: set_sun_shadow_split_distance( <distance> )"
"Summary: Sets the sun shadow split distance for the level - for all players, and handles hot-join, or on a specific player." "CallOn: level or player"
"Mandatory Argument(s): <n_state> : Lighting state."
"Example:set_lighting_state( 2 );"

Definition at line 3079 of file util_shared.gsc.

Referenced by spawnPlayer().

◆ setClientSysState()

◆ shoot_notify_wrapper()

function shoot_notify_wrapper ( )

Definition at line 1094 of file util_shared.gsc.

◆ show_hud()

◆ single_func()

function single_func ( entity  ,
func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Description:
"Function Name: single_func( <entity>, <func>, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6] )"
"Summary: Runs the < func > function on the entity. The entity will become "self" in the specified function." "Module: Utility" "CallOn: NA"
"Mandatory Argument(s): entity : the entity to run through <func>"
"Mandatory Argument(s): func> : pointer to a script function"
"Optional Argument(s): arg1 : parameter 1 to pass to the func"
"Optional Argument(s): arg2 : parameter 2 to pass to the func"
"Optional Argument(s): arg3 : parameter 3 to pass to the func"
"Optional Argument(s): arg4 : parameter 4 to pass to the func"
"Optional Argument(s): arg5 : parameter 5 to pass to the func"
"Optional Argument(s): arg6 : parameter 6 to pass to the func"
"Example:single_func( guy,&set_ignoreme, false );"
"Single Player / Multi Player: both"

Definition at line 838 of file util_shared.gsc.

Referenced by _delay(), _delay_network_frames(), call_func(), and timeout().

◆ single_thread()

function single_thread ( entity  ,
func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Description:
"Function Name: single_thread( <entity>, <func>, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6] )"
"Summary: Threads the < func > function on the entity. The entity will become "self" in the specified function." "Module: Utility" "CallOn: "
"Mandatory Argument(s): <entity> : the entity to thread <func> on"
"Mandatory Argument(s): <func> : pointer to a script function"
"Optional Argument(s): [arg1] : parameter 1 to pass to the func"
"Optional Argument(s): [arg2] : parameter 2 to pass to the func"
"Optional Argument(s): [arg3] : parameter 3 to pass to the func"
"Optional Argument(s): [arg4] : parameter 4 to pass to the func"
"Optional Argument(s): [arg5] : parameter 5 to pass to the func"
"Optional Argument(s): [arg6] : parameter 6 to pass to the func"
"Example:single_func( guy,&special_ai_think, "some_string", 345 );"
"Single Player / Multi Player: both"

Definition at line 936 of file util_shared.gsc.

◆ spawn_anim_model()

function spawn_anim_model ( model_name  ,
origin  ,
angles  ,
n_spawnflags  = 0,
b_throttle   
)

Description:
"Function Name: spawn_anim_model(<model_name>, [origin], [angles], [spawnflags])"
"Summary: Spawns a model ready for animation at an origin and angles." "Module: Utility"
"Mandatory Argument(s): <model_name> the model name."
"Optional Argument(s): [origin] the origin to spawn the model at."
"Optional Argument(s): [angles] the angles to spawn the model at."
"Optional Argument(s): [spawnflags] the spawnflags for the model."
"Optional Argument(s): [b_throttle] respect the global spawn throttle."
"Example:fx_model = spawn_anim_model("tag_origin", org, ang);"

Definition at line 1575 of file util_shared.gsc.

References spawn_model().

Referenced by cSceneObject::spawn_ent().

◆ spawn_anim_player_model()

function spawn_anim_player_model ( model_name  ,
origin  ,
angles  ,
n_spawnflags  = 0 
)

Description:
"Function Name: spawn_anim_player_model(<model_name>, [origin], [angles], [spawnflags])"
"Summary: Spawns a model ready for animation at an origin and angles using the player animtree." "Module: Utility"
"Mandatory Argument(s): <model_name> the model name."
"Optional Argument(s): [origin] the origin to spawn the model at."
"Optional Argument(s): [angles] the angles to spawn the model at."
"Optional Argument(s): [spawnflags] the spawnflags for the model."
"Example:fx_model = spawn_anim_model("tag_origin", org, ang);"

Definition at line 1595 of file util_shared.gsc.

References spawn_model().

Referenced by cSceneObject::spawn_ent().

◆ spawn_array_struct()

function spawn_array_struct ( )

Description:
"Function Name: spawn_array_struct()"
"Summary: Creates a struct with an attribute named "a" which is an empty array. Array structs are useful for passing around arrays by reference." "Module: Array" "CallOn: "
"Example:fxemitters = spawn_struct_array(); fxemitters.a[ fxemitters.size ] = new_emitter;"
"Single Player / Multi Player: both"

Definition at line 2896 of file util_shared.gsc.

Referenced by __init__(), gatherSpawnPoints(), get_all_alive_players_s(), get_other_teams_alive_players_s(), and get_team_alive_players_s().

◆ spawn_model()

function spawn_model ( model_name  ,
origin  ,
angles  ,
n_spawnflags  = 0,
b_throttle  = false 
)

Description:
"Function Name: spawn_model(<model_name>, [origin], [angles], [spawnflags])"
"Summary: Spawns a model at an origin and angles." "Module: Utility"
"Mandatory Argument(s): <model_name> the model name."
"Optional Argument(s): [origin] the origin to spawn the model at."
"Optional Argument(s): [angles] the angles to spawn the model at."
"Optional Argument(s): [spawnflags] the spawnflags for the model."
"Optional Argument(s): [b_throttle] respect the global spawn throttle."
"Example:fx_model = spawn_model("tag_origin", org, ang);"

Definition at line 1538 of file util_shared.gsc.

References global_spawn_throttle(), MAX_SPAWNED_PER_FRAME, and Spawn().

Referenced by spawn_anim_model(), and spawn_anim_player_model().

◆ spawn_player_clone()

function spawn_player_clone ( player  ,
animname   
)

Description:
"Function Name: spawn_player_clone( <player>, <animname> )"
"Summary: Spawns and returns a scriptmodel that is a clone of the player, and can start a player animation on the clone" "Module: Player" "CallOn: "
"Mandatory Argument(s): <player> : the player that needs to be cloned"
"Optional Argument(s): <animname> : the animation to play on the clone"
"Example:playerClone = spawn_player_clone( player, "pb_rifle_run_lowready_f" );"
"Single Player / Multi Player: "

Definition at line 2049 of file util_shared.gsc.

References Spawn().

Referenced by player_throw_cymbal_monkey().

◆ stance_button_held()

function stance_button_held ( )

Description:
"Function Name: stance_button_held()"
"Summary: Returns true if the player is holding down their use button." "Module: Player"
"Example:if(player util::stance_button_held())"

Definition at line 2273 of file util_shared.gsc.

References button_held_think(), BUTTON_STANCE, and init_button_wrappers().

Referenced by waittill_stance_button_held().

◆ stop_magic_bullet_shield()

function stop_magic_bullet_shield ( ent  )

Description:
"Function Name: stop_magic_bullet_shield()"
"Summary: Stops magic bullet shield on an entity, making him vulnerable to death. Note the health is not set back." "Module: Entity" "CallOn: Entity"
"Example:friendly stop_magic_bullet_shield();"

Definition at line 2100 of file util_shared.gsc.

References DEFAULT.

Referenced by dog_spawn_fx(), and kill_rider().

◆ str_strip_lh()

function str_strip_lh ( str  )

Definition at line 4164 of file util_shared.gsc.

◆ streamer_wait()

function streamer_wait ( n_stream_request_id  ,
n_wait_frames  = 0,
n_timeout  = 0,
b_bonuszm_streamer_fallback  = true 
)

◆ timeout()

function timeout ( n_time  ,
func  ,
arg1  ,
arg2  ,
arg3  ,
arg4  ,
arg5  ,
arg6   
)

Description:
"Function Name: timeout( <n_time>, <func>, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6] )"
"Summary: Run any function with a timeout. The function will exit when the timeout is reached." "Module: util" "CallOn: any"
"Mandatory Argument(s): <n_time> : the timeout"
"Mandatory Argument(s): <func> : the function"
"Optional Argument(s): [arg1] : parameter 1 to pass to the func"
"Optional Argument(s): [arg2] : parameter 2 to pass to the func"
"Optional Argument(s): [arg3] : parameter 3 to pass to the func"
"Optional Argument(s): [arg4] : parameter 4 to pass to the func"
"Optional Argument(s): [arg5] : parameter 5 to pass to the func"
"Optional Argument(s): [arg6] : parameter 6 to pass to the func"
"Example:ent timeout( 10, &my_function, 12, "hi" );"
"Single Player / Multi Player: both"

Definition at line 1011 of file util_shared.gsc.

References single_func(), and TIMEOUT.

Referenced by streamer_wait().

◆ timer_wait()

function timer_wait ( n_wait  )

Definition at line 1773 of file util_shared.gsc.

References get_time_in_seconds(), and get_time_left().

◆ totalPlayerCount()

function totalPlayerCount ( )

Definition at line 3482 of file util_shared.gsc.

Referenced by checkIfTeamForfeits(), giveRankXP(), and updateGameEvents().

◆ track()

function track ( spot_to_track  )

Definition at line 238 of file util_shared.gsc.

Referenced by onStartGameType().

◆ trackDoubleJumpDistance()

function trackDoubleJumpDistance ( )

Definition at line 4220 of file util_shared.gsc.

References startTime.

◆ trackSprintDistance()

function trackSprintDistance ( )

Definition at line 4197 of file util_shared.gsc.

References startTime.

◆ trackWallRunningDistance()

function trackWallRunningDistance ( )

Definition at line 4174 of file util_shared.gsc.

References startTime.

◆ use_button_held()

function use_button_held ( )

Description:
"Function Name: use_button_held()"
"Summary: Returns true if the player is holding down their use button." "Module: Player"
"Example:if(player util::use_button_held())"

Definition at line 2253 of file util_shared.gsc.

References button_held_think(), BUTTON_USE, and init_button_wrappers().

Referenced by player_fails_blocker_repair_trigger_preamble(), and waittill_use_button_held().

◆ wait_endon()

function wait_endon ( waitTime  ,
endOnString  ,
endonString2  ,
endonString3  ,
endonString4   
)

Definition at line 1699 of file util_shared.gsc.

◆ wait_network_frame()

function wait_network_frame ( n_count  = 1)

Description:
"Function Name: wait_network_frame()"
"Summary: Wait until a snapshot is acknowledged. Can help control having too many spawns in one frame." "Module: Utility"
"Example:wait_network_frame();"
"Single Player / Multi Player: singleplayer"

Definition at line 64 of file util_shared.gsc.

Referenced by _cloneDamaged(), _delay_network_frames(), _one_screen_fade_per_network_frame(), arc_damage(), auto_revive(), beginClassChoice(), chop_actor(), cleanup_main(), count_network_frames(), default_land_function(), deploy_turret(), disintegrate_zombie(), do_zombie_explode(), dog_clip_monitor(), factory_find_exit_point(), fire_sale_fix(), fire_works_summon(), fireworks_launch(), flashbackTrailFx(), gadget_turret_deploy_on(), gravity_trap_loop(), heat_wave_burn_sound(), hide_pop(), InitEnemySelection(), Laststand_Bleedout(), lc_do_damage(), lightninggun_arc_fx(), cSceneObject::link_player(), magic_box_do_weapon_rise(), magicbox_host_migration(), margwaHeadUpdate(), margwaTell(), network_choke_thread(), networkSafeReset(), on_load_wait(), on_player_connect(), periodic_lightning_strikes(), place_navcard(), cSceneObject::play_regroup_fx_for_scene(), player_damage_override(), player_on_spawned(), power_electric_switch(), pulse_damage(), raps_round_spawning(), refresh_player_navcard_hud(), remove_temp_chest(), repair_far_boards(), reset_after_bleeding_out(), riotshield_network_choke(), round_spawn_failsafe_debug(), round_spawning(), scene_disable_player_stuff(), set_exert_id(), set_global_power(), setup_deathfunc(), setup_devgui_func(), signal_activated(), simple_flood_spawn(), spawn_throttle_reset(), spawn_wasp(), sq_refresh_player_navcard_hud_internal(), start_carpenter(), start_carpenter_new(), start_slow_vortex(), streamer_wait(), suicide_trigger_think(), tank_death_think(), teleport_players(), tesla_network_choke(), thrasherConsumePlayerUtil(), thundergun_network_choke(), toggle_activate_clientfields(), track_multi_detonation(), trap_activate_electric(), trap_activate_fire(), treasure_chest_move(), turn_revive_on(), turret_hacked(), use_hold_think_loop(), vending_trigger_think(), wait_and_clear_hack(), waitForTimeAndNetworkFrame(), wasp_round_spawning(), watch_burn_clear(), watchClientfields(), zombie_delay_powerup_drop(), zombie_lift(), and zombie_trap_death().

◆ wait_till_not_touching()

function wait_till_not_touching ( e_to_check  ,
e_to_touch   
)

Description:
"Function Name: wait_till_not_touching( <ent> )"
"Summary: Blocking function. Returns when entity one is no longer touching entity two or either entity dies." "Module: Util"
"Mandatory Argument(s): <e_to_check>: The entity you want to check"
"Mandatory Argument(s): <e_to_touch>: The entity you want to touch"

"Example:util::wait_till_not_touching( player, t_player_safe )"
"Single Player / Multi Player: singleplayer"

Definition at line 1846 of file util_shared.gsc.

References WAIT_SERVER_FRAME.

◆ waitForTime()

function waitForTime ( time  )

Definition at line 2727 of file util_shared.gsc.

Referenced by default_death().

◆ waitForTimeAndNetworkFrame()

function waitForTimeAndNetworkFrame ( time  )

Definition at line 2741 of file util_shared.gsc.

References wait_network_frame().

Referenced by DelayedRemove_thread(), and deleteAfterTimeAndNetworkFrame().

◆ waittill_ads_button_pressed()

function waittill_ads_button_pressed ( )

Description:
"Function Name: waittill_ads_button_pressed()"
"Summary: Waits until the player is pressing their ads button." "Module: Player"
"Example:player util::waittill_ads_button_pressed()"

Definition at line 2428 of file util_shared.gsc.

References WAIT_SERVER_FRAME.

◆ waittill_any()

function waittill_any ( str_notify1  ,
str_notify2  ,
str_notify3  ,
str_notify4  ,
str_notify5  ,
str_notify6   
)

Description:
"Function Name: waittill_any( <str_notify1>, <str_notify2>, <str_notify3>, <str_notify4>, <str_notify5> )"
"Summary: Waits for any of the the specified notifies." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <str_notify1> name of a notify to wait on"
"Optional Argument(s): <str_notify2> name of a notify to wait on"
"Optional Argument(s): <str_notify3> name of a notify to wait on"
"Optional Argument(s): <str_notify4> name of a notify to wait on"
"Optional Argument(s): <str_notify5> name of a notify to wait on"
"Optional Argument(s): <str_notify6> name of a notify to wait on"
"Example:guy waittill_any( "goal", "pain", "near_goal", "bulletwhizby" );"
"Single Player / Multi Player: both"

Definition at line 581 of file util_shared.gsc.

References array, and waittill_any_array().

◆ waittill_any_array()

function waittill_any_array ( a_notifies  )

Description:
"Function Name: waittill_any_array( <a_notifies> )"
"Summary: Waits for any of the the specified notifies in the array." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <a_notifies> array of notifies to wait on"
"Example:guy waittill_any_array( array( "goal", "pain", "near_goal", "bulletwhizby" ) );"
"Single Player / Multi Player: both"

Definition at line 598 of file util_shared.gsc.

References MAKE_ARRAY.

Referenced by _waitlogic(), and waittill_any().

◆ waittill_any_array_return()

function waittill_any_array_return ( a_notifies  )

Description:
"Function Name: waittill_any_array_return( <a_notifies> )"
"Summary: Waits for any of the the specified notifies and return which one it got." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <a_notifies> array of notifies to wait on"
"Example:str_which_notify = guy waittill_any_array_return( array( "goal", "pain", "near_goal", "bulletwhizby" ) );"
"Single Player / Multi Player: both"

Definition at line 544 of file util_shared.gsc.

References waittill_string().

◆ waittill_any_ents()

function waittill_any_ents ( ent1  ,
string1  ,
ent2  ,
string2  ,
ent3  ,
string3  ,
ent4  ,
string4  ,
ent5  ,
string5  ,
ent6  ,
string6  ,
ent7  ,
string7   
)

Description:
"Function Name: waittill_any_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4 )"
"Summary: Waits for any of the the specified notifies on their associated entities." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <ent1> entity to wait for <string1> on"
"Mandatory Argument(s): <string1> notify to wait for on <ent1>"
"Optional Argument(s): <ent2> entity to wait for <string2> on"
"Optional Argument(s): <string2> notify to wait for on <ent2>"
"Optional Argument(s): <ent3> entity to wait for <string3> on"
"Optional Argument(s): <string3> notify to wait for on <ent3>"
"Optional Argument(s): <ent4> entity to wait for <string4> on"
"Optional Argument(s): <string4> notify to wait for on <ent4>"
"Example:guy waittill_any_ents( guy, "goal", guy, "pain", guy, "near_goal", player, "weapon_change" );"
"Single Player / Multi Player: both"

Definition at line 737 of file util_shared.gsc.

◆ waittill_any_ents_two()

function waittill_any_ents_two ( ent1  ,
string1  ,
ent2  ,
string2   
)

Description:
"Function Name: waittill_any_ents_two( ent1, string1, ent2, string2)"
"Summary: Waits for any of the the specified notifies on their associated entities [MAX TWO]." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <ent1> entity to wait for <string1> on"
"Mandatory Argument(s): <string1> notify to wait for on <ent1>"
"Optional Argument(s): <ent2> entity to wait for <string2> on"
"Optional Argument(s): <string2> notify to wait for on <ent2>"
"Example:guy waittill_any_ents_two( guy, "goal", guy, "pain");"
"Single Player / Multi Player: both"

Definition at line 776 of file util_shared.gsc.

◆ waittill_any_ex()

function waittill_any_ex (   ...)

Description:
"Function Name: waittill_any_ex( <timeout>, <ent1>, <string1_1>, <string1_2>, <string1_3>... <ent2>, <string2_1>, <string2_2>... ... )"
"Summary: Waits for any of the the specified notifies and returns which one it got. NOTE: you can send any number of ents and arguments that you want. The first <ent1> is optional. In this case, self will be used as the first ent." "Module: Utility" "CallOn: Entity"
"Optional Argument(s): <timeout> timeout value (in seconds)"
"Optional Argument(s): <ent1> name of a notify to wait on"
"Optional Argument(s): <string1_1> name of a notify to wait on (ent1 or self)"
"Optional Argument(s): <string1_2> name of a notify to wait on (ent1 or self)"
"Optional Argument(s): <string1_3> name of a notify to wait on (ent1 or self)"
"Mandatory Argument(s): <ent2> name of a notify to wait on"
"Optional Argument(s): <string2_1> name of a notify to wait on (ent2)"
"Optional Argument(s): <string2_2> name of a notify to wait on (ent2)"
"Optional Argument(s): <string2_3> name of a notify to wait on (ent2)"
"Example:which_notify = self waittill_any( "stop_waiting", guy1, "goal", "pain", "near_goal", "bulletwhizby", guy2, "death" );"
"Single Player / Multi Player: both"

Definition at line 474 of file util_shared.gsc.

References _timeout(), and waittill_string().

◆ waittill_any_return()

function waittill_any_return ( string1  ,
string2  ,
string3  ,
string4  ,
string5  ,
string6  ,
string7   
)

Description:
"Function Name: waittill_any_return( <string1>, <string2>, <string3>, <string4>, <string5> )"
"Summary: Waits for any of the the specified notifies and return which one it got." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <string1> name of a notify to wait on"
"Optional Argument(s): <string2> name of a notify to wait on"
"Optional Argument(s): <string3> name of a notify to wait on"
"Optional Argument(s): <string4> name of a notify to wait on"
"Optional Argument(s): <string4> name of a notify to wait on"
"Optional Argument(s): <string6> name of a notify to wait on"
"Optional Argument(s): <string7> name of a notify to wait on"
"Example:which_notify = guy waittill_any( "goal", "pain", "near_goal", "bulletwhizby" );"
"Single Player / Multi Player: both"

Definition at line 416 of file util_shared.gsc.

References waittill_string().

Referenced by waitTillRollingOrNotMoving().

◆ waittill_any_timeout()

function waittill_any_timeout ( n_timeout  ,
string1  ,
string2  ,
string3  ,
string4  ,
string5   
)

Description:
"Function Name: waittill_any_timeout( <n_timeout>, <str_notify1>, [str_notify2], [str_notify3], [str_notify4], [str_notify5] )"
"Summary: Waits for any of the the specified notifies or times out." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <n_timeout> timeout in seconds"
"Mandatory Argument(s): <str_notify1> name of a notify to wait on"
"Optional Argument(s): <str_notify2> name of a notify to wait on"
"Optional Argument(s): <str_notify3> name of a notify to wait on"
"Optional Argument(s): <str_notify4> name of a notify to wait on"
"Optional Argument(s): <str_notify5> name of a notify to wait on"
"Example:guy waittill_any_timeout( 2, "goal", "pain", "near_goal", "bulletwhizby" );"
"Single Player / Multi Player: both"

Definition at line 631 of file util_shared.gsc.

References _timeout(), and waittill_string().

◆ waittill_asset_loaded()

function waittill_asset_loaded ( str_type  ,
str_name   
)

Definition at line 1921 of file util_shared.gsc.

Referenced by _init_turret().

◆ waittill_attack_button_pressed()

function waittill_attack_button_pressed ( )

Description:
"Function Name: waittill_attack_button_pressed()"
"Summary: Waits until the player is pressing their attack button." "Module: Player"
"Example:player util::waittill_attack_button_pressed()"

Definition at line 2413 of file util_shared.gsc.

References WAIT_SERVER_FRAME.

Referenced by state_scripted_update().

◆ waittill_either()

function waittill_either ( msg1  ,
msg2   
)

Description:
"Function Name: waittill_either( <string1>, <string2> )"
"Summary: Waits for one of the two specified notifies." "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <string1> name of a notify to wait on"
"Mandatory Argument(s): <string2> name of a notify to wait on"
"Example:guy waittill_multiple( "goal", "near_goal" );"
"Single Player / Multi Player: both"

Definition at line 303 of file util_shared.gsc.

Referenced by _play_fx_delete(), _waittill_user_change(), color_force_goal(), delete_on_death_or_notify(), disconnect_paths_when_done(), door_solid_thread(), laststand_getup_hud_destroy(), machine_think(), onPlayerSpawned(), release_limited_on_taken(), trigger_delete_on_repair(), update_nav_triggers_for_actor(), and waittill_dead_or_dying_thread().

◆ waittill_level_any_timeout()

function waittill_level_any_timeout ( n_timeout  ,
otherEnt  ,
string1  ,
string2  ,
string3  ,
string4  ,
string5   
)

Description:
"Function Name: waittill_level_any_timeout( <n_timeout>, <otherEnt>, <str_notify1>, [str_notify2], [str_notify3], [str_notify4], [str_notify5] )"
"Summary: Waits for any of the specified notifies for a level, or otherEnt death, or times out. " "Module: Utility" "CallOn: Entity"
"Mandatory Argument(s): <n_timeout> timeout in seconds"
"Mandatory Argument(s): <otherEnt> other entity to wait for death"
"Mandatory Argument(s): <str_notify1> name of a notify to wait on"
"Optional Argument(s): <str_notify2> name of a notify to wait on"
"Optional Argument(s): <str_notify3> name of a notify to wait on"
"Optional Argument(s): <str_notify4> name of a notify to wait on"
"Optional Argument(s): <str_notify5> name of a notify to wait on"
"Example:waittill_level_any_timeout( 2, self, "goal", "pain", "near_goal", "bulletwhizby" );"
"Single Player / Multi Player: both"

Definition at line 680 of file util_shared.gsc.

References _timeout(), waittill_level_string(), and waittill_string().

Referenced by MigrationAwareWait().

◆ waittill_level_string()

function waittill_level_string ( msg  ,
ent  ,
otherEnt   
)

Definition at line 260 of file util_shared.gsc.

Referenced by waittill_level_any_timeout().

◆ waittill_multiple()

function waittill_multiple (   ...)

Description:
"Function Name: waittill_multiple( <string1>, <string2>, <string3>, <string4>, <string5> )"
"Summary: Waits for all of the the specified notifies."
"Mandatory Argument(s): The notifies to wait on."
"Example:guy waittill_multiple( "goal", "pain", "near_goal", "bulletwhizby" );"

Definition at line 276 of file util_shared.gsc.

References _waitlogic().

◆ waittill_multiple_ents()

function waittill_multiple_ents (   ...)

Description:
"Function Name: waittill_multiple_ents( ... )"
"Summary: Waits for all of the the specified notifies on their associated entities."
"Mandatory Argument(s): List of ents and the notifies to wait on."
"Example:waittill_multiple_ents( guy, "goal", "pain", "near_goal", player, "weapon_change" );"

Definition at line 350 of file util_shared.gsc.

References _waitlogic(), a_ents, and ARRAY_ADD.

◆ waittill_notify_or_timeout()

function waittill_notify_or_timeout ( msg  ,
timer   
)

Description:
"Function Name: waittill_notify_or_timeout( <msg>, <timer> )"
"Summary: Waits until the owner receives the specified notify message or the specified time runs out. Do not thread this!" "Module: Utility" "CallOn: an entity"
"Example:tank waittill_notify_or_timeout( "turret_on_target", 10 ); "
"Mandatory Argument(s): <msg> : The notify to wait for."
"Mandatory Argument(s): <timer> : The amount of time to wait until overriding the wait statement."
"Single Player / Multi Player: singleplayer"

Definition at line 1892 of file util_shared.gsc.

References timer().

◆ waittill_player_looking_at()

function waittill_player_looking_at ( origin  ,
arc_angle_degrees  = 90,
do_trace  ,
e_ignore   
)

Description:
"Function Name: waittill_player_looking_at( <origin>, <dot>, <do_trace> )"
"Summary: Returns when the player can dot and trace to a point" "Module: Player" "CallOn: A Player"
"Mandatory Argument(s): <org> The position you are waitting for player to look at"
"Optional Argument(s): <arc_angle_degrees> Optional arc in degrees from the leftmost limit to the rightmost limit. e.g. 90 is a quarter circle. Default is 90."
"Optional Argument(s): <do_trace> Set to false to skip the bullet trace check"
"Optional Argument(s): <e_ignore> Entity to ignore for optional bullet trace"
"Example:if ( GetPlayers()[0] waittill_player_looking_at( org.origin ) )"
"Single Player / Multi Player: singleplayer"

Definition at line 1616 of file util_shared.gsc.

References is_player_looking_at().

Referenced by track_lens_flare().

◆ waittill_player_not_looking_at()

function waittill_player_not_looking_at ( origin  ,
dot  ,
do_trace   
)

Description:
"Function Name: waittill_player_not_looking_at( <origin>, <dot>, <do_trace> )"
"Summary: Returns when the player cannot dot and trace to a point" "Module: Player" "CallOn: A Player"
"Mandatory Argument(s): <org> The position you're waitting for player to look at"
"Optional Argument(s): <dot> Optional override dot (between 0 and 1) the higher the number, the more the player has to be looking right at the spot."
"Optional Argument(s): <do_trace> Set to false to skip the bullet trace check"
"Example:if ( GetPlayers()[0] waittill_player_not_looking_at( org.origin ) )"
"Single Player / Multi Player: singleplayer"

Definition at line 1641 of file util_shared.gsc.

References is_player_looking_at().

Referenced by track_lens_flare().

◆ waittill_stance_button_held()

function waittill_stance_button_held ( )

Description:
"Function Name: waittill_stance_button_held()"
"Summary: Waits until the player is pressing their stance button." "Module: Player"
"Example:player util::waittill_stance_button_held()"

Definition at line 2398 of file util_shared.gsc.

References stance_button_held(), and WAIT_SERVER_FRAME.

◆ waittill_stance_button_pressed()

function waittill_stance_button_pressed ( )

Description:
"Function Name: waittill_stance_button_pressed()"
"Summary: Waits until the player is pressing their stance button." "Module: Player"
"Example:player util::waittill_stance_button_pressed()"

Definition at line 2383 of file util_shared.gsc.

References WAIT_SERVER_FRAME.

◆ waittill_string()

function waittill_string ( msg  ,
ent   
)

◆ waittill_use_button_held()

function waittill_use_button_held ( )

Description:
"Function Name: waittill_use_button_pressed()"
"Summary: Waits until the player is pressing their use button." "Module: Player"
"Example:player util::waittill_use_button_pressed()"

Definition at line 2368 of file util_shared.gsc.

References use_button_held(), and WAIT_SERVER_FRAME.

◆ waittill_use_button_pressed()

function waittill_use_button_pressed ( )

Description:
"Function Name: waittill_use_button_pressed()"
"Summary: Waits until the player is pressing their use button." "Module: Player"
"Example:player util::waittill_use_button_pressed()"

Definition at line 2353 of file util_shared.gsc.

References WAIT_SERVER_FRAME.

◆ waittill_vehicle_move_up_button_pressed()

function waittill_vehicle_move_up_button_pressed ( )

Description:
"Function Name: waittill_vehicle_move_up_button_pressed()"
"Summary: Waits until the player is pressing their vehicle_move_up (set in GDT) button." "Module: Player"
"Example:player util::waittill_vehicle_move_up_button_pressed()"

Definition at line 2443 of file util_shared.gsc.

References WAIT_SERVER_FRAME.

Referenced by state_driving_update().

◆ waittillend()

function waittillend ( msg  )

Definition at line 233 of file util_shared.gsc.

◆ WaitTillEndOnThreaded()

function WaitTillEndOnThreaded ( waitCondition  ,
callback  ,
endCondition1  ,
endCondition2  ,
endCondition3   
)

Definition at line 1713 of file util_shared.gsc.

References callback().

Referenced by ActivateCounterUAV().

◆ waitTillNotMoving()

◆ waitTillRollingOrNotMoving()

function waitTillRollingOrNotMoving ( )

Definition at line 2647 of file util_shared.gsc.

References isHacked(), WAIT_SERVER_FRAME, and waittill_any_return().

Referenced by onTrophySystemSpawn().

◆ WaitTillSlowProcessAllowed()

◆ wasLastRound()

◆ within_fov()

function within_fov ( start_origin  ,
start_angles  ,
end_origin  ,
fov   
)

Description:
"Function Name: within_fov( <start_origin> , <start_angles> , <end_origin> , <fov> )"
"Summary: Returns true if < end_origin > is within the players field of view, otherwise returns false." "Module: Vector" "CallOn: "
"Mandatory Argument(s): <start_origin> : starting origin for FOV check( usually the players origin )"
"Mandatory Argument(s): <start_angles> : angles to specify facing direction( usually the players angles )"
"Mandatory Argument(s): <end_origin> : origin to check if it's in the FOV"
"Mandatory Argument(s): <fov> : cosine of the FOV angle to use"
"Example:qBool = within_fov( level.player.origin, level.player.angles, target1.origin, cos( 45 ) );"
"Single Player / Multi Player: multiplayer"

Definition at line 2190 of file util_shared.gsc.

Variable Documentation

◆ a_ents

◆ a_kvps_match

function query_ents a_kvps_match
Initial value:
{
‪a_ret = []

Description:
"Function Name: query_ents( <a_kvps_match>, [a_kvps_ingnore], [b_ignore_spawners = false], [b_match_substrings = false] )"
"Summary: Do complex lookups for entites based on matching or mot matching a list of KVPs"


"Mandatory Argument(s): <a_kvps_match> An associative array of KVPs to match."
"Mandatory Argument(s): [a_kvps_ingnore] An associative array of KVPs to not match (will not return any entities that match these)."
"Optional Argument(s): [b_ignore_spawners] Ignore spawners (defaults to false)."
"Optional Argument(s): [b_match_substrings] Matches substrings of the given KVP values (only supports specific KVPs)."
"Optional Argument(s): [b_match_all] Set to 'true' to match *all* keys, 'false' to match *any* key."

Example:

a_ents = util::query_ents(
    AssociativeArray( "targetname", "targetname_i_want_to_get" ),
    AssociativeArray( "script_noteworthy", "i_dont_want_anything_with_this_script_noteworthy" ),
    false,
    true
);

Definition at line 3262 of file util_shared.gsc.

Referenced by if().

◆ a_ret

return a_ret

Definition at line 3330 of file util_shared.gsc.

Referenced by foreach(), get_objects(), and if().

◆ else

else
Initial value:
{
b_first = true

Definition at line 3299 of file util_shared.gsc.

‪a_ret
‪return a_ret
Definition: util_shared.gsc:3330