🔣 New script code methods:
<bot> setWalkValues(<forward_count>, <right_count>)<bot> throwSmokeGrenade(<bool>)<entity> addEntityVelocity(<velocity>)<entity> addGrenadeFuseTime(<time>)<entity> disableBounce()<entity> disableGravity()<entity> enableBounce([<parallelBounce>], [<perpendicularBounce>])<entity> enableGravity([<model collide>])<entity> getClipmask()<entity> getContents()<entity> getEntityVelocity()<entity> getGrenadeFuseTime()<entity> getItemQuantity()<entity> getMaxEntityVelocity()<entity> getTagAngles(<tag name>)<entity> getTagOrigin(<tag name>)<entity> getVmax()<entity> getVmin()<entity> hasTag(<tag name>)<entity> hideFromPlayer(<player>)<entity> isGravityEnabled()<entity> isLinkedTo()<entity> isTurret()<entity> notSolidForPlayer(<player>)<entity> setClipmask(<clip mask>)<entity> setEntityVelocity(<velocity>)<entity> setItemQuantity(<quantity>)<entity> setMaxEntityVelocity(<velocity>)<entity> setLight(<red>, <green>, <blue>, <intensity>)<entity> solidForPlayer(<player>)<entity> spawnGrenade(<weapon>, <origin>, [<direction>], [<velocity>], [<fuseTime>])<player> addEntToSnapshots(<entity>)<player> canMantle()<player> canUseTurret(<turret>)<player> disableBulletDrop()<player> disableBulletImpacts()<player> disableEarthquakes()<player> disableSilent()<player> disableTalkerIcon(<player>)<player> earthquakeForPlayer(<scale>, <duration>, <source>, <radius>)<player> enableBulletDrop()<player> enableBulletImpacts()<player> enableEarthquakes()<player> enableSilent()<player> enableTalkerIcon(<player>)<player> executeClientCommand(<command>)<player> forceShot([<include client>])<player> getBulletMask()<player> getClientHudElemCount()<player> getCollisionTeam()<player> getCurrentWeaponAmmo()<player> getCurrentWeaponClipAmmo()<player> getCurrentWeaponSlot()<player> getEnterTime()<player> getGroundEntity()<player> getInactivityTime()<player> getNumberOfEntsInSnapshot()<player> getPlayerstateFlags()<player> getProtocol()<player> getProtocolString()<player> getRemainingSoundFileDuration()<player> getServerCommandQueueSize()<player> getViewOrigin()<player> getWeaponAnimation()<player> holdBreathButtonPressed()<player> isAllowingSpectators()<player> isChatting()<player> isFiring()<player> isHiddenFromScoreboard()<player> isHiddenFromServerStatus()<player> isHoldingWeaponDown()<player> isMeleeing()<player> isPlayingSoundFile()<player> isRechambering([<weapon slot>])<player> isReloading()<player> isShellShocked()<player> isThrowingGrenade()<player> isUseTouching()<player> isUsingTurret()<player> isUsingBinoculars()<player> muteClient(<player id>)<player> noClip("on|off|toggle")<player> objective_player_add(<objective_number>, <state>, <position>, <iconshader>)<player> objective_player_delete(<objective_number>)<player> objective_player_icon(<objective_number>, <icon>)<player> objective_player_position(<objective_number>, <position>)<player> objective_player_state(<objective_number>, <state>)<player> overrideContents(<contents>)<player> playFxForPlayer(<effect id>, <position of effect>, [<forward vector>], [<up vector>])<player> playFxOnTagForPlayer(<effect id>, <entity>, <tag name>)<player> playSoundFile(<sound index>, [<offset>], [<source player>])<player> playScriptAnimation(<scriptAnimEventType>, <isContinue>, <force>)<player> processSuicide()<player> removeEntFromSnapshots(<entity>)<player> setActivateOnUseButtonRelease(<enabled>)<player> setAllowSpectators(<allow>)<player> setBulletDrag(<value>)<player> setBulletMask(<mask>)<player> setBulletModel(<model>, [<time>])<player> setBulletVelocity(<value>)<player> setCollisionTeam(<team>)<player> setConfigStringForPlayer(<index>, <string>)<player> setCullFogForPlayer(<near distance>, <far distance>, <red>, <green>, <blue>, <transition time>)<player> setCurrentWeaponAmmo(<value>)<player> setCurrentWeaponClipAmmo(<value>)<player> setExpFogForPlayer(<density>, <red>, <green>, <blue>, <transition time>)<player> setFireRangeScale(<scale>)<player> setFireThroughWalls(<enabled>)<player> setHiddenFromScoreboard(<enabled>)<player> setHiddenFromServerStatus(<enabled>)<player> setHoldingWeaponDown(<enabled>)<player> setMeleeHeightScale(<scale>)<player> setMeleeRangeScale(<scale>)<player> setMeleeWidthScale(<scale>)<player> setNorthYawForPlayer(<angle>)<player> setOriginAndAngles(<origin>, <angles>)<player> setProneStepSize(<size>)<player> setRechambering(<bool>, [<weapon slot>])<player> setStepSize(<size>)<player> setTurretSpreadScale(<scale>)<player> setWeaponSpreadScale(<scale>)<player> setPing(<ingame value>, [<status value>])<player> stopSoundFile()<player> stopUseTurret()<player> unmuteClient(<player id>)<player> useEntity(<entity>)<player> useTurret(<turret>)<turret> getTurretOwner()<weapon> getWeaponItemAmmo()<weapon> getWeaponItemClipAmmo()<weapon> setWeaponItemAmmo(<value>)<weapon> setWeaponItemClipAmmo(<value>)
🔣 New script code functions:
abs(<number>)atan2(<y>, <x>)ceil(<number>)chr(<number>)getCallStack()getConfigString(<index>)getMovers()getSoundDuration(<aliasname>)getSoundInfo(<aliasname>)getWeaponFuseTime(<weapon name>)setWeaponFuseTime(<weapon name>, <time in ms>)floor(<number>)fromHex(<hex string>)getCvarFlags(<dvar name>)getEntityCount([<in use>])getMicroseconds()getMilliseconds()getSavePersist()getSoundAliasesFromFile(<filename>)getSoundFileDuration(<file path>)getWeaponRaiseTime(<weapon name>)isSemiAutoWeapon(<weapon name>)json_async_done()json_async_result(<jobId>)json_load(<fs path>)json_load_async(<fs path>)json_parse(<json string>)json_save(<fs path>, <value>, [<pretty>])json_save_async(<fs path>, <value>, [<pretty>])json_stringify(<value>, [<pretty>])loadSoundFile(<file path>, <callback function>, [<volume>], [<sound index>])loadSpeexFile(<file path>, [<sound index>])logPrintConsole(<message>)makeClientLocalizedString(<string>)makeString(<localized string>)ord(<string character>)resetTestClientNaming()roundTo(<value>, <precision>)saveSpeexFile(<sound index>, <file path>)setConfigString(<index>, <string>)setConsolePrefix(<prefix>)setNextTestClientName(<name>)setNorthYaw(<angle>)setSavePersist(<save persistent>)setWeaponRaiseTime(<weapon name>, <raise time>)toHex(<number>)
🔀 New script code callback functions:
CodeCallback_EntityEventCodeCallback_ErrorCodeCallback_HitchWarningCodeCallback_MapTurretsLoadCodeCallback_MapWeaponsLoadCodeCallback_MoverBlockageCodeCallback_NotifyCodeCallback_NotifyDebugCodeCallback_PickupCodeCallback_PlayerEventCodeCallback_SuicideCodeCallback_WeaponChangeCodeCallback_AdsButtonCodeCallback_CrouchButtonCodeCallback_FragButtonCodeCallback_HoldBreathButtonCodeCallback_LeanLeftButtonCodeCallback_LeanRightButtonCodeCallback_MeleeBreathButtonCodeCallback_ProneButtonCodeCallback_ReloadButtonCodeCallback_SmokeButtonCodeCallback_StandButton