Ayuto wrote:Code: Select all
# Function name, arguments, return type
add_account ('POINTER', 'INT', 'BOOL', 'BOOL', 'STRING') VOID
add_context ('POINTER', 'POINTER') VOID
add_output ('POINTER', 'POINTER') VOID
autobuy ('POINTER',) VOID
become_ragdoll ('POINTER', 'POINTER') VOID
blind ('POINTER', 'FLOAT', 'FLOAT', 'FLOAT') VOID
bump_weapon ('POINTER', 'POINTER') BOOL
buy_internal ('POINTER', 'STRING') INT
clear_context ('POINTER', 'POINTER') VOID
clear_parent ('POINTER', 'POINTER') VOID
deafen ('POINTER', 'FLOAT') VOID
disable_damage_forces ('POINTER', 'POINTER') VOID
disable_shadow ('POINTER', 'POINTER') VOID
dispatch_effect ('POINTER', 'POINTER') VOID
dispatch_response ('POINTER', 'POINTER') VOID
drop_weapon ('POINTER', 'POINTER', 'POINTER', 'POINTER') VOID
enable_damage_forces ('POINTER', 'POINTER') VOID
enable_shadow ('POINTER', 'POINTER') VOID
end_touch ('POINTER', 'POINTER') VOID
equip_weapon ('POINTER', 'POINTER') VOID
fire_user1 ('POINTER', 'POINTER') VOID
fire_user2 ('POINTER', 'POINTER') VOID
fire_user3 ('POINTER', 'POINTER') VOID
fire_user4 ('POINTER', 'POINTER') VOID
give_named_item ('POINTER', 'STRING', 'INT') POINTER
ignite ('POINTER', 'POINTER') VOID
ignite_hitbox_fire_scale ('POINTER', 'POINTER') VOID
ignite_lifetime ('POINTER', 'POINTER') VOID
ignite_num_hitbox_fires ('POINTER', 'POINTER') VOID
increment_death_count ('POINTER', 'INT') VOID
increment_frag_count ('POINTER', 'INT') VOID
kill_hierarchy ('POINTER', 'POINTER') VOID
killed_npc ('POINTER', 'POINTER') VOID
on_rescue_zone_touch ('POINTER', 'POINTER') VOID
on_take_damage ('POINTER', 'POINTER') INT
post_think ('POINTER',) VOID
pre_think ('POINTER',) VOID
rebuy ('POINTER',) VOID
remove_context ('POINTER', 'POINTER') VOID
run_command ('POINTER', 'POINTER', 'POINTER') VOID
set_damage_filter ('POINTER', 'POINTER') VOID
set_fog_controller ('POINTER', 'POINTER') VOID
set_hud_visibility ('POINTER', 'POINTER') VOID
set_lighting_origin ('POINTER', 'POINTER') VOID
set_lighting_origin_hack ('POINTER', 'POINTER') VOID
set_model_scale ('POINTER', 'POINTER') VOID
set_parent ('POINTER', 'POINTER', 'INT') VOID
set_parent_attachment ('POINTER', 'POINTER') VOID
set_parent_attachment_maintain_offset ('POINTER', 'POINTER') VOID
set_transmit ('POINTER', 'POINTER', 'BOOL') VOID
start_touch ('POINTER', 'POINTER') VOID
switch_team ('POINTER', 'INT') VOID
teleport ('POINTER', 'POINTER', 'POINTER', 'POINTER') VOID
touch ('POINTER', 'POINTER') VOID
use ('POINTER', 'POINTER') VOID
weapon_switch ('POINTER', 'POINTER', 'INT') BOOL
Don't want to 'iterrupt' but I have a question regarding the entity.spawn function. Why doesn't it appear in the list? My question would be, can you hook the actual function instead of using a pre event for player_spawn? If this can be done, then the entity's origin would already be set, right?