active( Integer active_flag ) 
         
          Specifies whether the actor's is active or not.
         
        actor_pickup( String tag_name ) 
         
          Makes the actor pickup current pickup_ent (should only be called from 
          a tiki).
         
        actor_throw( String tag_name ) 
         
          Makes the actor throw whatever is in its hand (should only be called 
          from a tiki).
         
        actorfade 
         
          Makes the actor fade out.
         
        actorondamage( String thread_name, [ Integer damage_threshold 
          ] ) 
         
          sets the thread that is called when actor is damaged
         
        actortoactordamage( Float modifier ) 
         
          Amount to modifiy damage by 1 is full damage, 0 would be no damage
         
        actortype( String actor_type ) 
         
        addcustomthread( String threadType, String threadName 
          ) 
         
          Adds a custom thread to the actor. The thread type is the specific type 
          to call, the name is the thread to call
         
        aggressive( Float aggressiveness ) 
         
          sets the aggressiveness of the actor... valid range between 0 and 1
         
        ai_off 
         
          Turns the AI off for this actor.
         
        ai_on 
         
          Turns the AI on for this actor.
         
        alertevent( [ Float soundRadius ] ) 
         
          Alerts Entities within the radius of the enemy's location.
         
        allowfall( [ Boolean allow_fall_bool ] ) 
         
          Makes the actor ignore falls when trying to move.
         
        allowhangback( Integer allow_bool ) 
         
          Sets whether or not the actor will bother to hang back.
         
        allowtalk( Integer allow_bool ) 
         
          Sets whether or not the actor will bother to talk to the player.
         
        anim( String anim_name ) 
         
          Starts the PlayAnim behavior.
         
        anim_done 
         
          Called when the actor's animation is done, it is not meant to be called 
          from script.
         
        animateonce( String anim_name ) 
         
          Runs the specified animation one time, then holds the last frame
         
        attachactor( String model, String targetname, String 
          bone ) 
         
          attach actor to the given bone
         
        attachcurrentenemy( String bone ) 
         
          attach current enemy to the given bone
         
        attack( Entity ent, [ Boolean force ] ) 
         
          Makes the actor attack the specified entity.
         
        attackplayer 
         
          Makes enemies of all the players.
         
        bleed_after_death( Boolean bleed_bool ) 
         
          Sets whether or not the actor will bleed after dying.
         
        blindlyfollowpath( String anim_name, [ Float offset ], 
          [ String pathnode ] ) 
         
          Actor walks to specified path node without avoidance or collision
         
        blink( Boolean shouldBlink ) 
         
          Sets whether or not the actor should blink
         
        bounceoff 
         
          Makes projectiles bounce off of actor (if they can't damage actor).
         
        bounceoffeffect( String bounce_off_effect_name ) 
         
          Sets the name of the effect to play when something bounces off the actor.
         
        bounceoffevent( Vector object_origin ) 
         
          Lets the actor know something just bounces off of it.
         
        branchdialog( String dialogName ) 
         
          Presents a branch dialog to the player.
         
        broadcastdialog( String context ) 
         
          Broadcasts a context dialog
         
        bullet( String tag_name, Boolean use_current_pitch, Float 
          damage, Float knockback, String means_of_death, Vector spread, [ Float 
          range ] ) 
         
          Fires a bullet from the actor from the specified tag towards the current 
          enemy.
         
        canbefinishedby( String mod1, [ String mod2 ], [ String 
          mod3 ], [ String mod4 ], [ String mod5 ], [ String mod6 ] ) 
         
          Adds to the can be finished by list for this actor.
         
        canwalkonothers 
         
          Allows the actor to walk on top of others.
         
        changetype( String new_model_name ) 
         
          Changes the actor to the specified new type of actor.
         
        chargewater( Float damage, Float range ) 
         
          Does a charge water attack.
         
        checkactordead( Entity entity_to_check ) 
         
          checks if an actor is dead
         
        childsetanim( String childname, String anim_name ) 
         
          sets the child to play the anim specified
         
        childsuicide( String childname ) 
         
          sets the child to kill itself
         
        childusebehaviorpackage( String childname, String package_name 
          ) 
         
          sets the child to use the specified behavior package but does NOT set 
          the master state
         
        cleararmoradaptions 
         
        clearCurrentEnemy 
         
          Sets Current Enemy to Null
         
        clearspawnitems 
         
          Clears the list of items to spawn when this actor is killed.
         
        cleartorsoanim 
         
          clears the f'ng torso anim
         
        combattraceinterval( Float interval ) 
         
          Determines how often an actor will re-trace when doing can-attack types 
          of checks
         
        cripple( Integer cripple_flag ) 
         
          cripple actor ( 1 ) or not cripple actor ( 0 )
         
        damage_once_start 
         
          Makes the actor only do melee damage at most once during this attack.
         
        damage_once_stop 
         
          Specifies that the actor is done with the damage once event.
         
        damageallowed( Boolean damage_allowed ) 
         
          Turns melee damage on and off.
         
        damageangles( Float damage_angles ) 
         
          Sets the the angles where the actor can be hurt (like fov).
         
        damageenemy( Float damage, [ String model ] ) 
         
          Damages the current enemy by the specified amount.
         
        damageself( Float damage, String means_of_death ) 
         
        dead 
         
          Does everything necessary when an actor dies, it is not meant to be 
          called from script.
         
        deathEffect( String deathEffectName ) 
         
          Displays a display effect instead of fading, shrinking, etc.
         
        deathfade 
         
          Makes the actor fade when dead.
         
        deathshrink 
         
          Makes the actor shrink when dead.
         
        deathsink 
         
          Makes the actor sink into the ground when dead.
         
        deathsize( Vector min, Vector max ) 
         
          Sets the actors new size for death.
         
        debugevent 
         
          Called for Debug Purposes from state machine
         
        debugstates( Integer debug_state ) 
         
          sets debug level for actor statemachine
         
        dialog( String alias, [ String token1 ], [ String token2 
          ], [ String token3 ], [ String token4 ], [ String token5 ], [ String 
          token6 ] ) 
         
          Add a dialog to this sentient.
         
        dialoganimdone 
         
          Not meant to be called from script -- So DONT FREAKIN DO IT!!!!
         
        dialogdone 
         
          Called when the sentient's dialog is done, it is not meant to be called 
          from script.
         
        dialogMorphMult( Float dialogMorphMult ) 
         
          Sets the multiplier for all dialog morphs for this actor.
         
        diecompletely( Boolean die_bool ) 
         
          Sets whether or not the actor dies completely (if he doesn't he mostly 
          just runs his kill_thread).
         
        disable( Integer disable_flag ) 
         
          disable actor ( 1 ) or not disable actor ( 0 )
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        domissionfailure( [ String reason ] ) 
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        emotion( [ String expression_name ] ) 
         
          Sets the actors current emotion.
         
        endbehavior 
         
          Ends the current behavior, it is not meant to be called from script.
         
        endeyebehavior 
         
          Ends the current eye behavior it is not meant to be called from script.
         
        endheadbehavior 
         
          Ends the current head behavior it is not meant to be called from script.
         
        endtorsobehavior 
         
          Ends the current torso behavior it is not meant to be called from script.
         
        enemyaioff 
         
          turns off the current enemy AI
         
        enemyaion 
         
          turns on the current enemy AI
         
        enemytype( String enemytype ) 
         
          Sets the name of this actor's enemy type.
         
        evaluateenemies 
         
          Makes the actor evaluate his enemy list
         
        eyeoffset( Vector eyeoffset ) 
         
          Sets the actor's eye position.
         
        eyewatch( Entity entity_to_watch, [ Float max_speed ] 
          ) 
         
          Actor watches the specified entity by turning his eyes.
         
        failmission( Float time, [ String reason ] ) 
         
          Fails the mission in the time specified
         
        falltodeath( Float forwardmove, Float sidemove, Float 
          speed, String startanim, String fallanim, String deathanim, [ Float 
          anim_delay ] ) 
         
          makes an actor fall to his death
         
        feetwidth( Float feet_width ) 
         
          Sets the width of the feet for this actor if different than the bounding 
          box size.
         
        fire( [ String hand ], [ String mode ] ) 
         
          Fires the weapon in the specified hand. With the specified mode (primary, 
          alternate)
         
        fly( [ Boolean fly_bool ] ) 
         
          Specifies actor as being able to fly (optional bool can turn fly on 
          or off).
         
        followcombatrange( Float maxRange ) 
         
          Sets a range that the target considers _close enough_ while following 
          in a combat situation
         
        followcombatrangemin( Float minRange ) 
         
          Sets a minimum range for following in a combat situation
         
        followrange( Float maxRange ) 
         
          Sets a range that the target considers _close enough_ while following
         
        followrangemin( Float minRange ) 
         
          Sets a minimum range for following
         
        followtarget( Entity entity_to_follow ) 
         
          Sets the following target for the actor
         
        followwaypoints( String waypointnode_name, [ String starting_anim_name 
          ] ) 
         
          Makes an actor follow a waypoint path starting at , starting at the 
          start_point
         
        forcesetclip 
         
          Makes the actor set his contents to setclip
         
        forgetenemies 
         
          Makes the actor forget about all enemies for one frame
         
        forwardspeed( Float forwardspeed ) 
         
          Sets the actor's forward speed.
         
        fov( Float fov ) 
         
          Sets the actor's field of view (fov).
         
        fuzzyengine( String fuzzyengine_name ) 
         
          Sets which fuzzy engine file to use
         
        fuzzyengineactive( Boolean active ) 
         
          sets the fuzzy engine active or not
         
        getstage(  ) 
         
          Returns this actors current stage.
         
        giveactorweapon( String weapon, [ Integer amount ] ) 
         
          Gives a weapon to an actor
         
        gotonextstage 
         
          Makes the actor goto his next stage.
         
        gotoprevstage 
         
          Makes the actor goto his previous stage.
         
        gotostage( Integer stage_number ) 
         
          Makes the actor goto the specified stage.
         
        groupactortype( String actortype ) 
         
          Sends an actortype event to the whole group
         
        groupattack 
         
          Sends and attack event to the whole group with this actors current enemy
         
        groupdeaththread( String thread_name ) 
         
          Sets a thread to call when all the members of a group have been killed
         
        groupmemberinjured( Boolean injured ) 
         
          Informs us that a group member is injured or not
         
        groupnumber( Integer group_number ) 
         
          sets the group number of the actor
         
        havething( Integer thing_number, Boolean have_bool ) 
         
          Sets whether or not the actor has this thing number.
         
        headandeyewatch( Entity entity_to_watch, [ Float max_speed 
          ] ) 
         
          Actor watches the specified entity by turning his eyes,then head.
         
        headTwitch( Boolean bool ) 
         
          Sets whether or not the head should twitch.
         
        headwatch( Entity entity_to_watch, [ Float max_speed 
          ] ) 
         
          Actor watches the specified entity by turning his head.
         
        headwatchtarget( String target, Float speed ) 
         
          sets the headwatch target... currently to enemy or none
         
        health( Integer newHealth ) 
         
          set the health of the entity to newHealth
         
        heardsound( Entity noisyEntity, Vector noisyLocation, 
          Integer soundtype ) 
         
          sent to entities when another makes a sound, not for script use 
         
        helpernodecommand( String commandtype ) 
         
          Command from a helper node
         
        idlestate( [ String state_name ] ) 
         
          Tells the actor to go into idle mode.
         
        ifcanhideat( Vector pos, [ String token1 ], [ String 
          token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ 
          String token6 ] ) 
         
          Processes command if actor can hide at specified position.
         
        ifenemyvisible( [ String token1 ], [ String token2 ], 
          [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 
          ] ) 
         
          Process the following command if enemy is visible
         
        ifenemywithin( Float distance, [ String token1 ], [ String 
          token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ 
          String token6 ] ) 
         
          Processes command if actor is within distance of its current enemy.
         
        ifnear( String name, Float distance, [ String token1 
          ], [ String token2 ], [ String token3 ], [ String token4 ], [ String 
          token5 ], [ String token6 ] ) 
         
          Process the following command if enemy is within specified distance
         
        ignore_placement_warning( String warning_string ) 
         
          Makes the specified placement warning not get printed for this actor.
         
        ignoremonsterclip 
         
          Makes the actor ignore monster clip brushes.
         
        ignorenextcontext( Boolean flag, String context ) 
         
          Makes the actor ignore the next context event it receives
         
        ignorepainfromactors 
         
          Makes this actor ignore pain from other actors.
         
        ignorewater( Boolean ignore_water_bool ) 
         
          Sets whether or not this actor will ignore water when moving.
         
        immortal( Boolean immortal_bool ) 
         
          Sets whether or not the actor is immortal or not.
         
        in_alcove( Integer in_alcove_flat ) 
         
          in alcove ( 1 ) or not in alcove ( 0 )
         
        incoming_proj( Entity ent ) 
         
          Notifies the actor of an incoming projectile.
         
        incontext( String context ) 
         
          Used to start a context dialog
         
        jumpto( String pathnode_or_entity, [ Float launchAngle 
          ], [ Float dummy_arg ] ) 
         
          Actor jumps to specified path node
         
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
        killthread( String kill_thread ) 
         
          Sets the actor's kill thread.
         
        lookat( Entity ent ) 
         
          Specifies an entity to look at.
         
        masterstatemap( String statemap_name, [ String state_name 
          ] ) 
         
          Sets which masterstatemap file to use and optionally what the first 
          state to go to.
         
        max_inactive_time( Float max_inactive_time ) 
         
          Sets the maximum amount of time an actor will stay idle before going 
          to sleep. 
          Also sepecifies the maximum amount of time an actor will keep looking 
          for an 
          enemy that the actor can no longer see.
         
        maxbosshealth( Float max_boss_health ) 
         
          Sets the actor's max boss health.
         
        maxheadpitch( Float maxpitch ) 
         
          Sets the max pitch the headwatcher can turn the head
         
        maxheadyaw( Float maxyaw ) 
         
          Sets the max yaw the headwatcher can turn the head
         
        maxhealth( Integer newMaxHealth ) 
         
          set the max_health of the entity to newMaxHealth
         
        melee( [ Float damage ], [ String tag_name ], [ String 
          means_of_death ], [ Vector attack_vector ], [ Float knockback ], [ Integer 
          use_pitch_to_enemy ], [ Float attack_min_height ] ) 
         
          Makes the actor do a melee attack. attack_vector = width length height
         
        minmeleeheight( Float minimum_height ) 
         
          Sets the minimum height a melee attack has to be to hurt the actor.
         
        mouthangle( Float mouth_angle ) 
         
          Sets the mouth angle of the sentient.
         
        movementmode( String movment_mode ) 
         
          sets the movment mode of the actor
         
        name( String name ) 
         
          Specifies the name of this actor type.
         
        nochatter 
         
          Makes the actor not chatter.
         
        noland 
         
          Specifies actor as not being able to walk on land.
         
        nomask 
         
          Makes the actor use a mask of 0.
         
        nopainsounds 
         
          Makes the actor not broadcast sounds (AI stimuli) when taking pain or 
          killed.
         
        not_allowed_to_kill 
         
          Player fails the level if he kills an actor with this set.
         
        notifybehavior 
         
          Notifies the current behavior of an event,it is not meant to be called 
          from script.
         
        notifyeyebehavior 
         
          Notifies the current eye behavior of an eventit is not meant to be called 
          from script.
         
        notifyheadbehavior 
         
          Notifies the current head behavior of an eventit is not meant to be 
          called from script.
         
        notifyothersatdeath 
         
          Makes the actor notify other actors of the same type when killed.
         
        notifytorsobehavior 
         
          Notifies the current torso behavior of an eventit is not meant to be 
          called from script.
         
        notsolidmask 
         
          Makes the actor use a nonsolid mask.
         
        nouse 
         
        onuse( String thread_name ) 
         
        pain( Integer damage, Entity attacker, Integer meansofdeath 
          ) 
         
          used to inflict pain to an entity
         
        painthreshold( Float pain_threshold ) 
         
          Sets the actor's pain threshold.
         
        part_name( String part_name ) 
         
          Specifies the name of this part (implying that this is a multi-part 
          creature.
         
        permanentrespondto( String stimuli, Boolean respond ) 
         
          sets AI response to stimuli
         
        persistData( String var_name, String var_value ) 
         
          Sets a persistant variable
         
        pickupent( Entity entity_to_pickup, String pickup_anim_name 
          ) 
         
          Makes actor pick up the specified entity
         
        pickupthrowobject( String bone ) 
         
        playdialog( [ String sound_file ], [ Float volume ], 
          [ Float min_dist ], [ Boolean headDisplay ], [ Boolean do_talk ], [ 
          String state_name ], [ Entity user ] ) 
         
        posture_anim_done 
         
          Called when a posture animation is done
         
        posturestatemap( String statemap, [ Boolean loadingFlag 
          ] ) 
         
          Sets the state machine for the posture controller
         
        printmessage( String message ) 
         
          Prints a warning message to the console
         
        processgameplaydata 
         
          Causes any subclass of entity to process any specific gameplay related 
          data.
         
        proj( String tag_name, String projectile_name, [ Integer 
          number_of_tags ], [ Boolean arc_bool ], [ Float speed ], [ Float offset 
          ], [ Boolean lead ], [ Float spread ] ) 
         
          Fires a projectile from the actor towards the current enemy.
         
        projectileclose( Entity owener ) 
         
          Informs Actor that a projectile is close
         
        push( Vector dir ) 
         
          Pushes the actor in the specified direction.
         
        pushable( [ Boolean flag ] ) 
         
          Sets whether or not an actor can be pushed out of the way.
         
        putawayweapon( [ String hand ] ) 
         
          Deactivate the weapon in the specified hand.
         
        radiusattack( String tag_name, String means_of_death, 
          Float damage, Float radius, Float knockback, Boolean constant_damage 
          ) 
         
          Does a radius attack from the tag name
         
        register_parts( Entity entity, Integer forward ) 
         
          Registers the passed in part as another part of this actor and specifies 
          whether or not to forward this message to the other parts.
         
        register_self 
         
          Starts registration process for multi-entity actors
         
        registerpackage( String package_name ) 
         
          registers a behavior package
         
        releasenode( Vector pos ) 
         
          Releases a path node from being reserved.
         
        remove_useless 
         
          Removes a useless dead body from the game.
         
        removeactorweapon( String weapon ) 
         
        reservenode( Vector pos, Float time ) 
         
          Reserves a path node for the specified amount of time.
         
        reseteyes( [ Float max_speed ] ) 
         
          Actor resets its eyes back to looking forwards.
         
        resethead( [ Float max_speed ] ) 
         
          Actor resets its head back to looking forwards.
         
        resetmovedir 
         
          Resets and resyncs movedir with animdir
         
        resettorso( Float max_speed ) 
         
          Actor resets its torso to looking forwards
         
        respondto( String stimuli, Boolean respond ) 
         
          sets AI response to stimuli
         
        returnproj 
         
          Returns a projectile to the current enemy
         
        runalertthread 
         
          runs an actors alert thread - NOT MEANT TO BE CALLED FROM SCRIPT
         
        runthread( String label ) 
         
          Runs the specified thread.
         
        saveofflasthitbone 
         
          Saves off the last hit_bone
         
        selectclosestenemy 
         
          Sets the actor's current enemy to be the closest enemy in it's hate 
          list 
         
        SelectNextEnemy 
         
          Sets the actor's current enemy to be the next enemy in it's hate list, 
          assuming there is one.
         
        selfdetonatemodel( String modelname ) 
         
          Set the modelname of the explosion to be spawned when an actor self-detonates
         
        sendcommand( String command, String part_name ) 
         
          Sends a command to another one of its parts.
         
        sendeventtogroup( String event, [ String parm ], [ String 
          parm ], [ String parm ], [ String parm ], [ String parm ] ) 
         
          sends the specified event to the entire group
         
        set_idle_state_name( String new_idle_state_name ) 
         
          Sets the actor's new idle state name.
         
        setabsolutemaxrange( Float absolute_max_range ) 
         
          sets the absolute maximum range the actor will get from an entity
         
        setabsoluteminrange( Float absolute_min_range ) 
         
          sets the absolute minimum range the actor will get from an entity
         
        setactivatethread( String thread_name ) 
         
          Sets the thread to call when the AI Activates
         
        setactivationdelay( Float delay ) 
         
          If set up to use it, actors will delay action for the specifed delay 
          time
         
        setactorflag( String flag_name, [ Boolean flag_bool ] 
          ) 
         
        setaimleadfactors( Float minLeadFactor, Float maxLeadFactor 
          ) 
         
          sets the lead factor for projectile aiming; 0 = don't lead, 1 = perfect 
          lead
         
        setalertthread( String thread_name ) 
         
          sets a thread to be called when AI goes to alert
         
        setanim( String anim_name, [ Float animationRate ] ) 
         
          Sets the animation directly.
         
        setbehaviorpackage( String package_name ) 
         
          sets the actor to use the specified behavior package AND sets the masterstate
         
        SetCheckConeOfFireDistance( Float distance ) 
         
          Sets how close an actor must be for IN_CONE_OF_FIRE checks from a state 
          machine.
         
        setcontextsoundinterval( Float interval ) 
         
          Sets the context sound ( dialog ) interval 
         
        setdeathknockbackvalues( Float vertical_value, Float 
          horiz_value ) 
         
          Sets Death Knockback Values
         
        setdialogmode( String mode_type ) 
         
          Sets the Dialog Mode for the actor, valid values are 'anxious', 'normal', 
          or 'ignore'
         
        setenemyactorflag( String flag_name, [ Boolean flag_bool 
          ] ) 
         
        setenemyattached( Boolean attached ) 
         
          sets whether or not the current enemy is attached -- Quetzal Specific
         
        setenemytargeted( Boolean targeted ) 
         
          Sets whether or not the enemy should display targeted shader
         
        seteyeangleconstraints( Float min_eye_yaw_angle, Float 
          max_eye_yaw_angle, Float min_eye_pitch_angle, Float max_eye_pitch_angle 
          ) 
         
          Sets the constraints on eye movement
         
        setfloatproperty( String name, Float value ) 
         
          Sets a float property on the actor
         
        setheadwatchmaxdistance( Float maxdistance ) 
         
          Sets the max distance for the headwatcher
         
        sethitscanresponse( Float chance ) 
         
          sets chance an actor will respond to hitscan attacks
         
        setidlethread( String thread ) 
         
          Sets the thread that will be run if this actor gets back to the idle 
          state again.
         
        setmask( String mask_name ) 
         
          Sets the actor's mask to the specified mask.
         
        setmasterstate( String state_name ) 
         
        setminpaintime( Float time ) 
         
          Sets the minimum pain time
         
        setnodeid( Integer id_number ) 
         
          Sets the ID number of the helper nodes that this actor can use
         
        setnotifyflag( String flag_name, [ Boolean flag_bool 
          ] ) 
         
          Sets an Actor's Notify Flag
         
        setpackagetendency( String package_name, Float tendency 
          ) 
         
          sets the tendency to execute the behavior package
         
        setplaypainsoundinterval( Float interval ) 
         
          Sets the pain sound interval
         
        setposturestate( String currentState, String requestedState 
          ) 
         
        setpreferredmaxrange( Float preferred_max_range ) 
         
          sets the preferred maximum range the actor would like to be from an 
          entity
         
        setpreferredminrange( Float preferred_min_range ) 
         
          sets the preferred minimum range the actor would like to be from an 
          entity
         
        setradiusdialogrange( Float range ) 
         
          Sets the range for playing radius dialog
         
        setsimplifiedthink( [ Boolean boolean ] ) 
         
          change actor to SimplifiedThink think strategy
         
        setsticktoground( Boolean stick ) 
         
          Sets a bool that determines whether the actor ground follows
         
        settalkwatchmode( String mode, [ Boolean useConvAnim 
          ] ) 
         
          Sets the talk watch mode -- valid entries are turnto, headwatchonly, 
          and ignore
         
        setTargetType( Integer set_target_type ) 
         
          Set Type of Target (0) Any, (1) Player Only, (2) Actors Only (3) Scripted 
          Only (4) Level_Interaction Triggers Only 
         
        settendency( String name, Float value ) 
         
          Sets a tendency for the actor
         
        setturretmode( Boolean on_off ) 
         
          sets turret mode on or off
         
        setvalidtarget( Boolean valid_target ) 
         
          Sets whether or not actor is valid target in actor to actor confrontations
         
        setvar( String var_name, String var_value ) 
         
        setvartime( String var_name ) 
         
          Sets the variable name to the current level time
         
        setweaponready( Boolean ready ) 
         
          sets if the actor has its weapon ready or not
         
        simplepathfinding 
         
          Makes the actor use simplier path finding.
         
        sleep 
         
        solidmask 
         
          Makes the actor use a solid mask.
         
        spawnactor( String model_name, String tag_name, Integer 
          how_many, Boolean attack, Float width, Float height, [ Float spawn_offset 
          ], [ Boolean force ], [ Float add_height ] ) 
         
          Spawns the specified number of actors.
         
        spawnactoraboveenemy( String model_name, Integer how_many, 
          Boolean attack, Float width, Float height, Float how_far ) 
         
          Spawns actors above current enemy
         
        spawnactoratlocation( String model_name, String pathnode_name, 
          Integer how_many_path_nodes, Boolean attack, Float width, Float height 
          ) 
         
          Spawns the specified actor at the specified pathnode.
         
        spawnblood( String blood_name, String tag_name, [ Boolean 
          use_last_spawn_result ] ) 
         
          Spawns blood at the specified tag.
         
        spawnchance( Float spawn_chance ) 
         
          Sets the chance that this actor will spawn something when killed.
         
        spawngib( Vector offset, Float final_pitch, Float width, 
          String cap_name, String surface_name1, [ String surface_name2 ], [ String 
          surface_name3 ], [ String surface_name4 ], [ String surface_name5 ], 
          [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 
          ], [ String surface_name9 ] ) 
         
        spawngibattag( String tag_name, Float final_pitch, Float 
          width, String cap_name, String surface_name1, [ String surface_name2 
          ], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5 
          ], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 
          ], [ String surface_name9 ] ) 
         
        spawnitem( String spawn_item_name ) 
         
          Adds this names item to what will be spawned when this actor is killed.
         
        spawnnamedgib( String gib_name, String tag_name, Float 
          final_pitch, Float width ) 
         
        start 
         
          Initializes the actor a little, it is not meant to be called from script.
         
        startactivationtimer 
         
          Sets the activationStart time to the current level time
         
        statemap( String statemap_name, [ String state_name ] 
          ) 
         
          Sets which statemap file to use and optionally what the first state 
          to go to.
         
        staysolid 
         
          Makes the actor stay solid after death.
         
        steeringdirectionpreference( String preference ) 
         
          Sends a string to define the way actors will turn when avoiding obstacles
         
        stopdialog 
         
          Stops the actor's dialog.
         
        stopfire( String hand ) 
         
          Stops the firing of the weapon in the specified hand.
         
        strictlyfollowpath( Boolean boolean ) 
         
          Lets the actor know if he should follow paths exactly or if he can go 
          directly to his goal.
         
        suicide 
         
          Makes the actor commit suicide.
         
        swim 
         
          Specifies actor as being able to swim.
         
        talkiness( Float talkiness ) 
         
          sets the talkiness of the actor... valid range between 0 and 1
         
        targetable( Boolean should_target ) 
         
          Sets whether or not this actor should be targetable by the player.
         
        throwent( String throw_anim_name ) 
         
          Makes actor throw the entity in hands
         
        timebetweensleepchecks( Float delay ) 
         
          sets the time between tests to see if the actor should sleep
         
        torso_anim_done 
         
          Called when actor's torso anim is done, If you call this from script, 
          I will hunt you down, and end you
         
        tossthrowobject( Float speed, Float gravity ) 
         
        touchtriggers( [ Boolean touch_triggers_bool ] ) 
         
          Sets whether the entity should touch triggers or not
         
        trigger_field( Vector min, Vector max ) 
         
          Specifies to create a trigger field around the actor of the specified 
          size.
         
        trigger_touched( Entity ent ) 
         
          Notifies the actor that its trigger field has been touched.
         
        turnspeed( Float turnspeed ) 
         
          Sets the actor's turnspeed.
         
        turntoangle( Float direction ) 
         
          Specifies the direction to look in.
         
        turntowardsenemy( Float angle ) 
         
          Turns the actor towards the current enemy.
         
        turntowardsentity( Entity entity ) 
         
          Turns the actor towards the entity
         
        turntowardsplayer 
         
          Turns the actor towards the player.
         
        unregisterpackage( String package_name ) 
         
          unregisters a behavior package
         
        unreservecurrenthelpernode 
         
          Unreserves the current helper node
         
        updatebosshealth( [ Boolean updateFlag ], [ Boolean forceOn 
          ] ) 
         
          Tells the actor to update the bosshealth cvar each time it thinks.
         
        useactorweapon( String weapon, [ String hand ] ) 
         
          Makes the specified weapon active for the actor  
          If they have the weapon
         
        useanimset( String anim_set ) 
         
          Sets the AnimSet... Valid Set Names are AnimSet1 , AnimSet2 
         
        usebehaviorpackage( String package_name ) 
         
          sets the actor to use the specified behavior package but does NOT set 
          the master state
         
        usegravity( Boolean use_gravity ) 
         
          Tells the actor whether or not to use gravity for this animation.
         
        useweapondamage( [ String hand ], [ Boolean setflag ] 
          ) 
         
          Makes the melee event reference the damage of the weapon in the specified 
          hand.
         
        visiondistance( Float vision_distance ) 
         
          Sets the distance the actor can see.
         
        wakeup 
         
        walkto( String pathnode, [ String anim_name ], [ Float 
          force ], [ Float maxfailures ] ) 
         
          Actor walks to specified path node
         
        walkwatch( String pathnode, Entity entity, [ String anim_name 
          ] ) 
         
          Actor walks to specified path node and watches the specified entity
         
        warpto( String node_name ) 
         
          Warps the actor to the specified node
         
        whatareyoudoing 
         
          Makes the actor print a bunch of debug state info to the console
         
        whatswrong 
         
          Makes the actor print the current behaviors failure reaon to the console
         
       
      
        
      
        
      
       
        loadadaptiondata 
         
          Used to control timing on adaption information loads
         
        setadaptionfx( String adaption_fx ) 
         
          set the adaption fx model
         
        setFXlife( Float Normal_Time, Float Explosive_Time ) 
         
       
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
       
        anim( String animName ) 
         
          set the legs animation to animName.
         
        animate_newanim( Integer animNum, Integer bodyPart ) 
         
          Start a new animation, not for script use.
         
        animdone 
         
          Legs animation has finished, not for script use.
         
        setframe( Integer frameNumber, [ String animName ] ) 
         
          Set the frame on the legs, if anim is not specified, current is assumed.
         
        setmovedelta( Vector moveDelta ) 
         
          movement from animation, not for script use.
         
        stopanimating 
         
          stop the legs from animating. Animation will end at the end of current 
          cycle.
         
        torso_anim( String animName ) 
         
          set the torso animation to animName.
         
        torso_animdone 
         
          Torso animation has finished, not for script use.
         
        torso_setframe( Integer frameNumber, [ String animName 
          ] ) 
         
          Set the frame on the torso, if anim is not specified, current is assumed.
         
        torso_stopanimating 
         
          stop the torso from animating. Animation will end at the end of current 
          cycle.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
        
      
        
      
        
      
       
        setactoranim( String anim_name ) 
         
          sets what primary anim to set an actor to, when it reaches this waypoint
         
        setwaypointthread( String thread_name ) 
         
          sets the script thread to be called when the actor reaches this waypoint
         
       
      
       
        angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> 
          ) 
         
          set the angles of the entity to newAngles.
         
        auto_active( Boolean newActiveState ) 
         
          Whether or not the auto camera is active.
         
        auto_maxfov( Float maxFOV ) 
         
          Sets the maximum FOV that should be used when automatically calculating 
          FOV.
         
        auto_radius( Float newRadius ) 
         
          Sets the radius of the automatic camera.
         
        auto_starttime( Float newTime ) 
         
          Sets how long it takes for the camera to be switched to.
         
        auto_state( String state1, [ String state2 ], [ String 
          state3 ], [ String state4 ], [ String state5 ], [ String state6 ] ) 
         
          Sets the states the player needs to be in for this camera to activate.
         
        auto_stoptime( Float newTime ) 
         
          Sets how long it takes for the camera switch back to the player.
         
        camera_think 
         
          Called each frame to allow the camera to adjust its position.
         
        continue 
         
          Continue the camera movement.
         
        cut 
         
          switch camera states immediately, do not transition
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        fadetime( Float fadetime ) 
         
          Sets the fade time for camera transitioning.
         
        follow( Entity targetEnt, [ Entity targetWatchEnt ] ) 
         
          Makes the camera follow an entity and optionally watch an entity.
         
        follow_distance( Float distance ) 
         
          Sets the camera follow distance.
         
        follow_yaw( Float yaw ) 
         
          Sets the yaw offset of the camera following an entity.
         
        follow_yaw_absolute 
         
          Makes the follow camera yaw absolute.
         
        follow_yaw_relative 
         
          Makes the follow camera yaw relative (not absolute).
         
        fov( Float fov, [ Float fadeTime ] ) 
         
          Sets the camera's field of view (fov). 
          if fadeTime is specified, camera will fade over that time 
          if fov is less than 3, than an auto_fov will be assumed 
          the value of fov will be the ratio used for keeping a watch 
          entity in the view at the right scale
         
        interpolatefov( Float fov, Float interpolateTime ) 
         
          This is just like the camera set fov, but this uses a different name 
          To prevent naming conflicts.
         
        loadKFC( String kfcFileName ) 
         
          Load KFC file, parse it, create an instance of a CameraPath
         
        lookat( Entity ent ) 
         
          Makes the camera look at an entity.
         
        moveto( Entity ent ) 
         
          Move the camera's position to that of the specified entities.
         
        movetopos( Vector position ) 
         
          Move the camera's position to the specified position.
         
        nextcamera( String nextCamera ) 
         
          Sets the next camera to use.
         
        nowatch( [ Float fadeTime ] ) 
         
          Stop watching an entity or looking along a path. 
          Camera is now static as far as orientation. 
          if fadeTime is specified, camera will fade over that time
         
        orbit( Entity targetEnt, [ Entity targetWatchEnt ] ) 
         
          Makes the camera orbit around an entity and optionally watch an entity.
         
        orbit_height( Float height ) 
         
          Sets the orbit camera's height.
         
        pause 
         
        setthread( String thread ) 
         
        speed( Float speed ) 
         
        start 
         
        stop 
         
          Stop the camera movement.
         
        thread( String thread ) 
         
        turnto( Vector angle ) 
         
          Makes the camera look in the specified direction.
         
        watch( Entity watchEnt, [ Float fadeTime ] ) 
         
          Makes the camera watch an entity. 
          if fadeTime is specified, camera will fade over that time
         
        watchnode( [ Float fadeTime ] ) 
         
          Makes the camera watch based on what is stored 
          in the camera nodes. 
          if fadeTime is specified, camera will fade over that time
         
        watchpath( [ Float fadeTime ] ) 
         
          Makes the camera look along the path of travel. 
          if fadeTime is specified, camera will fade over that time
         
       
      
        
      
        
      
       
        add 
         
          Add a new point to the camera path where the player is standing.
         
        delete 
         
          Delete the current path node.
         
        destroyKFCpath( [ Entity path ] ) 
         
          Delete the specified .kfc file.
         
        hidepath 
         
        load( String filename ) 
         
        loopPath( [ Entity path ] ) 
         
          Loop the current path or the specified one.
         
        moveplayer 
         
          Move the player to the current path node position.
         
        new 
         
        next 
         
          Go to the next path node.
         
        nextpath 
         
        nowatch 
         
          Set the current path node to watch nothing.
         
        play( [ Entity path ] ) 
         
          Play the current path or the specified one once.
         
        playKFCpath( String kfc_filename, [ Float yaw_offset 
          ], [ Vector origin_offset ] ) 
         
          Loads a key-framed camera path (.KFC) file. Yaw_offset and origin_offset 
          are optional.
         
        prev 
         
          Go to the previous path node.
         
        prevpath 
         
        renamepath( String newName ) 
         
          Rename the path to the new name.
         
        replace 
         
          Replace the current path node position/angle with the player's.
         
        save( String filename ) 
         
        savemap( String filename ) 
         
          Saves the camera path to a map file.
         
        setfadetime( Float newFadeTime ) 
         
          Set the fadetime of the current path node.
         
        setfov( String newFOV ) 
         
          Set the fov at the current path node.
         
        setpath( Entity path ) 
         
        setspeed( Float speed ) 
         
          Set the speed of the camera at the current path node.
         
        settarget( String target ) 
         
        settargetname( String targetname ) 
         
        setthread( String thread ) 
         
          Sets the thread for the current path node.
         
        showpath( [ Entity path ] ) 
         
          Shows the specified path.
         
        stop 
         
          Stop the camera playing path.
         
        updateinput 
         
          Updates the current node with user interface values.
         
        watch( String watch ) 
         
          Set the current path node to watch something.
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
        posturechangecompleted 
         
          Tells the behavior that the requested posture is active
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        beginCinematic( [ String originName ], [ Boolean callStartThreadFlag 
          ] ) 
         
          Begins the cinematic at the specified named origin. If theorigin name 
          isn't specified, begins at 0,0,0 with 0 degrees of yaw rotation.
         
        beginCinematicAt( [ Vector originVector ], [ Float yawRotation 
          ], [ Boolean callStartThreadFlag ] ) 
         
          Begins the cinematic at the specified origin with the specified rotation.If 
          they are not specified, begins at 0,0,0 with 0 degrees of yaw rotation.
         
        endCinematic( [ Boolean callEndThreadFlag ] ) 
         
        setbeginthread( String threadName ) 
         
          Sets the thread to call when the cinematic begins.
         
        setendthread( String threadName ) 
         
          Sets the thread to call when the cinematic ends.
         
       
      
       
        behaviorfinished( Integer behaviorReturnCode, [ String 
          behaviorFailureReason ] ) 
         
          The last behavior finished with the specified return code and optionally 
          a failure reason.This is sent to controllers of the actor.
         
        controlost 
         
          Sent to a controller when it loses control.
         
       
      
       
        debug 
         
          Turns on debugging information for cinematics.
         
        playCinematic( String cinematic, [ String originname 
          ] ) 
         
          Play the current cinematic or the specified one once.
         
        playCinematicAt( String cinematic, [ Vector origin ], 
          [ Float yaw ] ) 
         
          Play a cinematic at the specified origin with optional yaw rotatioin.
         
       
      
       
        cinematicCameraStopPlaying 
         
          Stops a cinematic camera.
         
       
      
       
        cinematiccut(  ) 
         
          Makes a cinematic camera cut.
         
        cinematiccutfadeout(  ) 
         
          Fades out leading to a cinematic camera cut.
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
        posturechangecompleted 
         
          Tells the behavior that the requested posture is active
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
        posturechangecompleted 
         
          Tells the behavior that the requested posture is active
         
       
      
       
        ai_calcpath( Integer nodenum1, Integer nodenum2 ) 
         
          Calculate path from node1 to node2.
         
        ai_recalcpaths( Integer nodenum ) 
         
          Update the specified node.
         
        alias( String alias_name, String real_name, [ String 
          arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] ) 
         
        aliascache( String alias_name, String real_name, [ String 
          arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] ) 
         
          Sets up an alias and caches the resourse.
         
        allowActionMusic( [ Boolean boolean ] ) 
         
          Sets whether or not action music is allowed or not.
         
        allowMusicDucking( [ Boolean boolean ] ) 
         
          Sets whether or not music ducking is allowed.
         
        arctandegrees( Float y, Float x ) 
         
          Returns the angle (in degrees) described by a 2d vector pointing to 
          (x,y).
         
        assert( Float value ) 
         
        break 
         
          Asserts so that we can break back into the debugger from script.
         
        cache( String resource_name ) 
         
          Cache the specified resource.
         
        cam( String command, [ String arg1 ], [ String arg2 ], 
          [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] ) 
         
          Processes a camera command.
         
        cam_fadein( Float time, Float color_red, Float color_green, 
          Float color_blue, Float alpha, [ Integer mode ] ) 
         
          Sets up fadein in values.
         
        cam_fadeout( Float time, Float color_red, Float color_green, 
          Float color_blue, Float alpha, [ Integer mode ] ) 
         
        ceil( Float float_value ) 
         
          Returns the closest integer not smaller than float.
         
        centerprint( String stuffToPrint ) 
         
          prints the included message in the middle of all player's screens
         
        cinematic 
         
        clearfade 
         
          Clear the fade from the screen
         
        clearletterbox( Float time ) 
         
        connectPathnodes( String node1, String node2 ) 
         
          Connects the 2 specified nodes.
         
        cosdegrees( Float degrees ) 
         
          Returns the cosine of the angle specified (in degrees).
         
        cosradians( Float radians ) 
         
          Returns the cosine of the angle specified (in radians).
         
        cprint( String string ) 
         
        createCinematic( String cinematicName ) 
         
          Creates a cinematic from disk. Returns the created cinematic.Each call 
          to this function creates a new cinematic, even if acinematic with this 
          name already exists.
         
        cuecamera( Entity entity, [ Float switchTime ] ) 
         
          Cue the camera. If switchTime is specified, then the camera 
          will switch over that length of time.
         
        cueplayer( [ Float switchTime ] ) 
         
          Go back to the normal camera. If switchTime is specified, 
          then the camera will switch over that length of time.
         
        death_callback 
         
        disconnectPathnodes( String node1, String node2 ) 
         
          Disconnects the 2 specified nodes.
         
        div( Integer nominator, Integer denominator ) 
         
          Returns the integer value from nominator / denominator
         
        doesEntityExist( Entity entity ) 
         
          Returns whether or not an entity exists.
         
        doesVarExist( String variable_name ) 
         
          Returns whether or not a variable exists.
         
        dontSaveOrientation 
         
          Makes it so we don't save the player's orientation across this sublevel.
         
        endPlayerDeathThread 
         
          Ends the player death thread (goes on to mission failed).
         
        execute 
         
        exp( Float x ) 
         
        fadeisactive(  ) 
         
          Returns 1 if a fade is in progress.
         
        fakeplayer 
         
          Will create a fake version of the player, hide the real one and 
          call the fake one 'fakeplayer'.
         
        floor( Float float_value ) 
         
          Returns the closest integer not larger than float.
         
        forcemusic( String current, [ String fallback ] ) 
         
          Forces the current and fallback (optional) music moods.
         
        freezeplayer 
         
        getcurrententity(  ) 
         
          Retrieves the current entity
         
        getcvar( String cvar_name ) 
         
          Returns the string value of the specified cvar.
         
        getcvarfloat( String cvar_name ) 
         
          Returns the float value of the specified cvar.
         
        getcvarint( String cvar_name ) 
         
          Returns the integer value of the specified cvar.
         
        getentity( String entityname ) 
         
          Returns the entity with the specified targetname.
         
        getfloatvar( String variable_name ) 
         
          Gets a level, game, or entity variable.
         
        getgameplayfloat( String objname, String propname ) 
         
          Returns the float value of the object property.
         
        getgameplaystring( String objname, String propname ) 
         
          Returns the string value of the object property.
         
        getintfromstring( String string ) 
         
          Returns the integer found in a string. Can be called with strings that 
          contain text, such as enemy12.
         
        getLevelTime(  ) 
         
          Returns how many seconds.milliseconds the current level has been running.
         
        getnextentity( Entity currententity ) 
         
          Returns the next entity in the list with the same name as the current 
          entity.
         
        GetNumFreeReliableServerCommands( Entity player ) 
         
          Returns the number of reliable server command slots that are still available 
          for use
         
        getstringvar( String variable_name ) 
         
          Gets a level, game, or entity variable.
         
        getvectorvar( String variable_name ) 
         
          Gets a level, game, or entity variable.
         
        isactoralive( String actor_name ) 
         
          Checks if an Actor is alive or not
         
        isactordead( String actor_name ) 
         
          Checks if an Actor is dead or not
         
        killclass( String class_name, [ Integer except ] ) 
         
          Kills everything in the specified class except for the specified entity 
          (optional).
         
        killent( Integer ent_num ) 
         
          Kill the specified entity.
         
        killthread( String threadName ) 
         
          kills all threads starting with the specified name
         
        letterbox( Float time ) 
         
          Puts the game in letterbox mode.
         
        level_ai( Boolean on_or_off ) 
         
          Turns on or off Level-wide AI for monsters.
         
        log( Float x ) 
         
          Returns the log (base 2).
         
        map( String map_name ) 
         
          Starts the specified map.
         
        mod( Integer nominator, Integer denominator ) 
         
          Returns the integer remainder from nominator / denominator
         
        movedone( Entity finishedEntity ) 
         
          Sent to commanding thread when done with move .
         
        music( String current, [ String fallback ] ) 
         
          Sets the current and fallback (optional) music moods.
         
        musicvolume( Float volume, Float fade_time ) 
         
          Sets the volume and fade time of the music.
         
        newline 
         
        noIntermission 
         
          Makes it so no intermission happens at the end of this level.
         
        noncinematic 
         
        pause 
         
        playerDeathThread( String threadName ) 
         
          Sets a thread to run when the player dies.
         
        print( String string, [ String string ], [ String string 
          ], [ String string ], [ String string ], [ String string ], [ String 
          string ], [ String string ], [ String string ], [ String string ], [ 
          String string ], [ String string ], [ String string ], [ String string 
          ], [ String string ], [ String string ] ) 
         
        printfloat( Float float ) 
         
        printint( Integer integer ) 
         
        printvector( Vector vector ) 
         
        randomfloat( Float max_float ) 
         
          Sets the float to a random number.
         
        randomint( Integer max_int ) 
         
          Sets the integer to a random number.
         
        releaseplayer 
         
        removeActorsNamed( String class_name ) 
         
          remove all actors in the game that have a matching name field (NOT targetname)
         
        removeclass( String class_name, [ Integer except ] ) 
         
          Removes everything in the specified class except for the specified entity 
          (optional).
         
        removeent( Integer ent_num ) 
         
          Removes the specified entity.
         
        removefakeplayer 
         
          Will delete the fake version of the player, un-hide the real one and 
          return to the normal game
         
        removevar( String variable_name ) 
         
          Removes a level, game, or entity variable and frees any memory used 
          by it
         
        restoremusicvolume( Float fade_time ) 
         
          Restores the music volume to its previous value.
         
        restoresoundtrack 
         
          Restores the soundtrack to the previous one.
         
        round( Float float_value ) 
         
          Returns the rounded value of a float.
         
        runThreadNamed( String label ) 
         
          Creates a thread starting at label.
         
        script_callback( Entity slave, String name, Entity other 
          ) 
         
        SendClientCommand( Entity player, String command ) 
         
          Sends a command across to the client
         
        SendClientVar( Entity player, String varName ) 
         
          Sends a variable across to the client
         
        setcvar( String cvar_name, String value ) 
         
          Sets the value of the specified cvar.
         
        setfloatvar( String variable_name, Float float_value 
          ) 
         
          Sets a level, game, or entity variable.
         
        setgameplayfloat( String objname, String propname, Float 
          value ) 
         
          Sets a property float value on an object
         
        setgameplaystring( String objname, String propname, String 
          valuestr ) 
         
          Sets a property string value on an object
         
        setlightstyle( Integer lightstyleindex, String lightstyledata 
          ) 
         
          Set up the lightstyle with lightstyleindex to the specified data
         
        setstringvar( String variable_name, String string_value 
          ) 
         
          Sets a level, game, or entity variable.
         
        setvectorvar( String variable_name, Vector vector_value 
          ) 
         
          Sets a level, game, or entity variable.
         
        sindegrees( Float degrees ) 
         
          Returns the sine of the angle specified (in degrees).
         
        sinradians( Float radians ) 
         
          Returns the sine of the angle specified (in radians).
         
        skipthread( String thread_name ) 
         
        soundtrack( String soundtrack_name ) 
         
        spawn( String entityname, [ String keyname1 ], [ String 
          value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 
          ], [ String value3 ], [ String keyname4 ], [ String value4 ] ) 
         
          Spawn the specified entity.
         
        sqrt( Float x ) 
         
          Returns the sign-preserving square root of x.
         
        stuffcmd( [ String arg1 ], [ String arg2 ], [ String 
          arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] ) 
         
        targetof( Entity entity ) 
         
          Gets the name of the entity's target
         
        terminate( Integer thread_number ) 
         
          Terminates the specified thread or the current one if none specified.
         
        thread( String label ) 
         
          Creates a thread starting at label.
         
        thread_callback 
         
        threadname( String threadName ) 
         
          sets the name of the thread
         
        trigger( String entname ) 
         
          Trigger the specified target.
         
        triggerentity( Entity entityToTrigger ) 
         
          Trigger the specified entity.
         
        vectorcross( Vector vector1, Vector vector2 ) 
         
          Returns the cross product of vector1 and vector2.
         
        vectordot( Vector vector1, Vector vector2 ) 
         
          Returns the dot product of vector1 and vector2.
         
        vectorforward( Vector vector ) 
         
          Returns the forward vector of the vector.
         
        vectorgetx( Vector vector ) 
         
          Returns the x of the vector.
         
        vectorgety( Vector vector ) 
         
          Returns the y of the vector.
         
        vectorgetz( Vector vector ) 
         
          Returns the z of the vector.
         
        vectorleft( Vector vector ) 
         
          Returns the left vector of the vector.
         
        vectorlength( Vector vector ) 
         
          Returns the length of the vector.
         
        vectornormalize( Vector vector ) 
         
          Returns the normalized vector.
         
        vectorscale( Vector vector, Float scale_value ) 
         
          Returns the vector scaled by scale
         
        vectorsetx( Vector vector, Float x_value ) 
         
          Sets the x value of a vector
         
        vectorsety( Vector vector, Float y_value ) 
         
          Sets the y value of a vector
         
        vectorsetz( Vector vector, Float z_value ) 
         
          Sets the z value of a vector
         
        vectorToString( Vector vector ) 
         
          Converts a vector to a string
         
        vectorup( Vector vector ) 
         
          Returns the up vector of the vector.
         
        wait( Float wait_time ) 
         
          Wait for the specified amount of time.
         
        waitDialogLength( String dialogName ) 
         
          Wait for the length of time of the dialog. 
         
        waitfor( Entity ent ) 
         
          Wait for the specified entity.
         
        waitForAnimation( Entity entity, String animName, [ Float 
          additionalDelay ] ) 
         
          Waits for time of the animation length plus the additional delayt specified. 
         
        waitForDeath( String name ) 
         
        waitForDialog( Entity actor, [ Float additional_delay 
          ] ) 
         
          Wait for end of the dialog for the specified actor. 
          If additional_delay is specified, than the actor will 
          wait the dialog length plus the delay.
         
        waitForPlayer 
         
          Wait for player to be ready.
         
        waitForSound( String sound_name, Float delay ) 
         
          Wait for end of the named sound plus an optional delay.
         
        waitForThread( Integer thread_number ) 
         
          Wait for the specified thread.
         
       
      
        
      
        
      
        
      
       
        dispenser_animdone 
         
          Called when the dispenser's animation is done
         
        dispenser_instant 
         
          Makes the dispenser give out its stuff instantly 
         
        dispenser_maxamount( Float maxAmount ) 
         
          Sets the total amount that this dispenser can give out.
         
        dispenser_openDistance( Float openDistance ) 
         
          Sets the distance from the player that the dispenser will open/close 
         
        dispenser_rate( Float dispenseRate ) 
         
          Sets the dispense rate (how many units per second to give out).
         
        dispenser_regenrate( Float regenRate ) 
         
          Sets the regen rate (how many units per second to regen).
         
        dispenser_soundName( String soundName ) 
         
          Makes the dispenser use the specified looping sound when its being used 
         
        dispenser_subtype( String subtype ) 
         
          Sets the subtype of thing to give out. 
          There is no subtype for health, the subtype for ammo is the ammo type.
         
        dispenser_type( String type ) 
         
          Sets the type of thing to give out. 
          Only health and ammo are valid currently.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        close 
         
        dmg( Integer damage ) 
         
          Sets the amount of damage the door will do to entities that get stuck 
          in it.
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        doBlocked( Entity obstacle ) 
         
          sent to entity when blocked.
         
        door_triggerfield( Entity other ) 
         
          Is called when a doors trigger field is touched.
         
        doorclosed 
         
          Called when the door finishes closing.
         
        dooropened 
         
          Called when the door finishes opening.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        extraTriggerSize( Vector extraTriggerSize ) 
         
          Sets the extra trigger size to use for a door, defaults to (0 0 0).
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
        linkdoor 
         
        lock 
         
        open( Entity other ) 
         
        sound_locked( String sound_locked ) 
         
          Sets the sound to use when the door is locked.
         
        sound_message( String sound_message ) 
         
          Sets the sound to use when the door displays a message.
         
        sound_move( String sound_move ) 
         
          Sets the sound to use when the door moves.
         
        sound_stop( String sound_stop ) 
         
          Sets the sound to use when the door stops.
         
        time( Float traveltime ) 
         
          Sets the time it takes for the door to open an close.
         
        toggledoor( Entity other ) 
         
          Toggles the state of the door (open/close).
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
        tryToOpen( Entity other ) 
         
        unlock 
         
        wait( Float wait ) 
         
          Sets the amount of time to wait before automatically shutting.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
       
      
       
        distance( Float distance ) 
         
          Sets the distance that an earthquake will effect things.
         
        duration( Float duration ) 
         
          Sets the duration of the earthquake.
         
        earthquake_deactivate 
         
        earthquake_playsound( [ Boolean bool ] ) 
         
          Sets whether or not the earthquake plays its looping sound or not (defaults 
          to true).
         
        magnitude( Float theMagnitude ) 
         
          Sets the magnitude of the earthquake.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
        
      
       
        emitter( String name ) 
         
       
      
       
        addHealthOverTime( Float healthToAdd, Float timeToAdd 
          ) 
         
          Specifies how much and howlong to add health.
         
        alias( String alias, String realname, [ String parameter1 
          ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 
          ], [ String parameter5 ], [ String paramater6 ] ) 
         
          create an alias for the given realname 
          Valid parameters are as follows: 
          global - all instances act as one 
          stop - once used, don't use again 
          timeout [seconds] - once used wait [seconds] until using again 
          maxuse [times] - can only be used [times] times. 
          weight [weight] - random weighting
         
        aliascache( String alias, String realname, [ String parameter1 
          ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 
          ], [ String parameter5 ], [ String paramater6 ] ) 
         
          create an alias for the given realname and cache the resource 
          Valid parameters are as follows: 
          global - all instances act as one 
          stop - once used, don't use again 
          timeout [seconds] - once used wait [seconds] until using again 
          maxuse [times] - can only be used [times] times. 
          weight [weight] - random weighting
         
        alpha( Float newAlpha ) 
         
          Set the alpha of the entity to alpha.
         
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> 
          ) 
         
          set the angles of the entity to newAngles.
         
        anim( String animName ) 
         
          set the legs animation to animName.
         
        animate_newanim( Integer animNum, Integer bodyPart ) 
         
          Start a new animation, not for script use.
         
        archetype( String archetype ) 
         
          Sets the archetype name for this entity
         
        attach( Entity parent, String tagname, [ Integer use_angles 
          ], [ Vector offset ], [ Vector angles_offset ] ) 
         
          attach this entity to the parent's legs tag called tagname
         
        attachanim( String anim_name, String tag_name ) 
         
          sets the anim on an attached entity at the specified tag
         
        attachmodel( String modelname, String tagname, [ Float 
          scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float 
          removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float 
          fadetime ], [ Vector offset ], [ Vector angles_offset ] ) 
         
          attach a entity with modelname to this entity to tag called tagname. 
          scale - scale of attached entities 
          targetname - targetname for attached entities 
          detach_at_death - when entity dies, should this model be detached. 
          removetime - when the entity should be removed, if not specified, never. 
          fadeintime - time to fade the model in over. 
          fadeoutdelay - time to wait until we fade the attached model out 
          fadeoutspeed - time the model fades out over 
          offset - vector offset for the model from the specified tag 
          angles_offset - angles offset for the model from the specified tag
         
        autocache( String resourceName ) 
         
          pre-cache the given resource.
         
        bind( Entity parent ) 
         
          bind this entity to the specified entity.
         
        cache( String resourceName ) 
         
          pre-cache the given resource.
         
        censor 
         
          used to ban certain contact when in parentmode 
         
        cinematicanimdone 
         
          Called when an entity's cinematic animation is done, it is not meant 
          to be called from script.
         
        classname( String nameOfClass ) 
         
          Determines what class to use for this entity, 
          this is pre-processed from the BSP at the start 
          of the level.
         
        clearCustomEmitter( String emitterName ) 
         
          Clears the custom emitter for this Entity
         
        clearcustomshader( String shader_name ) 
         
          Clears Custom Shader FX on Entity
         
        contents( String ct1, [ String ct2 ], [ String ct3 ], 
          [ String ct4 ], [ String ct5 ], [ String ct6 ] ) 
         
          The content type of the entity
         
        damage_type( String meansofdeathstring ) 
         
          Set the type of damage that this entity can take
         
        damagemodifier( String modifiertype, String value, Float 
          multiplier, [ Float chance ], [ Float minpain ], [ Float maxpain ] ) 
         
          Add a damage modifier to this entities list 
          modifiertypes are: 
          tikiname, name, group, actortype, targetname, damagetype
         
        deathsinkeachframe 
         
          Makes the entity sink into the ground and then get removed (this gets 
          called each frame).
         
        deathsinkstart 
         
          Makes the entity sink into the ground and then get removed (this starts 
          it).
         
        detach 
         
          detach this entity from its parent.
         
        detachallchildren 
         
          Detach all the children from the entity.
         
        displayeffect( String effect_type, [ String effect_name 
          ] ) 
         
          Displays the named effect.
         
        doesVarExist( String variable_name ) 
         
          Returns whether or not a variable exists.
         
        doradiusdamage( Float damage, String meansofdeath, Float 
          radius, Float knockback, [ Boolean constant_damage ], [ Float repeat_time 
          ] ) 
         
          calls RadiusDamage() using the entity information and owner
         
        droptofloor( [ Float maxRange ] ) 
         
          drops the entity to the ground, if maxRange is not specified 8192 is 
          used.
         
        earthquake( Float magnitude, Float duration, [ Float 
          distance ] ) 
         
        effects( [ String parameter1 ], [ String parameter2 ], 
          [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], 
          [ String parameter6 ] ) 
         
          Change the current entity effects flags. 
          Valid flags are as follows: 
          + sets a flag, - clears a flag 
          everyframe - process commands every time entity is rendered
         
        executeobjectprogram( Float time ) 
         
          executes this objects program at the specified time
         
        explosionattack( String explosionModel, [ String tagName 
          ] ) 
         
          Spawn an explosion optionally from a specific tag
         
        fade( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> 
          ] ) 
         
          Fade the entity's alpha, reducing it by 0.03 
          every FRAMETIME, until it has faded out, does not remove the entity
         
        fadein( [ Float fadetime<0.00...max_float> ], [ Float 
          target_alpha<0.00...1.00> ] ) 
         
          Fade the entity's alpha and scale in, increasing it by 0.03 
          every FRAMETIME, until it has faded completely in to 1.0. 
          If fadetime or target_alpha are defined, they will override 
          the default values.
         
        fadeout( [ Float fadetime<0.00...max_float> ], [ Float 
          target_alpha<0.00...1.00> ] ) 
         
          Fade the entity's alpha and scale out, reducing it by 0.03 
          every FRAMETIME, until it has faded out. If fadetime or 
          target_alpha are defined, they will override the defaults. 
          Once the entity has been completely faded, the entity is removed.
         
        flags( [ String parameter1 ], [ String parameter2 ], 
          [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], 
          [ String parameter6 ] ) 
         
          Change the current entity flags. 
          Valid flags are as follows: 
          + sets a flag, - clears a flag 
          blood - should it bleed 
          explode - should it explode when dead 
          die_gibs - should it spawn gibs when dead 
          god - makes the entity invincible 
          notarget - makes the entity notarget 
         
        forcealpha( [ Boolean bool ] ) 
         
          Sets whether or not alpha is forced
         
        fulltrace( Boolean on_or_off ) 
         
          Turns fulltrace physics movement on or off for this entity.
         
        gdb_sethealth( String healthstr ) 
         
          Sets the gameplay version of health with keywords.
         
        getangles(  ) 
         
          Retrieves the entity's angles
         
        getfloatvar( String variable_name ) 
         
          Gets a level, game, or entity variable.
         
        gethealth(  ) 
         
          Gets the health of the entity
         
        getmaxs(  ) 
         
          Returns the maximum extent of the bounding box
         
        getmins(  ) 
         
          Returns the minimum extent of the bounding box
         
        getmodelname(  ) 
         
          Retrieves the model name of the entity
         
        getorigin(  ) 
         
          Gets the origin of the entity.
         
        getRawTargetName(  ) 
         
          Gets the targetname of the entity without the leading $.
         
        getstringvar( String variable_name ) 
         
          Gets a level, game, or entity variable.
         
        getTarget( [ Boolean wantsPrefix ] ) 
         
          Returns the name of the current target.
         
        gettargetentity(  ) 
         
          Returns the current target entity
         
        getTargetName(  ) 
         
          Gets the targetname of the entity with the leading $.
         
        getvectorvar( String variable_name ) 
         
          Gets a level, game, or entity variable.
         
        getvelocity(  ) 
         
        ghost 
         
          make non-solid but still send to client regardless of hide status.
         
        gravity( Float gravityValue ) 
         
          Change the gravity on this entity
         
        health( Integer newHealth ) 
         
          set the health of the entity to newHealth
         
        hide 
         
          hide the entity, opposite of show.
         
        hurt( Float damage, [ String means_of_death ], [ Vector 
          direction ] ) 
         
          Inflicts damage if the entity is damageable. If the number of damage 
          points specified in the command argument is greater or equal than the 
          entity's current health, it will be killed or destroyed.
         
        ifskill( Integer skillLevel, String command, [ String 
          argument1 ], [ String argument2 ], [ String argument3 ], [ String argument4 
          ], [ String argument5 ] ) 
         
          if the current skill level is skillLevel than execute command
         
        increaseshotcount 
         
          boosts the shotsFired on this entity's parent if it is an actor
         
        iswithindistanceof( Entity targetEntity, Float distance 
          ) 
         
          returns 1.0 if this entity is within the specified distance of the target 
          entity return 0.0 if it is not
         
        joinTeam( Entity teamMember ) 
         
        kill 
         
          console based command to kill yourself if stuck.
         
        killattach 
         
          kill all the attached entities.
         
        killtarget( String targetName ) 
         
          when dying kill entities with this targetName.
         
        light( Float color_red, Float color_green, Float color_blue, 
          Float radius ) 
         
          Create a dynmaic light on this entity.
         
        lightBlue( Float blue ) 
         
          Set the blue component of the dynmaic light on this entity.
         
        lightGreen( Float green ) 
         
          Set the green component of the dynmaic light on this entity.
         
        lightOff 
         
          Turn the configured dynamic light on this entity off.
         
        lightOn 
         
          Turn the configured dynmaic light on this entity on.
         
        lightRadius( Float radius ) 
         
          Set the radius of the dynmaic light on this entity.
         
        lightRed( Float red ) 
         
          Set the red component of the dynmaic light on this entity.
         
        lightStyle( Integer lightStyleIndex ) 
         
          What light style to use for this dynamic light on this entity.
         
        lookatme 
         
          Makes the player look at this object if close.
         
        loopsound( String soundName, [ Float volume ], [ String 
          minimum_distance ] ) 
         
          play a looped-sound with a certain volume and minimum_distance 
          which is attached to the current entity.
         
        mask( String mask1, [ String mask2 ], [ String mask3 
          ], [ String mask4 ], [ String mask5 ], [ String mask6 ] ) 
         
          Sets the mask of the entity. Masks can either be real masks or contents. 
          A +before themask adds it, a - removes it, and nothing sets it
         
        mass( Integer massAmount ) 
         
          set the mass of this entity.
         
        maxhealth( Integer newMaxHealth ) 
         
          set the max_health of the entity to newMaxHealth
         
        missionobjective( Boolean missionobjective ) 
         
          Sets the mission objective flag
         
        model( String modelName ) 
         
          set the model to modelName.
         
        morph( String morph_target_name, [ Float final_percent 
          ], [ Float morph_time ], [ Boolean return_to_zero ] ) 
         
          Morphs to the specified morph target
         
        morphcontrol 
         
          Does all of the morph work each frame
         
        multiplayer( String realEventName, [ String parm1 ], 
          [ String parm2 ], [ String parm3 ], [ String parm4 ], [ String parm5 
          ] ) 
         
          Sends off a real event only if this is a multiplayer game
         
        networkDetail 
         
          Sets this entity as detail that doesn't get sent across the network 
          of set as low bandwidth by the client
         
        nodamage 
         
          entity does not take damage.
         
        note( String note ) 
         
        notsolid 
         
        origin( Vector newOrigin ) 
         
          Set the origin of the entity to newOrigin.
         
        playsound( String soundName, [ Integer channel ], [ Float 
          volume ], [ String min_distance ] ) 
         
          play a sound coming from this entity. 
          default channel, CHAN_BODY.
         
        processinit( Integer modelIndex ) 
         
          process the init section of this entity, this is an internal command, 
          it is not meant to be called from script.
         
        projectileattack( String projectile_name, [ String tag_name 
          ] ) 
         
        projectileattackentity( String projectileName, String 
          entityName, [ Float trajectoryAngle ], [ Float lifespan ] ) 
         
          Launches a projectile at the named entity
         
        projectileattackfrompoint( String projectileName, Vector 
          position, Vector direction, [ Float speed ], [ Float lifespan ] ) 
         
          Launches a projectile from the desired location
         
        projectileattackfromtag( String projectileName, String 
          tagName, [ Float speed ], [ Float lifespan ] ) 
         
          Launches a projectile from the named tag
         
        projectileattackpoint( String projectileName, Vector 
          targetPosition, [ Float trajectoryAngle ], [ Float lifespan ] ) 
         
          Launches a projectile at the named entity
         
        projectilecansticktome( Boolean can_stick ) 
         
          Bool that determines whether projectiles stick in this entity.
         
        quitTeam 
         
          quit the current bind team
         
        randomScale( Float minScale, Float maxScale ) 
         
          Set the scale of the entity randomly between minScale and maxScale
         
        removeattachedmodel( String tagname, [ Float fadetime 
          ], [ String modelname ] ) 
         
          Removes the model attached to this entity at the specified tag.
         
        removeAttachedModelByTargetname( String targetname ) 
         
          Removes all models that are attached to this entity with the specified 
          targetname.
         
        removevar( String variable_name ) 
         
          Removes a level, game, or entity variable and frees any memory used 
          by it
         
        rendereffects( [ String parameter1 ], [ String parameter2 
          ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 
          ], [ String parameter6 ] ) 
         
          Change the current render effects flags. 
          Valid flags are as follows: 
          + sets a flag, - clears a flag 
          dontdraw - send the entity to the client, but don't draw 
          betterlighting - do sphere based vertex lighting on the entity 
          lensflare - add a lens glow to the entity at its origin 
          viewlensflare - add a view dependent lens glow to the entity at its 
          origin 
          lightoffset - use the dynamic color values as a light offset to the 
          model 
          skyorigin - this entity is the portal sky origin 
          minlight - this entity always has some lighting on it 
          fullbright - this entity is always fully lit 
          additivedynamiclight - the dynamic light should have an additive effect 
          lightstyledynamiclight - the dynamic light uses a light style, use the 
          depthhack - this entity is drawn with depth hack on 
          'lightstyle' command to set the index of the light style to be used
         
        scale( Float newScale ) 
         
          set the scale of the entity
         
        scriptshader( String shaderCommand, Float argument1, 
          [ Float argument2 ] ) 
         
          alias for shader command, change a specific shader parameter for the 
          entity. 
          Valid shader commands are: 
          translation [trans_x] [trans_y] - change the texture translation 
          offset [offset_x] [offset_y] - change the texture offset 
          rotation [rot_speed] - change the texture rotation speed 
          frame [frame_num] - change the animated texture frame 
          wavebase [base] - change the base parameter of the wave function 
          waveamp [amp] - change the amp parameter of the wave function 
          wavebase [phase] - change the phase parameter of the wave function 
          wavefreq [freq] - change the frequency parameter of the wave function 
         
        selfdetonate 
         
          spawns and explosion and removes this entity
         
        setcinematicanim( String anim_name ) 
         
          sets a cinematic anim on an entity
         
        setcontrollerangles( Integer num, Vector angles ) 
         
          Sets the control angles for the specified bone.
         
        setCustomEmitter( String emitterName ) 
         
          Sets up a custom emitter for this entity.
         
        setcustomshader( String shader_name ) 
         
          Sets Custom Shader FX on Entity
         
        setentityexplosionmodel( String model_name ) 
         
          sets this entitys explosion model which is used in selfDetonate
         
        setfloatvar( String variable_name, Float float_value 
          ) 
         
          Sets a level, game, or entity variable.
         
        setframe( Integer frameNumber, [ String animName ] ) 
         
          Set the frame on the legs, if anim is not specified, current is assumed.
         
        setgroupid( Integer groupID ) 
         
          Sets the groupID of this entity
         
        setmovetype( String movetype ) 
         
          Sets the move type of this entity 
          Valid types are:  
          none , stationary , noclip , push , stop 
          walk , step , fly , toss , flymissile 
          bounce, slider, rope , gib , vehicle
         
        setobjectprogram( String program ) 
         
          sets this objects program
         
        setorigineveryframe 
         
          Sets the origin every frame ( for bound objects )
         
        setsize( Vector mins, Vector maxs ) 
         
          Set the bounding box of the entity to mins and maxs.
         
        setstringvar( String variable_name, String string_value 
          ) 
         
          Sets a level, game, or entity variable.
         
        settargetposition( String targetbone ) 
         
          Sets the Target Position Bone
         
        setvectorvar( String variable_name, Vector vector_value 
          ) 
         
          Sets a level, game, or entity variable.
         
        setvelocity( Vector velocity ) 
         
        shader( String shaderCommand, Float argument1, [ Float 
          argument2 ] ) 
         
          change a specific shader parameter for the entity. 
          Valid shader commands are: 
          translation [trans_x] [trans_y] - change the texture translation 
          offset [offset_x] [offset_y] - change the texture offset 
          rotation [rot_speed] - change the texture rotation speed 
          frame [frame_num] - change the animated texture frame 
          wavebase [base] - change the base parameter of the wave function 
          waveamp [amp] - change the amp parameter of the wave function 
          wavebase [phase] - change the phase parameter of the wave function 
          wavefreq [freq] - change the frequency parameter of the wave function 
         
        show 
         
          show the entity, opposite of hide.
         
        simplePlayDialog( String sound_file, [ Float volume ], 
          [ Float min_dist ] ) 
         
          Plays a dialog without all the special features the actors' have.
         
        solid 
         
        soundevent( [ Float soundRadius ], [ String soundtype 
          ] ) 
         
          Let the AI know that this entity made a sound, 
          radius determines how far the sound reaches.
         
        spawneffect( String modelName, String tagName, [ Float 
          removeTime ] ) 
         
          Spawns the effect at the specified tag
         
        spawnflags( Integer flags ) 
         
          spawnflags from the BSP, these are set inside the editor
         
        startStasis 
         
          Makes the entity go into stasis mode
         
        stationary 
         
          entity does not move, causes no physics to be run on it.
         
        stopanimating 
         
          stop the legs from animating. Animation will end at the end of current 
          cycle.
         
        stoploopsound 
         
          Stop the looped-sound on this entity.
         
        stopsound( [ Integer channel ] ) 
         
          stop the current sound on the specified channel. 
          default channel, CHAN_BODY.
         
        stopStasis 
         
          Makes the entity stop its stasis mode
         
        surface( String surfaceName, [ String parameter1 ], [ 
          String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ 
          String parameter5 ], [ String parameter6 ] ) 
         
          change a legs surface parameter for the given surface. 
          + sets the flag, - clears the flag 
          Valid surface commands are: 
          skin1 - set the skin1 offset bit 
          skin2 - set the skin2 offset bit 
          nodraw - don't draw this surface
         
        svflags( [ String parameter1 ], [ String parameter2 ], 
          [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], 
          [ String parameter6 ] ) 
         
          Change the current server flags. 
          Valid flags are as follows: 
          + sets a flag, - clears a flag 
          broadcast - always send this entity to the client
         
        takedamage 
         
          makes entity take damage.
         
        target( String targetname_to_target ) 
         
          target another entity with targetname_to_target.
         
        targetname( String targetName ) 
         
          set the targetname of the entity to targetName.
         
        team( String moveTeam ) 
         
          used to make multiple entities move together.
         
        todo( String todo ) 
         
          This is an item that needs to be done
         
        torso_stopanimating 
         
          stop the torso from animating. Animation will end at the end of current 
          cycle.
         
        touchtriggers( [ Boolean touch_triggers_bool ] ) 
         
          Sets whether the entity should touch triggers or not
         
        traceattack( Float damage, Float range, [ String means_of_death 
          ], [ Float knockback ], [ String tag_name ] ) 
         
        traceHitsEntity( String tagName, Float length, Entity 
          entityToCheck ) 
         
          Does a trace to check to see if it hits this entity 
          .Use this very rarely or a programmer will kill you!
         
        trigger( String name ) 
         
          Trigger the specified target or entity.
         
        unbind 
         
        unmorph( String morph_target_name ) 
         
          Unmorphs the specified morph target
         
        useanim( String animname ) 
         
          Animation for the player to play when this entity is used.
         
        usebbox 
         
          do not perform perfect collision, use bounding box instead.
         
        usecount( Integer count ) 
         
          Sets the number of times this entity can be used.
         
        usedata( String animname, String usetype, String threadname 
          ) 
         
          Sets data for this usuable entity.
         
        usemaxdist( Float maxdist ) 
         
          Sets maximum distance this entity can be used.
         
        uservar1( String string_value ) 
         
        uservar2( String string_value ) 
         
        uservar3( String string_value ) 
         
        uservar4( String string_value ) 
         
        usethread( String threadname ) 
         
          Thread to call when this entity is used.
         
        usetype( String usetype ) 
         
          Use type (widget name) for the use icon
         
        viewmode( String viewModeName ) 
         
          Specifies that this entity uses the specified view mode.
         
        warp( Vector position ) 
         
          Warps the entity to the specified position.
         
        watchoffset( Vector offset ) 
         
          Sets the entity's watch offset.
         
       
      
       
        airstrike 
         
          call airstrike from equipment
         
        changemode 
         
        hasmodes( String mode1, [ String mode2 ], [ String mode3 
          ], [ String mode4 ], [ String mode5 ], [ String mode6 ], [ String mode7 
          ], [ String mode8 ], [ String mode9 ], [ String mode10 ] ) 
         
          Specify the modes this equipment has.
         
        hasradar 
         
          The equipment has a radar
         
        hasscanner 
         
          The equipment has a scanner
         
        scan 
         
        scanend 
         
        scanstart 
         
        typeName( String typeName ) 
         
          Sets the type name of this equipment
         
       
      
        
      
       
        amount( Integer amountOfDebris ) 
         
          How much debris to spawn each time.
         
        debrismodel( String debrisModel ) 
         
          What kind of debris to spawn when triggered.
         
        doexplosion( [ String explosionModel ], [ Float explosionRadius 
          ] ) 
         
          Causes the object to explode (use dmg to set the damage)
         
        explodeObject_EarthquakeDistance( Float earthquakeDistance 
          ) 
         
          Sets the earthquake distance
         
        explodeObject_EarthquakeDuration( Float earthquakeDuration 
          ) 
         
          Sets the earthquake duration
         
        explodeObject_EarthquakeMagnitude( Float earthquakeMagnitude 
          ) 
         
          Sets the earthquake magnitude
         
        explodeObject_UseEarthquake 
         
          Causes the object to spawn an earthquake when it explodes
         
        explodetiki 
         
          Specifies that this is an exploding tiki file (visible and solid). Use 
          only in tiki files
         
        setsound( String soundname ) 
         
          Sound played when the debris explosion occurs
         
        severity( Float newSeverity ) 
         
          How violently the debris should be ejected.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        dmg( Integer damage ) 
         
          Sets the damage the explosion does.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        health( Integer newHealth ) 
         
          set the health of the entity to newHealth
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        anglespeed( Float speed ) 
         
        base_velocity( Vector velocity ) 
         
        checkonground 
         
          Check if exploding wall is on ground.
         
        dmg( Integer dmg ) 
         
          Set the damage from the exploding wall.
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        explosions( Integer explosions ) 
         
          Set the number of explosions.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        land_angles( Vector angles ) 
         
        land_radius( Float radius ) 
         
        random_velocity( Vector velocity ) 
         
          Set the amount of random variation of the base velocity.
         
        setup 
         
          Initializes the exploding wall.
         
        stoprotating 
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        constantdamage 
         
          Makes the explosion do constant damage over the radius
         
        damageagain 
         
          This event is generated each frame if explosion is set to damage each 
          frame
         
        damageeveryframe 
         
          Makes the explosion damage every frame
         
        flash( Float mintime, Float time, Float color_red, Float 
          color_green, Float color_blue, Float minradius, Float radius ) 
         
        radius( Float projectileRadius ) 
         
          set the radius for the explosion
         
        radiusdamage( Float radiusDamage ) 
         
          set the radius damage an explosion does
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        bounce 
         
          sent to entity when touched.
         
        dmg( Integer dmg ) 
         
          Set the damage from the rock.
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        noise( String sound ) 
         
          Set the sound to play when the rock bounces
         
        rotate 
         
          rotates the falling rock.
         
        speed( Float speed ) 
         
          Set the speed that the rock moves at.
         
        start 
         
        wait( Float wait ) 
         
          How long to wait before rock starts falling.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
        
      
       
        dampening( Float newDampening ) 
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        limit( Float newLimit ) 
         
          angular limit for the fulcrum.
         
        movesound( String newSinkSound ) 
         
          Sound played when fulcrum is moving.
         
        reset 
         
          Reset the fulcrum right now.
         
        resetspeed( Float newResetspeed ) 
         
          Speed at which fulcrum resets itself, defaults to 0.002 * speed.
         
        speed( Float speed ) 
         
          Speed at which fulcrum operates itself.
         
       
      
       
        activate 
         
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> 
          ) 
         
          set the angles of the entity to newAngles.
         
        color( Vector color_beam<0.00...1.00><0.00...1.00><0.00...1.00> 
          ) 
         
          Set the color of the beam
         
        deactivate 
         
        delay( Float delay ) 
         
          Set the amount of delay on the beam updater
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        endalpha( Float alpha ) 
         
          Set the endpoint alpha value of the beam
         
        endpoint( Vector beam_end_point ) 
         
          Set the end point of the beam. The beam will be draw from the origin 
          to 
          the end point.
         
        findendpoint 
         
          Find the endpoint of a beam
         
        life( Float beam_life ) 
         
          Set the amount of time the beam stays on when activated
         
        maxoffset( Float max_offset ) 
         
          Set the maximum offset the beam can travel above, below, forward or 
          back of it's endpoints
         
        minoffset( Float min_offset ) 
         
          Set the minimun offset the beam can travel above, below, forward or 
          back of it's endpoints
         
        model( String modelName ) 
         
          set the model to modelName.
         
        numsegments( Integer numsegments ) 
         
          Set the number of segments for the beam
         
        numspherebeams( Integer num ) 
         
          Set the number of beams that will be shot out in a sphere like formation
         
        overlap( Float beam_overlap ) 
         
          Set the amount of overlap the beams have when they are being strung 
          together
         
        persist( Boolean bool ) 
         
          Set the persist property of the beam
         
        radius( Float radius ) 
         
          Set the starting radius of the beams if this is a beamsphere
         
        shader( String beam_shader ) 
         
          Set the shader that the beam will use
         
        shoot 
         
          Make the beam cause damage to entities that get in the way
         
        shootradius( Float radius ) 
         
          Set the radius of the damage area between beam endpoints
         
        target( String beam_target ) 
         
          Set the target of the beam. The beam will be drawn from the origin 
          to the origin of the target entity
         
        tileshader( String beam_shader ) 
         
          Set the shader that the beam will use. This shader will be tiled.
         
        toggledelay( Float time, [ Boolean isRandom ] ) 
         
          Causes a beam toggling effect. Sets the time between toggling. 
          If the isRandom flag is set, the time will be random from 0 to the time 
          specified.
         
        updateendpoint 
         
          Update the endpoint of a beam
         
        updateorigin 
         
          Update the origin of a beam
         
       
      
        
      
        
      
        
      
        
      
        
      
        
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
        posturechangecompleted 
         
          Tells the behavior that the requested posture is active
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        stopped 
         
          sent when entity has stopped bouncing for MOVETYPE_TOSS.
         
        throwgib( Entity ent, Float velocity, Float scale ) 
         
       
      
        
      
       
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
       
      
       
        goodebriscount( Integer count ) 
         
          Number of pieces of debris to spawn
         
        goodebrismodel( String modelname ) 
         
          Model name for the debris that is spawned on explosion
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
       
        activate 
         
        deactivate 
         
          Deactivate the grav path.
         
        gravpath_create 
         
        maxspeed( Float maxspeed ) 
         
          Set the max speed of the grav path.
         
        radius( Float radius ) 
         
          Set the radius of the grav path.
         
        speed( Float speed ) 
         
          Set the speed of the grav path.
         
       
      
        
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        item_pickup( Entity item ) 
         
          Pickup the specified item.
         
       
      
       
        processgameplaydata 
         
          Causes any subclass of entity to process any specific gameplay related 
          data.
         
        useinvitem 
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        activationrange( Float activation_range ) 
         
          Specifies the range an actor needs to be to consider using the node
         
        addanim( String anim, String waittype ) 
         
          Adds an animation to the custom anim list
         
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        animactive( Boolean active ) 
         
          Specifies if the animation component is active
         
        animcount( Integer num_times ) 
         
          Sets the max number of times that an animation can be set on this node
         
        animtarget( String targetname ) 
         
          Allows you to specify a target name to apply the animation to
         
        attacktarget( String targetname ) 
         
          Specifies a target for a sniping AI to attack
         
        criticalchange 
         
          Alerts the node to a critical change
         
        descriptor( String descriptorValue ) 
         
          sets an additional descriptor for a node
         
        maxkills( Integer max_kills ) 
         
          Specifies the maximum number of kills that can be done from this node
         
        minenemyrange( Float min_range ) 
         
          Specifies the minimum range an enemy is allowed to get before actor 
          leaves this node
         
        minhealth( Float min_health ) 
         
          Specifies the minimum health an actor is allowed to get to before leaving 
          this node
         
        nodeID( Integer node_id ) 
         
          Assigns an ID to this node
         
        origin( Vector newOrigin ) 
         
          Set the origin of the entity to newOrigin.
         
        priority( Float priority ) 
         
          Specfies the priority for this node
         
        sendnodecommand( String commandToSend ) 
         
          sends an event to the user of the node
         
        setcoverdir( String cover_dir ) 
         
          Specifies the direction from the cover that the AI can attack
         
        setcovertype( String cover_type ) 
         
          Specifies the covertype of the node
         
        setcustomtype( String type ) 
         
          Specifies a custom helper node type
         
        setnodeanim( String animation ) 
         
          Sets the animation that will be played by the actor on this node
         
        setnodeentrythread( String thread ) 
         
          Sets the thread that will be called by the actor when it reaches this 
          node
         
        setnodeexitthread( String thread ) 
         
          Sets the thread that will be called by the actor when it leaves this 
          node
         
        spawnflags( Integer flags ) 
         
          spawnflags from the BSP, these are set inside the editor
         
        target( String targetname_to_target ) 
         
          target another entity with targetname_to_target.
         
        targetname( String targetName ) 
         
          set the targetname of the entity to targetName.
         
        wait( Float time ) 
         
          Makes a patrolling AI pause at this node for the specified time
         
        waitforanim( Boolean wait_for_anim ) 
         
          Makes the AI wait until the anim is finished before finishing a behavior
         
        waitrandom( Float max_time ) 
         
          Makes a patrolling AI pause randomly for a min time of 1 to a max time 
          of specified
         
       
      
       
        sendevent( String targetname, String eventName, [ String 
          token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ 
          String token5 ], [ String token6 ], [ String token7 ] ) 
         
          Sends the event to the specified node
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
        
      
        
      
       
        powerupToSpawn( String powerupName ) 
         
          Sets the powerup to spawn when used.
         
       
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
        driveranimdone 
         
        forceforwardspeed( Float speed ) 
         
          Forces the vehicle to move forward at the specified speed
         
        sethorsespeed( Float speed ) 
         
          Set the speed of the horse
         
        setmovemode( String mode, [ Float angles ] ) 
         
          Mode ( standard , strafe, or locked ) and a Vector describing the view 
          Angle )
         
        waypointname( String waypoint_target_name ) 
         
          Set the waypoint node name to go to first
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        waypointname( String waypoint_target_name ) 
         
          Set the waypoint node name to go to first
         
       
      
        
      
        
      
        
      
       
        execute 
         
       
      
       
        useinvitem 
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        amount( Integer amount ) 
         
          Sets the amount of the item.
         
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        bot_inventory( Integer botInventoryIndex ) 
         
          sets the index used for bot inventory pickups
         
        coolitem( [ String dialog ], [ String anim_to_play ] 
          ) 
         
          Specify that this is a cool item when we pick it up for the first time. 
          If dialog is specified, than the dialog will be played during the pickup. 
          If anim_to_play is specified, than the specified anim will be played 
          after 
          the initial cinematic.
         
        dialogneeded( String dialog_needed ) 
         
          Sets the dialog needed string.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        forcecoolitem( [ String dialog ], [ String anim_to_play 
          ] ) 
         
          Specify that this is a cool item when we pick it up regardless of whether 
          or not we have it. 
          If dialog is specified, than the dialog will be played during the pickup. 
          If anim_to_play is specified, than the specified anim will be played 
          after 
          the initial cinematic.
         
        iconName( String iconName ) 
         
          Sets the name of the icon to use for this item.
         
        item_droptofloor 
         
          Drops the item to the ground.
         
        item_pickup( Entity item ) 
         
          Pickup the specified item.
         
        itemPostSpawn 
         
          Tells the item that it had spawned successfully
         
        maxamount( Integer max_amount ) 
         
          Sets the max amount of the item.
         
        missingSkin( Integer skinNum ) 
         
          Sets the skin number to use when its been picked up and is missing
         
        name( String item_name ) 
         
        no_remove 
         
          Makes it so the item is not removed from the world when it is picked 
          up.
         
        pickup_done 
         
          Called when the item pickup is done.
         
        pickup_thread( String labelName ) 
         
          A thread that is called when an item is picked up.
         
        respawn 
         
        respawn_done 
         
          Called when the item respawn is done.
         
        respawnsound 
         
          Turns on the respawn sound for this item.
         
        set_respawn( Integer respawn ) 
         
        set_respawn_time( Float respawn_time ) 
         
        stopped 
         
          sent when entity has stopped bouncing for MOVETYPE_TOSS.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
       
        immediateremove 
         
          Removes this listener immediately.
         
        remove 
         
          Removes this listener the next time events are processed.
         
       
      
        
      
        
      
        
      
        
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        movedone( Entity finishedEntity ) 
         
          Sent to commanding thread when done with move .
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        dmg( Integer damage ) 
         
          Sets the damage the explosion does.
         
        duration( Float duration ) 
         
          Sets the duration of the explosion.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        health( Integer newHealth ) 
         
          set the health of the entity to newHealth
         
        random( Float randomness ) 
         
          Sets the randomness value of the explosion.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
        wait( Float explodewait ) 
         
          Sets the wait time of the explosion.
         
       
      
       
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
        
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        anim( String animname ) 
         
          Sets up the object with the specified animname.
         
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
        shootable 
         
          Make the object shootable but not necessarily solid to the player.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
       
      
        
      
       
        ai_calcallpaths 
         
          Calculates all of the paths.
         
        ai_calcpath( Integer nodenum1, Integer nodenum2 ) 
         
          Calculate path from node1 to node2.
         
        ai_clearnodes 
         
          Clears all of the path nodes.
         
        ai_connectNodes( String node1, String node2 ) 
         
          Connects the 2 specified nodes.
         
        ai_disconnectNodes( String node1, String node2 ) 
         
          Disconnects the 2 specified nodes.
         
        ai_load( String filename ) 
         
        ai_optimize 
         
          Optimizes the path nodes.
         
        ai_recalcpaths( Integer nodenum ) 
         
          Update the specified node.
         
        ai_save( String filename ) 
         
        ai_savepaths 
         
          Saves the path nodes under the default name.
         
        ai_setflags( Integer nodenum, [ String token1 ], [ String 
          token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ 
          String token6 ] ) 
         
          Set the flags for the specified node.
         
       
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        angles( Vector angles ) 
         
          Sets the path node's angles.
         
        anim( String animname ) 
         
          Sets the animname used for this path node.
         
        findchildren 
         
          Adds this node to the path manager.
         
        findentities 
         
        jumpangle( Float jumpangle ) 
         
          Sets the jump angle for this path node.
         
        origin( Vector origin ) 
         
          Sets the path node's origin.
         
        spawnflags( Integer node_flags ) 
         
          Sets the path nodes flags.
         
        target( String target ) 
         
          Sets the target for this path node.
         
        targetname( String targetname ) 
         
          Sets the target name for this path node.
         
       
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        setactoranim( String anim_name ) 
         
          sets what primary anim to set an actor to, when it reaches this waypoint
         
        setwaypointthread( String thread_name ) 
         
          sets the script thread to be called when the actor reaches this waypoint
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        activatedualweapons 
         
          Activates 2 weapons at once
         
        activatenewweapon 
         
          Active the new weapon specified by useWeapon.
         
        activateshield 
         
          Activates the player's shield
         
        actor( String modelname, [ String keyname1 ], [ String 
          value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 
          ], [ String value3 ], [ String keyname4 ], [ String value4 ] ) 
         
        actorinfo( Integer actor_number ) 
         
          Prints info on the specified actor.
         
        addHud( String hudName ) 
         
          Tells the player to add a hud to his display.
         
        addmeleeattacker( Entity attack_ent ) 
         
          Adds the entity to the melee attacker list.
         
        addrosterteammate1( Entity entity ) 
         
          Sets the teammate to roster position 1
         
        addrosterteammate2( Entity entity ) 
         
          Sets the teammate to roster position 2
         
        addrosterteammate3( Entity entity ) 
         
          Sets the teammate to roster position 3
         
        addrosterteammate4( Entity entity ) 
         
          Sets the actor to roster position 4
         
        adjust_torso( Boolean boolean ) 
         
          Turn or off the torso adjustment
         
        animateweapon( String anim, [ String hand ], [ Boolean 
          animatingFlag ] ) 
         
          Animates the weapon, optionally, in the specific hand (defaults to DUAL)If 
          the animatingFlag is set to false, it will not set the WEAPON_ANIMATINGas 
          the status for this animation.
         
        animloop_legs 
         
          Called when the legs animation has finished.
         
        animloop_torso 
         
          Called when the torso animation has finished.
         
        attacktype( String attacktype ) 
         
          Sets the attack type of the attack
         
        backpackAttachAngles( Vector anglesOffset ) 
         
          Sets the attachment angles offset for backpacks
         
        backpackAttachOffset( Vector offset ) 
         
          Sets the attachment offset for backpacks
         
        bendtorso( [ Float multiplier ] ) 
         
          Sets multiplier for the torso bend angles, defaults to 0.75
         
        callvote( String arg1, [ String arg2 ] ) 
         
        canTransferEnergy 
         
          Makes the player able to transfer energy from ammo to armor.
         
        changechar( String statefile, String model, String replacemodelName, 
          String spawnNPC ) 
         
          Changes the character state and model.
         
        changecharfadein 
         
          Begins the fade in and swaps character.
         
        cleardialog 
         
          Clears the dialog for the player
         
        clearfinishingmovelist 
         
          Clears the finishing move list.
         
        clearincomingmelee 
         
          Clears the incoming melee flag.
         
        clearItemText 
         
        clearstancelegs 
         
          Clears internal legs stance data.
         
        clearstancetorso 
         
          Clears internal torso stance data.
         
        cleartarget 
         
          Clears the target of the player
         
        cleartextdialog 
         
          Clears the text dialog of the player
         
        client_endframe 
         
          Called at the end of each frame for each client.
         
        client_move 
         
          The movement packet from the client is processed by this event.
         
        damage_multiplier( Float damage_multiplier ) 
         
          Sets the current damage multiplier
         
        deactivateshield 
         
          Deactivates the player's shield
         
        deactivateweapon( String side ) 
         
          Deactivate the weapon in the specified hand.
         
        dead 
         
          Called when the player is dead.
         
        deadbody 
         
        disableinventory( Float disable ) 
         
          Disables the player's inventory
         
        disableuseweapon( [ Boolean disable ] ) 
         
        doDamageScreenFlash( [ Boolean bool ] ) 
         
          Makes the screen flash when the player is damaged (or turns it off).
         
        dofinishingmove 
         
          Fires off the finishing move.
         
        doneuseentity 
         
          When the useentity animation is complete
         
        dontturnlegs( Boolean flag ) 
         
          Specifies whether or not to turn the legs while strafing.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        douseentity 
         
          Called from the tiki on a frame to use an entity.
         
        driveranimdone 
         
        droprune 
         
          Drops the player's current rune.
         
        dualwield( String weaponleft, String weaponright ) 
         
          Dual wield the specified weapons
         
        endlevel 
         
          Called when the player gets to the end of the level.
         
        enter( Entity vehicle, [ String driver_anim ] ) 
         
          Called when someone gets into a vehicle.
         
        equipitems 
         
          Equips active items from the database.
         
        evaluatetorsoanim 
         
          Evaluate the torso anim for possible changes
         
        exit( Entity vehicle ) 
         
          Called when driver gets out of the vehicle.
         
        finishingmove( String state, String direction, [ Float 
          coneangle ], [ Float distance ], [ Float enemyyaw ], [ Float chance 
          ] ) 
         
          Changes the viewpoint of the player, alternates between 1st and 3rd 
          person
         
        finishuseanim 
         
          Fires off all targets associated with a particular useanim.
         
        finishuseobject 
         
          Fires off all targets associated with a particular useobject.
         
        flagAttachAngles( Vector anglesOffset ) 
         
          Sets the attachment angles offset for flags
         
        flagAttachOffset( Vector offset ) 
         
          Sets the attachment offset for flags
         
        forceMoveType( String moveTypeName ) 
         
          Forces the player to use the named move type
         
        forcereload 
         
          Tells the weapon to reload
         
        forcetimescale( [ Float timescale ] ) 
         
          Sets the timescale for the game
         
        forcetorsostate( String torsostate ) 
         
          Force the player's torso to a certain state
         
        fov( [ Float fov ] ) 
         
        freeze( [ Boolean freeze ] ) 
         
          Freezes the player until the freeze 0 is called
         
        gameversion 
         
        gib( Integer number, [ Integer power ], [ Float scale 
          ], [ String gibmodel ] ) 
         
          causes entity to spawn a number of gibs
         
        give( String name, [ Integer amount ] ) 
         
          Gives the player the specified thing (weapon, ammo, item, etc.) and 
          optionally the amount.
         
        givepoints( Integer points ) 
         
          Gives the player points (added to current points)
         
        giveweapon( String weapon_name ) 
         
          Gives the player the specified weapon.
         
        god( [ Integer god_mode ] ) 
         
          Sets the god mode cheat or toggles it.
         
        gotkill( Entity victim, Integer damage, Entity inflictor, 
          Integer meansofdeath, Boolean gib ) 
         
          event sent to attacker when an entity dies
         
        headtarget 
         
          Sets the Makes the player try to use whatever is in front of her.
         
        headwatchallowed( [ Boolean flag ] ) 
         
          Sets whether to headwatch or not, default is true.
         
        hidecoolitem 
         
          Player is finished showing the cool item, now hide it
         
        holster 
         
          Holsters all wielded weapons, or unholsters previously put away weapons
         
        hudPrint( String string ) 
         
        immobilize( [ Boolean immobilize ] ) 
         
          Immobilizes the player until the immobilize 0 is called (can only look 
          around)
         
        isplayeronground(  ) 
         
          Checks if the player is on the ground -- returns 1 if true 0 if false
         
        joinmpteam( String teamName ) 
         
          Makes the player join the specified team.
         
        jump( Float height ) 
         
        jumpxy( Float forwardmove, Float sidemove, Float speed 
          ) 
         
        kill 
         
          console based command to kill yourself if stuck.
         
        killalldialog 
         
          Calls stopdialog on all the actors in the level
         
        killclass( String classname, [ Integer except_entity_number 
          ] ) 
         
          Kills all of the entities in the specified class.
         
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
        killent( Integer entity_number ) 
         
          Kills the specified entity.
         
        knockbackmultiplier( Integer knockbackmult ) 
         
          Sets knockback multiplierfor the player
         
        listinventory 
         
          List of the player's inventory.
         
        loadobjectives( String name ) 
         
          Loads the a set of objectives
         
        logstats( Boolean state ) 
         
          Turn on/off the debugging playlog
         
        melee( [ Float damage ], [ String means_of_death ], [ 
          Float knockback ] ) 
         
          Makes the player do a weapon-less melee attack. 
         
        meleedamageend( [ String hand ] ) 
         
          Stop doing melee damage with the weapon in the specified hand.
         
        meleedamagestart( [ String hand ] ) 
         
          Start doing melee damage with the weapon in the specified hand.
         
        missionfailed( [ String reason ] ) 
         
          Displays the mission failed screen on the client side
         
        mouthangle( Float mouth_angle ) 
         
          Sets the mouth angle of the sentient.
         
        mpCmd( String command, String parm ) 
         
          Sends a command from the player to the multiplayer system.
         
        nextgameplayanim( String objname ) 
         
          Increments the gameplay animation index.
         
        nextpaintime( Float seconds ) 
         
          Set the next time the player experiences pain (Current time + seconds 
          specified).
         
        nightvision 
         
          Toggles player nightvision mode
         
        noclip 
         
          Toggles the noclip cheat.
         
        notarget 
         
          Toggles the notarget cheat.
         
        pain( Integer damage, Entity attacker, Integer meansofdeath 
          ) 
         
          used to inflict pain to an entity
         
        playerdone 
         
          Clears the waitForPlayer script command, allowing threads to run
         
        playerknockback( Float knockback ) 
         
          Sets knockback for the player
         
        playerviewangles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> 
          ) 
         
          set the angles of the player to newAngles.
         
        pointofview 
         
          Changes the viewpoint of the player, alternates between 1st and 3rd 
          person
         
        projdetonate( Boolean detonate ) 
         
          Event that sets the whether or not to detonate a trigger projectile 
          (grenade launcher)
         
        putawayweapon( String whichHand ) 
         
          Put away or deactivate the current weapon, whichHand can be left, right 
          or dual.
         
        reloadviewtiki( String tikiname ) 
         
          Reloads the specified TIKI file from disk
         
        removeclass( String classname, [ Integer except_entity_number 
          ] ) 
         
          Removes all of the entities in the specified class.
         
        removeent( Integer entity_number ) 
         
          Removes the specified entity.
         
        removeHud( String hudName ) 
         
          Tells the player to remove a hud from his display.
         
        removepowerup 
         
          Removes the current powerup.
         
        removerosterteammate1 
         
          Removed the teammate from roster position 1
         
        removerosterteammate2 
         
          Removed the teammate from roster position 2
         
        removerosterteammate3 
         
          Removed the teammate from roster position 3
         
        removerosterteammate4 
         
          Removed the teammate from roster position 4
         
        resethaveitem( String weapon_name ) 
         
          Resets the game var that keeps track that we have gotten this weapon
         
        resetstate 
         
          Reset the player's state table.
         
        respawn 
         
        safeholster( Boolean putaway ) 
         
          Holsters all wielded weapons, or unholsters previously put away weapons 
          preserves state, so it will not holster or unholster unless necessary
         
        score 
         
          Show the score for the current deathmatch game
         
        setaim( String aimtype ) 
         
          Sets the accuracy modifiers for the player
         
        setgameplayanim( [ Integer index ] ) 
         
          Sets the gameplay animation index directly.
         
        setinformationshow( String name, Boolean show ) 
         
          Sets whether or not a specified information is shown
         
        setobjectivecomplete( String name, Boolean complete ) 
         
          Sets whether or not a specified objective is complete
         
        setobjectivefailed( String name, Boolean failed ) 
         
          Sets whether or not a specified objective is failed
         
        setobjectiveshow( String name, Boolean show ) 
         
          Sets whether or not a specified objective is shown
         
        setplayerchar( String statefile, String model ) 
         
          Sets the player character.
         
        setpoints( Integer points ) 
         
          Sets the players number of points.
         
        setstat( String stat_name, Integer stat_value ) 
         
        setupdialog( Integer entnum, String soundname ) 
         
          Sets up the dialog for the player
         
        show 
         
          show the entity, opposite of hide.
         
        showcoolitem 
         
          Player is showing the cool item, actually display it
         
        showheuristics 
         
          Shows the current heuristic numbers
         
        skipcinematic 
         
          Skip the current cinematic
         
        spawn( String entityname, [ String keyname1 ], [ String 
          value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 
          ], [ String value3 ], [ String keyname4 ], [ String value4 ] ) 
         
        specialmoveend 
         
          Ends charging up for a special move
         
        specialmovestart 
         
          Starts charging up for a special move
         
        specialmovetime( Float time ) 
         
          Sets how long to wait before triggering the special move.
         
        stance( Integer stanceNumber ) 
         
          Makes the player change to the specified stance
         
        startcoolitem 
         
          Player is starting to show off the cool item
         
        startuseobject 
         
          starts up the useobject's animations.
         
        state 
         
          Dumps the player's state to the console.
         
        stopcoolitem 
         
          Player is starting to show off the cool item
         
        stopwatchingactor( Entity entity_to_stop_watching ) 
         
          Makes the player's camera stop watching the specified entity.
         
        switchmode 
         
          Tells the weapon to switch modes of fire
         
        takepain( Boolean bool ) 
         
          Set whether or not to take pain
         
        testthread( String scriptfile, [ String label ] ) 
         
          Starts the named thread at label if provided.
         
        turn( Float yawangle, [ Float time ] ) 
         
          Causes player to turn the specified amount.
         
        turnlegs( Float yawangle ) 
         
          Turns the players legs instantly by the specified amount.
         
        turntowardsentity( Entity entity ) 
         
          Causes the player to turn towards the specified entity.
         
        turnupdate( Float yaw, Float timeleft ) 
         
          Causes player to turn the specified amount.
         
        use( String name, [ Integer weapon_hand ] ) 
         
          Use the specified weapon in the hand choosen (optional).
         
        usedualwield 
         
          Use the weapons that are on the dual wield list
         
        useentity( Entity entity ) 
         
          makes player use the passed in entity
         
        usestuff( [ Entity usingEntity ] ) 
         
          Makes the player try to use whatever is in front of her.
         
        validPlayerModel 
         
          Specifies that this model is valid for the player.
         
        vote( String arg1 ) 
         
          Player votes either yes or no
         
        waitForState( String stateToWaitFor ) 
         
          When set, the player will clear waitforplayer when this state is hit 
          in the legs or torso.
         
        warp( Vector position ) 
         
          Warps the entity to the specified position.
         
        watchactor( Entity entity_to_watch, [ Float time ], [ 
          Float angle ], [ Boolean watchEntireDuration ] ) 
         
          Makes the player's camera watch the specified entity.
         
        watchentity( Entity entityToWatch, [ Float time ], [ 
          Float angle ], [ Boolean watchEntireDuration ] ) 
         
          Makes the player's camera watch the specified entity.
         
        weaponcommand( String hand, [ String arg1 ], [ String 
          arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String 
          arg6 ], [ String arg7 ] ) 
         
          Pass the args to the active weapon in the specified hand
         
        whatis( Integer entity_number ) 
         
          Prints info on the specified entity.
         
        wuss 
         
          Gives player all weapons.
         
       
      
       
        spawnpoint_type( String spawnpointType ) 
         
          Sets the named type of this spawnpoint
         
       
      
        
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        thread( String thread ) 
         
          Set the thread to execute when this player start is used
         
       
      
       
        roll( Float roll ) 
         
          Sets the portal camera's roll.
         
       
      
       
        locatecamera 
         
          Locates the camera position.
         
       
      
       
        setactoranim( String anim_name ) 
         
          sets what primary anim to set an actor to, when it reaches this waypoint
         
        setwaypointthread( String thread_name ) 
         
          sets the script thread to be called when the actor reaches this waypoint
         
       
      
       
        amount( Integer amount ) 
         
          Sets the amount of the item.
         
       
      
       
        amount( Integer amount ) 
         
          Sets the amount of the item.
         
        powerup_modelToAttach( String modelName, [ String tagName 
          ], [ Float removeTime ] ) 
         
          Sets the model info to use when the powerup is used.
         
        powerup_modelToSpawn( String modelName ) 
         
          Sets the model to spawn when the powerup is used (only works on certain 
          models).
         
        powerup_shader( String shaderName ) 
         
          Sets the shader use when the powerup is used.
         
       
      
        
      
        
      
        
      
        
      
        
      
        
      
        
      
       
        addownervelocity( Boolean bool ) 
         
          Set whether or not the owner's velocity is added to the projectile's 
          velocity
         
        addvelocity( Float velocity_x, Float velocity_y, Float 
          velocity_z ) 
         
          Set a velocity to be added to the projectile when it is created
         
        anglethink 
         
          Make the projectile update it's angles in flight
         
        avelocity( [ String [random|crandom] ], [ Float yaw ], 
          [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] 
          ], [ Float roll ] ) 
         
          set the angular velocity of the projectile
         
        beam( String command, [ String arg1 ], [ String arg2 
          ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 
          ] ) 
         
          send a command to the beam of this projectile
         
        bouncefactor( Float bounceFactor ) 
         
          set the amount of velocity retained when a projectile bounces
         
        bouncesound 
         
          Set the name of the sound that is played when the projectile bounces
         
        bouncetouch( String bouncetype ) 
         
          Make the projectile bounce when it hits a non-damageable solid
         
        canhitowner 
         
          Make the projectile be able to hit its owner
         
        chargelife 
         
          set the projectile's life to be determined by the charge time
         
        chargespeed 
         
          set the projectile's speed to be determined by the charge time
         
        clearowner 
         
          Make the projectile be able to hit its owner now
         
        controlTurnSpeed( Float controlTurnSpeed ) 
         
          Sets the max turn speed of a controlled projectile
         
        dlight( Float color_red, Float color_green, Float color_blue, 
          Float intensity ) 
         
          set the color and intensity of the dynamic light on the projectile
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        drunk( [ Boolean drunkFlag ], [ Float angleModifier ] 
          ) 
         
          Make the projectile drunk
         
        explode 
         
          Make the projectile explode
         
        explosionmodel( String modelname ) 
         
          Set the modelname of the explosion to be spawned
         
        heatseek 
         
          Make the projectile heat seek
         
        hitdamage( Float projectileHitDamage ) 
         
          set the damage a projectile does when it hits something
         
        impactmarkorientation( Float degrees ) 
         
          Set the orientation of the impact mark
         
        impactmarkradius( Float radius ) 
         
          Set the radius of the impact mark
         
        impactmarkshader( String shader ) 
         
          Set the impact mark of the shader
         
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
        knockback( Float projectileKnockback ) 
         
          set the knockback of the projectile when it hits something
         
        life( Float projectileLife ) 
         
          set the life of the projectile
         
        meansofdeath( String meansOfDeath ) 
         
          set the meansOfDeath of the projectile
         
        minlife( Float minProjectileLife ) 
         
          set the minimum life of the projectile (this is for charge up weapons)
         
        minOnGroundTime( Float minOnGroundTime ) 
         
          Specifies how long the projectile has to stay on the ground until it 
          changes it's animation.
         
        minspeed( Float minspeed ) 
         
          set the minimum speed of the projectile (this is for charge up weapons)
         
        notifyactors 
         
          Notify's active actors when close
         
        ownercontrol 
         
          Make the projectile's angles controlled by the player
         
        ownerControlLaser( [ Boolean bool ] ) 
         
          Make's the projectile's angles controlled by the player (laser method)
         
        proj_HitsProjectiles( Boolean hitsProjectilesBool ) 
         
          Specifies whether or not this projectile will hit other projectiles.
         
        proj_NotShootable 
         
          Specifies that this projectile is not shootable and can't hit shootable 
          only stuff.
         
        removewhenstopped 
         
          Make the projectile get removed when it stops
         
        scaleByCharge( Float minScale, Float maxScale ) 
         
          Makes the projectile size scaled by the charge.
         
        scaleExplosion 
         
          Make the explosion scale with the projectile.
         
        setquietexpire 
         
          If projectile times out without dying, make it not play explosion tiki
         
        speed( Float projectileSpeed ) 
         
          set the speed of the projectile
         
        stickontouch( [ Boolean stick_on_touch ] ) 
         
          sets whether or not the projectile sticks on contact
         
        stopped 
         
          sent when entity has stopped bouncing for MOVETYPE_TOSS.
         
        triggerdetonate( [ Boolean bool ] ) 
         
          Make the projectile explode when triggered.
         
        updatebeam 
         
       
      
       
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        idle 
         
       
      
       
        dmg( Integer damage ) 
         
        doBlocked( Entity obstacle ) 
         
          sent to entity when blocked.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        pushsound( String sound ) 
         
        start 
         
       
      
       
        becomeModBarInSkill( Float skill ) 
         
          Tells a puzzleobject to just display a timed modulation bar in any skill 
          less than or equal to the specified one.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        puzzleobject_activate 
         
          Lets the object think and respond to the player again. DOES NOT affect 
          any change in animation.
         
        puzzleobject_animdone 
         
          Called when the puzzle object's animation is done.
         
        puzzleobject_canceled 
         
          Received when the puzzle is canceled
         
        puzzleobject_canceledthread( String threadname ) 
         
          The thread to call when the puzzle is canceled
         
        puzzleobject_deactivate 
         
          Makes the object unresponsive to input and the player. DOES NOT affect 
          any change in animation.
         
        puzzleobject_failed 
         
          Received when the puzzle fails
         
        puzzleobject_failedthread( String threadname ) 
         
          The thread to call when the puzzle fails
         
        puzzleobject_itemtouse( String item ) 
         
          The item to use on the puzzle
         
        puzzleobject_itemusedthread( String threadname ) 
         
          The thread to call when the item is used
         
        puzzleobject_opendistance( Float openDistance ) 
         
          Sets the open distance from player that the puzzle object will open 
          or close
         
        puzzleobject_reset 
         
          Resets a previously solved puzzle so that it can be triggered again
         
        puzzleobject_solved 
         
          Received when the puzzle is solved
         
        puzzleobject_solvedthread( String threadname ) 
         
          The thread to call when the puzzle is solved
         
        puzzleobject_timerHudName( String hudName ) 
         
          Sets the hud name to use for the timer hud.
         
        puzzleobject_timeToUse( Float timeToUse ) 
         
          Makes the puzzle object solved after the user has used it for long enough.
         
       
      
        
      
       
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        max_time( Float maxTime ) 
         
          Maximum time between random spawns.
         
        min_time( Float minTime ) 
         
          Minimum time between random spawns.
         
       
      
       
        chance( Float newChance<0.00...1.00> ) 
         
          Sets the chance that the sound will play when triggered.
         
        maxdelay( Float max_delay ) 
         
          Sets the maximum time between playings.
         
        mindelay( Float min_delay ) 
         
          Sets the minimum time between playings.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
        posturechangecompleted 
         
          Tells the behavior that the requested posture is active
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        doclose 
         
          Closes the door (special doors).
         
        doopen( Entity other ) 
         
          Opens the door (special doors).
         
        openangle( Float open_angle ) 
         
          Sets the open angle of the door.
         
       
      
       
        powerup_respawn 
         
          Makes the rune respawn in its original position.
         
       
      
        
      
        
      
        
      
        
      
       
        chance( Float chance ) 
         
          chance that trigger will spawn something.
         
        delay( Float delay ) 
         
          time between RunThrough being activated.
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        lip( Float lip ) 
         
          distance below trigger we should spawn things.
         
        offset( Vector spawn_offset ) 
         
          When triggered, what to offset the spawned object by.
         
        spawnmodel( String model_to_spawn ) 
         
          When triggered, what to spawn.
         
        speed( Float speed ) 
         
          threshold speed at which RunThrough is activated.
         
       
      
        
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        close 
         
        doclose 
         
          Closes the door (special doors).
         
        doopen( Entity other ) 
         
          Opens the door (special doors).
         
        door_triggerfield( Entity other ) 
         
          Is called when a doors trigger field is touched.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        forceclose 
         
        forceopen 
         
        getdoorstate(  ) 
         
          Returns the current state
         
        open( Entity other ) 
         
        openpercentage( Float percentage ) 
         
          Sets the percentage for the door to open 
         
        scriptdoorsetup 
         
        scriptdoorsetupmovement 
         
        targeted( Boolean flag ) 
         
          Sets the targeted flag ( 1 ) is true , ( 0 ) is false
         
        toggle( Boolean flag ) 
         
          Sets Toggle Mode ( 1 ) is true, ( 0 ) is false
         
       
      
        
      
        
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        anim( String anim_name ) 
         
          Sets the script model's animation
         
        animdriven( [ Boolean boolean ] ) 
         
          Sets the script model to be anim driven
         
        animonce( String anim_name ) 
         
          Sets the script model's animation but only plays it once
         
        gib( Integer number, [ Integer power ], [ Float scale 
          ], [ String gibmodel ] ) 
         
          causes entity to spawn a number of gibs
         
        model( String modelName ) 
         
          set the model to modelName.
         
       
      
       
        model( String modelName ) 
         
          set the model to modelName.
         
       
      
       
        baseposition( Vector base_position ) 
         
          Sets the base position of the sky origin.
         
        maxtranslationdist( Float max_translation_distance ) 
         
          Sets the maximum distance the sky origin will translate.
         
        playerbaseposition( Vector base_position ) 
         
          Sets the base position for the player for the sky origin.
         
        translationmult( Float translation_multiplier ) 
         
          Sets the translation multiplier for the sky origin.
         
       
      
       
        addrequireddamagemod( String MOD_String ) 
         
          Adds the required MOD for damage to be applied
         
        allowAttackFromOtherScriptObjects( Boolean allow_flag 
          ) 
         
          Sets the _canBeAttackedByOtherScriptSlaves variable
         
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        angles( Vector angles ) 
         
        bind( Entity parent ) 
         
          bind this entity to the specified entity.
         
        closeportal 
         
          Close the area portal enclosed in this object
         
        continuespline 
         
          makes a script object continue on a spline
         
        damageEffect( String damageEffectModel ) 
         
          Sets the damage effect model name.
         
        dmg( Float damage ) 
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        doBlocked( Entity obstacle ) 
         
          sent to entity when blocked.
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        endpath 
         
        followpath( Entity path, [ String arg1 ], [ String arg2 
          ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 
          ] ) 
         
          Makes the script slave follow the specified path. The allowable arguments 
          are ignoreangles, 
          normalangles, loop, and a number specifying the start time.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        getforcefieldnumber(  ) 
         
          HACK HACK HACK HACK HACK HACK HACK
         
        getscanner(  ) 
         
          HACK HACK HACK HACK HACK HACK HACK
         
        gettriggernumber(  ) 
         
          HACK HACK HACK HACK HACK HACK HACK
         
        handlesdamage( Boolean damage_flag ) 
         
          sets the handlesdamage flag on the script slave
         
        jumpto( String vector_or_entity, [ Float token ], [ Float 
          token ] ) 
         
          Jump to specified vector or entity.
         
        model( String modelName ) 
         
          set the model to modelName.
         
        moveBackward( Float dist ) 
         
          Move the position backward.
         
        moveDown( Float dist ) 
         
        moveEast( Float dist ) 
         
        moveForward( Float dist ) 
         
          Move the position forward.
         
        moveLeft( Float dist ) 
         
        moveNorth( Float dist ) 
         
        moveRight( Float dist ) 
         
        moveSouth( Float dist ) 
         
        moveto( Entity entity_to_move_to ) 
         
          Move to the specified entity.
         
        movetopos( Vector position ) 
         
          Move to the specified position.
         
        moveUp( Float dist ) 
         
        moveWest( Float dist ) 
         
        newOrders 
         
          Inform script that it is about to get new orders.
         
        next 
         
        noblock 
         
          Removes the onblock thread.
         
        nodamage 
         
          Removes the ondamage thread.
         
        notouch 
         
          Removes the ontouch thread.
         
        notrigger 
         
          Removes the ontrigger thread.
         
        notshootable 
         
          Makes the script slave not shootable
         
        nouse 
         
          Removes the onuse thread.
         
        onblock( String label ) 
         
          Sets what label to jump to and process script at when blocked.
         
        ondamage( String label ) 
         
          Sets what label to jump to and process script at when damaged.
         
        ontouch( String label ) 
         
          Sets what label to jump to and process script at when touched.
         
        ontrigger( String label ) 
         
          Sets what label to jump to and process script at when triggered.
         
        onuse( String label ) 
         
          Sets what label to jump to and process script at when used.
         
        openportal 
         
          Open the area portal enclosed in this object
         
        physics_off 
         
          Turn physics off this script object on
         
        physics_on 
         
          Turn physics on this script object on
         
        physics_velocity( Vector impulseVector ) 
         
          Add a physical impulse to an object when it is being physically simulated
         
        processCommands 
         
        rotateaxis( Integer axis, Float avelocity ) 
         
          Rotate about the specified axis at the specified angular velocity.
         
        rotateaxisdown( Integer axis, Float angle ) 
         
          Rotate the specified axis down by the specified amount.
         
        rotateaxisdownto( Integer axis, Float angle ) 
         
          Rotate the specified axis down to angle.
         
        rotateaxisup( Integer axis, Float angle ) 
         
          Rotate the specified axis up by the specified amount.
         
        rotateaxisupto( Integer axis, Float angle ) 
         
          Rotate the specified axis up to angle.
         
        rotatedownto( Vector direction ) 
         
          Rotate down to the specified direction.
         
        rotateto( Vector direction ) 
         
          Rotate to the specified direction.
         
        rotateupto( Vector direction ) 
         
          Rotate up to the specified direction.
         
        rotateX( Float avelocity ) 
         
          Rotate about the x axis at the specified angular velocity.
         
        rotateXdown( Float angle ) 
         
          Rotate the x down by the specified amount.
         
        rotateXdownto( Float angle ) 
         
          Rotate the x down to angle.
         
        rotateXup( Float angle ) 
         
          Rotate the x up by the specified amount.
         
        rotateXupto( Float angle ) 
         
          Rotate the x up to angle.
         
        rotateY( Float avelocity ) 
         
          Rotate about the y axis at the specified angular velocity.
         
        rotateYdown( Float angle ) 
         
          Rotate the y down by the specified amount.
         
        rotateYdownto( Float angle ) 
         
          Rotate the y down to angle.
         
        rotateYup( Float angle ) 
         
          Rotate the y up by the specified amount.
         
        rotateYupto( Float angle ) 
         
          Rotate the y up to angle.
         
        rotateZ( Float avelocity ) 
         
          Rotate about the z axis at the specified angular velocity.
         
        rotateZdown( Float angle ) 
         
          Rotate the z down by the specified amount.
         
        rotateZdownto( Float angle ) 
         
          Rotate the z down to angle.
         
        rotateZup( Float angle ) 
         
          Rotate the z up by the specified amount.
         
        rotateZupto( Float angle ) 
         
          Rotate the z up to angle.
         
        scriptSlave_explode( Float damage ) 
         
          Creates an explosion at the script slave's position
         
        scriptslave_followingpath 
         
          Called every frame to actually follow the path
         
        scriptslave_movedone 
         
          Called when the script slave is doen moving
         
        setBloodModel( String bloodmodel ) 
         
        setmeansofdeath( String means_of_death ) 
         
          Set the damage means of death.
         
        setobjectparms( Float force_field_number, Float trigger_number 
          ) 
         
          HACK HACK HACK HACK HACK HACK HACK
         
        speed( Float speed ) 
         
        stopspline 
         
          stops an scriptobject from moving on a spline
         
        time( Float travel_time ) 
         
        trigger( String entname ) 
         
        unbind 
         
       
      
        
      
        
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        addhealth( Float health_to_add, [ Float maxhealth ] ) 
         
          Adds health to the sentient.
         
        addtomyarmor( Float amountToAdd ) 
         
          Adds the amount to the current Armor
         
        ammo( String type, Integer amount, [ Integer max_amount 
          ] ) 
         
          Gives the sentient some ammo.
         
        armor( String type, [ Float amount ], [ Boolean pickedup 
          ] ) 
         
          Gives the sentient some armor.
         
        armorcommand( String arg1, [ String arg2 ], [ String 
          arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String 
          arg7 ], [ String arg8 ] ) 
         
          Pass the args to the active armor
         
        beginattack 
         
          Called before attack animation begins
         
        blockend 
         
          Is the end of the sentient's block.
         
        blockstart 
         
          Is the start of the sentient's block.
         
        bloodmodel( String bloodModel ) 
         
          set the model to be used when showing blood
         
        cacheStateMachineAnims( String stateMachineName ) 
         
          Caches all of the anims needed by the statemachine
         
        catchonfire 
         
          Catches the actor on fire.
         
        checkanims 
         
          Check the animations in the .tik file versus the statefile
         
        cleardamagethreshold 
         
          Clears out and resets the damage threshold
         
        displayfireeffect( [ Boolean flag ] ) 
         
          Sets whether or not this sentient displays the fire effect when on fire.
         
        dropitem( String itemName ) 
         
          Drops the item by the specified name.
         
        endattack 
         
          Called after attack animation ends
         
        fire( [ String hand ], [ String mode ] ) 
         
          Fires the weapon in the specified hand. With the specified mode (primary, 
          alternate)
         
        freeInventory 
         
          Frees the sentient's inventory
         
        getActiveWeaponName( [ String hand ] ) 
         
          Gets the name of the weapon in the specified hand (left, right, or dual). 
          If no hand is specified it will return the first it finds
         
        give( String name ) 
         
          Gives the sentient the targeted item.
         
        giveAmmoOverTime( String type, Integer amount, Float 
          time ) 
         
          Gives the sentient some ammo over the specified period of time.
         
        headwatchallowed( [ Boolean flag ] ) 
         
          Sets whether to headwatch or not, default is true.
         
        healatinterval( Float percentageToAdd, Float interval, 
          Float maxPercentage ) 
         
          Will add the specified amount to health, then, if necessary , will generate 
          a new event of its 
          own type to continue the regen process
         
        healovertime( Float add_immediately, Float add_at_interval, 
          Float interval, Float max_percentage ) 
         
          Will add specified amount of health immediatly, then add more at each 
          specified time interval 
          until health reaches the maxPercentage
         
        health( Float health ) 
         
          Gives the sentient the specified amount health.
         
        immune( String immune_string1, [ String immune_string2 
          ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 
          ], [ String immune_string6 ] ) 
         
          Adds to the immunity list for this sentient.
         
        item( String type, Integer amount ) 
         
          Gives the sentient the specified amount of the specified item.
         
        jumpxy( Float forwardmove, Float sidemove, Float speed 
          ) 
         
        maxgibs( Integer max_number_of_gibs ) 
         
          Sets the maximum amount of generic gibs this sentient will spawn when 
          hit.
         
        maxmouthangle( Float max_mouth_angle ) 
         
          Sets the max mouth angle.
         
        meleeattackend( [ String hand ] ) 
         
          Is the end of the sentient's melee attack.
         
        meleeattackstart( [ String hand ] ) 
         
          Is the start of the sentient's melee attack.
         
        noshadow 
         
          Turns off the shadow for this sentient.
         
        onfire 
         
          Called every frame when the sentient is on fire.
         
        rangedattackend 
         
          Is the end of the sentient's hitscan attack.
         
        rangedattackstart 
         
          Is the start of the sentient's hitscan attack.
         
        releasefire( Float fireholdtime ) 
         
          Releases the attack in the time specified.
         
        removeimmune( String immune_string1, [ String immune_string2 
          ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 
          ], [ String immune_string6 ] ) 
         
          Removes from the immunity list for this sentient.
         
        removeresistance( String resistance_string ) 
         
          Removes from the resistance list for this sentient.
         
        resistance( String resistance_string, Integer resistance_amount 
          ) 
         
          Adds to the resistance list for this sentient.
         
        setcriticalhealthpercentage( Float percentage ) 
         
          Sets the percentage of health that qualifies as critical -- Note, values 
          must be entered as 
          floating point numbers... .10 for example is 10 percent
         
        setdamagethreshold( Float maxDamage, Float duration ) 
         
          Sets up the damage threshold
         
        sethatemodifier( Float hate_modifier ) 
         
        setmyarmoramount( Float amount ) 
         
          Sets the amount of armor to the specifed number
         
        setmyarmormultiplier( Float multiplier ) 
         
          Sets the mulitplier of the armor
         
        setmyarmorstatus( Boolean flag ) 
         
          Sets The Active Status on Armor
         
        setstatefile( String state_file ) 
         
          Change the state file associated with this character
         
        setviewmode( String viewModeName, [ Boolean override 
          ] ) 
         
          Puts this sentient into the specified view mode. 
          Override defaults to true.
         
        shadow 
         
          Turns on the shadow for this sentient.
         
        spawnbloodygibs( [ Integer number_of_gibs ], [ Float 
          scale ] ) 
         
          Spawns some bloody generic gibs.
         
        startcharge( String firemode ) 
         
          Draws back the bow string
         
        stopfire( String hand ) 
         
          Stops the firing of the weapon in the specified hand.
         
        stoponfire 
         
          Stops the sentient from being on fire.
         
        stunend 
         
          Is the end of the sentient's stun.
         
        stunstart 
         
          Is the start of the sentient's stun.
         
        swipeoff( String hand ) 
         
          Turn off the sword swiping for the weapon in the specified hand
         
        swipeon( String hand ) 
         
          Turn on the sword swiping for the weapon in the specified hand
         
        take( String item_name ) 
         
          Takes away the specified item from the sentient.
         
        updateoffsetcolor 
         
          Updates the offset color.
         
        weapon( String weapon_modelname ) 
         
          Gives the sentient the weapon specified.
         
        weaponanimon( String animname, String hand ) 
         
          Put the weapon in hand in the animation specified
         
       
      
       
        noprotection( String MOD ) 
         
          Adds a MOD to the No Protection List
         
        setarmoractivestatus( Boolean active ) 
         
        setarmormultiplier( Float multiplier ) 
         
          sets the damage multiplier for the armor
         
        usearmordirection( Float directionAngleMin, Float directionAngleMax 
          ) 
         
          Only allows armor to work if attack is within the specifed yaw range
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        setshrapnelcount( Integer count ) 
         
          The number of shrapnel pieces to spawn
         
        setshrapnelmodel( String modelname ) 
         
          The model of the shrapnel pieces that are spawned when the main bomb 
          explodes
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        active 
         
          make the SinkObject active, so that it will respond to players touching 
          it.
         
        dampening( Float newDampening ) 
         
        delay( Float delay ) 
         
          Delay until SinkObject starts falling.
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        limit( Float newLimit ) 
         
          maximum displacement of the SinkObject.
         
        notactive 
         
          make the SinkObject not active, so that it won't respond to players 
          touching it.
         
        reset 
         
          Reset the SinkObject right now.
         
        resetdelay( Float newResetDelay ) 
         
          Delay between when sinkobject starts resetting.
         
        resetsound( String newResetSound ) 
         
          Sound played when sinkobject is resetting.
         
        resetspeed( Float newResetspeed ) 
         
          Speed at which SinkObject resets itself, defaults to 0.002 * speed.
         
        sinksound( String newSinkSound ) 
         
          Sound played when sinkobject is sinking.
         
        speed( Float speed ) 
         
          Speed at which SinkObject starts falling.
         
       
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        doclose 
         
          Closes the door (special doors).
         
        doopen( Entity other ) 
         
          Opens the door (special doors).
         
        lip( Float lip ) 
         
          Sets the lip of the sliding door.
         
        setup 
         
          Sets up the sliding door.
         
        speed( Float speed ) 
         
          Sets the speed of the sliding door.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        addmusictrigger 
         
          Add a new music trigger where the player is standing.
         
        addrandomspeaker 
         
          Add a new sound where the player is standing.
         
        addreverbtrigger 
         
          Add a new reverb trigger where the player is standing.
         
        addspeaker 
         
          Add a new sound where the player is standing.
         
        delete 
         
          Delete the current sound.
         
        globaltranslate( Vector translate_amount ) 
         
          Translates all sounds and triggers by specified amount.
         
        hide 
         
        moveplayer 
         
          Move the player to the current sound position.
         
        next 
         
        prev 
         
          Go to the previous sound.
         
        previewreverb 
         
          Test out the current reverb settings.
         
        replace 
         
          Replace the current sound position with the player's.
         
        reset 
         
          Resets the state of all sounds and triggers.
         
        resetreverb 
         
          reset the reverb settings to a normal.
         
        save 
         
        show( [ Entity path ] ) 
         
        switchfacet 
         
          Switch the current facet that we are editing.
         
        updateinput 
         
          Updates the current sound with user interface values.
         
       
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        attackmode( Integer attackmode ) 
         
          Sets the _attackMode for this spawn entity.
         
        checkForSpace 
         
          Checks to see if there is space for the spawn entity.
         
        clearSpawnKeyValues 
         
          Clears all of the key/value pairs for the spawner.
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        modelname( String model_name1, [ String model_name2 ], 
          [ String model_name3 ], [ String model_name4 ], [ String model_name5 
          ], [ String model_name6 ], [ String model_name7 ], [ String model_name8 
          ], [ String model_name9 ] ) 
         
          Sets up to nine model names for this spawn entity.
         
        pickupthread( String threadName ) 
         
          Sets the pickup thread for the spawned entity.
         
        setspawngroupdeaththread( String group_death_thread ) 
         
          Sets the group death thread to spawn with
         
        setspawngroupID( Integer groupID ) 
         
          Sets the groupID to spawn with
         
        setSpawnKeyValue( String key, String value ) 
         
          Sets any key/value pair to set on the spawned entity.
         
        setspawnmasterstatemap( String masterstatemap ) 
         
          Sets the masterstatemap to spawn with
         
        setspawnvelocity( Vector velocity ) 
         
          Sets the velocity to spawn with
         
        spawn_spawnchance( Float spawn_chance ) 
         
          Sets the chance that this spawned entity will spawn something when killed, 
          if it is an actor.
         
        spawn_spawnitem( String spawn_item_name ) 
         
          Adds this named item to what will be spawned when this spawned entity 
          is killed, if it is an actor.
         
        spawneffectname( String effectType, [ String effectName 
          ] ) 
         
          Displays this effect on spawn.
         
        spawnnow(  ) 
         
          Spawns the entity and returns it.
         
        spawntarget( String spawntarget ) 
         
          Sets spawn target for this spawn entity.
         
        spawntargetname( String spawntargetname ) 
         
          Sets spawn target name for this spawn entity.
         
        startanim( String animname ) 
         
          Animation to spawn the actor with
         
        starthidden( [ Boolean hidden_bool ] ) 
         
          Sets whether or not the entity starts hidden.
         
       
      
        
      
       
        use_3rd_person_camera( Boolean bool ) 
         
          Whether or not to check from the camera or character.
         
       
      
       
        checkFOV( [ Boolean boolean ] ) 
         
          Use checkFOV to indicate that it's OK to spawn as long as the spawner 
          is not in the player's FOV.
         
       
      
       
        fadetime( Float fadeTime ) 
         
          Sets the fadetime at this node.
         
        fov( Float cameraFOV ) 
         
          Sets the fov at this node.
         
        loopSpline( String loop_name ) 
         
        movespline( Vector new_position ) 
         
          Sets the new position of the spline.
         
        offsetspline( Vector offset ) 
         
          Offsets the position of the spline.
         
        speed( Float speed ) 
         
        SplinePath_create 
         
          Creates the spline path from the target list.
         
        thread( String thread ) 
         
        triggertarget( String target ) 
         
        turnspline( Vector angle_offset ) 
         
        watch( String watchEntity ) 
         
          Sets the entity to watch at this node.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        greetingdone 
         
          Notifies the talk behavior the greeting dialog is done
         
       
      
        
      
        
      
        
      
       
        stopteleport( Entity entity ) 
         
          Releases the entity at the end of the teleport.
         
        teleport( Entity entity ) 
         
          Teleports the entity to destination.
         
        teleportthread( String thread_name ) 
         
          Sets the thread to run when the player is teleported.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
       
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        pickup( Entity entity, String tag_name ) 
         
          Picks up this throw object and attaches it to the entity.
         
        pickupoffset( Vector pickup_offset ) 
         
        throw( Entity owner, Float speed, Entity targetent, [ 
          Float grav ] ) 
         
        throwsound( String throw_sound ) 
         
          Sets the sound to play when object is thrown.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        bouncesound( String sound ) 
         
          When bouncing, what sound to play on impact
         
        bouncesoundchance( Float chance<0.00...1.00> ) 
         
          When bouncing, the chance that the bounce sound will be played
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        stopped 
         
          sent when entity has stopped bouncing for MOVETYPE_TOSS.
         
       
      
        
      
       
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        activatetrigger( Entity triggering_entity ) 
         
          Activates all of the targets for this trigger.
         
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        checkEntList( Float check_the_list ) 
         
          Checks the ent list to see if everyone is still in the bounding box
         
        cnt( Integer count ) 
         
          Set the amount of times this trigger can be triggered
         
        cone( Float newTriggerCone ) 
         
          Sets the cone in which directed triggers will trigger.
         
        delay( Float delay_time ) 
         
          Set the delay time (time between triggering and firing) for this trigger
         
        destructible( Boolean boolean ) 
         
          Makes a trigger destructible. By default this is false.
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        edgetriggered( Boolean newEdgeTriggered ) 
         
          If true, trigger will only trigger when object enters trigger, not when 
          it is inside it.
         
        getLastActivatingEntity(  ) 
         
          Returns the activating entity for this object, or 0 if no activating 
          entity.
         
        health( Integer newHealth ) 
         
          set the health of the entity to newHealth
         
        instantdeath( String damage_type ) 
         
          Sets a damage type that will instantly kill the trigger, such as impact, 
          sword, gas, bullet, etc.
         
        key( String key ) 
         
          Set the object needed by the sentient to activate this trigger
         
        killed( Entity attacker, Float damage, Entity inflictor, 
          Integer meansofdeath ) 
         
          event which is sent to an entity once it as been killed
         
        message( String message ) 
         
          Set a message to be displayed when this trigger is activated
         
        model( String modelName ) 
         
          set the model to modelName.
         
        multifaceted( Integer facetDirection ) 
         
          Make this trigger multifaceted. If facet is 1, than trigger is North/South 
          oriented. 
          If facet is 2 than trigger is East/West oriented. If facet is 3 than 
          trigger is Up/Down oriented.
         
        noise( String sound ) 
         
          Set the sound to play when this trigger is activated
         
        nottriggerable 
         
        sound( String sound ) 
         
          Set the sound to play when this trigger is activated
         
        thread( String thread ) 
         
          Set the thread to execute when this trigger is activated
         
        triggerable 
         
          Turn this trigger back on
         
        triggerondamage( Boolean boolean ) 
         
          Forces the thread to trigger when it takes damage
         
        triggerondeath( Boolean boolean ) 
         
          Forces the thread to trigger when it dies
         
        triggerthread 
         
          Start the trigger thread.
         
        wait( Float wait_time ) 
         
          Set the wait time (time bewteen triggerings) for this trigger
         
       
      
       
        maxs( Vector maxs ) 
         
          Sets the maximum bounds of the trigger box.
         
        mins( Vector mins ) 
         
          Sets the minimum bounds of the trigger box.
         
       
      
       
        triggername( String targetname_of_object ) 
         
          If set, trigger will only respond to objects with specified name.
         
       
      
       
        checkready(  ) 
         
          event to check if trigger has all required ents in place and is ready
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        exitThread( String thread_name ) 
         
          thread to call when entity exits the trigger
         
        nottriggerable 
         
        requiredentity( String targetname ) 
         
          sets this entity to be required for a trigger to work
         
        triggerable 
         
          Turn this trigger back on
         
        triggerexit( Float trigger_exit ) 
         
          called when an entity has left the trigger bounding box
         
       
      
       
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
       
      
       
        map( String map_name ) 
         
          Sets the map to change to when triggered.
         
        spawnspot( String spawn_spot ) 
         
          Sets the spawn spot to use.
         
        thread( String thread ) 
         
          Set the thread to execute when this trigger is activated
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        activatetrigger( Entity triggering_entity ) 
         
          Activates all of the targets for this trigger.
         
        damage( Float damage ) 
         
          Sets the amount of damage to do.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
       
      
       
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        entryThread( String thread_name ) 
         
          thread to call when entity enters the trigger
         
        exitThread( String thread_name ) 
         
          thread to call when entity exits the trigger
         
        getforcefieldnumber(  ) 
         
          HACK HACK HACK HACK HACK HACK HACK
         
        gettriggernumber(  ) 
         
          HACK HACK HACK HACK HACK HACK HACK
         
        onEntry( String thread_name ) 
         
          thread to call when entity enters the trigger
         
        onExit( String thread_name ) 
         
          thread to call when entity exits the trigger
         
        settriggerparms( Float force_field_number, Float trigger_number 
          ) 
         
          HACK HACK HACK HACK HACK HACK HACK
         
        triggerenter 
         
          Marks the trigger as entered
         
        triggerentexit 
         
          Marks the trigger as exited
         
        triggerexit( Float trigger_exit ) 
         
          called when an entity has left the trigger bounding box
         
       
      
       
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        oneshot 
         
          Make this a one time trigger.
         
        powerupname( String powerup_name ) 
         
          Specifies the powerup to give to the sentient.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        activatetrigger( Entity triggering_entity ) 
         
          Activates all of the targets for this trigger.
         
        doActivate( Entity activatingEntity ) 
         
          General trigger event for all entities
         
        setgroupnumber( Integer groupNumber ) 
         
          Sets up the group number the event will be passed to
         
        setpassevent( String eventName, [ String string1 ], [ 
          String string2 ], [ String string3 ], [ String string4 ], [ String string5 
          ], [ String string6 ], [ String string7 ], [ String string8 ] ) 
         
          Sets up the event to be passed on to the group
         
       
      
       
        damage( Float damage ) 
         
          Sets the amount of damage to do.
         
        damagetype( String damageType ) 
         
          Sets the type of damage a TriggerHurt delivers.
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        gdb_setdamage( String damagestr ) 
         
          Sets the gameplay version of damage with keywords.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
       
      
       
        altcurrent( String alternate_current_mood ) 
         
          Sets the alternate current mood to use when triggered.
         
        altfallback( String alterante_fallback_mood ) 
         
          Sets the alternate fallback mood to use when triggered.
         
        current( String current_mood ) 
         
          Sets the current mood to use when triggered.
         
        fallback( String fallback_mood ) 
         
          Sets the fallback mood to use when triggered.
         
        oneshot 
         
          Make this a one time trigger.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
        triggereffectalt( Entity triggering_entity ) 
         
          Send event to owner of trigger. This event is only triggered when using 
          a trigger 
          as a multi-faceted edge trigger.
         
       
      
        
      
       
        channel( Integer channel ) 
         
          Sets the sound channel to play on.
         
        min_dist( Float min_dist ) 
         
          Sets the minimum distance.
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
        volume( Float volume ) 
         
       
      
       
        angle( Float newAngle ) 
         
          set the angles of the entity using just one value. 
          Sets the yaw of the entity or an up and down 
          direction if newAngle is [0-359] or -1 or -2
         
        speed( Float speed ) 
         
          Set the push speed of the TriggerPush
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        speed( Float speed ) 
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
        
      
       
        altreverblevel( Float reverbLevel ) 
         
          Sets the reverb level to be used when triggered.
         
        altreverbtype( Integer reverbType ) 
         
        oneshot 
         
          Make this a one time trigger.
         
        reverblevel( Float reverbLevel ) 
         
          Sets the reverb level to be used when triggered.
         
        reverbtype( Integer reverbType ) 
         
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
        triggereffectalt( Entity triggering_entity ) 
         
          Send event to owner of trigger. This event is only triggered when using 
          a trigger 
          as a multi-faceted edge trigger.
         
       
      
       
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
       
      
       
        triggereffect( Entity triggering_entity ) 
         
          Send event to owner of trigger.
         
        value( String variableValue ) 
         
          Set the value of the variable to set. 
          values can also use one of the following reserved words: 
          increment - increment the variable 
          decrement - decrement the variable 
          toggle - toggle the value of the variable
         
        variable( String variableName ) 
         
          Set the name of the variable to set
         
       
      
        
      
       
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
       
      
        
      
       
        entryThread( String thread_name ) 
         
          thread to call when entity enters the trigger
         
        exitThread( String thread_name ) 
         
          thread to call when entity exits the trigger
         
        inContactWithEntity( Entity entityWrapper ) 
         
          sent to an entity that is in contact with specified entity.
         
        lostContactWithEntity( Entity entityNoLongerInContact 
          ) 
         
          sent to an entity no longer in contact with specified entity.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
        helpernodecommand( String commandtype ) 
         
          Command from a helper node
         
       
      
       
        action_type( [ String actionType ] ) 
         
          Action type (kick, ignite, etc)
         
        anim( String animName ) 
         
          set the animation to use for player.
         
        camera( String cameraPosition ) 
         
          set the camera to use when in this animation. 
          topdown, behind, front, side, behind_fixed, side_left, side_right
         
        count( Integer newCount ) 
         
          Sets how many times the UseAnim can be triggered.
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        key( String keyName ) 
         
          set the key needed to make this UseAnim function.
         
        num_loops( Integer loopCount ) 
         
          set the number of times to loop an animation per use.
         
        state( String stateName ) 
         
          set the state to use for the player.
         
        thread( String label ) 
         
          Sets which thread to use when this UseAnim is triggered.
         
        triggertarget( String targetname ) 
         
          Sets what should be triggered, when this UseAnim is triggered.
         
       
      
       
        anim( String animName ) 
         
          set the animation to use for player.
         
        num_loops( Integer loopCount ) 
         
          set the number of times to loop an animation per use.
         
        state( String stateName ) 
         
          set the state to use for the player.
         
       
      
       
        action_type( [ String actionType ] ) 
         
          The type of action (kick, ignite, etc)
         
        activate 
         
          Allow the useobject to be used.
         
        cone( Float newCone ) 
         
          Sets the cone in angles of where the Useobject can be used.
         
        count( Integer newCount ) 
         
          Sets how many times the UseObject can be triggered.
         
        damage_type( String newDamageType ) 
         
          Sets what kind of damage is needed to activate the trigger.
         
        deactivate 
         
          Do not allow the useobject to be used.
         
        move_thread( String label ) 
         
          Sets which move thread to use when this UseObject has finshed looping.
         
        movetheplayer 
         
          Attempt to move the player to the UseObject location.
         
        offset( Vector newOffset ) 
         
          Sets the offset to use for this UseObject.
         
        reset_thread( String label ) 
         
          Sets which thread to call when resetting.
         
        reset_time( Float newResetTime ) 
         
          Sets the time it takes for the UseObject to reset itself.
         
        state( String newState ) 
         
          Sets the state to use for this UseObject.
         
        state_backwards( String newState ) 
         
          Sets the backward state to use for this UseObject.
         
        stop_thread( String label ) 
         
          Sets which stop thread to use when this UseObject is finished.
         
        triggertarget( String targetname ) 
         
          Sets what should be triggered, when this UseObject is triggered.
         
        usematerial( String nameOfUseMaterial ) 
         
          the name of the material that glows when active.
         
        yaw_offset( Float newYawOffset ) 
         
          Sets the yaw offset to use for this UseObject.
         
       
      
       
        canjump( Boolean jumpable ) 
         
          Sets whether or not the vehicle can jump
         
        disableinventory 
         
          Disables the inventory when the player uses this vehicle
         
        doBlocked( Entity obstacle ) 
         
          sent to entity when blocked.
         
        doTouch( Entity touchingEntity ) 
         
          sent to entity when touched for the first time.
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        drivable 
         
          Make the vehicle drivable
         
        driveranim( String animation ) 
         
          Set the animation of the driver to use when the driver is in the vehicle
         
        lock 
         
          Sets the vehicle to be locked
         
        noprediction( Boolean bool ) 
         
          Turns no prediction on or off
         
        restrictpitch( Float pitchDelta ) 
         
          The max and minimum pitch of the driver
         
        restrictrotation( Float rotateDelta ) 
         
          The max and min rotation of the driver
         
        seatanglesoffset( Vector angles ) 
         
          Set the angles offset of the seat
         
        seatoffset( Vector offset ) 
         
          Set the offset of the seat
         
        setweapon( String weaponname ) 
         
          Set the weapon for the vehicle
         
        showweapon 
         
          Set the weapon to be show in the view
         
        start 
         
        steerinplace 
         
          Set the vehicle to turn in place
         
        turnrate( Float rate ) 
         
          Set the turning rate of the vehicle
         
        undriveable 
         
          Make the vehicle undrivable
         
        unlock 
         
          Sets the vehicle to be unlocked
         
        vehiclespeed( Float speed ) 
         
          Set the speed of the vehicle
         
       
      
        
      
        
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, 
          Float roll<0.00...360.00> ) 
         
          Set the angles of the current viewthing
         
        viewanimate 
         
          Cycle through the animations modes of the current viewthing 
          No Animation 
          Animation with no motion 
          Animation with looping motion 
          Animation with motion 
         
        viewattach( String tagname, String model ) 
         
          Attach a model the the specified tagname
         
        viewchangepitch( Integer offsetamount ) 
         
          rotate current viewspawn around y axis by specified amount
         
        viewchangeroll( Integer offsetamount ) 
         
          rotate current viewspawn around x axis by specified amount
         
        viewchangeyaw( Integer offsetamount ) 
         
          rotate current viewspawn around z axis by specified amount
         
        viewcopy 
         
          Copies the current viewthing
         
        viewdelete 
         
          Delete the current viewthing
         
        viewdeleteall 
         
        viewdetach 
         
          Detach the current viewthing from its parent
         
        viewdetachall 
         
          Detach all the models attached to the current viewthing
         
        viewflash 
         
          Flashes the currently select viewthing
         
        viewlistjump( Integer modelindex ) 
         
          Jumps to a specific model in a view set (.lst file) of models
         
        viewlistliftmodel( Float z ) 
         
          Raise the origin (z) by specified amount
         
        viewlistnext 
         
          Delete current viewthing and load next view thing in view list
         
        viewlistprev 
         
          Delete current viewthing and load prev view thing in view list
         
        viewlisttoggledrop 
         
          Toggle whether objects are dropped upon spawning
         
        viewmodel( String viewthingModel ) 
         
          Set the model of the current viewthing
         
        viewmorph 
         
        viewnext 
         
          Advance to the next frame of animation of the current viewthing
         
        viewnextanim 
         
          Advance to the next animation of the current viewthing
         
        viewnextmorph 
         
          Goes to the next morph for this model
         
        viewoffset( Float x, Float y, Float z ) 
         
          Offsets the origin of the current viewthing
         
        vieworigin( Float x, Float y, Float z ) 
         
          Set the origin of the current viewthing
         
        viewpitch( Float pitch ) 
         
          Set the pitch of the current viewthing
         
        viewprev 
         
          Advance to the previous frame of animation of the current viewthing
         
        viewprevanim 
         
          Advance to the previous animation of the current viewthing
         
        viewprevmorph 
         
          Goes to the previous morph for this model
         
        viewresetorigin 
         
          Sets the origin of current viewspawn to its current origin
         
        viewroll( Float roll ) 
         
          Set the roll of the current viewthing
         
        viewscale( Float scale ) 
         
          Set the scale of the current viewthing
         
        viewscaledown 
         
          Decrease the scale of the current viewthing
         
        viewscaleup 
         
          Increase the scale of the current viewthing
         
        viewsetanim( Float animNum ) 
         
          Set the animation absolutely based off a floating point value
         
        viewsetframe 
         
          Set the animation to a specific frame number.
         
        viewsetload( String filename ) 
         
          Loads the specified viewset
         
        viewsetsave 
         
          Saves names and positions of currently spawned things data to disk
         
        viewsetstatic( Integer boolean ) 
         
          Makes the current viewthing a static (not dynamically lit) object
         
        viewshoot 
         
          Shoots current viewthing ahead and sticks it on the wall
         
        viewspawn( String model ) 
         
          Create a viewthing with the specified model
         
        viewspawnfromts( String reloadmodel, [ String spawnmodel 
          ] ) 
         
          Create a viewthing from the model specified by the ToolServer
         
        viewthingnext 
         
          Change the active viewthing to the next viewthing
         
        viewthingprev 
         
          Change the active viewthing to the previous viewthing
         
        viewthingpull 
         
          Pulls the current viewthing to the camera
         
        viewtransx( Integer offsetamount ) 
         
          translate current viewspawn in x direction by specified amount
         
        viewtransy( Integer offsetamount ) 
         
          translate current viewspawn in y direction by specified amount
         
        viewtransz( Integer offsetamount ) 
         
          translate current viewspawn in z direction by specified amount
         
        viewunmorph 
         
          Unmorphs the current morph
         
        viewxtranslate( Float xtrans ) 
         
          Translate current viewthing in x direction
         
        viewyaw( Float yaw ) 
         
          Set the yaw of the current viewthing
         
        viewytranslate( Float ytrans ) 
         
          Translate current viewthing in y direction
         
        viewztranslate( Float ztrans ) 
         
          Translate current viewthing in z direction
         
       
      
       
        viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, 
          Float roll<0.00...360.00> ) 
         
          Set the angles of the current viewthing
         
        viewanimate 
         
          Cycle through the animations modes of the current viewthing 
          No Animation 
          Animation with no motion 
          Animation with looping motion 
          Animation with motion 
         
        viewattach( String tagname, String model ) 
         
          Attach a model the the specified tagname
         
        viewchangepitch( Integer offsetamount ) 
         
          rotate current viewspawn around y axis by specified amount
         
        viewchangeroll( Integer offsetamount ) 
         
          rotate current viewspawn around x axis by specified amount
         
        viewchangeyaw( Integer offsetamount ) 
         
          rotate current viewspawn around z axis by specified amount
         
        viewdelete 
         
          Delete the current viewthing
         
        viewdetach 
         
          Detach the current viewthing from its parent
         
        viewdetachall 
         
          Detach all the models attached to the current viewthing
         
        viewflash 
         
          Flashes the currently select viewthing
         
        viewlastframe 
         
          Called when the view things last animation frame is displayed.
         
        viewmodel( String viewthingModel ) 
         
          Set the model of the current viewthing
         
        viewmorph 
         
        viewnext 
         
          Advance to the next frame of animation of the current viewthing
         
        viewnextanim 
         
          Advance to the next animation of the current viewthing
         
        viewnextmorph 
         
          Goes to the next morph for this model
         
        vieworigin( Float x, Float y, Float z ) 
         
          Set the origin of the current viewthing
         
        viewpitch( Float pitch ) 
         
          Set the pitch of the current viewthing
         
        viewprev 
         
          Advance to the previous frame of animation of the current viewthing
         
        viewprevanim 
         
          Advance to the previous animation of the current viewthing
         
        viewprevmorph 
         
          Goes to the previous morph for this model
         
        viewroll( Float roll ) 
         
          Set the roll of the current viewthing
         
        viewsavesurfaces 
         
          Called after the model is spawned to save off the models original surfaces.
         
        viewscale( Float scale ) 
         
          Set the scale of the current viewthing
         
        viewscaledown 
         
          Decrease the scale of the current viewthing
         
        viewscaleup 
         
          Increase the scale of the current viewthing
         
        viewsetanim( Float animNum ) 
         
          Set the animation absolutely based off a floating point value
         
        viewsetframe 
         
          Set the animation to a specific frame number.
         
        viewsetstatic( Integer boolean ) 
         
          Makes the current viewthing a static (not dynamically lit) object
         
        viewthing_think 
         
          Called every frame to process the view thing.
         
        viewunmorph 
         
          Unmorphs the current morph
         
        viewyaw( Float yaw ) 
         
          Set the yaw of the current viewthing
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
       
      
        
      
       
        setactoranim( String anim_name ) 
         
          sets what primary anim to set an actor to, when it reaches this waypoint
         
        setwaypointthread( String thread_name ) 
         
          sets the script thread to be called when the actor reaches this waypoint
         
       
      
       
        actionincrement( Integer actionLevelIncrement ) 
         
          Set the action level increment of the weapon. 
          When the weapon is fired, it will raise the action level by this amount
         
        advancedViewShake( Vector minViewShake, Vector maxViewShake, 
          [ Float viewShakeDuration ], [ Boolean override ] ) 
         
          Sets the min shake vector, max shake vector, & duration of the view 
          shaking while firing this weapon. 
          Duration defaults to .05 if not set
         
        allowAutoSwitch( Boolean allowAutoSwitch ) 
         
          Specifies whether or not the weapon automatically switches to another 
          weapon when it's out of ammo.
         
        altdrawbowstrain 
         
          Starts the alternate bow draw strain animation
         
        ammo_in_clip( Integer ammoInClip ) 
         
          Set the amount of ammo in the clip
         
        ammoBoost( Integer amount ) 
         
          Set the ammo given to a sentient that picks up this weapon but already 
          had a weapon of this type.
         
        ammorequired( Integer amount ) 
         
          Set the amount of ammo this weapon requires to fire
         
        ammotype( String name ) 
         
          Set the type of ammo this weapon uses
         
        anim( String animName ) 
         
          set the legs animation to animName.
         
        animate_newanim( Integer animNum, Integer bodyPart ) 
         
          Start a new animation, not for script use.
         
        arcprojectile( Boolean arc_bool ) 
         
          Specifies for actors if the projectile should arc
         
        autoaim( [ Float selection_angle ], [ Float lockon_angle 
          ] ) 
         
          Turn on auto aiming for the weapon
         
        autoputaway( Boolean bool ) 
         
          Set the weapon to be automatically put away when out of ammo
         
        autoReload( Boolean autoReload ) 
         
          Specifies whether or not the weapon automatically reloads.
         
        bulletcount( Float bulletCount ) 
         
          Set the number of bullets this weapon shoots when fired
         
        bulletdamage( Float bulletDamage ) 
         
          Set the damage that the bullet causes
         
        bulletknockback( Float bulletKnockback ) 
         
          Set the knockback that the bullet causes
         
        bulletrange( Float bulletRange ) 
         
          Set the range of the bullets
         
        bulletspread( Float bulletSpreadX, Float bulletSpreadY, 
          [ Float endSpreadX ], [ Float endSpreadY ], [ Float spreadTime ] ) 
         
          Set the max spread of the bullet in the x and y axis, optionally with 
          a different end spread and time interval
         
        burstmode( Integer burstcount ) 
         
          Set this mode to be burst mode, that uses burstcount ammo
         
        burstModeDelay( Float burstModeDelay ) 
         
          Specifies the length of time to use between bursts (do not use this 
          if you want to use the animation timing)
         
        canInterruptFiringState( [ Boolean bool ] ) 
         
          Sets whether or not the weapon can be interrupted during its firing 
          state.
         
        changeidle 
         
          Changes the idle animation
         
        chargedModels( Integer numChargedModels ) 
         
          Sets the number of charged models there are to use.
         
        clearViewShake 
         
          Clears the current view shake.
         
        clipsize( Integer ammoClipSize ) 
         
          Set the amount of rounds a clip of the weapon holds
         
        controllingProjectile( [ Boolean bool ] ) 
         
          Sets whether or not the weapon is currently controlling a projectile 
          or not.
         
        controlProjHidden( Boolean hiddenBool ) 
         
          Sets whether or not the projectile control is currently hidden.
         
        controlProjParms( String emitterName, String soundName 
          ) 
         
          Sets the paramaters to use when controlling a projectile.
         
        crosshair( Boolean bool ) 
         
          Turn on/off the crosshair for this weapon
         
        donefiring 
         
          Signals the end of the fire animation
         
        doneputaway 
         
          Called when the weapon is done with it's putaway anim
         
        donereloading 
         
          Signals the end of the reload animation
         
        doneReloadingBurst 
         
          Signals the end of the reload animation for a burst
         
        doneswitching 
         
          Signals the end of the switching to mode animation
         
        doneswitchtomiddle 
         
          Signals the end of the switching to 'neutral' animation
         
        drawbowstrain 
         
          Starts the bow draw strain animation
         
        dualattachtotag( String tagname ) 
         
          Set the name of the tag to attach this to it's owner when wielded dual 
          handed.
         
        dualholsterangles( Vector angles ) 
         
          Set the angles of this weapon when it's attached to the dual holster
         
        dualholstertag( String tagname ) 
         
          Set the name of the tag to attach this to when the weapon is put away 
          from dual handed
         
        endZoom 
         
        finishedfiring( Integer finished_firing ) 
         
          Sets if the gun is finished firing
         
        fireOffset( Vector fireOffset ) 
         
          Sets the offset where the weapon will fire from.
         
        firetype( String firingType ) 
         
          Set the firing type of the weapon (projectile or bullet)
         
        forcereload 
         
          Forces a reload to occur.
         
        fullAmmoSkin( Integer skinNum, Integer modeNum ) 
         
          Sets the skin number to use when the weapon has full ammo
         
        giveAmmoBoost 
         
          Internal event used to give ammo boost to the player that just picked 
          up this weapon.
         
        hand( String weaponHand ) 
         
          Set the hand the weapon can be wielded in (lefthand, righthand, both, 
          or any)
         
        holsterscale( Float scale ) 
         
          Set the scale of the weapon when it's attached to the holster
         
        idle 
         
          Puts the weapon into an idle state
         
        inczoomfov 
         
        item_pickup( Entity item ) 
         
          Pickup the specified item.
         
        leftattachtotag( String tagname ) 
         
          Set the name of the tag to attach this to it's owner when wielded in 
          the left hand.
         
        leftholsterangles( Vector angles ) 
         
          Set the angles of this weapon when it's attached to the left holster
         
        leftholstertag( String tagname ) 
         
          Set the name of the tag to attach this to when the weapon is put away 
          from the left hand.
         
        loopfire 
         
          Makes the weapon fire by looping the fire animation.
         
        lowarcrange( Float range ) 
         
          Specifies for actors the range at which to change from high trajectory 
          to normal
         
        makenoise( [ Float noise_radius ], [ Boolean force ] 
          ) 
         
          Makes the weapon make noise that actors can hear.
         
        maxchargetime( Integer time ) 
         
          Set the maximum time the weapon may be charged up
         
        maxmode( String maxmode ) 
         
          Overrides the maximum number of modes for this weapon (default is 2)
         
        maxrange( Float maxRange ) 
         
          Set the maximum range of a weapon so the AI knows how to use it
         
        maxViewShakeChange( Float maxViewChange ) 
         
          Sets the max view change for this weapon.
         
        meansofdeath( String meansOfDeath ) 
         
          Set the meansOfDeath of the weapon.
         
        meleeParms( Float width, Float height, Float length ) 
         
          Sets the parms of the melee attack.
         
        minrange( Float minRange ) 
         
          Set the minimum range of a weapon so the AI knows how to use it
         
        modeset( [ String arg1 ], [ String arg2 ], [ String arg3 
          ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 
          ], [ String arg8 ], [ String arg9 ] ) 
         
          Set a value for a mode by passing commands through
         
        moveSpeedModifier( Float modifier ) 
         
          Sets the move speed modifier for this weapon (when not shooting).
         
        nextSwitchTime( Float time ) 
         
          Sets the next switch time.
         
        noAmmoMode 
         
          Specifies that the current mode also has a no ammo mode.
         
        noDelay 
         
          Specifies that this mode has no delay.
         
        notdroppable 
         
          Makes a weapon not droppable
         
        pauseRegen 
         
          Pauses the regen of ammo for a little bit.
         
        playmisssound( Boolean playsound ) 
         
          Sets whether or not to play a miss sound( snd_ricochet ) at the point 
          of impact
         
        powerrating( Float rating ) 
         
          Specifies how much damage is done per second by the weapon
         
        process_mdl_cmds 
         
          Forces a processing of the init commands for the model
         
        processgameplaydata 
         
          Causes any subclass of entity to process any specific gameplay related 
          data.
         
        projectile( String projectileModel ) 
         
          Set the model of the projectile that this weapon fires
         
        projectiledamage( Float proj_damage ) 
         
          Specifies the damage of the projectile
         
        projectilespeed( Float proj_speed ) 
         
          Specifies the speed of the projectile -- Used by AI
         
        quiet 
         
          Makes the weapon make no noise.
         
        range( Float range ) 
         
          Set the range of the weapon
         
        ready 
         
          Signals the end of the ready animation so the weapon can be used
         
        reduceViewShake 
         
          Reduces the current view shake.
         
        regenammo( Integer regenamount, Integer regentime ) 
         
          Specifics that a weapon regenerates ammo over time
         
        regenonlywhenidle 
         
          Specifics that the weapon only regenerates ammo when idle, must still 
          use regen ammo to set how much.
         
        rezoom 
         
          Rezooms to the last zoom fov
         
        rightattachtotag( String tagname ) 
         
          Set the name of the tag to attach this to it's owner when wielded in 
          the right hand.
         
        rightholsterangles( Vector angles ) 
         
          Set the angles of this weapon when it's attached to the right holster
         
        rightholstertag( String tagname ) 
         
          Set the name of the tag to attach this to when the weapon is put away 
          from the right hand.
         
        setaccuracy( String firemode, Float stoppedac, Float 
          acchange, Float walkac, Float runac, Float crouchac ) 
         
          Sets the accuracy of the weapon
         
        setaim( String aimtype ) 
         
          Sets the aimtype of the weapon (changes according to player state)
         
        setaimanim( String aimAnimation, Integer aimFrame ) 
         
          Set the aim animation and frame for when a weapon fires
         
        setendzoom( Float endzoom ) 
         
        setfiretimer( String mode, Float mintime ) 
         
          Specifies the minimum time between shots
         
        setreticuletime( Float reticuletime ) 
         
        setstartzoom( Float startzoom ) 
         
        setzoomfov( Float zoomfov ) 
         
        setzoomstage( Float fov1, Float fov2 ) 
         
        setzoomtime( Float zoomtime ) 
         
          Sets the time it takes to zoom from startzoom to endzoom
         
        shoot( [ String mode ] ) 
         
        shootingMoveSpeedModifier( Float modifier ) 
         
          Sets the move speed modifier for this weapon while shooting.
         
        shootingskin( Integer skinNum ) 
         
          Sets the skin number to use when shooting
         
        soundevent( [ Float soundRadius ], [ String soundtype 
          ] ) 
         
          Let the AI know that this entity made a sound, 
          radius determines how far the sound reaches.
         
        spreadAnimData( Integer numAnims, Float totalTime ) 
         
          Sets up the info for spread over time using different fire anims.
         
        startammo( Integer amount ) 
         
          Set the starting ammo of this weapon
         
        startfiring 
         
          Sets the time that the weapon starts firing (for spread computations)
         
        startingammotoowner 
         
          Internal event used to give ammo to the owner of the weapon
         
        startViewShake 
         
          Starts the weapons view shake.
         
        switchmode 
         
          Specifies that this is a switch mode weapon (right button switches)
         
        targetidle 
         
          This weapon have a specific on-target idle
         
        targetidlethink 
         
          Think event to check for target on target idle weapons
         
        targetingskin( Integer skinNum ) 
         
          Sets the skin number to use when targeting something
         
        torsoaim( Boolean bool ) 
         
          Turn on/off the torsoaim for this weapon
         
        useactoraiming( [ Boolean flag ] ) 
         
          This weapon aims with it's tag_barrel. Regardless of who is holding 
          it.
         
        usenoammo( Boolean bool ) 
         
          Set the weapon to be able to be used when it's out of ammo
         
        usesameclip 
         
          Specifies that ammo comes out of the same clip in all fire modes
         
        viewShake( Float viewShakeMagnitude, [ Float viewShakeDuration 
          ] ) 
         
          Sets the magnitude & duration of the view shaking while firing this 
          weapon. 
          Duration defaults to .05 if not set
         
        weapon_done_animate 
         
          Signals the end of the ready animation so the weapon can be used
         
        weaponviewmodel( String filename ) 
         
        weildedScale( Float scale ) 
         
          Sets the scale of the weapon when it's weilded
         
        worldhitspawn( String modelname ) 
         
          Set a model to be spawned when the weapon strikes the world.
         
        zoom 
         
       
      
       
        anim( String animName ) 
         
          set the legs animation to animName.
         
        animate_newanim( Integer animNum, Integer bodyPart ) 
         
          Start a new animation, not for script use.
         
       
      
       
        animdone 
         
          Tells the behavior that the current animation is done, it is not meant 
          to be called from script.
         
        args( [ String token1 ], [ String token2 ], [ String 
          token3 ], [ String token4 ], [ String token5 ], [ String token6 ] ) 
         
          Gives the current behavior arguments.
         
        helpernodecommand( String commandtype ) 
         
          Command from a helper node
         
       
      
       
        addworker( String worker_name ) 
         
          adds a valid worker to the trigger
         
        doUse( Entity activatingEntity ) 
         
          sent to entity when it is used by another entity
         
        setworkanim( String work_anim ) 
         
          Tells the actor to play this specified animation when using the trigger
         
        setworktime( Float work_time ) 
         
          sets how long to work at node ( -1 ) is infinite
         
       
      
       
        addAvailableViewMode( String modeName ) 
         
          Adds this view mode as being available
         
        addbroken( String brokenThingName ) 
         
          Adds this thing to the broken list
         
        canShakeCamera( Boolean canShakeCamera ) 
         
          Specifies whether or not cinematic camera's can shake from earthquakes.
         
        clearAvailableViewModes 
         
          Clears all available modes
         
        entity_fade_dist( Float entity_fade_dist ) 
         
          Sets the default distance to fade out entities
         
        farplane( Float farplaneDistance ) 
         
          Set the distance of the far clipping plane
         
        farplane_color( Vector color_farplane ) 
         
          Set the color of the far clipping plane fog
         
        farplane_cull( Boolean farplaneCull ) 
         
          Whether or not the far clipping plane should cull things out of the 
          world
         
        farplane_fog( Boolean farplaneFog ) 
         
          Whether or not to use fog with far plane
         
        getlightintensity( String light_group_name ) 
         
          Gets the intensity of a dynamic light
         
        lavaalpha( Float lavaAlpha ) 
         
          Set the alpha of lava screen blend
         
        lavacolor( Vector color_lava ) 
         
          Set the color of lava screen blend
         
        light_default_intensity( String light_group_name, Float 
          light_intensity ) 
         
          Sets the default intensity of a dynamic light. This is used only when 
          r_dynamiclightmaps is 0. 
          A value below 0 specifies that this light has no default value and will 
          always be dynamic
         
        light_fade( String light_group_name, Float end_light_intensity, 
          Float fade_time ) 
         
          Sets a up a dynamic light to fade
         
        light_intensity( String light_group_name, Float light_intensity 
          ) 
         
          Sets the intensity of a dynamic light
         
        light_lightstyle( String light_group_name, String light_style, 
          [ Boolean stop_at_end ] ) 
         
          Sets the lightstyle of a dynamic light
         
        message( String worldMessage ) 
         
          Set a message for the world
         
        nextmap( String nextMap ) 
         
          Set the next map to change to
         
        physicsVar( String physicsVarName, Float physicsVerValue 
          ) 
         
          Sets one of the world's physics variables
         
        removeAvailableViewMode( String modeName ) 
         
          Removes this view mode as being available
         
        removebroken( String brokenThingName ) 
         
          Removes this thing to the broken list
         
        script( String worldScript ) 
         
          Set the script for this map
         
        skipthread( String skipThread ) 
         
          Set the thread for skipping cinematics
         
        skyalpha( Float newAlphaForPortalSky ) 
         
        skyportal( Boolean newSkyPortalState ) 
         
          Whether or not to use the sky portal at all
         
        slimealpha( Float slimeAlpha ) 
         
          Set the alpha of the slime screen blend
         
        slimecolor( Vector color_slime ) 
         
          Set the slimecolor screen blend
         
        soundtrack( String MusicFile ) 
         
          Set music soundtrack for this level.
         
        terrainglobal( Boolean terrain_global_bool ) 
         
          Turns the terrain drawing as global on or off
         
        terrainglobalmin( Float terrain_global_min ) 
         
          Turns the terrain drawing as global on and sets the minimum
         
        time_scale( Float time_scale ) 
         
          Sets the time scale for the world
         
        wateralpha( Float waterAlpha ) 
         
          Set the alpha of the water screen blend
         
        watercolor( Vector color_water ) 
         
          Set the watercolor screen blend
         
        weather( String type, Float intensity ) 
         
        wind_direction( Vector wind_direction ) 
         
          Sets the direction of the wind
         
        wind_fade( Float end_wind_intensity, Float fade_time 
          ) 
         
          Fades the wind intensity to the new value
         
        wind_gust( Float wind_intensity, Float fade_time, Float 
          gust_time ) 
         
        wind_intensity( Float wind_intensity ) 
         
          Sets the intensity of the wind
         
        wind_minmax( Float min_wind_intensity, Float min_wind_intensity, 
          [ Float max_change_per_frame ] ) 
         
          Sets the min & max intensity of the wind
         
       
       345 Game Module Classes. 
        2074 Game Module Events. 
      
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