The methods of the C_ScriptBind_GameRules class are listed here.
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Syntax: GameRules.AbortEntityRemoval( ScriptHandle entityId ) Aborts the entity removal. | |
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Syntax: GameRules.AbortEntityRespawn( ScriptHandle entityId, bool destroyData ) Aborts a respawning for the specified entity. | |
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Syntax: GameRules.AddMinimapEntity( ScriptHandle entityId, int type, float lifetime ) Adds a mipmap entity. | |
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Syntax: GameRules.AddObjective( int teamId, const char *objective, int status, ScriptHandle entityId ) Adds an objective for the specified team with the specified status. | |
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Syntax: GameRules.AddSpawnGroup(groupId) Adds a spawn group. | |
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Syntax: GameRules.AddSpawnLocation(entityId) Adds the spawn location for the specified entity. | |
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Syntax: GameRules.AddSpawnLocationToSpawnGroup(groupId,location) Add a spawn location to spawn a group. | |
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Syntax: GameRules.AddSpectatorLocation( ScriptHandle location ) Adds a spectator location. | |
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Syntax: GameRules.CanChangeSpectatorMode( ScriptHandle playerId ) Check if it's possible to change the spectator mode. | |
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Syntax: GameRules.CanCheat() Checks if in this game entity is possible to cheat. | |
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Syntax: GameRules.ChangePlayerClass( int channelId, const char *className ) Changes the player class. | |
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Syntax: GameRules.ChangeSpectatorMode( ScriptHandle playerId, int mode, ScriptHandle targetId ) Changes the spectator mode. | |
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Syntax: GameRules.CreateTeam( const char *name ) Creates a team. | |
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Syntax: GameRules.DebugCollisionDamage() Debugs collision damage. | |
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Syntax: GameRules.DebugHits() Debugs hits. | |
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Syntax: GameRules.EndGame() Ends the game. | |
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Syntax: GameRules.EndGameNear( ScriptHandle entityId ) | |
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Syntax: GameRules.EnteredGame() Get the game rules and enter the game. | |
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Syntax: GameRules.ForbiddenAreaWarning( bool active, int timer, ScriptHandle targetId ) Warnings for a forbidden area. | |
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Syntax: GameRules.ForceScoreboard( bool force ) Forces the display of the scoreboard on the HUD. | |
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Syntax: GameRules.ForceSynchedStorageSynch( int channelId ) Forces sync storage syncing. | |
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Syntax: GameRules.FreezeEntity( ScriptHandle entityId, bool freeze, bool vapor, bool force ) | |
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Syntax: GameRules.FreezeInput( bool freeze ) Freezes the input. | |
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For the power struggle tutorial. Syntax: GameRules.GameOver( int localWinner ) Ends the game with a local winner. | |
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Syntax: GameRules.GetChannelId( playerId ) Gets the channel id where the specified player is. | |
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Syntax: GameRules.GetChannelTeam( int channelId ) Gets the team in the specified channel. | |
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Syntax: GameRules.GetFirstSpawnLocation( int teamId ) Gets the first spawn location for the team. | |
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Syntax: GameRules.GetFragLead() Gets the frag lead. | |
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Syntax: GameRules.GetFragLimit() Gets the frag limit. | |
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Syntax: GameRules.GetFriendlyFireRatio() Gets the friendly fire ratio. | |
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Syntax: GameRules.GetHitMaterialId( const char *materialName ) Gets the hit material identifier from its name. | |
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Syntax: GameRules.GetHitMaterialName( int materialId ) Gets the hit material name from its identifier. | |
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Syntax: GameRules.GetHitType( int id ) id - Identifier. | |
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Syntax: GameRules.GetHitTypeId( const char *type ) Gets a hit type identifier from the name. | |
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Syntax: GameRules.GetInterestingSpectatorLocation( ) Gets an interesting spectator location. | |
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Syntax: GameRules.GetMinPlayerLimit() Gets the minimum player limit. | |
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Syntax: GameRules.GetMinTeamLimit() Gets the minimum team limit. | |
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Syntax: GameRules.GetNextSpectatorTarget( ScriptHandle playerId, int change ) For 3rd person follow-cam mode. Gets the next spectator target. | |
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Syntax: GameRules.GetPing( int channelId ) Gets the ping to a channel. | |
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Syntax: GameRules.GetPlayerByChannelId( int channelId ) Gets the player from the channel id. | |
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Syntax: GameRules.GetPlayerCount() Gets the number of the players. | |
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Syntax: GameRules.GetPlayers() Gets the player. | |
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Syntax: GameRules.GetPreRoundTime() Gets the pre-round time. | |
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Syntax: GameRules.GetRandomSpectatorLocation( ) Gets a random spectator location. | |
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Syntax: GameRules.GetRemainingGameTime() Gets the remaining game time. | |
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Syntax: GameRules.GetRemainingPreRoundTime() Gets the remaining pre-round time. | |
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Syntax: GameRules.GetRemainingReviveCycleTime() Gets the remaining cycle time. | |
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Syntax: GameRules.GetRemainingRoundTime() Gets the remaining round time. | |
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Syntax: GameRules.GetRemainingStartTimer( ) Gets the remaining start timer. | |
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Syntax: GameRules.GetReviveTime() Gets the revive time. | |
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Syntax: GameRules.GetRoundLimit() Gets the round time limit. | |
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Syntax: GameRules.GetRoundTime() Gets the round time. | |
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Syntax: GameRules.GetSpawnGroups() Gets spawn groups. | |
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Syntax: GameRules.GetSpawnLocation( playerId, bool ignoreTeam, bool includeNeutral ) | |
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Syntax: GameRules.GetSpawnLocationByIdx( int idx ) Gets the spawn location from its identifier. | |
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Syntax: GameRules.GetSpawnLocationCount() Gets the number of the spawn location. | |
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Syntax: GameRules.GetSpawnLocationGroup(spawnId) Gets spawn location group. | |
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Syntax: GameRules.GetSpawnLocations() Gets the spawn locations. | |
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Syntax: GameRules.GetSpectatorCount() Gets the number of the spectators. | |
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Syntax: GameRules.GetSpectatorLocation( int idx ) Gets the spectator location from its identifier. | |
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Syntax: GameRules.GetSpectatorLocationCount( ) Gets the number of the spectator locations. | |
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Syntax: GameRules.GetSpectatorLocations( ) Gets the spectator locations. | |
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Syntax: GameRules.GetSynchedEntityValue( ScriptHandle entityId, int key ) Gets the specified sync entity value. | |
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Syntax: GameRules.GetSynchedGlobalValue( int key ) Gets the sync global value from its key. | |
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Syntax: GameRules.GetTeam( ScriptHandle playerId ) Gets the team of the specified player. | |
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Syntax: GameRules.GetTeamChannelCount( int teamId ) Gets the team channel count. | |
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Syntax: GameRules.GetTeamCount( ) Gets the team number. | |
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Syntax: GameRules.GetTeamDefaultSpawnGroup( int teamId ) Gets team default spawn group. | |
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Syntax: GameRules.GetTeamId( const char *teamName ) Gets the team identifier from the team name. | |
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Syntax: GameRules.GetTeamLock() Gets the team lock. | |
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Syntax: GameRules.GetTeamName( int teamId ) Gets the name of the specified team. | |
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Syntax: GameRules.GetTeamPlayerCount( int teamId ) Gets the number of players in the specified team. | |
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Syntax: GameRules.GetTeamPlayers( int teamId ) Gets the players in the specified team. | |
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Syntax: GameRules.GetTimeLimit() Gets the time limit. | |
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Syntax: GameRules.IsClient() Checks if this entity is a client. | |
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Syntax: GameRules.IsDemoMode() Checks if the game is running in demo mode. | |
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Syntax: GameRules.IsFrozen( ScriptHandle entityId ) Checks if the entity is frozen. | |
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Syntax: GameRules.IsInvulnerable( ScriptHandle playerId ) Checks if the player is invulnerable. | |
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Syntax: GameRules.IsNeutral(entityId) Checks if the entity is neutral. | |
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Syntax: GameRules.IsPlayerInGame(playerId) Checks if the specified player is in game. | |
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Syntax: GameRules.IsProjectile(entityId) Checks if the specified entity is a projectile. | |
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Syntax: GameRules.IsRoundTimeLimited() Checks if the round time is limited. | |
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Syntax: GameRules.IsSameTeam(entityId0,entityId1) Checks if the two entity are in the same team. | |
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Syntax: GameRules.IsServer() Checks if this entity is a server. | |
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Syntax: GameRules.IsSpawnGroup(entityId) Checks if the entity is a spawn group. | |
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Syntax: GameRules.IsTimeLimited() Checks if the game time is limited. | |
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Syntax: GameRules.KillPlayer( ScriptHandle playerId, bool dropItem, bool ragdoll, ScriptHandle shooterId, ScriptHandle weaponId, float damage, int material, int hit_type, Vec3 impulse) Kills the player. | |
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Syntax: GameRules.MovePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles ) Moves the player. | |
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Syntax: GameRules.NextLevel() Loads the next level. | |
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Syntax: GameRules.PerformDeadHit() Performs a death hit. | |
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Syntax: GameRules.ProcessEMPEffect( ScriptHandle targetId, float timeScale ) Processes the EMP (Electro Magnetic Pulse) effect. | |
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Syntax: GameRules.RegisterHitMaterial( const char *materialName ) Registers the specified hit material. | |
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Syntax: GameRules.RegisterHitType( const char *type ) Registers a type for the hits. | |
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Syntax: GameRules.RemoveMinimapEntity( ScriptHandle entityId ) Removes a mipmap entity. | |
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Syntax: GameRules.RemoveObjective( int teamId, const char *objective ) Removes an objective. | |
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Syntax: GameRules.RemoveSpawnGroup(groupId) Removes spawn group. | |
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Syntax: GameRules.RemoveSpawnLocation(id) Removes the span location. | |
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Syntax: GameRules.RemoveSpawnLocationFromSpawnGroup(groupId,location) Removes a spawn location from spawn group. | |
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Syntax: GameRules.RemoveSpectatorLocation( ScriptHandle id ) Removes a spectator location. | |
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Syntax: GameRules.RemoveTeam( int teamId ) Removes the specified team. | |
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Syntax: GameRules.RenamePlayer( ScriptHandle playerId, const char *name ) Renames the player. | |
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Syntax: GameRules.ResetEntities( ) | |
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Syntax: GameRules.ResetGameStartTimer() Resets game start timer. | |
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Syntax: GameRules.ResetGameTime() Resets the game time. | |
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Syntax: GameRules.ResetHitMaterials() Resets the hit materials. | |
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Syntax: GameRules.ResetHitTypes() Resets the hit types. | |
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Syntax: GameRules.ResetMinimap( ) | |
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Syntax: GameRules.ResetObjectives( ) Resets all the objectives. | |
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Syntax: GameRules.ResetPreRoundTime() Resets the pre-round time. | |
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Syntax: GameRules.ResetReviveCycleTime() Resets the revive cycle time. | |
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Syntax: GameRules.ResetRoundTime() Resets the round time. | |
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Syntax: GameRules.ResetSynchedStorage() Resets the sync storage. | |
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Syntax: GameRules.RevivePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles, int teamId, bool clearInventory ) Revives the player. | |
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Syntax: GameRules.RevivePlayerInVehicle( ScriptHandle playerId, ScriptHandle vehicleId, int seatId, int teamId, bool clearInventory ) Revives a player inside a vehicle. | |
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Syntax: GameRules.ScheduleEntityRemoval( ScriptHandle entityId, float timer, bool visibility ) Schedules the removal of the specified entity. | |
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Syntax: GameRules.ScheduleEntityRespawn( ScriptHandle entityId, bool unique, float timer ) Schedules a respawning of the specified entity. | |
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Syntax: GameRules.SendChatMessage( int type, ScriptHandle sourceId, ScriptHandle targetId, const char *msg ) Sends a text message from the source to the target with the specified type and text. | |
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Syntax: GameRules.SendDamageIndicator( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId ) Send a damage indicator from the shooter to the target. | |
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Syntax: GameRules.SendHitIndicator( ScriptHandle shooterId ) Sends a hit indicator. | |
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Syntax: GameRules.SendTextMessage( int type, const char *msg ) Sends a text message type with the specified text. | |
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Syntax: GameRules.ServerExplosion( ScriptHandle shooterId, ScriptHandle weaponId, float dmg, Vec3 pos, Vec3 dir, float radius, float angle, float pressure, float holesize ) | |
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Syntax: GameRules.ServerHit( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId, float dmg, float radius, int materialId, int partId, int typeId ) | |
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Syntax: GameRules.SetInvulnerability( ScriptHandle playerId, bool invulnerable ) Sets/unsets invulnerability for the specified player. | |
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Syntax: GameRules.SetObjectiveEntity( int teamId, const char *objective, ScriptHandle entityId ) Sets the objective entity. | |
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Syntax: GameRules.SetObjectiveStatus( int teamId, const char *objective, int status ) Sets the status of an objective. | |
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Syntax: GameRules.SetPlayerSpawnGroup(ScriptHandle playerId, ScriptHandle groupId) Sets the player spawn group. | |
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Syntax: GameRules.SetSynchedEntityValue( ScriptHandle entityId, int key ) Sets a sync entity value. | |
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Syntax: GameRules.SetSynchedGlobalValue( int key , value) Sets a sync global value. | |
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Syntax: GameRules.SetTeam( int teamId, ScriptHandle playerId ) Adds a player to a team. | |
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Syntax: GameRules.SetTeamDefaultSpawnGroup( int teamId, groupId) Sets the default spawn group for the team. | |
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Syntax: GameRules.ShatterEntity( ScriptHandle entityId, Vec3 pos, Vec3 impulse ) Shatters an entity. | |
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Syntax: GameRules.SpawnPlayer( int channelId, const char *name, const char *className, Vec3 pos, Vec3 angles ) Spawns a player. | |
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Syntax: GameRules.SPNotifyPlayerKill( ScriptHandle targetId, ScriptHandle weaponId, bool bHeadShot ) Notifies that the player kills somebody. | |
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Syntax: GameRules.TextMessage( ) Displays a text message type with the specified text. |
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Copyright (c) 2012. All rights reserved.
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