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s2ts

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A tool to automatically compile counter-strike TS files (.vts files)

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interface Instance { /** * Sends a message to the server console. * * @param message the message to send. */ Msg(message: string | number | boolean): void /** * Defines a public method that can be called from the I/O system in the map. * * @param methodName the name needed in the "Via this input" field of the I/O system. * @param method the method to call when the I/O system calls the method. */ PublicMethod(methodName: string, method: (input: string | number | boolean) => void): void /** * Gets the current game time in seconds from when the map started. * * @returns the current game time in second. */ GetGameTime(): number /** * Gets the current game type. * 0 = Classic * 1 = Gun Game * 2 = Training * 3 = Custom * 4 = Cooperative * 5 = Skirmish * 6 = Free For All * * @returns the current game type. */ GameType(): 0 | 1 | 2 | 3 | 4 | 5 | 6 /** * Gets the current game mode. * 0 = Casual (When gametype = 0), Arms Race (When gametype = 1), Training (When gametype = 2), Custom (When gametype = 3), Guardian (When gametype = 4), War Games (When gametype = 5), Danger Zone (When gametype = 6) * 1 = Competitive (When gametype = 0), Demolition (When gametype = 1), Co-op Strike (When gametype = 4) * 2 = Wingman (When gametype = 0), Deathmatch (When gametype = 1) * 3 = Weapons Expert * 4 = Training Day * * @returns the current game mode. */ GameMode(): 0 | 1 | 2 | 3 | 4 /** * Returns true if the game is in a warmup period. * * @returns true if the game is in a warmup period. false otherwise. */ IsWarmupPeriod(): boolean /** * Gets a player Pawn handle by their player slot. * * @param playerId the player slot of the player to get the pawn of. */ GetPlayerPawn(playerId: string | number | boolean): Pawn | undefined /** * Triggers an action on an entity. * * @param entityName the targetname of the entity to trigger the action on. * @param action the action to trigger on the entity. * @param value the value to pass to the action. * @param delay the delay in seconds before the action is triggered. */ EntFireAtName(entityName: string, action: string, value?: string | number | boolean, delay?: number): void /** * Prints a message to the screen. * * @param message the message to print to the screen. * @param flScreenX the x position of the message on the screen. * @param flScreenY the y position of the message on the screen. * @param nTextOffset the offset of the text. * @param flDuration the duration of the message on the screen. * @param color the color of the message. */ DebugScreenText(message: string, flScreenX: number, flScreenY: number, nTextOffset: number, flDuration: number, color: unknown): void /** * Triggers an action on an entity. * * @param target the index of the entity to trigger the action on. Target can be an entity targetname, !self, !activator, !caller or !player. * @param operation the operation to trigger on the entity. * @param value the value to pass to the action. * @param delay the delay in seconds before the action is triggered. */ EntFireBroadcast(target: string, operation: string, value?: string | number | boolean, delay?: number): void /** * Runs a function once the script as finished loading. * * @param func the func to run once the script has finished loading. */ InitialActivate(func: () => void): void } interface ClientInstance extends Instance { /** * Needs testing. */ SetNextClientThink(number: number): void /** * Needs testing. */ ClientThink(func: () => void): void } interface Pawn { /** * Finds a weapon by name. * * @param sWeaponName the name of the weapon to find. * @returns the weapon found by name. */ FindWeapon(sWeaponName: string): Weapon | undefined /** * Finds a weapon by slot. * * @param nSlot the slot of the weapon to find. 0 = Primary, 1 = Secondary, 2 = Knife. * @returns the weapon found by slot. */ FindWeaponBySlot(nSlot: 0 | 1 | 2): Weapon | undefined /** * Gets the currently active weapon. * * @returns the currently active weapon. */ GetActiveWeapon(): Weapon /** * Destroys the weapon. * * @param pWeapon the weapon to destroy. */ DestroyWeapon(pWeapon: Weapon): void /** * Destroys all weapons apart from the knife. */ DestroyWeapons(): void /** * Switches to a weapon. * * @param pWeapon the weapon to switch to. */ SwitchToWeapon(pWeapon: Weapon): void /** * Needs testing. */ SetGunGameImmunity(): unknown /** * Needs testing. */ SetGunGameImmunityColor(): unknown /** * Gives an item to the player. * * @param sName the name of the item to give. */ GiveNamedItem(sName: string): void /** * Gets the controller of the pawn. * * @returns the controller of the pawn. */ GetCurrentController(): Controller /** * Gets the controller of the pawn. * * @returns the controller of the pawn. */ GetOriginalController(): Controller /** * Gets the absolute origin of the entity. * * @returns an array of the x y z values. */ GetAbsOrigin(): [number, number, number] /** * Gets the origin of the entity. * * @returns an array of the x y z values. */ GetOrigin(): [number, number, number] /** * Gets the team number of the pawn. * 0 = Team Selection * 1 = Spectator * 2 = Terrorist * 3 = Counter-Terrorist * * @returns the team number. */ GetTeamNumber(): 3 | 2 | 1 | 0 /** * Sets the team of the pawn (This will kill the player). * * @param iTeamNum the team number to set the pawn to. 0 = Team Selection, 1 = Spectator, 2 = Terrorist, 3 = Counter-Terrorist */ ChangeTeam(iTeamNum: 3 | 2 | 1 | 0): void /** * Gets the name of the pawn type. * * @returns the name of the pawn type. */ GetClassName(): string } interface Controller { /** * Gets the pawn this controller controls. * * @returns the pawn of this Controller. */ GetPlayer(): Pawn /** * Gets the observer of this controller. * * @returns the observer of this controller. */ GetObserver(): Observer /** * Gets the score of the controller. * * @returns the score of the controller. */ GetScore(): number /** * Adds score the to controller. * * @param nPoints the amount of score to add. */ AddScore(nPoints: number): void /** * Get the weapon data of the players loadout slot. * 0 = weapon_knife_tactical * 1 = weapon_c4 for Ts and undefined for CTs * 2 = Starting Pistol * 3 = Other Pistols 1 * 4 = Other Pistols 2 * 5 = Other Pistols 3 * 6 = Other Pistols 4 * 8 = Mid tier 1 * 9 = Mid tier 2 * 10 = Mid tier 3 * 11 = Mid tier 4 * 12 = Mid tier 5 * 14 = Rifles 1 * 15 = Rifles 2 * 16 = Rifles 3 * 17 = Rifles 4 * 18 = Rifles 5 * 25 = weapon_shield * 26 = weapon_flashbang * 27 = weapon_smokegrenade * 28 = weapon_hegrenade * 29 = weapon_molotov for Ts and weapon_incgrenade for CTs * 30 = weapon_decoy * 32 = item_kevlar * 33 = item_assaultsuit * 34 = weapon_taser * * @param nSlot the slot of the weapon to get the data of. */ GetWeaponDataForLoadoutSlot(nSlot: number): LoadoutWeaponData | undefined /** * Returns true if the controller is observing. * * @returns true if the controller is observing. false otherwise. */ IsObserving(): boolean /** * Get the player slot of the controller. * * @returns the player slot of the controller. */ GetPlayerSlot(): number /** * Returns true if the controller is a bot. * * @returns true if the controller is a bot. false otherwise. */ IsFakeClient(): boolean /** * Gets the absolute origin of the entity. * * @returns an array of the x y z values. */ GetAbsOrigin(): [number, number, number] /** * Gets the origin of the entity. * * @returns an array of the x y z values. */ GetOrigin(): [number, number, number] /** * Gets the team number of the pawn. * 0 = Team Selection * 1 = Spectator * 2 = Terrorist * 3 = Counter-Terrorist * * @returns the team number. */ GetTeamNumber(): 3 | 2 | 1 | 0 /** * Sets the team of the pawn (This will kill the player). * * @param iTeamNum the team number to set the pawn to. 0 = Team Selection, 1 = Spectator, 2 = Terrorist, 3 = Counter-Terrorist */ ChangeTeam(iTeamNum: 3 | 2 | 1 | 0): void /** * Gets the name of the entity. * * @returns the name of the entity. */ GetClassName(): string } interface Observer { /** * Needs testing. */ GetObserverMode(): number /** * Needs testing. */ SetObserverMode(mode: number): unknown /** * Gets the controller of this observer. * * @returns the controller of this observer. */ GetCurrentController(): Controller /** * Gets the absolute origin of the entity. * * @returns an array of the x y z values. */ GetAbsOrigin(): [number, number, number] /** * Gets the origin of the entity. * * @returns an array of the x y z values. */ GetOrigin(): [number, number, number] /** * Gets the team number of the pawn. * 0 = Team Selection * 1 = Spectator * 2 = Terrorist * 3 = Counter-Terrorist * * @returns the team number. */ GetTeamNumber(): 3 | 2 | 1 | 0 /** * Sets the team of the pawn (This will kill the player). * * @param iTeamNum the team number to set the pawn to. 0 = Team Selection, 1 = Spectator, 2 = Terrorist, 3 = Counter-Terrorist */ ChangeTeam(iTeamNum: 3 | 2 | 1 | 0): void /** * Gets the name of the entity. * * @returns the name of the entity. */ GetClassName(): string } interface Weapon { /** * Gets the loadout data for this weapon. * * @returns the loadout data for this weapon. */ GetData(): LoadoutWeaponData /** * Gets the absolute origin of the entity. * * @returns an array of the x y z values. */ GetAbsOrigin(): [number, number, number] /** * Gets the origin of the entity. * * @returns an array of the x y z values. */ GetOrigin(): [number, number, number] /** * Gets the team number of the pawn. * 0 = Team Selection * 1 = Spectator * 2 = Terrorist * 3 = Counter-Terrorist * * @returns the team number. */ GetTeamNumber(): 3 | 2 | 1 | 0 /** * Sets the team of the pawn (This will kill the player). * * @param iTeamNum the team number to set the pawn to. 0 = Team Selection, 1 = Spectator, 2 = Terrorist, 3 = Counter-Terrorist */ ChangeTeam(iTeamNum: 3 | 2 | 1 | 0): void /** * Gets the name of the entity. * * @returns the name of the entity. */ GetClassName(): string } interface LoadoutWeaponData { /** * Gets the name of the weapon. * * @returns the name of the weapon. */ GetName(): number /** * Gets the type of the weapon. * 0 = knife * 1 = pistol * 2 = light machine gun * 3 = rifle * 4 = shotgun * 5 = sniper * 7 = c4 * 9 = grenade * 10 = kevlar * 19 = shield * * @returns the type of the weapon. */ GetType(): number /** * Gets the price of the weapon. * * @returns the price of the weapon. */ GetPrice(): number } declare module "cspointscript" { export const Instance: Instance } declare module "server/cspointscript" { export const Instance: Instance }