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--[[ | |
Server commands : | |
vu.ColorCorrectionEnabled | |
vu.SunFlareEnabled | |
vu.TimeScale | |
--]] | |
--Lua funcs (Can't be sure at all about the args) | |
--[[ | |
**** Too lazy to add the WebUI bindings (InjectJS ...) | |
--]] | |
GetLocalPlayer() -- like gmod's LocalPlayer() i guess, clientside only | |
ServerChatManager:SendMessage(char *message) | |
TicketManager:SetTicketCount(int ticket) | |
TicketManager:GetTicketCount() | |
TicketManager:GetCurrentRound() | |
TicketManager:GetRoundCount() | |
TeamSquadManager:GetSquadPlayerCount() | |
TeamSquadManager:GetTeamPlayerCount() | |
NetEvents:BroadcastLocal() | |
NetEvents:Broadcast() | |
NetEvents:SendToLocal() | |
NetEvents:SendTo() | |
NetEvents:Subscribe() | |
NetEvents:UnSubscribe() -- 60 % sure | |
PlayerManager:GetPlayerCount() | |
PlayerManager:GetPlayersByName() | |
PlayerManager:GetPlayerByName() | |
PlayerManager:GetPlayerByGUID() | |
PlayerManager:GetPlayerByOnlineID() | |
PlayerManager:GetPlayerByID() | |
PlayerManager:GetPlayers() | |
-- after this : not sure at all | |
player:inVehicle() | |
player:attachedControllable() -- what | |
player:controlledControllable() | |
player:GetKills() | |
player:GetDeaths() | |
player:GetTime() | |
player:GetScore() | |
player:health() | |
player:forceInvisible(bool invisible) -- oh you | |
player:authorativeYaw() | |
player:authorativePitch | |
player:aimingEnable(bool enable) -- right click ? | |
player:sprintRecoveryTime() | |
player:wasSprinting() | |
player:GetCurrentWeaponSlot() | |
player:GetCurrentWeaponName() | |
player:GetCurrentPrimaryAmmo() | |
player:GetCurrentSecondaryAmmo() | |
player:GetWeaponCount() | |
player:GetWeaponNameByIndex() | |
player:GetWeaponEntityNameByIndex() | |
player:GetWeaponPrimaryAmmoByIndex() | |
player:GetWeaponSecondaryAmmoByIndex() | |
player:GetHeadPosition() | |
player:SoldierWeaponsComponent() | |
InputManager:GetLevel() | |
InputManager:IsDown() | |
InputManager:WentDown() | |
InputManager:WentUp() | |
InputManager:IsKeyDown() -- with key enums ... we don't have yet | |
InputManager:WentKeyDown() | |
InputManager:WentKeyUp() | |
InputManager:IsMouseButtonDown() -- maybe with arg => MOUSE_[1-6] | |
InputManager:WentMouseButtonDown() | |
InputManager:WentMouseButtonUp() | |
InputManager:GetMouseLevel() -- what the fuck is this | |
InputManager:SetCursorPosition(int x, int y) -- what's the fucking point | |
InputManager:IsMouseActive() | |
InputManager:GetMouseSensitivity() | |
InputManager:SetMouseSensitivity(int power) | |
SpectatorManage:SpectatePlayer(void *player, ...) -- i don't know if it will really be like SpectatorManage:SpectatePlayer(player1, player2) or player1:SpectatePlayer(player2) | |
SpectatorManage:GetSpectatedPlayer() | |
SpectatorManage:GetCameraMode() | |
SpectatorManage:SetCameraMode() | |
SpectatorManage:GetFreecameraTransform() | |
SpectatorManage:SetFreecameraTransform() |
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