dlls/util.h
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CBasePlayer* UTIL_PlayerByUserId( int userID );
CBasePlayer* UTIL_PlayerByName( const char *name ); // not case sensitive
// Returns true if the command was issued by the listenserver host, or by the dedicated server, via rcon or the server console.
// This is valid during ConCommand execution.
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CBasePlayer* UTIL_PlayerByUserId( int userID );
CBasePlayer* UTIL_PlayerByName( const char *name ); // not case sensitive
CBasePlayer* UTIL_PlayerBySteamID( const char *steamid ); // not case sensitive
// Returns true if the command was issued by the listenserver host, or by the dedicated server, via rcon or the server console.
// This is valid during ConCommand execution.
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bool UTIL_IsMasterTriggered (string_t sMaster, CBaseEntity *pActivator);
void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
void UTIL_BloodSpray( const Vector &pos, const Vector &dir, int color, int amount, int flags );
Vector UTIL_RandomBloodVector( void );
void UTIL_ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName = NULL );
void UTIL_PlayerDecalTrace( trace_t *pTrace, int playernum );
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bool UTIL_IsMasterTriggered (string_t sMaster, CBaseEntity *pActivator);
void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
Vector UTIL_RandomBloodVector( void );
void UTIL_ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName = NULL );
void UTIL_PlayerDecalTrace( trace_t *pTrace, int playernum );
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bool UTIL_LoadAndSpawnEntitiesFromScript( CUtlVector &entities, const char *pScriptFile, const char *pBlock, bool bActivate = true );
#endif // UTIL_H
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bool UTIL_LoadAndSpawnEntitiesFromScript( CUtlVector &entities, const char *pScriptFile, const char *pBlock, bool bActivate = true );
bool Util_AddDownload(const char *pszFile);
#endif // UTIL_H