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Some new stuff off the top of my head
Player member functions
.SetHealthBuffer() - sets a player's temp health
.GetHealthBuffer() - returns a player's temp health
.IsIncapacitated()
.IsHangingFromLedge()
.IsGhost()
General
TraceLine(traceTable) – uses a configuration table to do a raytrace, puts return information into the table for return usage. Returns false if the trace failed due to an error.
Inputs:
.start, .end – Vectors for the Trace
.ignore – entity handle to ignore as part of the trace
.mask – if you want a specific mask – TRACE_MASK_ALL, _SHOT, _PLAYER_SOLID, _NPC_SOLID, _SHOT, _VISIBLE_AND_NPCS
Outputs:
.hit – did we hit something
.pos – where the traceline ended
.fraction – where the hit occurred
.enthit – handle for entity hit if there is one
.startsolid – did we start in solid
CommandABot(AttackTable);
https://steamhost.cn/steamcommunity_com/groups/L4D2WSVB/discussions/0/846945411144542453/