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SFM Python Reference Guide - For the Geek In You! (This is a WIP)
By Pte Jack
This guide is a work in progress. I may add to it as I develop my programming skill and learn just how things work. I am NOT a programmer, but because of my interest in both SFM and Blender (which both have Python interfaces), I am finding that by learning Python I can reduce my work load significantly and have more fun with them.

We all know that we can use SFM Script Editor to access the built in Python editor in SFM, however there is very little documentation out there on just what is in the modules or how to use it. As such unless you know how to gain access to the modules and use commands like dir(module_name) or help(module_name) to find things, you're pretty much hooped. Even still, using these commands to find things is a very cumbersome method of digging for information as if you use the print(dir(mod_name)) command in the script editor, it merely prints unaccessible information to the Script Editor's output window (some ends up in the SFM console, but again, it's extremely tedious to use.)

Being tired of looking for information for SFM Python, calling DIR and HELP functions only to not being able to copy and paste results from the Editor output screen and to help those who want to Geek Out, I thought I would create this reference guide.

It is not a complete guide, it is merely a stdout to text files of the Help(module_name) command (I'm still trying to figure out how to access the methods and other variable assets under the main help documentation, but for those know Python this is a start (and other than the small bit of info on Python found in the SFM wiki on the Valve Developer site) the only type of documentation that I can find on the subject of SFM and Python.

If you're new to Python, this guide is not going to make much sense and won't be of any use to you until you develop your programming skills.)

SFM uses the Python ver 2.7.5 (2.6 is also available but when I pull the version info, 2.7 is displayed) and it's incorporated in to the SFM main program. Python for SFM can be found in your Steam\steamapps\common\SourceFilmmaker\game\sdktools\python if you want to try to use the Python.exe to launch Python in a command mode and there are other PY modules in the folder. BUT, Don't go running off to another script editor in hope of using it to program, as the most of the SFM py Modules are built into the SFM version of Python. I've tried to access the Python27 and the QT .dll files found in the main SFM Bin folder using API calls without much success.

I have not included modules where the help function did not return documentation. These include the __builtins__, __package__, gAppFactory, gLoadDataModel, SFMStderrCatcher, SFMStdoutCatcher, StderrCatcher, StdoutCatcher Modules.

I've put everything in CODE wrappers to make it easier to copy and paste references if you decide to use this Guide.

Use can use Ctrl+F to open a search box and search for info here.

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SFM Module (Built-In)
Help on module sfm: NAME sfm FILE (built-in) FUNCTIONS AimConstraint(...) Create an aim constraint, name='Constraint Name', group='Animation Set Group Name', mo='Maintain Offset', w='Weight', wu='World up vector', wuSpace='World up space', refObject='Dag node to specify the space world up vector', controls='Create weight controls and channels' BeginRig(...) Start a rig and make it the active rig, append='Flag specifying if appending elements to an existing rig is allowed' ClearSelection(...) Clear the current selection, removing all currently selected dag nodes CreateAnimationSet(...) Create an animation set for the specified element, target='Element for which animation set is to be created' CreateAttachmentHandle(...) Create a dag node for an attachment point CreateDag(...) Create a dag node and transform controls in the specified animation set, pos='Dag position', rot='Rag rotation (pitch, yaw, roll)', animSet='Animation set to which the dag is to be added.' CreateModel(...) Create a CDmeGameModel referencing the specified mdl CreateRigHandle(...) Create a rig handle, pos='Rig handle position', rot='Rig handle rotation (pitch, yaw, roll)', group='Animation Set Group Name', posControl='Create a position control and channel for the handle', rotControl='Create a rotation control and channel for the handle' EndRig(...) End the currently active rig ErrMsg(...) Redirects stderr FindDag(...) Find the dag within the current or specified animation set with the specified name FirstSelectedDag(...) Get the first dag node in the current selection. GenerateSamples(...) Resample the position and orientation of the selected dag nodes and store in the logs for each node, parent='Generate samples using the specified node as the parent', pos='Generate position values', rot='Generate rotation values', world='Generate samples in world space, ignoring the any parent' GetCurrentAnimationSet(...) Get the currently active selected animation set. GetCurrentFrame(...) Return the shot relative frame number corresponding to the current time GetCurrentRig(...) End the currently active rig GetCurrentShot(...) Get the currently selected shot. GetPosition(...) Get dag node position, space='Space in which the move is to occur', refObject='Dag node to be used for reference space mode' GetRotation(...) Get dag node position, space='Space in which the move is to occur', refObject='Dag node to be used for reference space mode' IKConstraint(...) Create 2-bone IK Constraint, poleVector='World space pole vector', pvTarget='Pole vector target vector', name='Constraint Name', group='Animation Set Group Name', mo='Maintain Offset', w='Weight', controls='Create weight controls and channels' Move(...) Move the currently selected dag nodes, ='Amount to move along X', ='Amount to move along Y', ='Amount to move along Z', relative='Move the nodes relative to their current position', offsetMode='Apply the move as an offset over the time selection instead of an absolute value', space='Space in which the move is to occur', refObject='Dag node to be used for reference space mode' Msg(...) Redirects stdout NextSelectedDag(...) Get the next selected control in the current selection. OrientConstraint(...) Create orientation constraint, name='Constraint Name', group='Animation Set Group Name', mo='Maintain Offset', w='Weight', controls='Create weight controls and channels' Parent(...) Make primary selection the parent of all other selected dag nodes, world='Parent the selected nodes to the world (unparent).', maintainWorldPos='Maintain the world space positions of the children.', logMode='Specification of how logs on the child dag are to be updated.' ParentConstraint(...) Create parent constraint, name='Constraint Name', group='Animation Set Group Name', mo='Maintain Offset', w='Weight', controls='Create weight controls and channels' PointConstraint(...) Create point constraint, name='Constraint Name', group='Animation Set Group Name', mo='Maintain Offset', w='Weight', controls='Create weight controls and channels' PopSelection(...) Pop the current selection off of the stack and restore the previously pushed selection. PrintDagOperators(...) Print an ordered list of operators for the selected dag node, local='local only' PushSelection(...) Push the current selection on to the stack, so that it may be restored later. RemoveConstraints(...) Remove all constraints from the selected dag nodes Rotate(...) Rotate the currently selected dag nodes, ='Amount to move rotate around X', ='Amount to move rotate around Y', ='Amount to move rotate around Z', relative='Move the nodes relative to their current position', offsetMode='Apply the move as an offset over the time selection instead of an absolute value', space='Space in which the move is to occur', refObject='Dag node to be used for reference space mode' Select(...) Select one or more dag nodes, r='Remove the dag from the selection', tgl='Toggle selection, remove if in selection, add if not in selection', error='Error if the specified selection does not exist' SelectAll(...) Select all of the dag nodes in the animation set SelectDag(...) Add a dag node to the selection SetCurrentFrame(...) Set the current time for script operation to the specified frame relative to the start of the shot, ='Frame number' SetDefault(...) Set the default position and orientation of the currently selected nodes, pos='Flag indicating if the position default should be set', rot='Flag indicating if the rotation default should be set' SetOperationMode(...) Set the current channel operation mode SetReferencePose(...) Move the currently selected dag nodes to their reference pose position UsingAnimationSet(...) Specify an animation set to be assumed for commands in which an animation set is not explicitly specified. console(...) Dispatch string to command console
SFMApp Module (Built-In)
Help on module sfmApp: NAME sfmApp FILE (built-in) FUNCTIONS CloseDocument(...) Closes current document. qApp will emit DocumentClosed when done. Keyword arguments: forceSilent -- no dialog is shown in case of an error (True) ExecuteGameCommand(...) Executes the command in the game console. GetClipsOfTrack(...) Returns a list of the clips of a track. GetDocumentRoot(...) Returns the root of the current document or None. GetElementForHandle(...) Returns the element for the handle, or None. GetFramesPerSecond(...) Returns frames per second. GetHeadTimeInFrames(...) Returns the current time in frames. GetHeadTimeInSeconds(...) Returns the current time in seconds. GetMainWindow(...) Returns the current QMainWindow. GetMovie(...) Returns current active movie as CDmeFilmClip. GetNameForTimelineMode(...) Returns current recording state. GetParentClip(...) Returns the parent clip of a track group. GetParentTrack(...) Returns the parent track of a clip. GetParentTrackGroup(...) Returns the parent track group of a track. GetScriptController(...) Returns the instance of the script controller. GetScriptsMenu(...) Returns the script menu. Keyword arguments: None yet GetShotAtCurrentTime(...) Returns the clip at the current time or None. GetShots(...) Returns list of current shots in the Timeline. GetTimelineMode(...) Returns current recording state. GetTrackGroupsOfClip(...) Returns a list of the track groups of a clip. GetTracksOfTrackGroup(...) Returns a list of the tracks of a track groups. HasDocument(...) Returns a boolean whether a document is available. LoadMap(...) Loads a new map. qApp will emit LevelLoadingStarted when started and LevelLoadingFinished when done. Keyword arguments: name -- name of the map forceSilent -- no dialog is shown in case of an error (True) NewDocument(...) Creates a new document. Closes the current document, if applicable Keyword arguments: filename -- absolute filename of the document (last used directory with filename) name -- name of the document (last used name with a number appended) framerate -- framerate as float. (24.0) defaultContent -- create default content for the document (True) forceSilent -- no dialog is shown in case of an error (True) OpenDocument(...) Opens an existing document. Returns True on success. qApp will emit DocumentLoaded when done. Keyword arguments: filename -- absolute filename of the document forceSilent -- no dialog is shown in case of an error (True) ProcessEvents(...) Calls qApp->processEvents and renders one frame. qApp will emit InteractiveRenderFinished when done with all requested rendering. RegisterTabWindow(...) Registers a widget in the SFM Tabbed Environment. Arguments: Pretty Name, Internal Name, Pointer to Widget (shiboken::getCppPointer( widget )[0] ) RescanScriptMenus(...) Rescans all menus and deletes existing content. qApp emits RescanMenuFinished when done. SaveDocument(...) Saves the current document. Returns True on success. qApp will emit DocumentSaved when done. Keyword arguments: filename -- absolute filename of the document. If missing, than uses existing path forceSilent -- no dialog is shown in case of an error (True) SetHeadTimeInFrames(...) Sets the current time in frames. SetHeadTimeInSeconds(...) Sets the current time in seconds. SetTimelineMode(...) Sets the new recording state. ShowTabWindow(...) Show a widget in the SFM Tabbed Environment with the name Internal Name Arguments: Internal Name Version(...) Version of the SFM as string in the form x.x.x.x
SFMUtils Module (py File)
Help on module sfmUtils: NAME sfmUtils FILE d:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\sdktools\python\global\lib\site-packages\sfm\sfmutils.py DESCRIPTION #================= Copyright 1996-2009, Valve Corporation, All rights reserved. =================== # # Purpose: SFM utlities script, defines utility functions used in multiple SFM scripts. # #================================================================================================== FUNCTIONS AddAttributeToElement(element, attrName, attrType, attrValue) Add an attribute of the specified type with the sepcified value to the element and set the value of the attribute to the provided value. If an attribute of the specified type and name already exist the value will be updated, if there is an attribute with the specified name but the type does not match the function will do nothing and return None, otherwise it will return the attribute which was created or updated. It is possible to just call element.SetValue( attrName, value ), but this may interpret the type of the value wrong. AddControlGroupsToDisplaySet(controlGroupList, displaySet) Find the control groups matching each name in the provided list and add all of the control in each group to the specified display set AddControlsInGroupToDisplaySet(controlGroup, displaySet) Add all of the controls in the specified group and its childern to the specified display set, this will result in removing those controls from any display set they are currently apart of. AddDagControlsToGroup(group, *dagList) Add the transform controls of the specified dags to the group AddElementToRig(element, animSet) Adds the specified element to the current rig if there is a rig active BuildArmLeg(rigPVTarget, rigEndTarget, bipStart, bipEnd, constrainEnd, group=None) Method for constraining an arm or leg to a set of handles CreateAttachmentHandleInGroup(attachmentName, controlGroup) Method for creating an attachment dag node and adding to the specified control and display groups CreateChannel(name, type, defaultValue, animSet, shot) Create a channel and add it to the track group for the animation set CreateConnection(name, srcElement, srcAttrName, animSet) #================================================================================================== # Create a connection operator, set its input source and add it to the specified animation set #================================================================================================== CreateConstrainedHandle(handleName, target, bPosControl=True, bRotControl=True, bCreateControls=True) Method for creating a rig handle which is directly constrained to a specfified target CreateControlAndChannel(name, type, value, animSet, shot) #================================================================================================== # Create a control and corresponding value channel #================================================================================================== CreateControlledValue(controlName, attrName, type, value, animSet, shot) #================================================================================================== # Create an element with an attribute of the spefified type that is driven by a control, returns a # tuple with the control and the value element #================================================================================================== CreateDisplaySetWithControlGroups(displaySetName, controlGroupList, bHidden=False, bSnap=False) Create a display set and add the controls contained in each of the groups specified by name in the provided list. Set the hidden and snap options of the display set CreateExpression(name, expression, animSet) #================================================================================================== # Create an expression operator and initalize it with the provided expression #================================================================================================== CreateHandleAt(handleName, target, bPosControl=True, bRotControl=True) Create a rig handle with the position and orientation of the specified node CreateHandleRelativeTo(handleName, targetName, x, y, z, bPosControl=True, bRotControl=True) Create a rig handle a position relative to the specified node CreateModelAnimationSet(baseName, modelPath) Create a model and animation set for that model and add the model to the scene CreateOffsetHandle(handleName, target, offset, bPosControl=True, bRotControl=True, refSpaceDag=None, bCreateControls=True) Method for creating a rig handle which is constrained to a specfified target with an offset CreatePointOrientConstraint(target, slave, bCreateControls=True, group=None) Method for creating a single target point / orient constraint CreateRotationConstraint(name, axis, slaveDag, animSet) #================================================================================================== # Create a rotation constraint and initalize it with the provided axis and rotation #================================================================================================== CreateWeightedConstraint(targetA, targetB, slave, weight) Method for creating a weighted two target point / orient constraint FindChildControlGroup(controlGroup, childName, bRecursive=False) Find the child control group of the specified control group, optionally search recursively to find the child of the specified name anywhere in the sub-tree of the specified control group. FindFirstDag(dagNameList, bRequired=False) Search for a dag node matching one of the names in the specified list, resturn when the first one is found. If required is true raise an error exception if no dag node is found GetChannelsClipForAnimSet(animSet, shot) Get the channel track group for the sepecified animation set GetDagFromNameOrObject(target, bCheckResult=True) Find the dag with the specified name or simply return the target if it is a dag object Match(nodeName, targetDag) Match the position and orientation of the specified node with the target node MoveControlGroup(groupName, oldParent, newParent) Method for moving a control group from one parent to another Parent(child, parent, nLogMode=1, bMaintainWorldPos=True) Make the dag node specified as the child a child of the dag node specified as the parent. ParentMaintainWorld(child, parent) Parent one dag to another, and update the logs of the child such that the world space position and orientation are not changed SelectChildren(dagNode) #================================================================================================== # Add the children of the specified node to the current selection #================================================================================================== SelectDagList(dagList) Add each of the dags in the specified list to the current selection SetControlGroupColor(group, color) Method for setting the colors of a control group SetControlGroupColorByName(groupName, rootGroup, color) Find the control group with the specified name and set its color
SFMClipEditor Module (Built-In)
NAME sfmClipEditor FILE (built-in) FUNCTIONS GetSelectedClips(...) Returns list of currently selected clips. Keyword arguments: type -- clip type for filtering selected clips ( CDmeFilmClip | CDmeSoundClip | CDmeFXClip | CDmeChannelsClip) GetSelectedShots(...) Returns list of current selected shots in the Timeline.
SFMConsole Module (Built-In)
Help on module sfmConsole: NAME sfmConsole FILE (built-in) FUNCTIONS ClearScriptOutput(...) Clears the output in the Script Editor Console. SetEchoScriptOutput(...) Enables echo of executed scripts. StderrMsg(...) Used to redirect the error output of Python to the Script Editor Console. StdoutMsg(...) Used to redirect the output of Python to the Script Editor Console.
SFMUtils Module - (pyFile)
NAME sfmUtils FILE d:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\sdktools\python\global\lib\site-packages\sfm\sfmutils.py DESCRIPTION #================= Copyright 1996-2009, Valve Corporation, All rights reserved. =================== # # Purpose: SFM utlities script, defines utility functions used in multiple SFM scripts. # #================================================================================================== FUNCTIONS AddAttributeToElement(element, attrName, attrType, attrValue) Add an attribute of the specified type with the sepcified value to the element and set the value of the attribute to the provided value. If an attribute of the specified type and name already exist the value will be updated, if there is an attribute with the specified name but the type does not match the function will do nothing and return None, otherwise it will return the attribute which was created or updated. It is possible to just call element.SetValue( attrName, value ), but this may interpret the type of the value wrong. AddControlGroupsToDisplaySet(controlGroupList, displaySet) Find the control groups matching each name in the provided list and add all of the control in each group to the specified display set AddControlsInGroupToDisplaySet(controlGroup, displaySet) Add all of the controls in the specified group and its childern to the specified display set, this will result in removing those controls from any display set they are currently apart of. AddDagControlsToGroup(group, *dagList) Add the transform controls of the specified dags to the group AddElementToRig(element, animSet) Adds the specified element to the current rig if there is a rig active BuildArmLeg(rigPVTarget, rigEndTarget, bipStart, bipEnd, constrainEnd, group=None) Method for constraining an arm or leg to a set of handles CreateAttachmentHandleInGroup(attachmentName, controlGroup) Method for creating an attachment dag node and adding to the specified control and display groups CreateChannel(name, type, defaultValue, animSet, shot) Create a channel and add it to the track group for the animation set CreateConnection(name, srcElement, srcAttrName, animSet) #================================================================================================== # Create a connection operator, set its input source and add it to the specified animation set #================================================================================================== CreateConstrainedHandle(handleName, target, bPosControl=True, bRotControl=True, bCreateControls=True) Method for creating a rig handle which is directly constrained to a specfified target CreateControlAndChannel(name, type, value, animSet, shot) #================================================================================================== # Create a control and corresponding value channel #================================================================================================== CreateControlledValue(controlName, attrName, type, value, animSet, shot) #================================================================================================== # Create an element with an attribute of the spefified type that is driven by a control, returns a # tuple with the control and the value element #================================================================================================== CreateDisplaySetWithControlGroups(displaySetName, controlGroupList, bHidden=False, bSnap=False) Create a display set and add the controls contained in each of the groups specified by name in the provided list. Set the hidden and snap options of the display set CreateExpression(name, expression, animSet) #================================================================================================== # Create an expression operator and initalize it with the provided expression #================================================================================================== CreateHandleAt(handleName, target, bPosControl=True, bRotControl=True) Create a rig handle with the position and orientation of the specified node CreateHandleRelativeTo(handleName, targetName, x, y, z, bPosControl=True, bRotControl=True) Create a rig handle a position relative to the specified node CreateModelAnimationSet(baseName, modelPath) Create a model and animation set for that model and add the model to the scene CreateOffsetHandle(handleName, target, offset, bPosControl=True, bRotControl=True, refSpaceDag=None, bCreateControls=True) Method for creating a rig handle which is constrained to a specfified target with an offset CreatePointOrientConstraint(target, slave, bCreateControls=True, group=None) Method for creating a single target point / orient constraint CreateRotationConstraint(name, axis, slaveDag, animSet) #================================================================================================== # Create a rotation constraint and initalize it with the provided axis and rotation #================================================================================================== CreateWeightedConstraint(targetA, targetB, slave, weight) Method for creating a weighted two target point / orient constraint FindChildControlGroup(controlGroup, childName, bRecursive=False) Find the child control group of the specified control group, optionally search recursively to find the child of the specified name anywhere in the sub-tree of the specified control group. FindFirstDag(dagNameList, bRequired=False) Search for a dag node matching one of the names in the specified list, resturn when the first one is found. If required is true raise an error exception if no dag node is found GetChannelsClipForAnimSet(animSet, shot) Get the channel track group for the sepecified animation set GetDagFromNameOrObject(target, bCheckResult=True) Find the dag with the specified name or simply return the target if it is a dag object Match(nodeName, targetDag) Match the position and orientation of the specified node with the target node MoveControlGroup(groupName, oldParent, newParent) Method for moving a control group from one parent to another Parent(child, parent, nLogMode=1, bMaintainWorldPos=True) Make the dag node specified as the child a child of the dag node specified as the parent. ParentMaintainWorld(child, parent) Parent one dag to another, and update the logs of the child such that the world space position and orientation are not changed SelectChildren(dagNode) #================================================================================================== # Add the children of the specified node to the current selection #================================================================================================== SelectDagList(dagList) Add each of the dags in the specified list to the current selection SetControlGroupColor(group, color) Method for setting the colors of a control group SetControlGroupColorByName(groupName, rootGroup, color) Find the control group with the specified name and set its color
VP Module - (pyFile)
NAME vp FILE d:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\sdktools\python\2.7\win32\lib\site-packages\vp.pyd FUNCTIONS GetAppFactory(...) Get the AppSystems Factory GetShaderAPI(...) Returns True if Valve ShaderAPI graphics are enabled, False otherwise Help(...) Print help about the vp module Msg(...) Sends passed string to Valve's spew function PythonToSpew(...) Redirect python stdout to Valve's spew function. NOTE: Removes any previous SpewToPython connection SpewToPython(...) Redirect Valve's spew output to a python function. NOTE: Removes any previous PythonToSpew connection
VS Module (Valve Python Module) - Part1
NAME vs - valve - Valve python module FILE d:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\sdktools\python\2.7\win32\lib\site-packages\vs\__init__.py PACKAGE CONTENTS appframework datamodel datamodel_pyd dmeutils dmxedit ipc materialobjects materialsystem mathlib mdlobjects misc movieobjects studio tier1 tier3 valve_pyd FUNCTIONS AABB_t_swigregister(...) AppSystemInfo_t_swigregister(...) BitsToFloat(...) CAnimSetControlDependencyMap_swigregister(...) CAnimSetGroupAnimSetTraversal_swigregister(...) CAppDisableUndoScopeGuard_swigregister(...) CAppEnableUndoScopeGuard_swigregister(...) CAppNotifyScopeGuard_swigregister(...) CAppUndoScopeGuard_swigregister(...) CAttributeReferenceIterator_swigregister(...) CBaseAutoPtr_IMatRenderContext_swigregister(...) CBasePerInstanceContextData_swigregister(...) CBasePerMaterialContextData_swigregister(...) CChangeNotifyScopeGuard_swigregister(...) CChangeUndoScopeGuard_swigregister(...) CDisableNotifyScopeGuard_swigregister(...) CDisableUndoScopeGuard_swigregister(...) CDmAnimUtils_swigregister(...) CDmAttribute_swigregister(...) CDmElement_swigregister(...) CDmMeshFaceIt_swigregister(...) CDmMeshUtils_swigregister(...) CDmeAmbientLight_swigregister(...) CDmeAnimationList_swigregister(...) CDmeAnimationSet_swigregister(...) CDmeAttachment_swigregister(...) CDmeBoolCurveInfo_swigregister(...) CDmeBoolLogLayer_swigregister(...) CDmeBoolLog_swigregister(...) CDmeCamera_swigregister(...) CDmeChannelModificationLayer_swigregister(...) CDmeChannelRecordingMgr_swigregister(...) CDmeChannel_swigregister(...) CDmeChannelsClip_swigregister(...) CDmeClip_swigregister(...) CDmeColorCurveInfo_swigregister(...) CDmeColorLogLayer_swigregister(...) CDmeColorLog_swigregister(...) CDmeCombinationDominationRule_swigregister(...) CDmeCombinationInputControl_swigregister(...) CDmeCombinationOperator_swigregister(...) CDmeComponent_swigregister(...) CDmeConnectionOperator_swigregister(...) CDmeConstraintSlave_swigregister(...) CDmeConstraintTarget_swigregister(...) CDmeControlGroup_swigregister(...) CDmeCurveInfo_swigregister(...) CDmeDCCMakefile_swigregister(...) CDmeDagPtr_swigregister(...) CDmeDag_swigregister(...) CDmeDirectionalLight_swigregister(...) CDmeDrawSettings_swigregister(...) CDmeEditorAttributeInfo_swigregister(...) CDmeEditorChoicesInfo_swigregister(...) CDmeEditorTypeDictionary_swigregister(...) CDmeEditorType_swigregister(...) CDmeElementRefHelper_swigregister(...) CDmeExpressionOperator_swigregister(...) CDmeFXClip_swigregister(...) CDmeFaceSet_swigregister(...) CDmeFilmClip_swigregister(...) CDmeFlexRuleBase_swigregister(...) CDmeFlexRuleExpression_swigregister(...) CDmeFlexRuleLocalVar_swigregister(...) CDmeFlexRulePassThrough_swigregister(...) CDmeFlexRules_swigregister(...) CDmeFloatCurveInfo_swigregister(...) CDmeFloatLogLayer_swigregister(...) CDmeFloatLog_swigregister(...) CDmeGameModel_swigregister(...) CDmeGamePortal_swigregister(...) CDmeGameSound_swigregister(...) CDmeGameSprite_swigregister(...) CDmeGlobalFlexControllerOperator_swigregister(...) CDmeInput_swigregister(...) CDmeIntCurveInfo_swigregister(...) CDmeIntLogLayer_swigregister(...) CDmeIntLog_swigregister(...) CDmeJoint_swigregister(...) CDmeKeyboardInput_swigregister(...) CDmeLight_swigregister(...) CDmeLogLayer_swigregister(...) CDmeLog_swigregister(...) CDmeMDLMakefile_swigregister(...) CDmeMDL_swigregister(...) CDmeMakefile_swigregister(...) CDmeMaterial_swigregister(...) CDmeMayaAnimationMakefile_swigregister(...) CDmeMayaCombinationOperator_swigregister(...) CDmeMayaMakefile_swigregister(...) CDmeMayaModelMakefile_swigregister(...) CDmeMesh_swigregister(...) CDmeModel_swigregister(...) CDmeMorphOperator_swigregister(...) CDmeMouseInput_swigregister(...) CDmeOperator_swigregister(...) CDmeOverlay_swigregister(...) CDmePackColorOperator_swigregister(...) CDmePackQAngleOperator_swigregister(...) CDmePackQuaternionOperator_swigregister(...) CDmePackVMatrixOperator_swigregister(...) CDmePackVector2Operator_swigregister(...) CDmePackVector3Operator_swigregister(...) CDmePackVector4Operator_swigregister(...) CDmePhonemeMapping_swigregister(...) CDmePointLight_swigregister(...) CDmePresetGroupInfo_swigregister(...) CDmePresetGroup_swigregister(...) CDmePreset_swigregister(...) CDmeProceduralPresetSettings_swigregister(...) CDmeQAngleCurveInfo_swigregister(...) CDmeQAngleLogLayer_swigregister(...) CDmeQAngleLog_swigregister(...) CDmeQuaternionCurveInfo_swigregister(...) CDmeQuaternionLogLayer_swigregister(...) CDmeQuaternionLog_swigregister(...) CDmeRigAimConstraintOperator_swigregister(...) CDmeRigAnimSetElements_swigregister(...) CDmeRigBaseConstraintOperator_swigregister(...) CDmeRigHandle_swigregister(...) CDmeRigIKConstraintOperator_swigregister(...) CDmeRigOrientConstraintOperator_swigregister(...) CDmeRigParentConstraintOperator_swigregister(...) CDmeRigPointConstraintOperator_swigregister(...) CDmeRigRotationConstraintOperator_swigregister(...) CDmeRigTwistConstraintOperator_swigregister(...) CDmeRigTwistSlave_swigregister(...) CDmeRig_swigregister(...) CDmeShape_swigregister(...) CDmeSingleIndexedComponent_swigregister(...) CDmeSoundClip_swigregister(...) CDmeSound_swigregister(...) CDmeSourceAnimation_swigregister(...) CDmeSourceCollisionModel_swigregister(...) CDmeSourceDCCFile_swigregister(...) CDmeSourceMayaAnimationFile_swigregister(...) CDmeSourceMayaFile_swigregister(...) CDmeSourceMayaModelFile_swigregister(...) CDmeSourceSkin_swigregister(...) CDmeSourceXSIFile_swigregister(...) CDmeSource_swigregister(...) CDmeSpotLight_swigregister(...) CDmeStringCurveInfo_swigregister(...) CDmeStringLogLayer_swigregister(...) CDmeStringLog_swigregister(...) CDmeTimeCurveInfo_swigregister(...) CDmeTimeFrame_swigregister(...) CDmeTimeLogLayer_swigregister(...) CDmeTimeLog_swigregister(...) CDmeTimeSelection_swigregister(...) CDmeTrackGroup_swigregister(...) CDmeTrack_swigregister(...) CDmeTransformControl_swigregister(...) CDmeTransformList_swigregister(...) CDmeTransformOperator_swigregister(...) CDmeTransform_swigregister(...) CDmeUnpackColorOperator_swigregister(...) CDmeUnpackQAngleOperator_swigregister(...) CDmeUnpackQuaternionOperator_swigregister(...) CDmeUnpackVMatrixOperator_swigregister(...) CDmeUnpackVector2Operator_swigregister(...) CDmeUnpackVector3Operator_swigregister(...) CDmeUnpackVector4Operator_swigregister(...) CDmeVMatrixCurveInfo_swigregister(...) Continued in Part 2
VS Module (Valve Python Module) - Part2
CDmeVMatrixLogLayer_swigregister(...) CDmeVMatrixLog_swigregister(...) CDmeVector2CurveInfo_swigregister(...) CDmeVector2LogLayer_swigregister(...) CDmeVector2Log_swigregister(...) CDmeVector3CurveInfo_swigregister(...) CDmeVector3LogLayer_swigregister(...) CDmeVector3Log_swigregister(...) CDmeVector4CurveInfo_swigregister(...) CDmeVector4LogLayer_swigregister(...) CDmeVector4Log_swigregister(...) CDmeVertexDataBase_swigregister(...) CDmeVertexData_swigregister(...) CDmeVertexDeltaData_swigregister(...) CDmeXSIMakefile_swigregister(...) CElementTreeTraversal_swigregister(...) CEnableNotifyScopeGuard_swigregister(...) CEnableUndoScopeGuard_swigregister(...) CFrustum_swigregister(...) CLogLayerSampleData_swigregister(...) CMDLAttachmentData_swigregister(...) CMDLCacheCoarseCriticalSection_swigregister(...) CMDLCacheCriticalSection_swigregister(...) CMDL_swigregister(...) CMatRenderContextPtr_swigregister(...) CMatRenderDataReference_swigregister(...) CNotifyScopeGuard_swigregister(...) CRecordingLayer_swigregister(...) CRefCountServiceNull_swigregister(...) CRefMT_swigregister(...) CRefPtr_IMatRenderContext_swigregister(...) CRefST_swigregister(...) CStudioHdr_swigregister(...) CUndoElement_swigregister(...) CUndoScopeGuard_swigregister(...) CUnverifiedCRCFile_swigregister(...) CUtlBinaryBlock_swigregister(...) CUtlFilenameSymbolTable_swigregister(...) CUtlString_swigregister(...) CUtlSymbolLarge_swigregister(...) CUtlSymbolTableLargeBaseTreeEntry_t_swigregister(...) CUtlSymbolTableMT_swigregister(...) CUtlSymbolTable_swigregister(...) CUtlSymbol_swigregister(...) CUtlVectorBool_swigregister(...) CUtlVectorColor_swigregister(...) CUtlVectorDag_swigregister(...) CUtlVectorElement_swigregister(...) CUtlVectorFloat_swigregister(...) CUtlVectorInt_swigregister(...) CUtlVectorQAngle_swigregister(...) CUtlVectorQuaternion_swigregister(...) CUtlVectorString_swigregister(...) CUtlVectorTime_swigregister(...) CUtlVectorVMatrix_swigregister(...) CUtlVectorVector2_swigregister(...) CUtlVectorVector4_swigregister(...) CUtlVectorVector_swigregister(...) CUtlVectorVoid_swigregister(...) Camera_t_swigregister(...) Client_swigregister(...) ClipAssociation_t_swigregister(...) ColorRGBExp32_swigregister(...) Color_swigregister(...) DmAttributeChangedListenerInfo_t_swigregister(...) DmAttributeList_t_swigregister(...) DmElementArray_t_swigregister(...) DmElementAttribute_t_swigregister(...) DmElementChangedListenerInfo_t_swigregister(...) DmElementReference_t_swigregister(...) DmUnknownAttribute_t_swigregister(...) DmeClipStack_t_swigregister(...) DmeFramerate_t_swigregister(...) DmeLogTransformParams_t_swigregister(...) DmeLog_TimeSelection_t_swigregister(...) DmeMakefileType_t_swigregister(...) DmeTime_t_swigregister(...) DmxHeader_t_swigregister(...) ElementPathItem_t_swigregister(...) FSAsyncControl_t___swigregister(...) FSAsyncFile_t___swigregister(...) FileAsyncRequest_t_swigregister(...) FileSystemStatistics_swigregister(...) FlashlightState_t_swigregister(...) FloatBits(...) FloatMakeNegative(...) FloatMakePositive(...) FloatNegate(...) FourVectors_swigregister(...) Frustum_t_swigregister(...) GlobalLight_t_swigregister(...) IAppSystem_swigregister(...) IBaseFileSystem_swigregister(...) IClipboardCleanup_swigregister(...) IDataModelChangedListener_swigregister(...) IDataModel_swigregister(...) IDmAttributeAddedListener_swigregister(...) IDmAttributeChangedListener_swigregister(...) IDmAttributeRemovedListener_swigregister(...) IDmElementChangedListener_swigregister(...) IDmElementDeletedListener_swigregister(...) IDmElementFactory_swigregister(...) IDmElementFramework_swigregister(...) IDmFormatUpdater_swigregister(...) IDmLegacyUpdater_swigregister(...) IDmNotify_swigregister(...) IDmSerializer_swigregister(...) IDmeElementCreated_swigregister(...) IDmeOperator_swigregister(...) IElementForKeyValueCallback_swigregister(...) IFileSystem_swigregister(...) IGlobalFlexController_swigregister(...) IMDLCacheNotify_swigregister(...) IMDLCache_swigregister(...) IMatRenderContext_swigregister(...) IMaterialSystem_swigregister(...) IMaterialVar_swigregister(...) IMaterial_swigregister(...) IRefCounted_swigregister(...) IShader_swigregister(...) ITextureRegenerator_swigregister(...) ITexture_swigregister(...) IUndoElement_swigregister(...) IUndoListChangedNotify_swigregister(...) IntVector4D_swigregister(...) IsFinite(...) KDop32_t_swigregister(...) LayerChannelInfo_t_swigregister(...) LayerSelectionData_t_swigregister(...) MDLSquenceLayer_t_swigregister(...) MaterialAdapterInfo_t_swigregister(...) MaterialLightingState_t_swigregister(...) MaterialLock_t___swigregister(...) MaterialSystem_SortInfo_t_swigregister(...) MaterialTextureInfo_t_swigregister(...) MaterialVideoMode_t_swigregister(...) ModifyChannel_swigregister(...) OcclusionQueryObjectHandle_t___swigregister(...) PIXEvent_swigregister(...) QAngleByValue_swigregister(...) QAngle_swigregister(...) QuaternionAligned_swigregister(...) Quaternion_swigregister(...) RadianEuler_swigregister(...) Rect3D_t_swigregister(...) Rect_t_swigregister(...) ShaderParamInfo_t_swigregister(...) ShortVector_swigregister(...) SimpleLight_t_swigregister(...) SimpleProjection_t_swigregister(...) TableVector_swigregister(...) TimeState_t_swigregister(...) UberlightState_t_swigregister(...) UndoInfo_t_swigregister(...) UniqueId_t_swigregister(...) VMatrix_swigregister(...) VPlane_swigregister(...) Vector2D_swigregister(...) Vector4D_swigregister(...) VectorAligned_swigregister(...) VectorByValue_swigregister(...) Vector_swigregister(...) VertexStreamSpec_t_swigregister(...) color24_swigregister(...) color32_swigregister(...) colorVec_swigregister(...) cplane_t_swigregister(...) flexsetting_t_swigregister(...) flexsettinghdr_t_swigregister(...) flexweight_t_swigregister(...) fourplanes_t_swigregister(...) fpmax(...) fpmin(...) interval_t_swigregister(...) intx4_swigregister(...) matrix3x4_t_swigregister(...) matrix3x4a_t_swigregister(...) mstudio_frame_anim_t_swigregister(...) mstudio_meshvertexdata_t_swigregister(...) mstudio_modelvertexdata_t_swigregister(...) mstudio_rle_anim_t_swigregister(...) mstudioactivitymodifier_t_swigregister(...) mstudioaimatbone_t_swigregister(...) mstudioaimconstraint_t_swigregister(...) mstudioanim_valueptr_t_swigregister(...) Continued in Part 3
VS Module (Valve Python Module) - Part3
mstudioanimblock_t_swigregister(...) mstudioanimdesc_t_swigregister(...) mstudioanimsections_t_swigregister(...) mstudioanimvalue_t_swigregister(...) mstudioattachment_t_swigregister(...) mstudioautolayer_t_swigregister(...) mstudioaxisinterpbone_t_swigregister(...) mstudiobbox_t_swigregister(...) mstudiobodyparts_t_swigregister(...) mstudiobone_t_swigregister(...) mstudiobonecontroller_t_swigregister(...) mstudioboneflexdriver_t_swigregister(...) mstudioboneflexdrivercontrol_t_swigregister(...) mstudioboneweight_t_swigregister(...) mstudiocompressedikerror_t_swigregister(...) mstudioconstraintslave_t_swigregister(...) mstudioconstrainttarget_t_swigregister(...) mstudiodata_t_swigregister(...) mstudioevent_t_swigregister(...) mstudioeyeball_t_swigregister(...) mstudioflex_t_swigregister(...) mstudioflexcontroller_t_swigregister(...) mstudioflexcontrollerui_t_swigregister(...) mstudioflexdesc_t_swigregister(...) mstudioflexop_t_swigregister(...) mstudioflexrule_t_swigregister(...) mstudiohitboxset_t_swigregister(...) mstudioiface_t_swigregister(...) mstudioikchain_t_swigregister(...) mstudioikconstraint_t_swigregister(...) mstudioikerror_t_swigregister(...) mstudioiklink_t_swigregister(...) mstudioiklock_t_swigregister(...) mstudioikrule_t_swigregister(...) mstudioikrulezeroframe_t_swigregister(...) mstudiojigglebone_t_swigregister(...) mstudiolinearbone_t_swigregister(...) mstudiolocalhierarchy_t_swigregister(...) mstudiomesh_t_swigregister(...) mstudiomodel_t_swigregister(...) mstudiomodelgroup_t_swigregister(...) mstudiomodelgrouplookup_t_swigregister(...) mstudiomouth_t_swigregister(...) mstudiomovement_t_swigregister(...) mstudioorientconstraint_t_swigregister(...) mstudioparentconstraint_t_swigregister(...) mstudiopointconstraint_t_swigregister(...) mstudioposeparamdesc_t_swigregister(...) mstudioquatinterpbone_t_swigregister(...) mstudioquatinterpinfo_t_swigregister(...) mstudioseqdesc_t_swigregister(...) mstudiosrcbonetransform_t_swigregister(...) mstudiotexture_t_swigregister(...) mstudiotwistbone_t_swigregister(...) mstudiotwistbonetarget_t_swigregister(...) mstudiovertanim_t_swigregister(...) mstudiovertanim_wrinkle_t_swigregister(...) mstudiovertex_t_swigregister(...) studiohdr2_t_swigregister(...) studiohdr_t_swigregister(...) studiohwdata_t_swigregister(...) studioloddata_t_swigregister(...) studiomeshdata_t_swigregister(...) studiomeshgroup_t_swigregister(...) thinModelVertices_t_swigregister(...) vertexFileFixup_t_swigregister(...) vertexFileHeader_t_swigregister(...) vertexStreamFileHeader_t_swigregister(...) virtualgeneric_t_swigregister(...) virtualgroup_t_swigregister(...) virtualmodel_t_swigregister(...) virtualsequence_t_swigregister(...) vrect_t_swigregister(...) DATA AA_TYPE_ALL = 3 AA_TYPE_ORIENTATION = 2 AA_TYPE_POSITION = 1 AA_TYPE_UNKNOWN = 0 ALL_VISIBLE_CONTENTS = 255 APP_SYSTEM_TIER0 = 0 APP_SYSTEM_TIER1 = 1 APP_SYSTEM_TIER2 = 2 APP_SYSTEM_TIER3 = 3 APP_SYSTEM_TIER_OTHER = 4 ATTACHMENT_FLAG_WORLD_ALIGN = 65536 AT_BOOL = 4 AT_BOOL_ARRAY = 18 AT_COLOR = 8 AT_COLOR_ARRAY = 22 AT_ELEMENT = 1 AT_ELEMENT_ARRAY = 15 AT_FIRST_ARRAY_TYPE = 15 AT_FIRST_VALUE_TYPE = 1 AT_FLOAT = 3 AT_FLOAT_ARRAY = 17 AT_INT = 2 AT_INT_ARRAY = 16 AT_QANGLE = 12 AT_QANGLE_ARRAY = 26 AT_QUATERNION = 13 AT_QUATERNION_ARRAY = 27 AT_STRING = 5 AT_STRING_ARRAY = 19 AT_TIME = 7 AT_TIME_ARRAY = 21 AT_TYPE_COUNT = 29 AT_TYPE_INVALID = 30 AT_UNKNOWN = 0 AT_VECTOR2 = 9 AT_VECTOR2_ARRAY = 23 AT_VECTOR3 = 10 AT_VECTOR3_ARRAY = 24 AT_VECTOR4 = 11 AT_VECTOR4_ARRAY = 25 AT_VMATRIX = 14 AT_VMATRIX_ARRAY = 28 AT_VOID = 6 AT_VOID_ARRAY = 20 AXIS_COUNT = 6 AXIS_X = 0 AXIS_X_NEG = 3 AXIS_Y = 1 AXIS_Y_NEG = 4 AXIS_Z = 2 AXIS_Z_NEG = 5 BASEFILESYSTEM_INTERFACE_VERSION = 'VBaseFileSystem011' BONE_ALWAYS_PROCEDURAL = 4 BONE_CALCULATE_MASK = 31 BONE_FIXED_ALIGNMENT = 1048576 BONE_HAS_SAVEFRAME_POS = 2097152 BONE_HAS_SAVEFRAME_ROT32 = 8388608 BONE_HAS_SAVEFRAME_ROT64 = 4194304 BONE_PHYSICALLY_SIMULATED = 1 BONE_PHYSICS_PROCEDURAL = 2 BONE_SCREEN_ALIGN_CYLINDER = 16 BONE_SCREEN_ALIGN_SPHERE = 8 BONE_TYPE_MASK = 15728640 BONE_USED_BY_ANYTHING = 524032 BONE_USED_BY_ATTACHMENT = 512 BONE_USED_BY_BONE_MERGE = 262144 BONE_USED_BY_HITBOX = 256 BONE_USED_BY_VERTEX_LOD0 = 1024 BONE_USED_BY_VERTEX_LOD1 = 2048 BONE_USED_BY_VERTEX_LOD2 = 4096 BONE_USED_BY_VERTEX_LOD3 = 8192 BONE_USED_BY_VERTEX_LOD4 = 16384 BONE_USED_BY_VERTEX_LOD5 = 32768 BONE_USED_BY_VERTEX_LOD6 = 65536 BONE_USED_BY_VERTEX_LOD7 = 131072 BONE_USED_BY_VERTEX_MASK = 261120 BONE_USED_MASK = 524032 CHAN_DIR_BOTH = 3 CHAN_DIR_FROM = 1 CHAN_DIR_NONE = 0 CHAN_DIR_TO = 2 CM_OFF = 0 CM_PASS = 1 CM_PLAY = 3 CM_RECORD = 2 COMBO_CONTROL_FIRST = 0 COMBO_CONTROL_LAGGED = 1 COMBO_CONTROL_NORMAL = 0 COMBO_CONTROL_TYPE_COUNT = 2 COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 = 1 COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 = 0 COMPRESSED_NORMALS_TYPE = 1 CONTENTS_AREAPORTAL = 32768 CONTENTS_AUX = 4 CONTENTS_BLOCKLIGHT = 1024 CONTENTS_BLOCKLOS = 64 CONTENTS_CURRENT_0 = 262144 CONTENTS_CURRENT_180 = 1048576 CONTENTS_CURRENT_270 = 2097152 CONTENTS_CURRENT_90 = 524288 CONTENTS_CURRENT_DOWN = 8388608 CONTENTS_CURRENT_UP = 4194304 CONTENTS_DEBRIS = 67108864 CONTENTS_DETAIL = 134217728 CONTENTS_EMPTY = 0 CONTENTS_GRATE = 8 CONTENTS_HITBOX = 1073741824 CONTENTS_IGNORE_NODRAW_OPAQUE = 8192 CONTENTS_LADDER = 536870912 CONTENTS_MONSTER = 33554432 CONTENTS_MONSTERCLIP = 131072 CONTENTS_MOVEABLE = 16384 CONTENTS_OPAQUE = 128 CONTENTS_ORIGIN = 16777216 CONTENTS_PLAYERCLIP = 65536 CONTENTS_SLIME = 16 CONTENTS_SOLID = 1 CONTENTS_TEAM1 = 2048 CONTENTS_TEAM2 = 4096 CONTENTS_TESTFOGVOLUME = 256 CONTENTS_TRANSLUCENT = 268435456 CONTENTS_UNUSED = 512 CONTENTS_WATER = 32 CONTENTS_WINDOW = 2 CPLANE_DIST = 12 CPLANE_NORMAL_X = 0 CPLANE_NORMAL_Y = 4 CPLANE_NORMAL_Z = 8 CPLANE_PAD0 = 18 CPLANE_PAD1 = 19 CPLANE_SIGNBITS = 17 CPLANE_TYPE = 16 CREATERENDERTARGETFLAGS_AUTOMIPMAP = 2 CREATERENDERTARGETFLAGS_HDR = 1 CREATERENDERTARGETFLAGS_NOEDRAM = 8 CREATERENDERTARGETFLAGS_TEMP = 16 CREATERENDERTARGETFLAGS_UNFILTERABLE_OK = 4 CR_COPY_NEW = 2 CR_DELETE_NEW = 0 CR_DELETE_OLD = 1 CR_FORCE_COPY = 3 CT_AIM = 3 CT_IK = 4 CT_ORIENT = 2 CT_PARENT = 5 CT_POINT = 1 CT_ROTATION = 6 CT_TWIST = 7 CT_UNKNOWN = 0 DEFAULT_FLOAT_ATTR = 'defaultValue' DEFAULT_ORIENTATION_ATTR = 'defaultOrientation' DEFAULT_POSITION_ATTR = 'defaultPosition' DEFERRED_ADDITIVE = 2 DEFERRED_DISABLED = 0 DEFERRED_ENABLED = 1 DEFERRED_POST_PROCESS = 3 DLCFLAGS_PRESENCE_ONLY = 1 DLL_EXT_STRING = '_DLL_EXT' DMATTRIBUTE_HANDLE_INVALID = -1 DMATTRIBUTE_REFERENCE_ITERATOR_INVALID = 0 DMECLIP_CHANNEL = 0 DMECLIP_FILM = 3 DMECLIP_FIRST = 0 DMECLIP_FX = 2 DMECLIP_LAST = 3 DMECLIP_SOUND = 1 Continued in Part4
VS Module (Valve Python Module) - Part4
VS Module (Valve Python Module) - Part5
DMECLIP_TYPE_COUNT = 4 DMECLIP_UNKNOWN = -1 DMELEMENT_HANDLE_INVALID = -1 DMELOG_DEFAULT_THRESHHOLD = 0.0001 DMESKIP_INVISIBLE = 2 DMESKIP_MUTED = 1 DMESKIP_NONE = 0 DMETRACKGROUP_DEFAULT_NAME = 'default' DMETRACK_DEFAULT_NAME = 'default' DMFILEID_INVALID = -1 DMX_LEGACY_VERSION_ENDING_TOKEN = '-->' DMX_LEGACY_VERSION_STARTING_TOKEN = '<!-- DMXVersion' DMX_MAX_FORMAT_NAME_MAX_LENGTH = 64 DMX_MAX_HEADER_LENGTH = 168 DMX_VERSION_ENDING_TOKEN = '-->' DMX_VERSION_STARTING_TOKEN = '<!-- dmx' DVDMODE_DEV = 2 DVDMODE_DEV_VISTA = 3 DVDMODE_OFF = 0 DVDMODE_STRICT = 1 DXABSTRACT_VS_CLIP_PLANE_BASE = 226 DXABSTRACT_VS_PARAM_SLOTS = 228 ECN_DIRECT_MASK = 2 ECN_DIRECT_TOPOLOGICAL = 3 ECN_DIRECT_VALUE = 2 ECN_NONE_MASK = 0 ECN_RECURSIVE_TOPOLOGICAL = 1 ECN_RECURSIVE_VALUE = 0 ECN_TOPOLOGICAL_MASK = 1 EQUAL_EPSILON = 0.001 FALSE = 0 FATTRIB_DIRTY = 128 FATTRIB_DONTSAVE = 64 FATTRIB_EXTERNAL = 512 FATTRIB_HAS_CALLBACK = 256 FATTRIB_HAS_LISTENER = 8192 FATTRIB_HIDDEN = 32768 FATTRIB_MUSTCOPY = 2048 FATTRIB_NEVERCOPY = 4096 FATTRIB_OPERATOR_DIRTY = 16384 FATTRIB_READONLY = 32 FATTRIB_TOPOLOGICAL = 1024 FATTRIB_TYPEMASK = 31 FILESYSTEM_INVALID_FIND_HANDLE = -1 FILESYSTEM_MAX_SEARCH_PATHS = 128 FILESYSTEM_MOUNT_FAILED = 1 FILESYSTEM_MOUNT_OK = 0 FILESYSTEM_SEEK_CURRENT = 1 FILESYSTEM_SEEK_HEAD = 0 FILESYSTEM_SEEK_TAIL = 2 FILESYSTEM_WARNING = -1 FILESYSTEM_WARNING_QUIET = 0 FILESYSTEM_WARNING_REPORTALLACCESSES = 3 FILESYSTEM_WARNING_REPORTALLACCESSES_ASYNC = 6 FILESYSTEM_WARNING_REPORTALLACCESSES_READ = 4 FILESYSTEM_WARNING_REPORTALLACCESSES_READWRITE = 5 FILESYSTEM_WARNING_REPORTUNCLOSED = 1 FILESYSTEM_WARNING_REPORTUSAGE = 2 FILTER_CULLLOCALIZED = 3 FILTER_CULLNONPACK = 2 FILTER_CULLPACK = 1 FILTER_INOUT = 2 FILTER_JITTER = 1 FILTER_NONE = 0 FILTER_SMOOTH = 0 FLEXCONTROLLER_REMAP_2WAY = 1 FLEXCONTROLLER_REMAP_EYELID = 3 FLEXCONTROLLER_REMAP_NWAY = 2 FLEXCONTROLLER_REMAP_PASSTHRU = 0 FRUSTUM_BOTTOM = 3 FRUSTUM_FARZ = 5 FRUSTUM_LEFT = 1 FRUSTUM_NEARZ = 4 FRUSTUM_NUMPLANES = 6 FRUSTUM_RIGHT = 0 FRUSTUM_TOP = 2 FSASYNC_ERR_ALIGNMENT = -6 FSASYNC_ERR_FAILURE = -5 FSASYNC_ERR_FILEOPEN = -1 FSASYNC_ERR_NOMEMORY = -3 FSASYNC_ERR_READING = -4 FSASYNC_ERR_UNKNOWNID = -2 FSASYNC_FLAGS_ALLOCNOFREE = 1 FSASYNC_FLAGS_FREEDATAPTR = 2 FSASYNC_FLAGS_NULLTERMINATE = 8 FSASYNC_FLAGS_SYNC = 4 FSASYNC_OK = 0 FSASYNC_STATUS_ABORTED = 3 FSASYNC_STATUS_INPROGRESS = 2 FSASYNC_STATUS_PENDING = 1 FSASYNC_STATUS_UNSERVICED = 4 FSOPEN_FORCE_TRACK_CRC = 2 FSOPEN_NEVERINPACK = 4 FSOPEN_UNBUFFERED = 1 FS_INVALID_ASYNC_FILE = <vs.misc.FSAsyncFile_t__; proxy of <Swig Objec... FTOIBIAS = 12582912.0 Four_2ToThe21s = <Swig Object of type 'i32x4 *'> Four_2ToThe22s = <Swig Object of type 'i32x4 *'> Four_2ToThe23s = <Swig Object of type 'i32x4 *'> Four_2ToThe24s = <Swig Object of type 'i32x4 *'> Four_Epsilons = <Swig Object of type 'i32x4 *'> Four_FLT_MAX = <Swig Object of type 'i32x4 *'> Four_Fours = <Swig Object of type 'i32x4 *'> Four_NegativeOnes = <Swig Object of type 'i32x4 *'> Four_Negative_FLT_MAX = <Swig Object of type 'i32x4 *'> Four_Ones = <Swig Object of type 'i32x4 *'> Four_Origin = <Swig Object of type 'i32x4 *'> Four_Point225s = <Swig Object of type 'i32x4 *'> Four_PointFives = <Swig Object of type 'i32x4 *'> Four_Thirds = <Swig Object of type 'i32x4 *'> Four_Threes = <Swig Object of type 'i32x4 *'> Four_TwoThirds = <Swig Object of type 'i32x4 *'> Four_Twos = <Swig Object of type 'i32x4 *'> Four_Zeros = <Swig Object of type 'i32x4 *'> GAMMA = 2.2 GENERIC_DMX_FORMAT = 'dmx' HT_STRONG = 1 HT_UNDO = 2 HT_WEAK = 0 IK_ATTACHMENT = 5 IK_GROUND = 3 IK_RELEASE = 4 IK_SELF = 1 IK_UNLATCH = 6 IK_WORLD = 2 INIT_FAILED = 0 INIT_LAST_VAL = 2 INIT_OK = 1 JIGGLE_HAS_ANGLE_CONSTRAINT = 16 JIGGLE_HAS_BASE_SPRING = 64 JIGGLE_HAS_LENGTH_CONSTRAINT = 32 JIGGLE_HAS_PITCH_CONSTRAINT = 8 JIGGLE_HAS_YAW_CONSTRAINT = 4 JIGGLE_IS_FLEXIBLE = 1 JIGGLE_IS_RIGID = 2 LAST_VISIBLE_CONTENTS = 128 LOG_MAX_COMPONENTS = 4 MASK_ALL = -1 MASK_BLOCKLOS = 16449 MASK_BLOCKLOS_AND_NPCS = 33570881 MASK_CURRENT = 16515072 MASK_DEADSOLID = 65547 MASK_NPCFLUID = 33701891 MASK_NPCSOLID = 33701899 MASK_NPCSOLID_BRUSHONLY = 147467 MASK_NPCWORLDSTATIC = 131083 MASK_NPCWORLDSTATIC_FLUID = 131075 MASK_OPAQUE = 16513 MASK_OPAQUE_AND_NPCS = 33570945 MASK_PLAYERSOLID = 33636363 MASK_PLAYERSOLID_BRUSHONLY = 81931 MASK_SHOT = 1174421507 MASK_SHOT_BRUSHONLY = 67125251 MASK_SHOT_HULL = 100679691 MASK_SHOT_PORTAL = 33570819 MASK_SOLID = 33570827 MASK_SOLID_BRUSHONLY = 16395 MASK_SPLITAREAPORTAL = 48 MASK_VISIBLE = 24705 MASK_VISIBLE_AND_NPCS = 33579137 MASK_WATER = 16432 MATERIAL_ADAPTER_NAME_LENGTH = 512 MATERIAL_ALPHATEST = 0 MATERIAL_BACK = 1 MATERIAL_CULLMODE_CCW = 0 MATERIAL_CULLMODE_CW = 1 MATERIAL_FOG_LINEAR = 1 MATERIAL_FOG_LINEAR_BELOW_FOG_Z = 2 MATERIAL_FOG_NONE = 0 MATERIAL_FRONT = 0 MATERIAL_HARDWARE_CONTEXT = 0 MATERIAL_HEIGHTCLIPMODE_DISABLE = 0 MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT = 1 MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT = 2 MATERIAL_HETEROGENOUS = 11 MATERIAL_INDEX_FORMAT_16BIT = 0 MATERIAL_INDEX_FORMAT_32BIT = 1 MATERIAL_INDEX_FORMAT_UNKNOWN = -1 MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE = 2 MATERIAL_INIT_REFERENCE_RASTERIZER = 4 MATERIAL_INSTANCED_QUADS = 10 MATERIAL_LINES = 1 MATERIAL_LINE_LOOP = 5 MATERIAL_LINE_STRIP = 4 MATERIAL_MATRIX_UNUSED0 = 2 MATERIAL_MATRIX_UNUSED1 = 3 MATERIAL_MATRIX_UNUSED2 = 4 MATERIAL_MATRIX_UNUSED3 = 5 MATERIAL_MATRIX_UNUSED4 = 6 MATERIAL_MATRIX_UNUSED5 = 7 MATERIAL_MATRIX_UNUSED6 = 8 MATERIAL_MATRIX_UNUSED7 = 9 MATERIAL_MAX_LIGHT_COUNT = 4 MATERIAL_MODEL = 10 MATERIAL_MODEL_MAX = 63 MATERIAL_NON_INTERACTIVE_MODE_COUNT = 2 MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD = 1 MATERIAL_NON_INTERACTIVE_MODE_NONE = -1 MATERIAL_NON_INTERACTIVE_MODE_STARTUP = 0 MATERIAL_NO_PREVIEW_IMAGE = 2 MATERIAL_NULL_CONTEXT = 2 MATERIAL_OPAQUE = 1 MATERIAL_POINTS = 0 MATERIAL_POLYGON = 6 MATERIAL_PREVIEW_IMAGE_BAD = 0 MATERIAL_PREVIEW_IMAGE_OK = 1 MATERIAL_PROJECTION = 1 MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS = 3 MATERIAL_PROPERTY_NEEDS_LIGHTMAP = 0 MATERIAL_PROPERTY_OPACITY = 1 MATERIAL_PROPERTY_REFLECTIVITY = 2 MATERIAL_QUADS = 7 MATERIAL_QUEUED_CONTEXT = 1 MATERIAL_QUEUED_SINGLE_THREADED = 1 MATERIAL_QUEUED_THREADED = 2 MATERIAL_RESTORE_RELEASE_MANAGED_RESOURCES = 2 MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED = 1 MATERIAL_RT_DEPTH_NONE = 2 MATERIAL_RT_DEPTH_ONLY = 3 MATERIAL_RT_DEPTH_SEPARATE = 1 MATERIAL_RT_DEPTH_SHARED = 0 MATERIAL_SINGLE_THREADED = 0 MATERIAL_SUBD_QUADS_EXTRA = 8 MATERIAL_SUBD_QUADS_REG = 9 MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED = -3 MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE = -1 MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP = -2 MATERIAL_TRANSLUCENT = 2 MATERIAL_TRIANGLES = 2 MATERIAL_TRIANGLE_STRIP = 3 MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA = 256 MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL = 16 MATERIAL_VAR2_IS_SPRITECARD = 65536 MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP = 8 MATERIAL_VAR2_LIGHTING_LIGHTMAP = 4 MATERIAL_VAR2_LIGHTING_MASK = 14 MATERIAL_VAR2_LIGHTING_UNLIT = 0 MATERIAL_VAR2_LIGHTING_VERTEX_LIT = 2 Continued in Part6
VS Module (Valve Python Module) - Part6
MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS = 512 MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT = 4096 MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE = 32768 MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE = 16384 MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING = 128 MATERIAL_VAR2_NEEDS_TANGENT_SPACES = 64 MATERIAL_VAR2_SELFILLUMMASK = 4194304 MATERIAL_VAR2_SUPPORTS_FLASHLIGHT = 524288 MATERIAL_VAR2_SUPPORTS_HW_SKINNING = 262144 MATERIAL_VAR2_SUPPORTS_TESSELLATION = 8388608 MATERIAL_VAR2_USES_ENV_CUBEMAP = 32 MATERIAL_VAR2_USES_VERTEXID = 131072 MATERIAL_VAR2_USE_DEFERRED = 16777216 MATERIAL_VAR2_USE_EDITOR = 8192 MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING = 2048 MATERIAL_VAR2_USE_FLASHLIGHT = 1024 MATERIAL_VAR2_USE_GBUFFER0 = 1048576 MATERIAL_VAR2_USE_GBUFFER1 = 2097152 MATERIAL_VAR_ADDITIVE = 128 MATERIAL_VAR_ALLOWALPHATOCOVERAGE = 536870912 MATERIAL_VAR_ALPHATEST = 256 MATERIAL_VAR_ALPHA_MODIFIED_BY_PROXY = 1073741824 MATERIAL_VAR_BASEALPHAENVMAPMASK = 1048576 MATERIAL_VAR_DEBUG = 1 MATERIAL_VAR_DECAL = 65536 MATERIAL_VAR_DEFERRED_ADDITIVE = 524288 MATERIAL_VAR_ENVMAPSPHERE = 131072 MATERIAL_VAR_FLAT = 4096 MATERIAL_VAR_HALFLAMBERT = 134217728 MATERIAL_VAR_IGNOREZ = 32768 MATERIAL_VAR_IGNORE_VERTEX_FORMAT = 33554432 MATERIAL_VAR_MODEL = 2048 MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING = 8388608 MATERIAL_VAR_NOCULL = 8192 MATERIAL_VAR_NOFOG = 16384 MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK = 4194304 MATERIAL_VAR_NO_DEBUG_OVERRIDE = 2 MATERIAL_VAR_NO_DRAW = 4 MATERIAL_VAR_OPAQUETEXTURE = 16777216 MATERIAL_VAR_SELFILLUM = 64 MATERIAL_VAR_SUPPORTS_DEFERRED = 262144 MATERIAL_VAR_SUPPORT_GLOBAL_LIGHT = 512 MATERIAL_VAR_SUPPRESS_DECALS = 67108864 MATERIAL_VAR_TRANSLUCENT = 2097152 MATERIAL_VAR_TYPE_FLOAT = 0 MATERIAL_VAR_TYPE_FOURCC = 5 MATERIAL_VAR_TYPE_INT = 4 MATERIAL_VAR_TYPE_MATERIAL = 8 MATERIAL_VAR_TYPE_MATRIX = 7 MATERIAL_VAR_TYPE_STRING = 1 MATERIAL_VAR_TYPE_TEXTURE = 3 MATERIAL_VAR_TYPE_UNDEFINED = 6 MATERIAL_VAR_TYPE_VECTOR = 2 MATERIAL_VAR_USE_IN_FILLRATE_MODE = 8 MATERIAL_VAR_VERTEXALPHA = 32 MATERIAL_VAR_VERTEXCOLOR = 16 MATERIAL_VAR_VERTEXFOG = -2147483648 MATERIAL_VAR_WIREFRAME = 268435456 MATERIAL_VAR_ZNEARER = 1024 MATERIAL_VIEW = 0 MAXSTUDIOANIMBLOCKS = 256 MAXSTUDIOBONEBITS = 8 MAXSTUDIOBONECTRLS = 4 MAXSTUDIOBONES = 256 MAXSTUDIOFLEXCTRL = 128 MAXSTUDIOFLEXDESC = 1024 MAXSTUDIOFLEXVERTS = 65536 MAXSTUDIOPOSEPARAM = 24 MAXSTUDIOSKINS = 32 MAXSTUDIOTRIANGLES = 65536 MAXSTUDIOVERTS = 65536 MAX_FB_TEXTURES = 4 MAX_NUM_BONES_PER_VERT = 3 MAX_NUM_LODS = 8 MAX_SPLITSCREEN_CLIENTS = 4 MAX_SPLITSCREEN_CLIENT_BITS = 2 MDCACHE_FINE_GRAINED = 1 MDLCACHE_ANIMBLOCK = 3 MDLCACHE_DECODEDANIMBLOCK = 6 MDLCACHE_FLUSH_ALL = -1 MDLCACHE_FLUSH_ANIMBLOCK = 8 MDLCACHE_FLUSH_AUTOPLAY = 32 MDLCACHE_FLUSH_IGNORELOCK = -2147483648 MDLCACHE_FLUSH_STUDIOHDR = 1 MDLCACHE_FLUSH_STUDIOHWDATA = 2 MDLCACHE_FLUSH_VCOLLIDE = 4 MDLCACHE_FLUSH_VERTEXES = 64 MDLCACHE_FLUSH_VIRTUALMODEL = 16 MDLCACHE_STUDIOHDR = 0 MDLCACHE_STUDIOHWDATA = 1 MDLCACHE_VCOLLIDE = 2 MDLCACHE_VERTEXES = 5 MDLCACHE_VIRTUALMODEL = 4 MDLHANDLE_INVALID = 65535 MESHGROUP_IS_DELTA_FLEXED = 4 MESHGROUP_IS_HWSKINNED = 2 MESH_DELTA_WEIGHT_FIRST = 0 MESH_DELTA_WEIGHT_LAGGED = 1 MESH_DELTA_WEIGHT_NORMAL = 0 MESH_DELTA_WEIGHT_TYPE_COUNT = 2 MIN_STRING_POOL_SIZE = 2048 MODEL_STREAM_FILE_VERSION = 1 MODEL_VERTEX_FILE_VERSION = 4 MORPH_NORMAL = 2 MORPH_POSITION = 1 MORPH_SIDE = 16 MORPH_SPEED = 8 MORPH_WRINKLE = 4 MULTI_CONTROL_FORMAT_STRING = 'multi_%s' M_PI = 3.141592653589793 NEW_EVENT_STYLE = 1024 NOTIFY_CHANGE_ATTRIBUTE_ARRAY_SIZE = 16384 NOTIFY_CHANGE_ATTRIBUTE_VALUE = 8192 NOTIFY_CHANGE_MASK = 61440 NOTIFY_CHANGE_OTHER = 32768 NOTIFY_CHANGE_TOPOLOGICAL = 4096 NOTIFY_FLAG_FIRST_APPLICATION_BIT = 16 NOTIFY_SETDIRTYFLAG = 256 NOTIFY_SOURCE_APPLICATION = 0 NOTIFY_SOURCE_BITS = 8 NOTIFY_SOURCE_FIRST_APPLICATION_SOURCE = 8 NOTIFY_SOURCE_FIRST_DME_CONTROL_SOURCE = 4 NOTIFY_SOURCE_UNDO = 1 NULL = 0 NUM_CONSTRAINT_TYPES = 8 NUM_FILTERS = 3 NUM_MATRIX_MODES = 11 NUM_MODEL_TRANSFORMS = 53 ON_VIS_EPSILON = 0.01 OO_OVERBRIGHT = 0.5 OVERBRIGHT = 2.0 PATH_ADD_TO_HEAD = 0 PATH_ADD_TO_TAIL = 1 PATH_ADD_TO_TAIL_ATINDEX = 2 PATH_IS_DVDDEV = 4 PATH_IS_MAPPACKFILE = 2 PATH_IS_NORMAL = 0 PATH_IS_PACKFILE = 1 PERFORM_HANDLE_TYPECHECKING = 0 PH_DEPENDENCY = 3 PH_EDIT = 0 PH_EDIT_APPLY = 1 PH_EDIT_RESOLVE = 2 PH_OPERATE = 4 PH_OPERATE_RESOLVE = 5 PH_OUTPUT = 6 PITCH = 0 PIX_ENABLE = 0 PIX_VALVE_ORANGE = -682993 PLANE_ANYX = 3 PLANE_ANYY = 4 PLANE_ANYZ = 5 PLANE_X = 0 PLANE_Y = 1 PLANE_Z = 2 PRECOMPILED_PIXEL_SHADER = 1 PRECOMPILED_SHADER_TYPE_COUNT = 2 PRECOMPILED_VERTEX_SHADER = 0 RECORD_ATTRIBUTESLIDER = 1 RECORD_OPERATION_FLAG_PRESET = 1 RECORD_OPERATION_FLAG_REBASE_TIME = 8 RECORD_OPERATION_FLAG_REVEAL = 4 RECORD_OPERATION_FLAG_REVERSE = 2 RECORD_PRESET = 0 REPARENT_LOGS_MAINTAIN_WORLD = 3 REPARENT_LOGS_NONE = 0 REPARENT_LOGS_OFFSET_LOCAL = 2 REPARENT_LOGS_OVERWRITE = 1 RM_FORWARD = 0 RM_REVERSE = 1 ROLL = 2 ROUND_DOWN = 1 ROUND_NEAREST = 0 ROUND_UP = 2 ROUND_ZERO = 3 RT_SIZE_DEFAULT = 1 RT_SIZE_FULL_FRAME_BUFFER = 4 RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP = 6 RT_SIZE_HDR = 3 RT_SIZE_NO_CHANGE = 0 RT_SIZE_OFFSCREEN = 5 RT_SIZE_PICMIP = 2 SHADER_FAILED_LOAD = 2 SHADER_IS_ASM = 1 SHADER_NOT_EDITABLE = 1 SHADER_PARAM_NOT_EDITABLE = 1 SHADER_PARAM_TYPE_BOOL = 8 SHADER_PARAM_TYPE_COLOR = 2 SHADER_PARAM_TYPE_ENVMAP = 6 SHADER_PARAM_TYPE_FLOAT = 7 SHADER_PARAM_TYPE_FOURCC = 9 SHADER_PARAM_TYPE_INTEGER = 1 SHADER_PARAM_TYPE_MATERIAL = 11 SHADER_PARAM_TYPE_MATRIX = 10 SHADER_PARAM_TYPE_STRING = 12 SHADER_PARAM_TYPE_TEXTURE = 0 SHADER_PARAM_TYPE_VEC2 = 3 SHADER_PARAM_TYPE_VEC3 = 4 SHADER_PARAM_TYPE_VEC4 = 5 SIDE_BACK = 1 SIDE_CROSS = -2 SIDE_FRONT = 0 SIDE_ON = 2 SIMPLE_LIGHT_FLAG_DEBUG = 16 SIMPLE_LIGHT_FLAG_ENABLED = 1 SIMPLE_LIGHT_FLAG_SUBTRACTIVE = 2 SIMPLE_LIGHT_FLAG_USES_ALPHA_FALLOFF = 8 SIMPLE_LIGHT_FLAG_USES_ROTATION = 4 SIMPLE_PROJECT_ON_ADDITIVE = 2 SIMPLE_PROJECT_ON_UNLIT = 4 SIMPLE_PROJECT_ON_WORLD = 1 SIMPLE_PROJECT_QUICK_DEFERRED = 256 SIN_TABLE_SIZE = 256 STUDIOHDR_FLAGS_AMBIENT_BOOST = 65536 STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX = 1 STUDIOHDR_FLAGS_BUILT_IN_PREVIEW_MODE = 32768 STUDIOHDR_FLAGS_CAST_TEXTURE_SHADOWS = 262144 STUDIOHDR_FLAGS_CONSTANT_DIRECTIONAL_LIGHT_DOT = 8192 STUDIOHDR_FLAGS_DO_NOT_CAST_SHADOWS = 131072 STUDIOHDR_FLAGS_FLEXES_CONVERTED = 16384 STUDIOHDR_FLAGS_FORCE_OPAQUE = 4 STUDIOHDR_FLAGS_FORCE_PHONEME_CROSSFADE = 4096 STUDIOHDR_FLAGS_HASSHADOWLOD = 64 STUDIOHDR_FLAGS_NEEDS_DEFERRED_ADDITIVE = 1024 STUDIOHDR_FLAGS_NO_ANIM_EVENTS = 1048576 STUDIOHDR_FLAGS_NO_FORCED_FADE = 2048 STUDIOHDR_FLAGS_OBSOLETE = 512 STUDIOHDR_FLAGS_STATIC_PROP = 16 STUDIOHDR_FLAGS_SUBDIVISION_SURFACE = 524288 STUDIOHDR_FLAGS_TRANSLUCENT_TWOPASS = 8 STUDIOHDR_FLAGS_USES_BUMPMAPPING = 128 STUDIOHDR_FLAGS_USES_ENV_CUBEMAP = 2 STUDIOHDR_FLAGS_USES_FB_TEXTURE = 32 STUDIOHDR_FLAGS_USE_SHADOWLOD_MATERIALS = 256 STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE = 2097152 STUDIO_2WAY_0 = 15 STUDIO_2WAY_1 = 16 STUDIO_ACTIVITY = 4096 STUDIO_ADD = 4 STUDIO_ALLZEROS = 32 Continued in Part7
VS Module (Valve Python Module) - Part7
STUDIO_ALLZEROS = 32 STUDIO_AL_LOCAL = 4096 STUDIO_AL_NOBLEND = 512 STUDIO_AL_POSE = 16384 STUDIO_AL_POST = 16 STUDIO_AL_SPLINE = 64 STUDIO_AL_XFADE = 128 STUDIO_ANIM_ANIMPOS = 4 STUDIO_ANIM_ANIMROT = 8 STUDIO_ANIM_DELTA = 16 STUDIO_ANIM_RAWPOS = 1 STUDIO_ANIM_RAWROT = 2 STUDIO_ANIM_RAWROT2 = 32 STUDIO_AUTOPLAY = 8 STUDIO_BONE_FLEX_INVALID = -1 STUDIO_BONE_FLEX_TX = 0 STUDIO_BONE_FLEX_TY = 1 STUDIO_BONE_FLEX_TZ = 2 STUDIO_CLOSE = 11 STUDIO_COMBO = 18 STUDIO_COMMA = 12 STUDIO_CONST = 1 STUDIO_CYCLEPOSE = 128 STUDIO_DELTA = 4 STUDIO_DIV = 7 STUDIO_DME_LOWER_EYELID = 20 STUDIO_DME_UPPER_EYELID = 21 STUDIO_DOMINATE = 19 STUDIO_EVENT = 8192 STUDIO_EVENT_CLIENT = 65536 STUDIO_EXP = 9 STUDIO_FETCH1 = 2 STUDIO_FETCH2 = 3 STUDIO_FRAMEANIM = 64 STUDIO_FRAME_ANIM_POS = 4 STUDIO_FRAME_ANIM_POS2 = 16 STUDIO_FRAME_ANIM_ROT = 8 STUDIO_FRAME_ANIM_ROT2 = 128 STUDIO_FRAME_CONST_POS = 1 STUDIO_FRAME_CONST_POS2 = 32 STUDIO_FRAME_CONST_ROT = 2 STUDIO_FRAME_CONST_ROT2 = 64 STUDIO_HIDDEN = 1024 STUDIO_LINEAR = 4096 STUDIO_LOCAL = 512 STUDIO_LOOPING = 1 STUDIO_LX = 64 STUDIO_LXR = 512 STUDIO_LY = 128 STUDIO_LYR = 1024 STUDIO_LZ = 256 STUDIO_LZR = 2048 STUDIO_MAX = 13 STUDIO_MIN = 14 STUDIO_MUL = 6 STUDIO_NEG = 8 STUDIO_NOFORCELOOP = 32768 STUDIO_NWAY = 17 STUDIO_OPEN = 10 STUDIO_OVERRIDE = 2048 STUDIO_POST = 16 STUDIO_PROC_AIMATATTACH = 4 STUDIO_PROC_AIMATBONE = 3 STUDIO_PROC_AIM_CONSTRAINT = 10 STUDIO_PROC_AXISINTERP = 1 STUDIO_PROC_CLOTH = 13 STUDIO_PROC_IK_CONSTRAINT = 11 STUDIO_PROC_JIGGLE = 5 STUDIO_PROC_ORIENT_CONSTRAINT = 9 STUDIO_PROC_PARENT_CONSTRAINT = 12 STUDIO_PROC_POINT_CONSTRAINT = 8 STUDIO_PROC_QUATINTERP = 2 STUDIO_PROC_TWIST_MASTER = 6 STUDIO_PROC_TWIST_SLAVE = 7 STUDIO_REALTIME = 256 STUDIO_RLOOP = 262144 STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW = 0 STUDIO_SNAP = 2 STUDIO_SUB = 5 STUDIO_TYPES = 262143 STUDIO_VERSION = 49 STUDIO_VERT_ANIM_NORMAL = 0 STUDIO_VERT_ANIM_WRINKLE = 1 STUDIO_WORLD = 16384 STUDIO_X = 1 STUDIO_XR = 8 STUDIO_Y = 2 STUDIO_YR = 16 STUDIO_Z = 4 STUDIO_ZR = 32 SURF_BUMPLIGHT = 2048 SURF_HINT = 256 SURF_HITBOX = 32768 SURF_LIGHT = 1 SURF_NOCHOP = 16384 SURF_NODECALS = 8192 SURF_NODRAW = 128 SURF_NOLIGHT = 1024 SURF_NOPAINT = 8192 SURF_NOPORTAL = 32 SURF_NOSHADOWS = 4096 SURF_SKIP = 512 SURF_SKY = 4 SURF_SKY2D = 2 SURF_TRANS = 16 SURF_TRIGGER = 64 SURF_WARP = 8 TDM_LAST = 4 TDM_TIMECODE_FRAMES = 3 TDM_TIMECODE_SECONDS = 2 TDM_TOTAL_FRAMES = 1 TDM_TOTAL_SECONDS = 0 TD_ALL = 0 TD_DEEP = 1 TD_NONE = 3 TD_SHALLOW = 2 TESSELLATION_MODE_ACC_PATCHES_EXTRA = 1 TESSELLATION_MODE_ACC_PATCHES_REG = 2 TESSELLATION_MODE_DISABLED = 0 TEXGAMMA = 2.2 TEXTURE_GROUP_CLIENT_EFFECTS = 'ClientEffect textures' TEXTURE_GROUP_CUBE_MAP = 'CubeMap textures' TEXTURE_GROUP_DECAL = 'Decal textures' TEXTURE_GROUP_DEPTH_BUFFER = 'DepthBuffer' TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER = 'Dynamic Indices' TEXTURE_GROUP_DYNAMIC_VERTEX_BUFFER = 'Dynamic Verts' TEXTURE_GROUP_LIGHTMAP = 'Lightmaps' TEXTURE_GROUP_MODEL = 'Model textures' TEXTURE_GROUP_MORPH_TARGETS = 'Morph Targets' TEXTURE_GROUP_OTHER = 'Other textures' TEXTURE_GROUP_PARTICLE = 'Particle textures' TEXTURE_GROUP_PIXEL_SHADERS = 'Pixel Shaders' TEXTURE_GROUP_PRECACHED = 'Precached' TEXTURE_GROUP_RENDER_TARGET = 'RenderTargets' TEXTURE_GROUP_RENDER_TARGET_SURFACE = 'RenderTarget Surfaces' TEXTURE_GROUP_SKYBOX = 'SkyBox textures' TEXTURE_GROUP_STATIC_INDEX_BUFFER = 'Static Indices' TEXTURE_GROUP_STATIC_VERTEX_BUFFER_COLOR = 'Lighting Verts' TEXTURE_GROUP_STATIC_VERTEX_BUFFER_DISP = 'Displacement Verts' TEXTURE_GROUP_STATIC_VERTEX_BUFFER_MODELS = 'Model Verts' TEXTURE_GROUP_STATIC_VERTEX_BUFFER_OTHER = 'Other Verts' TEXTURE_GROUP_STATIC_VERTEX_BUFFER_WORLD = 'World Verts' TEXTURE_GROUP_UNACCOUNTED = 'Unaccounted textures' TEXTURE_GROUP_VERTEX_SHADERS = 'Vertex Shaders' TEXTURE_GROUP_VGUI = 'VGUI textures' TEXTURE_GROUP_VIEW_MODEL = 'ViewModel' TEXTURE_GROUP_WORLD = 'World textures' TEX_COORD_SIZE_BIT = 18 TRANSFORM_ORIENTATION = 'orientation' TRANSFORM_POSITION = 'position' TRANSFORM_WRITE_MODE_HOLD = 0 TRANSFORM_WRITE_MODE_OFFSET = 1 TRANSFORM_WRITE_MODE_OVERWRITE = 2 TRANSFORM_WRITE_MODE_TRANSFORM = 3 TRS_FALSE = 0 TRS_NONE = 2 TRS_TRUE = 1 TRUE = 1 TS_LOCAL_SPACE = 1 TS_OBJECT_SPACE = 2 TS_REFERENCE_SPACE = 3 TS_WORLD_SPACE = 0 USER_DATA_SIZE_BIT = 15 USER_DATA_SIZE_MASK = 229376 USE_STDC_FOR_SIMD = 0 VDATAMODEL_INTERFACE_VERSION = 'VDataModelVersion001' VDMELEMENTFRAMEWORK_VERSION = 'VDmElementFrameworkVersion001' VERTEX_BONE_INDEX = 128 VERTEX_BONE_WEIGHT_BIT = 12 VERTEX_BONE_WEIGHT_MASK = 28672 VERTEX_COLOR = 4 VERTEX_COLOR_STREAM_1 = 256 VERTEX_ELEMENT_BONEINDEX = 9 VERTEX_ELEMENT_BONEWEIGHTS1 = 10 VERTEX_ELEMENT_BONEWEIGHTS2 = 11 VERTEX_ELEMENT_BONEWEIGHTS3 = 12 VERTEX_ELEMENT_BONEWEIGHTS4 = 13 VERTEX_ELEMENT_COLOR = 4 VERTEX_ELEMENT_NONE = -1 VERTEX_ELEMENT_NORMAL = 2 VERTEX_ELEMENT_NORMAL4D = 3 VERTEX_ELEMENT_NUMELEMENTS = 50 VERTEX_ELEMENT_POSITION = 0 VERTEX_ELEMENT_POSITION4D = 1 VERTEX_ELEMENT_SPECULAR = 5 VERTEX_ELEMENT_TANGENT_S = 6 VERTEX_ELEMENT_TANGENT_T = 7 VERTEX_ELEMENT_TEXCOORD1D_0 = 18 VERTEX_ELEMENT_TEXCOORD1D_1 = 19 VERTEX_ELEMENT_TEXCOORD1D_2 = 20 VERTEX_ELEMENT_TEXCOORD1D_3 = 21 VERTEX_ELEMENT_TEXCOORD1D_4 = 22 VERTEX_ELEMENT_TEXCOORD1D_5 = 23 VERTEX_ELEMENT_TEXCOORD1D_6 = 24 VERTEX_ELEMENT_TEXCOORD1D_7 = 25 VERTEX_ELEMENT_TEXCOORD2D_0 = 26 VERTEX_ELEMENT_TEXCOORD2D_1 = 27 VERTEX_ELEMENT_TEXCOORD2D_2 = 28 VERTEX_ELEMENT_TEXCOORD2D_3 = 29 VERTEX_ELEMENT_TEXCOORD2D_4 = 30 VERTEX_ELEMENT_TEXCOORD2D_5 = 31 VERTEX_ELEMENT_TEXCOORD2D_6 = 32 VERTEX_ELEMENT_TEXCOORD2D_7 = 33 VERTEX_ELEMENT_TEXCOORD3D_0 = 34 VERTEX_ELEMENT_TEXCOORD3D_1 = 35 VERTEX_ELEMENT_TEXCOORD3D_2 = 36 VERTEX_ELEMENT_TEXCOORD3D_3 = 37 VERTEX_ELEMENT_TEXCOORD3D_4 = 38 VERTEX_ELEMENT_TEXCOORD3D_5 = 39 VERTEX_ELEMENT_TEXCOORD3D_6 = 40 VERTEX_ELEMENT_TEXCOORD3D_7 = 41 VERTEX_ELEMENT_TEXCOORD4D_0 = 42 VERTEX_ELEMENT_TEXCOORD4D_1 = 43 VERTEX_ELEMENT_TEXCOORD4D_2 = 44 VERTEX_ELEMENT_TEXCOORD4D_3 = 45 VERTEX_ELEMENT_TEXCOORD4D_4 = 46 VERTEX_ELEMENT_TEXCOORD4D_5 = 47 VERTEX_ELEMENT_TEXCOORD4D_6 = 48 VERTEX_ELEMENT_TEXCOORD4D_7 = 49 VERTEX_ELEMENT_USERDATA1 = 14 VERTEX_ELEMENT_USERDATA2 = 15 VERTEX_ELEMENT_USERDATA3 = 16 VERTEX_ELEMENT_USERDATA4 = 17 VERTEX_ELEMENT_WRINKLE = 8 VERTEX_FORMAT_COMPRESSED = 1024 VERTEX_FORMAT_FIELD_MASK = 255 VERTEX_FORMAT_PAD_POS_NORM = 2048 VERTEX_FORMAT_UNKNOWN = 0 VERTEX_FORMAT_USE_EXACT_FORMAT = 512 VERTEX_LAST_BIT = 11 VERTEX_NORMAL = 2 VERTEX_POSITION = 1 VERTEX_SHADER_AMBIENT_LIGHT = 21 VERTEX_SHADER_CAMERA_POS = 2 VERTEX_SHADER_FLEXSCALE = 225 VERTEX_SHADER_FLEX_WEIGHTS = 1024 VERTEX_SHADER_FOG_PARAMS = 16 VERTEX_SHADER_LIGHT0_POSITION = 29 VERTEX_SHADER_LIGHTS = 27 VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0 VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4 VERTEX_SHADER_LIGHT_INDEX = 3 VERTEX_SHADER_MATH_CONSTANTS0 = 0 VERTEX_SHADER_MATH_CONSTANTS1 = 1 VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512 VERTEX_SHADER_MODEL = 58 VERTEX_SHADER_MODELVIEWPROJ = 4 Continued in Part8
VS Module (Valve Python Module) - Part8
VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW = 12 VERTEX_SHADER_MODULATION_COLOR = 47 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10 VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11 VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48 VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49 VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14 VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15 VERTEX_SHADER_SHADER_SPECIFIC_CONST_12 = 224 VERTEX_SHADER_SHADER_SPECIFIC_CONST_13 = 217 VERTEX_SHADER_SHADER_SPECIFIC_CONST_14 = 218 VERTEX_SHADER_SHADER_SPECIFIC_CONST_15 = 219 VERTEX_SHADER_SHADER_SPECIFIC_CONST_16 = 220 VERTEX_SHADER_SHADER_SPECIFIC_CONST_17 = 221 VERTEX_SHADER_SHADER_SPECIFIC_CONST_18 = 222 VERTEX_SHADER_SHADER_SPECIFIC_CONST_19 = 223 VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50 VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51 VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52 VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53 VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54 VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55 VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56 VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57 VERTEX_SHADER_VIEWMODEL = 17 VERTEX_SHADER_VIEWPROJ = 8 VERTEX_SHADER_VIEWPROJ_THIRD_ROW = 13 VERTEX_SPECULAR = 8 VERTEX_TANGENT_S = 16 VERTEX_TANGENT_SPACE = 48 VERTEX_TANGENT_T = 32 VERTEX_WRINKLE = 64 VP_EPSILON = 0.01 WHITELIST_SPEW_DONT_RELOAD_FILES = 4 WHITELIST_SPEW_RELOAD_FILES = 2 WHITELIST_SPEW_WHILE_LOADING = 1 X_INDEX = 0 YAW = 1 Y_INDEX = 1 Z_INDEX = 2 bLoadDataModel = False cDFCVS_EncodingRemoteVideo = 4 cDFCVS_HasVideoNotUsingCurrently = 2 cDFCVS_NoVideoAvailable = 1 cDFCVS_UnInitialized = 0 cDFCVS_UsingRemoteVideo = 3 cvar = <Swig global variables> dm = <vs.datamodel.IDataModel; proxy of <Swig Object of type 'IDataMod... g_KDop32XDirs = <Swig Object of type 'i32x4 *'> g_KDop32YDirs = <Swig Object of type 'i32x4 *'> g_KDop32ZDirs = <Swig Object of type 'i32x4 *'> g_SIMD_0123 = <Swig Object of type 'i32x4 *'> g_SIMD_AllOnesMask = <Swig Object of type 'int32 *'> g_SIMD_ComponentMask = <Swig Object of type 'int32 (*)[4]'> g_SIMD_EveryOtherMask = <Swig Object of type 'int32 *'> g_SIMD_Low16BitsMask = <Swig Object of type 'int32 *'> g_SIMD_SkipTailMask = <Swig Object of type 'int32 (*)[4]'> g_SIMD_clear_signmask = <Swig Object of type 'int32 *'> g_SIMD_clear_wmask = <Swig Object of type 'int32 *'> g_SIMD_lsbmask = <Swig Object of type 'int32 *'> g_SIMD_signmask = <Swig Object of type 'int32 *'> g_pChannelRecordingMgr = <vs.movieobjects.CDmeChannelRecordingMgr; pro... g_pDataModel = <vs.datamodel.IDataModel; proxy of <Swig Object of type... g_pDmElementFramework = <vs.datamodel.IDmElementFramework; proxy of <S... g_pFullFileSystem = <vs.misc.IFileSystem; proxy of <Swig Object of typ... g_pMDLCache = <vs.studio.IMDLCache; proxy of <Swig Object of type 'IMD... g_pMaterialSystem = <vs.materialsystem.IMaterialSystem; proxy of <Sw..... k_eCacheCRCType_Directory = 1 k_eCacheCRCType_Directory_Recursive = 2 k_eCacheCRCType_SingleFile = 0 k_eFileCRCStatus_CantOpenFile = 0 k_eFileCRCStatus_GotCRC = 1 materials = <vs.materialsystem.IMaterialSystem; proxy of <Sw...ject of... nanmask = 2139095040 quat_identity = <Swig Object of type 'Quaternion *'> vec2_origin = <vs.mathlib.Vector2D; proxy of <Swig Object of type 'Vec... vec3_angle = <Swig Object of type 'QAngle *'> vec3_invalid = <Swig Object of type 'Vector *'> vec3_origin = <Swig Object of type 'Vector *'>
Python Related Modules
__doc__ - and - __name__ (String Objects Modules) - Part1
Both modules produce the same help output __doc__ = class str(basestring) __name__ = class str(basestring) | str(object='') -> string | | Return a nice string representation of the object. | If the argument is a string, the return value is the same object. | | Method resolution order: | str | basestring | object | | Methods defined here: | | __add__(...) | x.__add__(y) <==> x+y | | __contains__(...) | x.__contains__(y) <==> y in x | | __eq__(...) | x.__eq__(y) <==> x==y | | __format__(...) | S.__format__(format_spec) -> string | | Return a formatted version of S as described by format_spec. | | __ge__(...) | x.__ge__(y) <==> x>=y | | __getattribute__(...) | x.__getattribute__('name') <==> x.name | | __getitem__(...) | x.__getitem__(y) <==> x[y] | | __getnewargs__(...) | | __getslice__(...) | x.__getslice__(i, j) <==> x[i:j] | | Use of negative indices is not supported. | | __gt__(...) | x.__gt__(y) <==> x>y | | __hash__(...) | x.__hash__() <==> hash(x) | | __le__(...) | x.__le__(y) <==> x<=y | | __len__(...) | x.__len__() <==> len(x) | | __lt__(...) | x.__lt__(y) <==> x<y | | __mod__(...) | x.__mod__(y) <==> x%y | | __mul__(...) | x.__mul__(n) <==> x*n | | __ne__(...) | x.__ne__(y) <==> x!=y | | __repr__(...) | x.__repr__() <==> repr(x) | | __rmod__(...) | x.__rmod__(y) <==> y%x | | __rmul__(...) | x.__rmul__(n) <==> n*x | | __sizeof__(...) | S.__sizeof__() -> size of S in memory, in bytes | | __str__(...) | x.__str__() <==> str(x) | | capitalize(...) | S.capitalize() -> string | | Return a copy of the string S with only its first character | capitalized. | | center(...) | S.center(width[, fillchar]) -> string | | Return S centered in a string of length width. Padding is | done using the specified fill character (default is a space) | | count(...) | S.count(sub[, start[, end]]) -> int | | Return the number of non-overlapping occurrences of substring sub in | string S[start:end]. Optional arguments start and end are interpreted | as in slice notation. | | decode(...) | S.decode([encoding[,errors]]) -> object | | Decodes S using the codec registered for encoding. encoding defaults | to the default encoding. errors may be given to set a different error | handling scheme. Default is 'strict' meaning that encoding errors raise | a UnicodeDecodeError. Other possible values are 'ignore' and 'replace' | as well as any other name registered with codecs.register_error that is | able to handle UnicodeDecodeErrors. | | encode(...) | S.encode([encoding[,errors]]) -> object | | Encodes S using the codec registered for encoding. encoding defaults | to the default encoding. errors may be given to set a different error | handling scheme. Default is 'strict' meaning that encoding errors raise | a UnicodeEncodeError. Other possible values are 'ignore', 'replace' and | 'xmlcharrefreplace' as well as any other name registered with | codecs.register_error that is able to handle UnicodeEncodeErrors. | | endswith(...) | S.endswith(suffix[, start[, end]]) -> bool | | Return True if S ends with the specified suffix, False otherwise. | With optional start, test S beginning at that position. | With optional end, stop comparing S at that position. | suffix can also be a tuple of strings to try. | | expandtabs(...) | S.expandtabs([tabsize]) -> string | | Return a copy of S where all tab characters are expanded using spaces. | If tabsize is not given, a tab size of 8 characters is assumed. | | find(...) | S.find(sub [,start [,end]]) -> int | | Return the lowest index in S where substring sub is found, | such that sub is contained within S[start:end]. Optional | arguments start and end are interpreted as in slice notation. | | Return -1 on failure. | | format(...) | S.format(*args, **kwargs) -> string | | Return a formatted version of S, using substitutions from args and kwargs. | The substitutions are identified by braces ('{' and '}'). | | index(...) | S.index(sub [,start [,end]]) -> int | | Like S.find() but raise ValueError when the substring is not found. | | isalnum(...) | S.isalnum() -> bool | | Return True if all characters in S are alphanumeric | and there is at least one character in S, False otherwise. | | isalpha(...) | S.isalpha() -> bool | | Return True if all characters in S are alphabetic | and there is at least one character in S, False otherwise. | | isdigit(...) | S.isdigit() -> bool | | Return True if all characters in S are digits | and there is at least one character in S, False otherwise. | | islower(...) | S.islower() -> bool | | Return True if all cased characters in S are lowercase and there is | at least one cased character in S, False otherwise. | | isspace(...) | S.isspace() -> bool | | Return True if all characters in S are whitespace | and there is at least one character in S, False otherwise. | | istitle(...) | S.istitle() -> bool | | Return True if S is a titlecased string and there is at least one | character in S, i.e. uppercase characters may only follow uncased | characters and lowercase characters only cased ones. Return False | otherwise. | | isupper(...) | S.isupper() -> bool | | Return True if all cased characters in S are uppercase and there is | at least one cased character in S, False otherwise. | | join(...) | S.join(iterable) -> string | | Return a string which is the concatenation of the strings in the | iterable. The separator between elements is S. | | ljust(...) | S.ljust(width[, fillchar]) -> string | | Return S left-justified in a string of length width. Padding is | done using the specified fill character (default is a space). | | lower(...) | S.lower() -> string | | Return a copy of the string S converted to lowercase. | | lstrip(...) | S.lstrip([chars]) -> string or unicode | | Return a copy of the string S with leading whitespace removed. | If chars is given and not None, remove characters in chars instead. | If chars is unicode, S will be converted to unicode before stripping | | partition(...) | S.partition(sep) -> (head, sep, tail) | | Search for the separator sep in S, and return the part before it, | the separator itself, and the part after it. If the separator is not | found, return S and two empty strings. | | replace(...) | S.replace(old, new[, count]) -> string | | Return a copy of string S with all occurrences of substring | old replaced by new. If the optional argument count is | given, only the first count occurrences are replaced. | | rfind(...) | S.rfind(sub [,start [,end]]) -> int | | Return the highest index in S where substring sub is found, | such that sub is contained within S[start:end]. Optional | arguments start and end are interpreted as in slice notation. | | Return -1 on failure. | | rindex(...) | S.rindex(sub [,start [,end]]) -> int | | Like S.rfind() but raise ValueError when the substring is not found. Continued in Part2
__doc__ - and - __name__ (String Objects Modules) - Part2
| rjust(...) | S.rjust(width[, fillchar]) -> string | Return S right-justified in a string of length width. Padding is | done using the specified fill character (default is a space) | | rpartition(...) | S.rpartition(sep) -> (head, sep, tail) | Search for the separator sep in S, starting at the end of S, and return | the part before it, the separator itself, and the part after it. If the | separator is not found, return two empty strings and S. | | rsplit(...) | S.rsplit([sep [,maxsplit]]) -> list of strings | Return a list of the words in the string S, using sep as the | delimiter string, starting at the end of the string and working | to the front. If maxsplit is given, at most maxsplit splits are | done. If sep is not specified or is None, any whitespace string | is a separator. | | rstrip(...) | S.rstrip([chars]) -> string or unicode | Return a copy of the string S with trailing whitespace removed. | If chars is given and not None, remove characters in chars instead. | If chars is unicode, S will be converted to unicode before stripping | | split(...) | S.split([sep [,maxsplit]]) -> list of strings | Return a list of the words in the string S, using sep as the | delimiter string. If maxsplit is given, at most maxsplit | splits are done. If sep is not specified or is None, any | whitespace string is a separator and empty strings are removed | from the result. | | splitlines(...) | S.splitlines(keepends=False) -> list of strings | Return a list of the lines in S, breaking at line boundaries. | Line breaks are not included in the resulting list unless keepends | is given and true. | | startswith(...) | S.startswith(prefix[, start[, end]]) -> bool | Return True if S starts with the specified prefix, False otherwise. | With optional start, test S beginning at that position. | With optional end, stop comparing S at that position. | prefix can also be a tuple of strings to try. | | strip(...) | S.strip([chars]) -> string or unicode | Return a copy of the string S with leading and trailing | whitespace removed. | If chars is given and not None, remove characters in chars instead. | If chars is unicode, S will be converted to unicode before stripping | | swapcase(...) | S.swapcase() -> string | Return a copy of the string S with uppercase characters | converted to lowercase and vice versa. | | title(...) | S.title() -> string | Return a titlecased version of S, i.e. words start with uppercase | characters, all remaining cased characters have lowercase. | | translate(...) | S.translate(table [,deletechars]) -> string | Return a copy of the string S, where all characters occurring | in the optional argument deletechars are removed, and the | remaining characters have been mapped through the given | translation table, which must be a string of length 256 or None. | If the table argument is None, no translation is applied and | the operation simply removes the characters in deletechars. | | upper(...) | S.upper() -> string | Return a copy of the string S converted to uppercase. | | zfill(...) | S.zfill(width) -> string | Pad a numeric string S with zeros on the left, to fill a field | of the specified width. The string S is never truncated. | | ---------------------------------------------------------------------- | Data and other attributes defined here: | | __new__ = <built-in method __new__ of type object> | T.__new__(S, ...) -> a new object with type S, a subtype of T
SYS Module (Built-In) - Part1
NAME sys FILE (built-in) MODULE DOCS http://docs.python.org/library/sys DESCRIPTION This module provides access to some objects used or maintained by the interpreter and to functions that interact strongly with the interpreter. Dynamic objects: argv -- command line arguments; argv[0] is the script pathname if known path -- module search path; path[0] is the script directory, else '' modules -- dictionary of loaded modules displayhook -- called to show results in an interactive session excepthook -- called to handle any uncaught exception other than SystemExit To customize printing in an interactive session or to install a custom top-level exception handler, assign other functions to replace these. exitfunc -- if sys.exitfunc exists, this routine is called when Python exits Assigning to sys.exitfunc is deprecated; use the atexit module instead. stdin -- standard input file object; used by raw_input() and input() stdout -- standard output file object; used by the print statement stderr -- standard error object; used for error messages By assigning other file objects (or objects that behave like files) to these, it is possible to redirect all of the interpreter's I/O. last_type -- type of last uncaught exception last_value -- value of last uncaught exception last_traceback -- traceback of last uncaught exception These three are only available in an interactive session after a traceback has been printed. exc_type -- type of exception currently being handled exc_value -- value of exception currently being handled exc_traceback -- traceback of exception currently being handled The function exc_info() should be used instead of these three, because it is thread-safe. Static objects: float_info -- a dict with information about the float inplementation. long_info -- a struct sequence with information about the long implementation. maxint -- the largest supported integer (the smallest is -maxint-1) maxsize -- the largest supported length of containers. maxunicode -- the largest supported character builtin_module_names -- tuple of module names built into this interpreter version -- the version of this interpreter as a string version_info -- version information as a named tuple hexversion -- version information encoded as a single integer copyright -- copyright notice pertaining to this interpreter platform -- platform identifier executable -- absolute path of the executable binary of the Python interpreter prefix -- prefix used to find the Python library exec_prefix -- prefix used to find the machine-specific Python library float_repr_style -- string indicating the style of repr() output for floats dllhandle -- [Windows only] integer handle of the Python DLL winver -- [Windows only] version number of the Python DLL __stdin__ -- the original stdin; don't touch! __stdout__ -- the original stdout; don't touch! __stderr__ -- the original stderr; don't touch! __displayhook__ -- the original displayhook; don't touch! __excepthook__ -- the original excepthook; don't touch! Functions: displayhook() -- print an object to the screen, and save it in __builtin__._ excepthook() -- print an exception and its traceback to sys.stderr exc_info() -- return thread-safe information about the current exception exc_clear() -- clear the exception state for the current thread exit() -- exit the interpreter by raising SystemExit getdlopenflags() -- returns flags to be used for dlopen() calls getprofile() -- get the global profiling function getrefcount() -- return the reference count for an object (plus one :-) getrecursionlimit() -- return the max recursion depth for the interpreter getsizeof() -- return the size of an object in bytes gettrace() -- get the global debug tracing function setcheckinterval() -- control how often the interpreter checks for events setdlopenflags() -- set the flags to be used for dlopen() calls setprofile() -- set the global profiling function setrecursionlimit() -- set the max recursion depth for the interpreter settrace() -- set the global debug tracing function FUNCTIONS __displayhook__ = displayhook(...) displayhook(object) -> None Print an object to sys.stdout and also save it in __builtin__._ __excepthook__ = excepthook(...) excepthook(exctype, value, traceback) -> None Handle an exception by displaying it with a traceback on sys.stderr. call_tracing(...) call_tracing(func, args) -> object Call func(*args), while tracing is enabled. The tracing state is saved, and restored afterwards. This is intended to be called from a debugger from a checkpoint, to recursively debug some other code. callstats(...) callstats() -> tuple of integers Return a tuple of function call statistics, if CALL_PROFILE was defined when Python was built. Otherwise, return None. When enabled, this function returns detailed, implementation-specific details about the number of function calls executed. The return value is a 11-tuple where the entries in the tuple are counts of: 0. all function calls 1. calls to PyFunction_Type objects 2. PyFunction calls that do not create an argument tuple 3. PyFunction calls that do not create an argument tuple and bypass PyEval_EvalCodeEx() 4. PyMethod calls 5. PyMethod calls on bound methods 6. PyType calls 7. PyCFunction calls 8. generator calls 9. All other calls 10. Number of stack pops performed by call_function() displayhook(...) displayhook(object) -> None Print an object to sys.stdout and also save it in __builtin__._ exc_clear(...) exc_clear() -> None Clear global information on the current exception. Subsequent calls to exc_info() will return (None,None,None) until another exception is raised in the current thread or the execution stack returns to a frame where another exception is being handled. exc_info(...) exc_info() -> (type, value, traceback) Return information about the most recent exception caught by an except clause in the current stack frame or in an older stack frame. excepthook(...) excepthook(exctype, value, traceback) -> None Handle an exception by displaying it with a traceback on sys.stderr. exit(...) exit([status]) Exit the interpreter by raising SystemExit(status). If the status is omitted or None, it defaults to zero (i.e., success). If the status is numeric, it will be used as the system exit status. If it is another kind of object, it will be printed and the system exit status will be one (i.e., failure). getcheckinterval(...) getcheckinterval() -> current check interval; see setcheckinterval(). getdefaultencoding(...) getdefaultencoding() -> string Return the current default string encoding used by the Unicode implementation. getfilesystemencoding(...) getfilesystemencoding() -> string Return the encoding used to convert Unicode filenames in operating system filenames. getprofile(...) getprofile() Return the profiling function set with sys.setprofile. See the profiler chapter in the library manual. Continued in Part2
SYS Module (Built-In) - Part2
getrecursionlimit(...) getrecursionlimit() Return the current value of the recursion limit, the maximum depth of the Python interpreter stack. This limit prevents infinite recursion from causing an overflow of the C stack and crashing Python. getrefcount(...) getrefcount(object) -> integer Return the reference count of object. The count returned is generally one higher than you might expect, because it includes the (temporary) reference as an argument to getrefcount(). getsizeof(...) getsizeof(object, default) -> int Return the size of object in bytes. gettrace(...) gettrace() Return the global debug tracing function set with sys.settrace. See the debugger chapter in the library manual. getwindowsversion(...) getwindowsversion() Return information about the running version of Windows as a named tuple. The members are named: major, minor, build, platform, service_pack, service_pack_major, service_pack_minor, suite_mask, and product_type. For backward compatibility, only the first 5 items are available by indexing. All elements are numbers, except service_pack which is a string. Platform may be 0 for win32s, 1 for Windows 9x/ME, 2 for Windows NT/2000/XP/Vista/7, 3 for Windows CE. Product_type may be 1 for a workstation, 2 for a domain controller, 3 for a server. setcheckinterval(...) setcheckinterval(n) Tell the Python interpreter to check for asynchronous events every n instructions. This also affects how often thread switches occur. setprofile(...) setprofile(function) Set the profiling function. It will be called on each function call and return. See the profiler chapter in the library manual. setrecursionlimit(...) setrecursionlimit(n) Set the maximum depth of the Python interpreter stack to n. This limit prevents infinite recursion from causing an overflow of the C stack and crashing Python. The highest possible limit is platform- dependent. settrace(...) settrace(function) Set the global debug tracing function. It will be called on each function call. See the debugger chapter in the library manual. DATA __stderr__ = <open file '<stderr>', mode 'w'> __stdin__ = <open file '<stdin>', mode 'r'> __stdout__ = <open file '<stdout>', mode 'w'> api_version = 1013 builtin_module_names = ('__builtin__', '__main__', '_ast', '_bisect', ... byteorder = 'little' copyright = 'Copyright (c) 2001-2013 Python Software Foundati...ematis... dllhandle = 539754496 dont_write_bytecode = False exc_value = TypeError("<module 'sys' (built-in)> is a built-in module"... exec_prefix = r'd:\program files (x86)\steam\steamapps\common\sourcefi... executable = r'D:\Program Files (x86)\Steam\steamapps\common\SourceFil... flags = sys.flags(debug=0, py3k_warning=0, division_warn...unicode=0, ... float_info = sys.float_info(max=1.7976931348623157e+308, max_...epsilo... float_repr_style = 'short' hexversion = 34014704 long_info = sys.long_info(bits_per_digit=15, sizeof_digit=2) maxint = 2147483647 maxsize = 2147483647 maxunicode = 65535 meta_path = [] modules = {'AppFactory': <module 'AppFactory' from 'd:\program files (... path = [r'd:\program files (x86)\steam\steamapps\common\so...n32\lib\s... path_hooks = [<type 'zipimport.zipimporter'>] path_importer_cache = {r'D:\Program Files (x86)\Steam\steamapps\common... platform = 'win32' prefix = r'd:\program files (x86)\steam\steamapps\common\sourcefilmmak... py3kwarning = False stderr = <__main__.SFMStderrCatcher instance> stdin = <open file '<stdin>', mode 'r'> stdout = <open file 'c:\\users\\brad\\desktop\\help_sys.txt', mode 'w'... subversion = ('CPython', '', '') version = '2.7.5 (default, Jul 3 2013, 16:44:46) [MSC v.1600 32 bit (... version_info = sys.version_info(major=2, minor=7, micro=5, releaseleve... warnoptions = [] winver = '2.7'
Warnings Module - (pyFile)
NAME warnings - Python part of the warnings subsystem. FILE d:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\sdktools\python\2.7\win32\lib\warnings.py CLASSES __builtin__.object catch_warnings class catch_warnings(__builtin__.object) | A context manager that copies and restores the warnings filter upon | exiting the context. | | The 'record' argument specifies whether warnings should be captured by a | custom implementation of warnings.showwarning() and be appended to a list | returned by the context manager. Otherwise None is returned by the context | manager. The objects appended to the list are arguments whose attributes | mirror the arguments to showwarning(). | | The 'module' argument is to specify an alternative module to the module | named 'warnings' and imported under that name. This argument is only useful | when testing the warnings module itself. | | Methods defined here: | | __enter__(self) | | __exit__(self, *exc_info) | | __init__(self, record=False, module=None) | Specify whether to record warnings and if an alternative module | should be used other than sys.modules['warnings']. | | For compatibility with Python 3.0, please consider all arguments to be | keyword-only. | | __repr__(self) | | ---------------------------------------------------------------------- | Data descriptors defined here: | | __dict__ | dictionary for instance variables (if defined) | | __weakref__ | list of weak references to the object (if defined) FUNCTIONS filterwarnings(action, message='', category=<type 'exceptions.Warning'>, module='', lineno=0, append=0) Insert an entry into the list of warnings filters (at the front). 'action' -- one of "error", "ignore", "always", "default", "module", or "once" 'message' -- a regex that the warning message must match 'category' -- a class that the warning must be a subclass of 'module' -- a regex that the module name must match 'lineno' -- an integer line number, 0 matches all warnings 'append' -- if true, append to the list of filters formatwarning(message, category, filename, lineno, line=None) Function to format a warning the standard way. resetwarnings() Clear the list of warning filters, so that no filters are active. showwarning = _show_warning(message, category, filename, lineno, file=None, line=None) Hook to write a warning to a file; replace if you like. warn(...) Issue a warning, or maybe ignore it or raise an exception. DATA __all__ = ['warn', 'showwarning', 'formatwarning', 'filterwarnings', '...
Coding Examples - Nothing Yet (I'm just learning - WIP)
As I said, this is a reference document and I am not a programmer. I'm in the learning stage.
6 Comments
Illousion21 14 May, 2023 @ 12:13am 
anyone know how to fully get the Directional Scale Controls addon working via Valve Python Module? im new to this so the help will be genuinely appreciated!
Anyar 8 Jun, 2022 @ 4:46pm 
the best part about SFM is the community :demoticon: thanks for this!
ghost of delete key 1 Jan, 2021 @ 12:30am 
Thanks for dumping this! The past few days I've been bitten by the bug to dig deeper into SFM under the hood, this finally showed me where all the good stuff lies.
...\SourceFilmmaker\game\sdktools\python\ contains basically ALL the useable guts of SFM, and Valve has graciously left everything with uncompiled versions for study and modification. :Pizza: :balloon:
noö 14 Jan, 2018 @ 2:45pm 
Heh, good luck with that
Pte Jack  [author] 14 Jan, 2018 @ 9:53am 
Well, I couldn't find anything on the net that had this kind of information, so I thought I'd fire it out there for those budding programmers. Now all I have to do is learn Python then attempt to use it myself! LOL
noö 14 Jan, 2018 @ 8:58am 
ay this is great