List of all methods
Last updated
Last updated
neverlose.cc uses (Version 2.0.5) engine with and libraries included.
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Color()
Color(float, float, float)
Color(float, float, float, float)
float r()
float g()
float b()
float a()
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Vector2(float, float)
operator+
operator-
float x
float y
float Length()
Vector(), Vector(float, float, float)
float x
float y
float z
float Length()
float pitch;
float yaw;
float roll;
int/float/Vector/string GetProp(string table, string name)
void SetProp(string table, string name, int/float/Vector/string value)
bool IsPlayer()
bool GetPlayer()
bool IsWeapon()
void GetRenderBounds(Vector& mins, Vector& maxs)
int EntIndex()
Vector m_vecOrigin()
bool m_nModelIndex()
bool m_iTeamNum()
bool m_nRenderMode()
Vector m_vecOrigin()
Vector m_vecAngles
bool m_bShouldGlow()
bool m_bSpotted()
float m_flC4Blow()
int m_nAnimationSequence()
int m_nSkin()
int m_nBody()
float m_flCycle()
float m_flAnimTime()
float m_flOldAnimTime()
int m_fEffects()
int m_nAnimationParity()
void SetModelIndex(int index)
bool m_bStrafing();
bool m_bHasDefuser();
bool m_bClientSideAnimation();
Vector m_ragPos();
bool m_bGunGameImmunity();
int m_iShotsFired();
QAngle m_angEyeAngles();
int m_ArmorValue();
int m_iPlayerState();
bool m_bHasHeavyArmor();
bool m_bHasHelmet();
bool m_bIsScoped();
bool m_bWaitForNoAttack();
bool m_bIsWalking();
bool m_bResumeZoom();
bool m_bIsLookingAtWeapon();
bool m_bDucked();
bool m_bDucking();
int m_flLowerBodyYawTarget();
int m_iHealth();
int m_nWaterLevel();
int m_lifeState();
int m_fFlags();
int m_nTickBase();
int m_iMoveState();
Vector m_vecViewOffset();
Vector m_viewPunchAngle();
Vector m_aimPunchAngle();
Vector m_aimPunchAngleVel();
Vector m_vecVelocity();
int m_flGroundAccelLinearFracLastTime();
int m_flNextAttack();
int m_flFlashMaxAlpha();
int m_fMolotovDamageTime();
int m_flThirdpersonRecoil();
int m_nHitboxSet();
int m_iAccount();
int m_flFlashDuration();
int m_flSimulationTime();
int m_nSequence();
int m_iObserverMode();
string m_szLastPlaceName();
int m_flLowerBodyYawTarget();
Vector m_angRotation();
int m_flDuckSpeed();
int m_flDuckAmount();
int m_vphysicsCollisionState();
int m_nSurvivalTeam();
int m_flVelocityModifier();
int m_flFallVelocity();
int m_iFOV();
int m_iFOVStart();
int m_flFOVTime();
int m_iDefaultFOV();
Vector m_vecPlayerPatchEconIndices();
bool IsTeamMate();
bool IsDormant();
int command_number;
int tick_count;
Vector viewangles;
Vector aimdirection;
float forwardmove;
float sidemove;
float upmove;
int buttons;
char impulse;
int weaponselect;
int weaponsubtype;
int random_seed;
short mousedx;
short mousedy;
bool hasbeenpredicted;
float realtime;
int framecount;
float absoluteframetime;
float absoluteframestarttimestddev;
float curtime;
float frametime;
int maxClients;
int tickcount;
float interval_per_tick;
float interpolation_amount;
int simTicksThisFrame;
int network_protocol;
void* pSaveData;
bool m_bClient;
bool m_bRemoteClient;
bool mapname;
bool mapversion;
bool startspot;
bool eLoadType;
bool bMapLoadFailed;
bool deathmatch;
bool coop;
bool teamplay;
bool serverCount;
bool pEdicts;
string GetString();
int GetInt();
float GetFloat();
void SetInt(int nValue);
void SetString(string value);
void SetFloat(float fNewValue);
ConVar* FindVar(string var_name);
bool GetBool(string keyName = nullptr, bool defaultValue = false);
float GetFloat(string keyName = nullptr, float defaultValue = 0.0f)
int GetInt(string keyName = nullptr, int defaultValue = 0)
void SetBool(string keyName, bool value) = 0;
void SetInt(string keyName, int value) = 0;
void SetFloat(string keyName, float value);
string GetName();
string GetAddress();
bool IsPlayback();
float GetLatency(int flow);
float GetAvgLatency(int flow);
float GetAvgLoss(int flow);
float GetAvgChoke(int flow);
float GetAvgData(int flow);
float GetAvgPackets(int flow);
int GetTotalData(int flow);
string GetName();
bool GetBool(string name);
int GetInt(string name);
float GetFloat(string name);
string GetString(string name);
void ColorModulate(float r, float g, float b);
void AlphaModulate(float alpha);
string GetName();
bool IsErrorMaterial();
IMaterial* FindMaterial(string name);
unsigned short FirstMaterial();
unsigned short NextMaterial(unsigned short);
C_BaseEntity* GetClientEntity(int);
C_BaseEntity* GetClientEntityFromHandle(HANDLE);
int GetHighestEntityIndex();
int NumberOfEntities(bool bIncludeNonNetworkable);
trace_t TraceRay(Vector start, Vector end, C_BaseEntity* skip, int mask);
Vector2 GetScreenSize();
void ClientCmd(string);
player_info_t GetPlayerInfo();
int GetLocalPlayer();
QAngle GetViewAngles();
string GetMaxClients();
void ClientCmdUnrestricted(string);
bool IsConnected();
string GetLevelName();
string GetLevelNameShort();
string GetMapGroupName();
void ExecuteClientCmd(string);
int GetAppId();
int GetEngineBuildNumber();
string GetGameDirectory();
float GetLastTimestamp();
Vector2 GetMouseDelta(bool bIgnoreNextMouseDelta);
INetChannelInfo* GetNetChannelInfo();
int GetPlayerForUserId(int userid);
string GetProductVersionString();
void Line(Vector2 start, Vector2 end, Color clr);
void Box(Vector2 start, Vector2 end, Color clr);
void BoxFilled(Vector2 start, Vector2 end, Color clr);
void Circle(Vector2 pos, float rad, int points, Color clr);
void CircleFilled(Vector2 pos, float rad, int points, Color clr);
void Text(string text, Vector2 pos, Color clr, int size);
Vector2 ScreenPosition(Vector pos);
void Circle3D(Vector pos, int points, float rad, Color clr);
void CircleFilled3D(Vector pos, int points, float rad, Color clr);
void CylinderFilled3D(Vector pos, int points, float rad, float height, Color clr)
void* CreateInterface(string module_name, string interface_name);
void* PatternScan(string module_name, string pattern);
float RandomFloat(float min, float max);
CheatVar FindGlobalVar(string group_name, string name);
CheatVar FindTeamVar(string group_name, string name, int team);
CheatVar FindWeaponVar(string group_name, string name);
void Exec(string code);
void RegisterCallback(string event_name, function callback);
void EspText(string classname, function callback);
CheatVar Checkbox(string name);
CheatVar SliderFloat(string name, float min, float max);
g_Panorama - Panorama
g_Config - Config
Utils - Utils
g_Render - IRender instance
g_EngineTrace - IEngineTrace
g_EngineClient - IEngineClient
g_EntityList - IEntityList
g_CVar - ICvar
g_GlobalVars - CGlobalVarsBase
g_MatSystem - IMaterialSystem
cheat - Cheat
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