List of all methods

Intro

neverlose.cc uses LuaJIT (Version 2.0.5) engine with FFI and bit libraries included.

List of all methods

Color:

    Color()
    Color(float, float, float)
    Color(float, float, float, float)
    float r()
    float g()
    float b()
    float a()

Vector2:

    Vector2(float, float)
    operator+
    operator-
    float x
    float y
    float Length()

Vector:

    Vector(), Vector(float, float, float)
    float x
    float y
    float z
    float Length()

QAngle:

    float pitch;
    float yaw;
    float roll;

C_BaseEntity:

    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)

C_BasePlayer : C_BaseEntity:

    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();

CUserCmd:

    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;

CGlobalVarsBase:

    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;

ConVar:

    string GetString();
    int GetInt();
    float GetFloat();
    void  SetInt(int nValue);
    void  SetString(string value);
    void  SetFloat(float fNewValue);

ICvar:

    ConVar*  FindVar(string var_name);

CheatVar:

    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);

INetChannelInfo:

    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);

IGameEvent:

    string GetName();
    bool GetBool(string name);
    int GetInt(string name);
    float GetFloat(string name);
    string GetString(string name);

IMaterial:

    void ColorModulate(float r, float g, float b);
    void AlphaModulate(float alpha);
    string GetName();
    bool IsErrorMaterial();

IMaterialSystem:

    IMaterial* FindMaterial(string name);
    unsigned short FirstMaterial();
    unsigned short NextMaterial(unsigned short);

IEntityList:

    C_BaseEntity* GetClientEntity(int);
    C_BaseEntity* GetClientEntityFromHandle(HANDLE);
    int GetHighestEntityIndex();
    int NumberOfEntities(bool bIncludeNonNetworkable);

IEngineTrace:

    trace_t TraceRay(Vector start, Vector end, C_BaseEntity* skip, int mask);

IEngineClient:

    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();

IRender:

    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)

Utils:

    void* CreateInterface(string module_name, string interface_name);
    void* PatternScan(string module_name, string pattern);
    float RandomFloat(float min, float max);

Config:

    CheatVar FindGlobalVar(string group_name, string name);
    CheatVar FindTeamVar(string group_name, string name, int team);
    CheatVar FindWeaponVar(string group_name, string name);

Panorama:

    void Exec(string code);

Cheat:

    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);

Global variables available:

    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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