CBaseAnimGraph

extends CBaseModelEntity

  • GetGraphParameter( cstring pszParam ) : table
    • Get the value of the given animGraph parameter
  • SetGraphLookTarget( vector vValue ) : void
    • Pass the desired look target in world space to the graph
  • SetGraphParameter( cstring pszParam, table svArg ) : void
    • Set the specific param value, type is inferred from the type in script
  • SetGraphParameterBool( cstring szName, bool bValue ) : void
    • Set the specific param on or off
  • SetGraphParameterEnum( cstring szName, int nValue ) : void
    • Pass the enum (int) value to the specified param
  • SetGraphParameterFloat( cstring szName, float flValue ) : void
    • Pass the float value to the specified param
  • SetGraphParameterInt( cstring szName, int nValue ) : void
    • Pass the int value to the specified param
  • SetGraphParameterVector( cstring szName, vector vValue ) : void
    • Pass the vector value to the specified param in the graph

CBaseAnimatingActivity

extends CBaseModelEntity

  • ActiveSequenceDuration( ) : float
    • Returns the duration in seconds of the active sequence.
  • GetCycle( ) : float
    • Get the cycle of the animation.
  • GetSequence( ) : cstring
    • Returns the name of the active sequence.
  • IsSequenceFinished( ) : bool
    • Ask whether the main sequence is done playing.
  • ResetSequence( cstring pSequenceName ) : void
    • Sets the active sequence by name, resetting the current cycle.
  • SequenceDuration( cstring pSequenceName ) : float
    • Returns the duration in seconds of the given sequence name.
  • SetCycle( float flCycle ) : void
    • Set the cycle of the animation.
  • SetPoseParameter( cstring szName, float fValue ) : float
    • Set the specified pose parameter to the specified value.
  • SetSequence( cstring pSequenceName ) : void
    • Sets the active sequence by name, keeping the current cycle.
  • StopAnimation( ) : void
    • Stop the current animation by setting playback rate to 0.0.

CBaseCombatCharacter

extends CBaseFlex

CBaseEntity

extends CEntityInstance

  • AddEffects( int nFlags ) : void
    • AddEffects( int ): Adds the render effect flag.
  • ApplyAbsVelocityImpulse( vector vecImpulse ) : void
    • Apply a Velocity Impulse
  • ApplyLocalAngularVelocityImpulse( vector angImpulse ) : void
    • Apply an Ang Velocity Impulse
  • Attribute_GetFloatValue( cstring pName, float flDefault ) : float
    • Get float value for an entity attribute.
  • Attribute_GetIntValue( cstring pName, int nDefault ) : int
    • Get int value for an entity attribute.
  • Attribute_SetFloatValue( cstring pName, float flValue ) : void
    • Set float value for an entity attribute.
  • Attribute_SetIntValue( cstring pName, int nValue ) : void
    • Set int value for an entity attribute.
  • DeleteAttribute( cstring pName ) : void
    • Delete an entity attribute.
  • EmitSound( cstring soundname ) : void
    • Plays a sound from this entity.
  • EmitSoundParams( cstring soundname, int nPitch, float flVolume, float flDelay ) : void
    • Plays/modifies a sound from this entity. changes sound if nPitch and/or flVol or flSoundTime is > 0.
  • EyeAngles( ) : qangle
    • Get the qangles that this entity is looking at.
  • EyePosition( ) : vector
    • Get vector to eye position - absolute coords.
  • FirstMoveChild( ) : handle

  • FollowEntity( handle hEnt, bool bBoneMerge ) : void
    • hEntity to follow, bool bBoneMerge
  • FollowEntityMerge( handle hEnt, cstring pszBoneOrAttachName ) : void
    • hEntity to follow, string BoneOrAttachName
  • GatherCriteria( handle hResult ) : void
    • Returns a table containing the criteria that would be used for response queries on this entity. This is the same as the table that is passed to response rule script function callbacks.
  • GetAbsOrigin( ) : vector

  • GetAbsScale( ) : float

  • GetAngles( ) : qangle

  • GetAnglesAsVector( ) : vector
    • Get entity pitch, yaw, roll as a vector.
  • GetAngularVelocity( ) : vector
    • Get the local angular velocity - returns a vector of pitch,yaw,roll
  • GetBaseVelocity( ) : vector
    • Get Base? velocity.
  • GetBoundingMaxs( ) : vector
    • Get a vector containing max bounds, centered on object.
  • GetBoundingMins( ) : vector
    • Get a vector containing min bounds, centered on object.
  • GetBounds( ) : table
    • Get a table containing the ‘Mins’ & ‘Maxs’ vector bounds, centered on object.
  • GetCenter( ) : vector
    • Get vector to center of object - absolute coords
  • GetChildren( ) : handle
    • Get the entities parented to this entity.
  • GetContext( cstring name ) : table
    • GetContext( name ): looks up a context and returns it if available. May return string, float, or null (if the context isn’t found).
  • GetForwardVector( ) : vector
    • Get the forward vector of the entity.
  • GetHealth( ) : int
    • Get the health of this entity.
  • GetLeftVector( ) : vector
    • Get the left vector of the entity.
  • GetLocalAngles( ) : qangle
    • Get entity local pitch, yaw, roll as a QAngle
  • GetLocalAngularVelocity( ) : qangle
    • Maybe local angvel
  • GetLocalOrigin( ) : vector
    • Get entity local origin as a Vector
  • GetLocalScale( ) : float

  • GetLocalVelocity( ) : vector
    • Get Entity relative velocity.
  • GetMass( ) : float
    • Get the mass of an entity. (returns 0 if it doesn’t have a physics object)
  • GetMaxHealth( ) : int
    • Get the maximum health of this entity.
  • GetModelName( ) : cstring
    • Returns the name of the model.
  • GetMoveParent( ) : handle
    • If in hierarchy, retrieves the entity’s parent.
  • GetOrigin( ) : vector

  • GetOwner( ) : handle
    • Gets this entity’s owner
  • GetOwnerEntity( ) : handle
    • Get the owner entity, if there is one
  • GetRightVector( ) : vector
    • Get the right vector of the entity. WARNING: This produces a left-handed coordinate system. Use GetLeftVector instead (which is aligned with the y axis of the entity).
  • GetRootMoveParent( ) : handle
    • If in hierarchy, walks up the hierarchy to find the root parent.
  • GetSoundDuration( cstring soundname, cstring actormodel ) : float
    • Returns float duration of the sound. Takes soundname and optional actormodelname.
  • GetSpawnGroupHandle( ) : int
    • Returns the spawn group handle of this entity
  • GetTeam( ) : int
    • Get the team number of this entity.
  • GetTeamNumber( ) : int
    • Get the team number of this entity.
  • GetUpVector( ) : vector
    • Get the up vector of the entity.
  • GetVelocity( ) : vector

  • HasAttribute( cstring pName ) : bool
    • See if an entity has a particular attribute.
  • IsAlive( ) : bool
    • Is this entity alive?
  • IsDOTANPC( ) : bool
    • Is this entity a Dota NPC?
  • IsNPC( ) : bool
    • Is this entity an CAI_BaseNPC?
  • IsPlayer( ) : bool
    • Back compat: Is this entity a player pawn or controller?
  • IsPlayerController( ) : bool
    • Is this entity a player controller?
  • IsPlayerPawn( ) : bool
    • Is this entity a player pawn?
  • Kill( ) : void

  • NextMovePeer( ) : handle

  • OverrideFriction( float duration, float friction ) : void
    • Takes duration, value for a temporary override.
  • PrecacheScriptSound( cstring soundname ) : void
    • Precache a sound for later playing.
  • RemoveEffects( int nFlags ) : void
    • RemoveEffects( int ): Removes the render effect flag.
  • SetAbsAngles( float fPitch, float fYaw, float fRoll ) : void
    • Set entity pitch, yaw, roll by component.
  • SetAbsOrigin( vector origin ) : void

  • SetAbsScale( float flScale ) : void

  • SetAngles( float fPitch, float fYaw, float fRoll ) : void
    • Set entity pitch, yaw, roll by component.
  • SetAngularVelocity( float pitchVel, float yawVel, float rollVel ) : void
    • Set the local angular velocity - takes float pitch,yaw,roll velocities
  • SetConstraint( vector vPos ) : void
    • Set the position of the constraint.
  • SetContext( cstring pName, cstring pValue, float duration ) : void
    • SetContext( name , value, duration ): store any key/value pair in this entity’s dialog contexts. Value must be a string. Will last for duration (set 0 to mean ‘forever’).
  • SetContextNum( cstring pName, float fValue, float duration ) : void
    • SetContextNum( name , value, duration ): store any key/value pair in this entity’s dialog contexts. Value must be a number (int or float). Will last for duration (set 0 to mean ‘forever’).
  • SetContextThink( cstring pszContextName, handle hThinkFunc, float flInterval ) : void
    • Set a think function on this entity.
  • SetEntityName( cstring pName ) : void
    • Set the name of an entity.
  • SetForwardVector( vector v ) : void
    • Set the orientation of the entity to have this forward vector.
  • SetFriction( float flFriction ) : void
    • Set PLAYER friction, ignored for objects.
  • SetGravity( float flGravity ) : void
    • Set PLAYER gravity, ignored for objects.
  • SetHealth( int nHealth ) : void
    • Set the health of this entity.
  • SetLocalAngles( float fPitch, float fYaw, float fRoll ) : void
    • Set entity local pitch, yaw, roll by component
  • SetLocalOrigin( vector origin ) : void
    • Set entity local origin from a Vector
  • SetLocalScale( float flScale ) : void

  • SetMass( float flMass ) : void
    • Set the mass of an entity. (does nothing if it doesn’t have a physics object)
  • SetMaxHealth( int amt ) : void
    • Set the maximum health of this entity.
  • SetOrigin( vector v ) : void

  • SetOwner( handle pOwner ) : void
    • Sets this entity’s owner
  • SetParent( handle hParent, cstring pAttachmentname ) : void
    • Set the parent for this entity.
  • SetTeam( int iTeamNum ) : void

  • SetVelocity( vector vecVelocity ) : void

  • StopSound( cstring soundname ) : void
    • Stops a named sound playing from this entity.
  • TakeDamage( handle hInfo ) : int
    • Apply damage to this entity. Use CreateDamageInfo() to create a damageinfo object.
  • TransformPointEntityToWorld( vector vPoint ) : vector
    • Returns the input Vector transformed from entity to world space
  • TransformPointWorldToEntity( vector vPoint ) : vector
    • Returns the input Vector transformed from world to entity space
  • Trigger( ) : void
    • Fires off this entity’s OnTrigger responses.
  • ValidatePrivateScriptScope( ) : void
    • Validates the private script scope and creates it if one doesn’t exist.

CBaseFlex

extends CBaseAnimatingActivity

  • GetCurrentScene( ) : handle
    • Returns the instance of the oldest active scene entity (if any).
  • GetSceneByIndex( int index ) : handle
    • Returns the instance of the scene entity at the specified index.
  • ScriptPlayScene( cstring pszScene, float flDelay ) : float
    • ( vcd file, delay ) - play specified vcd file

CBaseModelEntity

extends CBaseEntity

  • GetAttachmentAngles( int iAttachment ) : vector
    • Get the attachment id’s angles as a p,y,r vector.
  • GetAttachmentForward( int iAttachment ) : vector
    • Get the attachment id’s forward vector.
  • GetAttachmentOrigin( int iAttachment ) : vector
    • Get the attachment id’s origin vector.
  • GetMaterialGroupHash( ) : uint
    • GetMaterialGroupHash(): Get the material group hash of this entity.
  • GetMaterialGroupMask( ) : uint64
    • GetMaterialGroupMask(): Get the mesh group mask of this entity.
  • GetModelScale( ) : float
    • Get scale of entity’s model.
  • GetRenderAlpha( ) : int
    • GetRenderAlpha(): Get the alpha modulation of this entity.
  • GetRenderColor( ) : vector
    • GetRenderColor(): Get the render color of the entity.
  • ScriptLookupAttachment( cstring pAttachmentName ) : int
    • Get the named attachment id.
  • SetBodygroup( int iGroup, int iValue ) : void
    • Sets a bodygroup.
  • SetBodygroupByName( cstring pName, int iValue ) : void
    • Sets a bodygroup by name.
  • SetLightGroup( cstring pLightGroup ) : void
    • SetLightGroup( string ): Sets the light group of the entity.
  • SetMaterialGroup( cstring pMaterialGroup ) : void
    • SetMaterialGroup( string ): Set the material group of this entity.
  • SetMaterialGroupHash( uint nHash ) : void
    • SetMaterialGroupHash( uint32 ): Set the material group hash of this entity.
  • SetMaterialGroupMask( uint64 nMeshGroupMask ) : void
    • SetMaterialGroupMask( uint64 ): Set the mesh group mask of this entity.
  • SetModel( cstring pModelName ) : void

  • SetModelScale( float flScale ) : void
    • Set scale of entity’s model.
  • SetRenderAlpha( int nAlpha ) : void
    • SetRenderAlpha( int ): Set the alpha modulation of this entity.
  • SetRenderColor( int r, int g, int b ) : void
    • SetRenderColor( r, g, b ): Sets the render color of the entity.
  • SetRenderMode( int nMode ) : void
    • SetRenderMode( int ): Sets the render mode of the entity.
  • SetSingleMeshGroup( cstring pMeshGroupName ) : void
    • SetSingleMeshGroup( string ): Set a single mesh group for this entity.
  • SetSize( vector mins, vector maxs ) : void

  • SetSkin( int iSkin ) : void
    • Set skin (int).

CBasePlayerController

extends CBaseEntity

  • GetPawn( ) : handle
    • GetPawn() : Returns the pawn for this controller

CBasePlayerPawn

extends CBaseCombatCharacter

  • GetController( ) : handle
    • GetController() : Returns the controller for this pawn
  • GetEquippedWeapons( ) : table
    • GetEquippedWeapons() : Returns an array of all the equipped weapons
  • GetWeaponCount( ) : int
    • GetWeaponCount() : Gets the number of weapons currently equipped
  • IsNoclipping( ) : bool
    • Returns true if the player is in noclip mode.

CBaseTrigger

extends CBaseEntity

  • Disable( ) : void
    • Disable’s the trigger
  • Enable( ) : void
    • Enable the trigger
  • IsTouching( handle hEnt ) : bool
    • Checks whether the passed entity is touching the trigger.

CBodyComponent

  • AddImpulseAtPosition( vector, vector ) : void
    • Apply an impulse at a worldspace position to the physics
  • AddVelocity( vector, vector ) : void
    • Add linear and angular velocity to the physics object
  • DetachFromParent( ) : void
    • Detach from its parent
  • IsAttachedToParent( ) : bool
    • Is attached to parent
  • SetAngularVelocity( vector ) : void

  • SetMaterialGroup( utlstringtoken ) : void

  • SetVelocity( vector ) : void

CCustomGameEventManager

  • RegisterListener( cstring, handle ) : int
    • ( string EventName, func CallbackFunction ) - Register a callback to be called when a particular custom event arrives. Returns a listener ID that can be used to unregister later.
  • Send_ServerToAllClients( cstring, handle ) : void
    • ( string EventName, table EventData )
  • Send_ServerToPlayer( handle, cstring, handle ) : void
    • ( Entity Player, string EventName, table EventData )
  • Send_ServerToTeam( int, cstring, handle ) : void
    • ( int TeamNumber, string EventName, table EventData )
  • UnregisterListener( int ) : void
    • ( int ListnerID ) - Unregister a specific listener

CCustomNetTableManager

  • GetTableValue( cstring, cstring ) : table
    • ( string TableName, string KeyName )
  • SetTableValue( cstring, cstring, handle ) : bool
    • ( string TableName, string KeyName, script_table Value )

CDOTABaseAbility

extends CBaseEntity

  • CanAbilityBeUpgraded( ) :

  • CastAbility( ) : bool

  • ContinueCasting( ) : bool

  • CreateVisibilityNode( vector vLocation, float fRadius, float fDuration ) : void

  • DecrementModifierRefCount( ) : void

  • EnableAbilityChargesOnTalentUpgrade( handle hAbility, cstring pszTalentName ) : void

  • EndChannel( bool bInterrupted ) : void

  • EndCooldown( ) : void
    • Clear the cooldown remaining on this ability.
  • GetAOERadius( ) : int

  • GetAbilityChargeRestoreTime( int iLevel ) : float

  • GetAbilityDamage( ) : int

  • GetAbilityDamageType( ) : int

  • GetAbilityIndex( ) : int

  • GetAbilityKeyValues( ) : table
    • Gets the key values definition for this ability.
  • GetAbilityName( ) : cstring
    • Returns the name of this ability.
  • GetAbilityTargetFlags( ) : int

  • GetAbilityTargetTeam( ) : int

  • GetAbilityTargetType( ) : int

  • GetAbilityType( ) : int

  • GetAnimationIgnoresModelScale( ) : bool

  • GetAssociatedPrimaryAbilities( ) : cstring

  • GetAssociatedSecondaryAbilities( ) : cstring

  • GetAutoCastState( ) : bool

  • GetBackswingTime( ) : float

  • GetBehavior( ) : double

  • GetBehaviorInt( ) : int
    • Get ability behavior flags as an int for compatability.
  • GetCastPoint( ) : float

  • GetCastPointModifier( ) : float

  • GetCastRange( vector vLocation, handle hTarget ) : int
    • Gets the cast range of the ability.
  • GetCaster( ) : handle

  • GetChannelStartTime( ) : float

  • GetChannelTime( ) : float

  • GetChannelledHealthCostPerSecond( int iLevel ) : int

  • GetChannelledManaCostPerSecond( int iLevel ) : int

  • GetCloneSource( ) : handle

  • GetConceptRecipientType( ) : int

  • GetCooldown( int iLevel ) : float
    • Get the cooldown duration for this ability at a given level, not the amount of cooldown actually left.
  • GetCooldownTime( ) : float

  • GetCooldownTimeRemaining( ) : float

  • GetCurrentAbilityCharges( ) : int

  • GetCursorPosition( ) : vector

  • GetCursorTarget( ) : handle

  • GetCursorTargetingNothing( ) : bool

  • GetDuration( ) : float

  • GetEffectiveCastRange( vector vLocation, handle hTarget ) : int
    • Gets the cast range of the ability, taking modifiers into account.
  • GetEffectiveCooldown( int iLevel ) : float

  • GetEffectiveHealthCost( int iLevel ) : int

  • GetEffectiveManaCost( int iLevel ) : int

  • GetGoldCost( int iLevel ) : int

  • GetGoldCostForUpgrade( int iLevel ) : int

  • GetHealthCost( int iLevel ) : int

  • GetHeroLevelRequiredToUpgrade( ) : int

  • GetInitialAbilityCharges( int iLevel ) : int

  • GetIntrinsicModifierName( ) : cstring

  • GetLevel( ) : int
    • Get the current level of the ability.
  • GetLevelSpecialValueFor( cstring szName, int nLevel ) : table

  • GetLevelSpecialValueNoOverride( cstring szName, int nLevel ) : table

  • GetManaCost( int iLevel ) : int

  • GetMaxAbilityCharges( int iLevel ) : int

  • GetMaxLevel( ) : int

  • GetModifierValue( ) : float

  • GetModifierValueBonus( ) : float

  • GetPlaybackRateOverride( ) : float

  • GetSharedCooldownName( ) : cstring

  • GetSpecialValueFor( cstring szName ) : table
    • Gets a value from this ability’s special value block for its current level.
  • GetStolenActivityModifier( ) : cstring

  • GetToggleState( ) : bool

  • GetUpgradeRecommended( ) : bool

  • HeroXPChange( float flXP ) : bool

  • IncrementModifierRefCount( ) : void

  • IsActivated( ) : bool

  • IsAttributeBonus( ) : bool

  • IsChanneling( ) : bool
    • Returns whether the ability is currently channeling.
  • IsCooldownReady( ) : bool

  • IsCosmetic( handle hEntity ) : bool

  • IsFullyCastable( ) : bool
    • Returns whether the ability can be cast.
  • IsHidden( ) : bool

  • IsHiddenAsSecondaryAbility( ) : bool

  • IsHiddenWhenStolen( ) : bool

  • IsInAbilityPhase( ) : bool
    • Returns whether the ability is currently casting.
  • IsItem( ) : bool

  • IsOwnersGoldEnough( int nIssuerPlayerID ) : bool

  • IsOwnersGoldEnoughForUpgrade( ) : bool

  • IsOwnersManaEnough( ) : bool

  • IsPassive( ) : bool

  • IsRefreshable( ) : bool

  • IsSharedWithTeammates( ) : bool

  • IsStealable( ) : bool

  • IsStolen( ) : bool

  • IsToggle( ) : bool

  • IsTrained( ) : bool

  • MarkAbilityButtonDirty( ) : void
    • Mark the ability button for this ability as needing a refresh.
  • NumModifiersUsingAbility( ) : int

  • OnAbilityPhaseInterrupted( ) : void

  • OnAbilityPhaseStart( ) : bool

  • OnAbilityPinged( int nPlayerID, bool bCtrlHeld ) : void

  • OnChannelFinish( bool bInterrupted ) : void

  • OnChannelThink( float flInterval ) : void

  • OnHeroCalculateStatBonus( ) : void

  • OnHeroLevelUp( ) : void

  • OnOwnerDied( ) : void

  • OnOwnerSpawned( ) : void

  • OnSpellStart( ) : void

  • OnToggle( ) : void

  • OnUpgrade( ) : void

  • PayGoldCost( ) : void

  • PayGoldCostForUpgrade( ) : void

  • PayHealthCost( ) : void

  • PayManaCost( ) : void

  • PlaysDefaultAnimWhenStolen( ) : bool

  • ProcsMagicStick( ) : bool

  • RefCountsModifiers( ) : bool

  • RefreshCharges( ) : void

  • RefreshIntrinsicModifier( ) : void

  • RefundHealthCost( ) : void

  • RefundManaCost( ) : void

  • RequiresFacing( ) : bool

  • ResetToggleOnRespawn( ) : bool

  • SetAbilityIndex( int iIndex ) : void

  • SetActivated( bool bActivated ) : void

  • SetChanneling( bool bChanneling ) : void

  • SetCurrentAbilityCharges( int nCharges ) : void

  • SetFrozenCooldown( bool bFrozenCooldown ) : void

  • SetHidden( bool bHidden ) : void

  • SetInAbilityPhase( bool bInAbilityPhase ) : void

  • SetLevel( int iLevel ) : void
    • Sets the level of this ability.
  • SetOverrideCastPoint( float flCastPoint ) : void

  • SetRefCountsModifiers( bool bRefCounts ) : void

  • SetStealable( bool bStealable ) : void

  • SetStolen( bool bStolen ) : void

  • SetUpgradeRecommended( bool bUpgradeRecommended ) : void

  • ShouldUseResources( ) : bool

  • SpeakAbilityConcept( int iConcept ) : void

  • SpeakTrigger( ) :

  • StartCooldown( float flCooldown ) : void

  • ToggleAbility( ) : void

  • ToggleAutoCast( ) : void

  • UpgradeAbility( bool bSupressSpeech ) : void

  • UseResources( bool bMana, bool bUseHealth, bool bGold, bool bCooldown ) : void

CDOTABaseGameMode

extends CBaseEntity

  • AddAbilityUpgradeToWhitelist( cstring pszAbilityName ) : void
    • const char* pszAbilityName
  • AddItemToCustomShop( cstring pszItemName, cstring pszShopName, cstring pszCategory ) : void
    • ( pszItem, pszShop, pszCategory ) Add an item to purchase at a custom shop.
  • AddRealTimeCombatAnalyzerQuery( handle hQueryTable, handle hPlayer, cstring pszQueryName ) : int
    • Begin tracking a sequence of events using the real time combat analyzer.
  • AllocateFowBlockerRegion( float flMinX, float flMinY, float flMaxX, float flMaxY, float flGridSize ) : handle
    • Allocates an entity which can be used by custom games to control FoW occlusion volumes
  • AreWeatherEffectsDisabled( ) : bool
    • Get if weather effects are disabled on the client.
  • ClearBountyRunePickupFilter( ) : void
    • Clear the script filter that controls bounty rune pickup behavior.
  • ClearDamageFilter( ) : void
    • Clear the script filter that controls how a unit takes damage.
  • ClearExecuteOrderFilter( ) : void
    • Clear the script filter that controls when a unit picks up an item.
  • ClearHealingFilter( ) : void
    • Clear the script filter that controls how a unit heals.
  • ClearItemAddedToInventoryFilter( ) : void
    • Clear the script filter that controls the item added to inventory filter.
  • ClearModifierGainedFilter( ) : void
    • Clear the script filter that controls the modifier filter.
  • ClearModifyExperienceFilter( ) : void
    • Clear the script filter that controls how hero experience is modified.
  • ClearModifyGoldFilter( ) : void
    • Clear the script filter that controls how hero gold is modified.
  • ClearRuneSpawnFilter( ) : void
    • Clear the script filter that controls what rune spawns.
  • ClearTrackingProjectileFilter( ) : void
    • Clear the script filter that controls when tracking projectiles are launched.
  • DisableClumpingBehaviorByDefault( bool bDisabled ) : void
    • Disable npc_dota_creature clumping behavior by default.
  • DisableHudFlip( bool bDisable ) : void
    • Use to disable hud flip for this mod
  • EnableAbilityUpgradeWhitelist( bool bEnabled ) : void
    • bool bEnabled
  • GetAlwaysShowPlayerInventory( ) : bool
    • Show the player hero’s inventory in the HUD, regardless of what unit is selected.
  • GetAlwaysShowPlayerNames( ) : bool
    • Get whether player names are always shown, regardless of client setting.
  • GetAnnouncerDisabled( ) : bool
    • Are in-game announcers disabled?
  • GetAnnouncerGameModeAnnounceDisabled( ) : bool
    • Is the announcer announcing the mode / saying Choose Your Hero on start of custom games disabled?
  • GetCameraDistanceOverride( ) : float
    • Set a different camera distance; dota default is 1134.
  • GetCustomAttributeDerivedStatValue( int nDerivedStatType ) : float
    • Get current derived stat value constant.
  • GetCustomBackpackCooldownPercent( ) : float
    • Get the current rate cooldown ticks down for items in the backpack.
  • GetCustomBackpackSwapCooldown( ) : float
    • Get the current custom backpack swap cooldown.
  • GetCustomBuybackCooldownEnabled( ) : bool
    • Turns on capability to define custom buyback cooldowns.
  • GetCustomBuybackCostEnabled( ) : bool
    • Turns on capability to define custom buyback costs.
  • GetCustomDireScore( ) : int
    • Get the topbar score display value for dire.
  • GetCustomGlyphCooldown( ) : float
    • Get the current custom glyph cooldown.
  • GetCustomHeroMaxLevel( ) : int
    • Allows definition of the max level heroes can achieve (default is 25).
  • GetCustomRadiantScore( ) : int
    • Get the topbar score display value for radiant.
  • GetCustomScanCooldown( ) : float
    • Get the current custom scan cooldown.
  • GetDaynightCycleAdvanceRate( ) : float
    • Get the rate at which the day/night cycle advances (1.0 = default).
  • GetEventGameSeed( ) : int
    • Get the Game Seed passed from the GC.
  • GetEventWindowStartTime( ) : uint
    • Get the Event Window Start Time passed from the GC.
  • GetFixedRespawnTime( ) : float
    • Gets the fixed respawn time.
  • GetFogOfWarDisabled( ) : bool
    • Turn the fog of war on or off.
  • GetGoldSoundDisabled( ) : bool
    • Turn the sound when gold is acquired off/on.
  • GetHUDVisible( int iElement ) : bool
    • Returns the HUD element visibility.
  • GetMaximumAttackSpeed( ) : int
    • Get the maximum attack speed for units.
  • GetMinimumAttackSpeed( ) : int
    • Get the minimum attack speed for units.
  • GetRecommendedItemsDisabled( ) : bool
    • Turn the panel for showing recommended items at the shop off/on.
  • GetRespawnTimeScale( ) : float
    • Returns the scale applied to non-fixed respawn times.
  • GetStashPurchasingDisabled( ) : bool
    • Turn purchasing items to the stash off/on. If purchasing to the stash is off the player must be at a shop to purchase items.
  • GetStickyItemDisabled( ) : bool
    • Hide the sticky item in the quickbuy.
  • GetTopBarTeamValuesOverride( ) : bool
    • Override the values of the team values on the top game bar.
  • GetTopBarTeamValuesVisible( ) : bool
    • Turning on/off the team values on the top game bar.
  • GetTowerBackdoorProtectionEnabled( ) : bool
    • Gets whether tower backdoor protection is enabled or not.
  • GetUseCustomHeroLevels( ) : bool
    • Are custom-defined XP values for hero level ups in use?
  • GetWaterRuneLastSpawnTime( ) : float
    • Gets the time from game start during which water runes spawn
  • IsAbilityUpgradeWhitelisted( cstring pszAbilityName ) : bool
    • const char* pszAbilityName
  • IsBuybackEnabled( ) : bool
    • Enables or disables buyback completely.
  • IsDaynightCycleDisabled( ) : bool
    • Is the day/night cycle disabled?
  • ListenForQueryFailed( handle hFunction, handle hContext ) : void
    • Set function and context for real time combat analyzer query failed.
  • ListenForQueryProgressChanged( handle hFunction, handle hContext ) : void
    • Set function and context for real time combat analyzer query progress changed.
  • ListenForQuerySucceeded( handle hFunction, handle hContext ) : void
    • Set function and context for real time combat analyzer query succeeded.
  • RemoveAbilityUpgradeFromWhitelist( cstring pszAbilityName ) : void
    • const char* pszAbilityName
  • RemoveItemFromCustomShop( cstring pszItemName, cstring pszShopName ) : void
    • ( pszItem, pszShop ) Remove an item to purchase at a custom shop.
  • RemoveRealTimeCombatAnalyzerQuery( int nQueryID ) : void
    • Stop tracking a combat analyzer query.
  • SetAbilityTuningValueFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control the tuning values that abilities use. (Modify the table and Return true to use new values, return false to use the old values)
  • SetAllowNeutralItemDrops( bool bEnabled ) : void
    • If set to true, neutral items will be dropped on killing neutral monsters. Otherwise nothing will be dropped.
  • SetAlwaysShowPlayerInventory( bool bAlwaysShow ) : void
    • Show the player hero’s inventory in the HUD, regardless of what unit is selected.
  • SetAlwaysShowPlayerNames( bool bEnabled ) : void
    • Set whether player names are always shown, regardless of client setting.
  • SetAnnouncerDisabled( bool bDisabled ) : void
    • Mutes the in-game announcer.
  • SetAnnouncerGameModeAnnounceDisabled( bool bDisabled ) : void
    • Disables the announcer announcing the mode / saying Choose Your Hero on start of custom games.
  • SetBotThinkingEnabled( bool bEnabled ) : void
    • Enables/Disables bots in custom games. Note: this will only work with default heroes in the dota map.
  • SetBotsAlwaysPushWithHuman( bool bAlwaysPush ) : void
    • Set if the bots should try their best to push with a human player.
  • SetBotsInLateGame( bool bLateGame ) : void
    • Set if bots should enable their late game behavior.
  • SetBotsMaxPushTier( int nMaxTier ) : void
    • Set the max tier of tower that bots want to push. (-1 to disable)
  • SetBountyRunePickupFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control the behavior when a bounty rune is picked up. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetBountyRuneSpawnInterval( float flInterval ) : void
    • Set bounty rune spawn rate
  • SetBuybackEnabled( bool bEnabled ) : void
    • Enables or disables buyback completely.
  • SetCameraDistanceOverride( float flCameraDistanceOverride ) : void
    • Set a different camera distance; dota default is 1134.
  • SetCameraSmoothCountOverride( int nSmoothCount ) : void
    • Set a different camera smooth count; dota default is 8.
  • SetCameraZRange( float flMinZ, float flMaxZ ) : void
    • Sets the camera Z range
  • SetCanSellAnywhere( bool bAllow ) : void
    • bool bAllow
  • SetCustomAttributeDerivedStatValue( int nStatType, float flNewValue ) : void
    • Modify derived stat value constants. ( AttributeDerivedStat eStatType, float flNewValue.
  • SetCustomBackpackCooldownPercent( float flPercent ) : void
    • Set the rate cooldown ticks down for items in the backpack.
  • SetCustomBackpackSwapCooldown( float flCooldown ) : void
    • Set a custom cooldown for swapping items into the backpack.
  • SetCustomBuybackCooldownEnabled( bool bEnabled ) : void
    • Turns on capability to define custom buyback cooldowns.
  • SetCustomBuybackCostEnabled( bool bEnabled ) : void
    • Turns on capability to define custom buyback costs.
  • SetCustomDireScore( int nScore ) : void
    • Sets the topbar score display value for dire.
  • SetCustomGameForceHero( cstring pHeroName ) : void
    • Force all players to use the specified hero and disable the normal hero selection process. Must be used before hero selection.
  • SetCustomGlyphCooldown( float flCooldown ) : void
    • Set a custom cooldown for team Glyph ability.
  • SetCustomHeroMaxLevel( int ) : void
    • Allows definition of the max level heroes can achieve (default is 25).
  • SetCustomRadiantScore( int nScore ) : void
    • Sets the topbar score display value for radiant.
  • SetCustomScanCooldown( float flCooldown ) : void
    • Set a custom cooldown for team Scan ability.
  • SetCustomTerrainWeatherEffect( cstring pszEffectName ) : void
    • Set the effect used as a custom weather effect, when units are on non-default terrain, in this mode.
  • SetCustomXPRequiredToReachNextLevel( handle hTable ) : void
    • Allows definition of a table of hero XP values.
  • SetDamageFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control the behavior when a unit takes damage. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetDaynightCycleAdvanceRate( float flRate ) : void
    • Sets the rate at which the day/night cycle advances (1.0 = default).
  • SetDaynightCycleDisabled( bool bDisable ) : void
    • Enable or disable the day/night cycle.
  • SetDeathOverlayDisabled( bool bDisabled ) : void
    • Specify whether the full screen death overlay effect plays when the selected hero dies.
  • SetDeathTipsDisabled( bool bDisabled ) : void
    • Disables chat tips on death.
  • SetDefaultStickyItem( cstring pItem ) : void
    • Sets the default sticky item in the quickbuy
  • SetDraftingBanningTimeOverride( float flValue ) : void
    • Set drafting hero banning time
  • SetDraftingHeroPickSelectTimeOverride( float flValue ) : void
    • Set drafting hero pick time
  • SetExecuteOrderFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control the behavior when a unit picks up an item. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetFixedRespawnTime( float flFixedRespawnTime ) : void
    • Set a fixed delay for all players to respawn after.
  • SetFogOfWarDisabled( bool bDisabled ) : void
    • Turn the fog of war on or off.
  • SetForceRightClickAttackDisabled( bool bDisabled ) : void
    • Prevent users from using the right click deny setting.
  • SetForcedHUDSkin( cstring pValue ) : void
    • Specify a HUD skin that is forced on for this game mode.
  • SetFountainConstantManaRegen( float flConstantManaRegen ) : void
    • Set the constant rate that the fountain will regen mana. (-1 for default)
  • SetFountainPercentageHealthRegen( float flPercentageHealthRegen ) : void
    • Set the percentage rate that the fountain will regen health. (-1 for default)
  • SetFountainPercentageManaRegen( float flPercentageManaRegen ) : void
    • Set the percentage rate that the fountain will regen mana. (-1 for default)
  • SetFreeCourierModeEnabled( bool bEnabled ) : void
    • If set to true, enable 7.23 free courier mode.
  • SetFriendlyBuildingMoveToEnabled( bool bEnabled ) : void
    • Allows clicks on friendly buildings to be handled normally.
  • SetGiveFreeTPOnDeath( bool bGive ) : void
    • bool bGive
  • SetGoldSoundDisabled( bool bDisabled ) : void
    • Turn the sound when gold is acquired off/on.
  • SetHUDVisible( int iHUDElement, bool bVisible ) : void
    • Set the HUD element visibility.
  • SetHealingFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control the behavior when a unit heals. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetHudCombatEventsDisabled( bool bDisabled ) : void
    • Specify whether the default combat events will show in the HUD.
  • SetInnateMeleeDamageBlockAmount( int nAmount ) : void
    • Set the amount blocked innately by melee heroes.
  • SetInnateMeleeDamageBlockPerLevelAmount( int nPerLevelAmount ) : void
    • Set the amount innately blocked by melee heroes gained per level.
  • SetInnateMeleeDamageBlockPercent( int nPercent ) : void
    • Set the percent chance a melee hero will innately block damage.
  • SetItemAddedToInventoryFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control what happens to items that are added to an inventory, return false to cancel the event
  • SetKillableTombstones( bool bEnabled ) : void
    • Set whether tombstones can be channeled to be removed by enemy heroes.
  • SetKillingSpreeAnnouncerDisabled( bool bDisabled ) : void
    • Mutes the in-game killing spree announcer.
  • SetLoseGoldOnDeath( bool bEnabled ) : void
    • Use to disable gold loss on death.
  • SetMaximumAttackSpeed( int nMaxSpeed ) : void
    • Set the maximum attack speed for units.
  • SetMinimumAttackSpeed( int nMinSpeed ) : void
    • Set the minimum attack speed for units.
  • SetModifierGainedFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control modifiers that are gained, return false to destroy modifier.
  • SetModifyExperienceFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control the behavior when a hero’s experience is modified. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetModifyGoldFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control the behavior when a hero’s gold is modified. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetNeutralItemHideUndiscoveredEnabled( bool bEnable ) : void
    • When enabled, undiscovered items in the neutral item stash are hidden.
  • SetNeutralStashEnabled( bool bEnable ) : void
    • Allow items to be sent to the neutral stash.
  • SetNeutralStashTeamViewOnlyEnabled( bool bEnable ) : void
    • When enabled, the all neutral items tab cannot be viewed.
  • SetOverrideSelectionEntity( handle hOverrideEntity ) : void
    • Set an override for the default selection entity, instead of each player’s hero.
  • SetPauseEnabled( bool bEnabled ) : void
    • Set pausing enabled/disabled
  • SetPlayerHeroAvailabilityFiltered( bool bFilter ) : void
    • bool bFilter
  • SetPowerRuneSpawnInterval( float flInterval ) : void
    • Set power rune spawn rate
  • SetRandomHeroBonusItemGrantDisabled( bool bDisabled ) : void
    • Disables bonus items for randoming a hero.
  • SetRecommendedItemsDisabled( bool bDisabled ) : void
    • Turn the panel for showing recommended items at the shop off/on.
  • SetRemoveIllusionsOnDeath( bool bRemove ) : void
    • Make it so illusions are immediately removed upon death, rather than sticking around for a few seconds.
  • SetRespawnTimeScale( float flValue ) : void
    • Sets the scale applied to non-fixed respawn times. 1 = default DOTA respawn calculations.
  • SetRuneEnabled( int nRune, bool bEnabled ) : void
    • Set if a given type of rune is enabled.
  • SetRuneSpawnFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control what rune spawns. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetSelectionGoldPenaltyEnabled( bool bEnabled ) : void
    • Enable/disable gold penalty for late picking.
  • SetSendToStashEnabled( bool bEnable ) : void
    • Allow items to be sent to the stash.
  • SetStashPurchasingDisabled( bool bDisabled ) : void
    • Turn purchasing items to the stash off/on. If purchasing to the stash is off the player must be at a shop to purchase items.
  • SetStickyItemDisabled( bool bDisabled ) : void
    • Hide the sticky item in the quickbuy.
  • SetTPScrollSlotItemOverride( cstring pItemName ) : void
    • Sets the item which goes in the TP scroll slot
  • SetTopBarTeamValue( int iTeam, int nValue ) : void
    • Set the team values on the top game bar.
  • SetTopBarTeamValuesOverride( bool bOverride ) : void
    • Override the values of the team values on the top game bar.
  • SetTopBarTeamValuesVisible( bool bVisible ) : void
    • Turning on/off the team values on the top game bar.
  • SetTowerBackdoorProtectionEnabled( bool bEnabled ) : void
    • Enables/Disables tower backdoor protection.
  • SetTrackingProjectileFilter( handle hFunction, handle hContext ) : void
    • Set a filter function to control when tracking projectiles are launched. (Modify the table and Return true to use new values, return false to cancel the event)
  • SetUnseenFogOfWarEnabled( bool bEnabled ) : void
    • Enable or disable unseen fog of war. When enabled parts of the map the player has never seen will be completely hidden by fog of war.
  • SetUseCustomHeroLevels( bool bEnabled ) : void
    • Turn on custom-defined XP values for hero level ups. The table should be defined before switching this on.
  • SetUseDefaultDOTARuneSpawnLogic( bool bEnabled ) : void
    • If set to true, use current rune spawn rules. Either setting respects custom spawn intervals.
  • SetUseTurboCouriers( bool bEnabled ) : void
    • Enables or disables turbo couriers.
  • SetWaterRuneLastSpawnTime( float flValue ) : void
    • Sets the time from game start during which water runes spawn
  • SetWeatherEffectsDisabled( bool bDisable ) : void
    • Set if weather effects are disabled.
  • SetXPRuneSpawnInterval( float flInterval ) : void
    • Set xp rune spawn rate
  • ShouldGiveFreeTPOnDeath( ) : bool

CDOTAGameManager

  • GetHeroDataByName_Script( cstring ) : table
    • Get the hero unit
  • GetHeroIDByName( cstring ) : int
    • Get the hero ID given the hero name.
  • GetHeroNameByID( int ) : cstring
    • Get the hero name given a hero ID.
  • GetHeroNameForUnitName( cstring ) : cstring
    • Get the hero name given a unit name.
  • GetHeroUnitNameByID( int ) : cstring
    • Get the hero unit name given the hero ID.

CDOTAGameRules

  • AddBotPlayerWithEntityScript( cstring, cstring, int, cstring, bool ) : handle
    • Spawn a bot player of the passed hero name, player name, and team.
  • AddEventMetadataLeaderboardEntry( cstring, uint, uint, uint, uint, uint, uint, uint, uint ) : bool
    • Event-only ( string szNameSuffix, int nStars, int nMaxStars, int nExtraData1, int nExtraData2 )
  • AddEventMetadataLeaderboardEntryRawScore( cstring, uint, uint, uint, uint, uint, uint, uint ) : bool
    • Event-only ( string szNameSuffix, int nScore, int nExtraData1, int nExtraData2 )
  • AddHeroIDToBlacklist( int ) : void
    • Add the hero ID to the hero blacklist if it is not already present
  • AddHeroIDToWhitelist( int ) : void
    • Add the hero ID to the hero whitelist if it is not already present
  • AddHeroToBlacklist( cstring ) : void
    • Add the hero to the hero blacklist if it is not already present
  • AddHeroToPlayerAvailability( int, int ) : void
    • Adds hero of given ID to available heroes of player of given ID
  • AddHeroToWhitelist( cstring ) : void
    • Add the hero to the hero whitelist if it is not already present
  • AddItemToWhiteList( cstring ) : void
    • Add an item to the whitelist
  • AddMinimapDebugPoint( int, vector, int, int, int, int, float ) : void
    • Add a point on the minimap.
  • AddMinimapDebugPointForTeam( int, vector, int, int, int, int, float, int ) : void
    • Add a point on the minimap for a specific team.
  • BeginNightstalkerNight( float ) : void
    • Begin night stalker night.
  • BeginTemporaryNight( float ) : void
    • Begin temporary night.
  • BotPopulate( ) : void
    • Fills all the teams with bots if cheat mode is enabled.
  • ClearHeroBlacklist( ) : void
    • Clears the hero blacklist
  • ClearHeroWhitelist( ) : void
    • Clears the hero whitelist
  • ClearPlayerHeroAvailability( int ) : void
    • Clears available heroes of player of given ID
  • ClearRiverPaint( ) : void
    • Clears the current river paint
  • Defeated( ) : void
    • Kills the ancient, etc.
  • DidMatchSignoutTimeOut( ) : bool
    • true when we have waited some time after end of the game and not received signout
  • EnableCustomGameSetupAutoLaunch( bool ) : void
    • Enabled (true) or disable (false) auto launch for custom game setup.
  • ExecuteTeamPing( int, float, float, handle, uint ) : void
    • Sends a minimap ping to all players on the team
  • FinishCustomGameSetup( ) : void
    • Indicate that the custom game setup phase is complete, and advance to the game.
  • ForceCreepSpawn( ) : void
    • Spawn the next wave of creeps.
  • ForceGameStart( ) : void
    • Transition game state to DOTA_GAMERULES_STATE_GAME_IN_PROGRESS
  • GetAnnouncer( int ) : handle
    • Get the announcer for a team
  • GetBannedHeroIDs( ) : table
    • Returns the hero unit IDs banned in this game, if any
  • GetBannedHeroes( ) : table
    • Returns the hero unit names banned in this game, if any
  • GetCustomGameDifficulty( ) : int
    • Returns the difficulty level of the custom game mode
  • GetCustomGameTeamMaxPlayers( int ) : int
    • Get whether a team is selectable during game setup
  • GetDOTATime( bool, bool ) : float
    • (b IncludePregameTime b IncludeNegativeTime) Returns the actual DOTA in-game clock time.
  • GetDifficulty( ) : int
    • Returns difficulty level of the custom game mode
  • GetDroppedItem( int ) : handle
    • Gets the Xth dropped item
  • GetGameFrameTime( ) : float
    • Returns the number of seconds elapsed since the last frame was renderered. This time doesn’t count up when the game is paused
  • GetGameModeEntity( ) : handle
    • Get the game mode entity
  • GetGameSessionConfigValue( cstring, cstring ) : cstring
    • Get a string value from the game session config (map options)
  • GetGameTime( ) : float
    • Returns the number of seconds elapsed since map start. This time doesn’t count up when the game is paused
  • GetIetmStockDuration( int, cstring, int ) : float
    • Get the time it takes to add a new item to stock
  • GetItemStockCount( int, cstring, int ) : int
    • Get the stock count of the item
  • GetItemStockTime( int, cstring, int ) : float
    • Get the time an item will be added to stock
  • GetMatchSignoutComplete( ) : bool
    • Have we received the post match signout message that includes reward information
  • GetNeutralInitialSpawnOffset( ) : float
    • Gets the extra offset to initial neutral creep spawn delay
  • GetNextBountyRuneSpawnTime( ) : float
    • Gets next bounty rune spawn time
  • GetNextRuneSpawnTime( ) : float
    • Gets next rune spawn time
  • GetNianTotalDamageTaken( ) : int
    • For New Bloom, get total damage taken by the Nian / Year Beast
  • GetPlayerCustomGameAccountRecord( int ) : table
    • (Preview/Unreleased) Gets the player’s custom game account record, as it looked at the start of this session
  • GetStateTransitionTime( ) : float
    • Get time remaining between state changes.
  • GetTimeOfDay( ) : float
    • Get the time of day
  • GetWeatherWindDirection( ) : vector
    • Get Weather Wind Direction Vector
  • IncreaseItemStock( int, cstring, int, int ) : void
    • Increase an item’s stock count, clamped to item max (nTeamNumber, szItemName, nCount, nPlayerID .
  • IsCheatMode( ) : bool
    • Are cheats enabled on the server
  • IsDaytime( ) : bool
    • Is it day time?
  • IsDev( ) : bool

  • IsGamePaused( ) : bool
    • Returns whether the game is paused.
  • IsHeroEnabledViaLists( cstring ) : bool
    • Is the hero not blacklisted, and is it either whitelisted or the whitelist is empty?
  • IsHeroRespawnEnabled( ) : bool
    • Returns whether hero respawn is enabled.
  • IsInBanPhase( ) : bool
    • Are we in the ban phase of hero pick?
  • IsItemInWhiteList( cstring ) : bool
    • Query an item in the whitelist
  • IsNightstalkerNight( ) : bool
    • Is it night stalker night-time?
  • IsSuggestAbilitiesEnabled( ) : bool
    • Returns whether Dota Plus ability suggestions are enabled or disabled
  • IsSuggestItemsEnabled( ) : bool
    • Returns whether Dota Plus item suggestions are enabled or disabled
  • IsTemporaryNight( ) : bool
    • Is it temporarily night-time?
  • LockCustomGameSetupTeamAssignment( bool ) : void
    • Lock (true) or unlock (false) team assignemnt. If team assignment is locked players cannot change teams.
  • MakeTeamLose( int ) : void
    • Makes the specified team lose
  • ModifyGoldFiltered( int, int, bool, int ) : int
    • Like ModifyGold, but will use the gold filter if SetFilterMoreGold has been set true
  • NumDroppedItems( ) : int
    • Returns the number of items currently dropped on the ground
  • PlayerHasCustomGameHostPrivileges( handle ) : bool
    • Whether a player has custom game host privileges (shuffle teams, etc.)
  • Playtesting_UpdateAddOnKeyValues( ) : void
    • Updates custom hero, unit and ability KeyValues in memory with the latest values from disk
  • PrepareSpawners( float ) : void
    • Prepare Dota lane style spawners with a given interval
  • RemoveFakeClient( int ) : void
    • Removes a fake client
  • RemoveHeroFromBlacklist( cstring ) : void
    • Remove the hero from the hero blacklist if present
  • RemoveHeroFromWhitelist( cstring ) : void
    • Remove the hero from the hero whitelist if present
  • RemoveHeroIDFromBlacklist( int ) : void
    • Remove the hero ID from the hero blacklist if present
  • RemoveHeroIDFromWhitelist( int ) : void
    • Remove the hero ID from the hero whitelist if present
  • RemoveItemFromWhiteList( cstring ) : void
    • Remove an item from the whitelist
  • ResetDefeated( ) : void
    • Restart after killing the ancient, etc.
  • ResetGameTime( ) : void
    • Restart gametime from 0
  • ResetPlayer( int ) : void
    • Resets the player of a given ID.
  • ResetToCustomGameSetup( ) : void
    • Restart at custom game setup.
  • ResetToHeroSelection( ) : void
    • Restart the game at hero selection
  • Script_GetMatchID( ) : uint64
    • Get the MatchID for this game.
  • SendCustomMessage( cstring, int, int ) : void
    • Sends a message on behalf of a player.
  • SendCustomMessageToTeam( cstring, int, int, int ) : void
    • Sends a message on behalf of a player to the specified team.
  • SetAllowOutpostBonuses( bool ) : void
    • Allow Outposts granting XP
  • SetCreepMinimapIconScale( float ) : void
    • (flMinimapCreepIconScale) - Scale the creep icons on the minimap.
  • SetCreepSpawningEnabled( bool ) : void
    • Sets whether the regular Dota creeps spawn.
  • SetCustomGameAccountRecordSaveFunction( handle, handle ) : void
    • (Preview/Unreleased) Sets a callback to handle saving custom game account records (callback is passed a Player ID and should return a flat simple table)
  • SetCustomGameAllowBattleMusic( bool ) : void
    • Sets a flag to enable/disable the default music handling code for custom games
  • SetCustomGameAllowHeroPickMusic( bool ) : void
    • Sets a flag to enable/disable the default music handling code for custom games
  • SetCustomGameAllowMusicAtGameStart( bool ) : void
    • Sets a flag to enable/disable the default music handling code for custom games
  • SetCustomGameAllowSecondaryAbilitiesOnOtherUnits( bool ) : void
    • Sets a flag to enable/disable the casting secondary abilities from units other than the player’s own hero.
  • SetCustomGameBansPerTeam( int ) : void
    • Set number of hero bans each team gets
  • SetCustomGameDifficulty( int ) : void
    • Set the difficulty level of the custom game mode
  • SetCustomGameEndDelay( float ) : void
    • Sets the game end delay.
  • SetCustomGameSetupAutoLaunchDelay( float ) : void
    • Set the amount of time to wait for auto launch.
  • SetCustomGameSetupRemainingTime( float ) : void
    • Set the amount of remaining time, in seconds, for custom game setup. 0 = finish immediately, -1 = wait forever
  • SetCustomGameSetupTimeout( float ) : void
    • Setup (pre-gameplay) phase timeout. 0 = instant, -1 = forever (until FinishCustomGameSetup is called)
  • SetCustomGameTeamMaxPlayers( int, int ) : void
    • Set whether a team is selectable during game setup
  • SetCustomVictoryMessage( cstring ) : void
    • Sets the victory message.
  • SetCustomVictoryMessageDuration( float ) : void
    • Sets the victory message duration.
  • SetEnableAlternateHeroGrids( bool ) : void
    • Allow alternate hero grids to be used (DOTA+, etc). True by default.
  • SetEventMetadataCustomTable( handle ) : bool
    • Event-only ( table hMetadataTable )
  • SetEventSignoutCustomTable( handle ) : bool
    • Event-only ( table hMetadataTable )
  • SetFilterMoreGold( bool ) : void
    • Sets whether to filter more gold events than normal
  • SetFirstBloodActive( bool ) : void
    • Sets whether First Blood has been triggered.
  • SetGameWinner( int ) : void
    • Makes the specified team win
  • SetGlyphCooldown( int, float ) : void
    • Set Glyph cooldown for team
  • SetGoldPerTick( int ) : void
    • Set the auto gold increase per timed interval.
  • SetGoldTickTime( float ) : void
    • Set the time interval between auto gold increases.
  • SetHeroMinimapIconScale( float ) : void
    • (flMinimapHeroIconScale) - Scale the hero minimap icons on the minimap.
  • SetHeroRespawnEnabled( bool ) : void
    • Control if the normal DOTA hero respawn rules apply.
  • SetHeroSelectPenaltyTime( float ) : void
    • Sets amount of penalty time before randoming a hero
  • SetHeroSelectionTime( float ) : void
    • Sets the amount of time players have to pick their hero.
  • SetHideBlacklistedHeroes( bool ) : void
    • Should blacklisted heroes be hidden, or just dimmed, in hero picking?
  • SetHideKillMessageHeaders( bool ) : void
    • Sets whether the multikill, streak, and first-blood banners appear at the top of the screen.
  • SetIgnoreLobbyTeamsInCustomGame( bool ) : void
    • Set whether custom and event games should ignore Lobby teams when assigning players to teams. Defaults to true.
  • SetItemStockCount( int, int, cstring, int ) : void
    • Set the stock count of the item
  • SetNeutralInitialSpawnOffset( float ) : void
    • Sets the extra offset to initial neutral creep spawn delay
  • SetNextBountyRuneSpawnTime( float ) : void
    • Sets next bounty rune spawn time
  • SetNextRuneSpawnTime( float ) : void
    • Sets next rune spawn time
  • SetOverlayHealthBarUnit( handle, int ) : void
    • Show this unit’s health on the overlay health bar
  • SetPostGameColumns( handle ) : bool
    • Set columns to show in post game
  • SetPostGameLayout( int ) : void
    • Configure post game to be single or double column layout
  • SetPostGameTeamScores( handle ) : bool
    • Set score value for each team. First element is for DOTA_TEAM_GOODGUYS.
  • SetPostGameTime( float ) : void
    • Sets the amount of time players have between the game ending and the server disconnecting them.
  • SetPreGameTime( float ) : void
    • Sets the amount of time players have between picking their hero and game start.
  • SetRiverPaint( int, float ) : void
    • Paints the river for a duration
  • SetRuneMinimapIconScale( float ) : void
    • (flMinimapRuneIconScale) - Scale the rune icons on the minimap.
  • SetRuneSpawnTime( float ) : void
    • Sets the amount of time between rune spawns.
  • SetSafeToLeave( bool ) : void
    • (bSafeToLeave) - Mark this game as safe to leave.
  • SetSameHeroSelectionEnabled( bool ) : void
    • When true, players can repeatedly pick the same hero.
  • SetShowcaseTime( float ) : void
    • Sets the amount of time players have between the strategy phase and entering the pre-game phase.
  • SetSpeechUseSpawnInsteadOfRespawnConcept( bool ) : void
    • Set whether to speak a Spawn concept instead of a Respawn concept on respawn.
  • SetStartingGold( int ) : void
    • Set the starting gold amount.
  • SetStrategyTime( float ) : void
    • Sets the amount of time players have between the hero selection and entering the showcase phase.
  • SetSuggestAbilitiesEnabled( bool ) : void
    • Sets Dota Plus ability suggestions enabled or disabled
  • SetSuggestItemsEnabled( bool ) : void
    • Sets Dota Plus ability item enabled or disabled
  • SetTimeOfDay( float ) : void
    • Set the time of day.
  • SetTreeRegrowTime( float ) : void
    • Sets the tree regrow time in seconds.
  • SetUseBaseGoldBountyOnHeroes( bool ) : void
    • Heroes will use the basic NPC functionality for determining their bounty, rather than DOTA specific formulas.
  • SetUseCustomHeroXPValues( bool ) : void
    • Allows heroes in the map to give a specific amount of XP (this value must be set).
  • SetUseUniversalShopMode( bool ) : void
    • When true, all items are available at as long as any shop is in range.
  • SetWeatherWindDirection( vector ) : void
    • Set Weather Wind Direction Vector
  • SetWhiteListEnabled( bool ) : void
    • Item whitelist functionality enable/disable
  • ShouldHideBlacklistedHeroes( ) : bool
    • Are blacklisted heroes hidden, or just dimmed, in hero picking?
  • SpawnAndReleaseCreeps( ) : void
    • Spawn and release the next creep wave from Dota lane style spawners.
  • SpawnNeutralCreeps( ) : void
    • Spawn and release the next set of neutral camps.
  • State_Get( ) : int
    • Get the current Gamerules state

CDOTAPlayerController

extends CBaseAnimatingActivity

  • CheckForCourierSpawning( handle hHero ) : handle
    • Attempt to spawn the appropriate couriers for this mode.
  • GetAssignedHero( ) : handle
    • Get the player’s hero.
  • GetPlayerID( ) : int
    • Get the player’s official PlayerID; notably is -1 when the player isn’t yet on a team.
  • MakeRandomHeroSelection( ) : void
    • Randoms this player’s hero.
  • SetAssignedHeroEntity( handle hHero ) : void
    • Sets this player’s hero .
  • SetKillCamUnit( handle hEntity ) : void
    • Set the kill cam unit for this hero.
  • SetMusicStatus( int nMusicStatus, float flIntensity ) : void
    • (nMusicStatus, flIntensity) - Set the music status for this player, note this will only really apply if dota_music_battle_enable is off.
  • SetSelectedHero( cstring pszHeroName ) : void
    • Sets this player’s hero selection.
  • SpawnCourierAtPosition( vector vLocation ) : handle
    • Spawn a courier for this player at the given position.

CDOTATutorial

  • AddBot( cstring, cstring, cstring, bool ) : bool
    • Add a computer controlled bot.
  • AddQuest( cstring, int, cstring, cstring ) : void
    • Add a quest to the quest log
  • AddShopWhitelistItem( cstring ) : void
    • Add an item to the shop whitelist.
  • CompleteQuest( cstring ) : void
    • Complete a quest,
  • CreateLocationTask( vector ) : void
    • Add a task to move to a specific location
  • EnableCreepAggroViz( bool ) : void
    • Alert the player when a creep becomes agro to their hero.
  • EnablePlayerOffscreenTip( bool ) : void
    • Enable the tip to alert players how to find their hero.
  • EnableTowerAggroViz( bool ) : void
    • Alert the player when a tower becomes agro to their hero.
  • FinishTutorial( ) : void
    • End the tutorial.
  • ForceGameStart( ) : void
    • Force the start of the game.
  • IsItemInWhiteList( cstring ) : bool
    • Is this item currently in the white list.
  • RemoveShopWhitelistItem( cstring ) : void
    • Remove an item from the shop whitelist.
  • SelectHero( cstring ) : void
    • Select a hero for the local player
  • SelectPlayerTeam( cstring ) : void
    • Select the team for the local player
  • SetItemGuide( cstring ) : void
    • Set the current item guide.
  • SetOrModifyPlayerGold( int, bool ) : void
    • Set gold amount for the tutorial player. (int) GoldAmount, (bool) true=Set, false=Modify
  • SetQuickBuy( cstring ) : void
    • Set players quick buy item.
  • SetShopOpen( bool ) : void
    • Set the shop open or closed.
  • SetTutorialConvar( cstring, cstring ) : void
    • Set a tutorial convar
  • SetTutorialUI( int ) : void
    • Set the UI to use a reduced version to focus attention to specific elements.
  • SetWhiteListEnabled( bool ) : void
    • Set if we should whitelist shop items.
  • StartTutorialMode( ) : void
    • Initialize Tutorial Mode
  • UpgradePlayerAbility( cstring ) : void
    • Upgrade a specific ability for the local hero

CDOTAVoteSystem

  • StartVote( handle ) : void
    • Starts a vote, based upon a table of parameters

CDOTA_Ability_Aghanim_Spear

extends CDOTABaseAbility

  • LaunchSpear( vector vTarget, vector vStart ) : void
    • Launch Spear to a target position from a source position

CDOTA_Ability_Animation_Attack

extends CDOTABaseAbility

  • SetPlaybackRate( float flRate ) : void
    • Override playbackrate

CDOTA_Ability_Animation_TailSpin

extends CDOTABaseAbility

  • SetPlaybackRate( float flRate ) : void
    • Override playbackrate

CDOTA_Ability_DataDriven

extends CDOTABaseAbility

  • ApplyDataDrivenModifier( handle hCaster, handle hTarget, cstring pszModifierName, handle hModifierTable ) : handle
    • Applies a data driven modifier to the target
  • ApplyDataDrivenThinker( handle hCaster, vector vLocation, cstring pszModifierName, handle hModifierTable ) : handle
    • Applies a data driven thinker at the location

CDOTA_Ability_Lua

extends CDOTABaseAbility

  • CastFilterResult( ) : int
    • Determine whether an issued command with no target is valid.
  • CastFilterResultLocation( vector vLocation ) : int
    • (Vector vLocation) Determine whether an issued command on a location is valid.
  • CastFilterResultTarget( handle hTarget ) : int
    • (HSCRIPT hTarget) Determine whether an issued command on a target is valid.
  • GetAOERadius( ) : float
    • Controls the size of the AOE casting cursor.
  • GetAbilityChargeRestoreTime( int iLevel ) : float

  • GetAssociatedPrimaryAbilities( ) : cstring
    • Returns abilities that are stolen simultaneously, or otherwise related in functionality.
  • GetAssociatedSecondaryAbilities( ) : cstring
    • Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.
  • GetBehavior( ) : uint64
    • Return cast behavior type of this ability.
  • GetCastAnimation( ) : int
    • Return casting animation of this ability.
  • GetCastPoint( ) : float
    • Return cast point of this ability.
  • GetCastRange( vector vLocation, handle hTarget ) : int
    • Return cast range of this ability.
  • GetCastRangeBonus( handle hTarget, int iPseudoCastRange ) : int

  • GetChannelAnimation( ) : int
    • Return channel animation of this ability.
  • GetChannelStartTime( ) : float
    • Return the channel start time of this ability.
  • GetChannelTime( ) : float
    • Return the channel time of this ability.
  • GetChannelledHealthCostPerSecond( int iLevel ) : int
    • Return health cost per second of channeling at the given level (-1 is current).
  • GetChannelledManaCostPerSecond( int iLevel ) : int
    • Return mana cost at the given level per second while channeling (-1 is current).
  • GetConceptRecipientType( ) : int
    • Return who hears speech when this spell is cast.
  • GetCooldown( int iLevel ) : float
    • Return cooldown of this ability.
  • GetCustomCastError( ) : cstring
    • Return the error string of a failed command with no target.
  • GetCustomCastErrorLocation( vector vLocation ) : cstring
    • (Vector vLocation) Return the error string of a failed command on a location.
  • GetCustomCastErrorTarget( handle hTarget ) : cstring
    • (HSCRIPT hTarget) Return the error string of a failed command on a target.
  • GetCustomHudErrorMessage( int nReason ) : cstring
    • (DOTA_INVALID_ORDERS nReason) Return the error string of a failed order.
  • GetEffectiveCastRange( vector vLocation, handle hTarget ) : int
    • Return cast range of this ability, accounting for modifiers.
  • GetGoldCost( int iLevel ) : int
    • Return gold cost at the given level (-1 is current).
  • GetHealthCost( int iLevel ) : int
    • Return health cost at the given level (-1 is current).
  • GetIntrinsicModifierName( ) : cstring
    • Returns the name of the modifier applied passively by this ability.
  • GetManaCost( int iLevel ) : int
    • Return mana cost at the given level (-1 is current).
  • GetPlaybackRateOverride( ) : float
    • Return the animation rate of the cast animation.
  • IsAttributeBonus( ) : bool
    • Is this ability an Attribute Bonus.
  • IsCosmetic( handle hEntity ) : bool
    • Is this a cosmetic only ability?
  • IsHiddenAbilityCastable( ) : bool
    • Returns true if this ability can be used when not on the action panel.
  • IsHiddenWhenStolen( ) : bool
    • Returns true if this ability is hidden when stolen by Spell Steal.
  • IsRefreshable( ) : bool
    • Returns true if this ability is refreshed by Refresher Orb.
  • IsStealable( ) : bool
    • Returns true if this ability can be stolen by Spell Steal.
  • OnAbilityPhaseInterrupted( ) : void
    • Cast time did not complete successfully.
  • OnAbilityPhaseStart( ) : bool
    • Cast time begins (return true for successful cast).
  • OnAbilityPinged( int nPlayerID, bool bCtrlHeld ) : void
    • The ability was pinged (nPlayerID, bCtrlHeld).
  • OnAbilityUpgrade( handle hUpgradeAbility ) : void

  • OnChannelFinish( bool bInterrupted ) : void
    • (bool bInterrupted) Channel finished.
  • OnChannelThink( float flInterval ) : void
    • (float flInterval) Channeling is taking place.
  • OnHeroCalculateStatBonus( ) : void
    • Caster (hero only) gained a level, skilled an ability, or received a new stat bonus.
  • OnHeroDiedNearby( handle unit, handle attacker, handle table ) : void
    • A hero has died in the vicinity (ie Urn), takes table of params.
  • OnHeroLevelUp( ) : void
    • Caster gained a level.
  • OnInventoryContentsChanged( ) : void
    • Caster inventory changed.
  • OnItemEquipped( handle hItem ) : void
    • ( HSCRIPT hItem ) Caster equipped item.
  • OnOwnerDied( ) : void
    • Caster died.
  • OnOwnerSpawned( ) : void
    • Caster respawned or spawned for the first time.
  • OnProjectileHit( handle hTarget, vector vLocation ) : bool
    • (HSCRIPT hTarget, Vector vLocation) Projectile has collided with a given target or reached its destination (target is invalid).
  • OnProjectileHitHandle( handle hTarget, vector vLocation, int iProjectileHandle ) : bool
    • (HSCRIPT hTarget, Vector vLocation, int nHandle) Projectile has collided with a given target or reached its destination (target is invalid).
  • OnProjectileHit_ExtraData( handle hTarget, vector vLocation, handle table ) : bool
    • (HSCRIPT hTarget, Vector vLocation, table kv) Projectile has collided with a given target or reached its destination (target is invalid).
  • OnProjectileThink( vector vLocation ) : void
    • (Vector vLocation) Projectile is actively moving.
  • OnProjectileThinkHandle( int iProjectileHandle ) : void
    • (int nProjectileHandle) Projectile is actively moving.
  • OnProjectileThink_ExtraData( vector vLocation, handle table ) : void
    • (Vector vLocation, table kv ) Projectile is actively moving.
  • OnSpellStart( ) : void
    • Cast time finished, spell effects begin.
  • OnStolen( handle hSourceAbility ) : void
    • ( HSCRIPT hAbility ) Special behavior when stolen by Spell Steal.
  • OnToggle( ) : void
    • Ability is toggled on/off.
  • OnUnStolen( ) : void
    • Special behavior when lost by Spell Steal.
  • OnUpgrade( ) : void
    • Ability gained a level.
  • OtherAbilitiesAlwaysInterruptChanneling( ) : bool

  • ProcsMagicStick( ) : bool
    • Returns true if this ability will generate magic stick charges for nearby enemies.
  • RequiresFacing( ) : bool
    • Does this ability need the caster to face the target before executing?
  • ResetToggleOnRespawn( ) : bool
    • Returns true if this ability should return to the default toggle state when its parent respawns.
  • SpeakTrigger( ) : int
    • Return the type of speech used.

CDOTA_Ability_Nian_Dive

extends CDOTABaseAbility

  • SetPlaybackRate( float flRate ) : void
    • Override playbackrate

CDOTA_Ability_Nian_Leap

extends CDOTABaseAbility

  • SetPlaybackRate( float flRate ) : void
    • Override playbackrate

CDOTA_Ability_Nian_Roar

extends CDOTABaseAbility

  • GetCastCount( ) : int
    • Number of times Nian has used the roar

CDOTA_AghsFort_Ability_ArcWardenBoss_TempestDouble

extends CDOTABaseAbility

  • SetNumDoubles( int nDoubles ) : void
    • Sets the number of doubles to spawn.

CDOTA_BaseNPC

extends CBaseFlex

  • AddAbility( cstring pszAbilityName ) : handle
    • Add an ability to this unit by name.
  • AddActivityModifier( cstring szName ) : void
    • Add an activity modifier that affects future StartGesture calls
  • AddItem( handle hItem ) : handle
    • Add an item to this unit’s inventory.
  • AddItemByName( cstring pszItemName ) : handle
    • Add an item to this unit’s inventory.
  • AddNewModifier( handle hCaster, handle hAbility, cstring pszScriptName, handle hModifierTable ) : handle
    • Add a modifier to this unit.
  • AddNoDraw( ) : void
    • Adds the no draw flag.
  • AddSpeechBubble( int iBubble, cstring pszSpeech, float flDuration, uint unOffsetX, uint unOffsetY ) : void
    • Add a speech bubble(1-4 live at a time) to this NPC.
  • AlertNearbyUnits( handle hAttacker, handle hAbility ) : void

  • AngerNearbyUnits( ) : void

  • AttackNoEarlierThan( float flTime, float flTimeDisparityTolerance ) : void

  • AttackReady( ) : bool

  • BoundingRadius2D( ) : float

  • CalculateGenericBonuses( ) : void

  • CanBeSeenByAnyOpposingTeam( ) : bool

  • CanEntityBeSeenByMyTeam( handle hEntity ) : bool
    • Check FoW to see if an entity is visible.
  • CanSellItems( ) : bool
    • Query if this unit can sell items.
  • CastAbilityImmediately( handle hAbility, int iPlayerIndex ) : void
    • Cast an ability immediately.
  • CastAbilityNoTarget( handle hAbility, int iPlayerIndex ) : void
    • Cast an ability with no target.
  • CastAbilityOnPosition( vector vPosition, handle hAbility, int iPlayerIndex ) : void
    • Cast an ability on a position.
  • CastAbilityOnTarget( handle hTarget, handle hAbility, int iPlayerIndex ) : void
    • Cast an ability on a target entity.
  • CastAbilityToggle( handle hAbility, int iPlayerIndex ) : void
    • Toggle an ability.
  • ChangeTeam( int iTeamNum ) : void

  • ClearActivityModifiers( ) : void
    • Clear Activity modifiers
  • DestroyAllSpeechBubbles( ) : void

  • DisassembleItem( handle hItem ) : void
    • Disassemble the passed item in this unit’s inventory.
  • DropItemAtPosition( vector vDest, handle hItem ) : void
    • Drop an item at a given point.
  • DropItemAtPositionImmediate( handle hItem, vector vPosition ) : void
    • Immediately drop a carried item at a given position.
  • EjectItemFromStash( handle hItem ) : void
    • Drops the selected item out of this unit’s stash.
  • FaceTowards( vector vTarget ) : void
    • This unit will be set to face the target point.
  • FadeGesture( int nActivity ) : void
    • Fade and remove the given gesture activity.
  • FindAbilityByName( cstring pAbilityName ) : handle
    • Retrieve an ability by name from the unit.
  • FindAllModifiers( ) : table
    • Returns a table of all of the modifiers on the NPC.
  • FindAllModifiersByName( cstring pszScriptName ) : table
    • Returns a table of all of the modifiers on the NPC with the passed name (modifierName)
  • FindItemInInventory( cstring pszItemName ) : handle
    • Get handle to first item in inventory, else nil.
  • FindModifierByName( cstring pszScriptName ) : handle
    • Return a handle to the modifier of the given name if found, else nil (string Name )
  • FindModifierByNameAndCaster( cstring pszScriptName, handle hCaster ) : handle
    • Return a handle to the modifier of the given name from the passed caster if found, else nil ( string Name, hCaster )
  • ForceKill( bool bReincarnate ) : void
    • Kill this unit immediately.
  • ForcePlayActivityOnce( int nActivity ) : void
    • Play an activity once, and then go back to idle.
  • GetAbilityByIndex( int iIndex ) : handle
    • Retrieve an ability by index from the unit.
  • GetAbilityCount( ) : int

  • GetAcquisitionRange( ) : float
    • Gets the range at which this unit will auto-acquire.
  • GetAdditionalBattleMusicWeight( ) : float
    • Combat involving this creature will have this weight added to the music calcuations.
  • GetAggroTarget( ) : handle
    • Returns this unit’s aggro target.
  • GetAttackAnimationPoint( ) : float

  • GetAttackCapability( ) : int

  • GetAttackDamage( ) : int
    • Returns a random integer between the minimum and maximum base damage of the unit.
  • GetAttackRangeBuffer( ) : float
    • Gets the attack range buffer.
  • GetAttackSpeed( ) : float

  • GetAttackTarget( ) : handle

  • GetAttacksPerSecond( ) : float

  • GetAverageTrueAttackDamage( handle hTarget ) : int
    • Returns the average value of the minimum and maximum damage values.
  • GetBaseAttackRange( ) : int

  • GetBaseAttackTime( ) : float

  • GetBaseDamageMax( ) : int
    • Get the maximum attack damage of this unit.
  • GetBaseDamageMin( ) : int
    • Get the minimum attack damage of this unit.
  • GetBaseDayTimeVisionRange( ) : int
    • Returns the vision range before modifiers.
  • GetBaseHealthBarOffset( ) : int

  • GetBaseHealthRegen( ) : float

  • GetBaseMagicalResistanceValue( ) : float
    • Returns base magical armor value.
  • GetBaseMaxHealth( ) : float
    • Gets the base max health value.
  • GetBaseMoveSpeed( ) : float

  • GetBaseNightTimeVisionRange( ) : int
    • Returns the vision range after modifiers.
  • GetBonusManaRegen( ) : float
    • This Mana regen is derived from constant bonuses like Basilius.
  • GetCastPoint( bool bAttack ) : float

  • GetCastRangeBonus( ) : float

  • GetCloneSource( ) : handle
    • Get clone source (Meepo Prime, if this is a Meepo)
  • GetCollisionPadding( ) : float
    • Returns the size of the collision padding around the hull.
  • GetCooldownReduction( ) : float

  • GetCreationTime( ) : float

  • GetCurrentActiveAbility( ) : handle
    • Get the ability this unit is currently casting.
  • GetCurrentVisionRange( ) : int
    • Gets the current vision range.
  • GetCursorCastTarget( ) : handle

  • GetCursorPosition( ) : vector

  • GetCursorTargetingNothing( ) : bool

  • GetDamageMax( ) : int
    • Get the maximum attack damage of this unit.
  • GetDamageMin( ) : int
    • Get the minimum attack damage of this unit.
  • GetDayTimeVisionRange( ) : int
    • Returns the vision range after modifiers.
  • GetDeathXP( ) : int
    • Get the XP bounty on this unit.
  • GetDisplayAttackSpeed( ) : float
    • Attack speed expressed as constant value
  • GetEvasion( ) : float

  • GetForceAttackTarget( ) : handle

  • GetGoldBounty( ) : int
    • Get the gold bounty on this unit.
  • GetHasteFactor( ) : float

  • GetHealthDeficit( ) : int
    • Returns integer amount of health missing from max.
  • GetHealthPercent( ) : int
    • Get the current health percent of the unit.
  • GetHealthRegen( ) : float

  • GetHullRadius( ) : float
    • Get the collision hull radius of this NPC.
  • GetIdealSpeed( ) : float
    • Returns speed after all modifiers.
  • GetIdealSpeedNoSlows( ) : float
    • Returns speed after all modifiers, but excluding those that reduce speed.
  • GetIncreasedAttackSpeed( ) : float

  • GetInitialGoalEntity( ) : handle
    • Returns the initial waypoint goal for this NPC.
  • GetInitialGoalPosition( ) : vector
    • Get waypoint position for this NPC.
  • GetItemInSlot( int i ) : handle
    • Returns nth item in inventory slot (index is zero based).
  • GetLastAttackTime( ) : float

  • GetLastDamageTime( ) : float
    • Get the last time this NPC took damage
  • GetLastIdleChangeTime( ) : float
    • Get the last game time that this unit switched to/from idle state.
  • GetLevel( ) : int
    • Returns the level of this unit.
  • GetMainControllingPlayer( ) : int
    • Returns the player ID of the controlling player.
  • GetMana( ) : float
    • Get the mana on this unit.
  • GetManaPercent( ) : int
    • Get the percent of mana remaining.
  • GetManaRegen( ) : float

  • GetMaxMana( ) : float
    • Get the maximum mana of this unit.
  • GetMaximumGoldBounty( ) : int
    • Get the maximum gold bounty for this unit.
  • GetMinimumGoldBounty( ) : int
    • Get the minimum gold bounty for this unit.
  • GetModelRadius( ) : float

  • GetModifierCount( ) : int
    • How many modifiers does this unit have?
  • GetModifierNameByIndex( int nIndex ) : cstring
    • Get a modifier name by index.
  • GetModifierStackCount( cstring pszScriptName, handle hCaster ) : int
    • Gets the stack count of a given modifier.
  • GetMoveSpeedModifier( float flBaseSpeed, bool bReturnUnslowed ) : float

  • GetMustReachEachGoalEntity( ) : bool
    • Set whether this NPC is required to reach each goal entity, rather than being allowed to unkink their path.
  • GetNeutralSpawnerName( ) : cstring
    • Get the name of this camp’s neutral spawner.
  • GetNeverMoveToClearSpace( ) : bool
    • If set to true, we will never attempt to move this unit to clear space, even when it unphases.
  • GetNightTimeVisionRange( ) : int
    • Returns the vision range after modifiers.
  • GetOpposingTeamNumber( ) : int

  • GetPaddedCollisionRadius( ) : float
    • Get the collision hull radius (including padding) of this NPC.
  • GetPhysicalArmorBaseValue( ) : float
    • Returns base physical armor value.
  • GetPhysicalArmorValue( bool bIgnoreBase ) : float
    • Returns current physical armor value.
  • GetPlayerOwner( ) : handle
    • Returns the player that owns this unit.
  • GetPlayerOwnerID( ) : int
    • Get the owner player ID for this unit.
  • GetProjectileSpeed( ) : int

  • GetRangeToUnit( handle hNPC ) : float

  • GetRangedProjectileName( ) : cstring

  • GetRemainingPathLength( ) : float

  • GetSecondsPerAttack( ) : float

  • GetSpellAmplification( bool bBaseOnly ) : float

  • GetStatusResistance( ) : float

  • GetTotalPurchasedUpgradeGoldCost( ) : int
    • Get how much gold has been spent on ability upgrades.
  • GetUnitLabel( ) : cstring

  • GetUnitName( ) : cstring
    • Get the name of this unit.
  • GiveMana( float flMana ) : void
    • Give mana to this unit, this can be used for mana gained by abilities or item usage.
  • HasAbility( cstring pszAbilityName ) : bool
    • See whether this unit has an ability by name.
  • HasAnyActiveAbilities( ) : bool

  • HasAttackCapability( ) : bool

  • HasFlyMovementCapability( ) : bool

  • HasFlyingVision( ) : bool

  • HasGroundMovementCapability( ) : bool

  • HasInventory( ) : bool
    • Does this unit have an inventory.
  • HasItemInInventory( cstring pItemName ) : bool
    • See whether this unit has an item by name.
  • HasModifier( cstring pszScriptName ) : bool
    • Sees if this unit has a given modifier.
  • HasMovementCapability( ) : bool

  • HasScepter( ) : bool

  • Heal( float flAmount, handle hInflictor ) : void
    • Heal this unit.
  • HealWithParams( float flAmount, handle hInflictor, bool bLifesteal, bool bAmplify, handle hSource, bool bSpellLifesteal ) : void
    • Heal this unit (with more parameters)
  • Hold( ) : void
    • Hold position.
  • Interrupt( ) : void

  • InterruptChannel( ) : void

  • InterruptMotionControllers( bool bFindClearSpace ) : void

  • IsAlive( ) : bool
    • Is this unit alive?
  • IsAncient( ) : bool
    • Is this unit an Ancient?
  • IsAttackImmune( ) : bool

  • IsAttacking( ) : bool

  • IsAttackingEntity( handle hEntity ) : bool

  • IsBarracks( ) : bool
    • Is this unit a Barracks?
  • IsBlind( ) : bool

  • IsBlockDisabled( ) : bool

  • IsBoss( ) : bool
    • Is this unit a boss?
  • IsBossCreature( ) : bool
    • Is this unit a Boss Creature? (used by custom games)
  • IsBuilding( ) : bool
    • Is this unit a building?
  • IsChanneling( ) : bool
    • Is this unit currently channeling a spell?
  • IsClone( ) : bool
    • Is this unit a clone? (Meepo)
  • IsCommandRestricted( ) : bool

  • IsConsideredHero( ) : bool
    • Is this unit a considered a hero for targeting purposes?
  • IsControllableByAnyPlayer( ) : bool
    • Is this unit controlled by any non-bot player?
  • IsCourier( ) : bool
    • Is this unit a courier?
  • IsCreature( ) : bool
    • Is this a Creature type NPC?
  • IsCreep( ) : bool
    • Is this unit a creep?
  • IsCreepHero( ) : bool
    • Is this unit a creep hero?
  • IsCurrentlyHorizontalMotionControlled( ) : bool

  • IsCurrentlyVerticalMotionControlled( ) : bool

  • IsDisarmed( ) : bool

  • IsDominated( ) : bool

  • IsEvadeDisabled( ) : bool

  • IsFeared( ) : bool

  • IsFort( ) : bool
    • Is this unit an Ancient?
  • IsFrozen( ) : bool

  • IsHero( ) : bool
    • Is this a hero or hero illusion?
  • IsHeroWard( ) : bool
    • Is this a Hero Ward?
  • IsHexed( ) : bool

  • IsIdle( ) : bool
    • Is this creature currently idle?
  • IsIllusion( ) : bool

  • IsInRangeOfShop( int nShopType, bool bPhysical ) : bool
    • Ask whether this unit is in range of the specified shop ( DOTA_SHOP_TYPE shop, bool bMustBePhysicallyNear
  • IsInvisible( ) : bool

  • IsInvulnerable( ) : bool

  • IsLowAttackPriority( ) : bool

  • IsMagicImmune( ) : bool

  • IsMovementImpaired( ) : bool

  • IsMoving( ) : bool
    • Is this unit moving?
  • IsMuted( ) : bool

  • IsNeutralUnitType( ) : bool
    • Is this a neutral?
  • IsNightmared( ) : bool

  • IsOpposingTeam( int nTeam ) : bool

  • IsOther( ) : bool
    • Is this unit a ward-type unit?
  • IsOutOfGame( ) : bool

  • IsOwnedByAnyPlayer( ) : bool
    • Is this unit owned by any non-bot player?
  • IsPhantom( ) : bool
    • Is this a phantom unit?
  • IsPhantomBlocker( ) : bool

  • IsPhased( ) : bool

  • IsPositionInRange( vector vPosition, float flRange ) : bool

  • IsRangedAttacker( ) : bool
    • Is this unit a ranged attacker?
  • IsRealHero( ) : bool
    • Is this a real hero?
  • IsReincarnating( ) : bool

  • IsRooted( ) : bool

  • IsShrine( ) : bool
    • Is this a shrine?
  • IsSilenced( ) : bool

  • IsSpeciallyDeniable( ) : bool

  • IsSpeciallyUndeniable( ) : bool

  • IsStrongIllusion( ) : bool

  • IsStunned( ) : bool

  • IsSummoned( ) : bool
    • Is this unit summoned?
  • IsTaunted( ) : bool

  • IsTempestDouble( ) : bool

  • IsTower( ) : bool
    • Is this a tower?
  • IsUnableToMiss( ) : bool

  • IsUnselectable( ) : bool

  • IsUntargetableFrom( handle pTargettingSource ) : bool

  • IsWard( ) : bool
    • Is this a Ward?
  • IsZombie( ) : bool
    • Is this entity an Undying Zombie?
  • Kill( handle hAbility, handle hAttacker ) : void
    • Kills this NPC, with the params Ability and Attacker.
  • MakeIllusion( ) : void

  • MakePhantomBlocker( ) : void

  • MakeVisibleDueToAttack( int iTeam, float flRadius ) : void

  • MakeVisibleToTeam( int iTeam, float flDuration ) : void

  • ManageModelChanges( ) : void

  • ModifyHealth( int iDesiredHealthValue, handle hAbility, bool bLethal, int iAdditionalFlags ) : void
    • Sets the health to a specific value, with optional flags or inflictors.
  • MoveToNPC( handle hNPC ) : void
    • Move to follow a unit.
  • MoveToNPCToGiveItem( handle hNPC, handle hItem ) : void
    • Give an item to another unit.
  • MoveToPosition( vector vDest ) : void
    • Issue a Move-To command.
  • MoveToPositionAggressive( vector vDest ) : void
    • Issue an Attack-Move-To command.
  • MoveToTargetToAttack( handle hTarget ) : void
    • Move to a target to attack.
  • NoHealthBar( ) : bool

  • NoTeamMoveTo( ) : bool

  • NoTeamSelect( ) : bool

  • NoUnitCollision( ) : bool

  • NotOnMinimap( ) : bool

  • NotOnMinimapForEnemies( ) : bool

  • NotifyWearablesOfModelChange( bool bOriginalModel ) : void

  • OnCommandMoveToDirection( vector pos ) : void
    • Tells the underlying AI to move in the given direction, skipping Dota orders
  • PassivesDisabled( ) : bool

  • PatrolToPosition( vector vDest ) : void
    • Issue a Patrol-To command.
  • PerformAttack( handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile, bool bFakeAttack, bool bNeverMiss ) : void
    • Performs an attack on a target.
  • PickupDroppedItem( handle hItem ) : void
    • Pick up a dropped item.
  • PickupRune( handle hItem ) : void
    • Pick up a rune.
  • PlayVCD( cstring pVCD ) : void
    • Play a VCD on the NPC.
  • ProvidesVision( ) : bool

  • Purge( bool bRemovePositiveBuffs, bool bRemoveDebuffs, bool bFrameOnly, bool bRemoveStuns, bool bRemoveExceptions ) : void
    • (bool RemovePositiveBuffs, bool RemoveDebuffs, bool BuffsCreatedThisFrameOnly, bool RemoveStuns, bool RemoveExceptions)
  • QueueConcept( float flDelay, handle hCriteriaTable, handle hCompletionCallbackFn, handle hContext, handle hCallbackInfo ) : void
    • Queue a response system concept with the TLK_DOTA_CUSTOM concept, after a delay.
  • QueueTeamConcept( float flDelay, handle hCriteriaTable, handle hCompletionCallbackFn, handle hContext, handle hCallbackInfo ) : void
    • Queue a response system concept with the TLK_DOTA_CUSTOM concept, after a delay, for the same team this speaker is on.
  • QueueTeamConceptNoSpectators( float flDelay, handle hCriteriaTable, handle hCompletionCallbackFn, handle hContext, handle hCallbackInfo ) : void
    • Queue a response system concept with the TLK_DOTA_CUSTOM concept, after a delay, for the same team this speaker is on. Is not played for spectators.
  • RemoveAbility( cstring pszAbilityName ) : void
    • Remove an ability from this unit by name.
  • RemoveAbilityByHandle( handle hAbility ) : void
    • Remove the passed ability from this unit.
  • RemoveAbilityFromIndexByName( cstring pszAbilityName ) : void

  • RemoveAllModifiers( int targets, bool bNow, bool bPermanent, bool bDeath ) : void
    • (int targets [0=all, 1=enemy, 2=ally], bool bNow, bool bPermanent, bool bDeath)
  • RemoveAllModifiersOfName( cstring pszScriptName ) : void
    • Removes all copies of a modifier.
  • RemoveGesture( int nActivity ) : void
    • Remove the given gesture activity.
  • RemoveHorizontalMotionController( handle hBuff ) : void

  • RemoveItem( handle hItem ) : void
    • Removes the passed item from this unit’s inventory and deletes it.
  • RemoveModifierByName( cstring pszScriptName ) : void
    • Removes a modifier.
  • RemoveModifierByNameAndCaster( cstring pszScriptName, handle hCaster ) : void
    • Removes a modifier that was cast by the given caster.
  • RemoveNoDraw( ) : void
    • Remove the no draw flag.
  • RemoveVerticalMotionController( handle hBuff ) : void

  • RespawnUnit( ) : void
    • Respawns the target unit if it can be respawned.
  • Script_GetAttackRange( ) : float
    • Gets this unit’s attack range after all modifiers.
  • Script_GetMagicalArmorValue( bool bUseExperimentalFormula, handle inflictor ) : float
    • Returns current magical armor value.
  • Script_IsDeniable( ) : bool

  • Script_ReduceMana( float flMana, handle hAbility ) : float
    • Remove mana from this unit, this can be used for involuntary mana loss, not for mana that is spent.
  • SellItem( handle hItem ) : void
    • Sells the passed item in this unit’s inventory.
  • SetAbilityByIndex( handle hAbility, int iIndex ) : void
    • Set the ability by index.
  • SetAcquisitionRange( int nRange ) : void

  • SetAdditionalBattleMusicWeight( float flWeight ) : void
    • Combat involving this creature will have this weight added to the music calcuations.
  • SetAggroTarget( handle hAggroTarget ) : void
    • Set this unit’s aggro target to a specified unit.
  • SetAttackCapability( int iAttackCapabilities ) : void

  • SetAttacking( handle hAttackTarget ) : void

  • SetBaseAttackTime( float flBaseAttackTime ) : void

  • SetBaseDamageMax( int nMax ) : void
    • Sets the maximum base damage.
  • SetBaseDamageMin( int nMin ) : void
    • Sets the minimum base damage.
  • SetBaseHealthRegen( float flHealthRegen ) : void

  • SetBaseMagicalResistanceValue( float flMagicalResistanceValue ) : void
    • Sets base magical armor value.
  • SetBaseManaRegen( float flManaRegen ) : void

  • SetBaseMaxHealth( float flBaseMaxHealth ) : void
    • Set a new base max health value.
  • SetBaseMoveSpeed( int iMoveSpeed ) : void

  • SetCanSellItems( bool bCanSell ) : void
    • Set whether or not this unit is allowed to sell items (bCanSellItems)
  • SetControllableByPlayer( int nPlayerID, bool bSkipAdjustingPosition ) : void
    • Set this unit controllable by the player with the passed ID.
  • SetCursorCastTarget( handle hEntity ) : void

  • SetCursorPosition( vector vLocation ) : void

  • SetCursorTargetingNothing( bool bTargetingNothing ) : void

  • SetCustomHealthLabel( cstring pLabel, int r, int g, int b ) : void

  • SetDayTimeVisionRange( int iRange ) : void
    • Set the base vision range.
  • SetDeathXP( int iXPBounty ) : void
    • Set the XP bounty on this unit.
  • SetFollowRange( float flFollowRange ) : void

  • SetForceAttackTarget( handle hNPC ) : void

  • SetForceAttackTargetAlly( handle hNPC ) : void

  • SetHasInventory( bool bHasInventory ) : void
    • Set if this unit has an inventory.
  • SetHealthBarOffsetOverride( int nOffset ) : void

  • SetHullRadius( float flHullRadius ) : void
    • Set the collision hull radius of this NPC.
  • SetIdleAcquire( bool bIdleAcquire ) : void

  • SetInitialGoalEntity( handle hGoal ) : void
    • Sets the initial waypoint goal for this NPC.
  • SetInitialGoalPosition( vector vPosition ) : void
    • Set waypoint position for this NPC.
  • SetMana( float flMana ) : void
    • Set the mana on this unit.
  • SetMaxMana( float flMaxMana ) : void
    • Set the maximum mana of this unit.
  • SetMaximumGoldBounty( int iGoldBountyMax ) : void
    • Set the maximum gold bounty for this unit.
  • SetMinimumGoldBounty( int iGoldBountyMin ) : void
    • Set the minimum gold bounty for this unit.
  • SetModifierStackCount( cstring pszScriptName, handle hCaster, int nStackCount ) : void
    • Sets the stack count of a given modifier.
  • SetMoveCapability( int iMoveCapabilities ) : void

  • SetMustReachEachGoalEntity( bool must ) : void
    • Set whether this NPC is required to reach each goal entity, rather than being allowed to unkink their path.
  • SetNeverMoveToClearSpace( bool neverMoveToClearSpace ) : void
    • If set to true, we will never attempt to move this unit to clear space, even when it unphases.
  • SetNightTimeVisionRange( int iRange ) : void
    • Returns the vision range after modifiers.
  • SetOrigin( vector vLocation ) : void
    • Set the unit’s origin.
  • SetOriginalModel( cstring pszModelName ) : void
    • Sets the original model of this entity, which it will tend to fall back to anytime its state changes.
  • SetPhysicalArmorBaseValue( float flPhysicalArmorValue ) : void
    • Sets base physical armor value.
  • SetRangedProjectileName( cstring pProjectileName ) : void

  • SetRevealRadius( float revealRadius ) : void
    • sets the client side map reveal radius for this unit
  • SetShouldComputeRemainingPathLength( bool bCompute ) : void

  • SetShouldDoFlyHeightVisual( bool bShouldVisuallyFly ) : void

  • SetStolenScepter( bool bStolenScepter ) : void

  • SetUnitCanRespawn( bool bCanRespawn ) : void

  • SetUnitName( cstring pName ) : void

  • ShouldIdleAcquire( ) : bool

  • SpeakConcept( handle hCriteriaTable ) : void
    • Speak a response system concept with the TLK_DOTA_CUSTOM concept.
  • SpendMana( float flManaSpent, handle hAbility ) : void
    • Spend mana from this unit, this can be used for spending mana from abilities or item usage.
  • StartGesture( int nActivity ) : void
    • Add the given gesture activity.
  • StartGestureFadeWithSequenceSettings( int nActivity ) : void
    • Add the given gesture activity faded according to its sequence settings.
  • StartGestureWithFade( int nActivity, float fFadeIn, float fFadeOut ) : void
    • Add the given gesture activity faded according to to the parameters.
  • StartGestureWithFadeAndPlaybackRate( int nActivity, float fFadeIn, float fFadeOut, float flRate ) : void
    • Add the given gesture activity faded according to to the parameters and with a playback rate override.
  • StartGestureWithPlaybackRate( int nActivity, float flRate ) : void
    • Add the given gesture activity with a playback rate override.
  • Stop( ) : void
    • Stop the current order.
  • StopFacing( ) : void

  • SwapAbilities( cstring pAbilityName1, cstring pAbilityName2, bool bEnable1, bool bEnable2 ) : void
    • Swaps the slots of the two passed abilities and sets them enabled/disabled.
  • SwapItems( int nSlot1, int nSlot2 ) : void
    • Swap the contents of two item slots (slot1, slot2)
  • TakeItem( handle hItem ) : handle
    • Removed the passed item from this unit’s inventory.
  • TimeUntilNextAttack( ) : float

  • TriggerModifierDodge( ) : bool

  • TriggerSpellAbsorb( handle hAbility ) : bool

  • TriggerSpellReflect( handle hAbility ) : void
    • Trigger the Lotus Orb-like effect.(hAbility)
  • UnHideAbilityToSlot( cstring pszAbilityName, cstring pszReplacedAbilityName ) : void
    • Makes the first ability unhidden, and puts it where second ability currently is. Will do nothing if the first ability is already unhidden and in a valid slot.
  • UnitCanRespawn( ) : bool

  • WasKilledPassively( ) : bool

CDOTA_BaseNPC_Building

extends CDOTA_BaseNPC

  • GetInvulnCount( ) : int
    • Get the invulnerability count for a building.
  • SetInvulnCount( int nInvulnCount ) : void
    • Set the invulnerability counter of this building.

CDOTA_BaseNPC_Creature

extends CDOTA_BaseNPC

  • AddItemDrop( handle hDropData ) : void
    • Add the specified item drop to this creature.
  • CreatureLevelUp( int iLevels ) : void
    • Level the creature up by the specified number of levels
  • GetDisableResistance( ) : float
    • Set creature’s current disable resistance
  • GetUltimateDisableResistance( ) : float
    • Set creature’s current disable resistance from ultimates
  • IsChampion( ) : bool
    • Is this unit a champion?
  • IsReincarnating( ) : bool
    • Is this creature respawning?
  • RemoveAllItemDrops( ) : void
    • Remove all item drops from this creature.
  • SetAggroOnOwnerOnDamage( bool bAggro ) : void
    • Does this creature aggro on the owner of the attacking unit when taking damage?
  • SetArmorGain( float flArmorGain ) : void
    • Set the armor gained per level on this creature.
  • SetAttackTimeGain( float flAttackTimeGain ) : void
    • Set the attack time gained per level on this creature.
  • SetBountyGain( int nBountyGain ) : void
    • Set the bounty gold gained per level on this creature.
  • SetChampion( bool bIsChampion ) : void
    • Flag this unit as a champion creature.
  • SetDamageGain( int nDamageGain ) : void
    • Set the damage gained per level on this creature.
  • SetDisableResistance( float flDisableResistance ) : void
    • Set creature’s current disable resistance
  • SetDisableResistanceGain( float flDisableResistanceGain ) : void
    • Set the disable resistance gained per level on this creature.
  • SetHPGain( int nHPGain ) : void
    • Set the hit points gained per level on this creature.
  • SetHPRegenGain( float flHPRegenGain ) : void
    • Set the hit points regen gained per level on this creature.
  • SetMagicResistanceGain( float flMagicResistanceGain ) : void
    • Set the magic resistance gained per level on this creature.
  • SetManaGain( int nManaGain ) : void
    • Set the mana points gained per level on this creature.
  • SetManaRegenGain( float flManaRegenGain ) : void
    • Set the mana points regen gained per level on this creature.
  • SetMoveSpeedGain( int nMoveSpeedGain ) : void
    • Set the move speed gained per level on this creature.
  • SetRequiresReachingEndPath( bool bRequiresReachingEndPath ) : void
    • Set whether creatures require reaching their end path before becoming idle
  • SetUltimateDisableResistance( float flUltDisableResistance ) : void
    • Set creature’s current disable resistance from ultimates
  • SetXPGain( int nXPGain ) : void
    • Set the XP gained per level on this creature.

CDOTA_BaseNPC_Hero

extends CDOTA_BaseNPC

  • AddExperience( float flXP, int nReason, bool bApplyBotDifficultyScaling, bool bIncrementTotal ) : bool
    • Params: Float XP, Bool applyBotDifficultyScaling
  • Buyback( ) : void
    • Spend the gold and buyback with this hero.
  • CalculateStatBonus( bool bForce ) : void
    • Recalculate all stats after the hero gains stats.
  • CanEarnGold( ) : bool
    • Returns boolean value result of buyback gold limit time less than game time.
  • ClearLastHitMultikill( ) : void
    • Value is stored in PlayerResource.
  • ClearLastHitStreak( ) : void
    • Value is stored in PlayerResource.
  • ClearStreak( ) : void
    • Value is stored in PlayerResource.
  • GetAbilityPoints( ) : int
    • Gets the current unspent ability points.
  • GetAdditionalOwnedUnits( ) : table

  • GetAgility( ) : float

  • GetAgilityGain( ) : float

  • GetAssists( ) : int
    • Value is stored in PlayerResource.
  • GetAttacker( int nIndex ) : int

  • GetBaseAgility( ) : float

  • GetBaseDamageMax( ) : int
    • Hero damage is also affected by attributes.
  • GetBaseDamageMin( ) : int
    • Hero damage is also affected by attributes.
  • GetBaseIntellect( ) : float

  • GetBaseManaRegen( ) : float
    • Returns the base mana regen.
  • GetBaseStrength( ) : float

  • GetBonusDamageFromPrimaryStat( ) : int

  • GetBuybackCooldownTime( ) : float
    • Return float value for the amount of time left on cooldown for this hero’s buyback.
  • GetBuybackCost( bool bReturnOldValues ) : int
    • Return integer value for the gold cost of a buyback.
  • GetBuybackGoldLimitTime( ) : float
    • Returns the amount of time gold gain is limited after buying back.
  • GetCurrentXP( ) : int
    • Returns the amount of XP
  • GetDeathGoldCost( ) : int

  • GetDeaths( ) : int
    • Value is stored in PlayerResource.
  • GetDenies( ) : int
    • Value is stored in PlayerResource.
  • GetGold( ) : int
    • Returns gold amount for the player owning this hero
  • GetGoldBounty( ) : int

  • GetHeroID( ) : int

  • GetIncreasedAttackSpeed( ) : float
    • Hero attack speed is also affected by agility.
  • GetIntellect( ) : float

  • GetIntellectGain( ) : float

  • GetKills( ) : int
    • Value is stored in PlayerResource.
  • GetLastHits( ) : int
    • Value is stored in PlayerResource.
  • GetMostRecentDamageTime( ) : float

  • GetMultipleKillCount( ) : int

  • GetNumAttackers( ) : int

  • GetNumItemsInInventory( ) : int

  • GetNumItemsInStash( ) : int

  • GetPhysicalArmorBaseValue( ) : float
    • Hero armor is affected by attributes.
  • GetPlayerID( ) : int
    • Returns player ID of the player owning this hero
  • GetPrimaryAttribute( ) : int
    • 0 = strength, 1 = agility, 2 = intelligence.
  • GetPrimaryStatValue( ) : float

  • GetReplicatingOtherHero( ) : handle

  • GetRespawnTime( ) : float

  • GetRespawnsDisabled( ) : bool
    • Is this hero prevented from respawning?
  • GetStreak( ) : int
    • Value is stored in PlayerResource.
  • GetStrength( ) : float

  • GetStrengthGain( ) : float

  • GetTimeUntilRespawn( ) : float

  • GetTogglableWearable( int nSlotType ) : handle
    • Get wearable entity in slot (slot)
  • HasAnyAvailableInventorySpace( ) : bool

  • HasFlyingVision( ) : bool

  • HasOwnerAbandoned( ) : bool

  • HasRoomForItem( cstring pItemName, bool bIncludeStashCombines, bool bAllowSelling ) : int
    • Args: const char* pItemName, bool bIncludeStashCombines, bool bAllowSelling
  • HeroLevelUp( bool bPlayEffects ) : void
    • Levels up the hero, true or false to play effects.
  • IncrementAssists( int iKillerID ) : void
    • Value is stored in PlayerResource.
  • IncrementDeaths( int iKillerID ) : void
    • Value is stored in PlayerResource.
  • IncrementDenies( ) : void
    • Value is stored in PlayerResource.
  • IncrementKills( int iVictimID ) : void
    • Passed ID is for the victim, killer ID is ID of the current hero. Value is stored in PlayerResource.
  • IncrementLastHitMultikill( ) : void
    • Value is stored in PlayerResource.
  • IncrementLastHitStreak( ) : void
    • Value is stored in PlayerResource.
  • IncrementLastHits( ) : void
    • Value is stored in PlayerResource.
  • IncrementNearbyCreepDeaths( ) : void
    • Value is stored in PlayerResource.
  • IncrementStreak( ) : void
    • Value is stored in PlayerResource.
  • IsBuybackDisabledByReapersScythe( ) : bool

  • IsReincarnating( ) : bool

  • IsStashEnabled( ) : bool

  • KilledHero( handle hHero, handle hInflictor ) : void
    • Args: Hero, Inflictor
  • ModifyAgility( float flNewAgility ) : void
    • Adds passed value to base attribute value, then calls CalculateStatBonus.
  • ModifyGold( int iGoldChange, bool bReliable, int iReason ) : int
    • Gives this hero some gold. Args: int nGoldChange, bool bReliable, int reason
  • ModifyGoldFiltered( int iGoldChange, bool bReliabe, int iReason ) : int
    • Gives this hero some gold, using the gold filter if extra filtering is on. Args: int nGoldChange, bool bReliable, int reason
  • ModifyIntellect( float flNewIntellect ) : void
    • Adds passed value to base attribute value, then calls CalculateStatBonus.
  • ModifyStrength( float flNewStrength ) : void
    • Adds passed value to base attribute value, then calls CalculateStatBonus.
  • PerformTaunt( ) : void

  • RecordLastHit( ) : void

  • RespawnHero( bool bBuyBack, bool bRespawnPenalty ) : void
    • Respawn this hero.
  • SetAbilityPoints( int iPoints ) : void
    • Sets the current unspent ability points.
  • SetBaseAgility( float flAgility ) : void

  • SetBaseIntellect( float flIntellect ) : void

  • SetBaseStrength( float flStrength ) : void

  • SetBotDifficulty( int nDifficulty ) : void

  • SetBuyBackDisabledByReapersScythe( bool bBuybackDisabled ) : void

  • SetBuybackCooldownTime( float flTime ) : void
    • Sets the buyback cooldown time.
  • SetBuybackGoldLimitTime( float flTime ) : void
    • Set the amount of time gold gain is limited after buying back.
  • SetCustomDeathXP( int iValue ) : void
    • Sets a custom experience value for this hero. Note, GameRules boolean must be set for this to work!
  • SetGold( int iGold, bool bReliable ) : void
    • Sets the gold amount for the player owning this hero
  • SetPlayerID( int iPlayerID ) : void

  • SetPrimaryAttribute( int nPrimaryAttribute ) : void
    • Set this hero’s primary attribute value.
  • SetRespawnPosition( vector vOrigin ) : void

  • SetRespawnsDisabled( bool bDisableRespawns ) : void
    • Prevent this hero from respawning.
  • SetStashEnabled( bool bEnabled ) : void

  • SetTimeUntilRespawn( float time ) : void

  • ShouldDoFlyHeightVisual( ) : bool

  • SpendGold( int iCost, int iReason ) : void
    • Args: int nGold, int nReason
  • UpgradeAbility( handle hAbility ) : void
    • This upgrades the passed ability if it exists and the hero has enough ability points.
  • WillReincarnate( ) : bool

CDOTA_BaseNPC_MangoTree

extends CDOTA_BaseNPC_Building

CDOTA_BaseNPC_NeutralItemStash

extends CDOTA_BaseNPC_Building

CDOTA_BaseNPC_Shop

extends CDOTA_BaseNPC_Building

  • GetShopType( ) : int
    • Get the DOTA_SHOP_TYPE
  • SetShopType( int eShopType ) : void
    • Set the DOTA_SHOP_TYPE.

CDOTA_BaseNPC_Trap_Ward

extends CDOTA_BaseNPC_Creature

  • GetTrapTarget( ) : vector
    • Get the trap target for this entity.
  • SetAnimation( cstring pAnimation ) : void
    • Set the animation sequence for this entity.

CDOTA_BaseNPC_Watch_Tower

extends CDOTA_BaseNPC_Building

  • GetInteractAbilityName( ) : cstring
    • The name of the ability used when triggering interaction on the outpost.
  • SetInteractAbilityName( cstring pszInteractAbilityName ) : void
    • The name of the ability used when triggering interaction on the outpost.

CDOTA_Buff

  • AddParticle( int i, bool bDestroyImmediately, bool bStatusEffect, int iPriority, bool bHeroEffect, bool bOverheadEffect ) : void
    • (index, bDestroyImmediately, bStatusEffect, priority, bHeroEffect, bOverheadEffect
  • CheckStateToTable( handle table ) : void

  • DecrementStackCount( ) : void
    • Decrease this modifier’s stack count by 1.
  • Destroy( ) : void
    • Run all associated destroy functions, then remove the modifier.
  • DestroyOnExpire( ) : bool

  • ForceRefresh( ) : void
    • Run all associated refresh functions on this modifier as if it was re-applied.
  • GetAbility( ) : handle
    • Get the ability that generated the modifier.
  • GetAuraDuration( ) : float
    • Returns aura stickiness (default 0.5)
  • GetAuraOwner( ) : handle

  • GetCaster( ) : handle
    • Get the owner of the ability responsible for the modifier.
  • GetClass( ) : cstring

  • GetCreationTime( ) : float

  • GetDieTime( ) : float

  • GetDuration( ) : float

  • GetElapsedTime( ) : float

  • GetLastAppliedTime( ) : float

  • GetName( ) : cstring

  • GetParent( ) : handle
    • Get the unit the modifier is parented to.
  • GetRemainingTime( ) : float

  • GetSerialNumber( ) : int

  • GetStackCount( ) : int

  • HasFunction( int iFunction ) : bool

  • IncrementStackCount( ) : void
    • Increase this modifier’s stack count by 1.
  • IsDebuff( ) : bool

  • IsHexDebuff( ) : bool

  • IsStunDebuff( ) : bool

  • SendBuffRefreshToClients( ) : void

  • SetDuration( float flDuration, bool bInformClient ) : void
    • (flTime, bInformClients)
  • SetOverheadEffectOffset( float flOffset ) : bool

  • SetStackCount( int iCount ) : void

  • StartIntervalThink( float flInterval ) : void
    • Start this modifier’s think function (OnIntervalThink) with the given interval (float). To stop, call with -1.

CDOTA_CustomUIManager

  • DynamicHud_Create( int, cstring, cstring, handle ) : void
    • Create a new custom UI HUD element for the specified player(s). ( PlayerID_t PlayerID /-1 means everyone/, string ElementID /* should be unique /, string LayoutFileName, table DialogVariables / can be nil */ )
  • DynamicHud_Destroy( int, cstring ) : void
    • Destroy a custom hud element ( PlayerID_t PlayerID /-1 means everyone/, string ElementID )
  • DynamicHud_SetDialogVariables( int, cstring, handle ) : void
    • Add or modify dialog variables for an existing custom hud element ( PlayerID_t PlayerID /-1 means everyone/, string ElementID, table DialogVariables )
  • DynamicHud_SetVisible( int, cstring, bool ) : void
    • Toggle the visibility of an existing custom hud element ( PlayerID_t PlayerID /-1 means everyone/, string ElementID, bool Visible )

CDOTA_Item

extends CDOTABaseAbility

  • CanBeUsedOutOfInventory( ) : bool

  • GetContainer( ) : handle
    • Get the container for this item.
  • GetCost( ) : int

  • GetCurrentCharges( ) : int
    • Get the number of charges this item currently has.
  • GetInitialCharges( ) : int
    • Get the initial number of charges this item has.
  • GetItemSlot( ) : int

  • GetItemState( ) : int
    • Gets whether item is unequipped or ready.
  • GetParent( ) : handle
    • Get the parent for this item.
  • GetPurchaseTime( ) : float
    • Get the purchase time of this item
  • GetPurchaser( ) : handle
    • Get the purchaser for this item.
  • GetSecondaryCharges( ) : int
    • Get the number of secondary charges this item currently has.
  • GetShareability( ) : int

  • GetValuelessCharges( ) : int
    • Get the number of valueless charges this item currently has.
  • IsAlertableItem( ) : bool

  • IsCastOnPickup( ) : bool

  • IsCombinable( ) : bool

  • IsCombineLocked( ) : bool

  • IsDisassemblable( ) : bool

  • IsDroppable( ) : bool

  • IsInBackpack( ) : bool

  • IsItem( ) : bool

  • IsKillable( ) : bool

  • IsMuted( ) : bool

  • IsNeutralDrop( ) : bool

  • IsPermanent( ) : bool
    • Is this a permanent item?
  • IsPurchasable( ) : bool

  • IsRecipe( ) : bool

  • IsRecipeGenerated( ) : bool

  • IsSellable( ) : bool

  • IsStackable( ) : bool

  • LaunchLoot( bool bAutoUse, float flHeight, float flDuration, vector vEndPoint, handle hTeleportOwner ) : void

  • LaunchLootInitialHeight( bool bAutoUse, float flInitialHeight, float flLaunchHeight, float flDuration, vector vEndPoint ) : void

  • LaunchLootRequiredHeight( bool bAutoUse, float flRequiredHeight, float flHeight, float flDuration, vector vEndPoint ) : void

  • ModifyNumValuelessCharges( int iCharges ) : void
    • Modifies the number of valueless charges on this item
  • OnEquip( ) : void

  • OnUnequip( ) : void

  • RequiresCharges( ) : bool

  • SetCanBeUsedOutOfInventory( bool bValue ) : void

  • SetCastOnPickup( bool bCastOnPickUp ) : void

  • SetCombineLocked( bool bCombineLocked ) : void

  • SetCurrentCharges( int iCharges ) : void
    • Set the number of charges on this item
  • SetDroppable( bool bDroppable ) : void

  • SetItemState( int iState ) : void
    • Sets whether item is unequipped or ready.
  • SetOnlyPlayerHeroPickup( bool bOnlyPlayerHero ) : void

  • SetPurchaseTime( float flTime ) : void
    • Set the purchase time of this item
  • SetPurchaser( handle hPurchaser ) : void
    • Set the purchaser of record for this item.
  • SetSecondaryCharges( int iCharges ) : void
    • Set the number of secondary charges on this item
  • SetSellable( bool bSellable ) : void

  • SetShareability( int iShareability ) : void

  • SetStacksWithOtherOwners( bool bStacksWithOtherOwners ) : void

  • SpendCharge( ) : void

  • StacksWithOtherOwners( ) : bool

  • Think( ) : void
    • Think this item

CDOTA_ItemSpawner

extends CBaseEntity

  • GetItemName( ) : cstring
    • Returns the item name

CDOTA_Item_BagOfGold

extends CDOTA_Item

  • SetLifeTime( float flTime ) : void
    • Set the life time of this item

CDOTA_Item_DataDriven

extends CDOTA_Item

  • ApplyDataDrivenModifier( handle hCaster, handle hTarget, cstring pszModifierName, handle hModifierTable ) : void
    • Applies a data driven modifier to the target
  • ApplyDataDrivenThinker( handle hCaster, vector vLocation, cstring pszModifierName, handle hModifierTable ) : handle
    • Applies a data driven thinker at the location

CDOTA_Item_EmptyBottle

extends CDOTA_Item

  • ClearStoredRune( ) : void
    • Clear the stored rune.
  • OnRune( int iRuneType ) : bool
    • Place a rune in the bottle.
  • SetStoredRune( int iRuneType ) : void
    • Set the stored rune.

CDOTA_Item_Lua

extends CDOTA_Item

  • CanUnitPickUp( handle hUnit ) : bool
    • Returns true if this item can be picked up by the target unit.
  • CastFilterResult( ) : int
    • Determine whether an issued command with no target is valid.
  • CastFilterResultLocation( vector vLocation ) : int
    • (Vector vLocation) Determine whether an issued command on a location is valid.
  • CastFilterResultTarget( handle hTarget ) : int
    • (HSCRIPT hTarget) Determine whether an issued command on a target is valid.
  • GetAssociatedPrimaryAbilities( ) : cstring
    • Returns abilities that are stolen simultaneously, or otherwise related in functionality.
  • GetAssociatedSecondaryAbilities( ) : cstring
    • Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.
  • GetBehavior( ) : double
    • Return cast behavior type of this ability.
  • GetCastRange( vector vLocation, handle hTarget ) : int
    • Return cast range of this ability.
  • GetChannelStartTime( ) : float
    • Return the channel start time of this ability.
  • GetChannelTime( ) : float
    • Return the channel time of this ability.
  • GetChannelledHealthCostPerSecond( int iLevel ) : int
    • Return health cost per second of channeling at the given level (-1 is current).
  • GetChannelledManaCostPerSecond( int iLevel ) : int
    • Return mana cost at the given level per second while channeling (-1 is current).
  • GetConceptRecipientType( ) : int
    • Return who hears speech when this spell is cast.
  • GetCooldown( int iLevel ) : float
    • Return cooldown of this ability.
  • GetCustomCastError( ) : cstring
    • Return the error string of a failed command with no target.
  • GetCustomCastErrorLocation( vector vLocation ) : cstring
    • (Vector vLocation) Return the error string of a failed command on a location.
  • GetCustomCastErrorTarget( handle hTarget ) : cstring
    • (HSCRIPT hTarget) Return the error string of a failed command on a target.
  • GetCustomHudErrorMessage( int nReason ) : cstring
    • (DOTA_INVALID_ORDERS nReason) Return the error string of a failed order.
  • GetEffectiveCastRange( vector vLocation, handle hTarget ) : int
    • Return cast range of this ability, taking modifiers into account.
  • GetGoldCost( int iLevel ) : int
    • Return gold cost at the given level (-1 is current).
  • GetHealthCost( int iLevel ) : int
    • Return health cost at the given level (-1 is current).
  • GetIntrinsicModifierName( ) : cstring
    • Returns the name of the modifier applied passively by this ability.
  • GetManaCost( int iLevel ) : int
    • Return mana cost at the given level (-1 is current).
  • GetPlaybackRateOverride( ) : float
    • Return the animation rate of the cast animation.
  • IsHiddenAbilityCastable( ) : bool
    • Returns true if this ability can be used when not on the action panel.
  • IsHiddenWhenStolen( ) : bool
    • Returns true if this ability is hidden when stolen by Spell Steal.
  • IsMuted( ) : bool
    • Returns whether this item is muted or not.
  • IsRefreshable( ) : bool
    • Returns true if this ability is refreshed by Refresher Orb.
  • IsStealable( ) : bool
    • Returns true if this ability can be stolen by Spell Steal.
  • OnAbilityPhaseInterrupted( ) : void
    • Cast time did not complete successfully.
  • OnAbilityPhaseStart( ) : bool
    • Cast time begins (return true for successful cast).
  • OnChannelFinish( bool bInterrupted ) : void
    • (bool bInterrupted) Channel finished.
  • OnChannelThink( float flInterval ) : void
    • (float flInterval) Channeling is taking place.
  • OnChargeCountChanged( ) : void
    • Runs when item’s charge count changes.
  • OnHeroCalculateStatBonus( ) : void
    • Caster (hero only) gained a level, skilled an ability, or received a new stat bonus.
  • OnHeroDiedNearby( handle unit, handle attacker, handle table ) : void
    • A hero has died in the vicinity (ie Urn), takes table of params.
  • OnHeroLevelUp( ) : void
    • Caster gained a level.
  • OnInventoryContentsChanged( ) : void
    • Caster inventory changed.
  • OnItemEquipped( handle hItem ) : void
    • ( HSCRIPT hItem ) Caster equipped item.
  • OnOwnerDied( ) : void
    • Caster died.
  • OnOwnerSpawned( ) : void
    • Caster respawned or spawned for the first time.
  • OnProjectileHit( handle hTarget, vector vLocation ) : bool
    • (HSCRIPT hTarget, Vector vLocation) Projectile has collided with a given target or reached its destination (target is invalid).
  • OnProjectileThink( vector vLocation ) : void
    • (Vector vLocation) Projectile is actively moving.
  • OnSpellStart( ) : void
    • Cast time finished, spell effects begin.
  • OnStolen( handle hSourceAbility ) : void
    • ( HSCRIPT hAbility ) Special behavior when stolen by Spell Steal.
  • OnToggle( ) : void
    • Ability is toggled on/off.
  • OnUnStolen( ) : void
    • Special behavior when lost by Spell Steal.
  • OnUpgrade( ) : void
    • Ability gained a level.
  • ProcsMagicStick( ) : bool
    • Returns true if this ability will generate magic stick charges for nearby enemies.
  • SpeakTrigger( ) : int
    • Return the type of speech used.

CDOTA_Item_Physical

extends CBaseAnimatingActivity

  • GetContainedItem( ) : handle
    • Returned the contained item.
  • GetCreationTime( ) : float
    • Returns the game time when this item was created in the world
  • SetContainedItem( handle hItem ) : void
    • Set the contained item.

CDOTA_MapTree

extends CBaseEntity

  • CutDown( int nTeamNumberKnownTo ) : void
    • Cuts down this tree. Parameters: int nTeamNumberKnownTo (-1 = invalid team)
  • CutDownRegrowAfter( float flRegrowAfter, int nTeamNumberKnownTo ) : void
    • Cuts down this tree. Parameters: float flRegrowAfter (-1 = never regrow), int nTeamNumberKnownTo (-1 = invalid team)
  • GrowBack( ) : void
    • Grows back the tree if it was cut down.
  • IsStanding( ) : bool
    • Returns true if the tree is standing, false if it has been cut down

CDOTA_Modifier_Lua

extends CDOTA_Buff

  • AllowIllusionDuplicate( ) : bool
    • True/false if this modifier is active on illusions.
  • CanParentBeAutoAttacked( ) : bool

  • DestroyOnExpire( ) : bool
    • True/false if this buff is removed when the duration expires.
  • GetAttributes( ) : int
    • Return the types of attributes applied to this modifier (enum value from DOTAModifierAttribute_t
  • GetAuraDuration( ) : float
    • Returns aura stickiness
  • GetAuraEntityReject( handle hEntity ) : bool
    • Return true/false if this entity should receive the aura under specific conditions
  • GetAuraRadius( ) : int
    • Return the range around the parent this aura tries to apply its buff.
  • GetAuraSearchFlags( ) : int
    • Return the unit flags this aura respects when placing buffs.
  • GetAuraSearchTeam( ) : int
    • Return the teams this aura applies its buff to.
  • GetAuraSearchType( ) : int
    • Return the unit classifications this aura applies its buff to.
  • GetCritDamage( ) : float
    • A Modifier that listens to MODIFIER_PROPERTY_PREATTACK_CRITICALSTRIKE has to have a GetCritDamage implementation so we can know when to evaluate it. Value should be in ‘times the original value format’ e.g: 1.5 not 150
  • GetEffectAttachType( ) : int
    • Return the attach type of the particle system from GetEffectName.
  • GetEffectName( ) : cstring
    • Return the name of the particle system that is created while this modifier is active.
  • GetHeroEffectName( ) : cstring
    • Return the name of the hero effect particle system that is created while this modifier is active.
  • GetModifierAura( ) : cstring
    • The name of the secondary modifier that will be applied by this modifier (if it is an aura).
  • GetPriority( ) : int
    • Return the priority order this modifier will be applied over others.
  • GetStatusEffectName( ) : cstring
    • Return the name of the status effect particle system that is created while this modifier is active.
  • GetTexture( ) : cstring
    • Return the name of the buff icon to be shown for this modifier.
  • HeroEffectPriority( ) : int
    • Relationship of this hero effect with those from other buffs (higher is more likely to be shown).
  • IsAura( ) : bool
    • True/false if this modifier is an aura.
  • IsAuraActiveOnDeath( ) : bool
    • True/false if this aura provides buffs when the parent is dead.
  • IsDebuff( ) : bool
    • True/false if this modifier should be displayed as a debuff.
  • IsHidden( ) : bool
    • True/false if this modifier should be displayed on the buff bar.
  • IsPermanent( ) : bool

  • IsPurgable( ) : bool
    • True/false if this modifier can be purged.
  • IsPurgeException( ) : bool
    • True/false if this modifier can be purged by strong dispels.
  • IsStunDebuff( ) : bool
    • True/false if this modifier is considered a stun for purge reasons.
  • OnCreated( handle table ) : void
    • Runs when the modifier is created.
  • OnDestroy( ) : void
    • Runs when the modifier is destroyed (after unit loses modifier).
  • OnIntervalThink( ) : void
    • Runs when the think interval occurs.
  • OnRefresh( handle table ) : void
    • Runs when the modifier is refreshed.
  • OnRemoved( ) : void
    • Runs when the modifier is destroyed (before unit loses modifier).
  • OnStackCountChanged( int iStackCount ) : void
    • Runs when stack count changes (param is old count).
  • RemoveOnDeath( ) : bool
    • True/false if this modifier is removed when the parent dies.
  • SetHasCustomTransmitterData( bool bHasCustomData ) : void

  • ShouldUseOverheadOffset( ) : bool
    • Apply the overhead offset to the attached effect.
  • StatusEffectPriority( ) : int
    • Relationship of this status effect with those from other buffs (higher is more likely to be shown).

CDOTA_Modifier_Lua_Horizontal_Motion

extends CDOTA_Modifier_Lua

  • ApplyHorizontalMotionController( ) : bool
    • Starts the horizontal motion controller effects for this buff. Returns true if successful.
  • GetPriority( ) : int
    • Get the priority
  • OnHorizontalMotionInterrupted( ) : void
    • Called when the motion gets interrupted.
  • SetPriority( int nMotionPriority ) : void
    • Set the priority
  • UpdateHorizontalMotion( handle me, float dt ) : void
    • Perform any motion from the given interval on the NPC.

CDOTA_Modifier_Lua_Motion_Both

extends CDOTA_Modifier_Lua

  • ApplyHorizontalMotionController( ) : bool
    • Starts the horizontal motion controller effects for this buff. Returns true if successful.
  • ApplyVerticalMotionController( ) : bool
    • Starts the vertical motion controller effects for this buff. Returns true if successful.
  • GetPriority( ) : int
    • Get the priority
  • OnHorizontalMotionInterrupted( ) : void
    • Called when the motion gets interrupted.
  • OnVerticalMotionInterrupted( ) : void
    • Called when the motion gets interrupted.
  • SetPriority( int nMotionPriority ) : void
    • Set the priority
  • UpdateHorizontalMotion( handle me, float dt ) : void
    • Perform any motion from the given interval on the NPC.
  • UpdateVerticalMotion( handle me, float dt ) : void
    • Perform any motion from the given interval on the NPC.

CDOTA_Modifier_Lua_Vertical_Motion

extends CDOTA_Modifier_Lua

  • ApplyVerticalMotionController( ) : bool
    • Starts the vertical motion controller effects for this buff. Returns true if successful.
  • GetMotionPriority( ) : int
    • Get the priority
  • OnVerticalMotionInterrupted( ) : void
    • Called when the motion gets interrupted.
  • SetMotionPriority( int nMotionPriority ) : void
    • Set the priority
  • UpdateVerticalMotion( handle me, float dt ) : void
    • Perform any motion from the given interval on the NPC.

CDOTA_NeutralSpawner

extends CPointEntity

  • CreatePendingUnits( ) : void

  • SelectSpawnType( ) : void

  • SpawnNextBatch( bool bIgnoreBlockers ) : void

CDOTA_PlayerResource

extends CBaseEntity

  • AddAegisPickup( int iPlayerID ) : void

  • AddCandyEvent( int iPlayerID, int nReason ) : void

  • AddClaimedFarm( int iPlayerID, float flFarmValue, bool bEarnedValue ) : void

  • AddGoldSpentOnSupport( int iPlayerID, int iCost ) : void

  • AddNeutralItemToStash( int iPlayerID, int nTeamNumber, handle hItem ) : void

  • AddRunePickup( int iPlayerID, int nRunes ) : void

  • AreUnitsSharedWithPlayerID( int nUnitOwnerPlayerID, int nOtherPlayerID ) : bool

  • CanRepick( int iPlayerID ) : bool

  • ClearKillsMatrix( int iPlayerID ) : void

  • ClearLastHitMultikill( int iPlayerID ) : void

  • ClearLastHitStreak( int iPlayerID ) : void

  • ClearPlayer( int iPlayerID ) : void

  • ClearRawPlayerDamageMatrix( int iPlayerID ) : void

  • ClearStreak( int iPlayerID ) : void

  • GetAegisPickups( int iPlayerID ) : int

  • GetAssists( int iPlayerID ) : int

  • GetBroadcasterChannel( int iPlayerID ) : uint

  • GetBroadcasterChannelSlot( int iPlayerID ) : uint

  • GetClaimedDenies( int iPlayerID ) : int

  • GetClaimedFarm( int iPlayerID, bool bOnlyEarned ) : float

  • GetClaimedMisses( int iPlayerID ) : int

  • GetConnectionState( int iPlayerID ) :

  • GetCreepDamageTaken( int iPlayerID, bool bTotal ) : int

  • GetCustomBuybackCooldown( int iPlayerID ) : float

  • GetCustomBuybackCost( int iPlayerID ) : int

  • GetCustomTeamAssignment( int iPlayerID ) : int
    • Get the current custom team assignment for this player.
  • GetDamageDoneToHero( int iPlayerID, int iVictimID ) : int

  • GetDeaths( int iPlayerID ) : int

  • GetDenies( int iPlayerID ) : int

  • GetEventGameUpgrades( int nPlayerID ) : handle
    • (nPlayerID)
  • GetEventPointsForPlayerID( int nPlayerID ) : uint

  • GetEventPremiumPoints( int nPlayerID ) : uint

  • GetEventRanks( int nPlayerID ) :

  • GetGold( int iPlayerID ) : int

  • GetGoldLostToDeath( int iPlayerID ) : int

  • GetGoldPerMin( int iPlayerID ) : float

  • GetGoldSpentOnBuybacks( int iPlayerID ) : int

  • GetGoldSpentOnConsumables( int iPlayerID ) : int

  • GetGoldSpentOnItems( int iPlayerID ) : int

  • GetGoldSpentOnSupport( int iPlayerID ) : int

  • GetHealing( int iPlayerID ) : float

  • GetHeroDamageTaken( int iPlayerID, bool bTotal ) : int

  • GetKills( int iPlayerID ) : int

  • GetKillsDoneToHero( int iPlayerID, int iVictimID ) : int

  • GetLabyrinthEventGameHeroUnlocks( int nPlayerID ) : handle
    • (nPlayerID)
  • GetLastHitMultikill( int iPlayerID ) : int

  • GetLastHitStreak( int iPlayerID ) : int

  • GetLastHits( int iPlayerID ) : int

  • GetLevel( int iPlayerID ) : int

  • GetLiveSpectatorTeam( int iPlayerID ) :

  • GetMisses( int iPlayerID ) : int

  • GetNearbyCreepDeaths( int iPlayerID ) : int

  • GetNetWorth( int iPlayerID ) : int

  • GetNetworkedEventActionClaimCount( int nPlayerID, int nEventID, uint unActionID ) : int
    • (nPlayerID, eEvent, nActionID)
  • GetNetworkedEventActionClaimCountByName( int nPlayerID, int nEventID, cstring pActionName ) : int
    • (nPlayerID, eEvent, pActionName)
  • GetNthCourierForTeam( int nCourierIndex, int nTeamNumber ) : handle

  • GetNthPlayerIDOnTeam( int iTeamNumber, int iNthPlayer ) : int

  • GetNumConnectedHumanPlayers( ) : int
    • Players on a valid team (radiant, dire, or custom*) who haven’t abandoned the game
  • GetNumConsumablesPurchased( int iPlayerID ) : int

  • GetNumCouriersForTeam( int nTeamNumber ) : int

  • GetNumItemsPurchased( int iPlayerID ) : int

  • GetPartyID( int iPlayerID ) : uint64

  • GetPlayer( int iPlayerID ) : handle

  • GetPlayerCount( ) : int
    • Includes spectators and players not assigned to a team
  • GetPlayerCountForTeam( int iTeam ) : int

  • GetPlayerLoadedCompletely( int iPlayerID ) : bool

  • GetPlayerName( int iPlayerID ) : cstring

  • GetPreferredCourierForPlayer( int nPlayerId ) : handle

  • GetRawPlayerDamage( int iPlayerID ) : int

  • GetReliableGold( int iPlayerID ) : int

  • GetRespawnSeconds( int iPlayerID ) : int

  • GetRoshanKills( int iPlayerID ) : int

  • GetRunePickups( int iPlayerID ) : int

  • GetSelectedHeroEntity( int iPlayerID ) : handle

  • GetSelectedHeroID( int iPlayerID ) : int

  • GetSelectedHeroName( int iPlayerID ) : cstring

  • GetSteamAccountID( int iPlayerID ) : uint

  • GetSteamID( int iPlayerID ) : uint64
    • Get the 64 bit steam ID for a given player.
  • GetStreak( int iPlayerID ) : int

  • GetStuns( int iPlayerID ) : float

  • GetTeam( int iPlayerID ) : int

  • GetTeamKills( int iTeam ) : int

  • GetTeamPlayerCount( ) : int
    • (Deprecated: use GetNumConnectedHumanPlayers) Players on a valid team (radiant, dire, or custom*) who haven’t abandoned the game
  • GetTimeOfLastConsumablePurchase( int iPlayerID ) : float

  • GetTimeOfLastDeath( int iPlayerID ) : float

  • GetTimeOfLastItemPurchase( int iPlayerID ) : float

  • GetTotalEarnedGold( int iPlayerID ) : int

  • GetTotalEarnedXP( int iPlayerID ) : int

  • GetTotalGoldSpent( int iPlayerID ) : int

  • GetTowerDamageTaken( int iPlayerID, bool bTotal ) : int

  • GetTowerKills( int iPlayerID ) : int

  • GetUnitShareMaskForPlayer( int nPlayerID, int nOtherPlayerID ) : int

  • GetUnreliableGold( int iPlayerID ) : int

  • GetXPPerMin( int iPlayerID ) : float

  • HasCustomGameTicketForPlayerID( int iPlayerID ) : bool
    • Does this player have a custom game ticket for this game?
  • HasRandomed( int iPlayerID ) : bool

  • HasSelectedHero( int iPlayerID ) : bool

  • HasSetNetworkedEventActionClaimCount( ) : bool

  • HaveAllPlayersJoined( ) : bool

  • IncrementAssists( int iPlayerID, int iVictimID ) : void

  • IncrementClaimedDenies( int iPlayerID, int nValue ) : void

  • IncrementClaimedMisses( int iPlayerID, int nValue ) : void

  • IncrementDeaths( int iPlayerID, int iKillerID ) : void

  • IncrementDenies( int iPlayerID, int nValue ) : void

  • IncrementKills( int iPlayerID, int iVictimID ) : void

  • IncrementLastHitMultikill( int iPlayerID, int nCount ) : void

  • IncrementLastHitStreak( int iPlayerID, int nCount ) : void

  • IncrementLastHits( int iPlayerID, int nCount ) : void

  • IncrementMisses( int iPlayerID, int nValue ) : void

  • IncrementNearbyCreepDeaths( int iPlayerID, int nCreeps ) : void

  • IncrementStreak( int iPlayerID, int nCount ) : void

  • IncrementTotalEarnedXP( int iPlayerID, int iXP, int nReason ) : void

  • IsBroadcaster( int iPlayerID ) : bool

  • IsDisableHelpSetForPlayerID( int nPlayerID, int nOtherPlayerID ) : bool

  • IsFakeClient( int iPlayerID ) : bool

  • IsHeroSelected( cstring pHeroname, bool bIgnoreUnrevealedPick ) : bool

  • IsHeroSharedWithPlayerID( int nUnitOwnerPlayerID, int nOtherPlayerID ) : bool

  • IsValidPlayer( int iPlayerID ) : bool

  • IsValidPlayerID( int iPlayerID ) : bool

  • IsValidTeamPlayer( int iPlayerID ) : bool

  • IsValidTeamPlayerID( int nPlayerID ) : bool

  • ModifyGold( int iPlayerID, int iGoldChange, bool bReliable, int nReason ) : int

  • NumPlayers( ) : int

  • NumTeamPlayers( ) : int

  • RecordConsumableAbilityChargeChange( int iPlayerID, int item_definition_index, int nChargeIncrementOrDecrement ) : void
    • Increment or decrement consumable charges (nPlayerID, item_definition_index, nChargeIncrementOrDecrement)
  • RecordEventActionGrant( int iPlayerID, int eEvent, int unActionID, int unAudit, uint unQuantity, uint unAuditData ) : void

  • RecordEventActionGrantForPrimaryEvent( int iPlayerID, cstring pszActionName, int unAudit, uint unQuantity, uint unAuditData ) : void

  • ReplaceHeroWith( int iPlayerID, cstring pszHeroClass, int nGold, int nXP ) : handle
    • (playerID, heroClassName, gold, XP) - replaces the player’s hero with a new one of the specified class, gold and XP
  • ReplaceHeroWithNoTransfer( int iPlayerID, cstring pszHeroClass, int nGold, int nXP ) : handle
    • (playerID, heroClassName, gold, XP) - replaces the player’s hero with a new one of the specified class, gold and XP, without transferring items/abilities if same hero
  • ResetBuybackCostTime( int nPlayerID ) : void

  • ResetTotalEarnedGold( int iPlayerID ) : void

  • SetBuybackCooldownTime( int nPlayerID, float flBuybackCooldown ) : void

  • SetBuybackGoldLimitTime( int nPlayerID, float flBuybackCooldown ) : void

  • SetCameraTarget( int nPlayerID, handle hTarget ) : void
    • (playerID, entity) - force the given player’s camera to follow the given entity
  • SetCanRepick( int iPlayerID, bool bCanRepick ) : void

  • SetCustomBuybackCooldown( int iPlayerID, float flCooldownTime ) : void
    • Set the buyback cooldown for this player.
  • SetCustomBuybackCost( int iPlayerID, int iGoldCost ) : void
    • Set the buyback cost for this player.
  • SetCustomIntParam( int iPlayerID, int iParam ) : void

  • SetCustomPlayerColor( int iPlayerID, int r, int g, int b ) : void
    • Set custom color for player (minimap, scoreboard, etc)
  • SetCustomTeamAssignment( int iPlayerID, int iTeamAssignment ) : void
    • Set custom team assignment for this player.
  • SetGold( int iPlayerID, int iGold, bool bReliable ) : void

  • SetHasRandomed( int iPlayerID ) : void

  • SetLastBuybackTime( int iPlayerID, float flLastBuybackTime ) : void

  • SetOverrideSelectionEntity( int nPlayerID, handle hEntity ) : void
    • Set the forced selection entity for a player.
  • SetUnitShareMaskForPlayer( int nPlayerID, int nOtherPlayerID, int nFlag, bool bState ) : void

  • SpendGold( int iPlayerID, int iCost, int iReason ) : void

  • UpdateTeamSlot( int iPlayerID, int iTeamNumber, int desiredSlot ) : void

  • WhoSelectedHero( cstring pHeroFilename, bool bIgnoreUnrevealedPick ) : int

CDOTA_ShopTrigger

extends CBaseTrigger

  • GetShopType( ) : int
    • Get the DOTA_SHOP_TYPE
  • SetShopType( int eShopType ) : void
    • Set the DOTA_SHOP_TYPE.

CDOTA_SimpleObstruction

extends CBaseEntity

  • IsEnabled( ) : bool
    • Returns whether the obstruction is currently active
  • SetEnabled( bool bEnabled, bool bForce ) : void
    • Enable or disable the obstruction

CDOTA_Unit_Courier

extends CDOTA_BaseNPC

  • UpgradeCourier( int iLevel ) : void
    • Upgrade the courier ( int param ) times.

CDOTA_Unit_CustomGameAnnouncer

extends CDOTA_BaseNPC

  • SetServerAuthoritative( bool bIsServerAuthoritative ) : void
    • Determines whether response criteria is matched on server or client

CDOTA_Unit_CustomGameAnnouncerAghanim

extends CDOTA_BaseNPC

  • SetAnimation( cstring pAnimation ) : void
    • Set the animation sequence for this entity.
  • SetServerAuthoritative( bool bIsServerAuthoritative ) : void
    • Determines whether response criteria is matched on server or client

CDOTA_Unit_Diretide_Portal

extends CDOTA_BaseNPC_Building

  • GetPartnerPortal( ) : handle

  • ResetPortal( ) : void

  • SetInvasionRuneType( int nRuneType ) : void

  • SetPartnerPortal( handle hPortal ) : void

  • SetPortalActive( bool bActive ) : void

CDOTA_Unit_Nian

extends CDOTA_BaseNPC_Creature

  • GetHorn( ) : handle
    • Is the Nian horn?
  • GetTail( ) : handle
    • Is the Nian’s tail broken?
  • IsHornAlive( ) : bool
    • Is the Nian’s horn broken?
  • IsTailAlive( ) : bool
    • Is the Nian’s tail broken?

CDOTA_Unit_Scout

extends CDOTA_BaseNPC

CDebugOverlayScriptHelper

  • Axis( vector, , float, bool, float ) : void
    • Draws an axis. Specify origin + orientation in world space.
  • Box( vector, vector, int, int, int, int, bool, float ) : void
    • Draws a world-space axis-aligned box. Specify bounds in world space.
  • BoxAngles( vector, vector, vector, , int, int, int, int, bool, float ) : void
    • Draws an oriented box at the origin. Specify bounds in local space.
  • Capsule( vector, , float, float, int, int, int, int, bool, float ) : void
    • Draws a capsule. Specify base in world space.
  • Circle( vector, , float, int, int, int, int, bool, float ) : void
    • Draws a circle. Specify center in world space.
  • CircleScreenOriented( vector, float, int, int, int, int, bool, float ) : void
    • Draws a circle oriented to the screen. Specify center in world space.
  • Cone( vector, vector, float, float, int, int, int, int, bool, float ) : void
    • Draws a wireframe cone. Specify endpoint and direction in world space.
  • Cross( vector, float, int, int, int, int, bool, float ) : void
    • Draws a screen-aligned cross. Specify origin in world space.
  • Cross3D( vector, float, int, int, int, int, bool, float ) : void
    • Draws a world-aligned cross. Specify origin in world space.
  • Cross3DOriented( vector, , float, int, int, int, int, bool, float ) : void
    • Draws an oriented cross. Specify origin in world space.
  • DrawTickMarkedLine( vector, vector, float, int, int, int, int, int, bool, float ) : void
    • Draws a dashed line. Specify endpoints in world space.
  • EntityAttachments( ehandle, float, float ) : void
    • Draws the attachments of the entity
  • EntityAxis( ehandle, float, bool, float ) : void
    • Draws the axis of the entity origin
  • EntityBounds( ehandle, int, int, int, int, bool, float ) : void
    • Draws bounds of an entity
  • EntitySkeleton( ehandle, float ) : void
    • Draws the skeleton of the entity
  • EntityText( ehandle, int, cstring, int, int, int, int, float ) : void
    • Draws text on an entity
  • FilledRect2D( vector2d, vector2d, int, int, int, int, float ) : void
    • Draws a screen-space filled 2D rectangle. Coordinates are in pixels.
  • HorzArrow( vector, vector, float, int, int, int, int, bool, float ) : void
    • Draws a horizontal arrow. Specify endpoints in world space.
  • Line( vector, vector, int, int, int, int, bool, float ) : void
    • Draws a line between two points
  • Line2D( vector2d, vector2d, int, int, int, int, float ) : void
    • Draws a line between two points in screenspace
  • PopDebugOverlayScope( ) : void
    • Pops the identifier used to group overlays. Overlays marked with this identifier can be deleted in a big batch.
  • PushAndClearDebugOverlayScope( utlstringtoken ) : void
    • Pushes an identifier used to group overlays. Deletes all existing overlays using this overlay id.
  • PushDebugOverlayScope( utlstringtoken ) : void
    • Pushes an identifier used to group overlays. Overlays marked with this identifier can be deleted in a big batch.
  • RemoveAllInScope( utlstringtoken ) : void
    • Removes all overlays marked with a specific identifier, regardless of their lifetime.
  • SolidCone( vector, vector, float, float, int, int, int, int, bool, float ) : void
    • Draws a solid cone. Specify endpoint and direction in world space.
  • Sphere( vector, float, int, int, int, int, bool, float ) : void
    • Draws a wireframe sphere. Specify center in world space.
  • SweptBox( vector, vector, vector, vector, , int, int, int, int, float ) : void
    • Draws a swept box. Specify endpoints in world space and the bounds in local space.
  • Text( vector, int, cstring, float, int, int, int, int, float ) : void
    • Draws 2D text. Specify origin in world space.
  • Texture( cstring, vector2d, vector2d, int, int, int, int, vector2d, vector2d, float ) : void
    • Draws a screen-space texture. Coordinates are in pixels.
  • Triangle( vector, vector, vector, int, int, int, int, bool, float ) : void
    • Draws a filled triangle. Specify vertices in world space.
  • VectorText3D( vector, , cstring, int, int, int, int, bool, float ) : void
    • Draws 3D text. Specify origin + orientation in world space.
  • VertArrow( vector, vector, float, int, int, int, int, bool, float ) : void
    • Draws a vertical arrow. Specify endpoints in world space.
  • YawArrow( vector, float, float, float, int, int, int, int, bool, float ) : void
    • Draws a arrow associated with a specific yaw. Specify endpoints in world space.

CDotaQuest

extends CBaseEntity

  • AddSubquest( handle hSubquest ) : void
    • Add a subquest to this quest
  • CompleteQuest( ) : void
    • Mark this quest complete
  • GetSubquest( int nIndex ) : handle
    • Finds a subquest from this quest by index
  • GetSubquestByName( cstring pszName ) : handle
    • Finds a subquest from this quest by name
  • RemoveSubquest( handle hSubquest ) : void
    • Remove a subquest from this quest
  • SetTextReplaceString( cstring pszString ) : void
    • Set the text replace string for this quest
  • SetTextReplaceValue( int valueSlot, int value ) : void
    • Set a quest value

CDotaSubquestBase

extends CBaseEntity

  • CompleteSubquest( ) : void
    • Mark this subquest complete
  • SetTextReplaceString( cstring pszString ) : void
    • Set the text replace string for this subquest
  • SetTextReplaceValue( int valueSlot, int value ) : void
    • Set a subquest value

CDotaTutorialNPCBlocker

extends CBaseFlex

  • SetEnabled( bool bEnabled ) : void

  • SetOtherBlocker( handle hBlocker ) : void

CEntities

  • CreateByClassname( cstring ) : handle
    • Creates an entity by classname
  • FindAllByClassname( cstring ) : table
    • Finds all entities by class name. Returns an array containing all the found entities.
  • FindAllByClassnameWithin( cstring, vector, float ) : table
    • Find entities by class name within a radius.
  • FindAllByModel( cstring ) : table
    • Find entities by model name.
  • FindAllByName( cstring ) : table
    • Find all entities by name. Returns an array containing all the found entities in it.
  • FindAllByNameWithin( cstring, vector, float ) : table
    • Find entities by name within a radius.
  • FindAllByTarget( cstring ) : table
    • Find entities by targetname.
  • FindAllInSphere( vector, float ) : table
    • Find entities within a radius.
  • FindByClassname( handle, cstring ) : handle
    • Find entities by class name. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • FindByClassnameNearest( cstring, vector, float ) : handle
    • Find entities by class name nearest to a point.
  • FindByClassnameWithin( handle, cstring, vector, float ) : handle
    • Find entities by class name within a radius. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • FindByModel( handle, cstring ) : handle
    • Find entities by model name. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • FindByModelWithin( handle, cstring, vector, float ) : handle
    • Find entities by model name within a radius. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • FindByName( handle, cstring ) : handle
    • Find entities by name. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • FindByNameNearest( cstring, vector, float ) : handle
    • Find entities by name nearest to a point.
  • FindByNameWithin( handle, cstring, vector, float ) : handle
    • Find entities by name within a radius. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • FindByTarget( handle, cstring ) : handle
    • Find entities by targetname. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • FindInSphere( handle, vector, float ) : handle
    • Find entities within a radius. Pass ‘null’ to start an iteration, or reference to a previously found entity to continue a search
  • First( ) : handle
    • Begin an iteration over the list of entities
  • GetLocalPlayer( ) : handle
    • Get the local player controller (backcompat).
  • GetLocalPlayerController( ) : handle
    • Get the local player controller.
  • GetLocalPlayerPawn( ) : handle
    • Get the local player pawn.
  • Next( handle ) : handle
    • Continue an iteration over the list of entities, providing reference to a previously found entity

CEntityInstance

  • ConnectOutput( cstring, cstring ) : void
    • Adds an I/O connection that will call the named function on this entity when the specified output fires.
  • Destroy( ) : void

  • DisconnectOutput( cstring, cstring ) : void
    • Removes a connected script function from an I/O event on this entity.
  • DisconnectRedirectedOutput( cstring, cstring, handle ) : void
    • Removes a connected script function from an I/O event on the passed entity.
  • FireOutput( cstring, handle, handle, table, float ) : void
    • Fire an entity output
  • GetClassname( ) : cstring

  • GetDebugName( ) : cstring
    • Get the entity name w/help if not defined (i.e. classname/etc)
  • GetEntityHandle( ) : ehandle
    • Get the entity as an EHANDLE
  • GetEntityIndex( ) : int

  • GetIntAttr( cstring ) : int
    • Get Integer Attribute
  • GetName( ) : cstring

  • GetOrCreatePrivateScriptScope( ) : handle
    • Retrieve, creating if necessary, the private per-instance script-side data associated with an entity
  • GetOrCreatePublicScriptScope( ) : handle
    • Retrieve, creating if necessary, the public script-side data associated with an entity
  • GetPrivateScriptScope( ) : handle
    • Retrieve the private per-instance script-side data associated with an entity
  • GetPublicScriptScope( ) : handle
    • Retrieve the public script-side data associated with an entity
  • RedirectOutput( cstring, cstring, handle ) : void
    • Adds an I/O connection that will call the named function on the passed entity when the specified output fires.
  • RemoveSelf( ) : void
    • Delete this entity
  • SetIntAttr( cstring, int ) : void
    • Set Integer Attribute
  • entindex( ) : int

CEntityScriptFramework

CEnvEntityMaker

extends CBaseEntity

  • SpawnEntity( ) : void
    • Create an entity at the location of the maker
  • SpawnEntityAtEntityOrigin( handle hEntity ) : void
    • Create an entity at the location of a specified entity instance
  • SpawnEntityAtLocation( vector vecAlternateOrigin, vector vecAlternateAngles ) : void
    • Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
  • SpawnEntityAtNamedEntityOrigin( cstring pszName ) : void
    • Create an entity at the location of a named entity

CEnvProjectedTexture

extends CBaseEntity

  • SetFarRange( float flRange ) : void
    • Set light maximum range
  • SetLinearAttenuation( float flAtten ) : void
    • Set light linear attenuation value
  • SetNearRange( float flRange ) : void
    • Set light minimum range
  • SetQuadraticAttenuation( float flAtten ) : void
    • Set light quadratic attenuation value
  • SetVolumetrics( bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset ) : void
    • Turn on/off light volumetrics: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset

CFoWBlockerRegion

extends CBaseEntity

  • AddRectangularBlocker( vector vMins, vector vMaxs, bool bClearRegion ) : void
    • AddRectangularBlocker( vMins, vMaxs, bClear ) : Sets or clears a blocker rectangle
  • AddRectangularOutlineBlocker( vector vMins, vector vMaxs, bool bClearRegion ) : void
    • AddRectangularOutlineBlocker( vMins, vMaxs, bClear ) : Sets or clears a blocker rectangle outline

CInfoData

extends CBaseEntity

  • QueryColor( utlstringtoken tok, vector vDefault ) : vector
    • Query color data for this key
  • QueryFloat( utlstringtoken tok, float flDefault ) : float
    • Query float data for this key
  • QueryInt( utlstringtoken tok, int nDefault ) : int
    • Query int data for this key
  • QueryNumber( utlstringtoken tok, float flDefault ) : float
    • Query number data for this key
  • QueryString( utlstringtoken tok, cstring pDefault ) : cstring
    • Query string data for this key
  • QueryVector( utlstringtoken tok, vector vDefault ) : vector
    • Query vector data for this key

CInfoPlayerStartDota

extends CPointEntity

  • IsEnabled( ) : bool
    • Returns whether the object is currently active
  • SetEnabled( bool bEnabled ) : void
    • Enable or disable the obstruction

CInfoWorldLayer

extends CBaseEntity

  • HideWorldLayer( ) : void
    • Hides this layer
  • ShowWorldLayer( ) : void
    • Shows this layer

CLogicRelay

extends CBaseEntity

  • Trigger( handle hActivator, handle hCaller ) : void
    • Trigger( hActivator, hCaller ) : Triggers the logic_relay

CLogicScript

extends CBaseEntity

CMarkupVolumeTagged

extends CBaseEntity

  • HasTag( cstring pszTagName ) : bool
    • Does this volume have the given tag.

CNativeOutputs

  • AddOutput( cstring, cstring ) : void
    • Add an output
  • Init( int ) : void
    • Initialize with number of outputs

CParticleSystem

extends CBaseModelEntity

CPhysicsProp

extends CBaseAnimatingActivity

  • DisableMotion( ) : void
    • Disable motion for the prop
  • EnableMotion( ) : void
    • Enable motion for the prop
  • SetDynamicVsDynamicContinuous( bool bIsDynamicVsDynamicContinuousEnabled ) : void
    • Enable/disable dynamic vs dynamic continuous collision traces

CPointClientUIWorldPanel

extends CBaseModelEntity

  • AcceptUserInput( ) : void
    • Tells the panel to accept user input.
  • AddCSSClasses( cstring pszClasses ) : void
    • Adds CSS class(es) to the panel
  • IgnoreUserInput( ) : void
    • Tells the panel to ignore user input.
  • IsGrabbable( ) : bool
    • Returns whether this entity is grabbable.
  • RemoveCSSClasses( cstring pszClasses ) : void
    • Remove CSS class(es) from the panel

CPointEntity

extends CBaseEntity

CPointTemplate

extends CBaseEntity

  • DeleteCreatedSpawnGroups( ) : void
    • DeleteCreatedSpawnGroups() : Deletes any spawn groups that this point_template has spawned. Note: The point_template will not be deleted by this.
  • ForceSpawn( ) : void
    • ForceSpawn() : Spawns all of the entities the point_template is pointing at.
  • GetSpawnedEntities( ) : handle
    • GetSpawnedEntities() : Get the list of the most recent spawned entities
  • SetSpawnCallback( handle hCallbackFunc, handle hCallbackScope ) : void
    • SetSpawnCallback( hCallbackFunc, hCallbackScope, hCallbackData ) : Set a callback for when the template spawns entities. The spawned entities will be passed in as an array.

CPointWorldText

extends CBaseModelEntity

  • SetMessage( cstring pMessage ) : void
    • Set the message on this entity.

CSceneEntity

extends CBaseEntity

  • AddBroadcastTeamTarget( int ) : void
    • Adds a team (by index) to the broadcast list
  • Cancel( ) : void
    • Cancel scene playback
  • EstimateLength( ) : float
    • Returns length of this scene in seconds.
  • FindCamera( ) : handle
    • Get the camera
  • FindNamedEntity( cstring ) : handle
    • given an entity reference, such as !target, get actual entity from scene object
  • IsPaused( ) : bool
    • If this scene is currently paused.
  • IsPlayingBack( ) : bool
    • If this scene is currently playing.
  • LoadSceneFromString( cstring, cstring ) : bool
    • given a dummy scene name and a vcd string, load the scene
  • RemoveBroadcastTeamTarget( int ) : void
    • Removes a team (by index) from the broadcast list
  • Start( handle ) : void
    • Start scene playback, takes activatorEntity as param

CScriptHTTPRequest

  • Send( handle ) : bool
    • Send a HTTP request.
  • SetHTTPRequestAbsoluteTimeoutMS( uint ) : bool
    • Set the total timeout on the request.
  • SetHTTPRequestGetOrPostParameter( cstring, cstring ) : bool
    • Set a POST or GET parameter on the request.
  • SetHTTPRequestHeaderValue( cstring, cstring ) : bool
    • Set a header value on the request.
  • SetHTTPRequestNetworkActivityTimeout( uint ) : bool
    • Set the network timeout on the request - this timer is reset when any data is received.
  • SetHTTPRequestRawPostBody( cstring, cstring ) : bool
    • Set the literal body of a post - invalid after setting a post parameter.

CScriptHeroList

  • GetAllHeroes( ) : table
    • Returns all the heroes in the world
  • GetHero( int ) : handle
    • Get the Nth hero in the Hero List
  • GetHeroCount( ) : int
    • Returns the number of heroes in the world

CScriptKeyValues

  • GetValue( cstring ) : table
    • Reads a spawn key

CScriptParticleManager

  • CreateParticle( cstring, int, handle ) : int
    • Creates a new particle effect
  • CreateParticleForPlayer( cstring, int, handle, handle ) : int
    • Creates a new particle effect that only plays for the specified player
  • CreateParticleForTeam( cstring, int, handle, int ) : int
    • Creates a new particle effect that only plays for the specified team
  • DestroyParticle( int, bool ) : void
    • (int index, bool bDestroyImmediately) - Destroy a particle, if bDestroyImmediately destroy it without playing end caps.
  • GetParticleReplacement( cstring, handle ) : cstring

  • ReleaseParticleIndex( int ) : void
    • Frees the specified particle index
  • SetParticleAlwaysSimulate( int ) : void

  • SetParticleControl( int, int, vector ) : void
    • Set the control point data for a control on a particle effect
  • SetParticleControlEnt( int, int, handle, int, cstring, vector, bool ) : void

  • SetParticleControlFallback( int, int, vector ) : void
    • (int iIndex, int iPoint, Vector vecPosition)
  • SetParticleControlForward( int, int, vector ) : void
    • [OBSOLETE - Use SetParticleControlTransformForward] (int nFXIndex, int nPoint, vForward)
  • SetParticleControlOrientation( int, int, vector, vector, vector ) : void
    • [OBSOLETE - Use SetParticleControlTransform] (int nFXIndex, int nPoint, vForward, vRight, vUp) - Set the orientation for a control on a particle effect (NOTE: This is left handed – bad!!)
  • SetParticleControlOrientationFLU( int, int, vector, vector, vector ) : void
    • [OBSOLETE - Use SetParticleControlTransform] (int nFXIndex, int nPoint, Vector vecForward, Vector vecLeft, Vector vecUp) - Set the orientation for a control on a particle effect
  • SetParticleControlTransform( int, int, vector, qangle ) : void
    • (int nFXIndex, int nPoint, vOrigin, qAngles)
  • SetParticleControlTransformForward( int, int, vector, vector ) : void
    • (int nFXIndex, int nPoint, vOrigin, vForward)
  • SetParticleFoWProperties( int, int, int, float ) : void
    • int nfxindex, int nPoint, int nPoint2, float flRadius
  • SetParticleShouldCheckFoW( int, bool ) : bool
    • int nfxindex, bool bCheckFoW

CScriptPrecacheContext

  • AddResource( cstring ) : void
    • Precaches a specific resource
  • GetValue( cstring ) : table
    • Reads a spawn key

CScriptUniformRandomStream

  • RandomFloat( float flMinVal, float flMaxVal ) : float

  • RandomFloatExp( float flMinVal, float flMaxVal, float flExponent ) : float

  • RandomInt( int iMinVal, int iMaxVal ) : int

  • RollPercentage( int iPercentage ) : bool

CTakeDamageInfo

  • AddDamage( float flAddAmount ) : void

  • AddDamageType( int bitsDamageType ) : void

  • GetAmmoType( ) : int

  • GetAttacker( ) : handle

  • GetDamage( ) : float

  • GetDamageCustom( ) : int

  • GetDamageForce( ) : vector

  • GetDamagePosition( ) : vector

  • GetDamageType( ) : int

  • GetInflictor( ) : handle

  • GetOriginalDamage( ) : float

  • GetReportedPosition( ) : vector

  • HasDamageType( int bitsToTest ) : bool

  • ScaleDamage( float flScaleAmount ) : void

  • SetAmmoType( int iAmmoType ) : void

  • SetAttacker( handle hAttacker ) : void

  • SetDamage( float flDamage ) : void

  • SetDamageCustom( int iDamageCustom ) : void

  • SetDamageForce( vector damageForce ) : void

  • SetDamagePosition( vector damagePosition ) : void

  • SetDamageType( int bitsDamageType ) : void

  • SetOriginalDamage( float flOriginalDamage ) : void

  • SetReportedPosition( vector reportedPosition ) : void

Convars

  • GetBool( cstring ) : table
    • GetBool(name) : returns the convar as a boolean flag.
  • GetCommandClient( ) : handle
    • GetCommandClient() : returns the player who issued this console command.
  • GetDOTACommandClient( ) : handle
    • GetDOTACommandClient() : returns the DOTA player who issued this console command.
  • GetFloat( cstring ) : table
    • GetFloat(name) : returns the convar as a float. May return null if no such convar.
  • GetInt( cstring ) : table
    • GetInt(name) : returns the convar as an int. May return null if no such convar.
  • GetStr( cstring ) : table
    • GetStr(name) : returns the convar as a string. May return null if no such convar.
  • RegisterCommand( cstring, handle, cstring, int ) : void
    • RegisterCommand(name, fn, helpString, flags) : register a console command.
  • RegisterConvar( cstring, cstring, cstring, int ) : void
    • RegisterConvar(name, defaultValue, helpString, flags): register a new console variable.
  • SetBool( cstring, bool ) : void
    • SetBool(name, val) : sets the value of the convar to the bool.
  • SetFloat( cstring, float ) : void
    • SetFloat(name, val) : sets the value of the convar to the float.
  • SetInt( cstring, int ) : void
    • SetInt(name, val) : sets the value of the convar to the int.
  • SetStr( cstring, cstring ) : void
    • SetStr(name, val) : sets the value of the convar to the string.

Global

  • AddFOWViewer( int, vector, float, float, bool ) : int
    • Add temporary vision for a given team, returns a ViewerID ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision)
  • AngleDiff( float, float ) : float
    • Returns the number of degrees difference between two yaw angles
  • AnglesToVector( qangle ) : vector
    • Generate a vector given a QAngles
  • AppendToLogFile( cstring, cstring ) : void
    • AppendToLogFile is deprecated. Print to the console for logging instead.
  • ApplyDamage( handle ) : float
    • Damage an npc.
  • AxisAngleToQuaternion( vector, float ) : quaternion
    • (vector,float) constructs a quaternion representing a rotation by angle around the specified vector axis
  • CalcClosestPointOnEntityOBB( handle, vector ) : vector
    • Compute the closest point on the OBB of an entity.
  • CalcDistanceBetweenEntityOBB( handle, handle ) : float
    • Compute the distance between two entity OBB. A negative return value indicates an input error. A return value of zero indicates that the OBBs are overlapping.
  • CalcDistanceToLineSegment2D( vector, vector, vector ) : float

  • CancelEntityIOEvents( ehandle ) : void
    • Create all I/O events for a particular entity
  • CenterCameraOnUnit( int, handle ) : void
    • CenterCameraOnUnit( nPlayerId, hUnit ): Centers each players’ camera on a unit.
  • ClearTeamCustomHealthbarColor( int ) : void
    • ( teamNumber )
  • CreateDamageInfo( handle, handle, vector, vector, float, int ) : handle
    • (hInflictor, hAttacker, flDamage) - Allocate a damageinfo object, used as an argument to TakeDamage(). Call DestroyDamageInfo( hInfo ) to free the object.
  • CreateEffect( handle ) : bool
    • Pass table - Inputs: entity, effect
  • CreateHTTPRequest( cstring, cstring ) : handle
    • Create an HTTP request.
  • CreateHTTPRequestScriptVM( cstring, cstring ) : handle
    • Create an HTTP request.
  • CreateHeroForPlayer( cstring, handle ) : handle
    • Creates a DOTA hero by its dota_npc_units.txt name and sets it as the given player’s controlled hero
  • CreateIllusions( handle, handle, handle, int, int, bool, bool ) : table
    • Create illusions of the passed hero that belong to passed unit using passed modifier data. ( hOwner, hHeroToCopy, hModiiferKeys, nNumIllusions, nPadding, bScramblePosition, bFindClearSpace ) Supported keys: outgoing_damage incoming_damage bounty_base bounty_growth outgoing_damage_structure outgoing_damage_roshan
  • CreateItem( cstring, handle, handle ) : handle
    • Create a DOTA item
  • CreateItemOnPositionForLaunch( vector, handle ) : handle
    • Create a physical item at a given location, can start in air (but doesn’t clear a space)
  • CreateItemOnPositionSync( vector, handle ) : handle
    • Create a physical item at a given location
  • CreateModifierThinker( handle, handle, cstring, handle, vector, int, bool ) : handle
    • Create a modifier not associated with an NPC. ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker )
  • CreateRune( vector, int ) : handle
    • Create a rune of the specified type (vLocation, iRuneType).
  • CreateSceneEntity( cstring ) : handle
    • Create a scene entity to play the specified scene.
  • CreateTempTree( vector, float ) : handle
    • Create a temporary tree, uses a default tree model. (vLocation, flDuration).
  • CreateTempTreeWithModel( vector, float, cstring ) : handle
    • Create a temporary tree, specifying the tree model name. (vLocation, flDuration, szModelName).
  • CreateTrigger( vector, vector, vector ) : handle
    • CreateTrigger( vecMin, vecMax ) : Creates and returns an AABB trigger
  • CreateTriggerRadiusApproximate( vector, float ) : handle
    • CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : Creates and returns an AABB trigger thats bigger than the radius provided
  • CreateUniformRandomStream( int ) : handle
    • ( iSeed ) - Creates a separate random number stream.
  • CreateUnitByName( cstring, vector, bool, handle, handle, int ) : handle
    • Creates a DOTA unit by its dota_npc_units.txt name
  • CreateUnitByNameAsync( cstring, vector, bool, handle, handle, int, handle ) : int
    • Creates a DOTA unit by its dota_npc_units.txt name
  • CreateUnitFromTable( handle, vector ) : handle
    • Creates a DOTA unit by its dota_npc_units.txt name from a table of entity key values and a position to spawn at.
  • CrossVectors( vector, vector ) : vector
    • (vector,vector) cross product between two vectors
  • DOTA_SpawnMapAtPosition( cstring, vector, bool, handle, handle, handle ) : int
    • Spawn a .vmap at the target location.
  • DebugBreak( ) : void
    • Breaks in the debugger
  • DebugCreateUnit( handle, cstring, int, bool, handle ) : int
    • Creates a test unit controllable by the specified player.
  • DebugDrawBox( vector, vector, vector, int, int, int, int, float ) : void
    • Draw a debug overlay box (origin, mins, maxs, forward, r, g, b, a, duration )
  • DebugDrawBoxDirection( vector, vector, vector, vector, vector, float, float ) : void
    • Draw a debug forward box (cent, min, max, forward, vRgb, a, duration)
  • DebugDrawCircle( vector, vector, float, float, bool, float ) : void
    • Draw a debug circle (center, vRgb, a, rad, ztest, duration)
  • DebugDrawClear( ) : void
    • Try to clear all the debug overlay info
  • DebugDrawLine( vector, vector, int, int, int, bool, float ) : void
    • Draw a debug overlay line (origin, target, r, g, b, ztest, duration)
  • DebugDrawLine_vCol( vector, vector, vector, bool, float ) : void
    • Draw a debug line using color vec (start, end, vRgb, a, ztest, duration)
  • DebugDrawScreenTextLine( float, float, int, cstring, int, int, int, int, float ) : void
    • Draw text with a line offset (x, y, lineOffset, text, r, g, b, a, duration)
  • DebugDrawSphere( vector, vector, float, float, bool, float ) : void
    • Draw a debug sphere (center, vRgb, a, rad, ztest, duration)
  • DebugDrawText( vector, cstring, bool, float ) : void
    • Draw text in 3d (origin, text, bViewCheck, duration)
  • DebugScreenTextPretty( float, float, int, cstring, int, int, int, int, float, cstring, int, bool ) : void
    • Draw pretty debug text (x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold)
  • DestroyDamageInfo( handle ) : void
    • Free a damageinfo object that was created with CreateDamageInfo().
  • DisconnectClient( int, bool ) : void
    • Kick a specific player from the game
  • DoCleaveAttack( handle, handle, handle, float, float, float, float, cstring ) : int
    • (hAttacker, hTarget, hAbility, fDamage, fRadius, effectName)
  • DoEntFire( cstring, cstring, cstring, float, handle, handle ) : void
    • #EntFire:Generate and entity i/o event
  • DoEntFireByInstanceHandle( handle, cstring, cstring, float, handle, handle ) : void
    • #EntFireByHandle:Generate and entity i/o event
  • DoIncludeScript( cstring, handle ) : bool
    • Execute a script (internal)
  • DoScriptAssert( bool, cstring ) : void
    • #ScriptAssert:Asserts the passed in value. Prints out a message and brings up the assert dialog.
  • DoUniqueString( cstring ) : cstring
    • #UniqueString:Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
  • DotProduct( vector, vector ) : float

  • DropNeutralItemAtPositionForHero( cstring, vector, handle, int, bool ) : handle
    • Drop a neutral item for the team of the hero at the given tier.
  • DropNeutralItemAtPositionForHeroWithOffset( cstring, vector, handle, int, bool, vector ) : handle
    • Drop a neutral item for the team of the hero at the given tier.
  • EmitAnnouncerSound( cstring ) : void
    • Emit an announcer sound for all players.
  • EmitAnnouncerSoundForPlayer( cstring, int ) : void
    • Emit an announcer sound for a player.
  • EmitAnnouncerSoundForTeam( cstring, int ) : void
    • Emit an announcer sound for a team.
  • EmitAnnouncerSoundForTeamOnLocation( cstring, int, vector ) : void
    • Emit an announcer sound for a team at a specific location.
  • EmitGlobalSound( cstring ) : void
    • Play named sound for all players
  • EmitSoundOn( cstring, handle ) : void
    • Play named sound on Entity
  • EmitSoundOnClient( cstring, handle ) : void
    • Play named sound only on the client for the passed in player
  • EmitSoundOnEntityForPlayer( cstring, handle, int ) : void
    • Emit a sound on an entity for only a specific player
  • EmitSoundOnLocationForAllies( vector, cstring, handle ) : void
    • Emit a sound on a location from a unit, only for players allied with that unit (vLocation, soundName, hCaster
  • EmitSoundOnLocationForPlayer( cstring, vector, int ) : void
    • Emit a sound on a location for only a specific player
  • EmitSoundOnLocationWithCaster( vector, cstring, handle ) : void
    • Emit a sound on a location from a unit. (vLocation, soundName, hCaster).
  • EntIndexToHScript( int ) : handle
    • Turn an entity index integer to an HScript representing that entity’s script instance.
  • ExecuteOrderFromTable( handle ) : void
    • Issue an order from a script table
  • ExponentialDecay( float, float, float ) : float
    • Smooth curve decreasing slower as it approaches zero
  • FindClearRandomPositionAroundUnit( handle, handle, int ) : bool
    • Finds a clear random position around a given target unit, using the target unit’s padded collision radius.
  • FindClearSpaceForUnit( handle, vector, bool ) : bool
    • Place a unit somewhere not already occupied.
  • FindSpawnEntityForTeam( int ) : handle
    • Find a spawn point for the given team.
  • FindUnitsInLine( int, vector, vector, handle, float, int, int, int ) : table
    • Find units that intersect the given line with the given flags.
  • FindUnitsInRadius( int, vector, handle, float, int, int, int, int, bool ) : table
    • Finds the units in a given radius with the given flags.
  • FireEntityIOInputNameOnly( ehandle, cstring ) : void
    • Fire Entity’s Action Input w/no data
  • FireEntityIOInputString( ehandle, cstring, cstring ) : void
    • Fire Entity’s Action Input with passed String - you own the memory
  • FireEntityIOInputVec( ehandle, cstring, vector ) : void
    • Fire Entity’s Action Input with passed Vector - you own the memory
  • FireGameEvent( cstring, handle ) : void
    • Fire a game event.
  • FireGameEventLocal( cstring, handle ) : void
    • Fire a game event without broadcasting to the client.
  • FrameTime( ) : float
    • Get the time spent on the server in the last frame
  • GetAbilityKeyValuesByName( cstring ) : table
    • Get ability data by ability name.
  • GetAbilityTextureNameForAbility( cstring ) : cstring
    • Gets the ability texture name for an ability
  • GetActiveSpawnGroupHandle( ) : int
    • Returns the currently active spawn group handle
  • GetClearSpaceForUnit( handle, vector ) : vector
    • Returns a location for the unit that is not already occupied.
  • GetDedicatedServerKey( cstring ) : cstring
    • ( version )
  • GetDedicatedServerKeyV2( cstring ) : cstring
    • ( version )
  • GetDedicatedServerKeyV3( cstring ) : cstring
    • ( version )
  • GetEntityIndexForTreeId( uint ) : int
    • Get the enity index for a tree id specified as the entindex_target of a DOTA_UNIT_ORDER_CAST_TARGET_TREE.
  • GetFrameCount( ) : int
    • Returns the engines current frame count
  • GetGroundHeight( vector, handle ) : float

  • GetGroundPosition( vector, handle ) : vector
    • Returns the supplied position moved to the ground. Second parameter is an NPC for measuring movement collision hull offset.
  • GetItemCost( cstring ) : int
    • Get the cost of an item by name.
  • GetItemDefOwnedCount( int, int ) : int

  • GetItemDefQuantity( int, int ) : int

  • GetListenServerHost( ) : handle
    • Get the local player on a listen server.
  • GetLobbyEventGameDetails( ) : table
    • ( )
  • GetMapName( ) : cstring
    • Get the name of the map.
  • GetMaxOutputDelay( ehandle, cstring ) : float
    • Get the longest delay for all events attached to an output
  • GetPhysAngularVelocity( handle ) : vector
    • Get Angular Velocity for VPHYS or normal object. Returns a vector of the axis of rotation, multiplied by the degrees of rotation per second.
  • GetPhysVelocity( handle ) : vector
    • Get Velocity for VPHYS or normal object
  • GetPotentialNeutralItemDrop( int, int ) : cstring
    • Given the item tier and the team, roll for the name of a valid neutral item drop, considering previous drops and consumables.
  • GetSystemDate( ) : cstring
    • Get the current real world date
  • GetSystemTime( ) : cstring
    • Get the current real world time
  • GetSystemTimeMS( ) : double
    • Get system time in milliseconds
  • GetTargetAOELocation( int, int, int, vector, int, int, int ) : vector

  • GetTargetLinearLocation( int, int, int, vector, int, int, int ) : vector

  • GetTeamHeroKills( int ) : int
    • ( int teamID )
  • GetTeamName( int ) : cstring
    • ( int teamID )
  • GetTreeIdForEntityIndex( int ) : int
    • Given and entity index of a tree, get the tree id for use for use with with unit orders.
  • GetUnitKeyValuesByName( cstring ) : table
    • Get unit data by ability name.
  • GetWorldMaxX( ) : float
    • Gets the world’s maximum X position.
  • GetWorldMaxY( ) : float
    • Gets the world’s maximum Y position.
  • GetWorldMinX( ) : float
    • Gets the world’s minimum X position.
  • GetWorldMinY( ) : float
    • Gets the world’s minimum Y position.
  • GetXPNeededToReachNextLevel( int ) : int
    • Get amount of XP required to reach the next level.
  • HeroMaxLevel( handle ) : void
    • Max out a hero’s level and give them all appropriate abilities and talents.
  • InitLogFile( cstring, cstring ) : void
    • InitLogFile is deprecated. Print to the console for logging instead.
  • IsClient( ) : bool
    • Returns true if this is lua running from the client.dll.
  • IsDedicatedServer( ) : bool
    • Returns true if this server is a dedicated server.
  • IsInToolsMode( ) : bool
    • Returns true if this is lua running within tools mode.
  • IsLocationVisible( int, vector ) : bool
    • Ask fog of war if a location is visible to a certain team (nTeamNumber, vLocation).
  • IsMangoTree( handle ) : bool
    • Is this entity a mango tree? (hEntity).
  • IsMarkedForDeletion( handle ) : bool
    • Returns true if the entity is valid and marked for deletion.
  • IsServer( ) : bool
    • Returns true if this is lua running from the server.dll.
  • IsUnitInValidPosition( handle ) : bool
    • Returns true if the unit is in a valid position in the gridnav.
  • IsValidEntity( handle ) : bool
    • Checks to see if the given hScript is a valid entity
  • LerpVectors( vector, vector, float ) : vector
    • (vector,vector,float) lerp between two vectors by a float factor returning new vector
  • LimitPathingSearchDepth( float ) : void
    • Set the limit on the pathfinding search space.
  • LinkLuaModifier( cstring, cstring, int ) : void
    • Link a lua-defined modifier with the associated class ( className, fileName, LuaModifierType).
  • ListenToGameEvent( cstring, handle, handle ) : int
    • Register as a listener for a game event from script.
  • LoadKeyValues( cstring ) : table
    • Creates a table from the specified keyvalues text file
  • LoadKeyValuesFromString( cstring ) : table
    • Creates a table from the specified keyvalues string
  • LocalTime( ) : table
    • Get the current local time
  • MakeStringToken( cstring ) : int
    • Checks to see if the given hScript is a valid entity
  • ManuallyTriggerSpawnGroupCompletion( int ) : void
    • Triggers the creation of entities in a manually-completed spawn group
  • MinimapEvent( int, handle, int, int, int, int ) : void
    • Start a minimap event. (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration).
  • Msg( cstring ) : void
    • Print a message
  • PauseGame( bool ) : void
    • Pause or unpause the game.
  • Plat_FloatTime( ) : float
    • Get the current float time from the engine
  • PlayerInstanceFromIndex( int ) : handle
    • Get a script instance of a player by index.
  • PrecacheEntityFromTable( cstring, handle, handle ) : void
    • Precache an entity from KeyValues in table
  • PrecacheEntityListFromTable( handle, handle ) : void
    • Precache a list of entity KeyValues tables
  • PrecacheItemByNameAsync( cstring, handle ) : void
    • Asynchronously precaches a DOTA item by its dota_npc_items.txt name, provides a callback when it’s finished.
  • PrecacheItemByNameSync( cstring, handle ) : void
    • Precaches a DOTA item by its dota_npc_items.txt name
  • PrecacheModel( cstring, handle ) : void
    • ( modelName, context ) - Manually precache a single model
  • PrecacheResource( cstring, cstring, handle ) : void
    • Manually precache a single resource
  • PrecacheUnitByNameAsync( cstring, handle, int ) : void
    • Asynchronously precaches a DOTA unit by its dota_npc_units.txt name, provides a callback when it’s finished.
  • PrecacheUnitByNameSync( cstring, handle, int ) : void
    • Precaches a DOTA unit by its dota_npc_units.txt name
  • PrecacheUnitFromTableAsync( handle, handle ) : void
    • Precaches a DOTA unit from a table of entity key values.
  • PrecacheUnitFromTableSync( handle, handle ) : void
    • Precaches a DOTA unit from a table of entity key values.
  • PrintLinkedConsoleMessage( cstring, cstring ) : void
    • Print a console message with a linked console command
  • QSlerp( qangle, qangle, float ) : qangle
    • (from angle, to angle, time) - Spherical lerp of angle from->to based on time
  • RandomFloat( float, float ) : float
    • Get a random float within a range
  • RandomInt( int, int ) : int
    • Get a random int within a range
  • RandomVector( float ) : vector
    • Get a random 2D vector of the given length.
  • RecordNeutralItemEarned( handle, handle, int ) : void
    • Record in player resources that a new neutral item has been created, if it hasn’t already been, and show a toast.
  • RegisterCustomAnimationScriptForModel( cstring, cstring ) : void
    • Register a custom animation script to run when a model loads
  • RegisterSpawnGroupFilterProxy( cstring ) : void
    • Create a C proxy for a script-based spawn group filter
  • ReloadMOTD( ) : void
    • Reloads the MotD file
  • RemoveFOWViewer( int, int ) : void
    • Remove temporary vision for a given team ( nTeamID, nViewerID )
  • RemoveSpawnGroupFilterProxy( cstring ) : void
    • Remove the C proxy for a script-based spawn group filter
  • ResolveNPCPositions( vector, float ) : void
    • Check and fix units that have been assigned a position inside collision radius of other NPCs.
  • RollPercentage( int ) : bool
    • (int nPct)
  • RollPseudoRandomPercentage( uint, int, handle ) : bool
    • ( chance, pseudo random id, unit.
  • RotateOrientation( qangle, qangle ) : qangle
    • Rotate a QAngle by another QAngle.
  • RotatePosition( vector, qangle, vector ) : vector
    • Rotate a Vector around a point.
  • RotateQuaternionByAxisAngle( quaternion, vector, float ) : quaternion
    • (quaternion,vector,float) rotates a quaternion by the specified angle around the specified vector axis
  • RotationDelta( qangle, qangle ) : qangle
    • Find the delta between two QAngles.
  • RotationDeltaAsAngularVelocity( qangle, qangle ) : vector
    • converts delta QAngle to an angular velocity Vector
  • Say( handle, cstring, bool ) : void
    • Have Entity say string, and teamOnly or not
  • ScreenShake( vector, float, float, float, float, int, bool ) : void
    • Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
  • Script_RemapValClamped( float, float, float, float, float ) : float
    • RemapValClamped
  • SendOverheadEventMessage( handle, int, handle, int, handle ) : void
    • ( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer and sourcePlayer can be nil - iMessageType is one of OVERHEAD_ALERT_*
  • SendToConsole( cstring ) : void
    • Send a string to the console as a client command
  • SendToServerConsole( cstring ) : void
    • Send a string to the console as a server command
  • SetOpvarFloatAll( cstring, cstring, cstring, float ) : void
    • Sets an opvar value for all players
  • SetOpvarFloatPlayer( cstring, cstring, cstring, float, handle ) : void
    • Sets an opvar value for a single player
  • SetPhysAngularVelocity( handle, vector ) : void
    • Set Angular Velocity for VPHYS or normal object, from a vector of the axis of rotation, multiplied by the degrees of rotation per second.
  • SetQuestName( cstring ) : void
    • Set the current quest name.
  • SetQuestPhase( int ) : void
    • Set the current quest phase.
  • SetRenderingEnabled( ehandle, bool ) : void
    • Set rendering on/off for an ehandle
  • SetTeamCustomHealthbarColor( int, int, int, int ) : void
    • ( teamNumber, r, g, b )
  • ShowCustomHeaderMessage( cstring, int, int, float ) : void
    • ( const char *pszMessage, PlayerID_t nPlayerID, int nValue, float flTime ) - Supports localized strings - %s1 = PlayerName, %s2 = Value, %s3 = TeamName
  • ShowGenericPopup( cstring, cstring, cstring, cstring, int ) : void
    • Show a generic popup dialog for all players.
  • ShowGenericPopupToPlayer( handle, cstring, cstring, cstring, cstring, int ) : void
    • Show a generic popup dialog to a specific player.
  • ShowMessage( cstring ) : void
    • Print a hud message on all clients
  • SpawnDOTAShopTriggerRadiusApproximate( vector, float ) : handle
    • (Vector vOrigin, float flRadius )
  • SpawnEffigyOfUnitOrModel( cstring, int, vector, vector, float, float, int ) : handle
    • Spawn an effigy of the target unit.
  • SpawnEntityFromTableAsynchronous( cstring, handle, handle, handle ) : void
    • Asynchronously spawns a single entity from a table
  • SpawnEntityFromTableSynchronous( cstring, handle ) : handle
    • Synchronously spawns a single entity from a table
  • SpawnEntityGroupFromTable( handle, bool, handle ) : bool
    • Hierarchically spawn an entity group from a set of spawn tables.
  • SpawnEntityListFromTableAsynchronous( handle, handle ) : int
    • Asynchronously spawn an entity group from a list of spawn tables. A callback will be triggered when the spawning is complete
  • SpawnEntityListFromTableSynchronous( handle ) : handle
    • Synchronously spawn an entity group from a list of spawn tables.
  • SpawnMangoTree( vector, int, float, float, int ) : handle
    • Spawn a mango tree ( vPos, nTeam, flDuration, flMangoInterval, nInitialMangoes )
  • SplineQuaternions( quaternion, quaternion, float ) : quaternion
    • (quaternion,quaternion,float) very basic interpolation of v0 to v1 over t on [0,1]
  • SplineVectors( vector, vector, float ) : vector
    • (vector,vector,float) very basic interpolation of v0 to v1 over t on [0,1]
  • StartSoundEvent( cstring, handle ) : void
    • Start a sound event
  • StartSoundEventFromPosition( cstring, vector ) : void
    • Start a sound event from position
  • StartSoundEventFromPositionReliable( cstring, vector ) : void
    • Start a sound event from position with reliable delivery
  • StartSoundEventFromPositionUnreliable( cstring, vector ) : void
    • Start a sound event from position with optional delivery
  • StartSoundEventReliable( cstring, handle ) : void
    • Start a sound event with reliable delivery
  • StartSoundEventUnreliable( cstring, handle ) : void
    • Start a sound event with optional delivery
  • StopEffect( handle, cstring ) : void
    • Pass entity and effect name
  • StopGlobalSound( cstring ) : void
    • Stop named sound for all players
  • StopListeningToAllGameEvents( handle ) : void
    • Stop listening to all game events within a specific context.
  • StopListeningToGameEvent( int ) : bool
    • Stop listening to a particular game event.
  • StopSoundEvent( cstring, handle ) : void
    • Stops a sound event with optional delivery
  • StopSoundOn( cstring, handle ) : void
    • Stop named sound on Entity
  • Time( ) : float
    • Get the current server time
  • TraceCollideable( handle ) : bool
    • Pass table - Inputs: start, end, ent, (optional mins, maxs) – outputs: pos, fraction, hit, startsolid, normal
  • TraceHull( handle ) : bool
    • Pass table - Inputs: start, end, min, max, mask, ignore – outputs: pos, fraction, hit, enthit, startsolid
  • TraceLine( handle ) : bool
    • Pass table - Inputs: startpos, endpos, mask, ignore – outputs: pos, fraction, hit, enthit, startsolid
  • UTIL_MessageText( int, cstring, int, int, int, int ) : void
    • Sends colored text to one client.
  • UTIL_MessageTextAll( cstring, int, int, int, int ) : void
    • Sends colored text to all clients.
  • UTIL_MessageTextAll_WithContext( cstring, int, int, int, int, handle ) : void
    • Sends colored text to all clients. (Valid context keys: player_id, value, team_id)
  • UTIL_MessageText_WithContext( int, cstring, int, int, int, int, handle ) : void
    • Sends colored text to one client. (Valid context keys: player_id, value, team_id)
  • UTIL_Remove( handle ) : void
    • Removes the specified entity
  • UTIL_RemoveImmediate( handle ) : void
    • Immediately removes the specified entity
  • UTIL_ResetMessageText( int ) : void
    • Clear all message text on one client.
  • UTIL_ResetMessageTextAll( ) : void
    • Clear all message text from all clients.
  • UnitFilter( handle, int, int, int, int ) : int
    • Check if a unit passes a set of filters. (hNPC, nTargetTeam, nTargetType, nTargetFlags, nTeam
  • UnloadSpawnGroup( cstring ) : void
    • Unload a spawn group by name
  • UnloadSpawnGroupByHandle( int ) : void
    • Unload a spawn group by handle
  • UpdateEventPoints( handle ) : void
    • ( hEventPointData )
  • UserIDToControllerHScript( int ) : handle
    • Turn a userid integer (typically, fields named ‘userid’ in game events) to an HScript representing the associated player controller’s script instance.
  • VectorAngles( vector ) : qangle

  • VectorToAngles( vector ) : qangle
    • Get Qangles (with no roll) for a Vector.
  • Warning( cstring ) : void
    • Print a warning
  • cvar_getf( cstring ) : float
    • Gets the value of the given cvar, as a float.
  • cvar_setf( cstring, float ) : bool
    • Sets the value of the given cvar, as a float.

GlobalSys

  • CommandLineCheck( cstring ) : table
    • CommandLineCheck(name) : returns true if the command line param was used, otherwise false.
  • CommandLineFloat( cstring, float ) : table
    • CommandLineFloat(name) : returns the command line param as a float.
  • CommandLineInt( cstring, int ) : table
    • CommandLineInt(name) : returns the command line param as an int.
  • CommandLineStr( cstring, cstring ) : table
    • CommandLineStr(name) : returns the command line param as a string.

GridNav

  • CanFindPath( vector, vector ) : bool
    • Determine if it is possible to reach the specified end point from the specified start point. bool (vStart, vEnd)
  • DestroyTreesAroundPoint( vector, float, bool ) : void
    • Destroy all trees in the area(vPosition, flRadius, bFullCollision
  • FindPathLength( vector, vector ) : float
    • Find a path between the two points an return the length of the path. If there is not a path between the points the returned value will be -1. float (vStart, vEnd )
  • GetAllTreesAroundPoint( vector, float, bool ) : table
    • Returns a table full of tree HSCRIPTS (vPosition, flRadius, bFullCollision).
  • GridPosToWorldCenterX( int ) : float
    • Get the X position of the center of a given X index
  • GridPosToWorldCenterY( int ) : float
    • Get the Y position of the center of a given Y index
  • IsBlocked( vector ) : bool
    • Checks whether the given position is blocked
  • IsNearbyTree( vector, float, bool ) : bool
    • (position, radius, checkFullTreeRadius?) Checks whether there are any trees overlapping the given point
  • IsTraversable( vector ) : bool
    • Checks whether the given position is traversable
  • RegrowAllTrees( ) : void
    • Causes all trees in the map to regrow
  • WorldToGridPosX( float ) : int
    • Get the X index of a given world X position
  • WorldToGridPosY( float ) : int
    • Get the Y index of a given world Y position

ProjectileManager

  • ChangeTrackingProjectileSpeed( handle, int ) : void
    • Update speed
  • CreateLinearProjectile( handle ) : int
    • Creates a linear projectile and returns the projectile ID
  • CreateTrackingProjectile( handle ) : int
    • Creates a tracking projectile
  • DestroyLinearProjectile( int ) : void
    • Destroys the linear projectile matching the argument ID
  • DestroyTrackingProjectile( int ) : void
    • Destroy a tracking projectile early
  • GetLinearProjectileLocation( int ) : vector
    • Returns current location of projectile
  • GetLinearProjectileRadius( int ) : float
    • Returns current radius of projectile
  • GetLinearProjectileVelocity( int ) : vector
    • Returns a vector representing the current velocity of the projectile.
  • GetTrackingProjectileLocation( int ) : vector
    • Returns current location of projectile
  • IsValidProjectile( int ) : bool
    • Is this a valid projectile?
  • ProjectileDodge( handle ) : void
    • Makes the specified unit dodge projectiles
  • UpdateLinearProjectileDirection( int, vector, float ) : void
    • Update velocity

SteamInfo

  • IsPublicUniverse( ) : bool
    • Is the script connected to the public Steam universe