SwiftlyS2

CCSBot

Interface CCSBot

Namespace: SwiftlyS2.Shared.SchemaDefinitions

Assembly: SwiftlyS2.CS2.dll

public interface CCSBot : CBot, ISchemaClass<CBot>, ISchemaClass<CCSBot>, ISchemaField, ISchemaClass, INativeHandle

Implements

Properties

AimError

ref QAngle AimError { get; }
Property Value

AimFocus

ref float AimFocus { get; }
Property Value

AimFocusInterval

ref float AimFocusInterval { get; }
Property Value

AimFocusNextUpdate

GameTime_t AimFocusNextUpdate { get; }
Property Value

AimGoal

ref QAngle AimGoal { get; }
Property Value

AlertTimer

CountdownTimer AlertTimer { get; }
Property Value

AllowActive

ref bool AllowActive { get; }
Property Value

AllowAutoFollowTime

ref float AllowAutoFollowTime { get; }
Property Value

ApproachPointCount

ref byte ApproachPointCount { get; }
Property Value

ApproachPointViewPosition

ref Vector ApproachPointViewPosition { get; }
Property Value

AreaEnteredTimestamp

GameTime_t AreaEnteredTimestamp { get; }
Property Value

AttackedTimestamp

ref float AttackedTimestamp { get; }
Property Value

Attacker

ref CHandle<CCSPlayerPawn> Attacker { get; }
Property Value

AttentionInterval

IntervalTimer AttentionInterval { get; }
Property Value

AvgVel

ISchemaFixedArray<float> AvgVel { get; }
Property Value

AvgVelCount

ref int AvgVelCount { get; }
Property Value

AvgVelIndex

ref int AvgVelIndex { get; }
Property Value

Avoid

ref CHandle<CBaseEntity> Avoid { get; }
Property Value

AvoidFriendTimer

CountdownTimer AvoidFriendTimer { get; }
Property Value

AvoidTimestamp

ref float AvoidTimestamp { get; }
Property Value

BendNoisePositionValid

ref bool BendNoisePositionValid { get; }
Property Value

BentNoisePosition

ref Vector BentNoisePosition { get; }
Property Value

BlindFire

ref bool BlindFire { get; }
Property Value

Bomber

ref CHandle<CCSPlayerPawn> Bomber { get; }
Property Value

BurnedByFlamesTimer

IntervalTimer BurnedByFlamesTimer { get; }
Property Value

CheckedHidingSpotCount

ref int CheckedHidingSpotCount { get; }
Property Value

ClosestVisibleFriend

ref CHandle<CCSPlayerPawn> ClosestVisibleFriend { get; }
Property Value

ClosestVisibleHumanFriend

ref CHandle<CCSPlayerPawn> ClosestVisibleHumanFriend { get; }
Property Value

CombatRange

ref float CombatRange { get; }
Property Value

CurrentEnemyAcquireTimestamp

ref float CurrentEnemyAcquireTimestamp { get; }
Property Value

DesiredTeam

ref int DesiredTeam { get; }
Property Value

DiedLastRound

ref bool DiedLastRound { get; }
Property Value

Enemy

ref CHandle<CCSPlayerPawn> Enemy { get; }
Property Value

EnemyDeathTimestamp

ref float EnemyDeathTimestamp { get; }
Property Value

EnemyQueueAttendIndex

ref byte EnemyQueueAttendIndex { get; }
Property Value

EnemyQueueCount

ref byte EnemyQueueCount { get; }
Property Value

EnemyQueueIndex

ref byte EnemyQueueIndex { get; }
Property Value

EquipTimer

IntervalTimer EquipTimer { get; }
Property Value

EyeAnglesUnderPathFinderControl

ref bool EyeAnglesUnderPathFinderControl { get; }
Property Value

EyePosition

ref Vector EyePosition { get; }
Property Value

FireWeaponTimestamp

GameTime_t FireWeaponTimestamp { get; }
Property Value

FirstSawEnemyTimestamp

ref float FirstSawEnemyTimestamp { get; }
Property Value

FollowTimestamp

ref float FollowTimestamp { get; }
Property Value

ForwardAngle

ref float ForwardAngle { get; }
Property Value

FriendDeathTimestamp

ref float FriendDeathTimestamp { get; }
Property Value

GoalEntity

ref CHandle<CBaseEntity> GoalEntity { get; }
Property Value

GoalPosition

ref Vector GoalPosition { get; }
Property Value

HasJoined

ref bool HasJoined { get; }
Property Value

HasVisitedEnemySpawn

ref bool HasVisitedEnemySpawn { get; }
Property Value

HostageEscortCount

ref byte HostageEscortCount { get; }
Property Value

HostageEscortCountTimestamp

ref float HostageEscortCountTimestamp { get; }
Property Value

HurryTimer

CountdownTimer HurryTimer { get; }
Property Value

IgnoreEnemiesTimer

CountdownTimer IgnoreEnemiesTimer { get; }
Property Value

InhibitLookAroundTimestamp

ref float InhibitLookAroundTimestamp { get; }
Property Value

InhibitWaitingForHostageTimer

CountdownTimer InhibitWaitingForHostageTimer { get; }
Property Value

IsAimingAtEnemy

ref bool IsAimingAtEnemy { get; }
Property Value

IsAttacking

ref bool IsAttacking { get; }
Property Value

IsAvoidingGrenade

CountdownTimer IsAvoidingGrenade { get; }
Property Value

IsEnemySniperVisible

ref bool IsEnemySniperVisible { get; }
Property Value

IsEnemyVisible

ref bool IsEnemyVisible { get; }
Property Value

IsFollowing

ref bool IsFollowing { get; }
Property Value

IsFriendInTheWay

ref bool IsFriendInTheWay { get; }
Property Value

IsLastEnemyDead

ref bool IsLastEnemyDead { get; }
Property Value

IsOpeningDoor

ref bool IsOpeningDoor { get; }
Property Value

IsRapidFiring

ref bool IsRapidFiring { get; }
Property Value

IsRogue

ref bool IsRogue { get; }
Property Value

IsSleeping

ref bool IsSleeping { get; }
Property Value

IsStopping

ref bool IsStopping { get; }
Property Value

IsStuck

ref bool IsStuck { get; }
Property Value

IsWaitingBehindFriend

ref bool IsWaitingBehindFriend { get; }
Property Value

IsWaitingForHostage

ref bool IsWaitingForHostage { get; }
Property Value

LastEnemyPosition

ref Vector LastEnemyPosition { get; }
Property Value

LastOrigin

ref Vector LastOrigin { get; }
Property Value

LastRadioRecievedTimestamp

ref float LastRadioRecievedTimestamp { get; }
Property Value

LastRadioSentTimestamp

ref float LastRadioSentTimestamp { get; }
Property Value

LastSawEnemyTimestamp

ref float LastSawEnemyTimestamp { get; }
Property Value

LastValidReactionQueueFrame

ref int LastValidReactionQueueFrame { get; }
Property Value

LastVictimID

ref int LastVictimID { get; }
Property Value

Leader

ref CHandle<CCSPlayerPawn> Leader { get; }
Property Value

LookAheadAngle

ref float LookAheadAngle { get; }
Property Value

LookAroundStateTimestamp

ref float LookAroundStateTimestamp { get; }
Property Value

LookAtDesc

string LookAtDesc { get; set; }
Property Value

LookAtSpot

ref Vector LookAtSpot { get; }
Property Value

LookAtSpotAngleTolerance

ref float LookAtSpotAngleTolerance { get; }
Property Value

LookAtSpotAttack

ref bool LookAtSpotAttack { get; }
Property Value

LookAtSpotClearIfClose

ref bool LookAtSpotClearIfClose { get; }
Property Value

LookAtSpotDuration

ref float LookAtSpotDuration { get; }
Property Value

LookAtSpotTimestamp

ref float LookAtSpotTimestamp { get; }
Property Value

LookForWeaponsOnGroundTimer

CountdownTimer LookForWeaponsOnGroundTimer { get; }
Property Value

LookPitch

ref float LookPitch { get; }
Property Value

LookPitchVel

ref float LookPitchVel { get; }
Property Value

LookYaw

ref float LookYaw { get; }
Property Value

LookYawVel

ref float LookYawVel { get; }
Property Value

MustRunTimer

CountdownTimer MustRunTimer { get; }
Property Value

Name

string Name { get; set; }
Property Value

NearbyEnemyCount

ref int NearbyEnemyCount { get; }
Property Value

NearbyFriendCount

ref int NearbyFriendCount { get; }
Property Value

NextCleanupCheckTimestamp

GameTime_t NextCleanupCheckTimestamp { get; }
Property Value

NoiseBendTimer

CountdownTimer NoiseBendTimer { get; }
Property Value

NoisePosition

ref Vector NoisePosition { get; }
Property Value

NoiseSource

CCSPlayerPawn? NoiseSource { get; }
Property Value

NoiseTimestamp

ref float NoiseTimestamp { get; }
Property Value

NoiseTravelDistance

ref float NoiseTravelDistance { get; }
Property Value

PanicTimer

CountdownTimer PanicTimer { get; }
Property Value

PathIndex

ref int PathIndex { get; }
Property Value

PathLadderEnd

ref float PathLadderEnd { get; }
Property Value

PeripheralTimestamp

ref float PeripheralTimestamp { get; }
Property Value

PlayerTravelDistance

ISchemaFixedArray<float> PlayerTravelDistance { get; }
Property Value

PoliteTimer

CountdownTimer PoliteTimer { get; }
Property Value

RadioPosition

ref Vector RadioPosition { get; }
Property Value

RadioSubject

ref CHandle<CCSPlayerPawn> RadioSubject { get; }
Property Value

RepathTimer

CountdownTimer RepathTimer { get; }
Property Value

RogueTimer

CountdownTimer RogueTimer { get; }
Property Value

SafeTime

ref float SafeTime { get; }
Property Value

SawEnemySniperTimer

CountdownTimer SawEnemySniperTimer { get; }
Property Value

SneakTimer

CountdownTimer SneakTimer { get; }
Property Value

SpotCheckTimestamp

ref float SpotCheckTimestamp { get; }
Property Value

StateTimestamp

ref float StateTimestamp { get; }
Property Value

StillTimer

IntervalTimer StillTimer { get; }
Property Value

StuckJumpTimer

CountdownTimer StuckJumpTimer { get; }
Property Value

StuckSpot

ref Vector StuckSpot { get; }
Property Value

StuckTimestamp

GameTime_t StuckTimestamp { get; }
Property Value

SurpriseTimer

CountdownTimer SurpriseTimer { get; }
Property Value

TargetSpot

ref Vector TargetSpot { get; }
Property Value

TargetSpotPredicted

ref Vector TargetSpotPredicted { get; }
Property Value

TargetSpotTime

GameTime_t TargetSpotTime { get; }
Property Value

TargetSpotVelocity

ref Vector TargetSpotVelocity { get; }
Property Value

TaskEntity

ref CHandle<CBaseEntity> TaskEntity { get; }
Property Value

TossGrenadeTimer

CountdownTimer TossGrenadeTimer { get; }
Property Value

TravelDistancePhase

ref byte TravelDistancePhase { get; }
Property Value

UpdateTravelDistanceTimer

CountdownTimer UpdateTravelDistanceTimer { get; }
Property Value

ViewSteadyTimer

IntervalTimer ViewSteadyTimer { get; }
Property Value

VisibleEnemyParts

ref byte VisibleEnemyParts { get; }
Property Value

VoiceEndTimestamp

ref float VoiceEndTimestamp { get; }
Property Value

WaitForHostageTimer

CountdownTimer WaitForHostageTimer { get; }
Property Value

WaitTimer

CountdownTimer WaitTimer { get; }
Property Value

WasSafe

ref bool WasSafe { get; }
Property Value

WiggleTimer

CountdownTimer WiggleTimer { get; }
Property Value

ZoomTimer

CountdownTimer ZoomTimer { get; }
Property Value

On this page

Interface CCSBot
Implements
Properties
AimError
AimFocus
AimFocusInterval
AimFocusNextUpdate
AimGoal
AlertTimer
AllowActive
AllowAutoFollowTime
ApproachPointCount
ApproachPointViewPosition
AreaEnteredTimestamp
AttackedTimestamp
Attacker
AttentionInterval
AvgVel
AvgVelCount
AvgVelIndex
Avoid
AvoidFriendTimer
AvoidTimestamp
BendNoisePositionValid
BentNoisePosition
BlindFire
Bomber
BurnedByFlamesTimer
CheckedHidingSpotCount
ClosestVisibleFriend
ClosestVisibleHumanFriend
CombatRange
CurrentEnemyAcquireTimestamp
DesiredTeam
DiedLastRound
Enemy
EnemyDeathTimestamp
EnemyQueueAttendIndex
EnemyQueueCount
EnemyQueueIndex
EquipTimer
EyeAnglesUnderPathFinderControl
EyePosition
FireWeaponTimestamp
FirstSawEnemyTimestamp
FollowTimestamp
ForwardAngle
FriendDeathTimestamp
GoalEntity
GoalPosition
HasJoined
HasVisitedEnemySpawn
HostageEscortCount
HostageEscortCountTimestamp
HurryTimer
IgnoreEnemiesTimer
InhibitLookAroundTimestamp
InhibitWaitingForHostageTimer
IsAimingAtEnemy
IsAttacking
IsAvoidingGrenade
IsEnemySniperVisible
IsEnemyVisible
IsFollowing
IsFriendInTheWay
IsLastEnemyDead
IsOpeningDoor
IsRapidFiring
IsRogue
IsSleeping
IsStopping
IsStuck
IsWaitingBehindFriend
IsWaitingForHostage
LastEnemyPosition
LastOrigin
LastRadioRecievedTimestamp
LastRadioSentTimestamp
LastSawEnemyTimestamp
LastValidReactionQueueFrame
LastVictimID
Leader
LookAheadAngle
LookAroundStateTimestamp
LookAtDesc
LookAtSpot
LookAtSpotAngleTolerance
LookAtSpotAttack
LookAtSpotClearIfClose
LookAtSpotDuration
LookAtSpotTimestamp
LookForWeaponsOnGroundTimer
LookPitch
LookPitchVel
LookYaw
LookYawVel
MustRunTimer
Name
NearbyEnemyCount
NearbyFriendCount
NextCleanupCheckTimestamp
NoiseBendTimer
NoisePosition
NoiseSource
NoiseTimestamp
NoiseTravelDistance
PanicTimer
PathIndex
PathLadderEnd
PeripheralTimestamp
PlayerTravelDistance
PoliteTimer
RadioPosition
RadioSubject
RepathTimer
RogueTimer
SafeTime
SawEnemySniperTimer
SneakTimer
SpotCheckTimestamp
StateTimestamp
StillTimer
StuckJumpTimer
StuckSpot
StuckTimestamp
SurpriseTimer
TargetSpot
TargetSpotPredicted
TargetSpotTime
TargetSpotVelocity
TaskEntity
TossGrenadeTimer
TravelDistancePhase
UpdateTravelDistanceTimer
ViewSteadyTimer
VisibleEnemyParts
VoiceEndTimestamp
WaitForHostageTimer
WaitTimer
WasSafe
WiggleTimer
ZoomTimer