CCSBot
Interface CCSBot
Namespace: SwiftlyS2.Shared.SchemaDefinitions
Assembly: SwiftlyS2.CS2.dll
public interface CCSBot : CBot, ISchemaClass<CBot>, ISchemaClass<CCSBot>, ISchemaField, ISchemaClass, INativeHandleImplements
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