HolyLib
HolyLib
This library is exposed by the holylib
module and provides a few different more generic functions.
Methods
boolean HolyLib.Disconnect( Player ply, string reason, boolean silent = false, boolean nogameevent = false )
Disconnects the given player from the server.
Unlike Gmod's version which internally calls the
we directly call the
kickid
command,we directly call the
Disconnect
function with no delay.
Allows you to create an entity message.
A direct engine bind to
A direct engine bind to
IVEngineServer::EntityMessageBegin
If the bitbuf module is disabled, it will throw a lua error!
HolyLib.ExitLadder( Player ply )
Forces the player off the ladder.
(Experimental - 32x safe only)
HolyLib.FadeClientVolume( Player ply, number fadePercent, number fadeOutSeconds, number holdTime, number fadeInSeconds )
Fades out the clients volume.
Internally just runs soundfade with the given settings on the client.
A direct engine bind to
Internally just runs soundfade with the given settings on the client.
A direct engine bind to
IVEngineServer::FadeClientVolume
Returns the Ladder the player is currently on.
This function currently only works with
(Experimental - Linux 32x safe only)
func_useableladder
(Experimental - Linux 32x safe only)
table HolyLib.GetRegistry( )
Returns the Lua registry ->
debug.getregistry()
before it was nuked.
HolyLib.HideServer( boolean hide )
Hides the server from the serverlist.
Will just set the hide_server convar in the future.
Will just set the hide_server convar in the future.
HolyLib.InvalidateBoneCache( Entity ent )
Invalidates the bone cache of the given entity.
Only uses this on Entities that are Animated / Inherit the CBaseAnimating class or else it will throw a Lua error.
Returns
true
if the given map is valid.
HolyLib.MessageEnd()
Finishes the active Entity/Usermessage started by HolyLib.EntityMessageBegin or HolyLib.UserMessageBegin.
If you don't call this, the message won't be sent! (And the engine might throw a tantrum).
A direct engine bind to
If you don't call this, the message won't be sent! (And the engine might throw a tantrum).
A direct engine bind to
IVEngineServer::MessageEnd
HolyLib.ServerExecute()
Forces all queried commands to be executed/processed.
A direct engine bind to
This means that using it inside a concommand callback will do nothing.
A direct engine bind to
IVEngineServer::ServerExecute
This function won't work if it's already active/running.This means that using it inside a concommand callback will do nothing.
boolean HolyLib.SetSignonState( Player ply, number signOnState, number spawnCount, boolean rawSet = false )
Sets the SignOnState for the given client.
Returns
Returns
true
on success.
Allows you to create any registered usermessage.
A direct engine bind to
A direct engine bind to
IVEngineServer::UserMessageBegin
If the bitbuf module is disabled, it will throw a lua error!