IGameService
Interfacepublic interface IGameServiceProperties
Gets a read-only reference to the current match data.
ref readonly CCSMatch MatchData { get; }Methods
Adds bonus points to the Counter-Terrorist team.
void AddCTBonusPoints(int points)- pointsintBonus points to add.
Adds wins to the Counter-Terrorist team.
void AddCTWins(int numWins)- numWinsintNumber of wins to add.
Adds bonus points to the Terrorist team.
void AddTerroristBonusPoints(int points)- pointsintBonus points to add.
Adds wins to the Terrorist team.
void AddTerroristWins(int numWins)- numWinsintNumber of wins to add.
Creates a decoy grenade projectile. Thread unsafe, use async variant instead for non-main thread context.
[ThreadUnsafe]
CDecoyProjectile EmitDecoy(Vector pos, QAngle angle, Vector velocity, CBasePlayerPawn? owner)- posVectorThe position where the decoy grenade projectile will be created.
- angleQAngleThe angle at which the decoy grenade projectile will be created.
- velocityVectorThe velocity of the decoy grenade projectile.
- ownerCBasePlayerPawn?The owner of the decoy grenade projectile.
Creates a decoy grenade projectile asynchronously.
Task<CDecoyProjectile> EmitDecoyAsync(Vector pos, QAngle angle, Vector velocity, CBasePlayerPawn? owner)- posVectorThe position where the decoy grenade projectile will be created.
- angleQAngleThe angle at which the decoy grenade projectile will be created.
- velocityVectorThe velocity of the decoy grenade projectile.
- ownerCBasePlayerPawn?The owner of the decoy grenade projectile.
Creates a flashbang grenade projectile. Thread unsafe, use async variant instead for non-main thread context.
[ThreadUnsafe]
CFlashbangProjectile EmitFlashbang(Vector pos, QAngle angle, Vector velocity, CBasePlayerPawn? owner)- posVectorThe position where the flashbang grenade projectile will be created.
- angleQAngleThe angle at which the flashbang grenade projectile will be created.
- velocityVectorThe velocity of the flashbang grenade projectile.
- ownerCBasePlayerPawn?The owner of the flashbang grenade projectile.
Creates a flashbang grenade projectile asynchronously.
Task<CFlashbangProjectile> EmitFlashbangAsync(Vector pos, QAngle angle, Vector velocity, CBasePlayerPawn? owner)- posVectorThe position where the flashbang grenade projectile will be created.
- angleQAngleThe angle at which the flashbang grenade projectile will be created.
- velocityVectorThe velocity of the flashbang grenade projectile.
- ownerCBasePlayerPawn?The owner of the flashbang grenade projectile.
Creates a HE grenade projectile. Thread unsafe, use async variant instead for non-main thread context.
[ThreadUnsafe]
CHEGrenadeProjectile EmitHEGrenade(Vector pos, QAngle angle, Vector velocity, CBasePlayerPawn? owner)- posVectorThe position where the HE grenade projectile will be created.
- angleQAngleThe angle at which the HE grenade projectile will be created.
- velocityVectorThe velocity of the HE grenade projectile.
- ownerCBasePlayerPawn?The owner of the HE grenade projectile.
Creates a HE grenade projectile asynchronously.
Task<CHEGrenadeProjectile> EmitHEGrenadeAsync(Vector pos, QAngle angle, Vector velocity, CBasePlayerPawn? owner)- posVectorThe position where the HE grenade projectile will be created.
- angleQAngleThe angle at which the HE grenade projectile will be created.
- velocityVectorThe velocity of the HE grenade projectile.
- ownerCBasePlayerPawn?The owner of the HE grenade projectile.
Creates a molotov grenade projectile. Thread unsafe, use async variant instead for non-main thread context.
[ThreadUnsafe]
CMolotovProjectile EmitMolotov(Vector pos, QAngle angle, Vector velocity, Team team, CBasePlayerPawn? owner)- posVectorThe position where the molotov grenade projectile will be created.
- angleQAngleThe angle at which the molotov grenade projectile will be created.
- velocityVectorThe velocity of the molotov grenade projectile.
- teamTeamThe team of the molotov grenade projectile.
- ownerCBasePlayerPawn?The owner of the molotov grenade projectile.
Creates a molotov grenade projectile asynchronously.
Task<CMolotovProjectile> EmitMolotovAsync(Vector pos, QAngle angle, Vector velocity, Team team, CBasePlayerPawn? owner)- posVectorThe position where the molotov grenade projectile will be created.
- angleQAngleThe angle at which the molotov grenade projectile will be created.
- velocityVectorThe velocity of the molotov grenade projectile.
- teamTeamThe team of the molotov grenade projectile.
- ownerCBasePlayerPawn?The owner of the molotov grenade projectile.
Creates a smoke grenade projectile. Thread unsafe, use async variant instead for non-main thread context.
[ThreadUnsafe]
CSmokeGrenadeProjectile EmitSmokeGrenade(Vector pos, QAngle angle, Vector velocity, Team team, CBasePlayerPawn? owner)- posVectorThe position where the smoke grenade projectile will be created.
- angleQAngleThe angle at which the smoke grenade projectile will be created.
- velocityVectorThe velocity of the smoke grenade projectile.
- teamTeamThe team associated with the smoke grenade projectile.
- ownerCBasePlayerPawn?The owner of the smoke grenade projectile.
Creates a smoke grenade projectile asynchronously.
Task<CSmokeGrenadeProjectile> EmitSmokeGrenadeAsync(Vector pos, QAngle angle, Vector velocity, Team team, CBasePlayerPawn? owner)- posVectorThe position where the smoke grenade projectile will be created.
- angleQAngleThe angle at which the smoke grenade projectile will be created.
- velocityVectorThe velocity of the smoke grenade projectile.
- teamTeamThe team associated with the smoke grenade projectile.
- ownerCBasePlayerPawn?The owner of the smoke grenade projectile.
Gets the winning team ID.
int GetWinningTeam()Go to the intermission phase of the game.
void GoToIntermission(bool abortedMatch = false)- abortedMatchbooloptionalIndicates whether the match was aborted
Enters overtime mode.
void GoToOvertime(int numOvertimesToAdd = 1)- numOvertimesToAddintoptionalNumber of overtime periods to add.
Increments the round count.
void IncrementRound(int numRounds = 1)- numRoundsintoptionalNumber of rounds to increment.
Sets the current game phase.
void SetPhase(GamePhase phase)- phaseGamePhaseThe game phase to set.
Ends the current round with the specified reason after an optional delay
void TerminateRound(RoundEndReason reason, float delay)- reasonRoundEndReasonThe reason for ending the round
- delayfloatThe delay before ending the round