# Engine Related

Contains functions that are related to the modification of the Engine. (engine.dll)


# function UnrestrictedCmd(string Command)

Runs a Console Command on the client.
This has no limits, as opposed to RunConsoleCommand or Player:ConCommand.
IVEngineClient::ClientCmd_Unrestricted(const char* szCmdString);


# bool IsTakingScreenshot()

Returns true if a screenshot is currently being taken.
This is simply just a ditto of render.IsTakingScreenshot, but Rubat could remove this in the forseeable future. IVEngineClient::IsTakingScreenshot(void);


# table GetPlayerInfo(Player* pPlayer)

Returns a table of information about a player.
This contains:

  • string Name (Their Steam name.)
  • bool IsBot (If they're a Bot.)
  • number UserID (Their UserID.)

IVEngineClient::GetPlayerInfo(int iEntNum, player_info_t* pInfo) = 0;


# QAngle GetViewAngles()

Returns your current ViewAngles.
IVEngineClient::GetViewAngles(QAngle& va);


# function SetViewAngles(QAngle qNew)

Sets your current viewangle.
IVEngineClient::SetViewAngles(QAngle& va);


# VMatrix GetViewMatrix()

Retrieves the world to screen transformation matrix.
IVEngineClient::WorldToScreenMatrix()


# number GetScreenAspectRatio()

Gets the screens aspect ratio.
This can be modified in the AspectRatio callback.
IVEngineClient::GetScreenAspectRatio()


# function Con_NXPrintf(number flTimeToLive, string strMessage)

Prints an in-game message at the top right of the screen.
This is the same function the game uses to display the "Connection problem" text.
IVEngineClient::Con_NXPrintf(const struct con_nprint_s* info, const char* fmt, ...)


# function CL_Move(number flAccumulatedExtraSamples, number bFinalTick)

Forces CL_Move to be ran again.
CL_Move(float flAccumulatedExtraSamples, bool bFinalTick)