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	<title>Константы Ham Sandwich - История изменений</title>
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	<updated>2026-04-15T01:49:06Z</updated>
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		<title>Nikita: Новая страница: «== События == &lt;pre&gt; enum Ham { 	/**          * Описание: Событие респауна игрока 	 * Forward params:	function(this) 	 * Return…»</title>
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		<updated>2013-06-14T14:03:14Z</updated>

		<summary type="html">&lt;p&gt;Новая страница: «== События == &amp;lt;pre&amp;gt; enum Ham { 	/**          * Описание: Событие респауна игрока 	 * Forward params:	function(this) 	 * Return…»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== События ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum Ham&lt;br /&gt;
{&lt;br /&gt;
	/**&lt;br /&gt;
         * Описание: Событие респауна игрока&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Spawn, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Spawn = 0, &lt;br /&gt;
						&lt;br /&gt;
	/**&lt;br /&gt;
     * Description: 	This is typically called on map change.&lt;br /&gt;
	 *					This will typically precache all assets required by the entity.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Precache, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Precache,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically this is similar to an engine keyvalue call.&lt;br /&gt;
	 *					Use the kvd natives from fakemeta to handle the kvd_handle passed.&lt;br /&gt;
	 *					NOTE: Do not pass handle 0 to this! Use get_kvd_handle(0) from fakemeta instead!&lt;br /&gt;
	 * Forward params:	function(this, kvd_handle);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Keyvalue, this, kvd_handle);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Keyvalue,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns flags for how an entity can be used (FCAP_* constants in hlsdk_const.inc)&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_ObjectCaps, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_ObjectCaps,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Usually called to activate some objects.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Activate, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Activate,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Usually called after the engine call with the same name.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_SetObjectCollisionBox, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_SetObjectCollisionBox,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns an integer number that corresponds with what type of entity this is.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Classify, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Classify,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically called when an entity dies to notify any children entities about the death.&lt;br /&gt;
	 * Forward params:	function(this, idchild)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_DeathNotice, this, idchild)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DeathNotice,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon.&lt;br /&gt;
	 *					Use the get/set tr2 natives in fakemeta to handle the traceresult data.&lt;br /&gt;
	 *					Do not use a handle of 0 as a traceresult in execution, use create_tr2() from Fakemeta&lt;br /&gt;
	 *					to pass a custom handle instead.  (Don't forget to free the handle when you're done.)&lt;br /&gt;
	 * Forward params:	function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TraceAttack,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Usually called whenever an entity takes any kind of damage.&lt;br /&gt;
	 *					Inflictor is the entity that caused the damage (such as a gun).&lt;br /&gt;
	 *					Attacker is the entity that tirggered the damage (such as the gun's owner).&lt;br /&gt;
	 * Forward params:	function(this, idinflictor, idattacker, Float:damage, damagebits);&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TakeDamage,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Usually called whenever an entity gets a form of a heal.&lt;br /&gt;
	 * Forward params:	function(this, Float:health, damagebits);&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TakeHealth,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Normally called whenever an entity dies.&lt;br /&gt;
	 * Forward params:	function(this, idattacker, shouldgib)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Killed, this, idattacker, shouldgib);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Killed,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Normally returns the blood color of the entity.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_BloodColor, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_BloodColor,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Traces where blood should appear.&lt;br /&gt;
	 * Forward params:	function(this, Float:Damage, Float:Direction[3], trace_handle, damagebits);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TraceBleed, this, Float:damage, Float:direction[3], trace_handle, damagebits);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TraceBleed,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns whether an entity is activated.&lt;br /&gt;
	 * Forward params:	function(this, idActivator);&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsTriggered, this, idActivator);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsTriggered,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the id of the entity if its class is derived off of CBaseMonster, -1 otherwise.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Entity.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_MyMonsterPointer, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_MyMonsterPointer,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the id of the entity if its class is derived off of CBaseSquadMonster, -1 otherwise.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Entity.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_MySquadMonsterPointer, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_MySquadMonsterPointer,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the toggle state of the entity.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_GetToggleState, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_GetToggleState,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically adds points to the entity.&lt;br /&gt;
	 * Forward params:	function(this, points, bool:cangonegative);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_AddPoints, this, points, bool:cangonegative);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_AddPoints,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically adds points to everybody on the entity's team.&lt;br /&gt;
	 * Forward params:	function(this, points, bool:cangonegative);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_AddPointsToTeam, this, points, bool:cangonegative);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_AddPointsToTeam,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Adds an item to the player's inventory.&lt;br /&gt;
	 * Forward params:	function(this, idother);&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_AddPlayerItem, this, idother);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_AddPlayerItem,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Removes an item to the player's inventory.&lt;br /&gt;
	 * Forward params:	function(this, idother);&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_RemovePlayerItem, this, idother);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_RemovePlayerItem,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Gives ammo to the entity.&lt;br /&gt;
	 * Forward params:	function(this, Amount, const Name[], Max)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_GiveAmmo, this, amount, &amp;quot;type&amp;quot;, max);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_GiveAmmo,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure, I believe this is the delay between activation for an entity.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Float.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_GetDelay, this, Float:output)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_GetDelay,&lt;br /&gt;
	&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity is moving.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsMoving, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsMoving,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_OverrideReset, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_OverrideReset,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the damage decal of the entity for the damage type.&lt;br /&gt;
	 * Forward params:	function(this, damagebits)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_DamageDecal, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DamageDecal,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Sets the toggle state of the entity.&lt;br /&gt;
	 * Forward params:	function(this, state)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_SetToggleState, this, state);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_SetToggleState,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Not entirely sure what this does.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_StartSneaking, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_StartSneaking,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Not entirely sure what this does.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_StopSneaking, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_StopSneaking,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Not entirely sure.&lt;br /&gt;
	 * Forward params:	function(this, idOn)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_OnControls, this, idOn);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_OnControls,&lt;br /&gt;
	&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity is sneaking.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsSneaking, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsSneaking,&lt;br /&gt;
	&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity is alive.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsAlive, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsAlive,&lt;br /&gt;
	&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity uses a BSP model.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsBSPModel, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsBSPModel,&lt;br /&gt;
	&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity can reflect gauss shots..&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_ReflectGauss, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_ReflectGauss,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not the target is the same as the one passed.&lt;br /&gt;
	 *					Note the strindex parameter is a string passed that has been allocated by the engine.&lt;br /&gt;
	 *					Use fakemeta's EngFunc_SzFromIndex to convert to a normal string, or fakemeta's&lt;br /&gt;
	 *					EngFunc_AllocString to create a new string.&lt;br /&gt;
	 * Forward params:	function(this, strindex).&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_HasTarget, this, strindex);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_HasTarget,&lt;br /&gt;
	&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity is in the world.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsInWorld, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsInWorld,&lt;br /&gt;
	&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity is a player.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsPlayer, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsPlayer,&lt;br /&gt;
&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Whether or not the entity is a net client.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_IsNetClient, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_IsNetClient,&lt;br /&gt;
&lt;br /&gt;
	/** &lt;br /&gt;
	 * Description:		Get the entity's team id.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		String (string length returned and string byref'd in ExecuteHam).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TeamId, this, buffer[], size);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TeamId,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the next target of this.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Entity.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_GetNextTarget, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_GetNextTarget,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called whenever an entity thinks.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Think, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Think,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called whenever two entities touch.&lt;br /&gt;
	 * Forward params:	function(this, idother);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Touch, this, idother);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Touch,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called whenver one entity uses another.&lt;br /&gt;
	 * Forward params:	function(this, idcaller, idactivator, use_type, Float:value)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Use,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Normally called whenever one entity blocks another from moving.&lt;br /&gt;
	 * Forward params:	function(this, idother);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Blocked, this, idother);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Blocked,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Normally called when a map-based item respawns, such as a health kit or something.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Entity.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Respawn, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Respawn,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Used in Half-Life to update a monster's owner.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_UpdateOwner, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_UpdateOwner,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Normally called whenever a barnacle grabs the entity.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_FBecomeProne, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_FBecomeProne,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the center of the entity.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Vector (byref'd in Execute).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Center, this, Float:output[3]);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Center,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the eye position of the entity.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Vector (byref'd in Execute).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_EyePosition, this, Float:output[3]);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_EyePosition,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the ear position of the entity.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Vector (byref'd in Execute).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_EarPosition, this, Float:output[3]);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_EarPosition,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Position to shoot at.&lt;br /&gt;
	 * Forward params:	function(this, Float:srcvector[3]);&lt;br /&gt;
	 * Return type:		Vector (byref'd in Execute).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_BodyTarget, Float:srcvector[3], Float:returnvector[3])&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_BodyTarget,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the illumination of the entity.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Illumination, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Illumination,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure, I assume it is whether or not the other entity is visible to this entity.&lt;br /&gt;
	 * Forward params:	function(this, idOther);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_FVisible, this, idOther);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_FVisible,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure, I assume it is whether or not the target vector is visible to this entity.&lt;br /&gt;
	 * Forward params:	function(this, const Float:origin[3]);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_FVecVisible, this, const Float:origin[3]);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_FVecVisible,&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Players have all the attributes of normal entities, in addition to these.&lt;br /&gt;
	 */&lt;br /&gt;
	 &lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically called every frame when a player has jump held.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_Jump, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_Jump,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically called every frame when a player has duck held.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_Duck, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_Duck,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically called every frame during PlayerPreThink engine call.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_PreThink, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_PreThink,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Typically called every frame during PlayerPostThink engine call.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_PostThink, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_PostThink,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns a vector that tells the gun position.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Vector, byreffed in execute.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_GetGunPosition, this, Float:output[3]);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_GetGunPosition,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not the player should fade on death.&lt;br /&gt;
	 * Forward param:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_ShouldFadeOnDeath, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_ShouldFadeOnDeath,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called whenever an impulse command is executed.&lt;br /&gt;
	 * Forward param:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_ImpulseComands, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_ImpulseCommands,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Updates the client's data for hud changes (such as ammo).  Usually called every frame.&lt;br /&gt;
	 * Forward param:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Player_UpdateClientData, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Player_UpdateClientData,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Items have all the attributes of normal entities in addition to these.&lt;br /&gt;
	 */&lt;br /&gt;
	 &lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Adds the item to the player.&lt;br /&gt;
	 * Forward params:	function(this, idPlayer);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_AddToPlayer, this, idPlayer);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_AddToPlayer,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, idOriginal);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_AddDuplicate, this, idOriginal);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_AddDuplicate,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not this entity can be deployed.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_CanDeploy, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_CanDeploy,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Deploys the entity (usually a weapon).&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_Deploy, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_Deploy,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not the entity can be holstered.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_CanHolster, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_CanHolster,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not the entity (usually weapon) can be holstered.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_Holster, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_Holster,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Updates the HUD info about this item.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_UpdateItemInfo, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_UpdateItemInfo,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called each frame for an item, normally only on active items.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_PreFrame, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_PreFrame,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called each frame for an item, normally only on active items.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_PostFrame, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_PostFrame,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called when an item gets dropped, normally on death only.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_Drop, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_Drop,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Normally called when an item gets deleted.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_Drop, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_Kill,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called when an entity starts being attached to (normally invisible and &amp;quot;following&amp;quot;) a player.&lt;br /&gt;
	 * Forward params:	function(this, idPlayer)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_AttachToPlayer, this, idPlayer)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_AttachToPlayer,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the ammo index of the item.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_PrimaryAmmoIndex, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_PrimaryAmmoIndex,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the secondary ammo index of the item.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_SecondaryAmmoIndex, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_SecondaryAmmoIndex,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Updates item data for the client.&lt;br /&gt;
	 * Forward params:	function(this, idPlayer)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Item_UpdateClientData, this, idPlayer);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_UpdateClientData,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the entity index if the item is a weapon, -1 otherwise.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Entity.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_Item_GetWeaponPtr, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_GetWeaponPtr,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns the item slot for the item.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_Item_ItemSlot, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Item_ItemSlot,&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Weapons have all the attributes to Ham_Item_*, in addition to these.&lt;br /&gt;
	 */&lt;br /&gt;
	 &lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Gets ammo from the target weapon.&lt;br /&gt;
	 * Forward params:	function(this, idTarget)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_ExtractAmmo,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Gets clip ammo from the target weapon.&lt;br /&gt;
	 * Forward params:	function(this, idTarget)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_ExtractClipAmmo,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_AddWeapon, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_AddWeapon,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Plays the weapon's empty sound.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_PlayEmptySound, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_PlayEmptySound,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Sets the weapon so that it can play empty sound again.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_ResetEmptySound, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_ResetEmptySound,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Sends an animation event for the weapon.&lt;br /&gt;
	 * Forward params:	function(this, iAnim, skiplocal, body);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_SendWeaponAnim, this, iAnim, skiplocal, body);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_SendWeaponAnim,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not the weapon is usable (has ammo, etc.)&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_IsUsable, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_IsUsable,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called when the main attack of a weapon is triggered.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_PrimaryAttack, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_PrimaryAttack,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called when the secondary attack of a weapon is triggered.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_SecondaryAttack, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_SecondaryAttack,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Called when the weapon is reloaded.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_Reload, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_Reload,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Displays the idle animation for the weapon.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_WeaponIdle, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_WeaponIdle,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		There is no more ammo for this gun, so switch to the next best one.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * ExecuteParams:	ExecuteHam(Ham_Weapon_RetireWeapon, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_RetireWeapon,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not the weapon should idle.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_Weapon_ShouldWeaponIdle, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_ShouldWeaponIdle,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Not sure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_Weapon_UseDecrement, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_Weapon_UseDecrement,&lt;br /&gt;
	 &lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		-&lt;br /&gt;
	 * Forward params:	function(this, someboolvalue)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_BreakableRespawn, this, someboolvalue);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_BreakableRespawn,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		-&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean)&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_CanUsedThroughWalls, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_CanUsedThroughWalls,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure - this was removed in TS 3.0 (and thus is deprecated).&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (I think...)&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_RespawnWait, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_RespawnWait,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		This is called on a map reset for most map based entities.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_CS_Restart, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_CS_Restart,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Respawn function for players/bots only! Do not use this on non player/bot entities!&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_CS_RoundRespawn, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_CS_RoundRespawn,&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not the player can drop the specified item.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_CS_Item_CanDrop, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_CS_Item_CanDrop,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Gets the maximum speed for whenever a player has the item deployed.&lt;br /&gt;
	 * Forward params:	function(this);&lt;br /&gt;
	 * Return type:		Float, byrefed in execute.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_CS_Item_GetMaxSpeed, this, Float:output);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_CS_Item_GetMaxSpeed,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		I assume this spawns players at the start of a new round.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_DOD_RoundRespawn, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_RoundRespawn,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		I assume this spawns entities (like func_breakables) at the start of a new round.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_DOD_RoundRespawnEnt, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_RoundRespawnEnt,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None, I think...&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_DOD_RoundStore, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_RoundStore,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, someintegervalue)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_DOD_AreaSetIndex, this, someintegervalue)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_AreaSetIndex,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure&lt;br /&gt;
	 * Forward params:	function(this, idPlayer)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_DOD_AreaSendStatus, this, idPlayer);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_AreaSendStatus,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_DOD_GetState, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_GetState,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, idtarget)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_DOD_GetStateEnt, this, idtarget);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_GetStateEnt,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Whether or not a player can drop this item.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute Params:	ExecuteHam(Ham_DOD_Item_CanDrop, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_DOD_Item_CanDrop,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, iduser)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_EngineerUse, this, iduser)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_EngineerUse,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_Finished, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_Finished,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, entityid, Float:floata, Float:floatb)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_EmpExplode, this, entityid, Float:floata, Float:floatb)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_EmpExplode,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, Float:floata, Float:floatb)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_CalcEmpDmgRad, this, Float:floata, Float:floatb)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_CalcEmpDmgRad,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, entityid)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_TakeEmpBlast, this, entityid);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_TakeEmpBlast,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_EmpRemove, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_EmpRemove,&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, entityid, Float:floata)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_TakeConcussionBlast, this, entityid, Float:floata);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_TakeConcussionBlast,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, entityid)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TFC_Concuss, this, entityid);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TFC_Concuss,&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 *					Is only in ESF Open Beta.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_ESF_IsEnvModel, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_ESF_IsEnvModel, &lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 *					Is only in ESF Open Beta.&lt;br /&gt;
	 * Forward params:	function(this, entityida, entityidb, Float:floata, Float:floatb, dmgbits)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_ESF_TakeDamage2, this, entityida, entityidb, Float:floata, Float:floatb, dmgbits);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_ESF_TakeDamage2,&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns how many points each entity is worth.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_NS_GetPointValue, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_NS_GetPointValue,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.  Probably awards this with the killing of idvictim.&lt;br /&gt;
	 * Forward params:	function(this, idvictim)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_NS_AwardKill, this, idvictim);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_NS_AwardKill,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure, probably whenever an entity resets after a new round.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_NS_ResetEntity, this);&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_NS_ResetEntity,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_NS_UpdateOnRemove, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_NS_UpdateOnRemove,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	/** Virtual functions added to TS in TS 3 */&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_GiveSlowMul, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_GiveSlowMul,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.  The second paramater is actually a char.&lt;br /&gt;
	 * Forward params:	function(this, Float:someval, someotherval)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_GoSlow, this, Float:someval, someotherval)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_GoSlow,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Probably returns true if the user is in slow mo.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_InSlow, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_InSlow,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Returns true if the entity is an objective.&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_IsObjective, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_IsObjective,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Unsure.&lt;br /&gt;
	 * Forward params:	function(this, bool:someval)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_EnableObjective, this, bool:someval)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_EnableObjective,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Probably called when the engine call to OnEntFreePrivateData is called (the entity destructor.)&lt;br /&gt;
	 * Forward params:	function(this)&lt;br /&gt;
	 * Return type:		None.&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_OnEntFreePrivateData, this)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_OnFreeEntPrivateData,&lt;br /&gt;
	&lt;br /&gt;
	/**&lt;br /&gt;
	 * Description:		Probably called when the engine call to ShouldCollide is called.&lt;br /&gt;
	 * Forward params:	function(this, otherEntity)&lt;br /&gt;
	 * Return type:		Integer (boolean).&lt;br /&gt;
	 * Execute params:	ExecuteHam(Ham_TS_ShouldCollide, this, otherEntity)&lt;br /&gt;
	 */&lt;br /&gt;
	Ham_TS_ShouldCollide,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	/**&lt;br /&gt;
	 * DONT USE ME LOL&lt;br /&gt;
	 */&lt;br /&gt;
	HAM_LAST_ENTRY_DONT_USE_ME_LOL&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ошибки ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum HamError&lt;br /&gt;
{&lt;br /&gt;
	HAM_OK = 0,&lt;br /&gt;
	&lt;br /&gt;
	HAM_INVALID_FUNC,			// The function is not valid&lt;br /&gt;
	HAM_FUNC_NOT_CONFIGURED,	// This function is not configured in hamdata.ini&lt;br /&gt;
	&lt;br /&gt;
	HAM_ERR_END&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nikita</name></author>
		
	</entry>
</feed>