Difference between revisions of "CPlayerFuncs"
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The <code>CPlayerFuncs</code> class contains global player related functionality. | The <code>CPlayerFuncs</code> class contains global player related functionality. | ||
− | A single global Instance exists with the following declaration: | + | A single global Instance exists with the following declaration: <code>const CPlayerFuncs g_PlayerFuncs;</code> |
− | |||
This class only contains methods. | This class only contains methods. | ||
== Methods == | == Methods == |
Revision as of 20:10, 14 February 2025
The CPlayerFuncs
class contains global player related functionality.
A single global Instance exists with the following declaration: const CPlayerFuncs g_PlayerFuncs;
This class only contains methods.
1 Methods
These are the main player methods that are most commonly used
Methods | Description |
---|---|
bool CheatsAllowed(CBasePlayer@ pPlayer, const string& in szCheatName, bool fMustBeAlive = true) const
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bool GetNextBestWeapon(CBasePlayer@ pPlayer, CBasePlayerItem@ pCurrentWeapon)
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CBasePlayer@ FindPlayerByIndex(int index)
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Finds a player by index. Parameters: Index Integer |
CBasePlayer@ FindPlayerByName(const string& in szName, bool bCaseSensitive = true)
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float SharedRandomFloat(uint iRandomSeed, float iLow, float iHigh)
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int GetAmmoIndex(const string& in szAmmoName)
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int GetNumPlayers() const
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int SharedRandomLong(uint iRandomSeed, int iLow, int iHigh)
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void ApplyMapCfgToPlayer(CBasePlayer@ pPlayer, bool fReEquip = false)
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1.1 Respawn
Methods | Description |
---|---|
void RespawnAllPlayers(bool fMoveLivingPlayers = true, bool fRespawnDeadPlayers = false)
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Relocates all players to active spawn points. If a player is dead and fRespawnDeadPlayers is true, the player is respawned. |
void RespawnPlayer(CBasePlayer@ pPlayer, bool fMoveLivingPlayers = true, bool fRespawnDeadPlayers = false)
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Relocates the given player to an active spawn point. If the player is dead and fRespawnDeadPlayers is true, the player is respawned. |
1.2 SpawnPoint
Methods | Description |
---|---|
bool IsSpawnPointOccupied(CBaseEntity@ pSpawnEnt)
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Returns whether the given spawn point entity is occupied. |
bool IsSpawnPointValid(CBaseEntity@ pSpawnEnt, CBaseEntity@ pPlayer)
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Returns whether the given spawn point is valid for the given player. |
bool SpawnPointFilterPasses(CBaseEntity@ pSpawnEnt, CBaseEntity@ pPlayer)
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Returns whether the given player passes the given spawn pointÔÇÖs filter. |
1.3 Bots
Methods | Description |
---|---|
CBasePlayer@ CreateBot(const string& in szName)
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Creates a bot with the given name. Parameters: Name String. |
void BotDisconnect(CBasePlayer@ pBot)
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Disconnects the bot. This will call ClientDisconnect and removes the entity. Do not use the entity after this call. Parameters: Bot Player Handle. |
1.4 Admin Level
Methods | Description |
---|---|
AdminLevel_t AdminLevel(CBasePlayer@ pPlayer) const
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Returns the admin level for a given player. Parameters: Player Handle. |
AdminLevel_t StringToAdminLevel(const string& in szString) const
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Converts a string containing one of AdminLevelToStringÔÇÖs return values to an admin level. Returns ADMIN_NO if the string cannot be converted to a suitable constant. Parameters: String. |
string AdminLevelToString(const AdminLevel_t adminLevel) const
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Converts the admin level to a string. If the level is an invalid value, an empty string is returned. Parameters: Admin Level (See Admin Level enum). |
1.5 SayText
Methods | Description |
---|---|
void SayText(CBasePlayer@ pTargetPlayer, const string& in szText)
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Says text to a specific player. Parameters: Player Handle, Text String. |
void SayTextAll(CBasePlayer@ pOriginatingPlayer, const string& in szText)
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Says text to all players. Parameters: Originating Player Handle, Text String. |
1.6 ClientPrint
Obs: To make full use of the szLine parameters, use %s
on the szMessage line to use the rest of the lines parameters (one %s
for each line).
Example:
<syntaxhighlight lang="cpp">g_PlayerFuncs.ClientPrintAll( HUD_PRINTCENTER, "this %s %s %s %s", "is", "a", "test", "message" );</syntaxhighlight>
Which becomes in game: this is a test message
.
1.7 ShowMessage
Methods | Description |
---|---|
void ShowMessage(CBasePlayer@ pTargetPlayer, const string& in szString)
|
Shows a message to the given player. |
void ShowMessageAll(const string& in szString)
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Shows a message to all players. |
1.8 HudElements
Methods | Description |
---|---|
void HudCustomSprite(CBasePlayer@ pTargetPlayer, const HUDSpriteParams& in params)
|
Shows a custom HUD sprite to a given player or to all players if pTargetPlayer is not specified. Parameters: Target Player Handle, HUD Sprite Params (See HUDSpriteParams class). |
void HudMessage(CBasePlayer@ pTargetPlayer, const HUDTextParams& in textParams, const string& in szMessage)
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Shows a HUD message to a given player. Parameters: Target Player Handle, HUD Text Params (See HUDTextParams class), Message String. |
void HudMessageAll(const HUDTextParams& in textParams, const string& in szMessage)
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Shows a HUD message to all players. Parameters: HUD Text Params (See HUDTextParams class), Message String. |
void HudNumDisplay(CBasePlayer@ pTargetPlayer, const HUDNumDisplayParams& in params)
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Shows a custom numeric display to a given player or to all players if pTargetPlayer is not specified. Parameters: Target Player Handle, HUD Numerical Display Params (See HUDNumDisplayParams class) |
void HudTimeDisplay(CBasePlayer@ pTargetPlayer, const HUDNumDisplayParams& in params)
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Shows a custom time display to a given player or to all players if pTargetPlayer is not specified. Parameters: Target Player Handle, HUD Numerical Display Params (See HUDNumDisplayParams class) |
void HudToggleElement(CBasePlayer@ pTargetPlayer, uint8 iChannel, bool fVisible)
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Shows or hides HUD element occupying a given channel. Parameters: Target Player Handle, Channel Integer, Visible Bool. |
void HudUpdateNum(CBasePlayer@ pTargetPlayer, uint8 iChannel, float flValue)
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Updates value of a custom numeric display. Parameters: Target Player Handle, Channel Integer, Value Float. |
void HudUpdateTime(CBasePlayer@ pTargetPlayer, uint8 iChannel, float flTime)
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Updates value of a custom time display. Parameters: Target Player Handle, Channel Integer, Time Float. |
1.9 Player Screen Effects
Methods | Description |
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void ConcussionEffect(CBaseEntity@ pEntity, float amplitude, float frequency, float fadeTime)
|
Applies concussion effect to a given player. Parameters: Player Entity Handle, Amplitude Float, Frequency Float, Fade Out Time Float. |
void ScreenFade(CBaseEntity@ pEntity, const Vector& in color, float fadeTime, float fadeHold, int alpha, int flags)
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Fades the screen of a given player to a given color. Parameters: Player Entity Handle, Color Vector, Fade Out Time Float, Fade Hold Time, Color Brightness Alpha Integer, Flags Integer (See FFade enum). |
void ScreenFadeAll(const Vector& in color, float fadeTime, float fadeHold, int alpha, int flags)
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Fades the screen of all players to a given color. Parameters: Color Vector, Fade Out Time Float, Fade Hold Time, Color Brightness Alpha Integer, Flags Integer (See FFade enum). |
void ScreenShake(const Vector& in center, float amplitude, float frequency, float duration, float radius)
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Shakes the screen for players near a certain location. Parameters: Center Vector, Amplitude Float, Frequency Float, Duration Float, Radius Float. |
void ScreenShakeAll(const Vector& in center, float amplitude, float frequency, float duration)
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Shakes the screen for all players. Parameters: Center Vector, Amplitude Float, Frequency Float, Duration Float, Radius Float. |
1.10 PrintKeyBindingString
Methods | Description |
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void PrintKeyBindingString(CBasePlayer@ pPlayer, const string& in szString)
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Prints a string containing key bindings to the screen of the given player. |
void PrintKeyBindingStringAll(const string& in szString)
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Prints a string containing key bindings to the screen of all players. |