CPlayerFuncs

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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
bool GetNextBestWeapon(CBasePlayer@ pPlayer, CBasePlayerItem@ pCurrentWeapon)
CBasePlayer@ FindPlayerByIndex(int index) Finds a player by index. Parameters: Index Integer
CBasePlayer@ FindPlayerByName(const string& in szName, bool bCaseSensitive = true)
float SharedRandomFloat(uint iRandomSeed, float iLow, float iHigh)
int GetAmmoIndex(const string& in szAmmoName)
int GetNumPlayers() const
int SharedRandomLong(uint iRandomSeed, int iLow, int iHigh)
void ApplyMapCfgToPlayer(CBasePlayer@ pPlayer, bool fReEquip = false)

1.1 Respawn

Methods Description
void RespawnAllPlayers(bool fMoveLivingPlayers = true, bool fRespawnDeadPlayers = false) 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) 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) Returns whether the given spawn point entity is occupied.
bool IsSpawnPointValid(CBaseEntity@ pSpawnEnt, CBaseEntity@ pPlayer) Returns whether the given spawn point is valid for the given player.
bool SpawnPointFilterPasses(CBaseEntity@ pSpawnEnt, CBaseEntity@ pPlayer) Returns whether the given player passes the given spawn pointÔÇÖs filter.

1.3 Bots

Methods Description
CBasePlayer@ CreateBot(const string& in szName) Creates a bot with the given name. Parameters: Name String.
void BotDisconnect(CBasePlayer@ pBot) 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 Returns the admin level for a given player. Parameters: Player Handle.
AdminLevel_t StringToAdminLevel(const string& in szString) const 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 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) Says text to a specific player. Parameters: Player Handle, Text String.
void SayTextAll(CBasePlayer@ pOriginatingPlayer, const string& in szText) 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) 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) 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) Shows a HUD message to all players. Parameters: HUD Text Params (See HUDTextParams class), Message String.
void HudNumDisplay(CBasePlayer@ pTargetPlayer, const HUDNumDisplayParams& in params) 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) 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) 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) Updates value of a custom numeric display. Parameters: Target Player Handle, Channel Integer, Value Float.
void HudUpdateTime(CBasePlayer@ pTargetPlayer, uint8 iChannel, float flTime) Updates value of a custom time display. Parameters: Target Player Handle, Channel Integer, Time Float.

1.9 Player Screen Effects

Methods Description
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) 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) 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) 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) Shakes the screen for all players. Parameters: Center Vector, Amplitude Float, Frequency Float, Duration Float, Radius Float.

1.10 PrintKeyBindingString

Methods Description
void PrintKeyBindingString(CBasePlayer@ pPlayer, const string& in szString) Prints a string containing key bindings to the screen of the given player.
void PrintKeyBindingStringAll(const string& in szString) Prints a string containing key bindings to the screen of all players.