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CPlayerFuncs
KernCore edited this page Dec 20, 2020
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11 revisions
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.
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 AdminLevelToString's 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). |
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. |
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. |
Note: The szLine parameters below are not required and can be ignored when doing a message using this functionality.
Methods | Description |
---|---|
void CenterPrintAll(const string& in szMessage, const string& in szLine2 = "", const string& in szLine3 = "", const string& in szLine4 = "", const string& in szLine5 = "") | Prints one or more messages centered on the HUD of all players. Parameters: Main Message String, Message String (2nd Line), Message String (3rd Line), Message String (4th Line), Message String (5th Line). |
void ClientPrint(CBasePlayer@ pTargetPlayer, HUD iMsgDest, const string& in szMessage, const string& in szLine2 = "", const string& in szLine3 = "", const string& in szLine4 = "", const string& in szLine5 = "") | Prints one or more messages on the HUD of the given player. Parameters: Target Player Handle, Message Destination (See HUD enum), Main Message String, Message String (2nd Line), Message String (3rd Line), Message String (4th Line), Message String (5th Line). |
void ClientPrintAll(HUD iMsgDest, const string& in szMessage, const string& in szLine2 = "", const string& in szLine3 = "", const string& in szLine4 = "", const string& in szLine5 = "") | Prints one or more messages on the HUD of all players. Parameters: Message Destination (See HUD enum), Main Message String, Message String (2nd Line), Message String (3rd Line), Message String (4th Line), Message String (5th Line). |
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:
g_PlayerFuncs.ClientPrintAll( HUD_PRINTCENTER, "this %s %s %s %s", "is", "a", "test", "message" );
Which becomes in game: this is a test message
.
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. |
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. |
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. |
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. |
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. |
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 point's filter. |
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) |