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CPlayerFuncs

KernCore edited this page Dec 14, 2020 · 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

Methods Description
void SayText(CBasePlayer@ pTargetPlayer, const string& in szText)
void SayTextAll(CBasePlayer@ pOriginatingPlayer, const string& in szText)
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 = "")
void ClientPrintAll(HUD iMsgDest, const string& in szMessage, const string& in szLine2 = "", const string& in szLine3 = "", const string& in szLine4 = "", const string& in szLine5 = "")
void CenterPrintAll(const string& in szMessage, const string& in szLine2 = "", const string& in szLine3 = "", const string& in szLine4 = "", const string& in szLine5 = "")
void ShowMessage(CBasePlayer@ pTargetPlayer, const string& in szString)
void ShowMessageAll(const string& in szString)
void HudMessage(CBasePlayer@ pTargetPlayer, const HUDTextParams& in textParams, const string& in szMessage)
void HudMessageAll(const HUDTextParams& in textParams, const string& in szMessage)
void PrintKeyBindingString(CBasePlayer@ pPlayer, const string& in szString)
void PrintKeyBindingStringAll(const string& in szString)
void HudToggleElement(CBasePlayer@ pTargetPlayer, uint8 iChannel, bool fVisible)
void HudCustomSprite(CBasePlayer@ pTargetPlayer, const HUDSpriteParams& in params)
void HudNumDisplay(CBasePlayer@ pTargetPlayer, const HUDNumDisplayParams& in params)
void HudUpdateNum(CBasePlayer@ pTargetPlayer, uint8 iChannel, float flValue)
void HudTimeDisplay(CBasePlayer@ pTargetPlayer, const HUDNumDisplayParams& in params)
void HudUpdateTime(CBasePlayer@ pTargetPlayer, uint8 iChannel, float flTime)
CBasePlayer@ FindPlayerByIndex(int index)
CBasePlayer@ FindPlayerByName(const string& in szName, bool bCaseSensitive = true)
int GetNumPlayers() const
void ScreenShake(const Vector& in center, float amplitude, float frequency, float duration, float radius)
void ScreenShakeAll(const Vector& in center, float amplitude, float frequency, float duration)
void ScreenFade(CBaseEntity@ pEntity, const Vector& in color, float fadeTime, float fadeHold, int alpha, int flags)
void ScreenFadeAll(const Vector& in color, float fadeTime, float fadeHold, int alpha, int flags)
void ConcussionEffect(CBaseEntity@ pEntity, float amplitude, float frequency, float fadeTime)
bool GetNextBestWeapon(CBasePlayer@ pPlayer, CBasePlayerItem@ pCurrentWeapon)
bool CheatsAllowed(CBasePlayer@ pPlayer, const string& in szCheatName, bool fMustBeAlive = true) const
AdminLevel_t AdminLevel(CBasePlayer@ pPlayer) const
string AdminLevelToString(const AdminLevel_t adminLevel) const
AdminLevel_t StringToAdminLevel(const string& in szString) const
void ApplyMapCfgToPlayer(CBasePlayer@ pPlayer, bool fReEquip = false)
void RespawnPlayer(CBasePlayer@ pPlayer, bool fMoveLivingPlayers = true, bool fRespawnDeadPlayers = false)
void RespawnAllPlayers(bool fMoveLivingPlayers = true, bool fRespawnDeadPlayers = false)
bool SpawnPointFilterPasses(CBaseEntity@ pSpawnEnt, CBaseEntity@ pPlayer)
bool IsSpawnPointValid(CBaseEntity@ pSpawnEnt, CBaseEntity@ pPlayer)
bool IsSpawnPointOccupied(CBaseEntity@ pSpawnEnt)
int SharedRandomLong(uint iRandomSeed, int iLow, int iHigh)
float SharedRandomFloat(uint iRandomSeed, float iLow, float iHigh)
int GetAmmoIndex(const string& in szAmmoName)
CBasePlayer@ CreateBot(const string& in szName)
void BotDisconnect(CBasePlayer@ pBot)

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