Player: Difference between revisions
		
		
		
		
		
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 Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
 Tip:In singleplayer, a pointer to the player can be acquired by using
Tip:In singleplayer, a pointer to the player can be acquired by using 
 Warning:Removing a player entity that a human player is in control of will cause them to either be kicked from the game or prevented them from doing anything.
Warning:Removing a player entity that a human player is in control of will cause them to either be kicked from the game or prevented them from doing anything.
 Important:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Important:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
 Note:Keyvalues can be changed on a player with AddOutput.
Note:Keyvalues can be changed on a player with AddOutput.
		
	
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| {{Ent not in fgd}} | {{LanguageBar}} | ||
| {{TabsBar}} | |||
| {{Ent not in fgd|codeonly=1}} | |||
| {{Preserved entity}} | |||
| {{CD|player{{!}}... Game Specific ...|base=CBasePlayer|nolink=1|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/server/player.cpp CBasePlayer definition]}} | |||
| {{this is a|entity|name=player}} The player itself or a [[bot]]. [[NPC]]s are not players. This entity still exists even if the player is dead. | |||
| {{ | {{note|Keyvalues, inputs, outputs and [[Dimensions]] vary depending on game and engine version.}} | ||
| {{tip|In singleplayer, a pointer to the player can be acquired by using <code>UTIL_GetLocalPlayer()</code>.}} | |||
| {{warning|Removing a player entity that a human player is in control of will cause them to either be kicked from the game or prevented them from doing anything.}} | |||
| {{ | {{Important|This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!}} | ||
| == Keyvalues == | [[File:entcreateplayer.jpg|thumb|580px|The consequences of player entity generation.]] | ||
| {{KV|Health  | ==Keyvalues== | ||
| {{KV|Maximum Health  | {{note|Keyvalues can be changed on a player with [[AddOutput]].}} | ||
| {{KV| | {{KV|Health|intn=health|integer|The player's health. {{note|Use SetHealth input instead, as this may not update health properly, leaving player at 0 health while still alive.}}}} | ||
| {{KV|Maximum Health|intn=max_health|integer|The value of "health" cannot exceed this.}} | |||
| {{KV|Base Velocity|intn=BaseVelocity|Vector|Adds to the velocity of the player. <br>Format:<code> <x> <y> <z> </code>}} | |||
| == Inputs == | ==Inputs== | ||
| {{ | {{I|SetHealth|param=integer|Sets the player's health. Values clamped between 0 and <code>max_health</code>.}} | ||
| {{ | {{I|HandleMapEvent|param=string|Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.}} | ||
| {{ | {{I|SetHUDVisibility|param=boolean|Hides or displays the HUD.}} | ||
| :{{note|The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.}} | :{{note|The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.}} | ||
| {{ | :{{warning|Hiding the HUD will disable any weapon-switching of the target. Still available with {{cmd|use}} console command. {{todotest|{{tf2}}{{csgo}}{{l4d2}}{{css}}{{hl2}}{{bms}}}}}} | ||
| {{I|SetFogController|param=string|special targets = [[Targetname#Keywords|special targetname]]s are unsupported|Sets the {{ent|env_fog_controller}} to use.}} | |||
| {{I|PerformForcedWeaponDeploy|param=string|only={{bms}}|Forces the player to use specified weapon with pickup animation. | |||
| :{{note|Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.}} | |||
| }} | |||
| {{ | |||
| {{ | |||
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Latest revision as of 07:46, 29 May 2025


This is a preserved entity in 









If the game has round restart mechanics this entity may not behave as expected.










If the game has round restart mechanics this entity may not behave as expected.
|  Class hierarchy | 
|---|
| ... Game Specific ... | 
|  CBasePlayer definition | 
player  is an   entity  available in all  Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.
 Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.
 Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version. Tip:In singleplayer, a pointer to the player can be acquired by using
Tip:In singleplayer, a pointer to the player can be acquired by using UTIL_GetLocalPlayer(). Warning:Removing a player entity that a human player is in control of will cause them to either be kicked from the game or prevented them from doing anything.
Warning:Removing a player entity that a human player is in control of will cause them to either be kicked from the game or prevented them from doing anything. Important:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Important:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!Keyvalues
 Note:Keyvalues can be changed on a player with AddOutput.
Note:Keyvalues can be changed on a player with AddOutput.- Health (health) <integer>
- The player's health.  Note:Use SetHealth input instead, as this may not update health properly, leaving player at 0 health while still alive. Note:Use SetHealth input instead, as this may not update health properly, leaving player at 0 health while still alive.
- Maximum Health (max_health) <integer>
- The value of "health" cannot exceed this.
- Base Velocity (BaseVelocity) <vector>
- Adds to the velocity of the player. 
 Format:<x> <y> <z>
Inputs
- SetHealth <integer>
- Sets the player's health. Values clamped between 0 and max_health.
- HandleMapEvent <string>
- Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
- SetHUDVisibility <boolean>
- Hides or displays the HUD.
 Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible. Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
 Warning:Hiding the HUD will disable any weapon-switching of the target. Still available with Warning:Hiding the HUD will disable any weapon-switching of the target. Still available with- useconsole command. (tested in:      ) )
- SetFogController <string>
- special targetnames are unsupported
 Sets the env_fog_controller to use.
- PerformForcedWeaponDeploy  <string> (only in  ) )
- Forces the player to use specified weapon with pickup animation.
 Note:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons. Note:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.



























