Left 4 Dead 2/Scripting/Script Functions/GetInvTable: Difference between revisions
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(Created page with " == Function Description == ''' void GetInvTable(CTerrorPLayer ''player'',table ''invTable'') ''' Fills ''invTable'' with the specified player's inventory. This function wor...") |
m (THE OWL moved page List of L4D2 Script Functions/GetInvTable to Left 4 Dead 2/Script Functions/GetInvTable) |
(No difference)
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Revision as of 08:03, 14 February 2023
Function Description
void GetInvTable(CTerrorPLayer player,table invTable)
Fills invTable with the specified player's inventory. This function works on survivors and special infected.
Parameters
Type | Name | Description |
---|---|---|
CTerrorPlayer | player | Player who's inventory to get. |
table | invTable | Table for writing the inventory in. |
Example
// Prints a list of weapons each player is carrying
function PrintWeapons()
{
local player = null
// Iterate through every player
while(player = Entities.FindByClassname(player, "player"))
{
printl("Player: " + player.GetPlayerName())
// Add an empty table to store the inventory in
local invTable = {}
// Call the function to fill the table
GetInvTable(player, invTable)
// Check if the player has a primary weapon
if("slot0" in invTable)
{
printl("Primary weapon equipped: " + invTable.slot0)
}
else
{
printl("Primary weapon not equipped!")
}
// Print all equipped weapons
foreach(slot, weapon in invTable)
{
printl("\t" + slot + "= " + weapon.GetClassname())
}
}
}
PrintWeapons()
Output Parameters
Keys written to invTable
by the function.

in
keyword before using it.Type | Key | Description |
---|---|---|
handle | slot0 | Primary weapon |
handle | slot1 | Secondary weapon |
handle | slot2 | Throwable |
handle | slot3 | Medkit/Defib |
handle | slot4 | Pills/Adrenaline |
handle | slot5 | Carried physics object (L4D style, e.g. Gas can or the Gnome) |
handle | Held | Carried physics object (legacy style, from CanPickupObject() or PickupObject() ) |