player
Class hierarchy |
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... Game Specific ... |
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.
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
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.
Important:This is a preserved entity in .
- On a new round entities with this classname will intentionally not reset. You can use
logic_auto
to emulate resetting it. - Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a
point_template
. - Parenting this with non preserved entities may have undesirable effects.
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.
- Health
(health)
<integer> - The player's health.
- 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> (not in Half-Life 2 series)- Hides or displays the HUD.
- Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
SetFogController
<string> (not in Half-Life 2 series)- 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.