game_money

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game_money is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Entity Description

An entity that can add or deduct money from players or teams.

KeyValues

game_money:

Amount of money to add (Money) <integer>
Amount of money to add or deduct.
Award Text (AwardText) <string>
The text that will print in the chat next to the award amount. Will look like this: '+/-1000: <Award Text>'

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Inputs

game_money:

SetMoneyAmount <integer>
Set the money value that will be awarded.
Icon-Bug.pngBug:FGD doesn't let you input a value, use AddOutput "Money <amount>" instead or fix the FGD.
AddTeamMoneyTerrorist
Award money to Terrorists.
AddTeamMoneyCT
Award money to Counter-Terrorists.
AddMoneyPlayer
Add money directly to the player activating this entity. (Doesn't print in chat)
SpendMoneyFromPlayer <integer>
If the player has [money amount] or more, take [money amount] away.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

game_money:

OnMoneySpent
Fires when input SpendMoneyFromPlayer succeeded.
OnMoneySpentFail
Fires when input SpendMoneyFromPlayer failed. (Player didn't have enough money)

Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.

FGD Code

This code belongs to Counter-Strike Global Offensive/bin/csgo.fgd.

@PointClass base(Targetname) iconsprite("editor/game_money.vmt") = game_money : 
	"An entity that awards money to a specific team." 
[
	Money(integer)		: "Amount of money to add (+/-)" : 1000
	AwardText(string)	: "Award Text" : : "The text that will print in the chat next to the award amount.  Will look like this:	'1000: <Award Text>'"
	
	// Inputs
	input SetMoneyAmount(integer) : "Set the money value that will be awarded. (without awarding it)" // changed type from 'void' to 'integer'
	input AddTeamMoneyTerrorist(void) : "Add money to players on team TERRORIST."
	input AddTeamMoneyCT(void) : "Add money to players on team COUNTER TERRORIST."
	input AddMoneyPlayer(void) : "Add money directly to the player activating this entity. (no chat description)"
	input SpendMoneyFromPlayer(void) : "If the player has [money amount] or more, take [money amount] away."
	
	output OnMoneySpent(void) : "Fires when input SpendMoneyFromPlayer succeeded."
	output OnMoneySpentFail(void) : "Fires when input SpendMoneyFromPlayer failed. (Player didn't have enough money)"
]