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player

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.
Recycle-warning.png
This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Alien SwarmAlien Swarm: Reactive DropPortal 2Counter-Strike: Global Offensive
If the game has round restart mechanics this entity may not behave as expected.
Class hierarchy
... Game Specific ...
CBasePlayer
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity

player is an entity available in all Source Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.

Note.pngNote:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
Tip.pngTip:In singleplayer, a pointer to the player can be acquired by using UTIL_GetLocalPlayer().
Warning.pngWarning: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.
Icon-Important.pngImportant:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
The consequences of player entity generation.

Keyvalues

Note.pngNote:Keyvalues can be changed on a player with AddOutput.
Health (health) <integer>
The player's health.
Note.pngNote: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>
Todo: Test for games other than Half-Life 2PortalPortal 2Team Fortress 2

Inputs

SetHealth <integerRedirectInput/integer>
Sets the player's health. Values clamped between 0 and max_health.
HandleMapEvent <stringRedirectInput/string>
Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
SetHUDVisibility <booleanRedirectInput/boolean>
Hides or displays the HUD.
Note.pngNote:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Warning.pngWarning:Hiding the HUD will disable any weapon-switching of the target. Still available with use console command.  (tested in: Team Fortress 2Counter-Strike: Global OffensiveLeft 4 Dead 2Counter-Strike: SourceHalf-Life 2Black Mesa)
SetFogController <stringRedirectInput/string>
Sets the env_fog_controller to use.
PerformForcedWeaponDeploy <stringRedirectInput/string> (only in Black Mesa)
Forces the player to use specified weapon with pickup animation.
Note.pngNote:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.