Signature
enum GamedllFunc_CBasePlayer
{
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Spawn = BEGIN_FUNC_REGION(player),
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Precache,
/*
* Description: -
* Return type: int
* Params: (const this)
*/
RG_CBasePlayer_ObjectCaps,
/*
* Description: -
* Return type: int
* Params: (const this)
*/
RG_CBasePlayer_Classify,
/*
* Description: -
* Params: (const this, pevAttacker, Float:flDamage, Float:vecDir[3], tracehandle, bitsDamageType)
*/
RG_CBasePlayer_TraceAttack,
/*
* Description: -
* Return type: int
* Params: (const this, pevInflictor, pevAttacker, Float:flDamage, bitsDamageType)
*/
RG_CBasePlayer_TakeDamage,
/*
* Description: -
* Params: (const this, Float:flHealth, bitsDamageType)
*/
RG_CBasePlayer_TakeHealth,
/*
* Description: -
* Params: (const this, pevAttacker, iGib)
*/
RG_CBasePlayer_Killed,
/*
* Description: -
* Params: (const this, score, bAllowNegativeScore)
*/
RG_CBasePlayer_AddPoints,
/*
* Description: -
* Params: (const this, score, bAllowNegativeScore)
*/
RG_CBasePlayer_AddPointsToTeam,
/*
* Description: -
* Return type: BOOL
* Params: (const this, const pItem)
*/
RG_CBasePlayer_AddPlayerItem,
/*
* Description: -
* Return type: BOOL
* Params: (const this, const pItem)
*/
RG_CBasePlayer_RemovePlayerItem,
/*
* Description: -
* Return type: int
* Params: (const this, iAmount, szName[], iMax)
*/
RG_CBasePlayer_GiveAmmo,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_ResetMaxSpeed,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Jump,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Duck,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_PreThink,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_PostThink,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_UpdateClientData,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_ImpulseCommands,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_RoundRespawn,
/*
* Description: -
* Params: (const this, Float:flUntilTime, Float:flHoldTime, Float:flFadeTime, iAlpha)
*/
RG_CBasePlayer_Blind,
/*
* Description: -
* Params: (const this, infobuffer[], szNewModel[])
*/
RG_CBasePlayer_SetClientUserInfoModel,
/*
* Description: -
* Params: (const this, infobuffer[], szNewName[])
*/
RG_CBasePlayer_SetClientUserInfoName,
/*
* Description: -
* Params: (const this, iPlayerIndex, bool:bSameTeam)
*/
RG_CBasePlayer_Observer_IsValidTarget,
/*
* Description: -
* Params: (const this, PLAYER_ANIM:playerAnim)
*/
RG_CBasePlayer_SetAnimation,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_GiveDefaultItems,
/*
* Description: -
* Return type: CBaseEntity * (Entity index of item)
* Params: (const this, const pszName[])
*/
RG_CBasePlayer_GiveNamedItem,
/*
* Description: -
* Params: (const this, amount, RewardType:type, bool:bTrackChange)
*/
RG_CBasePlayer_AddAccount,
/*
* Description: -
* Params: (const this, bool:bDeploy)
*/
RG_CBasePlayer_GiveShield,
/*
* Description: -
* Return type: CBaseEntity * (Entity index of item)
* Params: (const this, const pszItemName[])
*/
RG_CBasePlayer_DropPlayerItem,
/*
* Description: -
* Params: (const this, ItemID:item, ItemRestType:type)
*/
RG_CBasePlayer_HasRestrictItem,
/*
* Description: Called when a player throws the shield on the ground.
* Return type: CBaseEntity * (Entity index of shield)
* Params: (const this, bool:deploy)
*/
RG_CBasePlayer_DropShield,
/*
* Description: Called on spawn, the attempt to equip a player.
* Params: (const this, bool:addDefault, bool:equipGame)
*/
RG_CBasePlayer_OnSpawnEquip,
/*
* Description: The player uses a radio message.
* Called on self-radio uses, throwing grenades or on freeze time end.
* Params: (const this, const msg_id[], const msg_verbose[], pitch, bool:showIcon)
*/
RG_CBasePlayer_Radio,
/*
* Description: VIP player got to the point of rescue.
* Params: (const this)
*/
RG_CBasePlayer_Disappear,
/*
* Description: Makes a random player the VIP.
* Params: (const this)
*/
RG_CBasePlayer_MakeVIP,
/*
* Description: Makes a random player the bomber.
* Return type: bool
* Params: (const this)
*/
RG_CBasePlayer_MakeBomber,
/*
* Description: The player goes into observer mode.
* Params: (const this, Float:vecPosition[3], Float:vecViewAngle[3])
*/
RG_CBasePlayer_StartObserver,
/*
* Description: Called when a player enters the game.
* Return type: bool
* Params: (const this)
*/
RG_CBasePlayer_GetIntoGame,
/*
* Description: Called when a player dying and goes into observer mode like StartObserver
* Params: (const this)
*/
RG_CBasePlayer_StartDeathCam,
/*
* Description: Called when a player goes switch to opposite team after auto-teambalance or caused by 3rd-party things.
* @note This doesn't register the event when a player switched manually
* Params: (const this)
*/
RG_CBasePlayer_SwitchTeam,
/*
* Description: Can a player switch to team?
* Return type: bool
* Params: (const this, TeamName:teamToSwap)
*/
RG_CBasePlayer_CanSwitchTeam,
/*
* Description: Called when a player throws the grenade.
* Return type: CGrenade * (Entity index of grenade)
* Params: (const this, const grenade, Float:vecSrc[3], Float:vecThrow[3], Float:time, const usEvent)
*/
RG_CBasePlayer_ThrowGrenade,
/*
* Description: Called when a player's set protection.
* Return type: void
* Params: (const this, Float:time)
*/
RG_CBasePlayer_SetSpawnProtection,
/*
* Description: Called when a player's remove protection.
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_RemoveSpawnProtection,
/*
* Description: Called when the game prints hint message into DHUD.
* Return type: bool
* Params: (const this, const message[], Float:duration, bool:bDisplayIfPlayerDead, bool:bOverride)
*/
RG_CBasePlayer_HintMessageEx,
/*
* Description: Called when a player press use and if a suitable candidate is not found.
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_UseEmpty,
/*
* Description: Called when a idle player is removed from server.
* Return type: void
* Params: (const this, const reason[])
*/
RG_CBasePlayer_DropIdlePlayer,
/*
* Description: Called when a client attempt to change the observer mode.
* Params: (const this, iMode)
*/
RG_CBasePlayer_Observer_SetMode,
/*
* Description: Called when a client attempt to find the next observer.
* Return type: void
* Params: (const this, bool bReverse, name[])
*/
RG_CBasePlayer_Observer_FindNextPlayer,
/*
* Description: Called when a client emits a "pain sound" after received damage.
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_Pain,
/*
* Description: Called when a client emits a "death sound" after death.
* Return type: void
* Params: (const this, lastHitGroup, bool:hasArmour)
*/
RG_CBasePlayer_DeathSound,
/*
* Description: Called when a client "thinks for the join status".
* (permanently called on each call of "CBasePlayer::PreThink", and only when he is not assigned as specatator or not playing)
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_JoiningThink,
/*
* Description: Called every client frame to check time based damage
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_CheckTimeBasedDamage,
/*
* Description: Called when game selects a spawn point (info_player_start/deathmatch) to position the player
* Return type: edict_t * (Entity index of selected spawn point)
* Params: (const this)
*/
RG_CBasePlayer_EntSelectSpawnPoint,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_PlayerDeathThink,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Observer_Think,
/*
* Description: -
* Params: (const this, bool:removeSuit)
*/
RG_CBasePlayer_RemoveAllItems
};
Description
GamedllFunc CBasePlayer