L L4D2node

CTerrorPlayer

50 own methods · 80 inherited · extends CBaseFlexCBaseAnimatingCBaseEntity

Terror Player!

Methods

callable on a CTerrorPlayer script handle
Script Function Returns Parameters Description
DropItem (ScriptDropItem) void cstring Make the player drop an item/weapon
Extinguish void none Extinguish a burning player
EyeAngles QAngle none Try and get the current Eye Angles
EyePosition Vector none Try and get the current eye position
GetActiveWeapon (ScriptGetActiveWeapon) hscript none Get the player's active weapon
GetAliveDuration float none Returns the time the character has been alive (only valid when alive)
GetButtonMask (ScriptGetButtons) int none Get the player's mask of pressed buttons
GetHealthBuffer float none Get Player Health Buffer - from pills or adrenalin etc
GetLastKnownArea (ScriptGetLastKnownArea) hscript none Return the last nav area occupied - NULL if unknown
GetNetworkIDString cstring none Get the player's network (i.e. Steam) ID.
GetPlayerName cstring none Get the player's name
GetPlayerUserId (ScriptGetPlayerUserId) int none Get the player's userID.
GetSenseFlags int none Get the current bits for the bot sense flags
GetSpecialInfectedDominatingMe (ScriptGetSpecialInfectedDominatingMe) hscript none Get the Special Infected dominating this Survivor
GetSurvivorSlot int none Get the player's slot
GetZombieType (GetZombieClass) unknown(0x1e) none If an infected, find out what type
GiveAmmo (ScriptGivePrimaryAmmo) void int Give this much ammo for your primary weapon
GiveItem (ScriptGiveNamedItem) void cstring Give an item/weapon to the player
GiveItemWithSkin (ScriptGiveNamedItemWithSkin) void cstring, int Give an item/weapon to the player with a skin value
GiveUpgrade (ScriptAddUpgrade) void int Give a weapon upgrade by name
HasEverBeenInjured bool int Returns true if the character has ever been injured by a member of the given team
HitWithVomit (ScriptHitWithVomit) void none Cause the vomit effect and make a player IT
IsAdrenalineActive bool none Return true if adrenaline is active
IsDead bool none Is the player dead
IsDominatedBySpecialInfected bool none Return true if being dominated by a Special Infected
IsDying bool none Player is dying, but not dead yet
IsFiringWeapon bool none Return true if player is firing a weapon
IsGettingUp bool none Return true if player is currently getting up
IsGhost bool none Is Player a Ghost
IsHangingFromLedge bool none Is the player currently hanging from a ledge
IsImmobilized bool none Return true if currently immobilized
IsIncapacitated bool none Is the player currently incapacitated
IsInCombat (ScriptIsInCombat) bool none Return true if currently in combat
IsIT bool none Return true if currently IT from bile
IsOnFire bool none Returns whether a player is on fire
IsOnThirdStrike bool none Return true if on third-strike
IsStaggering bool none Return true if player is staggering
IsSuppressingFallingDamage (SuppressFallingDamage) bool none Returns true if falling damage is currently suppressed
IsSurvivor (IsOnASurvivorTeam) bool none On the survivor team (Otherwise, infected).
RemoveUpgrade (ScriptRemoveUpgrade) void int Remove a weapon upgrade by name
ReviveByDefib (ScriptReviveByDefibrillator) void none Revive a dead player by defibrillator
ReviveFromIncap (OnRevived) void none Revive an incapped player
SetHealthBuffer void float Set Player Health Buffer - from pills or adrenalin etc
SetReviveCount (SetCurrentReviveCount) void int Set the number of times the player has been revived
SetSenseFlags void int Set the current bits for the bot sense flags - this is a SET, not an or
SnapEyeAngles void QAngle Sets the view angles.
Stagger (ScriptStaggerPlayer) void Vector Stagger a player, optionally from a vector position
SwitchToItem (ScriptSwitchToItem) bool cstring Make the player switch to an item/weapon
TryGetPathableLocationWithin Vector float Get a pathable location within this radius
UseAdrenaline (OnAdrenalineUsed) void float Cause the effect of Adrenaline - but no HP (SetHealthBuffer for that) - this is just speed!

Inherited methods

reachable up the C++ base chain
Script Function Returns Parameters Description / from
GetCurrentScene (ScriptGetOldestScene) hscript none Returns the instance of the oldest active scene entity (if any). ↑ CBaseFlex
GetSceneByIndex (ScriptGetSceneByIndex) hscript int Returns the instance of the scene entity at the specified index. ↑ CBaseFlex
PlayScene (ScriptPlayScene) float cstring, float Play the specified .vcd file. ↑ CBaseFlex
FindBodygroupByName int cstring Find a bodygroup id by name ↑ CBaseAnimating
GetAttachmentAngles (ScriptGetAttachmentAngles) QAngle int Get the attachement id's angles as a p,y,r vector ↑ CBaseAnimating
GetAttachmentBone int int Get the named attachement's parent bone index ↑ CBaseAnimating
GetAttachmentOrigin (ScriptGetAttachmentOrigin) Vector int Get the attachement id's origin vector ↑ CBaseAnimating
GetBodygroup int int Get a bodygroup by id ↑ CBaseAnimating
GetBodygroupName cstring int Get the bodygroup id's name ↑ CBaseAnimating
GetBodygroupPartName cstring int, int Get name by group and part ↑ CBaseAnimating
GetBoneAngles (ScriptGetBoneAngles) QAngle int Get the bone id's angles as a p,y,r vector ↑ CBaseAnimating
GetBoneOrigin (ScriptGetBoneOrigin) Vector int Get the bone id's origin vector ↑ CBaseAnimating
GetModelScale float none none ↑ CBaseAnimating
GetSequence int none Get the current sequence id ↑ CBaseAnimating
GetSequenceActivityName cstring int Get the activity name for a sequence by id ↑ CBaseAnimating
GetSequenceDuration (ScriptGetSequenceDuration) float int Get a sequence duration by id ↑ CBaseAnimating
GetSequenceName cstring int Get a sequence name by id ↑ CBaseAnimating
IsSequenceFinished bool none Ask whether the main sequence is done playing ↑ CBaseAnimating
LookupActivity int cstring Get the named activity index ↑ CBaseAnimating
LookupAttachment int cstring Get the named attachement id ↑ CBaseAnimating
LookupBone int cstring Get the named bone index ↑ CBaseAnimating
LookupSequence int cstring Looks up a sequence by sequence name or activity name ↑ CBaseAnimating
ResetSequence void int Reset a sequence by id. If the id is different than the current sequence, switch to the new sequence ↑ CBaseAnimating
SetBodygroup void int, int Sets a bodygroup ↑ CBaseAnimating
SetModelScale void float, float (scale, change_duration) Changes a model's scale over time ↑ CBaseAnimating
SetPoseParameter (ScriptSetPoseParameter) float int, float (id, value) Sets a pose parameter value ↑ CBaseAnimating
SetSequence void int Set a sequence by id ↑ CBaseAnimating
__KeyValueFromInt (KeyValueFromInt) bool cstring, float @ ↑ CBaseEntity
__KeyValueFromString (KeyValueFromString) bool cstring, cstring @ ↑ CBaseEntity
__KeyValueFromVector (KeyValueFromVector) bool cstring, Vector @ ↑ CBaseEntity
ApplyAbsVelocityImpulse void Vector Apply a Velocity Impulse ↑ CBaseEntity
ApplyLocalAngularVelocityImpulse void Vector Apply an Ang Velocity Impulse ↑ CBaseEntity
ConnectOutput (ConnectOutputToScript) void cstring, cstring Adds an I/O connection that will call the named function when the specified output fires ↑ CBaseEntity
DisconnectOutput (DisconnectOutputFromScript) void cstring, cstring Removes a connected script function from an I/O event. ↑ CBaseEntity
FirstMoveChild (ScriptFirstMoveChild) hscript none none ↑ CBaseEntity
GetAngles (GetAbsAngles) QAngle none none ↑ CBaseEntity
GetBaseVelocity Vector none Get Base? velocity ↑ CBaseEntity
GetCenter (ScriptGetWorldSpaceCenter) Vector none Get world space center of object - absolute coords ↑ CBaseEntity
GetClassname cstring none none ↑ CBaseEntity
GetContext (GetContextForScript) unknown(0x21) cstring GetContext( name ): looks up a context and returns it if available. May return string, float, or null (if the context isn't found) ↑ CBaseEntity
GetEntityHandle (ScriptGetEHandle) unknown(0x1e) none Get the entity as an EHANDLE ↑ CBaseEntity
GetEntityIndex (entindex) int none none ↑ CBaseEntity
GetForwardVector (ScriptGetForward) Vector none Get the forward vector of the entity ↑ CBaseEntity
GetHealth int none none ↑ CBaseEntity
GetLocalAngles QAngle none none ↑ CBaseEntity
GetLocalAngularVelocity QAngle none Maybe local angvel ↑ CBaseEntity
GetLocalOrigin Vector none none ↑ CBaseEntity
GetLocalVelocity Vector none Get Entity relative velocity ↑ CBaseEntity
GetMaxHealth int none none ↑ CBaseEntity
GetModelName (ScriptGetModelName) cstring none none ↑ CBaseEntity
GetMoveParent (ScriptGetMoveParent) hscript none If in hierarchy, retrieves the entity's parent ↑ CBaseEntity
GetName (GetEntityNameAsCStr) cstring none none ↑ CBaseEntity
GetOrigin (GetAbsOrigin) Vector none none ↑ CBaseEntity
GetOwnerEntity (ScriptGetOwnerEntity) hscript none Get the owner entity, if there is one ↑ CBaseEntity
GetPreTemplateName cstring none Get the entity name stripped of template unique decoration ↑ CBaseEntity
GetRootMoveParent (ScriptGetRootMoveParent) hscript none If in hierarchy, walks up the hierarchy to find the root parent ↑ CBaseEntity
GetScriptScope hscript none Retrieve the script-side data associated with an entity ↑ CBaseEntity
GetVelocity (GetAbsVelocity) Vector none none ↑ CBaseEntity
IsPlayer bool none none ↑ CBaseEntity
Kill (ScriptInputKill) void none none ↑ CBaseEntity
NextMovePeer (ScriptNextMovePeer) hscript none none ↑ CBaseEntity
OverrideFriction void float, float Takes duration, value for a temporary override ↑ CBaseEntity
PrecacheModel (ScriptPrecacheModel) int cstring none ↑ CBaseEntity
PrecacheScriptSound (Script_PrecacheScriptSound) void cstring none ↑ CBaseEntity
SetAngles (SetAbsAngles) void QAngle none ↑ CBaseEntity
SetContext (AddContextForScript) void cstring, cstring, float SetContext( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set -1 to mean 'forever'). ↑ CBaseEntity
SetContextNum (AddContextForScriptNumeric) void cstring, float, float SetContext( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a number (int or float). Will last for duration (set -1 to mean 'forever'). ↑ CBaseEntity
SetForwardVector (ScriptSetForward) void Vector Set the orientation of the entity to have this forward vector ↑ CBaseEntity
SetFriction void float Set PLAYER friction, ignored for objects ↑ CBaseEntity
SetGravity void float Set PLAYER gravity, ignored for objects ↑ CBaseEntity
SetHealth void int none ↑ CBaseEntity
SetLocalAngles void QAngle none ↑ CBaseEntity
SetLocalOrigin void Vector none ↑ CBaseEntity
SetMaxHealth void int none ↑ CBaseEntity
SetModel void cstring Set a model for this entity ↑ CBaseEntity
SetOrigin (ScriptSetOrigin) void Vector none ↑ CBaseEntity
SetVelocity (SetAbsVelocity) void Vector none ↑ CBaseEntity
TakeDamage (ScriptTakeDamage) void float, int, hscript (flDamage, nDamageType, hAttacker) ↑ CBaseEntity
TakeDamageEx (ScriptTakeDamageEx) void hscript, hscript, hscript, Vector, Vector, float, int (hInflictor, hAttacker, hWeapon, vecDamageForce, vecDamagePosition, flDamage, nDamageType) ↑ CBaseEntity
ValidateScriptScope bool none Ensure that an entity's script scope has been created ↑ CBaseEntity