SwiftlyS2

CBasePlayerPawn

Interface CBasePlayerPawn

Namespace: SwiftlyS2.Shared.SchemaDefinitions

Assembly: SwiftlyS2.CS2.dll

public interface CBasePlayerPawn : CBaseCombatCharacter, CBaseFlex, CBaseAnimGraph, CBaseModelEntity, CBaseEntity, CEntityInstance, ISchemaClass<CEntityInstance>, ISchemaClass<CBaseEntity>, ISchemaClass<CBaseModelEntity>, ISchemaClass<CBaseAnimGraph>, ISchemaClass<CBaseFlex>, ISchemaClass<CBaseCombatCharacter>, ISchemaClass<CBasePlayerPawn>, ISchemaField, ISchemaClass, INativeHandle

Implements

Properties

AutoaimServices

CPlayer_AutoaimServices? AutoaimServices { get; }
Property Value

CameraServices

CPlayer_CameraServices? CameraServices { get; }
Property Value

Controller

ref CHandle<CBasePlayerController> Controller { get; }
Property Value

DeathTime

GameTime_t DeathTime { get; }
Property Value

DefaultController

ref CHandle<CBasePlayerController> DefaultController { get; }
Property Value

Expresser

CAI_Expresser? Expresser { get; }
Property Value

EyePosition

Vector? EyePosition { get; }
Property Value

FlashlightServices

CPlayer_FlashlightServices? FlashlightServices { get; }
Property Value

GroundDistance

float GroundDistance { get; }
Property Value

HideHUD

ref uint HideHUD { get; }
Property Value

HltvReplayDelay

ref float HltvReplayDelay { get; }
Property Value

HltvReplayEnd

ref float HltvReplayEnd { get; }
Property Value

HltvReplayEntity

ref uint HltvReplayEntity { get; }
Property Value

InitHUD

ref bool InitHUD { get; }
Property Value

InteractsAs

MaskTrace InteractsAs { get; }
Property Value

InteractsExclude

MaskTrace InteractsExclude { get; }
Property Value

InteractsWith

MaskTrace InteractsWith { get; }
Property Value

ItemServices

CPlayer_ItemServices? ItemServices { get; }
Property Value

MovementServices

CPlayer_MovementServices? MovementServices { get; }
Property Value

NextSuicideTime

GameTime_t NextSuicideTime { get; }
Property Value

ObserverServices

CPlayer_ObserverServices? ObserverServices { get; }
Property Value

ServerViewAngleChanges

ref CUtlVector<ViewAngleServerChange_t> ServerViewAngleChanges { get; }
Property Value

Skybox3d

sky3dparams_t Skybox3d { get; }
Property Value

SndOpvarLatchData

ref CUtlVector<sndopvarlatchdata_t> SndOpvarLatchData { get; }
Property Value

TimeLastHurt

GameTime_t TimeLastHurt { get; }
Property Value

UseServices

CPlayer_UseServices? UseServices { get; }
Property Value

V_angle

ref QAngle V_angle { get; }
Property Value

V_anglePrevious

ref QAngle V_anglePrevious { get; }
Property Value

WaterServices

CPlayer_WaterServices? WaterServices { get; }
Property Value

WeaponServices

CPlayer_WeaponServices? WeaponServices { get; }
Property Value

Methods

AutoaimServicesUpdated()

void AutoaimServicesUpdated()

CameraServicesUpdated()

void CameraServicesUpdated()

CommitSuicide(bool, bool)

Performs a suicide on the pawn, optionally causing an explosion and allowing forced execution.

void CommitSuicide(bool explode, bool force)
Parameters

ControllerUpdated()

void ControllerUpdated()

DeathTimeUpdated()

void DeathTimeUpdated()

DefaultControllerUpdated()

void DefaultControllerUpdated()

FlashlightServicesUpdated()

void FlashlightServicesUpdated()

HasLineOfSight(CCSPlayerPawn, float?)

Checks if the target player is within the line of sight of this player. Performs both physical obstruction check and field of view validation.

bool HasLineOfSight(CCSPlayerPawn targetPlayer, float? fieldOfViewDegrees = null)
Parameters
  • targetPlayer CCSPlayerPawn — The target player to check visibility for.
  • fieldOfViewDegrees float? — Optional field of view in degrees.
Returns
  • bool — True if the target player is visible; otherwise, false.

HideHUDUpdated()

void HideHUDUpdated()

ItemServicesUpdated()

void ItemServicesUpdated()

MovementServicesUpdated()

void MovementServicesUpdated()

ObserverServicesUpdated()

void ObserverServicesUpdated()

ServerViewAngleChangesUpdated()

void ServerViewAngleChangesUpdated()

Skybox3dUpdated()

void Skybox3dUpdated()

UseServicesUpdated()

void UseServicesUpdated()

WaterServicesUpdated()

void WaterServicesUpdated()

WeaponServicesUpdated()

void WeaponServicesUpdated()

On this page