CCSPlayerController
Interface CCSPlayerController
Namespace: SwiftlyS2.Shared.SchemaDefinitions
Assembly: SwiftlyS2.CS2.dll
public interface CCSPlayerController : CBasePlayerController, CBaseEntity, CEntityInstance, ISchemaClass<CEntityInstance>, ISchemaClass<CBaseEntity>, ISchemaClass<CBasePlayerController>, ISchemaClass<CCSPlayerController>, ISchemaField, ISchemaClass, INativeHandleImplements
- CBasePlayerController
- CBaseEntity
- CEntityInstance
- ISchemaClass<CEntityInstance>
- ISchemaClass<CBaseEntity>
- ISchemaClass<CBasePlayerController>
- ISchemaClass<CCSPlayerController>
- ISchemaField
- ISchemaClass
- INativeHandle
Properties
AbandonAllowsSurrender
ref bool AbandonAllowsSurrender { get; }Property Value
AbandonOffersInstantSurrender
ref bool AbandonOffersInstantSurrender { get; }Property Value
ActionTrackingServices
CCSPlayerController_ActionTrackingServices? ActionTrackingServices { get; }Property Value
ActiveQuestId
ref ushort ActiveQuestId { get; }Property Value
AttemptedToGetColor
ref bool AttemptedToGetColor { get; }Property Value
BotsControlledThisRound
ref int BotsControlledThisRound { get; }Property Value
CanControlObservedBot
ref bool CanControlObservedBot { get; }Property Value
CannotBeKicked
ref bool CannotBeKicked { get; }Property Value
Clan
string Clan { get; set; }Property Value
CoachingTeam
ref int CoachingTeam { get; }Property Value
CompTeammateColor
ref int CompTeammateColor { get; }Property Value
CompetitiveRankType
ref byte CompetitiveRankType { get; }Property Value
CompetitiveRanking
ref int CompetitiveRanking { get; }Property Value
CompetitiveRankingPredicted_Loss
ref int CompetitiveRankingPredicted_Loss { get; }Property Value
CompetitiveRankingPredicted_Tie
ref int CompetitiveRankingPredicted_Tie { get; }Property Value
CompetitiveRankingPredicted_Win
ref int CompetitiveRankingPredicted_Win { get; }Property Value
CompetitiveWins
ref int CompetitiveWins { get; }Property Value
ControllingBot
ref bool ControllingBot { get; }Property Value
CrosshairCodes
string CrosshairCodes { get; set; }Property Value
DamageServices
CCSPlayerController_DamageServices? DamageServices { get; }Property Value
DblLastReceivedPacketPlatFloatTime
ref double DblLastReceivedPacketPlatFloatTime { get; }Property Value
DesiredObserverMode
ref int DesiredObserverMode { get; }Property Value
DesiredObserverTarget
ref CHandle<CEntityInstance> DesiredObserverTarget { get; }Property Value
Disconnection1MinWarningPrinted
ref bool Disconnection1MinWarningPrinted { get; }Property Value
DisconnectionTick
ref int DisconnectionTick { get; }Property Value
DraftIndex
ref int DraftIndex { get; }Property Value
EndMatchNextMapVote
ref int EndMatchNextMapVote { get; }Property Value
EverFullyConnected
ref bool EverFullyConnected { get; }Property Value
EverPlayedOnTeam
ref bool EverPlayedOnTeam { get; }Property Value
FireBulletsSeedSynchronized
ref bool FireBulletsSeedSynchronized { get; }Property Value
FirstKill
ref byte FirstKill { get; }Property Value
ForceTeamTime
GameTime_t ForceTeamTime { get; }Property Value
GaveTeamDamageWarning
ref bool GaveTeamDamageWarning { get; }Property Value
GaveTeamDamageWarningThisRound
ref bool GaveTeamDamageWarningThisRound { get; }Property Value
HasBeenControlledByPlayerThisRound
ref bool HasBeenControlledByPlayerThisRound { get; }Property Value
HasCommunicationAbuseMute
ref bool HasCommunicationAbuseMute { get; }Property Value
HasControlledBotThisRound
ref bool HasControlledBotThisRound { get; }Property Value
HasSeenJoinGame
ref bool HasSeenJoinGame { get; }Property Value
InGameMoneyServices
CCSPlayerController_InGameMoneyServices? InGameMoneyServices { get; }Property Value
InSwitchTeam
ref bool InSwitchTeam { get; }Property Value
InventoryServices
CCSPlayerController_InventoryServices? InventoryServices { get; }Property Value
JustBecameSpectator
ref bool JustBecameSpectator { get; }Property Value
JustDidTeamKill
ref bool JustDidTeamKill { get; }Property Value
KillCount
ref byte KillCount { get; }Property Value
LastHeldVoteTimer
IntervalTimer LastHeldVoteTimer { get; }Property Value
LastJoinTeamTime
GameTime_t LastJoinTeamTime { get; }Property Value
LastTeamDamageWarningTime
GameTime_t LastTeamDamageWarningTime { get; }Property Value
LastTimePlayerWasDisconnectedForPawnsRemove
GameTime_t LastTimePlayerWasDisconnectedForPawnsRemove { get; }Property Value
MVPs
ref int MVPs { get; }Property Value
MsQueuedModeDisconnectionTimestamp
ref uint MsQueuedModeDisconnectionTimestamp { get; }Property Value
MusicKitID
ref int MusicKitID { get; }Property Value
MusicKitMVPs
ref int MusicKitMVPs { get; }Property Value
MvpNoMusic
ref bool MvpNoMusic { get; }Property Value
MvpReason
ref int MvpReason { get; }Property Value
NetworkDisconnectionReason
ref uint NetworkDisconnectionReason { get; }Property Value
NextTimeCheck
ref int NextTimeCheck { get; }Property Value
NonSuspiciousHitStreak
ref uint NonSuspiciousHitStreak { get; }Property Value
ObserverPawn
ref CHandle<CCSObserverPawn> ObserverPawn { get; }Property Value
OriginalControllerOfCurrentPawn
ref CHandle<CCSPlayerController> OriginalControllerOfCurrentPawn { get; }Property Value
PawnArmor
ref int PawnArmor { get; }Property Value
PawnBotDifficulty
ref int PawnBotDifficulty { get; }Property Value
PawnCharacterDefIndex
ref ushort PawnCharacterDefIndex { get; }Property Value
PawnHasDefuser
ref bool PawnHasDefuser { get; }Property Value
PawnHasHelmet
ref bool PawnHasHelmet { get; }Property Value
PawnHealth
ref uint PawnHealth { get; }Property Value
PawnIsAlive
ref bool PawnIsAlive { get; }Property Value
PawnLifetimeEnd
ref int PawnLifetimeEnd { get; }Property Value
PawnLifetimeStart
ref int PawnLifetimeStart { get; }Property Value
PendingTeamNum
ref byte PendingTeamNum { get; }Property Value
Ping
ref uint Ping { get; }Property Value
PlayerDominated
ref ulong PlayerDominated { get; }Property Value
PlayerDominatingMe
ref ulong PlayerDominatingMe { get; }Property Value
PlayerPawn
ref CHandle<CCSPlayerPawn> PlayerPawn { get; }Property Value
PlayerTvControlFlags
ref uint PlayerTvControlFlags { get; }Property Value
PunishForTeamKill
ref bool PunishForTeamKill { get; }Property Value
QuestProgressReason
ref QuestProgress__Reason QuestProgressReason { get; }Property Value
RecentKillQueue
ISchemaFixedArray<byte> RecentKillQueue { get; }Property Value
RemoveAllItemsOnNextRoundReset
ref bool RemoveAllItemsOnNextRoundReset { get; }Property Value
RoundScore
ref int RoundScore { get; }Property Value
RoundsWon
ref int RoundsWon { get; }Property Value
RtActiveMissionPeriod
ref uint RtActiveMissionPeriod { get; }Property Value
Score
ref int Score { get; }Property Value
ScoreReported
ref bool ScoreReported { get; }Property Value
ShowHints
ref bool ShowHints { get; }Property Value
SmoothedPing
ref float SmoothedPing { get; }Property Value
SuspiciousHitCount
ref uint SuspiciousHitCount { get; }Property Value
SwitchTeamsOnNextRoundReset
ref bool SwitchTeamsOnNextRoundReset { get; }Property Value
TeamChanged
ref bool TeamChanged { get; }Property Value
TeammatePreferredColor
ref int TeammatePreferredColor { get; }Property Value
UiAbandonRecordedReason
ref uint UiAbandonRecordedReason { get; }Property Value
UiCommunicationMuteFlags
ref uint UiCommunicationMuteFlags { get; }Property Value
UpdateCounter
ref int UpdateCounter { get; }Property Value
Methods
ActionTrackingServicesUpdated()
void ActionTrackingServicesUpdated()ActiveQuestIdUpdated()
void ActiveQuestIdUpdated()CanControlObservedBotUpdated()
void CanControlObservedBotUpdated()ClanUpdated()
void ClanUpdated()CoachingTeamUpdated()
void CoachingTeamUpdated()CompTeammateColorUpdated()
void CompTeammateColorUpdated()CompetitiveRankTypeUpdated()
void CompetitiveRankTypeUpdated()CompetitiveRankingPredicted_LossUpdated()
void CompetitiveRankingPredicted_LossUpdated()CompetitiveRankingPredicted_TieUpdated()
void CompetitiveRankingPredicted_TieUpdated()CompetitiveRankingPredicted_WinUpdated()
void CompetitiveRankingPredicted_WinUpdated()CompetitiveRankingUpdated()
void CompetitiveRankingUpdated()CompetitiveWinsUpdated()
void CompetitiveWinsUpdated()ControllingBotUpdated()
void ControllingBotUpdated()CrosshairCodesUpdated()
void CrosshairCodesUpdated()DamageServicesUpdated()
void DamageServicesUpdated()DisconnectionTickUpdated()
void DisconnectionTickUpdated()EndMatchNextMapVoteUpdated()
void EndMatchNextMapVoteUpdated()EverPlayedOnTeamUpdated()
void EverPlayedOnTeamUpdated()FireBulletsSeedSynchronizedUpdated()
void FireBulletsSeedSynchronizedUpdated()FirstKillUpdated()
void FirstKillUpdated()ForceTeamTimeUpdated()
void ForceTeamTimeUpdated()HasCommunicationAbuseMuteUpdated()
void HasCommunicationAbuseMuteUpdated()HasControlledBotThisRoundUpdated()
void HasControlledBotThisRoundUpdated()InGameMoneyServicesUpdated()
void InGameMoneyServicesUpdated()InventoryServicesUpdated()
void InventoryServicesUpdated()KillCountUpdated()
void KillCountUpdated()MVPsUpdated()
void MVPsUpdated()MusicKitIDUpdated()
void MusicKitIDUpdated()MusicKitMVPsUpdated()
void MusicKitMVPsUpdated()MvpNoMusicUpdated()
void MvpNoMusicUpdated()MvpReasonUpdated()
void MvpReasonUpdated()ObserverPawnUpdated()
void ObserverPawnUpdated()OriginalControllerOfCurrentPawnUpdated()
void OriginalControllerOfCurrentPawnUpdated()PawnArmorUpdated()
void PawnArmorUpdated()PawnBotDifficultyUpdated()
void PawnBotDifficultyUpdated()PawnCharacterDefIndexUpdated()
void PawnCharacterDefIndexUpdated()PawnHasDefuserUpdated()
void PawnHasDefuserUpdated()PawnHasHelmetUpdated()
void PawnHasHelmetUpdated()PawnHealthUpdated()
void PawnHealthUpdated()PawnIsAliveUpdated()
void PawnIsAliveUpdated()PawnLifetimeEndUpdated()
void PawnLifetimeEndUpdated()PawnLifetimeStartUpdated()
void PawnLifetimeStartUpdated()PendingTeamNumUpdated()
void PendingTeamNumUpdated()PingUpdated()
void PingUpdated()PlayerDominatedUpdated()
void PlayerDominatedUpdated()PlayerDominatingMeUpdated()
void PlayerDominatingMeUpdated()PlayerPawnUpdated()
void PlayerPawnUpdated()PlayerTvControlFlagsUpdated()
void PlayerTvControlFlagsUpdated()QuestProgressReasonUpdated()
void QuestProgressReasonUpdated()RecentKillQueueUpdated()
void RecentKillQueueUpdated()Respawn()
Respawns the player.
Thread unsafe, use async variant instead for non-main thread context.
[ThreadUnsafe]
void Respawn()RespawnAsync()
Respawns the player asynchronously.
Task RespawnAsync()Returns
RtActiveMissionPeriodUpdated()
void RtActiveMissionPeriodUpdated()ScoreUpdated()
void ScoreUpdated()UiCommunicationMuteFlagsUpdated()
void UiCommunicationMuteFlagsUpdated()