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Move list of player inputs to base class, add some additional ones.
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@BaseClass = PlayerInputs: "The inputs that can be fired on the player, for entities that pass through those." | ||
[ | ||
input IgnoreFallDamage[HL2](float) : "Prevent the player from taking fall damage for [n] seconds, but reset back to taking fall damage after the first impact (so players will be hurt if they bounce off what they hit)." | ||
input IgnoreFallDamageWithoutReset[HL2](float) : "Absolutely prevent the player from taking fall damage for [n] seconds. " | ||
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input SetHUDVisibility(bool) : "Set if the player's HUD is visible or not." | ||
input SetFogController(target_destination) : "Set the current env_fog_controller entity." | ||
input SetPostProcessController[MBase](target_destination) : "Set the current postprocess_controller entity." | ||
input SetColorCorrectionController[since_L4D, MBase](target_destination) : "Set the current color_correction entity." | ||
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input HandleMapEvent(string) : "Generic hook for triggering game/mod-specific events like achievements for a player." | ||
input SetSuppressAttacks(bool) : "Prevent or re-allow the player from being able to use weapons." | ||
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input DisableFlashlight[HL2](void) : "Disable the player's flashlight." | ||
input EnableFlashlight[HL2](void) : "Disable the player's flashlight." | ||
input ForceDropPhysObjects[HL2](void) : "Force the player to drop any physics objects they're carrying" | ||
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input SetBodyGroup(integer) : "HACK: Sets this player's body group (from 0 - n). You'd better know what you are doing!" | ||
input Ignite(void) : "Ignite, burst into flames" | ||
input IgniteLifetime(float) : "Ignite, with a parameter lifetime." | ||
input IgniteNumHitboxFires(integer) : "Ignite, with a parameter number of hitbox fires." | ||
input IgniteHitboxFireScalev(float) : "Ignite, with a parameter hitbox fire scale." | ||
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input GiveWeapon[HL2](string) : "Gives the player a weapon of the specified class name." | ||
input DropWeapon[HL2](string) : "Causes the player to drop its current weapon in front of them." | ||
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input AddArmor[MBase](integer) : "Adds to the player's current armor value. " + | ||
"Total armor cannot exceed 100 unless a different value is set in logic_playerproxy." | ||
input RemoveArmor[MBase](integer) : "Removes from the player's current armor value." | ||
input SetArmor[MBase](integer) : "Sets the player's current armor value. " + | ||
"Cannot exceed 100 unless a different value is set in logic_playerproxy." | ||
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input AddAuxPower[MBase](float) : "Adds to the player's current aux power. Total power cannot exceed 100." | ||
input RemoveAuxPower[MBase](float) : "Removes from the player's current aux power. Total power cannot exceed 100." | ||
input SetAuxPower[MBase](float) : "Sets the player's current aux power. Total power cannot exceed 100." | ||
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input TurnFlashlightOn[MBase](void) : "Turns the player's flashlight on." | ||
input TurnFlashlightOff[MBase](void) : "Turns the player's flashlight off." | ||
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input SquadForceSummon[MBase](void) : "Forces the player's squad to be resummoned." | ||
input SquadForceGoTo[MBase](target_destination) : "Forces the player's squad to go to a specific point or entity." | ||
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input EnableGeigerCounter[MBase](void) : "Allows the player's geiger counter to respond to radiation if it was prevented before." | ||
input DisableGeigerCounter[MBase](void) : "Prevents the player's geiger counter from responding to radiation." | ||
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input ShowSquadHUD[MBase](void) : "Shows the player's squad status HUD if it was hidden before." | ||
input HideSquadHUD[MBase](void) : "Hides the player's squad status HUD." | ||
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input SetHUDVisibility[MBase](bool) : "Sets whether the HUD should be disabled. Also disables most forms of weapon switching." | ||
input SetSuppressAttacks[MBase](bool) : "Sets whether attacks should be suppressed." | ||
] | ||
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