CBasePlayerPawn
Base player pawn entity. Provides access to the owning controller.
public class CBasePlayerPawn : CBaseEntity
Namespace: DeadworksManaged.Api
Inherits / implements: CBaseEntity
Derived types: CCitadelPlayerPawn
Source: Entities/CBasePlayerPawn.cs#L5
Properties
CBasePlayerPawn.Controller
Signature
public CBasePlayerController? Controller { get; }
Source: Entities/CBasePlayerPawn.cs#L9
CBasePlayerPawn.ObserverServices
The observer/spectator state component on this pawn, or null if not allocated.
Signature
public CPlayer_ObserverServices? ObserverServices { get; }
Source: Entities/CBasePlayerPawn.cs#L20
CBasePlayerPawn.ObserverMode
Current observer mode, or ObserverMode_t.None if no services are attached.
Signature
public ObserverMode_t ObserverMode { get; }
Source: Entities/CBasePlayerPawn.cs#L28
CBasePlayerPawn.ObserverTarget
Currently observed entity, or null if no target / no services.
Signature
public CBaseEntity? ObserverTarget { get; }
Source: Entities/CBasePlayerPawn.cs#L31
Methods
CBasePlayerPawn.SetObserverMode()
Signature
public void SetObserverMode(ObserverMode_t mode)
Source: Entities/CBasePlayerPawn.cs#L34
CBasePlayerPawn.SetObserverTarget()
Signature
public bool SetObserverTarget(CBaseEntity? target)
Source: Entities/CBasePlayerPawn.cs#L37
CBasePlayerPawn.IsValidObserverTarget()
Signature
public bool IsValidObserverTarget(CBaseEntity? target)
Source: Entities/CBasePlayerPawn.cs#L40
CBasePlayerPawn.ForceRespawn()
Respawns this pawn immediately, the same way the respawn cheat command does. It behaves like a normal respawn, including firing the player_respawned event.
Signature
public void ForceRespawn(bool releaseButtons = true)
Parameters
releaseButtons: Release any buttons the player is holding, so they don't keep moving or shooting after the respawn.
Source: Entities/CBasePlayerPawn.cs#L48