Difference between revisions of "CGamePlayerHurt (CS)"
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* '''Master''' (''master'') - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource. | * '''Master''' (''master'') - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource. | ||
* '''Damage To Apply''' (''dmg'') - This is the amount of damage to apply to the player that activated the entity. Using a negative number heals the player. | * '''Damage To Apply''' (''dmg'') - This is the amount of damage to apply to the player that activated the entity. Using a negative number heals the player. | ||
+ | |||
+ | |||
+ | == Entity Flags == | ||
+ | |||
+ | <pawn> | ||
+ | // Spawn Flag. | ||
+ | #define SF_PKILL_FIREONCE 0x0001 // Remove the entity after firing. | ||
+ | </pawn> | ||
Latest revision as of 18:34, 6 May 2009
Contents
Basic Information
- Classname: CGamePlayerHurt.
- Inheriting Instance: game_player_hurt.
- Description: Unlike the trigger_hurt, this entity will apply damage (or health) to a player without that player being in a specific place.
Class Hierarchy
- CBaseEntity
- CRuleEntity
- CRulePointEntity
- CGamePlayerHurt (game_player_hurt)
- CRulePointEntity
- CRuleEntity
Entity Data
None.
Entity Attributes
- Name (targetname) - Property used to identify entities.
- Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.
- Damage To Apply (dmg) - This is the amount of damage to apply to the player that activated the entity. Using a negative number heals the player.
Entity Flags
// Spawn Flag. #define SF_PKILL_FIREONCE 0x0001 // Remove the entity after firing.
HLSDK Reference
- maprules.cpp (line 614)