Docs: STCuffs


Custom functions and variables included in STCuffs

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Functions


PLAYER.StartDragging - sv/cl

void PLAYER:GetHealthBarStops( Player toDrag, Weapon _ )

Forces this player to start dragging toDrag.

The second argument of this function is never actually used.


PLAYER.StopDragging - sv/cl

void PLAYER:StopDragging( Player toStopDragging )

Forces this player to stop dragging toStopDragging.


PLAYER.BreakOutOfCuffs - sv/cl

void PLAYER:BreakOutOfCuffs()

Forces this player to break out of their cuffs.


PLAYER.CuffGag - sv/cl

void PLAYER:CuffGag()

Gags this player, disabling their voice chat and putting rope around their mouth.


PLAYER.CuffUnGag - sv/cl

void PLAYER:CuffUnGag()

Ungags this player, re-enabling their voice chat and removing the rope around their mouth.


PLAYER.CuffBlindfold - sv/cl

void PLAYER:CuffBlindfold()

Blindfolds this player, making their screen black and putting rope around their eyes.


PLAYER.CuffUnBlind - sv/cl

void PLAYER:CuffUnBlind()

Unblinds this player, re-enabling their vision and removing the rope around their eyes.


Network Vars

These are accessed by Player:GetNWType( "VarName" ). You can also Set them, but you shouldn't unless you know what you're doing.


STCDragged - Bool

Whether this player is being dragged.


STCDragger - Entity

The player who is dragging this player.


STCGagged - Bool

Whether this player is gagged.


STCBlind - Bool

Whether this player is blindfolded.


Variables


WEAPON.IsRestraints - boolean = true - sv/cl

Whether the weapon is restraints, which restricts the player who has them.

This is only set on weapon st_cuffed and is provided for extensibility.


PLAYER.Captives - table = {} - sv

A table of players this player is dragging.

Each key in this table is the player and each corresponding value is a boolean, which is always true.

STCuffs actually makes no distinction between the value being true or false, as players who are no longer captives are simply removed from the table.