Difference between revisions of "GetPlayer - Game"
imported>JustinOther m (→Notes: Oops. Fixed example I'd botched) |
imported>JustinOther m (→Notes: Double fix'd. *drinks more coffee before editing anything else*) |
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<source lang="papyrus">Actor Property PlayerRef AutoEvent | <source lang="papyrus">Actor Property PlayerRef AutoEvent | ||
OnInit() | Event OnInit() | ||
Debug.Trace("Player is " + PlayerRef) | Debug.Trace("Player is " + PlayerRef) | ||
EndEvent</source> | EndEvent</source> |
Revision as of 12:54, 14 January 2013
Member of: Game Script
Obtains the actor representing the player.
Syntax
Actor Function GetPlayer() native global
Parameters
None
Return Value
The Actor that represents the player.
Examples
; Print out the player to the log
Debug.Trace("Player is " + Game.GetPlayer())
Notes
Only use this function if you need it once in a script. Otherwise use a property with the player reference as the value. A property is literally is 1000 times faster (See: CK Forum Thread). Use the below instead, naming a property "PlayerRef". You can just auto-fill it and the player's reference will automatically be assigned. While it's true that filling a property with a reference or actor will make them persistent, the player (and most actors) are already persistent.
Actor Property PlayerRef AutoEvent
Event OnInit()
Debug.Trace("Player is " + PlayerRef)
EndEvent
In the event you are referring to the player more than once, sometimes you can minimize use of GetPlayer, utilizing an event's arguments as a free way to cache PlayerREF and in turn expedite your script.
Event OnActivate(ObjectReference akActionRef)
If akActionRef == Game.GetPlayer()
Int iCount = akActionRef.GetItemCount(kWidget)
If iCount
akActionRef.RemoveItem(kWidget, iCount)
akActionRef.AddItem(kBauble, iCount)
EndIf
EndIf
EndEvent