Counter-Strike: Source Events

From AMWiki

Jump to: navigation, search
Refer back to Game Events (Source) for more events.

Contents

[edit] player_death

Note: When a client dies

Name: player_death
Structure:
short userid
short attacker
string weapon
bool headshot


[edit] player_hurt

Note: When a client is damaged

Name: player_hurt
Structure:
short userid
short attacker
byte health
byte armor
string weapon
byte dmg_health
byte dmg_armor
byte hitgroup


[edit] bomb_beginplant

Note: When the bomb is starting to get planted

Name: bomb_beginplant
Structure:
short userid
short site


[edit] bomb_abortplant

Note: When the bomb planter stops planting the bomb

Name: bomb_abortplant
Structure:
short userid
short site


[edit] bomb_planted

Note: When the bomb has been planted

Name: bomb_planted
Structure:
short userid
short site
short posx
short posy


[edit] bomb_defused

Note: When the bomb has been defused

Name: bomb_defused
Structure:
short userid
short site


[edit] bomb_exploded

Note: When the bomb explodes

Name: bomb_exploded
Structure:
short userid
short site


[edit] bomb_dropped

Note: When the bomb is dropped by a client

Name: bomb_dropped
Structure:
short userid


[edit] bomb_pickup

Note: When the bomb is picked up by a client

Name: bomb_pickup
Structure:
short userid


[edit] bomb_begindefuse

Note: When the bomb is started to be defused

Name: bomb_begindefuse
Structure:
short userid
bool haskit


[edit] bomb_abortdefuse

Note: When the bomb defusal is stopped

Name: bomb_abortdefuse
Structure:
short userid


[edit] hostage_follows

Note: When the hostage begins following a client

Name: hostage_follows
Structure:
short userid
short hostage


[edit] hostage_hurt

Note: When a hostage is damaged

Name: hostage_hurt
Structure:
short userid
short hostage


[edit] hostage_killed

Note: When a hostage is killed

Name: hostage_killed
Structure:
short userid
short hostage


[edit] hostage_rescued

Note: When a hostage is rescued

Name: hostage_rescued
Structure:
short userid
short hostage
short site


[edit] hostage_stops_following

Note: When a hostage stops following a client

Name: hostage_stops_following
Structure:
short userid
short hostage


[edit] hostage_rescued_all

Note: When all the hostages are rescued

Name: hostage_rescued_all
Structure:
none none


[edit] hostage_call_for_help

Note: When the hostage calls for help

Name: hostage_call_for_help
Structure:
short hostage


[edit] vip_escaped

Note: When the VIP escapes

Name: vip_escaped
Structure:
short userid


[edit] vip_killed

Note: When the VIP is killed

Name: vip_killed
Structure:
short userid
short attacker


[edit] player_radio

Note: When the player uses radio commands

Name: player_radio
Structure:
short userid
short slot


[edit] bomb_beep

Note: Every time the bomb beep sound happens

Name: bomb_beep
Structure:
long entindex


[edit] weapon_fire

Note: Every time a client fires their weapon

Name: weapon_fire
Structure:
short userid
string weapon


[edit] weapon_fire_on_empty

Note: Every time a client fires their weapon and it's empty

Name: weapon_fire_on_empty
Structure:
short userid
string weapon


[edit] weapon_reload

Note: Every time a client reloads their weapon

Name: weapon_reload
Structure:
short userid


[edit] weapon_zoom

Note: Every time a client zooms a scoped weapon

Name: weapon_zoom
Structure:
short userid


[edit] item_pickup

Note: Every time an item is picked up (generally weapons)

Name: item_pickup
Structure:
short userid
string item


[edit] grenade_bounce

Note: Every time a grenade bounces

Name: grenade_bounce
Structure:
short userid


[edit] hegrenade_detonate

Note: Every time a hegrenade explodes

Name: hegrenade_detonate
Structure:
short userid


[edit] flashbang_detonate

Note: Every time a flashbang detonates

Name: flashbang_detonate
Structure:
short userid


[edit] smokegrenade_detonate

Note: Every time a smokegrenade detonates

Name: flashbang_detonate
Structure:
short userid


[edit] bullet_impact

Note: Every time a bullet hits something

Name: bullet_impact
Structure:
short userid
float x
float y
float z


[edit] player_footstep

Note: Every time a player takes a step

Name: player_footstep
Structure:
short userid


[edit] player_jump

Note: Every time a player jumps

Name: player_jump
Structure:
short userid


[edit] player_blind

Note: Every time a player is blinded by a flashbang

Name: player_blind
Structure:
short userid


[edit] player_falldamage

Note: Every time a player takes damage due to a fall

Name: player_falldamage
Structure:
short userid
float damage


[edit] door_moving

Note: Every time a door is put in motion (opened)

Name: door_moving
Structure:
long entindex
short userid


[edit] round_freeze_end

Note: When the round's mp_freezetime is up

Name: round_freeze_end
Structure:
none none


[edit] nav_blocked

Note: Guess: Called when an area is blocked by the nav of a map

Name: nav_blocked
Structure:
long area
bool blocked


[edit] nav_generate

Note: Called when a nav file does not exist for a map and bots are added

Name: nav_generate
Structure:
none none


Personal tools