Difference between revisions of "Events (SourceMod Scripting)"
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Events are short, named messages sent by the server. Although they are used for internal message passing, they are also networked to clients. | Events are short, named messages sent by the server. Although they are used for internal message passing, they are also networked to clients. | ||
+ | |||
+ | Events are used for internal messages (such as when the server starts) and game events (such as when players take damage or spawn). Events are a simple way to hook events that SourceMod does not have dedicated support for, such as player spawns. | ||
+ | However, game events are '''mod-defined''', so you will need to ensure your behavior is correct for every mod you support, or you will have compatibility issues. | ||
All event natives are found in <tt>scripting/include/events.inc</tt>. | All event natives are found in <tt>scripting/include/events.inc</tt>. | ||
− | + | ||
=Introduction= | =Introduction= | ||
Events are documented in <tt>.res</tt> files under a mod's <tt>resource</tt> folder. The "default" events are located in <tt>hl2/resource/gameevents.res</tt> and <tt>hl2/resource/serverevents.res</tt>. Mods can extend these events with their own. | Events are documented in <tt>.res</tt> files under a mod's <tt>resource</tt> folder. The "default" events are located in <tt>hl2/resource/gameevents.res</tt> and <tt>hl2/resource/serverevents.res</tt>. Mods can extend these events with their own. | ||
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<pre>"player_death" | <pre>"player_death" | ||
{ | { | ||
− | + | "userid" "short" // user ID who died | |
− | + | "attacker" "short" // user ID who killed | |
}</pre> | }</pre> | ||
Line 18: | Line 21: | ||
<pre>"player_death" | <pre>"player_death" | ||
{ | { | ||
− | + | "userid" "short" // user ID who died | |
− | + | "attacker" "short" // user ID who killed | |
− | + | "weapon" "string" // weapon name killer used | |
− | + | "headshot" "bool" // signals a headshot | |
}</pre> | }</pre> | ||
Line 27: | Line 30: | ||
<pre>"name" | <pre>"name" | ||
{ | { | ||
− | + | "key1" "valueType1" | |
− | + | "key2" "valueType2" | |
− | + | ... | |
}</pre> | }</pre> | ||
Line 35: | Line 38: | ||
Events are very easy to send. For example, let's say we want to send a death message using the <tt>player_death</tt> event from above. For Counter-Strike:Source, this would look like: | Events are very easy to send. For example, let's say we want to send a death message using the <tt>player_death</tt> event from above. For Counter-Strike:Source, this would look like: | ||
− | < | + | <sourcepawn>void SendDeathMessage(int attacker, int victim, const char[] weapon, bool headshot) |
{ | { | ||
− | + | Event event = CreateEvent("player_death"); | |
− | + | if (event == null) | |
− | + | { | |
− | + | return; | |
− | + | } | |
− | + | event.SetInt("userid", GetClientUserId(victim)); | |
− | + | event.SetInt("attacker", GetClientUserId(attacker)); | |
− | + | event.SetString("weapon", weapon); | |
− | + | event.SetBool("headshot", headshot); | |
− | + | event.Fire(); | |
− | }</ | + | }</sourcepawn> |
Notes: | Notes: | ||
Line 78: | Line 81: | ||
Blocking events is the easiest thing to do. Let's say we want to block death events that are headshots: | Blocking events is the easiest thing to do. Let's say we want to block death events that are headshots: | ||
− | < | + | <sourcepawn>public void OnPluginStart() |
{ | { | ||
− | + | HookEvent("player_death", Event_PlayerDeath, EventHookMode_Pre); | |
} | } | ||
public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | ||
{ | { | ||
− | + | if (event.GetBool("headshot")) | |
− | + | { | |
− | + | return Plugin_Handled; | |
− | + | } | |
− | + | return Plugin_Continue; | |
− | }</ | + | }</sourcepawn> |
− | + | {{CommonMistake|Blocking an event only blocks other parts of the game from receiving the event; the source of the event may still take action (such as by damaging players)!}} | |
==Rewriting Events== | ==Rewriting Events== | ||
Rewriting events is just as easy -- events can be modified in pre hooks. For example, say we want to remove headshots from all events: | Rewriting events is just as easy -- events can be modified in pre hooks. For example, say we want to remove headshots from all events: | ||
− | < | + | <sourcepawn>public void OnPluginStart() |
{ | { | ||
− | + | HookEvent("player_death", Event_PlayerDeath, EventHookMode_Pre); | |
} | } | ||
public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | ||
{ | { | ||
− | + | event.SetBool("headshot", false); | |
− | + | return Plugin_Continue; | |
− | }</ | + | }</sourcepawn> |
==Post Hooks== | ==Post Hooks== | ||
+ | {{CommonMistake|Post hooks run after the game has handled the event, but the event source may still take action after the event has finished! | ||
+ | This is a potentially sneaky source of recursion and stack overflow crashes, so watch out! | ||
+ | }} | ||
Post hooks are default, and will usually be the most common usage. For example, say we want to print a message to every client that dies: | Post hooks are default, and will usually be the most common usage. For example, say we want to print a message to every client that dies: | ||
− | < | + | <sourcepawn>public void OnPluginStart() |
{ | { | ||
− | + | HookEvent("player_death", Event_PlayerDeath); | |
} | } | ||
public void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | public void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | ||
{ | { | ||
− | + | char weapon[64]; | |
− | + | int victimId = event.GetInt("userid"); | |
− | + | int attackerId = event.GetInt("attacker"); | |
− | + | bool headshot = event.GetBool("headshot"); | |
− | + | event.GetString("weapon", weapon, sizeof(weapon)); | |
− | + | char name[64]; | |
− | + | int victim = GetClientOfUserId(victimId); | |
− | + | int attacker = GetClientOfUserId(attackerId); | |
− | + | GetClientName(attacker, name, sizeof(name)); | |
− | + | PrintToConsole(victim, | |
− | + | "You were killed by \"%s\" (weapon \"%s\") (headshot \"%d\")", | |
− | + | name, | |
− | + | weapon, | |
− | + | headshot); | |
− | }</ | + | }</sourcepawn> |
This will print a message to a player's console telling them who killed them, with what weapon, and whether it was a headshot or not. | This will print a message to a player's console telling them who killed them, with what weapon, and whether it was a headshot or not. | ||
Line 145: | Line 151: | ||
For example, let's say we want to find when a certain sequence of events is called. | For example, let's say we want to find when a certain sequence of events is called. | ||
− | < | + | <sourcepawn>public void OnPluginStart() |
{ | { | ||
− | + | HookEvent("game_newmap", GameEvents, EventHookMode_PostNoCopy); | |
− | + | HookEvent("game_start", GameEvents, EventHookMode_PostNoCopy); | |
− | + | HookEvent("game_end", GameEvents, EventHookMode_PostNoCopy); | |
− | + | HookEvent("game_message", GameEvents, EventHookMode_PostNoCopy); | |
} | } | ||
public void GameEvents(Event event, const char[] name, bool dontBroadcast) | public void GameEvents(Event event, const char[] name, bool dontBroadcast) | ||
{ | { | ||
− | + | PrintToServer("Event has been fired (event \"%s\") (nobcast \"%d\")", name, dontBroadcast); | |
− | }</ | + | }</sourcepawn> |
Note that like normal <tt>Post</tt> hooks, there is no return value needed. However, the <tt>event</tt> parameter for <tt>PostNoCopy</tt> will '''always''' be equal to <tt>null</tt>. Thus, the <tt>name</tt> parameter must be used instead of <tt>event.GetName</tt>. | Note that like normal <tt>Post</tt> hooks, there is no return value needed. However, the <tt>event</tt> parameter for <tt>PostNoCopy</tt> will '''always''' be equal to <tt>null</tt>. Thus, the <tt>name</tt> parameter must be used instead of <tt>event.GetName</tt>. |
Latest revision as of 13:57, 19 May 2024
- To view all the events, click here.
Events are short, named messages sent by the server. Although they are used for internal message passing, they are also networked to clients.
Events are used for internal messages (such as when the server starts) and game events (such as when players take damage or spawn). Events are a simple way to hook events that SourceMod does not have dedicated support for, such as player spawns. However, game events are mod-defined, so you will need to ensure your behavior is correct for every mod you support, or you will have compatibility issues.
All event natives are found in scripting/include/events.inc.
Contents
Introduction
Events are documented in .res files under a mod's resource folder. The "default" events are located in hl2/resource/gameevents.res and hl2/resource/serverevents.res. Mods can extend these events with their own.
For example, let's look at player_death from hl2/resource/gameevents.res:
"player_death" { "userid" "short" // user ID who died "attacker" "short" // user ID who killed }
Counter-Strike:Source extends this definition in cstrike/resource/modevents.res:
"player_death" { "userid" "short" // user ID who died "attacker" "short" // user ID who killed "weapon" "string" // weapon name killer used "headshot" "bool" // signals a headshot }
Note that the event is structured in the following format:
"name" { "key1" "valueType1" "key2" "valueType2" ... }
Sending Events
Events are very easy to send. For example, let's say we want to send a death message using the player_death event from above. For Counter-Strike:Source, this would look like:
void SendDeathMessage(int attacker, int victim, const char[] weapon, bool headshot) { Event event = CreateEvent("player_death"); if (event == null) { return; } event.SetInt("userid", GetClientUserId(victim)); event.SetInt("attacker", GetClientUserId(attacker)); event.SetString("weapon", weapon); event.SetBool("headshot", headshot); event.Fire(); }
Notes:
- You don't need to call CloseHandle(), FireEvent() does this for us.
- Even though "userid" and "attacker" are shorts, we set them as ints. The term "short" is only used to tell the engine how many bytes of the integer are needed to be networked.
- It is possible for event creation to fail; this can happen if the event does not exist, or nothing is hooking the event. Thus, you should always make sure CreateEvent calls return a valid Event handle.
- Most events use client userids instead of client indexes.
- By default, FireEvent() broadcasts messages to clients. This can be prevented by passing dontBroadcast as true.
Hooking Events
When hooking an event, there are three modes to choose from:
- Pre - Hook the event before it is fired.
- Post - Hook the event after it is fired.
- Post_NoCopy - Hook the event, but do not save any of its information (special optimization).
Hooking an event is usually done for one of the following goals. To get an idea of which mode to use, see the list below each goal:
- Blocking the event (preventing it from being fired)
- Always Pre
- Rewriting the event (changing its parameters)
- Always Pre
- Acting upon the event (doing something once the event is completed)
- Pre if your action must come before the mod's action.
- Post if your action must come after the mod's action.
- PostNoCopy if your action is Post and only requires the event name.
As always, you do not need to unhook events when your plugin unloads. They are automatically removed.
Blocking Events
Blocking events is the easiest thing to do. Let's say we want to block death events that are headshots:
public void OnPluginStart() { HookEvent("player_death", Event_PlayerDeath, EventHookMode_Pre); } public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) { if (event.GetBool("headshot")) { return Plugin_Handled; } return Plugin_Continue; }
Blocking an event only blocks other parts of the game from receiving the event; the source of the event may still take action (such as by damaging players)!
Rewriting Events
Rewriting events is just as easy -- events can be modified in pre hooks. For example, say we want to remove headshots from all events:
public void OnPluginStart() { HookEvent("player_death", Event_PlayerDeath, EventHookMode_Pre); } public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) { event.SetBool("headshot", false); return Plugin_Continue; }
Post Hooks
Post hooks run after the game has handled the event, but the event source may still take action after the event has finished! This is a potentially sneaky source of recursion and stack overflow crashes, so watch out!
Post hooks are default, and will usually be the most common usage. For example, say we want to print a message to every client that dies:
public void OnPluginStart() { HookEvent("player_death", Event_PlayerDeath); } public void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) { char weapon[64]; int victimId = event.GetInt("userid"); int attackerId = event.GetInt("attacker"); bool headshot = event.GetBool("headshot"); event.GetString("weapon", weapon, sizeof(weapon)); char name[64]; int victim = GetClientOfUserId(victimId); int attacker = GetClientOfUserId(attackerId); GetClientName(attacker, name, sizeof(name)); PrintToConsole(victim, "You were killed by \"%s\" (weapon \"%s\") (headshot \"%d\")", name, weapon, headshot); }
This will print a message to a player's console telling them who killed them, with what weapon, and whether it was a headshot or not.
Note that the return value for post hooks is ignored, so the Action tag is not needed.
PostNoCopy Hooks
Lastly, there are some hooks where the only piece of information needed is the name of the event. PostNoCopy is a special optimization for this case. When transitioning from Pre to Post, SourceMod must duplicate the event and all of its key/value pairs. PostNoCopy prevents that sequence from happening.
For example, let's say we want to find when a certain sequence of events is called.
public void OnPluginStart() { HookEvent("game_newmap", GameEvents, EventHookMode_PostNoCopy); HookEvent("game_start", GameEvents, EventHookMode_PostNoCopy); HookEvent("game_end", GameEvents, EventHookMode_PostNoCopy); HookEvent("game_message", GameEvents, EventHookMode_PostNoCopy); } public void GameEvents(Event event, const char[] name, bool dontBroadcast) { PrintToServer("Event has been fired (event \"%s\") (nobcast \"%d\")", name, dontBroadcast); }
Note that like normal Post hooks, there is no return value needed. However, the event parameter for PostNoCopy will always be equal to null. Thus, the name parameter must be used instead of event.GetName.
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