Difference between revisions of "Counter-Strike: Global Offensive Events"

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m (player_hurt: Formatting)
(player_death)
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{{hl2msg|short|dominated|did killer dominate victim with this kill}}
 
{{hl2msg|short|dominated|did killer dominate victim with this kill}}
 
{{hl2msg|short|revenge|did killer get revenge on victim with this kill}}
 
{{hl2msg|short|revenge|did killer get revenge on victim with this kill}}
 +
{{hl2msg|short|wipe|To do: check if indicates on a squad wipeout in Danger Zone}}
 
{{hl2msg|short|penetrated|number of objects shot penetrated before killing target}}
 
{{hl2msg|short|penetrated|number of objects shot penetrated before killing target}}
 
{{hl2msg|bool|noreplay|if replay data is unavailable, this will be present and set to false}}
 
{{hl2msg|bool|noreplay|if replay data is unavailable, this will be present and set to false}}

Revision as of 03:43, 4 July 2019

Refer back to Game Events (Source) for more events.

The following events can be found in csgo\pak01_dir.vpk in the file resource\modevents.res.

Other events not listed here can be found in:

- resource\gameevents.res

- resource\demoimportantevents.res

- resource\serverevents.res

- resource\hltvevents.res

- resource\replayevents.res

Contents

player_death

Note: When a client dies

Name: player_death
Structure:
short userid user ID who died
short attacker user ID who killed
short assister user ID who assisted in the kill
string weapon weapon name killer used
string weapon_itemid inventory item id of weapon killer used
string weapon_fauxitemid faux item id of weapon killer used
string weapon_originalowner_xuid
bool headshot singals a headshot
short dominated did killer dominate victim with this kill
short revenge did killer get revenge on victim with this kill
short wipe To do: check if indicates on a squad wipeout in Danger Zone
short penetrated number of objects shot penetrated before killing target
bool noreplay if replay data is unavailable, this will be present and set to false


other_death

Note: As far as I know only used for chicken deaths at the moment

Name: other_death
Structure:
short otherid
string othertype
short attacker user ID who attacked
string weapon weapon name attacker used, if not the world
string weapon_itemid inventory item id of weapon killer used
string weapon_fauxitemid faux item id of weapon killer used
string weapon_originalowner_xuid
bool headshot signals a headshot
short penetrated number of objects shot penetrated before killing target


player_hurt

Name: player_hurt
Structure:
short userid user ID of who was hurt
short attacker user ID of who attacked
byte health remaining health points
byte armor remaining armor points
string weapon weapon name attacker used, if not the world
short dmg_health damage done to health
byte dmg_armor damage done to armor
byte hitgroup hitgroup that was damaged


item_purchase

Name: item_purchase
Structure:
short userid
short team
short loadout
string weapon


bomb_beginplant

Note: When the bomb is starting to get planted

Name: bomb_beginplant
Structure:
short userid player who is planting the bomb
short site bombsite index


bomb_abortplant

Note: When the bomb planter stops planting the bomb

Name: bomb_abortplant
Structure:
short userid player who is planting the bomb
short site bombsite index


bomb_planted

Note: When the bomb has been planted

Name: bomb_planted
Structure:
short userid player who planted the bomb
short site bombsite index


bomb_defused

Note: When the bomb has been defused

Name: bomb_defused
Structure:
short userid player who defused the bomb
short site bombsite index


bomb_exploded

Note: When the bomb explodes

Name: bomb_exploded
Structure:
short userid player who planted the bomb
short site bombsite index


bomb_dropped

Note: When the bomb is dropped by a client

Name: bomb_dropped
Structure:
short userid player who dropped the bomb
long entindex


bomb_pickup

Note: When the bomb is picked up by a client

Name: bomb_pickup
Structure:
short userid player who picked up the bomb


defuser_dropped

Note: When the defuser is dropped by a client

Name: defuser_dropped
Structure:
long entityid defuser's entity ID


defuser_pickup

Note: When the defuser is picked up by a client

Name: defuser_pickup
Structure:
long entityid defuser's entity ID
short userid player who picked up the defuser


announce_phase_end

Name: announce_phase_end
Structure:


cs_intermission

Name: cs_intermission
Structure:


bomb_begindefuse

Note: When the bomb is started to be defused

Name: bomb_begindefuse
Structure:
short userid player who is defusing
bool haskit


bomb_abortdefuse

Note: When the bomb defusal is stopped

Name: bomb_abortdefuse
Structure:
short userid player who was defusing


hostage_follows

Note: When the hostage begins following a client

Name: hostage_follows
Structure:
short userid player who touched the hostage
short hostage hostage entity index


hostage_hurt

Note: When a hostage is damaged

Name: hostage_hurt
Structure:
short userid player who hurt the hostage
short hostage hostage entity index


hostage_killed

Note: When a hostage is killed

Name: hostage_killed
Structure:
short userid player who killed the hostage
short hostage hostage entity index


hostage_rescued

Note: When a hostage is rescued

Name: hostage_rescued
Structure:
short userid player who rescued the hostage
short hostage hostage entity index
short site rescue site index


hostage_stops_following

Note: When a hostage stops following a client

Name: hostage_stops_following
Structure:
short userid player who rescued the hostage
short hostage hostage entity index


hostage_rescued_all

Note: When all the hostages are rescued

Name: hostage_rescued_all
Structure:


hostage_call_for_help

Note: When the hostage calls for help

Name: hostage_call_for_help
Structure:
short hostage hostage entity index


vip_escaped

Note: When the VIP escapes

Name: vip_escaped
Structure:
short userid player who was the VIP


vip_killed

Note: When the VIP is killed

Name: vip_killed
Structure:
short userid player who was the VIP
short attacker user ID who killed the VIP


player_radio

Note: When the player uses radio commands

Name: player_radio
Structure:
short userid
short slot


bomb_beep

Note: Every time the bomb beep sound happens

Name: bomb_beep
Structure:
long entindex c4 entity


weapon_fire

Note: Every time a client fires their weapon

Name: weapon_fire
Structure:
short userid
string weapon weapon name used
bool silenced is weapon silenced


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 weapon name used


grenade_thrown

Note: Every time a client throws their grenade

Name: weapon_fire_on_empty
Structure:
short userid
string weapon weapon name used


weapon_outofammo

Name: weapon_outofammo
Structure:
short userid


weapon_reload

Note: Every time a client reloads their weapon

Name: weapon_reload
Structure:
short userid


weapon_zoom

Note: Every time a client zooms a scoped weapon

Name: weapon_zoom
Structure:
short userid


silencer_detach

Name: silencer_detach
Structure:
short userid


inspect_weapon

Name: inspect_weapon
Structure:
short userid


weapon_zoom_rifle

Note: exists for the game instructor to let it know when the player zoomed in with a regular rifle. Different from the above weapon_zoom because we don't use this event to notify bots

Name: weapon_zoom_rifle
Structure:
short userid


player_spawned

Name: player_spawned
Structure:
short userid
bool inrestart true if restart is pending


item_pickup

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

Name: item_pickup
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
bool silent
long defindex


item_pickup_failed

Name: item_pickup_failed
Structure:
short userid
string item
short reason
short limit


item_remove

Name: item_remove
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
long defindex


ammo_pickup

Name: ammo_pickup
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
long index the weapon entindex


item_equip

Name: item_equip
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
long defindex
bool canzoom
bool hassilencer
bool issilenced
bool hastracers
short weptype see below
WEAPONTYPE_UNKNOWN = -1
WEAPONTYPE_KNIFE = 0
WEAPONTYPE_PISTOL = 1
WEAPONTYPE_SUBMACHINEGUN = 2
WEAPONTYPE_RIFLE = 3
WEAPONTYPE_SHOTGUN = 4
WEAPONTYPE_SNIPER_RIFLE = 5
WEAPONTYPE_MACHINEGUN = 6
WEAPONTYPE_C4 = 7
WEAPONTYPE_TASER = 8
WEAPONTYPE_GRENADE = 9
WEAPONTYPE_HEALTHSHOT = 11
bool ispainted


enter_buyzone

Name: enter_buyzone
Structure:
short userid
bool canbuy


exit_buyzone

Name: exit_buyzone
Structure:
short userid
bool canbuy


buytime_ended

Name: buytime_ended
Structure:


enter_bombzone

Name: enter_bombzone
Structure:
short userid
bool hasbomb
bool isplanted


exit_bombzone

Name: exit_bombzone
Structure:
short userid
bool hasbomb
bool isplanted


enter_rescue_zone

Name: enter_rescue_zone
Structure:
short userid


exit_rescue_zone

Name: exit_rescue_zone
Structure:
short userid


silencer_off

Name: silencer_off
Structure:
short userid


silencer_on

Name: silencer_on
Structure:
short userid


buymenu_open

Name: buymenu_open
Structure:
short userid


buymenu_close

Name: buymenu_close
Structure:
short userid


round_announce_warmup

Note: (gameevents)

Name: round_announce_warmup
Structure:


round_announce_match_start

Note: (gameevents) This is called once the warmup period ends, AFTER freezetime

Name: round_announce_match_start
Structure:


round_prestart

Note: sent before all other round restart actions

Name: round_prestart
Structure:


round_poststart

Note: sent after all other round restart actions

Name: round_poststart
Structure:


round_start

Name: round_start
Structure:
long timelimit round time limit in seconds
long fraglimit frag limit in seconds
string objective round objective


round_end

Name: round_end
Structure:
byte winner winner team/user id
byte reason reason why team won
string message end round message
byte legacy server-generated legacy value
short player_count total number of players alive at the end of round, used for statistics gathering, computed on the server in the event client is in replay when receiving this message
byte nomusic if set, don't play round end music, because action is still on-going


grenade_bounce

Note: Every time a grenade bounces

Name: grenade_bounce
Structure:
short userid


hegrenade_detonate

Note: Every time a hegrenade explodes

Name: hegrenade_detonate
Structure:
short userid
short entityid
float x
float y
float z


flashbang_detonate

Note: Every time a flashbang detonates

Name: flashbang_detonate
Structure:
short userid
short entityid
float x
float y
float z


smokegrenade_detonate

Note: Every time a smokegrenade detonates

Name: smokegrenade_detonate
Structure:
short userid
short entityid
float x
float y
float z


smokegrenade_expired

Name: smokegrenade_expired
Structure:
short userid
short entityid
float x
float y
float z


molotov_detonate

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


decoy_detonate

Name: decoy_detonate
Structure:
short userid
short entityid
float x
float y
float z


decoy_started

Name: decoy_started
Structure:
short userid
short entityid
float x
float y
float z


tagrenade_detonate

Note: Every time a tagrenade explodes

Name: tagrenade_detonate
Structure:
short userid
short entityid
float x
float y
float z


inferno_startburn

Name: inferno_startburn
Structure:
short entityid
float x
float y
float z


inferno_expire

Note:

Name: inferno_expire
Structure:
short entityid
float x
float y
float z


inferno_extinguish

Note:

Name: inferno_extinguish
Structure:
short entityid
float x
float y
float z


decoy_firing

Note:

Name: decoy_firing
Structure:
short userid
short entityid
float x
float y
float z


bullet_impact

Note: Every time a bullet hits something

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


player_footstep

Note: Every time a player takes a step

Name: player_footstep
Structure:
short userid


player_jump

Note: Every time a player jumps

Name: player_jump
Structure:
short userid


player_blind

Note: Every time a player is blinded by a flashbang

Name: player_blind
Structure:
short userid
short attacker user ID who threw the flash
short entityid the flashbang going off
float blind_duration


player_falldamage

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

Name: player_falldamage
Structure:
short userid
float damage


door_moving

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

Name: door_moving
Structure:
long entindex
short userid


round_freeze_end

Note: When the round's mp_freezetime is up

Name: round_freeze_end
Structure:


mb_input_lock_success

Name: mb_input_lock_success
Structure:


mb_input_lock_cancel

Name: mb_input_lock_cancel
Structure:


nav_blocked

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

Name: nav_blocked
Structure:
long area
bool blocked


nav_generate

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

Name: nav_generate
Structure:


player_stats_updated

Note: Guess: Called when the player stats (achievments) are sent to valve

Name: player_stats_updated
Structure:
bool forceupload


achievement_info_loaded

Name: achievement_info_loaded
Structure:


spec_target_updated

Name: spec_target_updated
Structure:
byte userid entindex of the player


spec_mode_updated

Name: spec_target_updated
Structure:
byte userid entindex of the player


hltv_changed_mode

Name: hltv_changed_mode
Structure:
long oldmode
long newmode
long obs_target


cs_game_disconnected

Name: cs_game_disconnected
Structure:


cs_win_panel_round

Name: cs_win_panel_round
Structure:
bool show_timer_defend
bool show_timer_attack
short timer_time
byte final_event defined in cs_gamerules.h
string funfact_token
short funfact_player
long funfact_data1
long funfact_data2
long funfact_data3


cs_win_panel_match

Name: cs_win_panel_match
Structure:


cs_match_end_restart

Name: cs_match_end_restart
Structure:


cs_pre_restart

Name: cs_pre_restart
Structure:


show_freezepanel

Name: show_freezepanel
Structure:
short victim endindex of the one who was killed
short killer entindex of the killer entity
short hits_taken
short damage_taken
short hits_given
short damage_given


hide_freezepanel

Name: hide_freezepanel
Structure:


freezecam_started

Name: freezecam_started
Structure:


player_avenged_teammate

Name: player_avenged_teammate
Structure:
short avenger_id
short avenged_player_id


achievement_earned

Name: achievement_earned
Structure:
byte player entindex of the player
short achievement achievement ID


achievement_earned_local

Name: achievement_earned_local
Structure:
short achievement achievement ID
short splitscreenplayer splitscreen ID


item_found

Name: item_found
Structure:
byte player entindex of the player
byte quality quality of the item
byte method method by which we acquired the item
long itemdef the item definition index
long itemid the item id in the players inventory


items_gifted

Name: items_gifted
Structure:
byte player entindex of the player who sent the gift
long itemdef the item definition index of the gift that was opened
byte numgifts how many recipients got the gifts in this gift batch
byte giftidx index of recipient in this gift batch (0 for the first recipient, 1 for second, and so on...)
long accountid gift recipient's account ID


repost_xbox_achievements

Name: repost_xbox_achievements
Structure:
short splitscreenplayer splitscreen ID


match_end_conditions

Name: match_end_conditions
Structure:
long frags
long max_rounds
long win_rounds
long time


round_mvp

Name: round_mvp
Structure:
short userid
short reason
long musickitmvps
byte nomusic


player_decal

Name: player_decal
Structure:
short userid


teamplay_round_start

Name: teamplay_round_start
Structure:
bool full_reset is this a full reset of the map


client_disconnect

Name: client_disconnect
Structure:


gg_player_levelup

Name: gg_player_levelup
Structure:
short userid player who leveled up
short weaponrank
string weaponname name of weapon being awarded


ggtr_player_levelup

Name: ggtr_player_levelup
Structure:
short userid player who leveled up
short weaponrank
string weaponname name of weapon being awarded


assassination_target_killed

Name: assassination_target_killed
Structure:
short target player killed
short killer killing player (with the quest)


ggprogressive_player_levelup

Name: ggprogressive_player_levelup
Structure:
short userid player who leveled up
short weaponrank
string weaponname name of weapon being awarded


gg_killed_enemy

Name: gg_killed_enemy
Structure:
short victimid user ID who died
short attackerid user ID who killed
short dominated did killer dominate victim with this kill
short revenge did killer get revenge on victim with this kill
bool bonus did killer kill with a bonus weapon?


gg_final_weapon_achieved

Name: gg_final_weapon_achieved
Structure:
short playerid user ID who achieved the final gun game weapon


gg_bonus_grenade_achieved

Name: gg_bonus_grenade_achieved
Structure:
short userid user ID who achieved the bonus grenade


switch_team

Name: switch_team
Structure:
short numPlayers number of active players on both T and CT
short numSpectators number of spectators
short avg_rank average rank of human players
short numTSlotsFree
short numCTSlotsFree


gg_leader

Name: gg_leader
Structure:
short playerid user ID that is currently in the lead


gg_team_leader

Name: gg_team_leader
Structure:
short playerid user ID that is currently in the lead


gg_player_impending_upgrade

Name: gg_player_impending_upgrade
Structure:
short userid player who will be leveling up


write_profile_data

Name: write_profile_data
Structure:


trial_time_expired

Note: fired when a player runs out of time in trial mode

Name: trial_time_expired
Structure:
short slot player whose time has expired


update_matchmaking_stats

Name: update_matchmaking_stats
Structure:


player_reset_vote

Name: player_reset_vote
Structure:
short userid
short vote


enable_restart_voting

Name: enable_restart_voting
Structure:
bool enable


sfuievent

Name: sfuievent
Structure:
string action
string data
byte slot


start_vote

Name: start_vote
Structure:
short userid user ID on server
byte type
short vote_parameter


player_given_c4

Name: player_given_c4
Structure:
short userid user ID who received the c4


player_become_ghost

Name: player_become_ghost
Structure:
short userid user ID who became a ghost


gg_reset_round_start_sounds

Name: gg_reset_round_start_sounds
Structure:
short userid user ID who should have round start sounds reset


tr_player_flashbanged

Name: tr_player_flashbanged
Structure:
short userid user ID of the player banged


tr_highlight_ammo

Note: not used yet because this relied on vgui panels, scaleform isn't supported yet

Name: tr_highlight_ammo
Structure:
short userid user ID of the player


tr_mark_complete

Name: tr_mark_complete
Structure:
short complete


tr_mark_best_time

Name: tr_mark_best_time
Structure:
long time


tr_exit_hint_trigger

Name: tr_exit_hint_trigger
Structure:


bot_takeover

Name: bot_takeover
Structure:
short userid
short botid
short index


tr_show_finish_msgbox

Name: tr_show_finish_msgbox
Structure:
short userid user ID of the player


tr_show_exit_msgbox

Name: tr_show_exit_msgbox
Structure:
short userid user ID of the player


reset_player_controls

Note: used for demos

Name: reset_player_controls
Structure:


jointeam_failed

Name: jointeam_failed
Structure:
short userid
byte reason 0: team_full


teamchange_pending

Name: teamchange_pending
Structure:
short userid
byte toteam


material_default_complete

Name: material_default_complete
Structure:


cs_prev_next_spectator

Name: cs_prev_next_spectator
Structure:
bool next


cs_handle_ime_event

Name: cs_handle_ime_event
Structure:
1 local
string eventtype
wstring eventdata


nextlevel_changed

Note: a game event, name may be 32 characters long

Name: nextlevel_changed
Structure:
string nextlevel weapon name killer used
string skirmishmode


seasoncoin_levelup

Name: seasoncoin_levelup
Structure:
short player entindex of the player
short category
short rank


tournament_reward

Name: tournament_reward
Structure:
long defindex
long totalrewards
long accountid


start_halftime

Name: start_halftime
Structure:


ammo_refill

Name: ammo_refill
Structure:
short userid
bool success


parachute_pickup

Name: parachute_pickup
Structure:
short userid


parachute_deploy

Name: parachute_deploy
Structure:
short userid


dronegun_attack

Name: dronegun_attack
Structure:
short userid


drone_dispatched

Name: drone_dispatched
Structure:
short userid
short priority
bool drone_dispatched


loot_crate_visible

Name: loot_crate_visible
Structure:
short userid player entindex
short subject crate entindex
string type type of crate (metal, wood, or paradrop)


loot_crate_opened

Name: loot_crate_opened
Structure:
short userid player entindex
string type type of crate (metal, wood, or paradrop)


open_crate_instr

Name: open_crate_instr
Structure:
short userid player entindex
short subject crate entindex
string type type of crate (metal, wood, or paradrop)


smoke_beacon_paradrop

Name: smoke_beacon_paradrop
Structure:
short userid
short paradrop


drone_cargo_detached

Name: drone_cargo_detached
Structure:
short userid
short cargo
bool delivered


choppers_incoming_warning

Name: choppers_incoming_warning
Structure:
bool global


firstbombs_incoming_warning

Name: firstbombs_incoming_warning
Structure:
bool global


dz_item_interaction

Name: dz_item_interaction
Structure:
short userid player entindex
short subject crate entindex
string type type of crate (metal, wood, or paradrop)


snowball_hit_player_face

Name: snowball_hit_player_face
Structure:
short userid player userid