- 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
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
|
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
|
player userid of who was hurt
|
short
|
attacker
|
player userid 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:
|
|
bomb_beep
Note: Every time the bomb beep sound happens
Name:
|
bomb_beep
|
Structure:
|
|
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:
|
|
weapon_reload
Note: Every time a client reloads their weapon
Name:
|
weapon_reload
|
Structure:
|
|
weapon_zoom
Note: Every time a client zooms a scoped weapon
Name:
|
weapon_zoom
|
Structure:
|
|
silencer_detach
Name:
|
silencer_detach
|
Structure:
|
|
inspect_weapon
Name:
|
inspect_weapon
|
Structure:
|
|
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:
|
|
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:
|
|
exit_buyzone
Name:
|
exit_buyzone
|
Structure:
|
|
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:
|
|
exit_rescue_zone
Name:
|
exit_rescue_zone
|
Structure:
|
|
silencer_off
Name:
|
silencer_off
|
Structure:
|
|
silencer_on
Name:
|
silencer_on
|
Structure:
|
|
Name:
|
buymenu_open
|
Structure:
|
|
Name:
|
buymenu_close
|
Structure:
|
|
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:
|
|
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
|
|
|
Note: Every time a player takes a step
Name:
|
player_footstep
|
Structure:
|
|
player_jump
Note: Every time a player jumps
Name:
|
player_jump
|
Structure:
|
|
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:
|
|
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:
|
|
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:
|
|
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:
|
|
enable_restart_voting
Name:
|
enable_restart_voting
|
Structure:
|
|
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:
|
|
tr_mark_best_time
Name:
|
tr_mark_best_time
|
Structure:
|
|
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:
|
|
material_default_complete
Name:
|
material_default_complete
|
Structure:
|
|
cs_prev_next_spectator
Name:
|
cs_prev_next_spectator
|
Structure:
|
|
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:
|
|
parachute_deploy
Name:
|
parachute_deploy
|
Structure:
|
|
dronegun_attack
Name:
|
dronegun_attack
|
Structure:
|
|
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:
|
|
firstbombs_incoming_warning
Name:
|
firstbombs_incoming_warning
|
Structure:
|
|
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
|
|