player_death
Note: a game event, name may be 32 charaters long
Name:
|
player_death
|
Structure:
|
short
|
userid
|
user ID who died
|
long
|
entityid
|
entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this.
|
short
|
attacker
|
user ID who killed
|
string
|
attackername
|
What type of zombie, so we don't have zombie names
|
long
|
attackerentid
|
if killer not a player, the entindex of who killed. Again, use attacker first
|
string
|
weapon
|
weapon name killer used
|
bool
|
headshot
|
singals a headshot
|
bool
|
attackerisbot
|
is the attacker a bot
|
string
|
victimname
|
What type of zombie, so we don't have zombie names
|
bool
|
victimisbot
|
is the victim a bot
|
bool
|
abort
|
did the victim abort
|
long
|
type
|
damage type
|
float
|
victim_x
|
|
float
|
victim_y
|
|
float
|
victim_z
|
{{end-hl2msg}
player_hurt
Note:
Name:
|
player_hurt
|
Structure:
|
1
|
local
|
Not networked
|
short
|
userid
|
user ID who was hurt
|
short
|
attacker
|
user id who attacked
|
long
|
attackerentid
|
entity id who attacked, if attacker not a player, and userid therefore invalid
|
short
|
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
|
long
|
type
|
damage type
{{end-hl2msg}
player_team
Note: player change his team
Name:
|
player_team
|
Structure:
|
short
|
userid
|
user ID on server
|
byte
|
team
|
team id
|
byte
|
oldteam
|
old team id
|
bool
|
disconnect
|
team change because player disconnects
|
string
|
name
|
|
bool
|
isbot
|
{{end-hl2msg}
player_bot_replace
Note:
Name:
|
player_bot_replace
|
Structure:
|
short
|
player
|
user ID of the player
|
short
|
bot
|
user ID of the bot
{{end-hl2msg}
bot_player_replace
Note:
Name:
|
bot_player_replace
|
Structure:
|
short
|
bot
|
user ID of the bot
|
short
|
player
|
user ID of the player
{{end-hl2msg}
player_afk
Note:
Name:
|
player_afk
|
Structure:
|
short
|
player
|
user ID of the player
{{end-hl2msg}
weapon_fire
Note:
Name:
|
weapon_fire
|
Structure:
|
1
|
local
|
don't network this, its way too spammy
|
short
|
userid
|
|
string
|
weapon
|
used weapon name
|
short
|
weaponid
|
used weapon ID
|
short
|
count
|
number of bullets
{{end-hl2msg}
weapon_fire_on_empty
Note:
Name:
|
weapon_fire_on_empty
|
Structure:
|
1
|
local
|
don't network this, its way too spammy
|
short
|
userid
|
|
string
|
weapon
|
weapon name used
|
short
|
count
|
number of bullets
{{end-hl2msg}
weapon_reload
Note:
Name:
|
weapon_reload
|
Structure:
|
short
|
userid
|
|
bool
|
manual
|
player manually started the reload
{{end-hl2msg}
weapon_zoom
Note:
Name:
|
weapon_zoom
|
Structure:
|
short
|
userid
|
{{end-hl2msg}
ability_use
Note:
Name:
|
ability_use
|
Structure:
|
short
|
userid
|
|
string
|
ability
|
ability classname
|
short
|
context
|
enum of the way it was used (different for each ability)
{{end-hl2msg}
ammo_pickup
Note:
Name:
|
ammo_pickup
|
Structure:
|
short
|
userid
|
The player who got some ammo from a weapon_ammo_spawner
{{end-hl2msg}
item_pickup
Note:
Name:
|
item_pickup
|
Structure:
|
short
|
userid
|
|
string
|
item
|
either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
{{end-hl2msg}
grenade_bounce
Note:
Name:
|
grenade_bounce
|
Structure:
|
short
|
userid
|
{{end-hl2msg}
hegrenade_detonate
Note:
Name:
|
hegrenade_detonate
|
Structure:
|
short
|
userid
|
{{end-hl2msg}
bullet_impact
Note:
Name:
|
bullet_impact
|
Structure:
|
short
|
userid
|
|
float
|
x
|
|
float
|
y
|
|
float
|
z
|
{{end-hl2msg}
Note:
Name:
|
player_footstep
|
Structure:
|
short
|
userid
|
{{end-hl2msg}
player_jump
Note:
Name:
|
player_jump
|
Structure:
|
short
|
userid
|
{{end-hl2msg}
player_blind
Note:
Name:
|
player_blind
|
Structure:
|
short
|
userid
|
{{end-hl2msg}
player_falldamage
Note:
Name:
|
player_falldamage
|
Structure:
|
short
|
userid
|
Who got hurt
|
float
|
damage
|
for how much
|
short
|
causer
|
Who caused them to do so (if anyone)
{{end-hl2msg}
player_ledge_grab
Note:
Name:
|
player_ledge_grab
|
Structure:
|
short
|
userid
|
Who grabbed the ledge
|
short
|
causer
|
Who caused them to do so (if anyone)
|
bool
|
has_upgrade
|
whether they have an upgrade to help themself.
{{end-hl2msg}
player_ledge_release
Note:
Name:
|
player_ledge_release
|
Structure:
|
short
|
userid
|
person who released from the ledge
{{end-hl2msg}
door_moving
Note:
Name:
|
door_moving
|
Structure:
|
long
|
entindex
|
|
short
|
userid
|
{{end-hl2msg}
door_open
Note:
Name:
|
door_open
|
Structure:
|
short
|
userid
|
Who opened the door
|
bool
|
checkpoint
|
Is the door a checkpoint door
|
bool
|
closed
|
Was the door closed when it started opening?
{{end-hl2msg}
door_close
Note:
Name:
|
door_close
|
Structure:
|
short
|
userid
|
Who closed the door
|
bool
|
checkpoint
|
Is the door a checkpoint door
{{end-hl2msg}
door_unlocked
Note:
Name:
|
door_unlocked
|
Structure:
|
short
|
userid
|
Who opened the door
|
bool
|
checkpoint
|
Is the door a checkpoint door
{{end-hl2msg}
rescue_door_open
Note:
Name:
|
rescue_door_open
|
Structure:
|
short
|
userid
|
Who opened the door
|
long
|
entindex
|
door that opened
{{end-hl2msg}
waiting_checkpoint_door_used
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
Name:
|
waiting_checkpoint_door_used
|
Structure:
|
short
|
userid
|
player who tried to open it
|
long
|
entindex
|
door that was used
{{end-hl2msg}
waiting_door_used_versus
Note: Someone tried to open a checkpoint door that is locked till everyone loads in
Name:
|
waiting_door_used_versus
|
Structure:
|
short
|
userid
|
player who tried to open it
|
long
|
entindex
|
door that was used
{{end-hl2msg}
waiting_checkpoint_button_used
Note: Someone tried to push a button that's locked until everyone is gathered
Name:
|
waiting_checkpoint_button_used
|
Structure:
|
short
|
userid
|
player who tried to open it
{{end-hl2msg}
success_checkpoint_button_used
Note: Someone pushed a button that's locked until everyone is gathered
Name:
|
success_checkpoint_button_used
|
Structure:
|
short
|
userid
|
player who openned it
{{end-hl2msg}
round_freeze_end
Note:
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