Counter-Strike: Global Offensive Events

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Revision as of 01:41, 25 January 2018 by Zoodlebrog (talk | contribs) (Add other_death event used for chickens)
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Refer back to Game Events (Source) for more events.

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 penetrated number of objects shot penetrated before killing target


other_death

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

Name: other_death
Structure:
short otherid
short 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 singals a headshot
short penetrated number of objects shot penetrated before killing target


item_purchase

Note:

Name: item_purchase
Structure:
short userid
short team
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

Note:

Name: announce_phase_end
Structure:
none none


cs_intermission

Note:

Name: cs_intermission
Structure:
none none


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:
none none


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


weapon_outofammo

Note:

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

Note:

Name: silencer_detach
Structure:
short userid


inspect_weapon

Note:

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

Note:

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


ammo_pickup

Note:

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

Note:

Name: item_equip
Structure:
short userid
string item either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
bool canzoom
bool hassilencer
bool issilenced
bool hastracers
short weptype see below
none none WEAPONTYPE_UNKNOWN = -1
none none WEAPONTYPE_KNIFE = 0
none none WEAPONTYPE_PISTOL = 1
none none WEAPONTYPE_SUBMACHINEGUN = 2
none none WEAPONTYPE_RIFLE = 3
none none WEAPONTYPE_SHOTGUN = 4
none none WEAPONTYPE_SNIPER_RIFLE = 5
none none WEAPONTYPE_MACHINEGUN = 6
none none WEAPONTYPE_C4 = 7
none none WEAPONTYPE_TASER = 8
none none WEAPONTYPE_GRENADE = 9
none none WEAPONTYPE_HEALTHSHOT = 11
bool ispainted


item_remove

Note:

Name: item_remove
Structure:


enter_buyzone

Note:

Name: enter_buyzone
Structure:
short userid
bool canbuy


exit_buyzone

Note:

Name: exit_buyzone
Structure:
short userid
bool canbuy


buytime_ended

Note:

Name: buytime_ended
Structure:
none none


enter_bombzone

Note:

Name: enter_bombzone
Structure:
short userid
bool hasbomb
bool isplanted


exit_bombzone

Note:

Name: exit_bombzone
Structure:
short userid
bool hasbomb
bool isplanted


enter_rescue_zone

Note:

Name: enter_rescue_zone
Structure:
short userid


exit_rescue_zone

Note:

Name: exit_rescue_zone
Structure:
short userid


silencer_off

Note:

Name: silencer_off
Structure:
short userid


silencer_on

Note:

Name: silencer_on
Structure:
short userid


buymenu_open

Note:

Name: buymenu_open
Structure:
short userid


buymenu_close

Note:

Name: buymenu_close
Structure:
short userid


begin_new_match

Note:

Name: begin_new_match
Structure:


round_prestart

Note: sent before all other round restart actions

Name: round_prestart
Structure:
none none


round_poststart

Note: sent after all other round restart actions

Name: round_poststart
Structure:
none none


round_start

Note:

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


round_end

Note:

Name: round_end
Structure:
byte winner winner team/user id
byte reason reson why team won
string message round end round message


round_officially_ended

Note:

Name: round_officially_ended
Structure:


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

Note:

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


molotov_detonate

Note:

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


decoy_detonate

Note:

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


decoy_started

Note:

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


inferno_startburn

Note:

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


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:
none none


mb_input_lock_success

Note:

Name: mb_input_lock_success
Structure:
none none


mb_input_lock_cancel

Note:

Name: mb_input_lock_cancel
Structure:
none none


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:
none none


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

Note: -

Name: achievement_info_loaded
Structure:
none none


spec_target_updated

Note: -

Name: spec_target_updated
Structure:
byte userid entindex of the player


spec_mode_updated

Note: -

Name: spec_target_updated
Structure:
byte userid entindex of the player


hltv_changed_mode

Note: -

Name: hltv_changed_mode
Structure:
long oldmode
long newmode
long obs_target


hltv_chase

Note:

Name: hltv_chase
Structure:


hltv_status

Note:

Name: hltv_status
Structure:


player_disconnect

Note:

Name: player_disconnect
Structure:


player_spawn

Note:

Name: player_spawn
Structure:


player_team

Note:

Name: player_team
Structure:


cs_game_disconnected

Note: -

Name: cs_game_disconnected
Structure:
none none


cs_round_final_beep

Note:

Name: cs_round_final_beep
Structure:


cs_round_start_beep

Note:

Name: cs_round_start_beep
Structure:


cs_win_panel_round

Note: -

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

Note: -

Name: cs_win_panel_match
Structure:
none none Well nothing defined in CS:GO but maybe it's the same as in CS:S


round_announce_last_round_half

Note:

Name: round_announce_last_round_half
Structure:


round_announce_match_point

Note:

Name: round_announce_match_point
Structure:


round_announce_match_start

Note:

Name: round_announce_match_start
Structure:


round_time_warning

Note:

Name: round_time_warning
Structure:


cs_match_end_restart

Note: -

Name: cs_match_end_restart
Structure:
none none


cs_pre_restart

Note: -

Name: cs_pre_restart
Structure:
none none


show_freezepanel

Note: -

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

Note: -

Name: hide_freezepanel
Structure:
none none


freezecam_started

Note: -

Name: freezecam_started
Structure:
none none


player_avenged_teammate

Note: -

Name: player_avenged_teammate
Structure:
short avenger_id
short avenged_player_id


achievement_earned

Note: -

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


achievement_earned_local

Note: -

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


item_found

Note: -

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


item_gifted

Note: -

Name: item_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

Note: -

Name: repost_xbox_achievements
Structure:
short splitscreenplayer splitscreen ID



match_end_conditions

Note: -

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


round_mvp

Note: -

Name: round_mvp
Structure:
short userid
short reason


player_decal

Note: -

Name: player_decal
Structure:
short userid


teamplay_round_start

Note: -

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


client_disconnect

Note: -

Name: client_disconnect
Structure:
none none


gg_player_levelup

Note: -

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


ggtr_player_levelup

Note: -

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


ggprogressive_player_levelup

Note: -

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


gg_killed_enemy

Note: -

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

Note: -

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


gg_bonus_grenade_achieved

Note: -

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


switch_team

Note: -

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

Note: -

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


gg_player_impending_upgrade

Note: -

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


write_profile_data

Note: -

Name: write_profile_data
Structure:
none none


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

Note: -

Name: update_matchmaking_stats
Structure:
none none


player_reset_vote

Note: -

Name: player_reset_vote
Structure:
short userid
short vote


enable_restart_voting

Note: -

Name: enable_restart_voting
Structure:
bool enable


sfuievent

Note: -

Name: sfuievent
Structure:
string action
string data
byte slot


start_vote

Note: -

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


player_given_c4

Note: -

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


gg_reset_round_start_sounds

Note: -

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


tr_player_flashbanged

Note: -

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

Note: -

Name: tr_mark_complete
Structure:
short complete


tr_mark_best_time

Note: -

Name: tr_mark_best_time
Structure:
long time


tr_exit_hint_trigger

Note: -

Name: tr_exit_hint_trigger
Structure:
none none


bot_takeover

Note: -

Name: bot_takeover
Structure:
short userid
short botid
short index


tr_show_finish_msgbox

Note: -

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


tr_show_exit_msgbox

Note: -

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:
none none


jointeam_failed

Note: -

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


teamchange_pending

Note: -

Name: teamchange_pending
Structure:
short userid
byte toteam


material_default_complete

Note: -

Name: material_default_complete
Structure:
none none


cs_prev_next_spectator

Note: -

Name: cs_prev_next_spectator
Structure:
bool next


cs_handle_ime_event

Note: -

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


seasoncoin_levelup

Note: -

Name: seasoncoin_levelup
Structure:
short player
short category
short rank


tournament_reward

Note: -

Name: tournament_reward
Structure:
long defindex
long totalrewards
long accountid


start_halftime

Note:

Name: start_halftime
Structure: