Generic Source Events

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Revision as of 10:16, 15 August 2011 by Powerlord (talk | contribs) (Added teamplay_broadcast_audio)
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Refer back to Game Events (Source) for more events.

These should apply to all Source engine games. It is taken from the Orange Box resource\gameevents.res list.

team_info

Note: Info about team

Name: team_info
Structure:
byte teamid unique team id
string teamname team name eg "Team Blue"


team_score

Note: Team score changed
Note: This is not called in Counter-Strike: Source

Name: team_info
Structure:
byte teamid team id
short score total team score


teamplay_broadcast_audio

Note: emits a sound to everyone on a team. OB Only (?)

Name: teamplay_broadcast_audio
Structure:
byte team unique team id
string sound name of the sound to emit


player_team

Note: Player change his team

Name: player_team
Structure:
short userid user ID on the server
byte team team id
byte oldteam old team id
bool disconnect team change because player disconnects
bool autoteam true if the player was auto assigned to the team (OB only)
bool silent if true wont print the team join messages (OB only)
string name player's name (OB only)


player_class

Note: A player changed his class

Name: player_class
Structure:
short userid user ID on server
string class new player class / model


player_death

Note: A player has died

Name: player_death
Structure:
short userid user ID who died
short attacker user ID who killed


player_hurt

Note: A player was hurt

Name: player_hurt
Structure:
short userid player index who was hurt
short attacker player index who attacked
byte health remaining health points


player_chat

Note: A public player chat

Name: player_chat
Structure:
bool teamonly true if team only chat
short userid chatting player
string text chat text


player_score

Note: Player's scores changed

Name: player_score
Structure:
short userid user ID on server
short kills # of kills
short deaths # of deaths
short score total game score


player_spawn

Note: Player spawned in game

Name: player_spawn
Structure:
short userid user ID on server


player_shoot

Note: Player shot his weapon

Name: player_shoot
Structure:
short userid user ID on server
byte weapon weapon ID
byte mode weapon mode


player_use

Note: When a player uses an option

Name: player_use
Structure:
short userid user ID on server
short entity entity used by player


player_changename

Note: Player changed name

Name: player_changename
Structure:
short userid user ID on server
string oldname players old (current) name
string newname players new name


game_init

Note: Sent when a new game is started (OB only)

game_newmap

Note: Sent when new map is completely loaded

Name: game_newmap
Structure:
string mapname map name


game_start

Note: A new game starts

Name: game_start
Structure:
long roundslimit max round
long timelimit time limit
long fraglimit frag limit
string objective round objective


game_end

Note: A game ended

Name: game_end
Structure:
byte winner winner team/user id


round_start

Note: The round started

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


round_end

Note: The round ended

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


game_message

Note: A message sent by game logic to everyone

Name: game_message
Structure:
byte target 0 console, 1 HUD
string text the message text


break_breakable

Note: A breakable (func_break) is broken.

Name: break_breakable
Structure:
long entindex index of the entity
short userid userid who broke the entity
byte material BREAK_GLASS, BREAK_WOOD, etc


break_prop

Note: A breakable prop is broken.

Name: break_prop
Structure:
long entindex index of the entity
short userid userid who broke the entity


entity_killed

Note: An entity has been killed (OB only)

Name: entity_killed
Structure:
long entindex_killed index of the killed entity
long entindex_attacker index of the attacker
long entindex_inflictor index of the inflictor (weapon id, etc)
long damagebits the damagebits of the attack


bonus_updated

Note: ??? (OB only)

Name: bonus_updated
Structure:
short numadvanced
short numbronze
short numsilver
short numgold


achievement_event

Note: A player has received an achievement (OB only)

Name: achievement_earned
Structure:
string achievement_name non-localized name of achievement
short cur_val # of steps toward achievement
short max_val total # of steps in achievement


achievement_increment

Note: Sent whenever an achievement that's tracked on the HUD increases (OB only)

Name: achievement_increment
Structure:
long achievement_id ID of achievement that went up
short cur_val # of steps toward achievement
short max_val total # of steps in achievement


physgun_pickup

Note: Player picked up a physgun (OB only)

Name: physgun_pickup
Structure:
long entindex entity picked up


flare_ignite_npc

Note: A flare has ignited a NPC (OB only)

Name: flare_ignite_npc
Structure:
long entindex entity ignited


helicopter_grenade_punt_miss

Note: ??? (OB only)

user_data_downloaded

Note: Fired when achievements/stats are downloaded from Steam or XBOX Live (OB only)

ragdoll_dissolved

Note: A ragdoll has dissolved (OB only)

Name: ragdoll_dissolved
Structure:
long entindex index of the dissolved entity


hltv_changed_mode

Note: ??? (OB only)

Name: hltv_changed_mode
Structure:
short oldmode
short newmode
short obs_target


hltv_changed_target

Note: ??? (OB only)

Name: hltv_changed_target
Structure:
short mode
short old_target
short obs_target


vote_ended

Note: Not currently implemented. See VotePass and VoteFailed UserMessages instead. (OB only)

vote_started

Note: Currently unused. See the VoteStart UserMessage instead. (OB only)

Name: vote_started
Structure:
string issue
string param1
byte team
long initiator entity id of the player who initiated the vote


vote_changed

Note: Currently unused. (OB only)

Name: vote_changed
Structure:
byte option1
byte option2
byte option3
byte option4
byte option5
byte potentialVotes


vote_passed

Note: Currently unused. See the VotePass UserMessage instead. (OB only)

Name: vote_passed
Structure:
string details
string param1
byte team



vote_failed

Note: Currently unused. See the VoteFailed UserMessage instead. (OB only)

Name: vote_failed
Structure:
byte team



vote_cast

Note: Sent to all players when a player chooses a vote option (or more specifically, the server receives a vote command) (OB only)

Name: vote_cast
Structure:
byte vote_option which option the player voted on
short team
long entityid entity id of the voter


vote_options

Note: Sent to players before VoteStart UserMessage to populate choices for a multiple choice vote (OB only)

Name: vote_options
Structure:
byte count Number of options - up to MAX_VOTE_OPTIONS [ed: 5 for OB]
string option1
string option2
string option3
string option4
string option5


replay_saved

Note: ??? (OB only)

entered_performance_mode

Note: ??? (OB only)

browse_replays

Note: ??? (OB only)

replay_youtube_stats

Note: ??? (OB only)

Name: replay_youtube_stats
Structure:
long views
long likes
long favorited


inventory_updated

Note: ??? (OB only)

cart_updated

Note: ??? (OB only)

store_pricesheet_updated

Note: ??? (OB only)

gc_connected

Note: ??? (OB only)

item_schema_initialized

Note: ??? (OB only)