Difference between revisions of "Half-Life 1 Game Events"

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[[Category:Half-Life 1]]
 
= Half-Life Events =
 
= Half-Life Events =
 
Description here
 
Description here

Revision as of 09:53, 17 January 2006

Half-Life Events

Description here

ADStop

Note: No Information available for this event

Name: ADStop
Structure:


AllowSpec

Note: No Information available for this event

Name: AllowSpec
Structure:


AmmoPickup

Note: No Information available for this event

Name: AmmoPickup
Structure:
byte Ammo ID
byte Ammount


AmmoX

Note: No Information available for this event

Name: AmmoX
Structure:
byte Ammo ID
byte Ammount


BarTime

Leave the 2nd byte as 0, to turn off a BarTime that you started just send a duration of 0.

Name: BarTime
Structure:
byte Duration
byte Unknown


BarTime2

Note: No Information available for this event

Name: BarTime
Structure:


Battery

Note: No Information available for this event

Name: Battery
Structure:
byte Armor


BlinkAcct

Note: No Information available for this event

Name: BlinkAcct
Structure:


BombDrop

The first three arguments are the origin of the dropped bomb. The last argument is set to 1 if the bomb has been planted. It is 0 if the bomb was dropped due to voluntary dropping or death. Setting the last argument 1, will also trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments.

Name: BombDrop
Structure:
coord X
coord Y
coord Z
byte Domb Droped?


BombPickup

This message just tells the game that the bomb has been picked up. It will cause the dropped bomb to disappear from the Terrorist team's radar.

Name: BombPickup
Structure:


BotProgress

Note: No Information available for this event

Name: BotProgress
Structure:


BotVoice

Note: No Information available for this event

Name: BotVoice
Structure:
byte unknown
byte unknown


Brass

Note: No Information available for this event

Name: Brass
Structure:


BuyClose

Note: No Information available for this event

Name: BuyClose
Structure:


ClCorpse

The model name does not have .mdl at the end

Name: ClCorpse
Structure:
string model
long unknown
long unknown
long unknown
coord unknown
coord unknown
coord unknown
long unknown
byte unknown
byte unknown
byte unknown
byte unknown


Crosshair

Note: No Information available for this event

Name: Crosshair
Structure:
byte unknown


CurWeapon

Note: No Information available for this event

Name: CurWeapon
Structure:
byte isActive
byte WeaponID
byte Ammo in weapon


CZCareer

Note: No Information available for this event

Name: CZCareer
Structure:


CZCareerHUD

Note: No Information available for this event

Name: CZCareerHUD
Structure:


Damage

Note: No Information available for this event

Name: Damage
Structure:
byte Damage save (armor)
byte Damage take (health)
long Damage type
coord X
coord Y
coord Z


DeathMsg

Fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the HUD message the client sees in the upper right corner of their screen.

Name: DeathMsg
Structure:
byte killer
byte victim
byte headshot
string weapon


FlashBat

Note: No Information available for this event

Name: FlashBat
Structure:
byte Amount


Flashlight

Flag would be 1 for turning the flashlight on or 0 for turning it off. In my testing the 2nd argument was always 100.

Name: Flashlight
Structure:
byte Flag
byte unknown


Fog

Note: No Information available for this event

Name: Fog
Structure:


ForceCam

Note: No Information available for this event

Name: ForceCam
Structure: