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Counter-Strike:_Global_Offensive_Events.MD

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docs

Documentation of the gamesense lua api

Counter-Strike: Global Offensive

    1. Events
    1. CVARS

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

Contents

  • 1 player_death

  • 2 other_death

  • 3 player_hurt

  • 4 item_purchase

  • 5 bomb_beginplant

  • 6 bomb_abortplant

  • 7 bomb_planted

  • 8 bomb_defused

  • 9 bomb_exploded

  • 10 bomb_dropped

  • 11 bomb_pickup

  • 12 defuser_dropped

  • 13 defuser_pickup

  • 14 announce_phase_end

  • 15 cs_intermission

  • 16 bomb_begindefuse

  • 17 bomb_abortdefuse

  • 18 hostage_follows

  • 19 hostage_hurt

  • 20 hostage_killed

  • 21 hostage_rescued

  • 22 hostage_stops_following

  • 23 hostage_rescued_all

  • 24 hostage_call_for_help

  • 25 vip_escaped

  • 26 vip_killed

  • 27 player_radio

  • 28 bomb_beep

  • 29 weapon_fire

  • 30 weapon_fire_on_empty

  • 31 grenade_thrown

  • 32 weapon_outofammo

  • 33 weapon_reload

  • 34 weapon_zoom

  • 35 silencer_detach

  • 36 inspect_weapon

  • 37 weapon_zoom_rifle

  • 38 player_spawned

  • 39 item_pickup

  • 40 item_pickup_slerp

  • 41 item_pickup_failed

  • 42 item_remove

  • 43 ammo_pickup

  • 44 item_equip

  • 45 enter_buyzone

  • 46 exit_buyzone

  • 47 buytime_ended

  • 48 enter_bombzone

  • 49 exit_bombzone

  • 50 enter_rescue_zone

  • 51 exit_rescue_zone

  • 52 silencer_off

  • 53 silencer_on

  • 54 buymenu_open

  • 55 buymenu_close

  • 56 round_prestart

  • 57 round_poststart

  • 58 round_start

  • 59 round_end

  • 60 grenade_bounce

  • 61 hegrenade_detonate

  • 62 flashbang_detonate

  • 63 smokegrenade_detonate

  • 64 smokegrenade_expired

  • 65 molotov_detonate

  • 66 decoy_detonate

  • 67 decoy_started

  • 68 tagrenade_detonate

  • 69 inferno_startburn

  • 70 inferno_expire

  • 71 inferno_extinguish

  • 72 decoy_firing

  • 73 bullet_impact

  • 74 player_footstep

  • 75 player_jump

  • 76 player_blind

  • 77 player_falldamage

  • 78 door_moving

  • 79 round_freeze_end

  • 80 mb_input_lock_success

  • 81 mb_input_lock_cancel

  • 82 nav_blocked

  • 83 nav_generate

  • 84 player_stats_updated

  • 85 achievement_info_loaded

  • 86 spec_target_updated

  • 87 spec_mode_updated

  • 88 hltv_changed_mode

  • 89 cs_game_disconnected

  • 90 cs_win_panel_round

  • 91 cs_win_panel_match

  • 92 cs_match_end_restart

  • 93 cs_pre_restart

  • 94 show_freezepanel

  • 95 hide_freezepanel

  • 96 freezecam_started

  • 97 player_avenged_teammate

  • 98 achievement_earned

  • 99 achievement_earned_local

  • 100 item_found

  • 101 items_gifted

  • 102 repost_xbox_achievements

  • 103 match_end_conditions

  • 104 round_mvp

  • 105 player_decal

  • 106 teamplay_round_start

  • 107 show_survival_respawn_status

  • 108 client_disconnect

  • 109 gg_player_levelup

  • 110 ggtr_player_levelup

  • 111 assassination_target_killed

  • 112 ggprogressive_player_levelup

  • 113 gg_killed_enemy

  • 114 gg_final_weapon_achieved

  • 115 gg_bonus_grenade_achieved

  • 116 switch_team

  • 117 gg_leader

  • 118 gg_team_leader

  • 119 gg_player_impending_upgrade

  • 120 write_profile_data

  • 121 trial_time_expired

  • 122 update_matchmaking_stats

  • 123 player_reset_vote

  • 124 enable_restart_voting

  • 125 sfuievent

  • 126 start_vote

  • 127 player_given_c4

  • 128 player_become_ghost

  • 129 gg_reset_round_start_sounds

  • 130 tr_player_flashbanged

  • 131 tr_mark_complete

  • 132 tr_mark_best_time

  • 133 tr_exit_hint_trigger

  • 134 bot_takeover

  • 135 tr_show_finish_msgbox

  • 136 tr_show_exit_msgbox

  • 137 reset_player_controls

  • 138 jointeam_failed

  • 139 teamchange_pending

  • 140 material_default_complete

  • 141 cs_prev_next_spectator

  • 142 cs_handle_ime_event

  • 143 nextlevel_changed

  • 144 seasoncoin_levelup

  • 145 tournament_reward

  • 146 start_halftime

  • 147 ammo_refill

  • 148 parachute_pickup

  • 149 parachute_deploy

  • 150 dronegun_attack

  • 151 drone_dispatched

  • 152 loot_crate_visible

  • 153 loot_crate_opened

  • 154 open_crate_instr

  • 155 smoke_beacon_paradrop

  • 156 survival_paradrop_spawn

  • 157 survival_paradrop_break

  • 158 drone_cargo_detached

  • 159 drone_above_roof

  • 160 choppers_incoming_warning

  • 161 firstbombs_incoming_warning

  • 162 dz_item_interaction

  • 163 snowball_hit_player_face

  • 164 survival_teammate_respawn

  • 165 survival_no_respawns_warning

  • 166 survival_no_respawns_final

  • 167 player_ping

  • 168 player_ping_stop

  • 169 guardian_wave_restart

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

  • bool assistedflash assister helped with a flash

  • 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 signals a headshot

  • short dominated did killer dominate victim with this kill

  • short revenge did killer get revenge on victim with this kill

  • short wipe To do: check if indicates on a squad wipeout in Danger Zone

  • 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

  • bool noscope kill happened without a scope, used for death notice icon

  • bool thrusmoke hitscan weapon went through smoke grenade

  • bool attackerblind attacker was blind from flashbang

  • float distance distance to victim in meters

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

  • bool noscope kill happened without a scope, used for death notice icon

  • bool thrusmoke hitscan weapon went through smoke grenade

  • bool attackerblind attacker was blind from flashbang

player_hurt

name: player_hurt

  • Structure:

  • short userid user ID of who was hurt

  • short attacker user ID 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:

  • 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

grenade_thrown

NOTE: Every time a client throws their grenade

name: grenade_thrown

  • Structure:

  • short userid

  • string weapon weapon name used

weapon_outofammo

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

name: silencer_detach

  • Structure:

  • short userid

inspect_weapon

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

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_slerp

name: item_pickup_slerp

  • Structure:

  • short userid

  • short index

  • short behavior

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:

  • short userid

  • bool canbuy

exit_buyzone

name: exit_buyzone

  • Structure:

  • short userid

  • bool canbuy

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:

  • short userid

exit_rescue_zone

name: exit_rescue_zone

  • Structure:

  • short userid

silencer_off

name: silencer_off

  • Structure:

  • short userid

silencer_on

name: silencer_on

  • Structure:

  • short userid

buymenu_open

name: buymenu_open

  • Structure:

  • short userid

buymenu_close

name: buymenu_close

  • Structure:

  • short userid

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:

  • 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

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

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

  • 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:

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:

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

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 value

long musickitmvps

byte nomusic

player_decal

name: player_decal

  • Structure:

  • short userid

teamplay_round_start

name: teamplay_round_start

  • Structure:

  • bool full_reset is this a full reset of the map

show_survival_respawn_status

name: show_survival_respawn_status

  • Structure:

  • string loc_token

long duration

  • short userid

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:

  • short userid

  • short vote

enable_restart_voting

name: enable_restart_voting

  • Structure:

  • bool enable

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_mark_complete

name: tr_mark_complete

  • Structure:

  • short complete

tr_mark_best_time

name: tr_mark_best_time

  • Structure:

long time

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:

  • short userid

byte toteam

material_default_complete

name: material_default_complete

  • Structure:

cs_prev_next_spectator

name: cs_prev_next_spectator

  • Structure:

  • bool next

cs_handle_ime_event

name: cs_handle_ime_event

  • Structure:

1 local

  • string eventtype

w- string eventdata

nextlevel_changed

NOTE: a game event, name may be 32 characters long

name: nextlevel_changed

  • Structure:

  • string nextlevel

  • string mapgroup

  • 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:

  • short userid

parachute_deploy

name: parachute_deploy

  • Structure:

  • short userid

dronegun_attack

name: dronegun_attack

  • Structure:

  • short userid

drone_dispatched

name: drone_dispatched

  • Structure:

  • short userid

  • short priority

  • short 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

survival_paradrop_spawn

name: survival_paradrop_spawn

  • Structure:

  • short entityid

survival_paradrop_break

name: survival_paradrop_break

  • Structure:

  • short entityid

drone_cargo_detached

name: drone_cargo_detached

  • Structure:

  • short userid

  • short cargo

  • bool delivered

drone_above_roof

name: drone_above_roof

  • Structure:

  • short userid

  • short cargo

choppers_incoming_warning

name: choppers_incoming_warning

  • Structure:

  • bool global

firstbombs_incoming_warning

name: firstbombs_incoming_warning

  • Structure:

  • bool global

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

survival_teammate_respawn

name: survival_teammate_respawn

  • Structure:

  • short userid

survival_no_respawns_warning

name: survival_no_respawns_warning

  • Structure:

  • short userid

survival_no_respawns_final

name: survival_no_respawns_final

  • Structure:

  • short userid

player_ping

name: player_ping

  • Structure:

  • short userid

  • short entityid

  • float x

  • float y

  • float z

  • bool urgent

player_ping_stop

name: player_ping_stop

  • Structure:

  • short entityid

guardian_wave_restart

name: guardian_wave_restart

  • Structure:

weapon_fire

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NOTE: Every time a client fires their weapon and it's empty

name: weapon_fire_on_empty

  • Structure:- short userid

  • stringweaponweapon name used

NOTE: Every time a client throws their grenade

name: grenade_thrown

  • Structure:- short userid

  • stringweaponweapon name used

name: weapon_outofammo

  • Structure:- shortuserid

NOTE: Every time a client reloads their weapon

name: weapon_reload

  • Structure:- shortuserid

NOTE: Every time a client zooms a scoped weapon

name: weapon_zoom

  • Structure:- shortuserid

name: silencer_detach

  • Structure:- shortuserid

weapon_fire_on_empty

grenade_thrown

weapon_outofammo

weapon_reload

weapon_zoom

silencer_detach


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name: inspect_weapon

  • Structure:- shortuserid

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:- shortuserid

name: player_spawned

  • Structure:- shortuserid

  • bool inrestarttrue if restart is pending

NOTE: Every time an item is picked up (generally weapons)

name: item_pickup

  • Structure:- short userid

  • stringitem either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'

  • bool silent

long defindex

name: item_pickup_slerp

  • Structure:- shortuserid

  • shortindex

  • shortbehavior

name: item_pickup_failed

  • Structure:- short userid

  • stringitem

  • short reason

  • short limit

inspect_weapon

weapon_zoom_rifle

player_spawned

item_pickup

item_pickup_slerp

item_pickup_failed


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name: item_remove

  • Structure:- short userid

  • stringitem either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'

long defindex

name: ammo_pickup

  • Structure:- short userid

  • stringitem either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'

long index the weapon entindex

name: item_equip

  • Structure:- short userid

  • stringitem 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

name: enter_buyzone

  • Structure:- shortuserid

  • bool canbuy

name: exit_buyzone

item_remove

ammo_pickup

item_equip

enter_buyzone

exit_buyzone


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  • Structure:- shortuserid

  • bool canbuy

name: buytime_ended

  • Structure:

name: enter_bombzone

  • Structure:- shortuserid

  • bool hasbomb

  • bool isplanted

name: exit_bombzone

  • Structure:- shortuserid

  • bool hasbomb

  • bool isplanted

name: enter_rescue_zone

  • Structure:- shortuserid

name: exit_rescue_zone

  • Structure:- shortuserid

name: silencer_off

  • Structure:- shortuserid

name: silencer_on

  • Structure:- shortuserid

buytime_ended

enter_bombzone

exit_bombzone

enter_rescue_zone

exit_rescue_zone

silencer_off

silencer_on


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name: buymenu_open

  • Structure:- shortuserid

name: buymenu_close

  • Structure:- shortuserid

NOTE: sent before all other round restart actions

name: round_prestart

  • Structure:

NOTE: sent after all other round restart actions

name: round_poststart

  • Structure:

name: round_start

  • Structure:long timelimit round time limit in seconds

long fraglimit frag limit in seconds

  • stringobjectiveround objective

name: round_end

  • Structure:> byte winner winner team/user id

byte reason reason why team won

  • stringmessage 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

  • buymenu_open

  • buymenu_close

  • round_prestart

  • round_poststart

  • round_start

  • round_end


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NOTE: Every time a grenade bounces

name: grenade_bounce

  • Structure:- shortuserid

NOTE: Every time a hegrenade explodes

name: hegrenade_detonate

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

NOTE: Every time a flashbang detonates

name: flashbang_detonate

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

NOTE: Every time a smokegrenade detonates

name: smokegrenade_detonate

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

name: smokegrenade_expired

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

grenade_bounce

hegrenade_detonate

flashbang_detonate

smokegrenade_detonate

smokegrenade_expired


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  • float z

name: molotov_detonate

  • Structure:- shortuserid

  • float x

  • float y

  • float z

name: decoy_detonate

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

name: decoy_started

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

NOTE: Every time a tagrenade explodes

name: tagrenade_detonate

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

name: inferno_startburn

  • Structure:- shortentityid

  • float x

  • float y

  • float z

molotov_detonate

decoy_detonate

decoy_started

tagrenade_detonate

inferno_startburn


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NOTE:

name: inferno_expire

  • Structure:- shortentityid

  • float x

  • float y

  • float z

NOTE:

name: inferno_extinguish

  • Structure:- shortentityid

  • float x

  • float y

  • float z

NOTE:

name: decoy_firing

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

NOTE: Every time a bullet hits something

name: bullet_impact

  • Structure:- shortuserid

  • float x

  • float y

  • float z

NOTE: Every time a player takes a step

inferno_expire

inferno_extinguish

decoy_firing

bullet_impact

player_footstep


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name: player_footstep

  • Structure:- shortuserid

NOTE: Every time a player jumps

name: player_jump

  • Structure:- shortuserid

NOTE: Every time a player is blinded by a flashbang

name: player_blind

  • Structure:- shortuserid

  • shortattacker user ID who threw the flash

  • shortentityid the flashbang going off

  • float blind_duration

NOTE: Every time a player takes damage due to a fall

name: player_falldamage

  • Structure:- shortuserid

  • float damage

NOTE: Every time a door is put in motion (opened)

name: door_moving

  • Structure:long entindex

  • shortuserid

NOTE: When the round's mp_freezetime is up

name: round_freeze_end

  • Structure:

  • player_jump

  • player_blind

  • player_falldamage

  • door_moving

  • round_freeze_end


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name: mb_input_lock_success

  • Structure:

name: mb_input_lock_cancel

  • Structure:

NOTE: Guess: Called when an area is blocked by the nav of a map

name: nav_blocked

  • Structure:longarea

  • boolblocked

NOTE: Called when a nav file does not exist for a map and bots are added

name: nav_generate

  • Structure:

NOTE: Guess: Called when the player stats (achievments) are sent to valve

name: player_stats_updated

  • Structure:- boolforceupload

name: achievement_info_loaded

  • Structure:

name: spec_target_updated

  • Structure:> byteuseridentindex of the player

  • mb_input_lock_success

  • mb_input_lock_cancel

  • nav_blocked

  • nav_generate

  • player_stats_updated

  • achievement_info_loaded

  • spec_target_updated


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name: spec_target_updated

  • Structure:> byteuseridentindex of the player

name: hltv_changed_mode

  • Structure:longoldmode

longnewmode

longobs_target

name: cs_game_disconnected

  • Structure:

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

  • stringfunfact_token

  • short funfact_player

-long funfact_data1

  • long funfact_data2

  • long funfact_data3

name: cs_win_panel_match

  • Structure:

name: cs_match_end_restart

  • Structure:

name: cs_pre_restart

  • Structure:

  • spec_mode_updated

  • hltv_changed_mode

  • cs_game_disconnected

  • cs_win_panel_round

  • cs_win_panel_match

  • cs_match_end_restart

  • cs_pre_restart


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name: show_freezepanel

  • Structure:- shortvictim endindex of the one who was killed

  • shortkiller entindex of the killer entity

  • shorthits_taken

  • shortdamage_taken

  • shorthits_given

  • shortdamage_given

name: hide_freezepanel

  • Structure:

name: freezecam_started

  • Structure:

name: player_avenged_teammate

  • Structure:- shortavenger_id

  • shortavenged_player_id

name: achievement_earned

  • Structure:> byte player entindex of the player

  • shortachievementachievement ID

name: achievement_earned_local

  • Structure:- shortachievement achievement ID

  • shortsplitscreenplayersplitscreen ID

name: item_found

  • Structure:> byteplayer entindex of the player

  • show_freezepanel

  • hide_freezepanel

  • freezecam_started

  • player_avenged_teammate

  • achievement_earned

  • achievement_earned_local

  • item_found


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bytequality quality of the item

bytemethodmethod by which we acquired the item

longitemdefthe item definition index

longitemid the item id in the players inventory

name: items_gifted

  • Structure:> byteplayer entindex of the player who sent the gift

longitemdef the item definition index of the gift that was opened

bytenumgifts how many recipients got the gifts in this gift batch

bytegiftidx index of recipient in this gift batch (0 for the first recipient, 1 for second, and

so on...)

longaccountidgift recipient's account ID

name: repost_xbox_achievements

  • Structure:- shortsplitscreenplayersplitscreen ID

name: match_end_conditions

  • Structure:longfrags

longmax_rounds

longwin_rounds

longtime

name: round_mvp

  • Structure:- shortuserid

  • shortreason

long value

long musickitmvps

byte nomusic

name: player_decal

  • Structure:- shortuserid

  • items_gifted

  • repost_xbox_achievements

  • match_end_conditions

  • round_mvp

  • player_decal

  • teamplay_round_start


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name: teamplay_round_start

  • Structure:- boolfull_resetis this a full reset of the map

name: show_survival_respawn_status

  • Structure:- stringloc_token

long duration

  • short userid

name: client_disconnect

  • Structure:

name: gg_player_levelup

  • Structure:- short userid player who leveled up

  • short weaponrank

  • stringweaponnamename of weapon being awarded

name: ggtr_player_levelup

  • Structure:- short userid player who leveled up

  • short weaponrank

  • stringweaponnamename of weapon being awarded

name: assassination_target_killed

  • Structure:- shorttargetplayer killed

  • shortkiller killing player (with the quest)

name: ggprogressive_player_levelup

  • Structure:- short userid player who leveled up

  • short weaponrank

  • stringweaponnamename of weapon being awarded

show_survival_respawn_status

client_disconnect

gg_player_levelup

ggtr_player_levelup

assassination_target_killed

ggprogressive_player_levelup


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name: gg_killed_enemy

  • Structure:- shortvictimid user ID who died

  • shortattackerid user ID who killed

  • shortdominateddid killer dominate victim with this kill

  • shortrevenge did killer get revenge on victim with this kill

  • bool bonus did killer kill with a bonus weapon?

name: gg_final_weapon_achieved

  • Structure:- shortplayeriduser ID who achieved the final gun game weapon

name: gg_bonus_grenade_achieved

  • Structure:- shortuseriduser ID who achieved the bonus grenade

name: switch_team

  • Structure:- shortnumPlayers number of active players on both T and CT

  • shortnumSpectators number of spectators

  • shortavg_rank average rank of human players

  • shortnumTSlotsFree

  • shortnumCTSlotsFree

name: gg_leader

  • Structure:- shortplayeriduser ID that is currently in the lead

name: gg_team_leader

  • Structure:- shortplayeriduser ID that is currently in the lead

name: gg_player_impending_upgrade

  • Structure:- shortuseridplayer who will be leveling up

gg_killed_enemy

gg_final_weapon_achieved

gg_bonus_grenade_achieved

switch_team

gg_leader

gg_team_leader

gg_player_impending_upgrade


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name: write_profile_data

  • Structure:

NOTE: fired when a player runs out of time in trial mode

name: trial_time_expired

  • Structure:- shortslotplayer whose time has expired

name: update_matchmaking_stats

  • Structure:

name: player_reset_vote

  • Structure:- shortuserid

  • shortvote

name: enable_restart_voting

  • Structure:- boolenable

name: sfuievent

  • Structure:- stringaction

  • stringdata

byte slot

name: start_vote

  • Structure:- shortuserid user ID on server

byte type

  • shortvote_parameter

  • write_profile_data

  • trial_time_expired

  • update_matchmaking_stats

  • player_reset_vote

  • enable_restart_voting

  • sfuievent

  • start_vote


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name: player_given_c4

  • Structure:- shortuseriduser ID who received the c4

name: player_become_ghost

  • Structure:- shortuseriduser ID who became a ghost

name: gg_reset_round_start_sounds

  • Structure:- shortuseriduser ID who should have round start sounds reset

name: tr_player_flashbanged

  • Structure:- shortuseriduser ID of the player banged

name: tr_mark_complete

  • Structure:- shortcomplete

name: tr_mark_best_time

  • Structure:longtime

name: tr_exit_hint_trigger

  • Structure:

name: bot_takeover

  • Structure:- shortuserid

  • shortbotid

  • shortindex

player_given_c4

player_become_ghost

gg_reset_round_start_sounds

tr_player_flashbanged

tr_mark_complete

tr_mark_best_time

tr_exit_hint_trigger

bot_takeover


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name: tr_show_finish_msgbox

  • Structure:- shortuseriduser ID of the player

name: tr_show_exit_msgbox

  • Structure:- shortuseriduser ID of the player

NOTE: used for demos

name: reset_player_controls

  • Structure:

name: jointeam_failed

  • Structure:- shortuserid

byte reason0: team_full

name: teamchange_pending

  • Structure:- shortuserid

byte toteam

name: material_default_complete

  • Structure:

name: cs_prev_next_spectator

  • Structure:- boolnext

name: cs_handle_ime_event

  • Structure:1 local

tr_show_finish_msgbox

tr_show_exit_msgbox

reset_player_controls

jointeam_failed

teamchange_pending

material_default_complete

cs_prev_next_spectator

cs_handle_ime_event


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  • string eventtype

w- stringeventdata

NOTE: a game event, name may be 32 characters long

name: nextlevel_changed

  • Structure:- stringnextlevel

  • stringmapgroup

  • stringskirmishmode

name: seasoncoin_levelup

  • Structure:- shortplayer entindex of the player

  • shortcategory

  • shortrank

name: tournament_reward

  • Structure:longdefindex

longtotalrewards

longaccountid

name: start_halftime

  • Structure:

name: ammo_refill

  • Structure:- shortuserid

  • bool success

name: parachute_pickup

  • Structure:- shortuserid

  • nextlevel_changed

  • seasoncoin_levelup

  • tournament_reward

  • start_halftime

  • ammo_refill

  • parachute_pickup


7/26/22, 11:04 PM Counter-Strike: Global Offensive Events - AlliedModders Wiki

https:#wiki.alliedmods.net/Counter-Strike:_Global_Offensive_Events 30/32

name: parachute_deploy

  • Structure:- shortuserid

name: dronegun_attack

  • Structure:- shortuserid

name: drone_dispatched

  • Structure:- shortuserid

  • shortpriority

  • shortdrone_dispatched

name: loot_crate_visible

  • Structure:- short userid player entindex

  • short subjectcrate entindex

  • stringtype type of crate (metal, wood, or paradrop)

name: loot_crate_opened

  • Structure:- short useridplayer entindex

  • stringtype type of crate (metal, wood, or paradrop)

name: open_crate_instr

  • Structure:- short userid player entindex

  • short subjectcrate entindex

  • stringtype type of crate (metal, wood, or paradrop)

name: smoke_beacon_paradrop

  • Structure:- shortuserid

  • shortparadrop

  • parachute_deploy

  • dronegun_attack

  • drone_dispatched

  • loot_crate_visible

  • loot_crate_opened

  • open_crate_instr

  • smoke_beacon_paradrop


7/26/22, 11:04 PM Counter-Strike: Global Offensive Events - AlliedModders Wiki

https:#wiki.alliedmods.net/Counter-Strike:_Global_Offensive_Events 31/32

name: survival_paradrop_spawn

  • Structure:- shortentityid

name: survival_paradrop_break

  • Structure:- shortentityid

name: drone_cargo_detached

  • Structure:- shortuserid

  • shortcargo

  • bool delivered

name: drone_above_roof

  • Structure:- shortuserid

  • shortcargo

name: choppers_incoming_warning

  • Structure:- boolglobal

name: firstbombs_incoming_warning

  • Structure:- boolglobal

name: dz_item_interaction

  • Structure:- short userid player entindex

  • short subjectcrate entindex

  • stringtype type of crate (metal, wood, or paradrop)

name: snowball_hit_player_face

  • survival_paradrop_spawn

  • survival_paradrop_break

  • drone_cargo_detached

  • drone_above_roof

  • choppers_incoming_warning

  • firstbombs_incoming_warning

  • dz_item_interaction

  • snowball_hit_player_face


7/26/22, 11:04 PM Counter-Strike: Global Offensive Events - AlliedModders Wiki

https:#wiki.alliedmods.net/Counter-Strike:_Global_Offensive_Events 32/32

  • Structure:- shortuseridplayer userid

name: survival_teammate_respawn

  • Structure:- shortuserid

name: survival_no_respawns_warning

  • Structure:- shortuserid

name: survival_no_respawns_final

  • Structure:- shortuserid

name: player_ping

  • Structure:- shortuserid

  • shortentityid

  • float x

  • float y

  • float z

  • bool urgent

name: player_ping_stop

  • Structure:- shortentityid

name: guardian_wave_restart

  • Structure:
Retrieved from "https:#wiki.alliedmods.net/index.php?title=Counter-Strike:_Global_Offensive_Events&oldid=11142"

This page was last edited on 17 January 2021, at 07:01.

  • survival_teammate_respawn

  • survival_no_respawns_warning

  • survival_no_respawns_final

  • player_ping

  • player_ping_stop

  • guardian_wave_restart

if defined _convars_included

 # endinput

endif

define _convars_included

 * Console variable bound values used with Get/SetConVarBounds()

 #

enum ConVarBounds

{

ConVarBound_Upper = 0,

ConVarBound_Lower

};

 * Console variable query result values.

 #

enum ConVarQueryResult

{

ConVarQuery_Cancelled = -1,         #< Client disconnected during query #

ConVarQuery_Okay = 0,               #< Retrieval of client convar value was successful. #

ConVarQuery_NotFound,               #< Client convar was not found. #

ConVarQuery_NotValid,               #< A console command with the same name was found, but there is no convar. #

ConVarQuery_Protected               #< Client convar was found, but it is protected. The server cannot retrieve its value. #

};

 * Called when a console variable's value is changed.

 * 

 * @param convar        Handle to the convar that was changed.

 * @param oldValue      String containing the value of the convar before it was changed.

 * @param newValue      String containing the new value of the convar.

 #

typedef ConVarChanged = function void (ConVar convar, const char[] oldValue, const char[] newValue);

 * Creates a new console variable.

 *

 * @param name          Name of new convar.

 * @param defaultValue  String containing the default value of new convar.

 * @param description   Optional description of the convar.

 * @param flags         Optional bit- string of flags determining how the convar should be handled. See FCVAR_* constants for more details.

 * @param hasMin        Optional - boolean that determines if the convar has a minimum value.

 * @param min           Minimum - floating point value that the convar can have if hasMin is true.

 * @param hasMax        Optional - boolean that determines if the convar has a maximum value.

 * @param max           Maximum - floating point value that the convar can have if hasMax is true.

 * @return              A handle to the newly created convar. If the convar already exists, a handle to it will still be returned.

 * @error               Convar name is blank or is the same as an existing console command.

 #

native ConVar CreateConVar(

const char[] name,

const char[] defaultValue,

const char[] description="",

int flags=0,

  • bool hasMin=false, - float min=0.0,

  • bool hasMax=false, - float max=0.0);

 * Searches for a console variable.

 *

 * @param name          Name of convar to find.

 * @return              A ConVar object if found; null otherwise.

 #

native ConVar FindConVar(const char[] name);

A ConVar is a configurable, named setting in the srcds console.

methodmap ConVar < Handle

{

Retrieves or sets a - boolean value for the convar.

property - bool BoolValue {

public native get();

public native set(- bool b);

}

Retrieves or sets an integer value for the convar.

property int IntValue {

public native get();

public native set(int value);

}

Retrieves or sets a - float value for the convar.

property - float FloatValue {

public native get();

public native set(- float value);

}

Gets or sets the flag bits (FCVAR_*) on the convar.

property int Flags {

public native get();

public native set(int flags);

}

Retrieves the plugin handle of the convar's creator

property Handle Plugin {

public native get();

}

Sets the - boolean value of a console variable.

> NOTE: The replicate and notify params are only relevant for the

original, Dark Messiah, and Episode 1 engines. Newer engines

automatically do these things when the convar value is changed.

  • @param value     New - boolean value.

  • @param replicate If set to true, the new convar value will be set on all clients.

#                  This will only work if the convar has the FCVAR_REPLICATED flag

#                  and actually exists on clients.

  • @param notify    If set to true, clients will be notified that the convar has changed.

#                  This will only work if the convar has the FCVAR_NOTIFY flag.

public native void SetBool(- bool value, - bool replicate=false, - bool notify=false);

Sets the integer value of a console variable.

> NOTE: The replicate and notify params are only relevant for the

original, Dark Messiah, and Episode 1 engines. Newer engines

automatically do these things when the convar value is changed.

  • @param value     New integer value.

  • @param replicate If set to true, the new convar value will be set on all clients.

#                  This will only work if the convar has the FCVAR_REPLICATED flag

#                  and actually exists on clients.

  • @param notify    If set to true, clients will be notified that the convar has changed.

#                  This will only work if the convar has the FCVAR_NOTIFY flag.

public native void SetInt(int value, - bool replicate=false, - bool notify=false);

Sets the - floating point value of a console variable.

> NOTE: The replicate and notify params are only relevant for the

original, Dark Messiah, and Episode 1 engines. Newer engines

automatically do these things when the convar value is changed.

  • @param value     New - floating point value.

  • @param replicate If set to true, the new convar value will be set on all clients.

#                  This will only work if the convar has the FCVAR_REPLICATED flag

#                  and actually exists on clients.

  • @param notify    If set to true, clients will be notified that the convar has changed.

#                  This will only work if the convar has the FCVAR_NOTIFY flag.

public native void SetFloat(- float value, - bool replicate=false, - bool notify=false);

Retrieves the - string value of a console variable.

  • @param value      Buffer to store the value of the convar.

  • @param maxlength  Maximum length of - string buffer.

public native void GetString(char[] value, int maxlength);

Sets the - string value of a console variable.

> NOTE: The replicate and notify params are only relevant for the

original, Dark Messiah, and Episode 1 engines. Newer engines

automatically do these things when the convar value is changed.

  • @param value      New - string value.

  • @param replicate  If set to true, the new convar value will be set on all clients.

#                   This will only work if the convar has the FCVAR_REPLICATED flag

#                   and actually exists on clients.

  • @param notify     If set to true, clients will be notified that the convar has changed.

#                   This will only work if the convar has the FCVAR_NOTIFY flag.

public native void SetString(const char[] value, - bool replicate=false, - bool notify=false);

Resets the console variable to its default value.

> NOTE: The replicate and notify params are only relevant for the

original, Dark Messiah, and Episode 1 engines. Newer engines

automatically do these things when the convar value is changed.

  • @param replicate  If set to true, the new convar value will be set on all clients.

#                   This will only work if the convar has the FCVAR_REPLICATED flag

#                   and actually exists on clients.

  • @param notify     If set to true, clients will be notified that the convar has changed.

#                   This will only work if the convar has the FCVAR_NOTIFY flag.

public native void RestoreDefault(- bool replicate=false, - bool notify=false);

Retrieves the default - string value of a console variable.

  • @param value      Buffer to store the default value of the convar.

  • @param maxlength  Maximum length of - string buffer.

  • @return           Number of > bytes written to the buffer (UTF-8 safe).

public native int GetDefault(char[] value, int maxlength);

Retrieves the specified bound of a console variable.

  • @param type       Type of bound to retrieve, ConVarBound_Lower or ConVarBound_Upper.

  • @param value      By-reference cell to store the specified - floating point bound value.

  • @return           True if the convar has the specified bound set, false otherwise.

public native - bool GetBounds(ConVarBounds type, - float &value);

Sets the specified bound of a console variable.

  • @param type       Type of bound to set, ConVarBound_Lower or ConVarBound_Upper

  • @param set        If set to true, convar will use specified bound. If false, bound will be removed.

  • @param value      Floating point value to use as the specified bound.

public native void SetBounds(ConVarBounds type, - bool set, - float value=0.0);

Retrieves the name of a console variable.

  • @param name       Buffer to store the name of the convar.

  • @param maxlength  Maximum length of - string buffer.

public native void GetName(char[] name, int maxlength);

Retrieves the description of a console variable.

  • @param buffer     Buffer to store the description of the convar.

  • @param maxlength  Maximum length of - string buffer.

public native void GetDescription(char[] buffer, int maxlength);

Replicates a convar value to a specific client. This does not change the actual convar value.

  • @param client     Client index

  • @param value      String value to send

  • @return           True on success, false on failure

@error            Invalid client index, client not in game, or client is fake

public native - bool ReplicateToClient(int client, const char[] value);

Creates a hook for when a console variable's value is changed.

  • @param callback  An OnConVarChanged function pointer.

public native void AddChangeHook(ConVarChanged callback);

Removes a hook for when a console variable's value is changed.

  • @param callback  An OnConVarChanged function pointer.

@error           No active hook on convar.

public native void RemoveChangeHook(ConVarChanged callback);

}

 * Creates a hook for when a console variable's value is changed.

 *

 * @param convar        Handle to the convar.

 * @param callback      An OnConVarChanged function pointer.

 * @error               Invalid or corrupt Handle or invalid callback function.

 #

native void HookConVarChange(Handle convar, ConVarChanged callback);

 * Removes a hook for when a console variable's value is changed.

 *

 * @param convar        Handle to the convar.

 * @param callback      An OnConVarChanged function pointer.

 * @error               Invalid or corrupt Handle, invalid callback function, or no active hook on convar.

 #

native void UnhookConVarChange(Handle convar, ConVarChanged callback);

 * Returns the - boolean value of a console variable.

 *

 * @param convar        Handle to the convar.

 * @return              The - boolean value of the convar.

 * @error               Invalid or corrupt Handle.

 #

native - bool GetConVarBool(Handle convar);

 * Sets the - boolean value of a console variable.

 *

 * > NOTE: The replicate and notify params are only relevant for the original, Dark Messiah, and

 * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.

 *

 * @param convar        Handle to the convar.

 * @param value         New - boolean value.

 * @param replicate     If set to true, the new convar value will be set on all clients.

 *                      This will only work if the convar has the FCVAR_REPLICATED flag

 *                      and actually exists on clients.

 * @param notify        If set to true, clients will be notified that the convar has changed.

 *                      This will only work if the convar has the FCVAR_NOTIFY flag.

 * @error               Invalid or corrupt Handle.

 #

native void SetConVarBool(Handle convar, - bool value, - bool replicate=false, - bool notify=false);

 * Returns the integer value of a console variable.

 *

 * @param convar        Handle to the convar.

 * @return              The integer value of the convar.

 * @error               Invalid or corrupt Handle.

 #

native int GetConVarInt(Handle convar);

 * Sets the integer value of a console variable.

 *

 * > NOTE: The replicate and notify params are only relevant for the original, Dark Messiah, and

 * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.

 *

 * @param convar        Handle to the convar.

 * @param value         New integer value.

 * @param replicate     If set to true, the new convar value will be set on all clients.

 *                      This will only work if the convar has the FCVAR_REPLICATED flag

 *                      and actually exists on clients.

 * @param notify        If set to true, clients will be notified that the convar has changed.

 *                      This will only work if the convar has the FCVAR_NOTIFY flag.

 * @error               Invalid or corrupt Handle.

 #

native void SetConVarInt(Handle convar, int value, - bool replicate=false, - bool notify=false);

 * Returns the - floating point value of a console variable.

 *

 * @param convar        Handle to the convar.

 * @return              The - floating point value of the convar.

 * @error               Invalid or corrupt Handle.

 #

native - float GetConVarFloat(Handle convar);

 * Sets the - floating point value of a console variable.

 *

 * > NOTE: The replicate and notify params are only relevant for the original, Dark Messiah, and

 * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.

 *

 * @param convar        Handle to the convar.

 * @param value         New - floating point value.

 * @param replicate     If set to true, the new convar value will be set on all clients.

 *                      This will only work if the convar has the FCVAR_REPLICATED flag

 *                      and actually exists on clients.

 * @param notify        If set to true, clients will be notified that the convar has changed.

 *                      This will only work if the convar has the FCVAR_NOTIFY flag.

 * @error               Invalid or corrupt Handle.

 #

native void SetConVarFloat(Handle convar, - float value, - bool replicate=false, - bool notify=false);

 * Retrieves the - string value of a console variable.

 *

 * @param convar        Handle to the convar.

 * @param value         Buffer to store the value of the convar.

 * @param maxlength     Maximum length of - string buffer.

 * @error               Invalid or corrupt Handle.     

 #

native void GetConVarString(Handle convar, char[] value, int maxlength);

 * Sets the - string value of a console variable.

 *

 * > NOTE: The replicate and notify params are only relevant for the original, Dark Messiah, and

 * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.

 *

 * @param convar        Handle to the convar.

 * @param value         New - string value.

 * @param replicate     If set to true, the new convar value will be set on all clients.

 *                      This will only work if the convar has the FCVAR_REPLICATED flag

 *                      and actually exists on clients.

 * @param notify        If set to true, clients will be notified that the convar has changed.

 *                      This will only work if the convar has the FCVAR_NOTIFY flag.

 * @error               Invalid or corrupt Handle.

 #

native void SetConVarString(Handle convar, const char[] value, - bool replicate=false, - bool notify=false);

 * Resets the console variable to its default value.

 *

 * > NOTE: The replicate and notify params are only relevant for the original, Dark Messiah, and

 * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.

 *

 * @param convar        Handle to the convar.

 * @param replicate     If set to true, the new convar value will be set on all clients.

 *                      This will only work if the convar has the FCVAR_REPLICATED flag

 *                      and actually exists on clients.

 * @param notify        If set to true, clients will be notified that the convar has changed.

 *                      This will only work if the convar has the FCVAR_NOTIFY flag.

 * @error               Invalid or corrupt Handle.

 #

native void ResetConVar(Handle convar, - bool replicate=false, - bool notify=false);

 * Retrieves the default - string value of a console variable.

 *

 * @param convar        Handle to the convar.

 * @param value         Buffer to store the default value of the convar.

 * @param maxlength     Maximum length of - string buffer.

 * @return              Number of > bytes written to the buffer (UTF-8 safe).

 * @error               Invalid or corrupt Handle.

 #

native int GetConVarDefault(Handle convar, char[] value, int maxlength);

 * Returns the bit- string of flags on a console variable.

 *

 * @param convar        Handle to the convar.

 * @return              A bit- string containing the FCVAR_* flags that are enabled.

 * @error               Invalid or corrupt Handle.

 #

native int GetConVarFlags(Handle convar);

 * Sets the bit- string of flags on a console variable.

 *

 * @param convar        Handle to the convar.

 * @param flags         A bit- string containing the FCVAR_* flags to enable.

 * @error               Invalid or corrupt Handle.

 #

native void SetConVarFlags(Handle convar, int flags);

 * Retrieves the specified bound of a console variable.

 *

 * @param convar        Handle to the convar.

 * @param type          Type of bound to retrieve, ConVarBound_Lower or ConVarBound_Upper.

 * @param value         By-reference cell to store the specified - floating point bound value.

 * @return              True if the convar has the specified bound set, false otherwise.

 * @error               Invalid or corrupt Handle.

 #

native - bool GetConVarBounds(Handle convar, ConVarBounds type, - float &value);

 * Sets the specified bound of a console variable.

 *

 * @param convar        Handle to the convar.

 * @param type          Type of bound to set, ConVarBound_Lower or ConVarBound_Upper

 * @param set           If set to true, convar will use specified bound. If false, bound will be removed.

 * @param value         Floating point value to use as the specified bound.

 * @error               Invalid or corrupt Handle.

 #

native void SetConVarBounds(Handle convar, ConVarBounds type, - bool set, - float value=0.0);

 * Retrieves the name of a console variable.

 *

 * @param convar        Handle to the convar.

 * @param name          Buffer to store the name of the convar.

 * @param maxlength     Maximum length of - string buffer.

 * @error               Invalid or corrupt Handle.     

 #

native void GetConVarName(Handle convar, char[] name, int maxlength);

 * Replicates a convar value to a specific client. This does not change the actual convar value.

 *

 * @param client        Client index

 * @param convar        ConVar handle

 * @param value         String value to send

 * @return              True on success, false on failure

 * @error               Invalid client index, client not in game, or client is fake

 #

native - bool SendConVarValue(int client, Handle convar, const char[] value);

typeset ConVarQueryFinished

{

Called when a query to retrieve a client's console variable has finished.

  • @param cookie        Unique identifier of query.

  • @param client        Player index.

  • @param result        Result of query that tells one whether or not query was successful.

#                      See ConVarQueryResult enum for more details.

  • @param convarName    Name of client convar that was queried.

  • @param convarValue   Value of client convar that was queried if successful. This will be "" if it was not.

  • @param value         Value that was passed when query was started.

function void (QueryCookie cookie, int client, ConVarQueryResult result, const char[] cvarName, const char[] cvarValue, any value);

Called when a query to retrieve a client's console variable has finished.

  • @param cookie        Unique identifier of query.

  • @param client        Player index.

  • @param result        Result of query that tells one whether or not query was successful.

#                      See ConVarQueryResult enum for more details.

  • @param convarName    Name of client convar that was queried.

  • @param convarValue   Value of client convar that was queried if successful. This will be "" if it was not.

function void (QueryCookie cookie, int client, ConVarQueryResult result, const char[] cvarName, const char[] cvarValue);

};

 * Starts a query to retrieve the value of a client's console variable.

 *

 * @param client        Player index.

 * @param cvarName      Name of client convar to query.

 * @param callback      A function to use as a callback when the query has finished.

 * @param value         Optional value to pass to the callback function.

 * @return              A cookie that uniquely identifies the query. 

 *                      Returns QUERYCOOKIE_FAILED on failure, such as when used on a bot.

 #

native QueryCookie QueryClientConVar(int client, const char[] cvarName, ConVarQueryFinished callback, any value=0);

 * Returns true if the supplied character is valid in a ConVar name.

 *

 * @param c             Character to validate.

 * @return              True is valid for ConVars, false otherwise

 #

stock - bool IsValidConVarChar(int c)

{

return (c == '_' || IsCharAlpha(c) || IsCharNumeric(c));

}

This