Code CallbacksΒΆ
Warning
Not all of these are fully implemented, either check the asset dump or try it out.
void CodeCallback_PlayerDecoyDie( entity, int )
void CodeCallback_PlayerDecoyDissolve( entity, int )
void CodeCallback_PlayerDecoyRemove( entity, int )
void CodeCallback_PlayerDecoyStateChange( entity, int, int )
void CodeCallback_ScriptedDialogue( entity guy, int dialogueID )
void CodeCallback_LeechStart( entity player, entity target )
var CodeCallback_ClientCommand( entity player, array< string > args )
void CodeCallback_DamagePlayerOrNPC( entity ent, var damageInfo )
void CodeCallback_DamageEntity( entity ent, var damageInfo )
void CodeCallback_OnEntityDestroyed( entity ent )
void CodeCallback_PreSpawn( entity ent )
void CodeCallback_OnSpawned( entity ent )
void CodeCallback_OnPlayerKilled( entity player, var damageInfo )
void CodeCallback_OnNPCKilled( entity npc, var damageInfo )
void CodeCallback_OnEntityKilled( entity npc, var damageInfo )
void CodeCallback_OnEntityChangedTeam( entity ent )
void CodeCallback_NPCMeleeChargedPlayerOrNPC( entity ent, var damageInfo )
int CodeCallback_GetWeaponDamageSourceId( entity weapon )
void CodeCallback_WeaponFireInCloak( entity player )
void CodeCallback_OnServerAnimEvent( entity ent, string name )
void CodeCallback_OnNPCLookAtHint( entity npc, entity hint )
bool CodeCallback_OnTouchHealthKit( entity player, entity ent )
void CodeCallback_OnInventoryChanged( entity player )
void CodeCallback_OnMeleeKilled( entity target )
void CodeCallback_StartRodeo( entity player, entity rodeoTarget)
void CodeCallback_ForceEndRodeo( entity player )
void CodeCallback_EmbarkTitan( entity player, entity titan)
bool CodeCallback_EmbarkTitanFromGrapple( entity player, entity titan )
void CodeCallback_OnWeaponAttack( entity player, entity weapon, string weaponName, int ammoUsed )
Warning
This code callback does not work
void CodeCallback_OnPrecache()
void CodeCallback_OnVehiclePass( table params )
bool CodeCallback_ForceAIMissPlayer( entity npc, entity player )
void CodeCallback_GamerulesThink()
void CodeCallback_OnPlayerRespawned( entity player )
void CodeCallback_OnClientConnectionStarted( entity player )
void CodeCallback_OnClientConnectionCompleted( entity player )
void CodeCallback_OnClientDisconnected( entity player, string reason )
void CodeCallback_PlayerHasBeenConnectedForDuration( entity player, float durationInSeconds )
void CodeCallback_OnClientSendingPersistenceToNewServer( entity player )
void CodeCallback_MatchIsOver()
void CodeCallback_OnPlayerMatchmakingChanged( entity player )
void CodeCallback_OnPlayerJump( entity player )
void CodeCallback_OnPlayerDoubleJump( entity player )
void CodeCallback_OnPlayerDodge( entity player )
void CodeCallback_OnPlayerLeaveGround( entity player )
void CodeCallback_OnPlayerTouchGround( entity player )
void CodeCallback_OnPlayerMantle( entity player )
void CodeCallback_OnPlayerBeginWallrun( entity player )
void CodeCallback_OnPlayerEndWallrun( entity player )
void CodeCallback_OnPlayerBeginWallhang( entity player )
void CodeCallback_OnPlayerEndWallhang( entity player )
void CodeCallback_OnPlayerInputCommandChanged( entity player, int cmdsHeld, int cmdsPressed, int cmdsReleased )
void CodeCallback_OnPlayerInputAxisChanged( entity player, float horizAxis, float vertAxis )
void CodeCallback_OnPlayerGrappled( entity attacker, entity victimPlayer )
void CodeCallback_OnProjectileGrappled( entity attacker, entity projectile )
void CodeCallback_OnLoadSaveGame()
void CodeCallback_OnClientReloadConnectionCompleted( entity player )
bool CodeCallback_OnSavedSaveGame()
bool CodeCallback_IsSaveGameSafeToCommit()
void CodeCallback_OnTetherRemove( entity player, int tetherID )
void CodeCallback_OnTetherDamageMilestone( entity player, int tetherID, int damageMileStoneIndex, float health )
void CodeCallback_ClaimClientSidePickup_MatchCandy( entity player, int amount, int flags, int recieptID )
void CodeCallback_WeaponDropped( entity weapon )
void CodeCallback_OnWeaponReload( entity weapon )
void CodeCallback_GivePersistentItem( entity player, string itemName, int count )
void CodeCallback_OnWeaponTouch( entity player, entity weapon, int ammoRecieved )
bool CodeCallback_CanUseEntity( entity player, entity ent )
bool CodeCallback_OnUseEntity( entity player, entity ent )
void CodeCallback_OnUsePressed( entity player )
void CodeCallback_OnUseReleased( entity player )
bool CodeCallback_IsLeechable( entity player, entity target )
void CodeCallback_Ping( entity player )
void CodeCallback_OnMeleePressed( entity player )
void CodeCallback_OnMeleeReleased( entity player )
void CodeCallback_OnMeleeAttackAnimEvent( entity player )
void CodeCallback_AnimationDone( entity ent )
void CodeCallback_AnimationInterrupted( entity ent )
void CodeCallback_PlayerClassChanged( entity ent )
bool CodeCallback_CanUseZipline(entity player, entity zipline, vector ziplineClosestPoint )
void CodeCallback_ZiplineMount( entity player, entity zipline )
void CodeCallback_ZiplineStart( entity player, entity zipline )
void CodeCallback_ZiplineMove( entity player, entity zipline )
void CodeCallback_ZiplineStop( entity player )
bool CodeCallback_IsValidRodeoTarget( entity player, entity rodeoTarget )
var CodeCallback_OnRodeoAttach( entity rider, entity rodeoTarget )
void CodeCallback_TitanRiderEntVarChanged( entity soul, int rodeoSlotIndex, entity oldRider, entity newRider )
bool CodeCallback_OnVortexHitBullet( entity weapon, entity vortexSphere, var damageInfo )
bool CodeCallback_OnVortexHitProjectile( entity weapon, entity vortexSphere, entity attacker, entity projectile, vector contactPos )
void CodeCallback_OnTurretCancelPressed( entity player )
void CodeCallback_ForceScriptError( entity ent, string errorMsg )
void CodeCallback_EnterPhaseShift( entity ent )
void CodeCallback_ExitPhaseShift( entity ent )
string CodeCallback_CheckPassThroughAddsMods( entity player, entity hitEnt, string currWeaponName )
bool CodeCallback_IsValidMeleeExecutionTarget( entity attacker, entity target )
bool CodeCallback_IsValidMeleeAttackTarget( entity attacker, entity target )
void CodeCallback_OnGrapple( entity attacker, entity target, vector hitpos, vector hitNormal )