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modevents.txt
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//=============================================================================
// No spaces in event names, max length 32
// All strings are case sensitive
// total game event byte length must be < 1024
//
// valid data key types are:
// none : value is not networked
// string : a zero terminated string
// wstring: a zero terminated wide char string
// bool : unsigned int, 1 bit
// byte : unsigned int, 8 bit
// short : signed int, 16 bit
// long : signed int, 32 bit
// float : float, 32 bit
"cstrikeevents"
{
"player_death" // a game event, name may be 32 characters long
{
// this extents the original player_death by a new fields
"userid" "short" // user ID who died
"attacker" "short" // user ID who killed
"assister" "short" // user ID who assisted in the kill
"assistedflash" "bool" // assister helped with a flash
"weapon" "string" // weapon name killer used
"weapon_itemid" "string" // inventory item id of weapon killer used
"weapon_fauxitemid" "string" // faux item id of weapon killer used
"weapon_originalowner_xuid" "string"
"headshot" "bool" // singals a headshot
"dominated" "short" // did killer dominate victim with this kill
"revenge" "short" // did killer get revenge on victim with this kill
"wipe" "short" // is the kill resulting in squad wipe
"penetrated" "short" // number of objects shot penetrated before killing target
"noreplay" "bool" // if replay data is unavailable, this will be present and set to false
"noscope" "bool" // kill happened without a scope, used for death notice icon
"thrusmoke" "bool" // hitscan weapon went through smoke grenade
"attackerblind" "bool" // attacker was blind from flashbang
"distance" "float" // distance to victim in meters
}
"other_death"
{
"otherid" "short" // other entity ID who died
"othertype" "string" // other entity type
"attacker" "short" // user ID who killed
"weapon" "string" // weapon name killer used
"weapon_itemid" "string" // inventory item id of weapon killer used
"weapon_fauxitemid" "string" // faux item id of weapon killer used
"weapon_originalowner_xuid" "string"
"headshot" "bool" // singals a headshot
"penetrated" "short" // number of objects shot penetrated before killing target
"noscope" "bool" // kill happened without a scope, used for death notice icon
"thrusmoke" "bool" // hitscan weapon went through smoke grenade
"attackerblind" "bool" // attacker was blind from flashbang
}
"player_hurt"
{
"userid" "short" // player index who was hurt
"attacker" "short" // player index who attacked
"health" "byte" // remaining health points
"armor" "byte" // remaining armor points
"weapon" "string" // weapon name attacker used, if not the world
"dmg_health" "short" // damage done to health
"dmg_armor" "byte" // damage done to armor
"hitgroup" "byte" // hitgroup that was damaged
}
"item_purchase"
{
"userid" "short"
"team" "short"
"loadout" "short"
"weapon" "string"
}
"bomb_beginplant"
{
"userid" "short" // player who is planting the bomb
"site" "long" // bombsite entindex
}
"bomb_abortplant"
{
"userid" "short" // player who is planting the bomb
"site" "long" // bombsite entindex
}
"bomb_planted"
{
"userid" "short" // player who planted the bomb
"site" "long" // bombsite entindex
}
"bomb_defused"
{
"userid" "short" // player who defused the bomb
"site" "long" // bombsite entindex
}
"bomb_exploded"
{
"userid" "short" // player who planted the bomb
"site" "long" // bombsite entindex
}
"bomb_dropped"
{
"userid" "short" // player who dropped the bomb
"entindex" "long"
}
"bomb_pickup"
{
"userid" "short" // player who picked up the bomb
}
"defuser_dropped"
{
"entityid" "long" // defuser's entity ID
}
"defuser_pickup"
{
"entityid" "long" // defuser's entity ID
"userid" "short" // player who picked up the defuser
}
"announce_phase_end"
{
}
"cs_intermission"
{
}
"bomb_begindefuse"
{
"userid" "short" // player who is defusing
"haskit" "bool"
}
"bomb_abortdefuse"
{
"userid" "short" // player who was defusing
}
"hostage_follows"
{
"userid" "short" // player who touched the hostage
"hostage" "short" // hostage entity index
}
"hostage_hurt"
{
"userid" "short" // player who hurt the hostage
"hostage" "short" // hostage entity index
}
"hostage_killed"
{
"userid" "short" // player who killed the hostage
"hostage" "short" // hostage entity index
}
"hostage_rescued"
{
"userid" "short" // player who rescued the hostage
"hostage" "short" // hostage entity index
"site" "short" // rescue site index
}
"hostage_stops_following"
{
"userid" "short" // player who rescued the hostage
"hostage" "short" // hostage entity index
}
"hostage_rescued_all"
{
}
"hostage_call_for_help"
{
"hostage" "short" // hostage entity index
}
"vip_escaped"
{
"userid" "short" // player who was the VIP
}
"vip_killed"
{
"userid" "short" // player who was the VIP
"attacker" "short" // user ID who killed the VIP
}
"player_radio"
{
"userid" "short"
"slot" "short"
}
"bomb_beep"
{
"entindex" "long" // c4 entity
}
"weapon_fire"
{
"userid" "short"
"weapon" "string" // weapon name used
"silenced" "bool" // is weapon silenced
}
"weapon_fire_on_empty"
{
"userid" "short"
"weapon" "string" // weapon name used
}
"grenade_thrown"
{
"userid" "short"
"weapon" "string" // weapon name used
}
"weapon_outofammo"
{
"userid" "short"
}
"weapon_reload"
{
"userid" "short"
}
"weapon_zoom"
{
"userid" "short"
}
"silencer_detach"
{
"userid" "short"
}
"inspect_weapon"
{
"userid" "short"
}
// 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
"weapon_zoom_rifle"
{
"userid" "short"
}
"player_spawned"
{
"userid" "short"
"inrestart" "bool" // true if restart is pending
}
"item_pickup"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"silent" "bool"
"defindex" "long"
}
"item_pickup_slerp"
{
"userid" "short"
"index" "short"
"behavior" "short"
}
"item_pickup_failed"
{
"userid" "short"
"item" "string"
"reason" "short"
"limit" "short"
}
"item_remove"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"defindex" "long"
}
"ammo_pickup"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"index" "long" // the weapon entindex
}
"item_equip"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"defindex" "long"
"canzoom" "bool"
"hassilencer" "bool"
"issilenced" "bool"
"hastracers" "bool"
"weptype" "short"
//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_GRENADE = 8
//
"ispainted" "bool"
}
"enter_buyzone"
{
"userid" "short"
"canbuy" "bool"
}
"exit_buyzone"
{
"userid" "short"
"canbuy" "bool"
}
"buytime_ended"
{
}
"enter_bombzone"
{
"userid" "short"
"hasbomb" "bool"
"isplanted" "bool"
}
"exit_bombzone"
{
"userid" "short"
"hasbomb" "bool"
"isplanted" "bool"
}
"enter_rescue_zone"
{
"userid" "short"
}
"exit_rescue_zone"
{
"userid" "short"
}
"silencer_off"
{
"userid" "short"
}
"silencer_on"
{
"userid" "short"
}
"buymenu_open"
{
"userid" "short"
}
"buymenu_close"
{
"userid" "short"
}
"round_prestart" // sent before all other round restart actions
{
}
"round_poststart" // sent after all other round restart actions
{
}
"round_start"
{
"timelimit" "long" // round time limit in seconds
"fraglimit" "long" // frag limit in seconds
"objective" "string" // round objective
}
"round_end"
{
"winner" "byte" // winner team/user i
"reason" "byte" // reson why team won
"message" "string" // end round message
"legacy" "byte" // server-generated legacy value
"player_count" "short" // 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
"nomusic" "byte" // if set, don't play round end music, because action is still on-going
}
"grenade_bounce"
{
"userid" "short"
}
"hegrenade_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"flashbang_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"smokegrenade_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"smokegrenade_expired"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"molotov_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_started"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"tagrenade_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"inferno_startburn"
{
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"inferno_expire"
{
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"inferno_extinguish"
{
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_firing"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"bullet_impact"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"player_footstep"
{
"userid" "short"
}
"player_jump"
{
"userid" "short"
}
"player_blind"
{
"userid" "short"
"attacker" "short" // user ID who threw the flash
"entityid" "short" // the flashbang going off
"blind_duration" "float"
}
"player_falldamage"
{
"userid" "short"
"damage" "float"
}
"door_moving"
{
"entindex" "long"
"userid" "short"
}
"round_freeze_end"
{
}
"mb_input_lock_success"
{
}
"mb_input_lock_cancel"
{
}
"nav_blocked"
{
"area" "long"
"blocked" "bool"
}
"nav_generate"
{
}
"player_stats_updated"
{
"forceupload" "bool"
}
"achievement_info_loaded"
{
}
"spec_target_updated"
{
"userid" "byte" // entindex of the player
}
"spec_mode_updated"
{
"userid" "byte" // entindex of the player
}
"hltv_changed_mode"
{
"oldmode" "long"
"newmode" "long"
"obs_target" "long"
}
"cs_game_disconnected"
{
}
"cs_win_panel_round"
{
"show_timer_defend" "bool"
"show_timer_attack" "bool"
"timer_time" "short"
"final_event" "byte" //define in cs_gamerules.h
"funfact_token" "string"
"funfact_player" "short"
"funfact_data1" "long"
"funfact_data2" "long"
"funfact_data3" "long"
}
"cs_win_panel_match"
{
}
"cs_match_end_restart"
{
}
"cs_pre_restart"
{
}
"show_freezepanel"
{
"victim" "short" // endindex of the one who was killed
"killer" "short" // entindex of the killer entity
"hits_taken" "short"
"damage_taken" "short"
"hits_given" "short"
"damage_given" "short"
}
"hide_freezepanel"
{
}
"freezecam_started"
{
}
"player_avenged_teammate"
{
"avenger_id" "short"
"avenged_player_id" "short"
}
"achievement_earned"
{
"player" "byte" // entindex of the player
"achievement" "short" // achievement ID
}
"achievement_earned_local"
{
"achievement" "short" // achievement ID
"splitscreenplayer" "short" // splitscreen ID
}
"item_found"
{
"player" "byte" // entindex of the player
"quality" "byte" // quality of the item
"method" "byte" // method by which we acquired the item
"itemdef" "long" // the item definition index
"itemid" "long" // the item id in the players inventory
}
"items_gifted"
{
"player" "byte" // entindex of the player who sent the gift
"itemdef" "long" // the item definition index of the gift that was opened
"numgifts" "byte" // how many recipients got the gifts in this gift batch
"giftidx" "byte" // index of recipient in this gift batch (0 for the first recipient, 1 for second, and so on...)
"accountid" "long" // gift recipient's account ID
}
"repost_xbox_achievements"
{
"splitscreenplayer" "short" // splitscreen ID
}
"match_end_conditions"
{
"frags" "long"
"max_rounds" "long"
"win_rounds" "long"
"time" "long"
}
"round_mvp"
{
"userid" "short"
"reason" "short"
"value" "long"
"musickitmvps" "long"
"nomusic" "byte"
}
"player_decal"
{
"userid" "short"
}
"teamplay_round_start" // round restart
{
"full_reset" "bool" // is this a full reset of the map
}
"show_survival_respawn_status"
{
"loc_token" "string"
"duration" "long"
"userid" "short"
}
"client_disconnect"
{
}
"gg_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"ggtr_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"assassination_target_killed"
{
"target" "short" // player killed
"killer" "short" // killing player (with the quest)
}
"ggprogressive_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"gg_killed_enemy"
{
"victimid" "short" // user ID who died
"attackerid" "short" // user ID who killed
"dominated" "short" // did killer dominate victim with this kill
"revenge" "short" // did killer get revenge on victim with this kill
"bonus" "bool" // did killer kill with a bonus weapon?
}
"gg_final_weapon_achieved"
{
"playerid" "short" // user ID who achieved the final gun game weapon
}
"gg_bonus_grenade_achieved"
{
"userid" "short" // user ID who achieved the bonus grenade
}
"switch_team"
{
"numPlayers" "short" // number of active players on both T and CT
"numSpectators" "short" // number of spectators
"avg_rank" "short" // average rank of human players
"numTSlotsFree" "short"
"numCTSlotsFree" "short"
}
"gg_leader"
{
"playerid" "short" // user ID that is currently in the lead
}
"gg_team_leader"
{
"playerid" "short" // user ID that is currently in the lead
}
"gg_player_impending_upgrade"
{
"userid" "short" // player who will be leveling up
}
"write_profile_data"
{
}
// fired when a player runs out of time in trial mode
"trial_time_expired"
{
"slot" "short" // player whose time has expired
}
// Fired when it's time to update matchmaking data at the end of a round.
"update_matchmaking_stats"
{
}
"player_reset_vote"
{
"userid" "short"
"vote" "bool"
}
"enable_restart_voting"
{
"enable" "bool"
}
"sfuievent"
{
"action" "string"
"data" "string"
"slot" "byte"
}
"start_vote"
{
"userid" "short" // user ID on server
"type" "byte"
"vote_parameter" "short"
}
"player_given_c4"
{
"userid" "short" // user ID who received the c4
}
"player_become_ghost"
{
"userid" "short" // user ID who received the c4
}
"gg_reset_round_start_sounds"
{
"userid" "short" // user ID who should have round start sounds reset
}
"tr_player_flashbanged"
{
"userid" "short" // user ID of the player banged
}
// not used yet because this relied on vgui panels, scaleform isn't supported yet
//"tr_highlight_ammo"
//{
// "userid" "short" // user ID of the player
//}
"tr_mark_complete"
{
"complete" "short"
}
"tr_mark_best_time"
{
"time" "long"
}
"tr_exit_hint_trigger"
{
}
"bot_takeover"
{
"userid" "short"
"botid" "short"
"index" "short"
}
"tr_show_finish_msgbox"
{
"userid" "short" // user ID of the player
}
"tr_show_exit_msgbox"
{
"userid" "short" // user ID of the player
}
"reset_player_controls" // used for demos
{
}
"jointeam_failed"
{
"userid" "short"
"reason" "byte" // 0 = team_full
}
"teamchange_pending"
{
"userid" "short"
"toteam" "byte"
}
"material_default_complete"
{
}
"cs_prev_next_spectator"
{
"next" "bool"
}
"cs_handle_ime_event"
{
"local" "1"
"eventtype" "string"
"eventdata" "wstring"
}
"nextlevel_changed" // a game event, name may be 32 characters long
{
"nextlevel" "string"
"mapgroup" "string"
"skirmishmode" "string"
}
"seasoncoin_levelup"
{
"player" "short" // entindex of the player
"category" "short"
"rank" "short"
}
"tournament_reward"
{
"defindex" "long"
"totalrewards" "long"
"accountid" "long"
}
"start_halftime"
{
}
"ammo_refill"
{
"userid" "short"
"success" "bool"
}
"parachute_pickup"
{
"userid" "short"
}
"parachute_deploy"
{
"userid" "short"
}
"dronegun_attack"
{
"userid" "short"
}
"drone_dispatched"
{
"userid" "short"
"priority" "short"
"drone_dispatched" "short"
}
"loot_crate_visible"
{
"userid" "short" // player entindex
"subject" "short" // crate entindex
"type" "string" // type of crate (metal, wood, or paradrop)
}