Member
Join Date: Feb 2010
Location: RUSSIA
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04-02-2010
, 22:14
Re: Counter-Strike SDK
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#26
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Maybe useful for somebody....
List of game events for TheBots, TheTutor, ... OnEvent() function
Code:
enum GameEventType_t
{
GameEventType_PLAYER_ATTACK = 1u, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL)
GameEventType_PLAYER_ATTACK_WITHOUT_CLIP_AMMO, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL)
GameEventType_PLAYER_RELOAD_WEAPON, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL)
GameEventType_GRENADE_EXPLODED, // tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
GameEventType_FLASHBANG_EXPLODED, // tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin)
GameEventType_SMOKE_GRENADE_EXPLODED, // tell bots the smoke grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
GameEventType_PLAYER_FLASHED = 9u, // tell bots the player is flashed (argumens: 1 = flashed player, 2 = NULL)
GameEventType_PLAYER_RUNNING, // tell bots the player is running (argumens: 1 = runner, 2 = NULL)
GameEventType_PLAYER_JUMPED, // tell bots the player is jumped (argumens: 1 = jumper, 2 = NULL)
GameEventType_PLAYER_KILLED, // tell bots the player is killed (argumens: 1 = victim, 2 = killer)
GameEventType_PLAYER_FELL_WITH_DAMAGE, // tell bots the player is fell with some damage (argumens: 1 = felled player, 2 = NULL)
GameEventType_PLAYER_TAKE_DAMAGE, // tell bots the player is take damage (argumens: 1 = victim, 2 = attacker)
GameEventType_PLAYER_INJURED_HOSTAGE, // tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer)
GameEventType_PLAYER_KILLED_HOSTAGE, // tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer)
GameEventType_DOOR_MOVING, // tell bots the door is moving (argumens: 1 = door, 2 = NULL)
GameEventType_GLASS_BREAK, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL)
GameEventType_WOOD_BREAK, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL)
GameEventType_METAL_BREAK, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL)
GameEventType_FLESH_BREAK, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL)
GameEventType_CONCRETE_BREAK, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL)
GameEventType_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL)
GameEventType_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL)
GameEventType_BOMB_PICKUP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL)
GameEventType_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL)
GameEventType_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL)
GameEventType_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL)
GameEventType_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL)
GameEventType_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL)
GameEventType_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL)
GameEventType_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (Classes::BasePlayer *), 2 = hostage (Classes::Hostage *))
GameEventType_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL)
GameEventType_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL)
GameEventType_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL)
GameEventType_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL)
GameEventType_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL)
GameEventType_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL)
GameEventType_ROUND_START = 41u, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL)
GameEventType_PLAYER_SPAWN, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL)
GameEventType_ROUND_RESTART = 44u, // tell bots the round was restarted (argumens: 1 = NULL, 2 = NULL)
GameEventType_PLAYER_START_OBSERVER = 46u, // tell bots the player is sart observer (argumens: 1 = observer player, 2 = NULL)
GameEventType_BUY_MENU_OPEN = 53u, // tell bots the buy menu is opened (argumens: 1 = NULL, 2 = NULL)
// Radio commands.... (argumens: 1 = radio command sender, 2 = NULL)
GameEventType_RADIO_Cover_me = 65u,
GameEventType_RADIO_You_take_the_point,
GameEventType_RADIO_Hold_this_position,
GameEventType_RADIO_Regroup_team,
GameEventType_RADIO_Follow_me,
GameEventType_RADIO_Taking_fire,
GameEventType_RADIO_Go_go_go = 72u,
GameEventType_RADIO_Team_fall_back,
GameEventType_RADIO_Stick_together_team,
GameEventType_RADIO_Get_in_position_and_wait,
GameEventType_RADIO_Storm_the_front,
GameEventType_RADIO_Report_in_team,
GameEventType_RADIO_Affirmative = 79u,
GameEventType_RADIO_Enemy_spotted,
GameEventType_RADIO_Need_backup,
GameEventType_RADIO_Sector_clear,
GameEventType_RADIO_In_position,
GameEventType_RADIO_Reporting_in,
GameEventType_RADIO_Get_out_of_there,
GameEventType_RADIO_Negative,
GameEventType_RADIO_Enemy_down,
GameEventType_GAME_RESET = 89u, // tell bots the game is reset (argumens: 1 = NULL, 2 = NULL)
GameEventType_PLAYER_SWITCH_TEAM, // tell bots the player is switch his team (also called from ClientPutInServer()) (argumens: 1 = switcher, 2 = NULL)
GameEventType_PLAYER_SHOOT_AT_WALL, // tell bots the player is shoot at wall (argumens: 1 = shooter, 2 = shoot trace end position)
GameEventType_GAME_COMMENCING, // tell bots the game is commencing (argumens: 1 = NULL, 2 = NULL)
GameEventType_PLAYER_SWITCH_WEAPON_ZOOM, // tell bots the player is switch weapon zoom (argumens: 1 = zoom switcher, 2 = NULL)
GameEventType_HOSTAGE_TALKING // tell bots the hostage is talking (argumens: 1 = listener, 2 = NULL)
};
Last edited by Immortal_BLG; 04-02-2010 at 22:32.
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