sm-plugins/SMJSONAPI/configs/Events.cstrike.cfg
2018-08-07 22:22:27 +02:00

928 lines
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INI

//=========== (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
// bool : unsigned int, 1 bit
// byte : unsigned int, 8 bit
// short : signed int, 16 bit
// long : signed int, 32 bit
// float : float, 32 bit
// gameevents + hltvevents + replayevents + engineevents
"allevents"
{
//////////////////////////////////////////////////////////////////////
// Game events
//////////////////////////////////////////////////////////////////////
"team_info" // info about team
{
"teamid" "byte" // unique team id
"teamname" "string" // team name eg "Team Blue"
}
"team_score" // team score changed
{
"teamid" "byte" // team id
"score" "short" // total team score
}
"teamplay_broadcast_audio" // emits a sound to everyone on a team
{
"team" "byte" // unique team id
"sound" "string" // name of the sound to emit
}
//////////////////////////////////////////////////////////////////////
// Player events
//////////////////////////////////////////////////////////////////////
// "player_team" // player change his team
// {
// "userid" "short" // user ID on server
// "team" "byte" // team id
// "oldteam" "byte" // old team id
// "disconnect" "bool" // team change because player disconnects
// "autoteam" "bool" // true if the player was auto assigned to the team
// "silent" "bool" // if true wont print the team join messages
// "name" "string" // player's name
// }
"player_class" // a player changed his class
{
"userid" "short" // user ID on server
"class" "string" // new player class / model
}
// "player_death" // a game event, name may be 32 charaters long
// {
// "userid" "short" // user ID who died
// "attacker" "short" // user ID who killed
// }
// "player_hurt"
// {
// "userid" "short" // player index who was hurt
// "attacker" "short" // player index who attacked
// "health" "byte" // remaining health points
// }
"player_chat" // a public player chat
{
"teamonly" "bool" // true if team only chat
"userid" "short" // chatting player
"text" "string" // chat text
}
"player_score" // players scores changed
{
"userid" "short" // user ID on server
"kills" "short" // # of kills
"deaths" "short" // # of deaths
"score" "short" // total game score
}
"player_spawn" // player spawned in game
{
"userid" "short" // user ID on server
}
"player_shoot" // player shoot his weapon
{
"userid" "short" // user ID on server
"weapon" "byte" // weapon ID
"mode" "byte" // weapon mode
}
"player_use"
{
"userid" "short" // user ID on server
"entity" "short" // entity used by player
}
"player_changename"
{
"userid" "short" // user ID on server
"oldname" "string" // players old (current) name
"newname" "string" // players new name
}
"player_hintmessage"
{
"hintmessage" "string" // localizable string of a hint
}
"base_player_teleported"
{
"entindex" "short"
}
//////////////////////////////////////////////////////////////////////
// Game events
//////////////////////////////////////////////////////////////////////
"game_init" // sent when a new game is started
{
}
"game_newmap" // send when new map is completely loaded
{
"mapname" "string" // map name
}
"game_start" // a new game starts
{
"roundslimit" "long" // max round
"timelimit" "long" // time limit
"fraglimit" "long" // frag limit
"objective" "string" // round objective
}
"game_end" // a game ended
{
"winner" "byte" // winner team/user id
}
"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
}
"game_message" // a message send by game logic to everyone
{
"target" "byte" // 0 = console, 1 = HUD
"text" "string" // the message text
}
"break_breakable"
{
"entindex" "long"
"userid" "short"
"material" "byte" // BREAK_GLASS, BREAK_WOOD, etc
}
"break_prop"
{
"entindex" "long"
"userid" "short"
}
"entity_killed"
{
"entindex_killed" "long"
"entindex_attacker" "long"
"entindex_inflictor" "long"
"damagebits" "long"
}
"bonus_updated"
{
"numadvanced" "short"
"numbronze" "short"
"numsilver" "short"
"numgold" "short"
}
"achievement_event"
{
"achievement_name" "string" // non-localized name of achievement
"cur_val" "short" // # of steps toward achievement
"max_val" "short" // total # of steps in achievement
}
// sent whenever an achievement that's tracked on the HUD increases
"achievement_increment"
{
"achievement_id" "long" // ID of achievement that went up
"cur_val" "short" // # of steps toward achievement
"max_val" "short" // total # of steps in achievement
}
"physgun_pickup"
{
"entindex" "long" // entity picked up
}
"flare_ignite_npc"
{
"entindex" "long" // entity ignited
}
"helicopter_grenade_punt_miss"
{
}
"user_data_downloaded" // fired when achievements/stats are downloaded from Steam or XBox Live
{
}
"ragdoll_dissolved"
{
"entindex" "long"
}
"hltv_changed_mode"
{
"oldmode" "short"
"newmode" "short"
"obs_target" "short"
}
"hltv_changed_target"
{
"mode" "short"
"old_target" "short"
"obs_target" "short"
}
// Client side VoteController talking to HUD
"vote_ended"
{
}
"vote_started"
{
"issue" "string"
"param1" "string"
"team" "byte"
"initiator" "long" // entity id of the player who initiated the vote
}
"vote_changed"
{
"vote_option1" "byte"
"vote_option2" "byte"
"vote_option3" "byte"
"vote_option4" "byte"
"vote_option5" "byte"
"potentialVotes" "byte"
}
"vote_passed"
{
"details" "string"
"param1" "string"
"team" "byte"
}
"vote_failed"
{
"team" "byte"
}
"vote_cast"
{
"vote_option" "byte" // which option the player voted on
"team" "short"
"entityid" "long" // entity id of the voter
}
"vote_options"
{
"count" "byte" // Number of options - up to MAX_VOTE_OPTIONS
"option1" "string"
"option2" "string"
"option3" "string"
"option4" "string"
"option5" "string"
}
//////////////////////////////////////////////////////////////////////
// Replay events
//////////////////////////////////////////////////////////////////////
"replay_saved"
{
}
"entered_performance_mode"
{
}
"browse_replays"
{
}
"replay_youtube_stats"
{
"views" "long"
"likes" "long"
"favorited" "long"
}
//////////////////////////////////////////////////////////////////////
// Economy events
//////////////////////////////////////////////////////////////////////
"inventory_updated"
{
}
"cart_updated"
{
}
"store_pricesheet_updated"
{
}
"gc_connected"
{
}
"item_schema_initialized"
{
}
//////////////////////////////////////////////////////////////////////
// HLTV specific events
//////////////////////////////////////////////////////////////////////
"hltv_status" // general HLTV status
{
"clients" "long" // number of HLTV spectators
"slots" "long" // number of HLTV slots
"proxies" "short" // number of HLTV proxies
"master" "string" // disptach master IP:port
}
"hltv_cameraman" // a spectator/player is a cameraman
{
"index" "short" // camera man entity index
}
"hltv_rank_camera" // a camera ranking
{
"index" "byte" // fixed camera index
"rank" "float" // ranking, how interesting is this camera view
"target" "short" // best/closest target entity
}
"hltv_rank_entity" // an entity ranking
{
"index" "short" // entity index
"rank" "float" // ranking, how interesting is this entity to view
"target" "short" // best/closest target entity
}
"hltv_fixed" // show from fixed view
{
"posx" "long" // camera position in world
"posy" "long"
"posz" "long"
"theta" "short" // camera angles
"phi" "short"
"offset" "short"
"fov" "float"
"target" "short" // follow this entity or 0
}
"hltv_chase" // shot of a single entity
{
"target1" "short" // primary traget index
"target2" "short" // secondary traget index or 0
"distance" "short" // camera distance
"theta" "short" // view angle horizontal
"phi" "short" // view angle vertical
"inertia" "byte" // camera inertia
"ineye" "byte" // diretcor suggests to show ineye
}
"hltv_message" // a HLTV message send by moderators
{
"text" "string"
}
"hltv_title"
{
"text" "string"
}
"hltv_chat" // a HLTV chat msg send by spectators
{
"text" "string"
}
//////////////////////////////////////////////////////////////////////
// replay specific events
//////////////////////////////////////////////////////////////////////
"replay_startrecord" // Sent when the server begins recording - only used to display UI
{
}
"replay_sessioninfo" // Sent when the server begins recording, or when a client first connects - only sent once per recording session
{
"sn" "string" // session name
"di" "byte" // dump interval
"cb" "long" // current block
"st" "long" // session start tick
}
"replay_endrecord"
{
}
"replay_replaysavailable"
{
}
"replay_servererror"
{
"error" "string"
}
//////////////////////////////////////////////////////////////////////
// Server events
//////////////////////////////////////////////////////////////////////
"server_spawn" // send once a server starts
{
"hostname" "string" // public host name
"address" "string" // hostame, IP or DNS name
"ip" "long"
"port" "short" // server port
"game" "string" // game dir
"mapname" "string" // map name
"maxplayers" "long" // max players
"os" "string" // WIN32, LINUX
"dedicated" "bool" // true if dedicated server
"password" "bool" // true if password protected
}
"server_changelevel_failed"
{
"levelname" "string" // The level name that failed changelevel
}
"server_shutdown" // server shut down
{
"reason" "string" // reason why server was shut down
}
"server_cvar" // a server console var has changed
{
"cvarname" "string" // cvar name, eg "mp_roundtime"
"cvarvalue" "string" // new cvar value
}
"server_message" // a generic server message
{
"text" "string" // the message text
}
"server_addban"
{
"name" "string" // player name
"userid" "short" // user ID on server
"networkid" "string" // player network (i.e steam) id
"ip" "string" // IP address
"duration" "string" // length of the ban
"by" "string" // banned by...
"kicked" "bool" // whether the player was also kicked
}
"server_removeban"
{
"networkid" "string" // player network (i.e steam) id
"ip" "string" // IP address
"by" "string" // removed by...
}
"player_connect" // a new client connected - we should only really have server listeners for this, due to the IP being exposed
{
"name" "string" // player name
"index" "byte" // player slot (entity index-1)
"userid" "short" // user ID on server (unique on server)
"networkid" "string" // player network (i.e steam) id
"address" "string" // ip:port
"bot" "short" // is a bot
}
"player_connect_client" // a new client connected
{
"name" "string" // player name
"index" "byte" // player slot (entity index-1)
"userid" "short" // user ID on server (unique on server)
"networkid" "string" // player network (i.e steam) id
"bot" "short" // is a bot
}
"player_info" // a player changed his name
{
"name" "string" // player name
"index" "byte" // player slot (entity index-1)
"userid" "short" // user ID on server (unique on server)
"networkid" "string" // player network (i.e steam) id
"bot" "bool" // true if player is a AI bot
}
"player_disconnect" // a client was disconnected
{
"userid" "short" // user ID on server
"reason" "string" // "self", "kick", "ban", "cheat", "error"
"name" "string" // player name
"networkid" "string" // player network (i.e steam) id
"bot" "short" // is a bot
}
"player_activate"
{
"userid" "short" // user ID on server
}
"player_say"
{
"userid" "short" // user ID on server
"text" "string" // the say text
}
"client_disconnect" // client side disconnect message
{
"message" "string" // Why are we disconnecting? This could be a localization token or an English-language string
}
"client_beginconnect" // client tries to connect to server
{
"address" "string" // Name we used to connect to the server
"ip" "long"
"port" "short" // server port
"source" "string" // what caused us to attempt this connection? (blank for general command line, "serverbrowser", "quickplay", etc)
}
"client_connected" // client has completed the challenge / handshake process and is in SIGNONSTATE_CONNECTED
{
"address" "string" // Name we used to connect to the server
"ip" "long"
"port" "short" // server port
}
"client_fullconnect"
{
"address" "string" // Name we used to connect to the server
"ip" "long"
"port" "short" // server port
}
"host_quit"
{
}
//////////////////////////////////////////////////////////////////////
// CStrike events
//////////////////////////////////////////////////////////////////////
"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
"weapon" "string" // weapon name killer used
"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
}
"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" "byte" // damage done to health
"dmg_armor" "byte" // damage done to armor
"hitgroup" "byte" // hitgroup that was damaged
}
"bomb_beginplant"
{
"userid" "short" // player who is planting the bomb
"site" "short" // bombsite index
}
"bomb_abortplant"
{
"userid" "short" // player who is planting the bomb
"site" "short" // bombsite index
}
"bomb_planted"
{
"userid" "short" // player who planted the bomb
"site" "short" // bombsite index
"posx" "short" // position x
"posy" "short" // position y
}
"bomb_defused"
{
"userid" "short" // player who defused the bomb
"site" "short" // bombsite index
}
"bomb_exploded"
{
"userid" "short" // player who planted the bomb
"site" "short" // bombsite index
}
"bomb_dropped"
{
"userid" "short" // player who dropped the bomb
}
"bomb_pickup"
{
"userid" "short" // player who picked up the bomb
}
"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
}
"weapon_fire_on_empty"
{
"userid" "short"
"weapon" "string" // weapon name used
}
"weapon_reload"
{
"userid" "short"
}
"weapon_zoom"
{
"userid" "short"
}
"item_pickup"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
}
"grenade_bounce"
{
"userid" "short"
}
"hegrenade_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"flashbang_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"smokegrenade_detonate"
{
"userid" "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"
}
"player_falldamage"
{
"userid" "short"
"damage" "float"
}
"door_moving"
{
"entindex" "long"
"userid" "short"
}
"round_freeze_end"
{
}
"nav_blocked"
{
"area" "long"
"blocked" "bool"
}
"nav_generate"
{
}
"player_stats_updated"
{
"forceupload" "bool"
}
"spec_target_updated"
{
}
"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"
{
"t_score" "short"
"ct_score" "short"
"t_kd" "float"
"ct_kd" "float"
"t_objectives_done" "short"
"ct_objectives_done" "short"
"t_money_earned" "long"
"ct_money_earned" "long"
}
"show_freezepanel"
{
"killer" "short" // entindex of the killer entity
}
"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
}
"match_end_conditions"
{
"frags" "long"
"max_rounds" "long"
"win_rounds" "long"
"time" "long"
}
"round_mvp"
{
"userid" "short"
"reason" "short"
}
"player_decal"
{
"userid" "short"
}
"teamplay_round_start" // round restart
{
"full_reset" "bool" // is this a full reset of the map
}
"christmas_gift_grab"
{
"userid" "short"
}
}