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- Refer back to Game Events (Source) for more events.
player_death
Note:
Name:
|
player_death
|
Structure:
|
short
|
userid
|
user ID who died
|
long
|
entityid
|
entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this.
|
short
|
attacker
|
user ID who killed
|
string
|
attackername
|
What type of zombie, so we don't have zombie names
|
long
|
attackerentid
|
if killer not a player, the entindex of who killed. Again, use attacker first
|
string
|
weapon
|
weapon name killer used
|
bool
|
headshot
|
singals a headshot
|
bool
|
attackerisbot
|
is the attacker a bot
|
string
|
victimname
|
What type of zombie, so we don't have zombie names
|
bool
|
victimisbot
|
is the victim a bot
|
bool
|
abort
|
did the victim abort
|
long
|
type
|
damage type
|
float
|
victim_x
|
|
float
|
victim_y
|
|
float
|
victim_z
|
|
|
player_hurt
Note:Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected
Name:
|
player_hurt
|
Structure:
|
1
|
local
|
Not networked
|
short
|
userid
|
user ID who was hurt
|
short
|
attacker
|
user id who attacked
|
long
|
attackerentid
|
entity id who attacked, if attacker not a player, and userid therefore invalid
|
short
|
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
|
long
|
type
|
damage type
|
|
player_team
Note:player change his team
Name:
|
player_team
|
Structure:
|
short
|
userid
|
user ID on server
|
byte
|
team
|
team id
|
byte
|
oldteam
|
old team id
|
bool
|
disconnect
|
team change because player disconnects
|
string
|
name
|
|
bool
|
isbot
|
|
|
player_bot_replace
Note:Bot replaced a player
Name:
|
player_bot_replace
|
Structure:
|
short
|
player
|
user ID of the player
|
short
|
bot
|
user ID of the bot
|
|
bot_player_replace
Note:Player replaced a bot
Name:
|
bot_player_replace
|
Structure:
|
short
|
bot
|
user ID of the bot
|
short
|
player
|
user ID of the player
|
|
player_afk
Note:
Name:
|
player_afk
|
Structure:
|
short
|
player
|
user ID of the player
|
|
weapon_fire
Note:
Name:
|
weapon_fire
|
Structure:
|
1
|
local
|
don't network this, its way too spammy
|
short
|
userid
|
|
string
|
weapon
|
used weapon name
|
short
|
weaponid
|
used weapon ID
|
short
|
count
|
number of bullets
|
|
weapon_fire_on_empty
Note:
Name:
|
weapon_fire_on_empty
|
Structure:
|
1
|
local
|
don't network this, its way too spammy
|
short
|
userid
|
|
string
|
weapon
|
weapon name used
|
short
|
count
|
number of bullets
|
|
weapon_reload
Note:
Name:
|
weapon_reload
|
Structure:
|
short
|
userid
|
|
bool
|
manual
|
player manually started the reload
|
|
weapon_zoom
Note:
Name:
|
weapon_zoom
|
Structure:
|
|
ability_use
Note:
Name:
|
ability_use
|
Structure:
|
short
|
userid
|
|
string
|
ability
|
ability classname
|
short
|
context
|
enum of the way it was used (different for each ability)
|
|
ammo_pickup
Note:
Name:
|
ammo_pickup
|
Structure:
|
short
|
userid
|
The player who got some ammo from a weapon_ammo_spawner
|
|
item_pickup
Note:
Name:
|
item_pickup
|
Structure:
|
short
|
userid
|
|
string
|
item
|
either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
|
|
grenade_bounce
Note:
Name:
|
grenade_bounce
|
Structure:
|
|
hegrenade_detonate
Note:
Name:
|
hegrenade_detonate
|
Structure:
|
|
bullet_impact
Note:
Name:
|
bullet_impact
|
Structure:
|
short
|
userid
|
|
float
|
x
|
|
float
|
y
|
|
float
|
z
|
|
|
Note:
Name:
|
player_footstep
|
Structure:
|
|
player_jump
Note:
Name:
|
player_jump
|
Structure:
|
|
player_blind
Note:
Name:
|
player_blind
|
Structure:
|
|
player_falldamage
Note:
Name:
|
player_falldamage
|
Structure:
|
short
|
userid
|
Who got hurt
|
float
|
damage
|
for how much
|
short
|
causer
|
Who caused them to do so (if anyone)
|
|
player_ledge_grab
Note:
Name:
|
player_ledge_grab
|
Structure:
|
short
|
userid
|
Who grabbed the ledge
|
short
|
causer
|
Who caused them to do so (if anyone)
|
bool
|
has_upgrade
|
whether they have an upgrade to help themself.
|
|
player_ledge_release
Note:
Name:
|
player_ledge_release
|
Structure:
|
short
|
userid
|
person who released from the ledge
|
|
door_moving
Note:
Name:
|
door_moving
|
Structure:
|
long
|
entindex
|
|
short
|
userid
|
|
|
door_open
Note:
Name:
|
door_open
|
Structure:
|
short
|
userid
|
Who opened the door
|
bool
|
checkpoint
|
Is the door a checkpoint door
|
bool
|
closed
|
Was the door closed when it started opening?
|
|
door_close
Note:
Name:
|
door_close
|
Structure:
|
short
|
userid
|
Who closed the door
|
bool
|
checkpoint
|
Is the door a checkpoint door
|
|
door_unlocked
Note:
Name:
|
door_unlocked
|
Structure:
|
short
|
userid
|
Who opened the door
|
bool
|
checkpoint
|
Is the door a checkpoint door
|
|
rescue_door_open
Note:
Name:
|
rescue_door_open
|
Structure:
|
short
|
userid
|
Who opened the door
|
long
|
entindex
|
door that opened
|
|
waiting_checkpoint_door_used
Note:Someone tried to open a checkpoint door that is locked till everyone loads in
Name:
|
waiting_checkpoint_door_used
|
Structure:
|
short
|
userid
|
player who tried to open it
|
long
|
entindex
|
door that was used
|
|
waiting_door_used_versus
Note:Someone tried to open a checkpoint door that is locked till everyone loads in
Name:
|
waiting_door_used_versus
|
Structure:
|
short
|
userid
|
player who tried to open it
|
long
|
entindex
|
door that was used
|
|
waiting_checkpoint_button_used
Note:Someone tried to push a button that's locked until everyone is gathered
Name:
|
waiting_checkpoint_button_used
|
Structure:
|
short
|
userid
|
player who tried to open it
|
|
success_checkpoint_button_used
Note:Someone pushed a button that's locked until everyone is gathered
Name:
|
success_checkpoint_button_used
|
Structure:
|
short
|
userid
|
player who openned it
|
|
round_freeze_end
Note:
Name:
|
round_freeze_end
|
Structure:
|
|
round_start_pre_entity
Note:
Name:
|
round_start_pre_entity
|
Structure:
|
|
round_start_post_nav
Note:
Name:
|
round_start_post_nav
|
Structure:
|
|
nav_blocked
Note:
Name:
|
nav_blocked
|
Structure:
|
|
nav_generate
Note:
Name:
|
nav_generate
|
Structure:
|
|
round_end_message
Note:
Name:
|
round_end_message
|
Structure:
|
byte
|
winner
|
winner team/user i
|
byte
|
reason
|
reson why team won
|
string
|
message
|
end round message
|
|
vote_ended
Note:
Name:
|
vote_ended
|
Structure:
|
|
vote_started
Note:
Name:
|
vote_started
|
Structure:
|
string
|
issue
|
|
string
|
param1
|
|
byte
|
team
|
|
long
|
initiator
|
entity id of the player who initiated the vote
|
|
vote_changed
Note:
Name:
|
vote_changed
|
Structure:
|
byte
|
yesVotes
|
|
byte
|
noVotes
|
|
byte
|
potentialVotes
|
|
|
vote_passed
Note:
Name:
|
vote_passed
|
Structure:
|
string
|
details
|
|
string
|
param1
|
|
byte
|
team
|
|
|
vote_failed
Note:
Name:
|
vote_failed
|
Structure:
|
|
vote_cast_yes
Note:
Name:
|
vote_cast_yes
|
Structure:
|
byte
|
team
|
|
long
|
entityid
|
entity id of the voter
|
|
vote_cast_no
Note:
Name:
|
vote_cast_no
|
Structure:
|
byte
|
team
|
|
long
|
entityid
|
entity id of the voter
|
|
infected_hurt
Note:Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes
Name:
|
infected_hurt
|
Structure:
|
1
|
local
|
don't network this, its way too spammy
|
short
|
attacker
|
player userid who attacked
|
long
|
entityid
|
entity id of infected
|
byte
|
hitgroup
|
hitgroup that was damaged
|
short
|
amount
|
how much damage was done
|
long
|
type
|
damage type
|
|
infected_death
Note:
Name:
|
infected_death
|
Structure:
|
short
|
attacker
|
user ID who killed
|
bool
|
headshot
|
singals a headshot
|
bool
|
minigun
|
singals a minigun kill
|
bool
|
blast
|
singals a death from blast damage
|
|
hostname_changed
Note:
Name:
|
hostname_changed
|
Structure:
|
|
difficulty_changed
Note:
Name:
|
difficulty_changed
|
Structure:
|
short
|
newDifficulty
|
|
short
|
oldDifficulty
|
|
|
finale_start
Note:
Name:
|
finale_start
|
Structure:
|
|
finale_rush
Note:
Name:
|
finale_rush
|
Structure:
|
|
finale_escape_start
Note:
Name:
|
finale_escape_start
|
Structure:
|
|
finale_vehicle_ready
Note:
Name:
|
finale_vehicle_ready
|
Structure:
|
|
finale_vehicle_leaving
Note:
Name:
|
finale_vehicle_leaving
|
Structure:
|
short
|
survivorcount
|
number of survivors that made it out
|
|
finale_win
Note:
Name:
|
finale_win
|
Structure:
|
string
|
map_name
|
|
short
|
difficulty
|
|
|
mission_lost
Note:As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale.
Name:
|
mission_lost
|
Structure:
|
|
finale_radio_start
Note:
Name:
|
finale_radio_start
|
Structure:
|
|
finale_radio_damaged
Note:
Name:
|
finale_radio_damaged
|
Structure:
|
|
final_reportscreen
Note:Right before the final report screen comes up, let awards possibly fire
Name:
|
final_reportscreen
|
Structure:
|
|
map_transition
Note:
Name:
|
map_transition
|
Structure:
|
|
player_transitioned
Note:
Name:
|
player_transitioned
|
Structure:
|
short
|
userid
|
the person that just finished transitioning
|
|
heal_begin
Note:
Name:
|
heal_begin
|
Structure:
|
short
|
userid
|
person doing the healing
|
short
|
subject
|
person being healed
|
|
heal_success
Note:
Name:
|
heal_success
|
Structure:
|
short
|
userid
|
person doing the healing
|
short
|
subject
|
person being healed
|
short
|
health_restored
|
amount of health restored
|
|
heal_end
Note:
Name:
|
heal_end
|
Structure:
|
short
|
userid
|
person doing the healing
|
short
|
subject
|
person being healed
|
|
heal_interrupted
Note:
Name:
|
heal_interrupted
|
Structure:
|
short
|
userid
|
person who was being healed, but moved.
|
short
|
subject
|
person being healed
|
|
give_weapon
Note:
Name:
|
give_weapon
|
Structure:
|
short
|
userid
|
The giver of the weapon
|
short
|
recipient
|
The recipient of the weapon
|
short
|
weapon
|
The ID of the weapon given
|
|
pills_used
Note:
Name:
|
pills_used
|
Structure:
|
short
|
userid
|
person who had the pills
|
short
|
subject
|
person swallowing the pills
|
|
pills_used_fail
Note:
Name:
|
pills_used_fail
|
Structure:
|
short
|
userid
|
person who tried to use the pills
|
|
revive_begin
Note:
Name:
|
revive_begin
|
Structure:
|
short
|
userid
|
person doing the reviving
|
short
|
subject
|
person being revived
|
|
revive_success
Note:
Name:
|
revive_success
|
Structure:
|
short
|
userid
|
person doing the reviving
|
short
|
subject
|
person who was revived
|
bool
|
lastlife
|
person revived will die if they fall again
|
bool
|
ledge_hang
|
1 if person revived was ledge hanging
|
|
revive_end
Note:
Name:
|
revive_end
|
Structure:
|
short
|
userid
|
person doing the reviving
|
short
|
subject
|
person being revived
|
bool
|
ledge_hang
|
person is ledge hanging
|
|
drag_begin
Note:
Name:
|
drag_begin
|
Structure:
|
short
|
userid
|
person doing the dragging
|
short
|
subject
|
person being dragged
|
|
drag_end
Note:
Name:
|
drag_end
|
Structure:
|
short
|
userid
|
person doing the dragging
|
short
|
subject
|
person being dragged
|
|
player_incapacitated
Note:when a player becomes incapacitated
Name:
|
player_incapacitated
|
Structure:
|
short
|
userid
|
person who became incapacitated
|
short
|
attacker
|
user ID who made us incapacitated
|
long
|
attackerentid
|
if attacker not player, entindex of who made us incapacitated
|
string
|
weapon
|
weapon name attacker used
|
long
|
type
|
damage type
|
bool
|
has_upgrade
|
does this player have an upgrade that lets them help themselves?
|
|
player_incapacitated_start
Note:when a player is about to become incapacitated, so you can see his last living state
Name:
|
player_incapacitated_start
|
Structure:
|
short
|
userid
|
person who became incapacitated
|
short
|
attacker
|
user ID who made us incapacitated
|
long
|
attackerentid
|
if attacker not player, entindex of who made us incapacitated
|
string
|
weapon
|
weapon name attacker used
|
long
|
type
|
damage type
|
|
player_entered_start_area
Note:when a player spawns into the player start area
Name:
|
player_entered_start_area
|
Structure:
|
short
|
userid
|
person who entered
|
|
player_first_spawn
Note:when a player spawns for the first time in a given mission
Name:
|
player_first_spawn
|
Structure:
|
short
|
userid
|
person who spawned
|
string
|
map_name
|
|
bool
|
isbot
|
|
|
player_left_start_area
Note:when a player leaves the player start area
Name:
|
player_left_start_area
|
Structure:
|
short
|
userid
|
person who left
|
|
player_entered_checkpoint
Note:when a basecombatcharacter enters a checkpoint area
Name:
|
player_entered_checkpoint
|
Structure:
|
short
|
userid
|
player who entered
|
long
|
entityid
|
If not a player, the entity index of the one entering
|
long
|
door
|
Entindex of the checkpoint door the player entered to get here.
|
long
|
area
|
|
string
|
doorname
|
name of the entity they see
|
|
player_left_checkpoint
Note:when a player leaves a checkpoint area
Name:
|
player_left_checkpoint
|
Structure:
|
short
|
userid
|
player who left
|
long
|
entityid
|
If not a player, the entity index of the one exiting
|
long
|
area
|
|
|
player_shoved
Note:
Name:
|
player_shoved
|
Structure:
|
short
|
userid
|
player index who was shoved
|
short
|
attacker
|
player index who attacked them
|
|
entity_shoved
Note:
Name:
|
entity_shoved
|
Structure:
|
short
|
entityid
|
the entity index of the one who was shoved
|
short
|
attacker
|
player index who attacked them
|
|
player_jump_apex
Note:
Name:
|
player_jump_apex
|
Structure:
|
short
|
userid
|
player who jumped
|
|
player_blocked
Note:
Name:
|
player_blocked
|
Structure:
|
short
|
userid
|
player index who was trying to move
|
short
|
blocker
|
player index who kept them from moving
|
|
player_now_it
Note:
Name:
|
player_now_it
|
Structure:
|
short
|
userid
|
Player who is now it
|
short
|
attacker
|
player that did the it-ing
|
bool
|
exploded
|
whether it was vomit or explosion
|
bool
|
infected
|
is the vomit infectious
|
|
player_no_longer_it
Note:
Name:
|
player_no_longer_it
|
Structure:
|
short
|
userid
|
Player who is now no longer it
|
|
witch_harasser_set
Note:
Name:
|
witch_harasser_set
|
Structure:
|
short
|
userid
|
Player who woke up the witch
|
long
|
witchid
|
Entindex of witch woken up
|
|
witch_spawn
Note:
Name:
|
witch_spawn
|
Structure:
|
long
|
witchid
|
Entindex of witch spawning right now.
|
|
witch_killed
Note:
Name:
|
witch_killed
|
Structure:
|
short
|
userid
|
Player who killed the witch
|
long
|
witchid
|
Entindex of witch that was killed.
|
bool
|
oneshot
|
TRUE if the Witch was killed with one shot
|
|
tank_spawn
Note:
Name:
|
tank_spawn
|
Structure:
|
short
|
userid
|
User ID of the tank spawning now
|
long
|
tankid
|
Entindex of tank spawning right now.
|
|
melee_kill
Note:
Name:
|
melee_kill
|
Structure:
|
short
|
userid
|
Player who bashed the infected
|
long
|
entityid
|
Entindex of infected what got killed
|
bool
|
ambush
|
Infected was unaware when killed
|
|
area_cleared
Note:
Name:
|
area_cleared
|
Structure:
|
short
|
userid
|
person who cleared the area
|
long
|
area
|
id of the cleared area
|
|
award_earned
Note:
Name:
|
award_earned
|
Structure:
|
short
|
userid
|
player who earned the award
|
long
|
entityid
|
client likes ent id
|
long
|
subjectentid
|
entity id of other party in the award, if any
|
short
|
award
|
id of award earned
|
|
tongue_grab
Note:
Name:
|
tongue_grab
|
Structure:
|
short
|
userid
|
player who did the grabbing
|
short
|
victim
|
player that got grabbed
|
|
tongue_broke_bent
Note:
Name:
|
tongue_broke_bent
|
Structure:
|
short
|
userid
|
Tongue owner
|
|
tongue_broke_victim_died
Note:
Name:
|
tongue_broke_victim_died
|
Structure:
|
short
|
userid
|
Tongue owner
|
|
tongue_release
Note:
Name:
|
tongue_release
|
Structure:
|
short
|
userid
|
The tongue owner
|
short
|
victim
|
The (now released) victim
|
long
|
distance
|
Distance the victim was dragged.
|
|
choke_start
Note:
Name:
|
choke_start
|
Structure:
|
short
|
userid
|
The choker
|
short
|
victim
|
The person being choked
|
bool
|
has_upgrade
|
Does the victim have an upgrade to help themeselves with?
|
|
choke_end
Note:
Name:
|
choke_end
|
Structure:
|
short
|
userid
|
The choker
|
short
|
victim
|
The person being choked
|
|
choke_stopped
Note:
Name:
|
choke_stopped
|
Structure:
|
short
|
userid
|
Who stopped it
|
short
|
victim
|
And who was being choked
|
|
tongue_pull_stopped
Note:
Name:
|
tongue_pull_stopped
|
Structure:
|
short
|
userid
|
Who stopped it
|
short
|
victim
|
And who was being pulled
|
|
lunge_shove
Note:
Name:
|
lunge_shove
|
Structure:
|
short
|
userid
|
player who did the lunging
|
short
|
victim
|
player that got lunged
|
|
lunge_pounce
Note:
Name:
|
lunge_pounce
|
Structure:
|
short
|
userid
|
player who did the lunging
|
short
|
victim
|
player that got lunged
|
long
|
distance
|
Distance from pounce start to contact
|
bool
|
has_upgrade
|
Does the victim have an upgrade to help themeselves with?
|
|
pounce_end
Note:
Name:
|
pounce_end
|
Structure:
|
short
|
userid
|
Who stopped it
|
short
|
victim
|
And who was being pounced
|
|
pounce_stopped
Note:
Name:
|
pounce_stopped
|
Structure:
|
short
|
userid
|
Who stopped it
|
short
|
victim
|
And who was being pounced
|
|
fatal_vomit
Note:
Name:
|
fatal_vomit
|
Structure:
|
short
|
userid
|
Who vomited
|
short
|
victim
|
And who was killed or incapped
|
|
survivor_call_for_help
Note:
Name:
|
survivor_call_for_help
|
Structure:
|
short
|
userid
|
The actual player entity who is awaiting rescue.
|
long
|
subject
|
SurvivorRescue entity representing the player who needs to be rescued from the closet (used for position)
|
|
survivor_rescued
Note:
Name:
|
survivor_rescued
|
Structure:
|
short
|
rescuer
|
player that did the rescuing
|
short
|
victim
|
the survivor being rescued
|
|
survivor_rescue_abandoned
Note:
Name:
|
survivor_rescue_abandoned
|
Structure:
|
|
relocated
Note:
Name:
|
relocated
|
Structure:
|
short
|
userid
|
player who was relocated
|
|
respawning
Note:
Name:
|
respawning
|
Structure:
|
short
|
userid
|
player who started respawning
|
|
tank_frustrated
Note:
Name:
|
tank_frustrated
|
Structure:
|
short
|
userid
|
player who was culled
|
|
weapon_given
Note:
Name:
|
weapon_given
|
Structure:
|
short
|
userid
|
player who got the weapon
|
short
|
giver
|
player that did the giving
|
short
|
weapon
|
weapon id given
|
short
|
weaponentid
|
weapon entity id
|
|
weapon_give_duplicate_fail
Note:
Name:
|
weapon_give_duplicate_fail
|
Structure:
|
short
|
userid
|
player who almost got the weapon
|
short
|
giver
|
player that tried to give it
|
short
|
weapon
|
weapon id given
|
|
break_breakable
Note:Override from gameevents.res
Name:
|
break_breakable
|
Structure:
|
short
|
userid
|
userid of breaker
|
long
|
entindex
|
entindex of thing breaking
|
byte
|
material
|
BREAK_GLASS, BREAK_WOOD, etc
|
bool
|
hulkonly
|
SF_BREAK_HULK_ONLY
|
|
achievement_earned
Note:
Name:
|
achievement_earned
|
Structure:
|
byte
|
player
|
entindex of the player
|
short
|
achievement
|
achievement ID
|
|
spec_target_updated
Note:
Name:
|
spec_target_updated
|
Structure:
|
|
spawner_give_item
Note:A spawner has given a player an item (weapon, pills, ammo, health kit, etc)
Name:
|
spawner_give_item
|
Structure:
|
short
|
userid
|
Item recipient
|
string
|
item
|
Name of item given
|
long
|
spawner
|
entindex of the spawner entity
|
|
create_panic_event
Note:A panic event has been created, though not necessarily started
Name:
|
create_panic_event
|
Structure:
|
short
|
userid
|
player who was started the panic
|
|
explain_pills
Note:
Name:
|
explain_pills
|
Structure:
|
long
|
subject
|
The weapon_pain_pills spawner that will be indicated
|
|
explain_weapons
Note:
Name:
|
explain_weapons
|
Structure:
|
long
|
subject
|
The weapon_pain_pills spawner that will be indicated
|
|
entity_visible
Note:
Name:
|
entity_visible
|
Structure:
|
short
|
userid
|
The player who sees the entity
|
long
|
subject
|
Entindex of the entity they see
|
string
|
classname
|
Classname of the entity they see
|
string
|
entityname
|
name of the entity they see
|
|
boomer_near
Note:
Name:
|
boomer_near
|
Structure:
|
short
|
userid
|
The boomer
|
short
|
victim
|
The survivor whom the boomer has gotten very close to
|
|
explain_pre_radio
Note:explain the rescue radio will remind you to ready for the finale
Name:
|
explain_pre_radio
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
|
|
started_pre_radio
Note:explain the rescue radio will remind you to ready for the finale
Name:
|
started_pre_radio
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
|
|
explain_radio
Note:explain the rescue radio will start the finale
Name:
|
explain_radio
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
|
|
explain_gas_truck
Note:explain how pulling the lever on the gas truck will start the finale
Name:
|
explain_gas_truck
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The lever
|
|
explain_panic_button
Note:explain that pressing this button will start a panic event.
Name:
|
explain_panic_button
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The panic button
|
|
explain_elevator_button
Note:explain how to operate the hospital elevator button.
Name:
|
explain_elevator_button
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The button
|
|
explain_lift_button
Note:explain how to operate the lift button.
Name:
|
explain_lift_button
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The lift button
|
|
explain_church_door
Note:explain how to provoke the crazy church guy.
Name:
|
explain_church_door
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The saferoom door
|
|
explain_emergency_door
Note:explain how to open the emergency door.
Name:
|
explain_emergency_door
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The door
|
|
explain_crane
Note:explain how to lower the box on the crane.
Name:
|
explain_crane
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The lever/button
|
|
explain_bridge
Note:explain how to close the gates to make a bridge.
Name:
|
explain_bridge
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The button
|
|
explain_gas_can_panic
Note:explain how to shoot the gas can.
Name:
|
explain_gas_can_panic
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The gas can
|
|
explain_van_panic
Note:explain how to start the van.
Name:
|
explain_van_panic
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The van
|
|
explain_mainstreet
Note:explain how to lower the forklift
Name:
|
explain_mainstreet
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The forklift
|
|
explain_train_lever
Note:explain how to operate the train lever.
Name:
|
explain_train_lever
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The lever on box car
|
|
explain_disturbance
Note:explain that disturbances (car alarm) attract infected horde
Name:
|
explain_disturbance
|
Structure:
|
short
|
userid
|
|
long
|
subject
|
The source of disturbance
|
|
use_target
Note:a new use target has been found
Name:
|
use_target
|
Structure:
|
long
|
targetid
|
Entindex of the use target
|
string
|
classname
|
classname of the use target
|
bool
|
isprop
|
is this a prop that can be carried
|
|
player_use
Note:a new use target has been found
Name:
|
player_use
|
Structure:
|
short
|
userid
|
userid of user
|
long
|
targetid
|
Entindex of the used entity
|
|
friendly_fire
Note:
Name:
|
friendly_fire
|
Structure:
|
short
|
attacker
|
player who fired the weapon
|
short
|
victim
|
player who got shot
|
short
|
guilty
|
player who was at fault
|
long
|
type
|
damage type
|
|
gameinstructor_draw
Note:
Name:
|
gameinstructor_draw
|
Structure:
|
|
gameinstructor_nodraw
Note:
Name:
|
gameinstructor_nodraw
|
Structure:
|
|
player_talking_state
Note:
Name:
|
player_talking_state
|
Structure:
|
byte
|
player
|
|
bool
|
istalking
|
|
|
weapon_pickup
Note:
Name:
|
weapon_pickup
|
Structure:
|
byte
|
context
|
split screen message context
|
byte
|
weaponid
|
|
byte
|
weaponslot
|
|
|
hunter_punched
Note:
Name:
|
hunter_punched
|
Structure:
|
short
|
userid
|
player who caused ignition
|
long
|
hunteruserid
|
user ID of Hunter
|
bool
|
islunging
|
TRUE if the Hunter was in the act of lunging
|
|
hunter_headshot
Note:
Name:
|
hunter_headshot
|
Structure:
|
short
|
userid
|
player who made the headshot
|
long
|
hunteruserid
|
user ID of Hunter
|
bool
|
islunging
|
TRUE if the Hunter was in the act of lunging
|
|
zombie_ignited
Note:
Name:
|
zombie_ignited
|
Structure:
|
short
|
userid
|
player who caused ignition
|
long
|
entityid
|
entity ID of Tank
|
string
|
victimname
|
"Witch", "Tank", "Hunter", "Smoker", or "Infected"
|
|
boomer_exploded
Note:
Name:
|
boomer_exploded
|
Structure:
|
short
|
userid
|
Boomer that exploded
|
short
|
attacker
|
player who caused the explosion
|
bool
|
splashedbile
|
Exploding boomer splashed bile on Survivors
|
|
non_pistol_fired
Note:
Name:
|
non_pistol_fired
|
Structure:
|
short
|
userid
|
User that fired a non-pistol weapon
|
|
weapon_fire_at_40
Note:
Name:
|
weapon_fire_at_40
|
Structure:
|
short
|
userid
|
|
string
|
weapon
|
used weapon name
|
short
|
weaponid
|
used weapon ID
|
short
|
count
|
number of bullets
|
|
player_hurt_concise
Note:
Name:
|
player_hurt_concise
|
Structure:
|
short
|
userid
|
user ID who was hurt
|
long
|
attackerentid
|
entity id who attacked, if attacker not a player, and userid therefore invalid
|
short
|
dmg_health
|
damage done to health
|
|
tank_killed
Note:
Name:
|
tank_killed
|
Structure:
|
short
|
userid
|
user ID of dead tank
|
short
|
attacker
|
user id of killer
|
bool
|
solo
|
TRUE if a player single-handedly killed the Tank
|
|
achievement_write_failed
Note:
Name:
|
achievement_write_failed
|
Structure:
|
|
ghost_spawn_time
Note:
Name:
|
ghost_spawn_time
|
Structure:
|
short
|
userid
|
user ID of the player that is becoming a ghost
|
short
|
spawntime
|
How long of a wait until player is a ghost
|
|