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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
 |   
 |