SDKHookCB TypeSet

This type has no description.

function void(int client)

PreThink/Post PostThink/Post

Parameters

function Action(int entity)

Spawn Think

Parameters

function void(int entity)

GroundEntChanged SpawnPost ThinkPost VPhysicsUpdate/Post

Parameters

function Action(int entity, int other)

EndTouch StartTouch Touch Blocked

Parameters

function void(int entity, int other)

EndTouchPost StartTouchPost TouchPost

Parameters

function Action(int entity, int client)

SetTransmit

Parameters

function Action(int client, int weapon)

WeaponCanSwitchTo WeaponCanUse WeaponDrop WeaponEquip WeaponSwitch

Parameters

function void(int client, int weapon)

WeaponCanSwitchToPost WeaponCanUsePost WeaponDropPost WeaponEquipPost WeaponSwitchPost

Parameters

function Action(int entity, int& maxhealth)

GetMaxHealth (ep2v and later)

Parameters

function Action(int victim, int& attacker, int& inflictor, float& damage, int& damagetype)

OnTakeDamage OnTakeDamageAlive SDKHooks 1.0+

Parameters

function Action(int victim, int& attacker, int& inflictor, float& damage, int& damagetype, int& weapon, float damageForce[3], float damagePosition[3])

OnTakeDamage OnTakeDamageAlive Note: The weapon parameter is not used by all games and damage sources. Note: Force application is dependent on game and damage type(s) SDKHooks 2.0+

Parameters

function Action(int victim, int& attacker, int& inflictor, float& damage, int& damagetype, int& weapon, float damageForce[3], float damagePosition[3], int damagecustom)

OnTakeDamage OnTakeDamageAlive Note: The weapon parameter is not used by all games and damage sources. Note: Force application is dependent on game and damage type(s) SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability. DON'T attempt to access 'damagecustom' var if feature status != available

Parameters

function void(int victim, int attacker, int inflictor, float damage, int damagetype)

OnTakeDamagePost OnTakeDamageAlivePost

Parameters

function void(int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3])

OnTakeDamagePost OnTakeDamageAlivePost

Parameters

function void(int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3], int damagecustom)

OnTakeDamagePost OnTakeDamageAlivePost

Parameters

function void(int client, int shots, const char[] weaponname)

FireBulletsPost

Parameters

function Action(int victim, int& attacker, int& inflictor, float& damage, int& damagetype, int& ammotype, int hitbox, int hitgroup)

TraceAttack

Parameters

function void(int victim, int attacker, int inflictor, float damage, int damagetype, int ammotype, int hitbox, int hitgroup)

TraceAttackPost

Parameters

function bool(int entity, int collisiongroup, int contentsmask, bool originalResult)

ShouldCollide

Parameters

function Action(int entity, int activator, int caller, UseType type, float value)

Use

Parameters

function void(int entity, int activator, int caller, UseType type, float value)

UsePost

Parameters

function Action(int weapon)

Reload

Parameters

function void(int weapon, bool bSuccessful)

Reload post

Parameters

function bool(int client, bool origRet)

CanBeAutobalanced

Parameters