This type has no description.
function void(int client)
PreThink/Post PostThink/Post
function Action(int entity)
Spawn Think
function void(int entity)
GroundEntChanged SpawnPost ThinkPost VPhysicsUpdate/Post
function Action(int entity, int other)
EndTouch StartTouch Touch Blocked
function void(int entity, int other)
EndTouchPost StartTouchPost TouchPost
function Action(int entity, int client)
SetTransmit
function Action(int client, int weapon)
WeaponCanSwitchTo WeaponCanUse WeaponDrop WeaponEquip WeaponSwitch
function void(int client, int weapon)
WeaponCanSwitchToPost WeaponCanUsePost WeaponDropPost WeaponEquipPost WeaponSwitchPost
function Action(int entity, int& maxhealth)
GetMaxHealth (ep2v and later)
function Action(int victim, int& attacker, int& inflictor, float& damage, int& damagetype)
OnTakeDamage OnTakeDamageAlive SDKHooks 1.0+
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+
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
function void(int victim, int attacker, int inflictor, float damage, int damagetype)
OnTakeDamagePost OnTakeDamageAlivePost
function void(int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3])
OnTakeDamagePost OnTakeDamageAlivePost
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
function void(int client, int shots, const char[] weaponname)
FireBulletsPost
function Action(int victim, int& attacker, int& inflictor, float& damage, int& damagetype, int& ammotype, int hitbox, int hitgroup)
TraceAttack
function void(int victim, int attacker, int inflictor, float damage, int damagetype, int ammotype, int hitbox, int hitgroup)
TraceAttackPost
function bool(int entity, int collisiongroup, int contentsmask, bool originalResult)
ShouldCollide
function Action(int entity, int activator, int caller, UseType type, float value)
Use
function void(int entity, int activator, int caller, UseType type, float value)
UsePost
function Action(int weapon)
Reload
function void(int weapon, bool bSuccessful)
Reload post
function bool(int client, bool origRet)
CanBeAutobalanced
This documentation was generated automatically using pawn-docgen written by xPaw for AlliedMods.