//=========== (C) Copyright 2005 Mattie Casper All rights reserved. =========== // // Events triggered by the EventScripts plugin // 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 "eventscriptsevents" { "es_map_start" { "mapname" "string" // name of the map } "es_scriptpack_register" { // this runs after the scriptpack is actually registered "scriptpack" "string" // name of the script pack being unregistered } "es_scriptpack_unregister" { // this runs before the scriptpack is actually unregistered "scriptpack" "string" // name of the script pack being unregistered } "es_player_validated" { // fired when a client is authenticated "name" "string" // username "networkid" "string" // networkID } "es_player_setting" { // fired when a client changed one/several replicated cvars (name etc) "userid" "short" // username } "es_client_command" // a game event, name may be 32 charaters long { "userid" "short" // user ID who issued the command "command" "string" // name of the command "commandstring" "string" // text of the command after the commandname } "es_player_chat" // a public player chat { "teamonly" "bool" // true if team only chat "userid" "short" // chatting player "text" "string" // chat text } "es_player_variable" // a player variable { "userid" "short" // userid's convar "status" "string" // status of the query "variable" "string" // name of the variable "value" "string" // value of the variable } }