Custom Northstar Callbacks#

Callbacks added by Northstar

Callbacks within squirrel trigger functions when certain events occur.

They will also often pass arguments to those functions based on the callbacks used.

List of callbacks#

Please refer to Respawn Callbacks for the list of callbacks defined in respawn code.

_codecallbacks_common.gnut:#

void AddClientCommandNotifyCallback( string commandString, void functionref( entity player, array<string> args ) callbackFunc )

_custom_codecallbacks.gnut:#

void CServerGameDLL_OnReceivedSayTextMessageCallback()#
void AddCallback_OnReceivedSayTextMessage( ClServer_MessageStruct functionref (ClServer_MessageStruct) callbackFunc )

_items.nut:#

void AddCallback_OnRegisterCustomItems( void functionref() callback )

_loadouts_mp.gnut:#

bool ClientCommandCallback_RequestPilotLoadout(entity player, array<string> args)#
bool ClientCommandCallback_RequestTitanLoadout(entity player, array<string> args)#
bool ClientCommandCallback_SetPersistentLoadoutValue(entity player, array<string> args)#
bool ClientCommandCallback_SwapSecondaryAndWeapon3PersistentLoadoutData(entity player, array<string> args)#
bool ClientCommandCallback_SetBurnCardPersistenceSlot(entity player, array<string> args)#
bool ClientCommandCallback_SetCallsignIcon(entity player, array<string> args)#
bool ClientCommandCallback_SetCallsignCard(entity player, array<string> args)#
bool ClientCommandCallback_SetFactionChoicePersistenceSlot(entity player, array<string> args)#
bool ClientCommandCallback_LoadoutMenuClosed(entity player, array<string> args)#
bool ClientCommandCallback_InGameMPMenuClosed(entity player, array<string> args)#

sh_remote_functions_mp_custom.gnut:#

void AddCallback_OnRegisteringCustomNetworkVars( void functionref() callback )

evac\_evac.gnut:#

void Evac( int evacTeam, float initialWait, float arrivalTime, float waitTime, bool functionref( entity, entity ) canBoardCallback, bool functionref( entity ) shouldLeaveEarlyCallback, void functionref( entity ) completionCallback, entity customEvacNode = null )

gamemodes\_gamemode_fra.nut:#

void GamemodeFRA_AddAdditionalInitCallback()#

gamemodes\sh_gamemodes_custom.gnut:#

void AddCallback_OnCustomGamemodesInit( void functionref() callback )

lobby\_lobby.gnut:#

bool ClientCommandCallback_StartPrivateMatchSearch(entity player, array<string> args)#

lobby\_private_lobby.gnut:#

bool ClientCommandCallback_PrivateMatchLaunch(entity player, array<string> args)#
bool ClientCommandCallback_PrivateMatchSetMode(entity player, array<string> args)#
bool ClientCommandCallback_SetCustomMap(entity player, array<string> args)#
bool ClientCommandCallback_PrivateMatchSwitchTeams(entity player, array<string> args)#
bool ClientCommandCallback_PrivateMatchToggleSpectate(entity player, array<string> args)#
bool ClientCommandCallback_PrivateMatchSetPlaylistVarOverride(entity player, array<string> args)#
bool ClientCommandCallback_ResetMatchSettingsToDefault(entity player, array<string> args)#

mp\_ai_mp.gnut:#

bool SPMP_Callback_ForceAIMissPlayer(entity npc, entity player)#

mp\_base_gametype_mp.gnut:#

bool ClientCommandCallback_spec_next(entity player, array<string> args)#
bool ClientCommandCallback_spec_prev(entity player, array<string> args)#
bool ClientCommandCallback_spec_mode(entity player, array<string> args)#

mp\_gamestate_mp.nut:#

void AddCallback_OnRoundEndCleanup( void functionref() callback )
void SetTimeoutWinnerDecisionFunc( int functionref() callback )

ui\ui_mouse_capture.nut:#

void AddMouseMovementCaptureHandler( var capturePanelOrMenu, void functionref( int deltaX, int deltaY ) func )