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)#
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bool ClientCommandCallback_RequestTitanLoadout(entity player, array<string> args)#
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bool ClientCommandCallback_SetPersistentLoadoutValue(entity player, array<string> args)#
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bool ClientCommandCallback_SwapSecondaryAndWeapon3PersistentLoadoutData(entity player, array<string> args)#
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bool ClientCommandCallback_SetBurnCardPersistenceSlot(entity player, array<string> args)#
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bool ClientCommandCallback_SetCallsignIcon(entity player, array<string> args)#
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bool ClientCommandCallback_SetCallsignCard(entity player, array<string> args)#
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bool ClientCommandCallback_SetFactionChoicePersistenceSlot(entity player, array<string> args)#
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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)#
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bool ClientCommandCallback_PrivateMatchSetMode(entity player, array<string> args)#
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bool ClientCommandCallback_SetCustomMap(entity player, array<string> args)#
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bool ClientCommandCallback_PrivateMatchSwitchTeams(entity player, array<string> args)#
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bool ClientCommandCallback_PrivateMatchToggleSpectate(entity player, array<string> args)#
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bool ClientCommandCallback_PrivateMatchSetPlaylistVarOverride(entity player, array<string> args)#
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bool ClientCommandCallback_ResetMatchSettingsToDefault(entity player, array<string> args)#
mp\_ai_mp.gnut:#
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bool SPMP_Callback_ForceAIMissPlayer(entity npc, entity player)#
mp\_base_gametype_mp.gnut:#
-
bool ClientCommandCallback_spec_next(entity player, array<string> args)#
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bool ClientCommandCallback_spec_prev(entity player, array<string> args)#
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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 )