Code Callbacks#

Warning

Not all of these are fully implemented, either check the asset dump or try it out.

void CodeCallback_PlayerDecoyDie(entity, int)#
void CodeCallback_PlayerDecoyDissolve(entity, int)#
void CodeCallback_PlayerDecoyRemove(entity, int)#
void CodeCallback_PlayerDecoyStateChange(entity, int, int)#
void CodeCallback_ScriptedDialogue(entity guy, int dialogueID)#
void CodeCallback_LeechStart(entity player, entity target)#
var CodeCallback_ClientCommand(entity player, array<string> args)#
void CodeCallback_DamagePlayerOrNPC(entity ent, var damageInfo)#
void CodeCallback_DamageEntity(entity ent, var damageInfo)#
void CodeCallback_OnEntityDestroyed(entity ent)#
void CodeCallback_PreSpawn(entity ent)#
void CodeCallback_OnSpawned(entity ent)#
void CodeCallback_OnPlayerKilled(entity player, var damageInfo)#
void CodeCallback_OnNPCKilled(entity npc, var damageInfo)#
void CodeCallback_OnEntityKilled(entity npc, var damageInfo)#
void CodeCallback_OnEntityChangedTeam(entity ent)#
void CodeCallback_NPCMeleeChargedPlayerOrNPC(entity ent, var damageInfo)#
int CodeCallback_GetWeaponDamageSourceId(entity weapon)#
void CodeCallback_WeaponFireInCloak(entity player)#
void CodeCallback_OnServerAnimEvent(entity ent, string name)#
void CodeCallback_OnNPCLookAtHint(entity npc, entity hint)#
bool CodeCallback_OnTouchHealthKit(entity player, entity ent)#
void CodeCallback_OnInventoryChanged(entity player)#
void CodeCallback_OnMeleeKilled(entity target)#
void CodeCallback_StartRodeo(entity player, entity rodeoTarget)#
void CodeCallback_ForceEndRodeo(entity player)#
void CodeCallback_EmbarkTitan(entity player, entity titan)#
bool CodeCallback_EmbarkTitanFromGrapple(entity player, entity titan)#
void CodeCallback_OnWeaponAttack(entity player, entity weapon, string weaponName, int ammoUsed)#

Warning

This code callback does not work

void CodeCallback_OnPrecache()#
void CodeCallback_OnVehiclePass(table params)#
bool CodeCallback_ForceAIMissPlayer(entity npc, entity player)#
void CodeCallback_GamerulesThink()#
void CodeCallback_OnPlayerRespawned(entity player)#
void CodeCallback_OnClientConnectionStarted(entity player)#
void CodeCallback_OnClientConnectionCompleted(entity player)#
void CodeCallback_OnClientDisconnected(entity player, string reason)#
void CodeCallback_PlayerHasBeenConnectedForDuration(entity player, float durationInSeconds)#
void CodeCallback_OnClientSendingPersistenceToNewServer(entity player)#
void CodeCallback_MatchIsOver()#
void CodeCallback_OnPlayerMatchmakingChanged(entity player)#
void CodeCallback_OnPlayerJump(entity player)#
void CodeCallback_OnPlayerDoubleJump(entity player)#
void CodeCallback_OnPlayerDodge(entity player)#
void CodeCallback_OnPlayerLeaveGround(entity player)#
void CodeCallback_OnPlayerTouchGround(entity player)#
void CodeCallback_OnPlayerMantle(entity player)#
void CodeCallback_OnPlayerBeginWallrun(entity player)#
void CodeCallback_OnPlayerEndWallrun(entity player)#
void CodeCallback_OnPlayerBeginWallhang(entity player)#
void CodeCallback_OnPlayerEndWallhang(entity player)#
void CodeCallback_OnPlayerInputCommandChanged(entity player, int cmdsHeld, int cmdsPressed, int cmdsReleased)#
void CodeCallback_OnPlayerInputAxisChanged(entity player, float horizAxis, float vertAxis)#
void CodeCallback_OnPlayerGrappled(entity attacker, entity victimPlayer)#
void CodeCallback_OnProjectileGrappled(entity attacker, entity projectile)#
void CodeCallback_OnLoadSaveGame()#
void CodeCallback_OnClientReloadConnectionCompleted(entity player)#
bool CodeCallback_OnSavedSaveGame()#
bool CodeCallback_IsSaveGameSafeToCommit()#
void CodeCallback_OnTetherRemove(entity player, int tetherID)#
void CodeCallback_OnTetherDamageMilestone(entity player, int tetherID, int damageMileStoneIndex, float health)#
void CodeCallback_ClaimClientSidePickup_MatchCandy(entity player, int amount, int flags, int recieptID)#
void CodeCallback_WeaponDropped(entity weapon)#
void CodeCallback_OnWeaponReload(entity weapon)#
void CodeCallback_GivePersistentItem(entity player, string itemName, int count)#
void CodeCallback_OnWeaponTouch(entity player, entity weapon, int ammoRecieved)#
bool CodeCallback_CanUseEntity(entity player, entity ent)#
bool CodeCallback_OnUseEntity(entity player, entity ent)#
void CodeCallback_OnUsePressed(entity player)#
void CodeCallback_OnUseReleased(entity player)#
bool CodeCallback_IsLeechable(entity player, entity target)#
void CodeCallback_Ping(entity player)#
void CodeCallback_OnMeleePressed(entity player)#
void CodeCallback_OnMeleeReleased(entity player)#
void CodeCallback_OnMeleeAttackAnimEvent(entity player)#
void CodeCallback_AnimationDone(entity ent)#
void CodeCallback_AnimationInterrupted(entity ent)#
void CodeCallback_PlayerClassChanged(entity ent)#
bool CodeCallback_CanUseZipline(entity player, entity zipline, vector ziplineClosestPoint)#
void CodeCallback_ZiplineMount(entity player, entity zipline)#
void CodeCallback_ZiplineStart(entity player, entity zipline)#
void CodeCallback_ZiplineMove(entity player, entity zipline)#
void CodeCallback_ZiplineStop(entity player)#
bool CodeCallback_IsValidRodeoTarget(entity player, entity rodeoTarget)#
var CodeCallback_OnRodeoAttach(entity rider, entity rodeoTarget)#
void CodeCallback_TitanRiderEntVarChanged(entity soul, int rodeoSlotIndex, entity oldRider, entity newRider)#
bool CodeCallback_OnVortexHitBullet(entity weapon, entity vortexSphere, var damageInfo)#
bool CodeCallback_OnVortexHitProjectile(entity weapon, entity vortexSphere, entity attacker, entity projectile, vector contactPos)#
void CodeCallback_OnTurretCancelPressed(entity player)#
void CodeCallback_ForceScriptError(entity ent, string errorMsg)#
void CodeCallback_EnterPhaseShift(entity ent)#
void CodeCallback_ExitPhaseShift(entity ent)#
string CodeCallback_CheckPassThroughAddsMods(entity player, entity hitEnt, string currWeaponName)#
bool CodeCallback_IsValidMeleeExecutionTarget(entity attacker, entity target)#
bool CodeCallback_IsValidMeleeAttackTarget(entity attacker, entity target)#
void CodeCallback_OnGrapple(entity attacker, entity target, vector hitpos, vector hitNormal)#