Counter-Strike: Global Offensive modevents.res
October 18, 2016
Counter-Strike: Global Offensive 'modevents.res' file.
Updated 19/10/2016
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//=============================================================================
// 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
// wstring: a zero terminated wide char 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
"cstrikeevents"
{
"player_death" // a game event, name may be 32 characters long
{
// this extents the original player_death by a new fields
"userid" "short" // user ID who died
"attacker" "short" // user ID who killed
"assister" "short" // user ID who assisted in the kill
"weapon" "string" // weapon name killer used
"weapon_itemid" "string" // inventory item id of weapon killer used
"weapon_fauxitemid" "string" // faux item id of weapon killer used
"weapon_originalowner_xuid" "string"
"headshot" "bool" // singals a headshot
"dominated" "short" // did killer dominate victim with this kill
"revenge" "short" // did killer get revenge on victim with this kill
"penetrated" "short" // number of objects shot penetrated before killing target
"noreplay" "bool" // if replay data is unavailable, this will be present and set to false
}
"other_death"
{
"otherid" "short" // other entity ID who died
"othertype" "string" // other entity type
"attacker" "short" // user ID who killed
"weapon" "string" // weapon name killer used
"weapon_itemid" "string" // inventory item id of weapon killer used
"weapon_fauxitemid" "string" // faux item id of weapon killer used
"weapon_originalowner_xuid" "string"
"headshot" "bool" // singals a headshot
"penetrated" "short" // number of objects shot penetrated before killing target
}
"player_hurt"
{
"userid" "short" // player index who was hurt
"attacker" "short" // player index who attacked
"health" "byte" // remaining health points
"armor" "byte" // remaining armor points
"weapon" "string" // weapon name attacker used, if not the world
"dmg_health" "short" // damage done to health
"dmg_armor" "byte" // damage done to armor
"hitgroup" "byte" // hitgroup that was damaged
}
"item_purchase"
{
"userid" "short"
"team" "short"
"weapon" "string"
}
"bomb_beginplant"
{
"userid" "short" // player who is planting the bomb
"site" "short" // bombsite index
}
"bomb_abortplant"
{
"userid" "short" // player who is planting the bomb
"site" "short" // bombsite index
}
"bomb_planted"
{
"userid" "short" // player who planted the bomb
"site" "short" // bombsite index
}
"bomb_defused"
{
"userid" "short" // player who defused the bomb
"site" "short" // bombsite index
}
"bomb_exploded"
{
"userid" "short" // player who planted the bomb
"site" "short" // bombsite index
}
"bomb_dropped"
{
"userid" "short" // player who dropped the bomb
"entindex" "long"
}
"bomb_pickup"
{
"userid" "short" // player who picked up the bomb
}
"defuser_dropped"
{
"entityid" "long" // defuser's entity ID
}
"defuser_pickup"
{
"entityid" "long" // defuser's entity ID
"userid" "short" // player who picked up the defuser
}
"announce_phase_end"
{
}
"cs_intermission"
{
}
"bomb_begindefuse"
{
"userid" "short" // player who is defusing
"haskit" "bool"
}
"bomb_abortdefuse"
{
"userid" "short" // player who was defusing
}
"hostage_follows"
{
"userid" "short" // player who touched the hostage
"hostage" "short" // hostage entity index
}
"hostage_hurt"
{
"userid" "short" // player who hurt the hostage
"hostage" "short" // hostage entity index
}
"hostage_killed"
{
"userid" "short" // player who killed the hostage
"hostage" "short" // hostage entity index
}
"hostage_rescued"
{
"userid" "short" // player who rescued the hostage
"hostage" "short" // hostage entity index
"site" "short" // rescue site index
}
"hostage_stops_following"
{
"userid" "short" // player who rescued the hostage
"hostage" "short" // hostage entity index
}
"hostage_rescued_all"
{
}
"hostage_call_for_help"
{
"hostage" "short" // hostage entity index
}
"vip_escaped"
{
"userid" "short" // player who was the VIP
}
"vip_killed"
{
"userid" "short" // player who was the VIP
"attacker" "short" // user ID who killed the VIP
}
"player_radio"
{
"userid" "short"
"slot" "short"
}
"bomb_beep"
{
"entindex" "long" // c4 entity
}
"weapon_fire"
{
"userid" "short"
"weapon" "string" // weapon name used
"silenced" "bool" // is weapon silenced
}
"weapon_fire_on_empty"
{
"userid" "short"
"weapon" "string" // weapon name used
}
"weapon_outofammo"
{
"userid" "short"
}
"weapon_reload"
{
"userid" "short"
}
"weapon_zoom"
{
"userid" "short"
}
"silencer_detach"
{
"userid" "short"
}
"inspect_weapon"
{
"userid" "short"
}
// exists for the game instructor to let it know when the player zoomed in with a regular rifle
// different from the above weapon_zoom because we don't use this event to notify bots
"weapon_zoom_rifle"
{
"userid" "short"
}
"player_spawned"
{
"userid" "short"
"inrestart" "bool" // true if restart is pending
}
"item_pickup"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"silent" "bool"
}
"ammo_pickup"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"index" "long" // the weapon entindex
}
"item_equip"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"canzoom" "bool"
"hassilencer" "bool"
"issilenced" "bool"
"hastracers" "bool"
"weptype" "short"
//WEAPONTYPE_UNKNOWN = -1
//WEAPONTYPE_KNIFE = 0
//WEAPONTYPE_PISTOL = 1
//WEAPONTYPE_SUBMACHINEGUN = 2
//WEAPONTYPE_RIFLE = 3
//WEAPONTYPE_SHOTGUN = 4
//WEAPONTYPE_SNIPER_RIFLE = 5
//WEAPONTYPE_MACHINEGUN = 6
//WEAPONTYPE_C4 = 7
//WEAPONTYPE_GRENADE = 8
//
"ispainted" "bool"
}
"enter_buyzone"
{
"userid" "short"
"canbuy" "bool"
}
"exit_buyzone"
{
"userid" "short"
"canbuy" "bool"
}
"buytime_ended"
{
}
"enter_bombzone"
{
"userid" "short"
"hasbomb" "bool"
"isplanted" "bool"
}
"exit_bombzone"
{
"userid" "short"
"hasbomb" "bool"
"isplanted" "bool"
}
"enter_rescue_zone"
{
"userid" "short"
}
"exit_rescue_zone"
{
"userid" "short"
}
"silencer_off"
{
"userid" "short"
}
"silencer_on"
{
"userid" "short"
}
"buymenu_open"
{
"userid" "short"
}
"buymenu_close"
{
"userid" "short"
}
"round_prestart" // sent before all other round restart actions
{
}
"round_poststart" // sent after all other round restart actions
{
}
"round_start"
{
"timelimit" "long" // round time limit in seconds
"fraglimit" "long" // frag limit in seconds
"objective" "string" // round objective
}
"round_end"
{
"winner" "byte" // winner team/user i
"reason" "byte" // reson why team won
"message" "string" // end round message
"legacy" "byte" // server-generated legacy value
"player_count" "short" // total number of players alive at the end of round, used for statistics gathering, computed on the server in the event client is in replay when receiving this message
}
"grenade_bounce"
{
"userid" "short"
}
"hegrenade_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"flashbang_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"smokegrenade_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"smokegrenade_expired"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"molotov_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_started"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"tagrenade_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"inferno_startburn"
{
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"inferno_expire"
{
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"inferno_extinguish"
{
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_firing"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"bullet_impact"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"player_footstep"
{
"userid" "short"
}
"player_jump"
{
"userid" "short"
}
"player_blind"
{
"userid" "short"
}
"player_falldamage"
{
"userid" "short"
"damage" "float"
}
"door_moving"
{
"entindex" "long"
"userid" "short"
}
"round_freeze_end"
{
}
"mb_input_lock_success"
{
}
"mb_input_lock_cancel"
{
}
"nav_blocked"
{
"area" "long"
"blocked" "bool"
}
"nav_generate"
{
}
"player_stats_updated"
{
"forceupload" "bool"
}
"achievement_info_loaded"
{
}
"spec_target_updated"
{
"userid" "byte" // entindex of the player
}
"spec_mode_updated"
{
"userid" "byte" // entindex of the player
}
"hltv_changed_mode"
{
"oldmode" "long"
"newmode" "long"
"obs_target" "long"
}
"cs_game_disconnected"
{
}
"cs_win_panel_round"
{
"show_timer_defend" "bool"
"show_timer_attack" "bool"
"timer_time" "short"
"final_event" "byte" //define in cs_gamerules.h
"funfact_token" "string"
"funfact_player" "short"
"funfact_data1" "long"
"funfact_data2" "long"
"funfact_data3" "long"
}
"cs_win_panel_match"
{
}
"cs_match_end_restart"
{
}
"cs_pre_restart"
{
}
"show_freezepanel"
{
"victim" "short" // endindex of the one who was killed
"killer" "short" // entindex of the killer entity
"hits_taken" "short"
"damage_taken" "short"
"hits_given" "short"
"damage_given" "short"
}
"hide_freezepanel"
{
}
"freezecam_started"
{
}
"player_avenged_teammate"
{
"avenger_id" "short"
"avenged_player_id" "short"
}
"achievement_earned"
{
"player" "byte" // entindex of the player
"achievement" "short" // achievement ID
}
"achievement_earned_local"
{
"achievement" "short" // achievement ID
"splitscreenplayer" "short" // splitscreen ID
}
"item_found"
{
"player" "byte" // entindex of the player
"quality" "byte" // quality of the item
"method" "byte" // method by which we acquired the item
"itemdef" "long" // the item definition index
"itemid" "long" // the item id in the players inventory
}
"items_gifted"
{
"player" "byte" // entindex of the player who sent the gift
"itemdef" "long" // the item definition index of the gift that was opened
"numgifts" "byte" // how many recipients got the gifts in this gift batch
"giftidx" "byte" // index of recipient in this gift batch (0 for the first recipient, 1 for second, and so on...)
"accountid" "long" // gift recipient's account ID
}
"repost_xbox_achievements"
{
"splitscreenplayer" "short" // splitscreen ID
}
"match_end_conditions"
{
"frags" "long"
"max_rounds" "long"
"win_rounds" "long"
"time" "long"
}
"round_mvp"
{
"userid" "short"
"reason" "short"
"musickitmvps" "long"
}
"player_decal"
{
"userid" "short"
}
"teamplay_round_start" // round restart
{
"full_reset" "bool" // is this a full reset of the map
}
"client_disconnect"
{
}
"gg_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"ggtr_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"assassination_target_killed"
{
"target" "short" // player killed
"killer" "short" // killing player (with the quest)
}
"ggprogressive_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"gg_killed_enemy"
{
"victimid" "short" // user ID who died
"attackerid" "short" // user ID who killed
"dominated" "short" // did killer dominate victim with this kill
"revenge" "short" // did killer get revenge on victim with this kill
"bonus" "bool" // did killer kill with a bonus weapon?
}
"gg_final_weapon_achieved"
{
"playerid" "short" // user ID who achieved the final gun game weapon
}
"gg_bonus_grenade_achieved"
{
"userid" "short" // user ID who achieved the bonus grenade
}
"switch_team"
{
"numPlayers" "short" // number of active players on both T and CT
"numSpectators" "short" // number of spectators
"avg_rank" "short" // average rank of human players
"numTSlotsFree" "short"
"numCTSlotsFree" "short"
}
"gg_leader"
{
"playerid" "short" // user ID that is currently in the lead
}
"gg_team_leader"
{
"playerid" "short" // user ID that is currently in the lead
}
"gg_player_impending_upgrade"
{
"userid" "short" // player who will be leveling up
}
"write_profile_data"
{
}
// fired when a player runs out of time in trial mode
"trial_time_expired"
{
"slot" "short" // player whose time has expired
}
// Fired when it's time to update matchmaking data at the end of a round.
"update_matchmaking_stats"
{
}
"player_reset_vote"
{
"userid" "short"
"vote" "bool"
}
"enable_restart_voting"
{
"enable" "bool"
}
"sfuievent"
{
"action" "string"
"data" "string"
"slot" "byte"
}
"start_vote"
{
"userid" "short" // user ID on server
"type" "byte"
"vote_parameter" "short"
}
"player_given_c4"
{
"userid" "short" // user ID who received the c4
}
"gg_reset_round_start_sounds"
{
"userid" "short" // user ID who should have round start sounds reset
}
"tr_player_flashbanged"
{
"userid" "short" // user ID of the player banged
}
// not used yet because this relied on vgui panels, scaleform isn't supported yet
//"tr_highlight_ammo"
//{
// "userid" "short" // user ID of the player
//}
"tr_mark_complete"
{
"complete" "short"
}
"tr_mark_best_time"
{
"time" "long"
}
"tr_exit_hint_trigger"
{
}
"bot_takeover"
{
"userid" "short"
"botid" "short"
"index" "short"
}
"tr_show_finish_msgbox"
{
"userid" "short" // user ID of the player
}
"tr_show_exit_msgbox"
{
"userid" "short" // user ID of the player
}
"reset_player_controls" // used for demos
{
}
"jointeam_failed"
{
"userid" "short"
"reason" "byte" // 0 = team_full
}
"teamchange_pending"
{
"userid" "short"
"toteam" "byte"
}
"material_default_complete"
{
}
"cs_prev_next_spectator"
{
"next" "bool"
}
"cs_handle_ime_event"
{
"local" "1"
"eventtype" "string"
"eventdata" "wstring"
}
"nextlevel_changed" // a game event, name may be 32 characters long
{
"nextlevel" "string" // weapon name killer used
}
"seasoncoin_levelup"
{
"player" "short" // entindex of the player
"category" "short"
"rank" "short"
}
"tournament_reward"
{
"defindex" "long"
"totalrewards" "long"
"accountid" "long"
}
"start_halftime"
{
}
}
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