========= Callbacks ========= **Callbacks** trigger on specific server events. qagame execution ================ et_InitGame( levelTime, randomSeed, restart ) --------------------------------------------- Called when qagame initializes. * **levelTime** is the current level time in milliseconds. * **randomSeed** is a number that can be used to seed random number generators. * **restart** indicates if et_InitGame() is being called due to a `map_restart` (1) or not (0). et_ShutdownGame( restart ) -------------------------- Called when qagame shuts down. * **restart** indicates if the shutdown is being called due to a `map_restart` (1) or not (0). et_RunFrame( levelTime ) ------------------------ Called when qagame runs a server frame. * **levelTime** is the current level time in milliseconds. et_Quit() --------- Called when Legacy unloads the mod. The mod should close all open filedescriptors and perform all cleanup. Client management ================= rejectreason = et_ClientConnect( clientNum, firstTime, isBot ) -------------------------------------------------------------- Called when a client attempts to connect to the server. * **clientNum** is the client slot id. * **firstTime** indicates if this is a new connection (1) or a reconnection (0). * **isBot** indicates if the client is a bot (1) or not (0). If the mod accepts the connection, it returns **nil**. Otherwise, the mod should return a string describing the reason the client connection was rejected. et_ClientDisconnect( clientNum ) -------------------------------- Called when a client disconnects. * **clientNum** is the client slot id. et_ClientBegin( clientNum ) --------------------------- Called when a client begins (becomes active, and enters the gameworld). * **clientNum** is the client slot id. et_ClientUserinfoChanged( clientNum ) ------------------------------------- Called when a client's Userinfo string has changed. * **clientNum** is the client slot id. .. note:: This only gets called when the players `CS_PLAYERS` config string changes, rather than every time the userinfo changes. This only happens for a subset of userinfo fields. et_ClientSpawn( clientNum, revived, teamChange, restoreHealth ) --------------------------------------------------------------- Called when a client is spawned. * **clientNum** is the client slot id. * **revived** indicates if the client was spawned by being revived (1) or not (0). * **teamChange** indicates if the client changed team (1) or not (0). * **restoreHealth** indicates if the player health bar is fully restored (1) or not (0). Commands ======== intercepted = et_ClientCommand( clientNum, command ) ---------------------------------------------------- Called when a command is received from a client. * **clientNum** is the client slot id. * **command** is the command. Returns 1 if the command was intercepted by the mod, and 0 if the command was ignored and passed through to the server (and other mods in the chain). .. tip:: The actual command can be accessed through the argument handling functions, as seen in the `Sample Code `__. intercepted = et_ConsoleCommand() --------------------------------- Called when a command is entered on the server console. Returns 1 if the command was intercepted, and 0 if the command was ignored and passed through to the server (and other mods in the chain). .. tip:: The actual command can be accessed through the argument handling functions, as seen in the `Sample Code `__. XP == et_UpgradeSkill( clientNum, skill ) ----------------------------------- Called when a client gets a skill upgrade. * **clientNum** is the client slot. * **skill** is the skill number. Returns -1 to override (abort) the qagame function, anything else to "passthrough". Callback may modify skills (or do anything else it wants) during passthrough. et_SetPlayerSkill( clientNum, skill ) ------------------------------------- Called when a client skill is set. * **clientNum** is the client slot. * **skill** is the skill number. Returns -1 to override (abort) the qagame function, anything else to "passthrough". Callback may modify skills (or do anything else it wants) during passthrough. Miscellaneous ============= et_Print( text ) ---------------- Called whenever the server or qagame prints a string to the console. .. warning:: **DO NOT TRUST STRINGS OBTAINED IN THIS WAY!** Text may contain a player name and their chat message, which makes it very easy to spoof. et_Obituary( target, attacker, meansOfDeath ) --------------------------------------------- Called whenever a player is killed. * **target** is the victim. * **attacker** is the killer. * **meansOfDeath** is the means of death. et_Damage( target, attacker, damage, damageFlags, meansOfDeath) --------------------------------------------------------------- Called whenever a player gets damage. * **target** is the victim. * **attacker** is the killer. * **damage** is the amount of damage. * **damageFlags** controls how damage is inflicted. See `Damage bitflags `__ for possible values. * **meansOfDeath** is the means of death. See `et.MOD_* constants `__ for possible values. et_WeaponFire( clientNum, weapon ) ---------------------------------- Called whenever a weapon is shot. * **clientNum** is the client slot. * **weapon** is the weapon shot. Returns 1 to override (abort) the qagame function, 0 to "passthrough". Callback may do anything it wants during passthrough. et_FixedMGFire( clientNum ) --------------------------------- Called whenever a fixed machine gun is shot. * **clientNum** is the client slot. Returns 1 to override (abort) the qagame function, 0 to "passthrough". Callback may do anything it wants during passthrough. et_MountedMGFire( clientNum ) ----------------------------------- Called whenever a mounted machine gun is shot. * **clientNum** is the client slot. Returns 1 to override (abort) the qagame function, 0 to "passthrough". Callback may do anything it wants during passthrough. et_AAGunFire( clientNum ) ------------------------------- Called whenever an anti-aircraft gun is shot. * **clientNum** is the client slot. Returns 1 to override (abort) the qagame function, 0 to "passthrough". Callback may do anything it wants during passthrough. et_SpawnEntitiesFromString() ---------------------------- Called when an entity definition is parsed to spawn gentities.