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