mirror of
https://github.com/etlegacy/lua_apidoc.git
synced 2024-11-14 00:11:04 +00:00
233 lines
6.4 KiB
ReStructuredText
233 lines
6.4 KiB
ReStructuredText
=========
|
|
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 <sample.html>`__.
|
|
|
|
|
|
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 <sample.html>`__.
|
|
|
|
|
|
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 <misc.html#damage-bitflags>`__ for possible values.
|
|
* **meansOfDeath** is the means of death. See `et.MOD_* constants <constants.html#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.
|