gameevent
Game event object passed to events.<event name> callbacks; fields are read by key name.
Passed to game event callbacks. Fields are read by key name; there are no methods and no setters.
events.player_hurt(function(e)
print(tostring(e), e.dmg_health, e.weapon)
end)| Key type in the event's descriptor | e.<key> |
|---|---|
| string | string |
| float, long, short, byte | number |
| bool | boolean |
| uint64 | uint64_t cdata |
entity handle (strict_ehandle in the descriptor, including the <name>_pawn keys of player-pawn fields) | the entity the handle resolves to (base_entity_t), or nil when it does not resolve or the entity is gone |
player controller (such as userid, attacker) | the controller entity (base_entity_t), or nil; read the pawn through its fields (m_hPawn) or the matching <name>_pawn key |
| unknown key, local-only key | nil |
Key names are exact and case-sensitive. tostring(e) returns gameevent<name>, for example gameevent<player_hurt>.
The event is freed when the callback returns. Reading a field of a retained gameevent afterwards raises gameevent used after its callback returned.
Outside Safe Mode, NIXWARE listens to:
player_death player_hurt round_start
vote_cast weapon_fire weapon_fire_on_empty
bullet_impact add_bullet_hit_marker smokegrenade_detonate
flashbang_detonate hegrenade_detonate molotov_detonate
inferno_startburn decoy_startedOther events are delivered only if the game or NIXWARE already listens to them.
