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ClPlayerCallback

Modding resource. Provide some useful callbacks.

By Team036
Last updated a month ago
Total downloads 213
Total rating 0 
Categories
Dependency string Team036-ClPlayerCallback-1.2.0
Dependants 1 other package depends on this package

README

This mod provides some useful functions in client.

You should not install this until you are told.

Functions

cl_player.gnut

///
/// All these callbacks are base on remote-call callbacks and clientcodeback.
/// I don't promise anything if these works well.
/// You can contact me through the Discord with @raintrap341.
///



// This allows you to get the entity your crosshair look at.
void function AddCallback_CrosshairCurrentTargetChanged( void functionref( entity player, entity newTarget ) callbackFunc )

// When localplayer did damage
// global struct PlayerDidDamageParams
// {
// 	entity victim
// 	vector damagePosition
// 	int hitBox
// 	int damageType
// 	float damageAmount
// 	int damageFlags
// 	int hitGroup
// 	entity weapon
// 	float distanceFromAttackOrigin
// }
void function AddCallback_PlayerDidDamage( void functionref( PlayerDidDamageParams ) callbackFunc )
    
// Get called in PlayerConnectedOrDisconnected() after print connection string.
void function AddCallback_OnPlayerConnected( void functionref( entity player ) callbackFunc )

// These two callbacks called before the obituary-print.
// It returns if it finds the victim is player titan. NPC/Players are both entity.
void function AddCallback_OnEntityKilled(void functionref(entity attacker, entity victim, int scriptDamageType, int damageSourceID) callbackFunc)
// DOOMED means KILLED for players' titans(auto included). AITDM eg.
void function AddCallback_OnTitanKilled(void functionref(entity attacker, entity victim, int scriptDamageType, int damageSourceID) callbackFunc)