Documentation ¶
Overview ¶
Package events contains all events that can be sent out from demoinfocs.Parser.
Events are generally named in the tense that fits the best for each event. E.g. SmokeExpired is in the past tense because it's sent out when the smoke has completely faded away while SmokeStart is in the present tense because it's sent out when the smoke starts to bloom.
Index ¶
- Constants
- type AnnouncementFinalRound
- type AnnouncementLastRoundHalf
- type AnnouncementMatchStarted
- type AnnouncementWinPanelMatch
- type BombDefuseAborted
- type BombDefuseStart
- type BombDefused
- type BombDropped
- type BombEvent
- type BombEventIf
- type BombExplode
- type BombPickup
- type BombPlantAborted
- type BombPlantBegin
- type BombPlanted
- type BotTakenOver
- type ChatMessage
- type ConVarsUpdated
- type DataTablesParsed
- type DecoyExpired
- type DecoyStart
- type FireGrenadeExpired
- type FireGrenadeStart
- type FlashExplode
- type Footstep
- type FrameDone
- type GameHalfEnded
- type GamePhaseChanged
- type GenericGameEvent
- type GrenadeEvent
- type GrenadeEventIf
- type GrenadeProjectileBounce
- type GrenadeProjectileDestroy
- type GrenadeProjectileThrow
- type HeExplode
- type HitGroup
- type InfernoExpired
- type InfernoStart
- type IsWarmupPeriodChanged
- type ItemDrop
- type ItemEquip
- type ItemPickup
- type Kill
- type MatchStart
- type MatchStartedChanged
- type ParserWarn
- type PlayerConnect
- type PlayerDisconnected
- type PlayerFlashed
- type PlayerHurt
- type PlayerJump
- type PlayerSpottersChanged
- type PlayerTeamChange
- type RankUpdate
- type RoundEnd
- type RoundEndOfficial
- type RoundEndReason
- type RoundFreezetimeEnd
- type RoundMVPAnnouncement
- type RoundMVPReason
- type RoundStart
- type SayText
- type SayText2
- type ScoreUpdated
- type SmokeExpired
- type SmokeStart
- type StringTableCreated
- type TeamSideSwitch
- type TickDone
- type WeaponFire
- type WeaponReload
Constants ¶
const ( BombsiteA bombsite = 'A' BombsiteB bombsite = 'B' )
Bombsite identifiers
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AnnouncementFinalRound ¶ added in v1.0.0
type AnnouncementFinalRound struct{}
AnnouncementFinalRound signals the 30th round, not raised if the match ends before that.
type AnnouncementLastRoundHalf ¶ added in v1.0.0
type AnnouncementLastRoundHalf struct{}
AnnouncementLastRoundHalf signals the last round of the first half.
type AnnouncementMatchStarted ¶ added in v1.0.0
type AnnouncementMatchStarted struct{}
AnnouncementMatchStarted signals that the announcement "Match Started" has been displayed.
type AnnouncementWinPanelMatch ¶ added in v1.0.0
type AnnouncementWinPanelMatch struct{}
AnnouncementWinPanelMatch signals that the 'win panel' has been displayed. I guess that's the final scoreboard.
type BombDefuseAborted ¶ added in v1.0.0
BombDefuseAborted signals that the defuser aborted the action.
type BombDefuseStart ¶ added in v1.0.0
BombDefuseStart signals the start of defusing.
type BombDefused ¶ added in v1.0.0
type BombDefused struct {
BombEvent
}
BombDefused signals that the bomb has been defused.
type BombDropped ¶ added in v1.0.0
BombDropped signals that the bomb (C4) has been dropped onto the ground. Not fired if it has been dropped to another player (see BombPickup for this).
type BombEvent ¶
BombEvent contains the common attributes of bomb events. Dont register handlers on this tho, you want BombEventIf for that.
type BombEventIf ¶
type BombEventIf interface {
// contains filtered or unexported methods
}
BombEventIf is the interface for all the bomb events. Like GrenadeEventIf for GrenadeEvents.
type BombExplode ¶ added in v1.0.0
type BombExplode struct {
BombEvent
}
BombExplode signals that the bomb has exploded.
type BombPickup ¶ added in v1.0.0
BombPickup signals that the bomb (C4) has been picked up.
type BombPlantAborted ¶ added in v1.5.0
BombPlantAbort signals the abortion of a plant.
type BombPlantBegin ¶ added in v1.0.0
type BombPlantBegin struct {
BombEvent
}
BombPlantBegin signals the start of a plant.
type BombPlanted ¶ added in v1.0.0
type BombPlanted struct {
BombEvent
}
BombPlanted signals that the bomb has been planted.
type BotTakenOver ¶ added in v1.0.0
BotTakenOver signals that a player took over a bot.
type ChatMessage ¶ added in v1.0.0
ChatMessage signals a player generated chat message. Since team chat is generally not recorded IsChatAll will probably always be false. See SayText for admin / console messages and SayText2 for raw network package data.
type ConVarsUpdated ¶ added in v1.3.0
ConVarsUpdated signals that ConVars/CVars have been updated. See GameState.ConVars().
type DataTablesParsed ¶ added in v1.0.0
type DataTablesParsed struct{}
DataTablesParsed signals that the datatables were parsed. You can use the Parser.SendTableParser() after this event to register update notification on entities & properties.
type DecoyExpired ¶ added in v1.0.0
type DecoyExpired struct {
GrenadeEvent
}
DecoyExpired signals the end of a decoy.
type DecoyStart ¶ added in v1.0.0
type DecoyStart struct {
GrenadeEvent
}
DecoyStart signals the start of a decoy.
type FireGrenadeExpired ¶ added in v1.0.0
type FireGrenadeExpired struct {
GrenadeEvent
}
FireGrenadeExpired signals that all fires of a molly/incendiary have extinguished. GrenadeType will always be EqIncendiary as it's not networked whether it's an incendiary or molotov. Thrower will always be nil as this isn't networked.
type FireGrenadeStart ¶ added in v1.0.0
type FireGrenadeStart struct {
GrenadeEvent
}
FireGrenadeStart signals the start of a molly/incendiary. GrenadeType will always be EqIncendiary as it's not networked whether it's an incendiary or molotov. Thrower will always be nil as this isn't networked.
type FlashExplode ¶ added in v1.0.0
type FlashExplode struct {
GrenadeEvent
}
FlashExplode signals the explosion of a Flash.
type Footstep ¶ added in v1.0.0
type Footstep struct {
Player *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
}
Footstep occurs when a player makes a footstep.
type FrameDone ¶ added in v1.2.0
type FrameDone struct{}
FrameDone signals that a demo-frame has been processed. A frame can contain multiple ticks (usually 2 or 4) if the tv_snapshotrate differs from the tick-rate the game was played at.
type GameHalfEnded ¶ added in v1.0.0
type GameHalfEnded struct { }
GameHalfEnded signals that the currently ongoing game half has ended. GameHalfEnded is usually dispatched in the end of a round, just before RoundEndOfficial.
type GamePhaseChanged ¶ added in v1.0.0
GamePhaseChanged signals that the game phase has changed. This event is for advanced usage, as more user friendly events are available for important game phase changes, such as TeamSideSwitch and GameHalfEnded.
type GenericGameEvent ¶ added in v0.5.0
type GenericGameEvent struct { Name string Data map[string]*msg.CSVCMsg_GameEventKeyT }
GenericGameEvent signals any game-event. It contains the raw data as received from the net-message.
type GrenadeEvent ¶ added in v1.0.0
type GrenadeEvent struct { GrenadeType common.EquipmentElement Grenade *common.Equipment // Maybe nil for InfernoStart & InfernoExpired since we don't know the thrower (at least in old demos) Position r3.Vector Thrower *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172). GrenadeEntityID int }
GrenadeEvent contains the common attributes of nade events. Dont register handlers on this tho, you want GrenadeEventIf for that
func (GrenadeEvent) Base ¶ added in v1.0.0
func (ne GrenadeEvent) Base() GrenadeEvent
Base returns the GrenadeEvent itself, used for catching all events with GrenadeEventIf.
type GrenadeEventIf ¶ added in v1.0.0
type GrenadeEventIf interface {
Base() GrenadeEvent
}
GrenadeEventIf is the interface for all GrenadeEvents (except GrenadeProjectile* events). Used to catch the different events with the same handler.
type GrenadeProjectileBounce ¶ added in v1.0.0
type GrenadeProjectileBounce struct { Projectile *common.GrenadeProjectile BounceNr int }
GrenadeProjectileBounce signals that a nade has just bounced off a wall/floor/ceiling or object.
type GrenadeProjectileDestroy ¶ added in v1.0.0
type GrenadeProjectileDestroy struct {
Projectile *common.GrenadeProjectile
}
GrenadeProjectileDestroy signals that a nade entity is being destroyed (i.e. it detonated / expired). This is different from the other Grenade events because it's sent out when the projectile entity is destroyed.
Mainly useful for getting the full trajectory of the projectile.
type GrenadeProjectileThrow ¶ added in v1.0.0
type GrenadeProjectileThrow struct {
Projectile *common.GrenadeProjectile
}
GrenadeProjectileThrow signals that a nade has just been thrown. This is different from the WeaponFired because it's sent out when the projectile entity is created.
type HeExplode ¶ added in v1.0.0
type HeExplode struct {
GrenadeEvent
}
HeExplode signals the explosion of a HE.
type HitGroup ¶ added in v1.0.0
type HitGroup byte
HitGroup is the type for the various HitGroupXYZ constants.
See PlayerHurt.
const ( HitGroupGeneric HitGroup = 0 HitGroupHead HitGroup = 1 HitGroupChest HitGroup = 2 HitGroupStomach HitGroup = 3 HitGroupLeftArm HitGroup = 4 HitGroupRightArm HitGroup = 5 HitGroupLeftLeg HitGroup = 6 HitGroupRightLeg HitGroup = 7 HitGroupGear HitGroup = 10 )
HitGroup constants give information about where a player got hit. e.g. head, chest, legs etc.
type InfernoExpired ¶ added in v1.0.0
InfernoExpired signals that all fire from a incendiary or Molotov has extinguished. This is different from the FireGrenadeExpire event because it's sent out when the inferno entity is destroyed instead of on the game-event.
Mainly useful for getting the final area of an inferno.
type InfernoStart ¶ added in v1.0.0
InfernoStart signals that the fire of a incendiary or Molotov is starting. This is different from the FireGrenadeStart because it's sent out when the inferno entity is created instead of on the game-event.
type IsWarmupPeriodChanged ¶ added in v1.0.0
IsWarmupPeriodChanged signals that the value of data table DT_GameRulesProxy.m_bIsWarmupPeriod has changed. This can be useful to ignore things that happen during the warmup.
type ItemDrop ¶ added in v1.0.0
type ItemDrop struct { Player *common.Player Weapon common.Equipment // Value of WeaponPtr, use WeaponPtr instead WeaponPtr *common.Equipment }
ItemDrop signals an item was dropped. This event is not available in all demos.
type ItemEquip ¶ added in v1.0.0
type ItemEquip struct { Player *common.Player Weapon common.Equipment // Value of WeaponPtr, use WeaponPtr instead WeaponPtr *common.Equipment }
ItemEquip signals an item was equipped. This event is not available in all demos.
type ItemPickup ¶ added in v1.0.0
type ItemPickup struct { Player *common.Player Weapon common.Equipment // UniqueID() of this cannot be used to trace the weapon, use WeaponTraceable() instead }
ItemPickup signals an item was bought or picked up. This event is not available in all demos.
func (ItemPickup) WeaponTraceable ¶ added in v1.3.0
func (pu ItemPickup) WeaponTraceable() *common.Equipment
WeaponTraceable attempts to return the original Equipment instance. This can be used to trace the same weapon with UniqueID() when it's being dropped to other players.
If the original instance cannot be found, the returned Equipment will still have a different UniqueID().
type Kill ¶ added in v1.0.0
type Kill struct { Weapon *common.Equipment Victim *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172). Killer *common.Player // May be nil for world damage (EqWorld) or if the demo is partially corrupt (player is 'unconnected', see #156 and #172). Assister *common.Player PenetratedObjects int IsHeadshot bool }
Kill signals that a player has been killed.
type MatchStart ¶ added in v1.0.0
type MatchStart struct{}
MatchStart signals that the match has started.
type MatchStartedChanged ¶ added in v1.0.0
MatchStartedChanged signals that the value of data table DT_GameRulesProxy.m_bHasMatchStarted has changed This can be useful for some demos where the MatchStart event is not sent.
type ParserWarn ¶ added in v1.0.0
type ParserWarn struct {
Message string
}
ParserWarn signals that a non-fatal problem occurred during parsing.
type PlayerConnect ¶ added in v1.0.0
PlayerConnect signals that a player has started connecting.
type PlayerDisconnected ¶ added in v1.0.0
PlayerDisconnected signals that a player has disconnected.
type PlayerFlashed ¶ added in v1.0.0
type PlayerFlashed struct { Player *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172). Attacker *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172). Projectile *common.GrenadeProjectile }
PlayerFlashed signals that a player was flashed.
func (PlayerFlashed) FlashDuration ¶ added in v1.0.0
func (e PlayerFlashed) FlashDuration() time.Duration
FlashDuration returns the duration of the blinding effect. This is just a shortcut for Player.FlashDurationTime().
type PlayerHurt ¶ added in v1.0.0
type PlayerHurt struct { Player *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172). Attacker *common.Player // May be nil if the player is taking world damage (e.g. fall damage) or if the demo is partially corrupt (player is 'unconnected', see #156 and #172). Health int Armor int Weapon *common.Equipment // May be EqUnknown for world-damage (falling / bomb). WeaponString string // Wrong for CZ, M4A1-S etc. HealthDamage int ArmorDamage int HitGroup HitGroup }
PlayerHurt signals that a player has been damaged.
type PlayerJump ¶ added in v1.0.0
type PlayerJump struct {
Player *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
}
PlayerJump signals that a player has jumped.
type PlayerSpottersChanged ¶ added in v1.2.0
PlayerSpottersChanged signals that a player's spotters (other players that can se him) changed.
type PlayerTeamChange ¶ added in v1.0.0
type PlayerTeamChange struct { Player *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172). // TeamState of the old team. // May be nil if player changed from spectators/unassigned (OldTeam == TeamSpectators || OldTeam == TeamUnassigned). NewTeamState *common.TeamState // TeamState of the old team. // May be nil if player changed from spectators/unassigned (OldTeam == TeamSpectators || OldTeam == TeamUnassigned). OldTeamState *common.TeamState NewTeam common.Team OldTeam common.Team Silent bool IsBot bool }
PlayerTeamChange occurs when a player swaps teams.
type RankUpdate ¶ added in v1.0.0
type RankUpdate struct { SteamID int64 // 32-bit SteamID. Deprecated, use SteamID32 instead SteamID32 int32 RankChange float32 RankOld int RankNew int WinCount int }
RankUpdate signals the new rank. Not sure if this only occurs if the rank changed.
type RoundEnd ¶ added in v1.0.0
type RoundEnd struct { Message string Reason RoundEndReason Winner common.Team WinnerState *common.TeamState // TeamState of the winner. May be nil if it's a draw (Winner == TeamSpectators) LoserState *common.TeamState // TeamState of the loser. May be nil if it's a draw (Winner == TeamSpectators) }
RoundEnd signals that a round just finished. Attention: TeamState.Score() won't be up to date yet after this. Add +1 to the winner's score as a workaround.
type RoundEndOfficial ¶ added in v1.0.0
type RoundEndOfficial struct{}
RoundEndOfficial signals that the round has 'officially' ended. After RoundEnd and before this players are still able to walk around.
type RoundEndReason ¶ added in v1.0.0
type RoundEndReason byte
RoundEndReason is the type for the various RoundEndReasonXYZ constants.
See RoundEnd.
const ( RoundEndReasonTargetBombed RoundEndReason = 1 RoundEndReasonVIPEscaped RoundEndReason = 2 RoundEndReasonVIPKilled RoundEndReason = 3 RoundEndReasonTerroristsEscaped RoundEndReason = 4 RoundEndReasonCTStoppedEscape RoundEndReason = 5 RoundEndReasonTerroristsStopped RoundEndReason = 6 RoundEndReasonBombDefused RoundEndReason = 7 RoundEndReasonCTWin RoundEndReason = 8 RoundEndReasonTerroristsWin RoundEndReason = 9 RoundEndReasonDraw RoundEndReason = 10 RoundEndReasonHostagesRescued RoundEndReason = 11 RoundEndReasonTargetSaved RoundEndReason = 12 RoundEndReasonHostagesNotRescued RoundEndReason = 13 RoundEndReasonTerroristsNotEscaped RoundEndReason = 14 RoundEndReasonVIPNotEscaped RoundEndReason = 15 RoundEndReasonGameStart RoundEndReason = 16 RoundEndReasonTerroristsSurrender RoundEndReason = 17 RoundEndReasonCTSurrender RoundEndReason = 18 )
RoundEndReason constants give information about why a round ended (Bomb defused, exploded etc.).
type RoundFreezetimeEnd ¶ added in v1.0.0
type RoundFreezetimeEnd struct{}
RoundFreezetimeEnd signals that the freeze time is over.
type RoundMVPAnnouncement ¶ added in v1.0.0
type RoundMVPAnnouncement struct { Player *common.Player Reason RoundMVPReason }
RoundMVPAnnouncement signals the announcement of the last rounds MVP.
type RoundMVPReason ¶ added in v1.0.0
type RoundMVPReason byte
RoundMVPReason is the type for the various MVPReasonYXZ constants.
See RoundMVPAnnouncement.
const ( MVPReasonMostEliminations RoundMVPReason = 1 MVPReasonBombDefused RoundMVPReason = 2 MVPReasonBombPlanted RoundMVPReason = 3 )
RoundMVPReasons constants give information about why a player got the MVP award.
type RoundStart ¶ added in v1.0.0
RoundStart signals that a new round has started.
type SayText ¶ added in v1.0.0
type SayText struct { EntIdx int // Not sure what this is, doesn't seem to be the entity-ID Text string IsChat bool // Not sure, from the net-message IsChatAll bool // Seems to always be false, team chat might not be recorded }
SayText signals a chat message. It contains the raw network message data for admin / console messages. EntIdx will probably always be 0 See ChatMessage and SayText2 for player chat messages.
type SayText2 ¶ added in v1.0.0
type SayText2 struct { EntIdx int // Not sure what this is, doesn't seem to be the entity-ID MsgName string // The message type, e.g. Cstrike_Chat_All for global chat Params []string // The message's parameters, for Cstrike_Chat_All parameter 1 is the player and 2 the message for example IsChat bool // Not sure, from the net-message IsChatAll bool // Seems to always be false, team chat might not be recorded }
SayText2 signals a chat message. It just contains the raw network message. For player chat messages, ChatMessage may be more interesting. Team chat is generally not recorded so IsChatAll will probably always be false. See SayText for admin / console messages.
type ScoreUpdated ¶ added in v1.0.0
ScoreUpdated signals that the score of one of the teams has been updated. It has been observed that some demos do not always trigger the RoundEnd event as one would expect.
ScoreUpdated can be used to circumvent missing RoundEnd events in some cases, as (we assume) it is required in order to show the correct score in-game.
type SmokeExpired ¶ added in v1.0.0
type SmokeExpired struct {
GrenadeEvent
}
SmokeExpired signals that a smoke as completely faded away.
type SmokeStart ¶ added in v1.0.0
type SmokeStart struct {
GrenadeEvent
}
SmokeStart signals the start of a smoke (pop).
type StringTableCreated ¶ added in v1.0.0
type StringTableCreated struct {
TableName string
}
StringTableCreated signals that a string table was created via net message. Can be useful for figuring out when player-info is available via Parser.GameState().[Playing]Participants(). E.g. after the table 'userinfo' has been created the player-data should be available after the next FrameDone. The reason it's not immediately available is because we need to do some post-processing to prep that data after a tick has finished.
type TeamSideSwitch ¶ added in v1.0.0
type TeamSideSwitch struct { }
TeamSideSwitch signals that teams are switching sides, i.e. swapping between T and CT. TeamSideSwitch is usually dispatched in the beginning of a round, just after OnRoundStart.
type TickDone ¶ added in v1.0.0
type TickDone struct{}
TickDone is deprecated, use the identical FrameDone event instead. It does NOT signal the end of a tick, it signals the end of a demo-frame instead.
type WeaponFire ¶ added in v1.0.0
type WeaponFire struct { Shooter *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172). Weapon *common.Equipment }
WeaponFire signals that a weapon has been fired.
type WeaponReload ¶ added in v1.3.0
type WeaponReload struct {
Player *common.Player // May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
}
WeaponReload signals that a player started to reload his weapon.