/* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerCreated */ SqCore.On().PlayerCreated.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerDestroyed */ SqCore.On().PlayerDestroyed.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerCustom */ SqCore.On().PlayerCustom.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerStream */ SqCore.On().PlayerStream.Connect(function(/*SqPlayer*/ client, /*SqPlayer*/ player, /*bool*/ is_deleted) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerRequestClass */ SqCore.On().PlayerRequestClass.Connect(function(/*SqPlayer*/ player, offset) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerRequestSpawn */ SqCore.On().PlayerRequestSpawn.Connect(function(/*SqPlayer*/ player) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerSpawn */ SqCore.On().PlayerSpawn.Connect(function(/*SqPlayer*/ player) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerWasted */ SqCore.On().PlayerWasted.Connect(function(/*SqPlayer*/ player, /*int*/ reason) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerKilled */ SqCore.On().PlayerKilled.Connect(function(/*SqPlayer*/ player, /*SqPlayer*/ killer, /*int*/ reason, /*int*/ body_part, /*bool*/ team_kill) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerEmbarking */ SqCore.On().PlayerEmbarking.Connect(function(/*SqPlayer*/ player, /*SqVehicle*/ vehicle, /*int*/ slot) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerEmbarked */ SqCore.On().PlayerEmbarked.Connect(function(/*SqPlayer*/ player, /*SqVehicle*/ vehicle, /*int*/ slot) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerDisembark */ SqCore.On().PlayerDisembark.Connect(function(/*SqPlayer*/ player, /*SqVehicle*/ vehicle) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerRename */ SqCore.On().PlayerRename.Connect(function(/*SqPlayer*/ player, /*string*/ old_name, /*string*/ new_name) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerState */ SqCore.On().PlayerState.Connect(function(/*SqPlayer*/ player, /*int*/ old_state, /*int*/ new_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateNone */ SqCore.On().StateNone.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateNormal */ SqCore.On().StateNormal.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateAim */ SqCore.On().StateAim.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateDriver */ SqCore.On().StateDriver.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StatePassenger */ SqCore.On().StatePassenger.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateEnterDriver */ SqCore.On().StateEnterDriver.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateEnterPassenger */ SqCore.On().StateEnterPassenger.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateExit */ SqCore.On().StateExit.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: StateUnspawned */ SqCore.On().StateUnspawned.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerAction */ SqCore.On().PlayerAction.Connect(function(/*SqPlayer*/ player, /*int*/ old_action, /*int*/ new_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionNone */ SqCore.On().ActionNone.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionNormal */ SqCore.On().ActionNormal.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionAiming */ SqCore.On().ActionAiming.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionShooting */ SqCore.On().ActionShooting.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionJumping */ SqCore.On().ActionJumping.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionLieDown */ SqCore.On().ActionLieDown.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionGettingUp */ SqCore.On().ActionGettingUp.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionJumpVehicle */ SqCore.On().ActionJumpVehicle.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionDriving */ SqCore.On().ActionDriving.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionDying */ SqCore.On().ActionDying.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionWasted */ SqCore.On().ActionWasted.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionEmbarking */ SqCore.On().ActionEmbarking.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ActionDisembarking */ SqCore.On().ActionDisembarking.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerBurning */ SqCore.On().PlayerBurning.Connect(function(/*SqPlayer*/ player, /*bool*/ is_on_fire) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerCrouching */ SqCore.On().PlayerCrouching.Connect(function(/*SqPlayer*/ player, /*bool*/ is_crouching) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerGameKeys */ SqCore.On().PlayerGameKeys.Connect(function(/*SqPlayer*/ player, /*int*/ old_keys, /*int*/ new_keys) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerStartTyping */ SqCore.On().PlayerStartTyping.Connect(function(/*SqPlayer*/ player) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerStopTyping */ SqCore.On().PlayerStopTyping.Connect(function(/*SqPlayer*/ player) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerAway */ SqCore.On().PlayerAway.Connect(function(/*SqPlayer*/ player, /*bool*/ is_away) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerMessage */ SqCore.On().PlayerMessage.Connect(function(/*SqPlayer*/ player, /*string*/ message) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerCommand */ SqCore.On().PlayerCommand.Connect(function(/*SqPlayer*/ player, /*string*/ message) { g_Cmd.Run(player, command); // Forward this command to the command manager }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerPrivateMessage */ SqCore.On().PlayerPrivateMessage.Connect(function(/*SqPlayer*/ player, /*SqPlayer*/ target_player, /*string*/ message) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerKeyPress */ SqCore.On().PlayerKeyPress.Connect(function(/*SqPlayer*/ player, /*SqKeybind*/ bind) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerKeyRelease */ SqCore.On().PlayerKeyRelease.Connect(function(/*SqPlayer*/ player, /*SqKeybind*/ bind) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerSpectate */ SqCore.On().PlayerSpectate.Connect(function(/*SqPlayer*/ player, /*SqPlayer*/ target_player) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerUnspectate */ SqCore.On().PlayerUnspectate.Connect(function(/*SqPlayer*/ player) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerCrashreport */ SqCore.On().PlayerCrashreport.Connect(function(/*SqPlayer*/ player, /*string*/ report) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerModuleList */ SqCore.On().PlayerModuleList.Connect(function(/*SqPlayer*/ player, /*string*/ list) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: ClientScriptData */ SqCore.On().ClientScriptData.Connect(function(/*SqPlayer*/ player, /*SqBuffer*/ data, /*int*/ size) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerUpdate */ SqCore.On().PlayerUpdate.Connect(function(/*SqPlayer*/ player, /*int*/ update_type) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerHealth */ SqCore.On().PlayerHealth.Connect(function(/*SqPlayer*/ player, /*float*/ old_health, /*float*/ new_health) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerArmour */ SqCore.On().PlayerArmour.Connect(function(/*SqPlayer*/ player, /*float*/ old_armour, /*float*/ new_armour) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerWeapon */ SqCore.On().PlayerWeapon.Connect(function(/*SqPlayer*/ player, /*int*/ old_weapon, /*int*/ new_weapon) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerHeading */ SqCore.On().PlayerHeading.Connect(function(/*SqPlayer*/ player, /*float*/ old_heading, /*float*/ new_heading) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerPosition */ SqCore.On().PlayerPosition.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerOption */ SqCore.On().PlayerOption.Connect(function(/*SqPlayer*/ player, /*int*/ option_id, /*bool*/ value, /*int*/ header, /*object*/ payload) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerAdmin */ SqCore.On().PlayerAdmin.Connect(function(/*SqPlayer*/ player, /*bool*/ old_status, /*bool*/ new_status) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerWorld */ SqCore.On().PlayerWorld.Connect(function(/*SqPlayer*/ player, /*int*/ old_world, /*int*/ new_world, /*bool*/ secondary) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerTeam */ SqCore.On().PlayerTeam.Connect(function(/*SqPlayer*/ player, /*int*/ old_team, /*int*/ new_team) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerSkin */ SqCore.On().PlayerSkin.Connect(function(/*SqPlayer*/ player, /*int*/ old_skin, /*int*/ new_skin) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerMoney */ SqCore.On().PlayerMoney.Connect(function(/*SqPlayer*/ player, /*int*/ old_money, /*int*/ new_money) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerScore */ SqCore.On().PlayerScore.Connect(function(/*SqPlayer*/ player, /*int*/ old_score, /*int*/ new_score) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerWantedLevel */ SqCore.On().PlayerWantedLevel.Connect(function(/*SqPlayer*/ player, /*int*/ old_level, /*int*/ new_level) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerImmunity */ SqCore.On().PlayerImmunity.Connect(function(/*SqPlayer*/ player, /*int*/ old_immunity, /*int*/ new_immunity) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerAlpha */ SqCore.On().PlayerAlpha.Connect(function(/*SqPlayer*/ player, /*int*/ old_alpha, /*int*/ new_alpha, /*int*/ fade) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerEnterArea */ SqCore.On().PlayerEnterArea.Connect(function(/*SqPlayer*/ player, /*SqArea*/ area) { }); /* -------------------------------------------------------------------------------------------------------------------- * Bind to global event: PlayerLeaveArea */ SqCore.On().PlayerLeaveArea.Connect(function(/*SqPlayer*/ player, /*SqArea*/ area) { });