Documentation
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Index ¶
Constants ¶
This section is empty.
Variables ¶
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var EnumToEventName = map[GameEvent]string{ EventHeartbeat: "HeartBeat", EventPlayerPaused: "PlayerPaused", EventPlayerPlaying: "PlayerPlaying", EventPlayerInTextInput: "PlayerInTextInput", EventPlayerWeaponUse: "PlayerWeaponUse", EventPlayerWeaponReloadStarted: "PlayerWeaponReloadStarted", EventPlayerWeaponReloadFinished: "PlayerWeaponReloadFinished", EventPlayerWeaponChanged: "PlayerWeaponChanged", EventPlayerWeaponAdded: "PlayerWeaponAdded", EventPlayerWeaponRemoved: "PlayerWeaponRemoved", EventPlayerActiveWeaponSwitched: "PlayerActiveWeaponSwitched", EventPlayerHealthChanged: "EventPlayerHealthChanged", EventPlayerArmourChanged: "EventPlayerArmourChanged", EventPlayerAlivenessChanged: "EventPlayerAlivenessChanged", EventBombPlanted: "EventBombPlanted", EventBombDefused: "EventBombDefused", EventBombExploded: "EventBombExploded", }
EnumToEventName KEEP THIS LIST UP TO DATE WITH THE ABOVE ENUMS AS IT IS USED IN DOCS
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var EventNameToEnum map[string]GameEvent = func() map[string]GameEvent { m := make(map[string]GameEvent) for k, v := range EnumToEventName { m[v] = k } return m }()
Functions ¶
This section is empty.
Types ¶
type AmmoChangeEventDetails ¶
type GameEvent ¶
type GameEvent int
const ( EventHeartbeat GameEvent = iota EventPlayerPaused EventPlayerPlaying EventPlayerInTextInput EventPlayerWeaponUse EventPlayerWeaponReloadStarted EventPlayerWeaponReloadFinished EventPlayerWeaponChanged EventPlayerWeaponAdded EventPlayerWeaponRemoved EventPlayerActiveWeaponSwitched EventPlayerHealthChanged EventPlayerArmourChanged EventPlayerAlivenessChanged EventBombPlanted EventBombDefused EventBombExploded )
All possible event that can be raised, as well as functions needed to check for them
type GameEventDetails ¶
type GameEventDetails struct {
EventType GameEvent
EventPlayerWeaponAmmoChange *AmmoChangeEventDetails
EventPlayerWeaponChange *WeaponChangeEventDetails
EventPlayerWeaponAddedOrRemoved *WeaponAddedOrRemovedEventDetails
EventPlayerActiveWeaponChange *ActiveWeaponChangeEventDetails
EventPlayerWeaponReload *WeaponReloadStartedEventDetails
EventPlayerHealthChanged *HealthChangedEventDetails
EventPlayerArmourChanged *ArmourChangedEventDetails
}
type WeaponAddedOrRemovedEventDetails ¶
type WeaponAddedOrRemovedEventDetails struct {
Weapons structs.WeaponCollection
}
type WeaponReloadStartedEventDetails ¶
type WeaponReloadStartedEventDetails struct {
WeaponKey string
}
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