events

package
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Published: Feb 15, 2025 License: MIT Imports: 3 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

View Source
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

View Source
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 ActiveWeaponChangeEventDetails

type ActiveWeaponChangeEventDetails struct {
	OldWeaponKey string
	NewWeaponKey string
}

type AmmoChangeEventDetails

type AmmoChangeEventDetails struct {
	OldAmmoAmount int
	NewAmmoAmount int
}

type ArmourChangedEventDetails

type ArmourChangedEventDetails struct {
	Old int
	New int
}

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

func (GameEvent) String

func (e GameEvent) String() string

type GameEventDetails

type GameEventDetails struct {
	EventType                       GameEvent
	EventPlayerWeaponAmmoChange     *AmmoChangeEventDetails
	EventPlayerWeaponChange         *WeaponChangeEventDetails
	EventPlayerWeaponAddedOrRemoved *WeaponAddedOrRemovedEventDetails
	EventPlayerActiveWeaponChange   *ActiveWeaponChangeEventDetails
	EventPlayerWeaponReload         *WeaponReloadStartedEventDetails
	EventPlayerHealthChanged        *HealthChangedEventDetails
	EventPlayerArmourChanged        *ArmourChangedEventDetails
}

type HealthChangedEventDetails

type HealthChangedEventDetails struct {
	Old int
	New int
}

type WeaponAddedOrRemovedEventDetails

type WeaponAddedOrRemovedEventDetails struct {
	Weapons structs.WeaponCollection
}

type WeaponChangeEventDetails

type WeaponChangeEventDetails struct {
	OldWeaponKey  string
	NewWeaponKey  string
	OldWeaponName string
	NewWeaponName string
}

type WeaponReloadStartedEventDetails

type WeaponReloadStartedEventDetails struct {
	WeaponKey string
}

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