SDKHookCB

Last Updated2021-07-10
Created At2013-02-08

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OnTakeDamagePost OnTakeDamageAlivePost

void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3], int damagecustom)

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OnTakeDamagePost OnTakeDamageAlivePost

void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3])

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UsePost

void (int entity, int activator, int caller, UseType type, float value)

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OnTakeDamage OnTakeDamageAlive Note: The weapon parameter is not used by all games and damage sources. Note: Force application is dependent on game and damage type(s) SDKHooks 2.0+

Action (int victim, int& attacker, int& inflictor, float& damage, int& damagetype, int& weapon, float damageForce[3], float damagePosition[3])

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PreThink/Post PostThink/Post

void (int client)

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EndTouch StartTouch Touch Blocked

Action (int entity, int other)

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OnTakeDamage OnTakeDamageAlive SDKHooks 1.0+

Action (int victim, int& attacker, int& inflictor, float& damage, int& damagetype)

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Spawn Think

Action (int entity)

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SetTransmit

Action (int entity, int client)

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OnTakeDamagePost OnTakeDamageAlivePost

void (int victim, int attacker, int inflictor, float damage, int damagetype)

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TraceAttack

Action (int victim, int& attacker, int& inflictor, float& damage, int& damagetype, int& ammotype, int hitbox, int hitgroup)

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TraceAttackPost

void (int victim, int attacker, int inflictor, float damage, int damagetype, int ammotype, int hitbox, int hitgroup)

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OnTakeDamage OnTakeDamageAlive Note: The weapon parameter is not used by all games and damage sources. Note: Force application is dependent on game and damage type(s) SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability. DON'T attempt to access 'damagecustom' var if feature status != available

Action (int victim, int& attacker, int& inflictor, float& damage, int& damagetype, int& weapon, float damageForce[3], float damagePosition[3], int damagecustom)

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EndTouchPost StartTouchPost TouchPost

void (int entity, int other)

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GetMaxHealth (ep2v and later)

Action (int entity, int& maxhealth)

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GroundEntChanged SpawnPost ThinkPost VPhysicsUpdate/Post

void (int entity)

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WeaponCanSwitchToPost WeaponCanUsePost WeaponDropPost WeaponEquipPost WeaponSwitchPost

void (int client, int weapon)

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Reload

Action (int weapon)

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Reload post

void (int weapon, bool bSuccessful)

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WeaponCanSwitchTo WeaponCanUse WeaponDrop WeaponEquip WeaponSwitch

Action (int client, int weapon)

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Use

Action (int entity, int activator, int caller, UseType type, float value)

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ShouldCollide

bool (int entity, int collisiongroup, int contentsmask, bool originalResult)

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FireBulletsPost

void (int client, int shots, const char[] weaponname)

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CanBeAutobalanced

bool (int client, bool origRet)