-- blank script phasor 059 function GetRequiredVersion() return 10057 end -- called when the script is loaded function OnScriptLoad(process) end -- called when the script is unloaded -- Do not return a value function OnScriptUnload() end -- called when a game is starting (before any players join) -- Do not return a value. function OnNewGame(map) end -- called when a game is ending -- Do not return a value. function OnGameEnd(mode) -- mode 1 = score menu (F1) is being displayed to clients, they are still ingame -- mode 2 = post game menu appeared -- mode 3 = players can quit via the post game score card end -- Called when there is chat within the server -- It must return a value which indicates whether or not the chat is sent. function OnServerChat(player, chattype, message) return 1 end -- Called when a server command is being executed -- It must return a value which indicates whether or not the command should be processed -- Note: It is only called when an authenticated (and allowed) player attempts to use the command. -- player is -1 when being executed via the server console. function OnServerCommand(player, command) return 1 end -- Called when a player's team is being chosen as the join the server. -- It must return a value which indicates the team the player is to be put on. -- Note: this function being called doesn't guarantee that the player will be able to successfully join. function OnTeamDecision(cur_team) return cur_team end -- Called when a player joins the server. -- Do not return a value. function OnPlayerJoin(player, team) end -- Called when a player the server. -- Do not return a value. function OnPlayerLeave(player, team) end -- called when a player kills another, 'killer' is the index of the killing player, 'victim' is the index of the dead player -- Do not return a value. function OnPlayerKill(killer, victim, mode) end -- called when a player gets a double kill, killing spree etc -- see Phasor documentation for multiplier values function OnKillMultiplier(player, multiplier) end -- Called when a player s (after object is created, before players are notified) -- Do not return a value function OnPlayerSpawn(player, m_objectId) end -- Called after clients have been notified of a player spawn -- Do not return a value function OnPlayerSpawnEnd(player, m_objectId) end -- Called when a player is attempting to . -- A value must be returned. The return value indicates whether or not the player is allowed the change team. -- Notes: If relevant is 1 the return value is considered, if it's 0 then the return value is ignored. function OnTeamChange(relevant, player, team, dest_team) return 1 end -- This is called when a client sends the server an update packet. -- This includes things such as movement vectors, camera positions, button presses etc. -- This function is called frequently so care should be taken to keep processing -- to a minimum. -- Do not return a value function OnClientUpdate(player, m_objectId) end -- Called when a player interacts with an object -- It can be called while attempting to pick the object up -- It is also called when standing above an object so can be called various times quickly function OnObjectInteraction(player, m_ObjectId, tagType, tagName) return 1 end -- Called when a player attempts to reload their weapon. -- A value must be returned. The return value indicates whether or not the player is allowed to reload. -- Notes: If player is -1 then the weapon being reload wasn't located (it could be a vehicle's weapon) function OnWeaponReload(player, weapon) return 1 end -- Called when a player attempts to enter a vehicle. --The return value indicates whether or not the player is allowed to enter. function OnVehicleEntry(relevant, player, vehicleId, vehicle_tag, seat) return 1 end -- Called when a player is being ejected from their vehicle -- Return 1 or 0 to allow/block it. function OnVehicleEject(player, forceEject) return 1 end -- Called when damage is being done to an object. -- This doesn't always need to be a player. -- Do not return a value function OnDamageLookup(receiving_obj, causing_obj, tagdata, tagname) end -- Called when a player is being assigned a weapon (usually when they spawn) -- A value must be returned. The return value is the id of the weapon they're to spawn with. Return zero if the weapon shouldn't change. -- Notes: This is called for all weapon spawns the player has -- This is also called with player 255 when vehicles are being assigned weapons. -- This is only considered if in gametype, the weapon set is 'generic' if not this has no effect. function OnWeaponAssignment(player, object, count, tag) end -- Called when an object is created -- Do not return a value. function OnObjectCreation(m_objectId, player_owner, tag) end -- Called when the player presses the G key -- Cannot be blocked, couldn't figure out how -- cur_nadetype is what they're switching from and next_nadetype is the grenade type they're switching to -- Passes 0 for frags and 1 for plasmas, for the nadetypes function OnGrenadeSwap(player, cur_nadetype, next_nadetype) end