OnPlayerRunCmd

Last Updated2019-05-29
Created At2009-05-12

Called when a clients movement buttons are being processed

Notes

To see if all 11 params are available, use FeatureType_Capability and FEATURECAP_PLAYERRUNCMD_11PARAMS.

forward Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2])

Parameters

int client
Index of the client.
int& buttons
Copyback buffer containing the current commands (as bitflags - see entity_prop_stocks.inc).
int& impulse
Copyback buffer containing the current impulse command.
float[3] vel
Players desired velocity.
float[3] angles
Players desired view angles.
int& weapon
Entity index of the new weapon if player switches weapon, 0 otherwise.
int& subtype
Weapon subtype when selected from a menu.
int& cmdnum
Command number. Increments from the first command sent.
int& tickcount
Tick count. A client's prediction based on the server's GetGameTickCount value.
int& seed
Random seed. Used to determine weapon recoil, spread, and other predicted elements.
int[2] mouse
Mouse direction (x, y).

Return Value

Action Plugin_Handled to block the commands from being processed, Plugin_Continue otherwise.