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Copy file name to clipboardExpand all lines: events/events.go
+12-12Lines changed: 12 additions & 12 deletions
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@@ -109,12 +109,12 @@ type AnnouncementWinPanelMatch struct{}
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// Footstep occurs when a player makes a footstep.
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typeFootstepstruct {
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Player*common.Player
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Player*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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}
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// PlayerTeamChange occurs when a player swaps teams.
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typePlayerTeamChangestruct {
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Player*common.Player
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Player*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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// TeamState of the old team.
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// May be nil if player changed from spectators/unassigned (OldTeam == TeamSpectators || OldTeam == TeamUnassigned).
@@ -133,14 +133,14 @@ type PlayerTeamChange struct {
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// PlayerJump signals that a player has jumped.
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typePlayerJumpstruct {
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Player*common.Player
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Player*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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}
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// Kill signals that a player has been killed.
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typeKillstruct {
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Weapon*common.Equipment
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Victim*common.Player
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Killer*common.Player// May be nil for world damage (EqWorld) or if the demo is partially corrupt (see #156)
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Victim*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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Killer*common.Player// May be nil for world damage (EqWorld) or if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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Assister*common.Player
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PenetratedObjectsint
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IsHeadshotbool
@@ -153,13 +153,13 @@ type BotTakenOver struct {
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// WeaponFire signals that a weapon has been fired.
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typeWeaponFirestruct {
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Shooter*common.Player// May be nil if the demo is partially corrupt (see #156)
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Shooter*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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Weapon*common.Equipment
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}
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// WeaponReload signals that a player started to reload his weapon.
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typeWeaponReloadstruct {
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Player*common.Player
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Player*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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}
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// GrenadeEventIf is the interface for all GrenadeEvents (except GrenadeProjectile* events).
@@ -174,7 +174,7 @@ type GrenadeEvent struct {
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GrenadeType common.EquipmentElement
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Grenade*common.Equipment// Maybe nil for InfernoStart & InfernoExpired since we don't know the thrower (at least in old demos)
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Position r3.Vector
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Thrower*common.Player
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Thrower*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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GrenadeEntityIDint
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}
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@@ -249,8 +249,8 @@ type GrenadeProjectileDestroy struct {
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// PlayerFlashed signals that a player was flashed.
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typePlayerFlashedstruct {
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Player*common.Player
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Attacker*common.Player
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Player*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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Attacker*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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Projectile*common.GrenadeProjectile
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}
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@@ -358,8 +358,8 @@ const (
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// PlayerHurt signals that a player has been damaged.
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typePlayerHurtstruct {
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Player*common.Player
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Attacker*common.Player// May be nil if the player is taking world damage (e.g. fall damage).
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Player*common.Player// May be nil if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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Attacker*common.Player// May be nil if the player is taking world damage (e.g. fall damage) or if the demo is partially corrupt (player is 'unconnected', see #156 and #172).
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Healthint
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Armorint
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Weapon*common.Equipment// May be EqUnknown for world-damage (falling / bomb).
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