General
Hooks that can be used in a Plugin or a Schema
Functions
GENERAL:CanEditDoor(ply, door)
Called to decide if a player can edit a door
Parameters
-
ply
entity
The player
-
door
entity
The door
Returns
-
bool
Can edit
GENERAL:CanPlayerChangeTeam(ply, team)
Called to decide if a player can change team
Parameters
-
ply
entity
The player
-
team
int
The team to switch to
Returns
-
bool
Can we switch team?
GENERAL:CanStoreItem(ply, storage, itemclass, from)
Called to decide if a player can store/unstore an item
Parameters
-
ply
entity
The player
-
storage
entity
The storage box
-
itemclass
string
The item class
-
from
int
Is this to or from the players inventory?
Returns
-
bool
Allow the item to be stored or unstored?
GENERAL:CanUseInventory(ply)
Controls wether a player can use their inventory, returning false stops all inventory interaction and stops the inventory from displaying
Parameters
-
ply
entity
The player that is trying to use their inventory
Returns
-
bool
Can use inventory
GENERAL:ChatClassMessageSend(chatClass, sender, message)
Called when an chat class message is sent
Parameters
-
chatClass
int
ID of the chat class
-
sender
entity
The sender
-
message
string
The message
Returns
-
string
The new message
GENERAL:ChatStateChanged(ply, oldState, newState)
Called when a players chat state changes
Parameters
-
ply
entity
The player
-
oldState
boolean
The old chat state
-
newState
boolean
The new chat state
GENERAL:CheckMenuInput()
Called every tick, use this to check for key presses to open user interface elements (input.IsKeyDown)
GENERAL:ContainerPasscodeSet(ply, container)
Called when a player sets a container passcode
Parameters
-
ply
entity
The player
-
container
entity
The container
GENERAL:CreateMenuMessages()
Called when the menu is active and MenuMessages are ready to be created
See Also
GENERAL:DefineSettings()
Called when you can define settings, all settings you want to define should be done inside this hook
See Also
GENERAL:DisplayMenuMessages()
This is an internal function! You are able to use it, but you risk unintended side effects if used incorrectly.
Called when the menu is active and MenuMessages are ready to be displayed
See Also
GENERAL:DoInventorySearch(ply, target)
Called when a player inventory searches another player
Parameters
-
ply
entity
The searcher player
-
target
entity
The target player
GENERAL:GetDeathSound()
Returns a custom death sound to override the default impulse one
Returns
-
string
Sound path
GENERAL:LoadAnimationClasses()
Called when animation classes have been loaded
GENERAL:OnSchemaLoaded()
Called when the schema has loaded fully
GENERAL:OnSyncUpdate(varID, targetID, any)
Called when a Sync variable is updated
Parameters
-
varID
int
The sync variable ID
-
targetID
int
The entity ID of the target
-
any
The new value
GENERAL:PlayerAddUserToDoor(ply, owners)
Called when a player adds a user to a door
Parameters
-
ply
entity
The player
-
owners
Table of owners
GENERAL:PlayerArrested(convict, officer)
Called when a player is arrested
Parameters
-
convict
entity
The player that has been arrested
-
officer
entity
The officer who arrested the player
GENERAL:PlayerBuyablePurchase(ply, buyable)
Called when a player purchases a buyable
Parameters
-
ply
entity
The player
-
buyable
string
The buyable name
GENERAL:PlayerCanHearCheck(listener, speaker)
Called to check if one player can hear another
Parameters
-
listener
entity
The player listening
-
speaker
entity
The player speaking
Returns
-
bool
Can the listener hear the speaker?
GENERAL:PlayerChangeRPName(ply, name)
Called when a player changes their RP name
Parameters
-
ply
entity
The player
-
name
string
The new name
GENERAL:PlayerConfiscateItem(ply, targ, itemclass)
Called when a player confiscates an item
Parameters
-
ply
entity
The player who is confiscating
-
targ
entity
The player who is being targeted
-
itemclass
string
The item class of the confiscated item
GENERAL:PlayerCraftItem(ply, output)
Called when a player crafts an item
Parameters
-
ply
entity
The player
-
output
string
The item class of the output
GENERAL:PlayerDropDeathItems(ply, killer, pos, dropped, inv)
Called when a player dies, you can drop loot in this hook
Parameters
-
ply
entity
The player who died
-
killer
entity
The killer
-
pos
The pos to spawn any droppable items at
-
dropped
A table of dropped items
-
inv
The players inventory on death
GENERAL:PlayerDropItem(ply, itemData, invID)
Called when a player drops an item
Parameters
-
ply
entity
The player
-
itemData
A table of item data
-
invID
int
The inventory ID of the item
GENERAL:PlayerDropMoney(ply, money)
Called when a player drops money
Parameters
-
ply
entity
The player
-
money
entity
The money
GENERAL:PlayerGetJailData(endTime, jailData)
Called when the local player is sent to jail, provides jail sentence data
Parameters
-
endTime
int
When the jail sentence will end
-
jailData
Data regarding the sentence including crimes commited
GENERAL:PlayerGetKnownName(ply)
Called to decide what the known name of a player should be
Parameters
-
ply
entity
The player to get the name of
Returns
-
string
The known name
GENERAL:PlayerGetXP(ply, xp)
Called when a player gains XP
Parameters
-
ply
entity
The player
-
xp
int
The amount gained
GENERAL:PlayerInitialSpawnLoaded(ply)
Called when the player has fully loaded into the server after connecting
Parameters
-
ply
entity
Player who is now fully connected
GENERAL:PlayerOpenStorage(ply, storage)
Called when the player accesses their storage container
Parameters
-
ply
entity
The player who opened their storage
-
storage
entity
The storage box
GENERAL:PlayerOpenStorage(ply, box)
Called when a player opens their storage box
Parameters
-
ply
entity
The player that has opened their storage
-
box
entity
The storage box
GENERAL:PlayerPurchaseDoor(ply, door)
Called when a player purchases a door
Parameters
-
ply
entity
The player
-
door
entity
The door
GENERAL:PlayerRagdollPreSpawn(ragdoll, ply, attacker)
Called before a players death ragdoll spawns
Parameters
-
ragdoll
entity
The ragdoll entity
-
ply
entity
The player who died
-
attacker
entity
The killer
GENERAL:PlayerSellDoor(ply, door)
Called when a player sells a door
Parameters
-
ply
entity
The player
-
door
entity
The door
GENERAL:PlayerShouldBreakLegs(ply, damage)
Called to decide if a player should break their legs
Parameters
-
ply
entity
The player
-
damage
int
The fall damage
Returns
-
bool
Should their legs break?
GENERAL:PlayerShouldGetHungry(ply)
Called to decide if a player should get hungry
Parameters
-
ply
entity
The player
Returns
-
bool
Should they get hungry?
GENERAL:PlayerUnArrested(convict, officer)
Called when a player is un-arrested
Parameters
-
convict
entity
The player that has been un-arrested
-
officer
entity
The officer who un-arrested the player
GENERAL:PlayerUnJailed(ply)
Called when a player is unjailed
Parameters
-
ply
entity
The player
GENERAL:PlayerVendorBuy(ply, vendor, itemclass, cost)
Called when a player buys an item from a vendor
Parameters
-
ply
entity
The player
-
vendor
entity
The vendor
-
itemclass
string
The item class of the bought item
-
cost
int
The cost of the purchase
GENERAL:PlayerZoneChanged(ply, id)
Called when a player changes zone
Parameters
-
ply
entity
The player
-
id
int
The new zone ID
GENERAL:PostChatClassMessageSend(chatClass, message, sender)
Called after a chat class message is sent
Parameters
-
chatClass
int
ID of the chat class
-
message
string
The message
-
sender
entity
The sender
GENERAL:PostConfigLoad()
Called after the config has loaded
GENERAL:PostInitPostEntity()
Called after impulse has setup it's entities
GENERAL:PostInventorySetup(ply)
Called after a players inventory has been setup
Parameters
-
ply
entity
The player
GENERAL:PostSetupPlayer(ply)
Called after a player has been fully setup by impulse
Parameters
-
ply
entity
The player
GENERAL:PreEarlyInventorySetup(ply)
Called before a players inventory is queried from the database
Parameters
-
ply
entity
The player
GENERAL:ProcessICChatMessage(sender, message)
Called when an in-character chat message is sent
Parameters
-
sender
entity
The sender
-
message
string
The message
Returns
-
string
The new message
GENERAL:ProcessOOCMessage(message)
Called when an OOC message is sent
Parameters
-
message
string
The message
GENERAL:RadioMessageFallback(ply, message)
Called when a player tries to use /r or /radio, but is not a CP
Parameters
-
ply
entity
The player
-
message
string
The message
GENERAL:ShouldDrawHUDBox()
Called after a chat class message is sent
Returns
-
bool
Should we draw the HUD box?