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

Returns

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()

Internal

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

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

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

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

  • 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

Returns

GENERAL:ProcessOOCMessage(message)

Called when an OOC message is sent

Parameters

GENERAL:RadioMessageFallback(ply, message)

Called when a player tries to use /r or /radio, but is not a CP

Parameters

  • ply entity

    The player

GENERAL:ShouldDrawHUDBox()

Called after a chat class message is sent

Returns

  • bool

    Should we draw the HUD box?