/* eslint-disable @typescript-eslint/triple-slash-reference */ /// /* eslint-enable @typescript-eslint/triple-slash-reference */ declare namespace mod { namespace EventHandlerSignatures { /** * This will trigger per server tick. */ export function OngoingGlobal(): void; /** * This will trigger per server tick for each AreaTrigger. * @param eventAreaTrigger - The AreaTrigger that is being processed. */ export function OngoingAreaTrigger(eventAreaTrigger: mod.AreaTrigger): void; export function OngoingBlockingSphere(eventBlockingSphere: mod.BlockingSphere): void; /** * This will trigger per server tick for each Bomb. * @param eventBomb - The Bomb that is being processed. */ export function OngoingBomb(eventBomb: mod.Bomb): void; /** * This will trigger per server tick for each CapturePoint. * @param eventCapturePoint - The CapturePoint that is being processed. */ export function OngoingCapturePoint(eventCapturePoint: mod.CapturePoint): void; /** * This will trigger per server tick for each EmplacementSpawner. * @param eventEmplacementSpawner - The EmplacementSpawner that is being processed. */ export function OngoingEmplacementSpawner(eventEmplacementSpawner: mod.EmplacementSpawner): void; /** * This will trigger per server tick for each HQ. * @param eventHQ - The HQ that is being processed. */ export function OngoingHQ(eventHQ: mod.HQ): void; /** * This will trigger per server tick for each InteractPoint. * @param eventInteractPoint - The InteractPoint that is being processed. */ export function OngoingInteractPoint(eventInteractPoint: mod.InteractPoint): void; /** * This will trigger per server tick for each LootSpawner. * @param eventLootSpawner - The LootSpawner that is being processed. */ export function OngoingLootSpawner(eventLootSpawner: mod.LootSpawner): void; /** * This will trigger per server tick for each MCOM. * @param eventMCOM - The MCOM that is being processed. */ export function OngoingMCOM(eventMCOM: mod.MCOM): void; /** * This will trigger per server tick for each Player. * @param eventPlayer - The Player that is being processed. */ export function OngoingPlayer(eventPlayer: mod.Player): void; /** * This will trigger per server tick for each RingOfFire. * @param eventRingOfFire - The RingOfFire that is being processed. */ export function OngoingRingOfFire(eventRingOfFire: mod.RingOfFire): void; /** * This will trigger per server tick for each Sector. * @param eventSector - The Sector that is being processed. */ export function OngoingSector(eventSector: mod.Sector): void; /** * This will trigger per server tick for each Spawner. * @param eventSpawner - The Spawner that is being processed. */ export function OngoingSpawner(eventSpawner: mod.Spawner): void; /** * This will trigger per server tick for each SpawnPoint. * @param eventSpawnPoint - The SpawnPoint that is being processed. */ export function OngoingSpawnPoint(eventSpawnPoint: mod.SpawnPoint): void; /** * This will trigger per server tick for each Team. * @param eventTeam - The Team that is being processed. */ export function OngoingTeam(eventTeam: mod.Team): void; /** * This will trigger per server tick for each Vehicle. * @param eventVehicle - The Vehicle that is being processed. */ export function OngoingVehicle(eventVehicle: mod.Vehicle): void; /** * This will trigger per server tick for each VehicleSpawner. * @param eventVehicleSpawner - The VehicleSpawner that is being processed. */ export function OngoingVehicleSpawner(eventVehicleSpawner: mod.VehicleSpawner): void; /** * This will trigger per server tick for each WaypointPath. * @param eventWaypointPath - The WaypointPath that is being processed. */ export function OngoingWaypointPath(eventWaypointPath: mod.WaypointPath): void; /** * This will trigger per server tick for each WorldIcon. * @param eventWorldIcon - The WorldIcon that is being processed. */ export function OngoingWorldIcon(eventWorldIcon: mod.WorldIcon): void; // This will trigger when an AI Soldier stops trying to reach a destination. export function OnAIMoveToFailed(eventPlayer: mod.Player): void; // This will trigger when an AI Soldier starts moving to a target location. export function OnAIMoveToRunning(eventPlayer: mod.Player): void; // This will trigger when an AI Soldier reaches target location. export function OnAIMoveToSucceeded(eventPlayer: mod.Player): void; // This will trigger when an AI Soldier parachute action is running. export function OnAIParachuteRunning(eventPlayer: mod.Player): void; // This will trigger when an AI Soldier parachute action has succeeded. export function OnAIParachuteSucceeded(eventPlayer: mod.Player): void; // This will trigger when an AI Soldier stops following a waypoint. export function OnAIWaypointIdleFailed(eventPlayer: mod.Player): void; // This will trigger when an AI Soldier starts following a waypoint. export function OnAIWaypointIdleRunning(eventPlayer: mod.Player): void; // This will trigger when an AI Soldier finishes following a waypoint. export function OnAIWaypointIdleSucceeded(eventPlayer: mod.Player): void; // This will trigger when a player drops the bomb. export function OnBombDropped(eventBomb: mod.Bomb, eventPlayer: mod.Player): void; // This will trigger when a player picks up a bomb. export function OnBombPickedUp(eventBomb: mod.Bomb, eventPlayer: mod.Player): void; // This will trigger when a bomb changes state. export function OnBombStateChanged(eventBomb: mod.Bomb, eventBombState: mod.BombState): void; // This will trigger when a team takes control of a CapturePoint. export function OnCapturePointCaptured(eventCapturePoint: mod.CapturePoint): void; // This will trigger when a team begins capturing a CapturePoint. export function OnCapturePointCapturing(eventCapturePoint: mod.CapturePoint): void; // This will trigger when a team loses control of a CapturePoint. export function OnCapturePointLost(eventCapturePoint: mod.CapturePoint): void; // This will trigger when the gamemode ends. export function OnGameModeEnding(): void; // This will trigger at the start of the gamemode. export function OnGameModeStarted(): void; // This will trigger when the Golmud train stops. export function OnGolmudTrainStopped(eventGolmudTrainStopReason: mod.GolmudTrainStopReason): void; // This will trigger when a Player is forced into the mandown state. export function OnMandown(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): void; // This will trigger when a MCOM is armed. export function OnMCOMArmed(eventMCOM: mod.MCOM): void; // This will trigger when a MCOM is defused. export function OnMCOMDefused(eventMCOM: mod.MCOM): void; // This will trigger when a MCOM detonates. export function OnMCOMDestroyed(eventMCOM: mod.MCOM): void; // This will trigger when a Player takes damage. export function OnPlayerDamaged( eventPlayer: mod.Player, eventOtherPlayer: mod.Player, eventDamageType: mod.DamageType, eventWeaponUnlock: mod.WeaponUnlock ): void; // This will trigger whenever a Player deploys. export function OnPlayerDeployed(eventPlayer: mod.Player): void; // This will trigger whenever a Player dies. export function OnPlayerDied( eventPlayer: mod.Player, eventOtherPlayer: mod.Player, eventDeathType: mod.DeathType, eventWeaponUnlock: mod.WeaponUnlock ): void; // This will trigger when a Player earns a kill against another Player. export function OnPlayerEarnedKill( eventPlayer: mod.Player, eventOtherPlayer: mod.Player, eventDeathType: mod.DeathType, eventWeaponUnlock: mod.WeaponUnlock ): void; // This will trigger when a Player earns a kill assist. export function OnPlayerEarnedKillAssist(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): void; // This will trigger when a player emerges from water. export function OnPlayerEmerged(eventPlayer: mod.Player): void; /** * This will trigger when a Player enters an AreaTrigger. * Note: The AreaTrigger has to be placed in Godot scene, assigned an ObjId and a CollisionPolygon3D(volume). * @param eventPlayer - The player that entered the AreaTrigger. * @param eventAreaTrigger - The AreaTrigger that the player entered. */ export function OnPlayerEnterAreaTrigger(eventPlayer: mod.Player, eventAreaTrigger: mod.AreaTrigger): void; /** * This will trigger when a Player enters a CapturePoint capturing area. * Note: The CapturePoint has to be placed in Godot scene, assigned an ObjId and a CapturePointArea(volume). * @param eventPlayer - The player that entered the CapturePoint. * @param eventCapturePoint - The CapturePoint that the player entered. */ export function OnPlayerEnterCapturePoint(eventPlayer: mod.Player, eventCapturePoint: mod.CapturePoint): void; // This will trigger when a player enters water. export function OnPlayerEnteredWater(eventPlayer: mod.Player): void; // This will trigger when a Player enters a Vehicle seat. export function OnPlayerEnterVehicle(eventPlayer: mod.Player, eventVehicle: mod.Vehicle): void; // This will trigger when a Player enters a Vehicle seat. export function OnPlayerEnterVehicleSeat( eventPlayer: mod.Player, eventVehicle: mod.Vehicle, eventSeat: mod.Object ): void; // This will trigger when a Player enters a VL7Cloud volume. export function OnPlayerEnterVL7Cloud(eventPlayer: mod.Player, eventVL7Cloud: mod.VL7Cloud): void; /** * This will trigger when a Player exits an AreaTrigger. * Note: The AreaTrigger has to be placed in Godot scene, assigned an ObjId and a CollisionPolygon3D(volume). * @param eventPlayer - The player that exited the AreaTrigger. * @param eventAreaTrigger - The AreaTrigger that the player exited. */ export function OnPlayerExitAreaTrigger(eventPlayer: mod.Player, eventAreaTrigger: mod.AreaTrigger): void; /** * This will trigger when a Player exits a CapturePoint capturing area. * Note: The CapturePoint has to be placed in Godot scene, assigned an ObjId and a CapturePointArea(volume). * @param eventPlayer - The player that exited the CapturePoint. * @param eventCapturePoint - The CapturePoint that the player exited. */ export function OnPlayerExitCapturePoint(eventPlayer: mod.Player, eventCapturePoint: mod.CapturePoint): void; // This will trigger when a player exits water. export function OnPlayerExitedWater(eventPlayer: mod.Player): void; // This will trigger when a Player exits a Vehicle. export function OnPlayerExitVehicle(eventPlayer: mod.Player, eventVehicle: mod.Vehicle): void; // This will trigger when a Player exits a Vehicle seat. export function OnPlayerExitVehicleSeat( eventPlayer: mod.Player, eventVehicle: mod.Vehicle, eventSeat: mod.Object ): void; // This will trigger when a Player exits a VL7Cloud volume. export function OnPlayerExitVL7Cloud(eventPlayer: mod.Player, eventVL7Cloud: mod.VL7Cloud): void; // This will trigger when a Player interacts with InteractPoint. export function OnPlayerInteract(eventPlayer: mod.Player, eventInteractPoint: mod.InteractPoint): void; // This will trigger when a Player joins the game. export function OnPlayerJoinGame(eventPlayer: mod.Player): void; /** * This will trigger when any player leaves the game. * @param eventNumber - The id of the player that left the game. */ export function OnPlayerLeaveGame(eventNumber: number): void; // This will trigger when a player submerges in water. export function OnPlayerSubmerged(eventPlayer: mod.Player): void; // This will trigger when a Player changes team. export function OnPlayerSwitchTeam(eventPlayer: mod.Player, eventTeam: mod.Team): void; /** * This will trigger when a Player interacts with an UI button. * Note: The `eventUIButtonEvent` argument does not seem to work, so you may need to always treat this as a * click. * @param eventPlayer - The player that interacted with the UI button. * @param eventUIWidget - The UI widget that the player interacted with. * @param eventUIButtonEvent - The event that occurred. */ export function OnPlayerUIButtonEvent( eventPlayer: mod.Player, eventUIWidget: mod.UIWidget, eventUIButtonEvent: mod.UIButtonEvent ): void; // This will trigger when the Player dies and returns to the deploy screen. export function OnPlayerUndeploy(eventPlayer: mod.Player): void; // This will trigger when a Player presses the Zoom button. export function OnPortalGadgetAimStart(eventPlayer: mod.Player): void; // This will trigger when a Player releases the Zoom button. export function OnPortalGadgetAimStop(eventPlayer: mod.Player): void; // This will trigger when a Player presses the Fire button. export function OnPortalGadgetFireStart(eventPlayer: mod.Player): void; // This will trigger when a Player releases the Fire button. export function OnPortalGadgetFireStop(eventPlayer: mod.Player): void; // This will trigger when a Player presses the Tactical Device button. export function OnPortalGadgetLaserToggle(eventPlayer: mod.Player, eventBoolean: boolean): void; // This will trigger when a Raycast hits a target. export function OnRayCastHit(eventPlayer: mod.Player, eventPoint: mod.Vector, eventNormal: mod.Vector): void; // This will trigger when a Raycast is called and doesn't hit any target. export function OnRayCastMissed(eventPlayer: mod.Player): void; // This will trigger when a Player is revived by another Player. export function OnRevived(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): void; // This will trigger when a RingOfFire changes size. export function OnRingOfFireZoneSizeChange(eventRingOfFire: mod.RingOfFire, eventNumber: number): void; // This will trigger when an AISpawner spawns an AI Soldier. export function OnSpawnerSpawned(eventPlayer: mod.Player, eventSpawner: mod.Spawner): void; // This will trigger when the gamemode time limit has been reached. export function OnTimeLimitReached(): void; // This will trigger when a Vehicle is destroyed. export function OnVehicleDestroyed(eventVehicle: mod.Vehicle): void; // This will trigger when a Vehicle is called into the map. export function OnVehicleSpawned(eventVehicle: mod.Vehicle): void; } }