Events
PlayerConnect(player: Player) -> None
PlayerBeforeConnect(connection_info: ConnectionInfo) -> str | bool | None
PlayerDisconnect(player: Player, reason: str) -> None
ConnectionQueueAdd(connection_info: ConnectionInfo) -> None
ConnectionQueueRemove(connection_info: ConnectionInfo) -> None
ResourceStart(resource_name: str) -> None
ResourceStop(resource_name: str) -> None
ResourceError(resource_name: str) -> None
PlayerDamage(victim: Player, attacker: Entity, health_damage: int, armour_damage: int, weapon_hash: int) -> None
PlayerDeath(victim: Player, killer: Entity, weapon_hash: int) -> None
Fire(player: Player, fires: FireInfo) -> bool | None
Explosion(source: Player, type: ExplosionType, pos: Vector3, fx: int, target: Entity) -> bool | None
StartProjectile(player: Player, pos: Vector3, dir: Vector3, ammo_hash: int, weapon_hash: int) -> bool | None
WeaponDamage(source: Player, target: Entity, weapon_hash: int, damage: int, offset: Vector3, body_part: BodyPart) -> bool | None
VehicleDestroy(vehicle: Vehicle) -> None
VehicleDamage(vehicle: Vehicle, attacker: Entity, body_health_damage: int, additional_body_health_damage: int, engine_health_damage: int, petrol_tank_damage: int, weapon: int) -> None
ColShape(colshape: ColShape, entity: Entity, state: bool) -> None
PlayerEnterVehicle(player: Player, vehicle: Vehicle, seat: int) -> None
PlayerEnteringVehicle(player: Player, vehicle: Vehicle, seat: int) -> None
PlayerLeftVehicle(player: Player, vehicle: Vehicle, seat: int) -> None
PlayerChangeVehicleSeat(player: Player, vehicle: Vehicle, old_seat: int, seat: int) -> None
PlayerWeaponChange(player: Player, old_weapon: int, weapon: int) -> bool | None
PlayerRequestControl(player: Player, target: Entity) -> bool | None
VehicleAttach(vehicle: Vehicle, attached_vehicle: Vehicle) -> None
VehicleDetach(vehicle: Vehicle, detached_vehicle: Vehicle) -> None
NetOwnerChange(entity: Entity, owner: Player, old_owner: Player) -> None
RemoveEntity(object: Entity) -> None
ConsoleCommand(name: str, args: List[str]) -> None
PlayerAnimationChange(player: Player, old_anim_dict: int, new_anim_dict: int, old_anim_name: int, new_anim_name: int) -> None
PlayerInteriorChange(player: Player, new_interior: int, old_interior: int) -> None
PlayerConnectDenied(player: Player, name: str, ip: str, password_hash: int, is_debug: bool, branch: str, version: int, cdn_url: str, discord_id: int) -> None