
0x1C0C64 - G_AddEvent(struct gentity_s *, int, unsigned int)//Thanks to Seb5594 <3
public static void G_AddEvent(uint G_Entity, int Event, int EventParam = 0)
{
RPC.Call(0x1C0C64, G_Entity, Event, EventParam);
}
0 - EV_NONE
1 - EV_FOLIAGE_SOUND
2 - EV_STOP_WEAPON_SOUND
3 - EV_SOUND_ALIAS
4 - EV_SOUND_ALIAS_AS_MASTER
5 - EV_STOPSOUNDS
6 - EV_STANCE_FORCE_STAND
7 - EV_STANCE_FORCE_CROUCH
8 - EV_STANCE_FORCE_PRONE
9 - EV_STANCE_INVALID
10 - EV_ITEM_PICKUP
11 - EV_AMMO_PICKUP
12 - EV_NOAMMO
13 - EV_EMPTYCLIP
14 - EV_EMPTY_OFFHAND_PRIMARY
15 - EV_EMPTY_OFFHAND_SECONDARY
16 - EV_OFFHAND_END_NOTIFY
17 - EV_RESET_ADS
18 - EV_RELOAD
19 - EV_RELOAD_FROM_EMPTY
20 - EV_RELOAD_START
21 - EV_RELOAD_END
22 - EV_RELOAD_START_NOTIFY
23 - EV_RELOAD_ADDAMMO
24 - EV_RAISE_WEAPON
25 - EV_FIRST_RAISE_WEAPON
26 - EV_PUTAWAY_WEAPON
27 - EV_WEAPON_ALT
28 - EV_WEAPON_SWITCH_STARTED
29 - EV_PULLBACK_WEAPON
30 - EV_FIRE_WEAPON
31 - EV_FIRE_WEAPON_LASTSHOT
32 - EV_FIRE_RICOCHET
33 - EV_RECHAMBER_WEAPON
34 - EV_EJECT_BRASS
35 - EV_FIRE_WEAPON_LEFT
36 - EV_FIRE_WEAPON_LASTSHOT_LEFT
37 - EV_EJECT_BRASS_LEFT
38 - EV_HITCLIENT_FIRE_WEAPON
39 - EV_HITCLIENT_FIRE_WEAPON_LASTSHOT
40 - EV_HITCLIENT_FIRE_WEAPON_LEFT
41 - EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT
42 - EV_SV_FIRE_WEAPON
43 - EV_SV_FIRE_WEAPON_LASTSHOT
44 - EV_SV_FIRE_WEAPON_LEFT
45 - EV_SV_FIRE_WEAPON_LASTSHOT_LEFT
46 - EV_MELEE_SWIPE
47 - EV_FIRE_MELEE
48 - EV_PREP_OFFHAND
49 - EV_USE_OFFHAND
50 - EV_SWITCH_OFFHAND
51 - EV_MELEE_HIT
52 - EV_MELEE_MISS
53 - EV_MELEE_BLOOD
54 - EV_SV_FIRE_TURRET
55 - EV_FIRE_TURRET
56 - EV_FIRE_SENTRY
57 - EV_FIRE_QUADBARREL_1
58 - EV_FIRE_QUADBARREL_2
59 - EV_BULLET_HIT
60 - EV_BULLET_HIT_SHIELD
61 - EV_BULLET_HIT_EXPLODE
62 - EV_BULLET_HIT_CLIENT_SMALL
63 - EV_BULLET_HIT_CLIENT_LARGE
64 - EV_BULLET_HIT_CLIENT_EXPLODE
65 - EV_BULLET_HIT_CLIENT_SHIELD
66 - EV_BULLET_DESTROY_CLIENT_SHIELD
67 - EV_EXPLOSIVE_IMPACT_ON_SHIELD
68 - EV_EXPLOSIVE_SPLASH_ON_SHIELD
69 - EV_GRENADE_BOUNCE
70 - EV_GRENADE_STICK
71 - EV_GRENADE_REST
72 - EV_GRENADE_ROLL
73 - EV_GRENADE_EXPLODE
74 - EV_GRENADE_PICKUP
75 - EV_GRENADE_LETGO
76 - EV_ROCKET_EXPLODE
77 - EV_ROCKET_EXPLODE_NOMARKS
78 - EV_FLASHBANG_EXPLODE
79 - EV_CUSTOM_EXPLODE
80 - EV_CUSTOM_EXPLODE_NOMARKS
81 - EV_CHANGE_TO_DUD
82 - EV_DUD_EXPLODE
83 - EV_DUD_IMPACT
84 - EV_TROPHY_EXPLODE
85 - EV_BULLET
86 - EV_PLAY_FX
87 - EV_PLAY_FX_ON_TAG
88 - EV_STOP_FX_ON_TAG
89 - EV_PLAY_FX_ON_TAG_FOR_CLIENTS
90 - EV_PHYS_EXPLOSION_SPHERE
91 - EV_PHYS_EXPLOSION_CYLINDER
92 - EV_PHYS_EXPLOSION_JOLT
93 - EV_RADIUSDAMAGE
94 - EV_PHYS_JITTER
95 - EV_EARTHQUAKE
96 - EV_GRENADE_SUICIDE
97 - EV_DETONATE
98 - EV_NIGHTVISION_WEAR
99 - EV_NIGHTVISION_REMOVE
100 - EV_MISSILE_REMOTE_BOOST
101 - EV_PLAY_RUMBLE_ON_ENT
102 - EV_PLAY_RUMBLE_ON_POS
103 - EV_PLAY_RUMBLELOOP_ON_ENT
104 - EV_PLAY_RUMBLELOOP_ON_POS
105 - EV_STOP_RUMBLE
106 - EV_STOP_ALL_RUMBLES
107 - EV_VARIABLE_ZOOM_CHANGE
108 - EV_OBITUARY
109 - EV_NO_PRIMARY_GRENADE_HINT
110 - EV_NO_SECONDARY_GRENADE_HINT
111 - EV_TARGET_TOO_CLOSE_HINT
112 - EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT
113 - EV_LOCKON_REQUIRED_HINT
114 - EV_VEHICLE_COLLISION
115 - EV_VEHICLE_SUSPENSION_SOFT
116 - EV_VEHICLE_SUSPENSION_HARD
117 - EV_FOOTSTEP_SPRINT
118 - EV_FOOTSTEP_RUN
119 - EV_FOOTSTEP_WALK
120 - EV_FOOTSTEP_PRONE
121 - EV_JUMP
122 - EV_LANDING_DEFAULT
123 - EV_LANDING_BARK
124 - EV_LANDING_BRICK
125 - EV_LANDING_CARPET
126 - EV_LANDING_CLOTH
127 - EV_LANDING_CONCRETE
128 - EV_LANDING_DIRT
129 - EV_LANDING_FLESH
130 - EV_LANDING_FOLIAGE
131 - EV_LANDING_GLASS
132 - EV_LANDING_GRASS
133 - EV_LANDING_GRAVEL
134 - EV_LANDING_ICE
135 - EV_LANDING_METAL
136 - EV_LANDING_MUD
137 - EV_LANDING_PAPER
138 - EV_LANDING_PLASTER
139 - EV_LANDING_ROCK
140 - EV_LANDING_SAND
141 - EV_LANDING_SNOW
142 - EV_LANDING_WATER
143 - EV_LANDING_WOOD
144 - EV_LANDING_ASPHALT
145 - EV_LANDING_CERAMIC
146 - EV_LANDING_PLASTIC
147 - EV_LANDING_RUBBER
148 - EV_LANDING_CUSHION
149 - EV_LANDING_FRUIT
150 - EV_LANDING_PAINTEDMETAL
151 - EV_LANDING_RIOTSHIELD
152 - EV_LANDING_SLUSH
153 - EV_LANDING_PAIN_DEFAULT
154 - EV_LANDING_PAIN_BARK
155 - EV_LANDING_PAIN_BRICK
156 - EV_LANDING_PAIN_CARPET
157 - EV_LANDING_PAIN_CLOTH
158 - EV_LANDING_PAIN_CONCRETE
159 - EV_LANDING_PAIN_DIRT
160 - EV_LANDING_PAIN_FLESH
161 - EV_LANDING_PAIN_FOLIAGE
162 - EV_LANDING_PAIN_GLASS
163 - EV_LANDING_PAIN_GRASS
164 - EV_LANDING_PAIN_GRAVEL
165 - EV_LANDING_PAIN_ICE
166 - EV_LANDING_PAIN_METAL
167 - EV_LANDING_PAIN_MUD
168 - EV_LANDING_PAIN_PAPER
169 - EV_LANDING_PAIN_PLASTER
170 - EV_LANDING_PAIN_ROCK
171 - EV_LANDING_PAIN_SAND
172 - EV_LANDING_PAIN_SNOW
173 - EV_LANDING_PAIN_WATER
174 - EV_LANDING_PAIN_WOOD
175 - EV_LANDING_PAIN_ASPHALT
176 - EV_LANDING_PAIN_CERAMIC
177 - EV_LANDING_PAIN_PLASTIC
178 - EV_LANDING_PAIN_RUBBER
179 - EV_LANDING_PAIN_CUSHION
180 - EV_LANDING_PAIN_FRUIT
181 - EV_LANDING_PAIN_PAINTEDMETAL
182 - EV_LANDING_PAIN_RIOTSHIELD
183 - EV_LANDING_PAIN_SLUSH
184 - EV_MANTLE
public static void EV_SOUND_ALIAS(uint Client, int SoundID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 3, SoundID);
}
public static void EV_STANCE_FORCE_STAND(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 6);
}
public static void EV_STANCE_FORCE_CROUCH(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 7);
}
public static void EV_STANCE_FORCE_PRONE(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280),
;
}
public static void EV_EXPLOSIVE_IMPACT_ON_SHIELD(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 67);
}
public static void EV_PLAY_FX(uint Client, int FXID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 86, FXID);
}
public static void EV_PLAY_RUMBLE_ON_ENT(uint Client, int RumbleID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 101, RumbleID);
}

enum EV_EVENTS
{
EV_NONE,
EV_FOLIAGE_SOUND,
EV_STOP_WEAPON_SOUND,
EV_SOUND_ALIAS,
EV_SOUND_ALIAS_AS_MASTER,
EV_STOPSOUNDS,
EV_STANCE_FORCE_STAND,
EV_STANCE_FORCE_CROUCH,
EV_STANCE_FORCE_PRONE,
EV_STANCE_INVALID,
EV_ITEM_PICKUP,
EV_AMMO_PICKUP,
EV_NOAMMO,
EV_EMPTYCLIP,
EV_EMPTY_OFFHAND_PRIMARY,
EV_EMPTY_OFFHAND_SECONDARY,
EV_OFFHAND_END_NOTIFY,
EV_RESET_ADS,
EV_RELOAD,
EV_RELOAD_FROM_EMPTY,
EV_RELOAD_START,
EV_RELOAD_END,
EV_RELOAD_START_NOTIFY,
EV_RELOAD_ADDAMMO,
EV_RAISE_WEAPON,
EV_FIRST_RAISE_WEAPON,
EV_PUTAWAY_WEAPON,
EV_WEAPON_ALT,
EV_WEAPON_SWITCH_STARTED,
EV_PULLBACK_WEAPON,
EV_FIRE_WEAPON,
EV_FIRE_WEAPON_LASTSHOT,
EV_FIRE_RICOCHET,
EV_RECHAMBER_WEAPON,
EV_EJECT_BRASS,
EV_FIRE_WEAPON_LEFT,
EV_FIRE_WEAPON_LASTSHOT_LEFT,
EV_EJECT_BRASS_LEFT,
EV_HITCLIENT_FIRE_WEAPON,
EV_HITCLIENT_FIRE_WEAPON_LASTSHOT,
EV_HITCLIENT_FIRE_WEAPON_LEFT,
EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT,
EV_SV_FIRE_WEAPON,
EV_SV_FIRE_WEAPON_LASTSHOT,
EV_SV_FIRE_WEAPON_LEFT,
EV_SV_FIRE_WEAPON_LASTSHOT_LEFT,
EV_MELEE_SWIPE,
EV_FIRE_MELEE,
EV_PREP_OFFHAND,
EV_USE_OFFHAND,
EV_SWITCH_OFFHAND,
EV_MELEE_HIT,
EV_MELEE_MISS,
EV_MELEE_BLOOD,
EV_SV_FIRE_TURRET,
EV_FIRE_TURRET,
EV_FIRE_SENTRY,
EV_FIRE_QUADBARREL_1,
EV_FIRE_QUADBARREL_2,
EV_BULLET_HIT,
EV_BULLET_HIT_SHIELD,
EV_BULLET_HIT_EXPLODE,
EV_BULLET_HIT_CLIENT_SMALL,
EV_BULLET_HIT_CLIENT_LARGE,
EV_BULLET_HIT_CLIENT_EXPLODE,
EV_BULLET_HIT_CLIENT_SHIELD,
EV_BULLET_DESTROY_CLIENT_SHIELD,
EV_EXPLOSIVE_IMPACT_ON_SHIELD,
EV_EXPLOSIVE_SPLASH_ON_SHIELD,
EV_GRENADE_BOUNCE,
EV_GRENADE_STICK,
EV_GRENADE_REST,
EV_GRENADE_ROLL,
EV_GRENADE_EXPLODE,
EV_GRENADE_PICKUP,
EV_GRENADE_LETGO,
EV_ROCKET_EXPLODE,
EV_ROCKET_EXPLODE_NOMARKS,
EV_FLASHBANG_EXPLODE,
EV_CUSTOM_EXPLODE,
EV_CUSTOM_EXPLODE_NOMARKS,
EV_CHANGE_TO_DUD,
EV_DUD_EXPLODE,
EV_DUD_IMPACT,
EV_TROPHY_EXPLODE,
EV_BULLET,
EV_PLAY_FX,
EV_PLAY_FX_ON_TAG,
EV_STOP_FX_ON_TAG,
EV_PLAY_FX_ON_TAG_FOR_CLIENTS,
EV_PHYS_EXPLOSION_SPHERE,
EV_PHYS_EXPLOSION_CYLINDER,
EV_PHYS_EXPLOSION_JOTL,
EV_RADIUSDAMAGE,
EV_PHYS_JITTER,
EV_EARTHQUAKE,
EV_GRENADE_SUICIDE,
EV_DETONATE,
EV_NIGHTVISION_WEAR,
EV_NIGHTVISION_REMOVE,
EV_MISSILE_REMOTE_BOOST,
EV_PLAY_RUMBLE_ON_ENT,
EV_PLAY_RUMBLE_ON_POS,
EV_PLAY_RUMBLELOOP_ON_ENT,
EV_PLAY_RUMBLELOOP_ON_POS,
EV_STOP_RUMBLE,
EV_STOP_ALL_RUMBLES,
EV_VARIABLE_ZOOM_CHANGE,
EV_OBITUARY,
EV_NO_PRIMARY_GRENADE_HINT,
EV_NO_SECONDARY_GRENADE_HINT,
EV_TARGET_TOO_CLOSE_HINT,
EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT,
EV_LOCKON_REQUIRED_HINT,
EV_VEHICLE_COLLISION,
EV_VEHICLE_SUSPENSION_SOFT,
EV_VEHICLE_SUSPENSION_HARD,
EV_FOOTSTEP_SPRINT,
EV_FOOTSTEP_RUN,
EV_FOOTSTEP_WALK,
EV_FOOTSTEP_PRONE,
EV_JUMP,
EV_LANDING_DEFAULT,
EV_LANDING_BARK,
EV_LANDING_BRICK,
EV_LANDING_CARPET,
EV_LANDING_CLOTH,
EV_LANDING_CONCRETE,
EV_LANDING_DIRT,
EV_LANDING_FLESH,
EV_LANDING_FOLIAGE,
EV_LANDING_GLASS,
EV_LANDING_GRASS,
EV_LANDING_GRAVEL,
EV_LANDING_ICE,
EV_LANDING_METAL,
EV_LANDING_MUD,
EV_LANDING_PAPER,
EV_LANDING_PLASTER,
EV_LANDING_ROCK,
EV_LANDING_SAND,
EV_LANDING_SNOW,
EV_LANDING_WATER,
EV_LANDING_WOOD,
EV_LANDING_ASPHALT,
EV_LANDING_CERAMIC,
EV_LANDING_PLASTIC,
EV_LANDING_RUBBER,
EV_LANDING_CUSHION,
EV_LANDING_FRUIT,
EV_LANDING_PAINTEDMETAL,
EV_LANDING_RIOTSHIELD,
EV_LANDING_SLUSH,
EV_LANDING_PAIN_DEFAULT,
EV_LANDING_PAIN_BARK,
EV_LANDING_PAIN_BRICK,
EV_LANDING_PAIN_CARPET,
EV_LANDING_PAIN_CLOTH,
EV_LANDING_PAIN_CONCRETE,
EV_LANDING_PAIN_DIRT,
EV_LANDING_PAIN_FLESH,
EV_LANDING_PAIN_FOLIAGE,
EV_LANDING_PAIN_GLASS,
EV_LANDING_PAIN_GRASS,
EV_LANDING_PAIN_GRAVEL,
EV_LANDING_PAIN_ICE,
EV_LANDING_PAIN_METAL,
EV_LANDING_PAIN_MUD,
EV_LANDING_PAIN_PAPER,
EV_LANDING_PAIN_PLASTER,
EV_LANDING_PAIN_ROCK,
EV_LANDING_PAIN_SAND,
EV_LANDING_PAIN_SNOW,
EV_LANDING_PAIN_WATER,
EV_LANDING_PAIN_WOOD,
EV_LANDING_PAIN_ASPHALT,
EV_LANDING_PAIN_CERAMIC,
EV_LANDING_PAIN_PLASTIC,
EV_LANDING_PAIN_RUBBER,
EV_LANDING_PAIN_CUSHION,
EV_LANDING_PAIN_FRUIT,
EV_LANDING_PAIN_PAINTEDMETAL,
EV_LANDING_PAIN_RIOTSHIELD,
EV_LANDING_PAIN_SLUSH,
EV_MANTLE
};
opd_s GAE = { 0x001C0C64, TOC };
void(*G_AddEvent)(int* gent, EV_EVENTS Event, int eventParam) = (void(*)(int*, EV_EVENTS, int))&GAE;
#define G_Entity(clientIndex) ( 0x00FCA280 + ( clientIndex * 0x280 ) )
void PlayRumble(int clientIndex, int RumbleIndex)
{
G_AddEvent((int*)G_Entity(clientIndex), EV_PLAY_RUMBLE_ON_ENT, RumbleIndex);
}

0x1C0C64 - G_AddEvent(struct gentity_s *, int, unsigned int)//Thanks to Seb5594 <3
public static void G_AddEvent(uint G_Entity, int Event, int EventParam)
{
RPC.Call(0x1C0C64, G_Entity, Event, EventParam);
}
0 - EV_NONE
1 - EV_FOLIAGE_SOUND
2 - EV_STOP_WEAPON_SOUND
3 - EV_SOUND_ALIAS
4 - EV_SOUND_ALIAS_AS_MASTER
5 - EV_STOPSOUNDS
6 - EV_STANCE_FORCE_STAND
7 - EV_STANCE_FORCE_CROUCH
8 - EV_STANCE_FORCE_PRONE
9 - EV_STANCE_INVALID
10 - EV_ITEM_PICKUP
11 - EV_AMMO_PICKUP
12 - EV_NOAMMO
13 - EV_EMPTYCLIP
14 - EV_EMPTY_OFFHAND_PRIMARY
15 - EV_EMPTY_OFFHAND_SECONDARY
16 - EV_OFFHAND_END_NOTIFY
17 - EV_RESET_ADS
18 - EV_RELOAD
19 - EV_RELOAD_FROM_EMPTY
20 - EV_RELOAD_START
21 - EV_RELOAD_END
22 - EV_RELOAD_START_NOTIFY
23 - EV_RELOAD_ADDAMMO
24 - EV_RAISE_WEAPON
25 - EV_FIRST_RAISE_WEAPON
26 - EV_PUTAWAY_WEAPON
27 - EV_WEAPON_ALT
28 - EV_WEAPON_SWITCH_STARTED
29 - EV_PULLBACK_WEAPON
30 - EV_FIRE_WEAPON
31 - EV_FIRE_WEAPON_LASTSHOT
32 - EV_FIRE_RICOCHET
33 - EV_RECHAMBER_WEAPON
34 - EV_EJECT_BRASS
35 - EV_FIRE_WEAPON_LEFT
36 - EV_FIRE_WEAPON_LASTSHOT_LEFT
37 - EV_EJECT_BRASS_LEFT
38 - EV_HITCLIENT_FIRE_WEAPON
39 - EV_HITCLIENT_FIRE_WEAPON_LASTSHOT
40 - EV_HITCLIENT_FIRE_WEAPON_LEFT
41 - EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT
42 - EV_SV_FIRE_WEAPON
43 - EV_SV_FIRE_WEAPON_LASTSHOT
44 - EV_SV_FIRE_WEAPON_LEFT
45 - EV_SV_FIRE_WEAPON_LASTSHOT_LEFT
46 - EV_MELEE_SWIPE
47 - EV_FIRE_MELEE
48 - EV_PREP_OFFHAND
49 - EV_USE_OFFHAND
50 - EV_SWITCH_OFFHAND
51 - EV_MELEE_HIT
52 - EV_MELEE_MISS
53 - EV_MELEE_BLOOD
54 - EV_SV_FIRE_TURRET
55 - EV_FIRE_TURRET
56 - EV_FIRE_SENTRY
57 - EV_FIRE_QUADBARREL_1
58 - EV_FIRE_QUADBARREL_2
59 - EV_BULLET_HIT
60 - EV_BULLET_HIT_SHIELD
61 - EV_BULLET_HIT_EXPLODE
62 - EV_BULLET_HIT_CLIENT_SMALL
63 - EV_BULLET_HIT_CLIENT_LARGE
64 - EV_BULLET_HIT_CLIENT_EXPLODE
65 - EV_BULLET_HIT_CLIENT_SHIELD
66 - EV_BULLET_DESTROY_CLIENT_SHIELD
67 - EV_EXPLOSIVE_IMPACT_ON_SHIELD
68 - EV_EXPLOSIVE_SPLASH_ON_SHIELD
69 - EV_GRENADE_BOUNCE
70 - EV_GRENADE_STICK
71 - EV_GRENADE_REST
72 - EV_GRENADE_ROLL
73 - EV_GRENADE_EXPLODE
74 - EV_GRENADE_PICKUP
75 - EV_GRENADE_LETGO
76 - EV_ROCKET_EXPLODE
77 - EV_ROCKET_EXPLODE_NOMARKS
78 - EV_FLASHBANG_EXPLODE
79 - EV_CUSTOM_EXPLODE
80 - EV_CUSTOM_EXPLODE_NOMARKS
81 - EV_CHANGE_TO_DUD
82 - EV_DUD_EXPLODE
83 - EV_DUD_IMPACT
84 - EV_TROPHY_EXPLODE
85 - EV_BULLET
86 - EV_PLAY_FX
87 - EV_PLAY_FX_ON_TAG
88 - EV_STOP_FX_ON_TAG
89 - EV_PLAY_FX_ON_TAG_FOR_CLIENTS
90 - EV_PHYS_EXPLOSION_SPHERE
91 - EV_PHYS_EXPLOSION_CYLINDER
92 - EV_PHYS_EXPLOSION_JOLT
93 - EV_RADIUSDAMAGE
94 - EV_PHYS_JITTER
95 - EV_EARTHQUAKE
96 - EV_GRENADE_SUICIDE
97 - EV_DETONATE
98 - EV_NIGHTVISION_WEAR
99 - EV_NIGHTVISION_REMOVE
100 - EV_MISSILE_REMOTE_BOOST
101 - EV_PLAY_RUMBLE_ON_ENT
102 - EV_PLAY_RUMBLE_ON_POS
103 - EV_PLAY_RUMBLELOOP_ON_ENT
104 - EV_PLAY_RUMBLELOOP_ON_POS
105 - EV_STOP_RUMBLE
106 - EV_STOP_ALL_RUMBLES
107 - EV_VARIABLE_ZOOM_CHANGE
108 - EV_OBITUARY
109 - EV_NO_PRIMARY_GRENADE_HINT
110 - EV_NO_SECONDARY_GRENADE_HINT
111 - EV_TARGET_TOO_CLOSE_HINT
112 - EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT
113 - EV_LOCKON_REQUIRED_HINT
114 - EV_VEHICLE_COLLISION
115 - EV_VEHICLE_SUSPENSION_SOFT
116 - EV_VEHICLE_SUSPENSION_HARD
117 - EV_FOOTSTEP_SPRINT
118 - EV_FOOTSTEP_RUN
119 - EV_FOOTSTEP_WALK
120 - EV_FOOTSTEP_PRONE
121 - EV_JUMP
122 - EV_LANDING_DEFAULT
123 - EV_LANDING_BARK
124 - EV_LANDING_BRICK
125 - EV_LANDING_CARPET
126 - EV_LANDING_CLOTH
127 - EV_LANDING_CONCRETE
128 - EV_LANDING_DIRT
129 - EV_LANDING_FLESH
130 - EV_LANDING_FOLIAGE
131 - EV_LANDING_GLASS
132 - EV_LANDING_GRASS
133 - EV_LANDING_GRAVEL
134 - EV_LANDING_ICE
135 - EV_LANDING_METAL
136 - EV_LANDING_MUD
137 - EV_LANDING_PAPER
138 - EV_LANDING_PLASTER
139 - EV_LANDING_ROCK
140 - EV_LANDING_SAND
141 - EV_LANDING_SNOW
142 - EV_LANDING_WATER
143 - EV_LANDING_WOOD
144 - EV_LANDING_ASPHALT
145 - EV_LANDING_CERAMIC
146 - EV_LANDING_PLASTIC
147 - EV_LANDING_RUBBER
148 - EV_LANDING_CUSHION
149 - EV_LANDING_FRUIT
150 - EV_LANDING_PAINTEDMETAL
151 - EV_LANDING_RIOTSHIELD
152 - EV_LANDING_SLUSH
153 - EV_LANDING_PAIN_DEFAULT
154 - EV_LANDING_PAIN_BARK
155 - EV_LANDING_PAIN_BRICK
156 - EV_LANDING_PAIN_CARPET
157 - EV_LANDING_PAIN_CLOTH
158 - EV_LANDING_PAIN_CONCRETE
159 - EV_LANDING_PAIN_DIRT
160 - EV_LANDING_PAIN_FLESH
161 - EV_LANDING_PAIN_FOLIAGE
162 - EV_LANDING_PAIN_GLASS
163 - EV_LANDING_PAIN_GRASS
164 - EV_LANDING_PAIN_GRAVEL
165 - EV_LANDING_PAIN_ICE
166 - EV_LANDING_PAIN_METAL
167 - EV_LANDING_PAIN_MUD
168 - EV_LANDING_PAIN_PAPER
169 - EV_LANDING_PAIN_PLASTER
170 - EV_LANDING_PAIN_ROCK
171 - EV_LANDING_PAIN_SAND
172 - EV_LANDING_PAIN_SNOW
173 - EV_LANDING_PAIN_WATER
174 - EV_LANDING_PAIN_WOOD
175 - EV_LANDING_PAIN_ASPHALT
176 - EV_LANDING_PAIN_CERAMIC
177 - EV_LANDING_PAIN_PLASTIC
178 - EV_LANDING_PAIN_RUBBER
179 - EV_LANDING_PAIN_CUSHION
180 - EV_LANDING_PAIN_FRUIT
181 - EV_LANDING_PAIN_PAINTEDMETAL
182 - EV_LANDING_PAIN_RIOTSHIELD
183 - EV_LANDING_PAIN_SLUSH
184 - EV_MANTLE
public static void EV_SOUND_ALIAS(uint Client, int SoundID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 3, SoundID);
}
public static void EV_STANCE_FORCE_STAND(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 6);
}
public static void EV_STANCE_FORCE_CROUCH(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 7);
}
public static void EV_STANCE_FORCE_PRONE(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280),
;
}
public static void EV_EXPLOSIVE_IMPACT_ON_SHIELD(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 67);
}
public static void EV_PLAY_FX(uint Client, int FXID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 86, FXID);
}
public static void EV_PLAY_RUMBLE_ON_ENT(uint Client, int RumbleID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 101, RumbleID);
}

0x1C0C64 - G_AddEvent(struct gentity_s *, int, unsigned int)//Thanks to Seb5594 <3
public static void G_AddEvent(uint G_Entity, int Event, int EventParam)
{
RPC.Call(0x1C0C64, G_Entity, Event, EventParam);
}
0 - EV_NONE
1 - EV_FOLIAGE_SOUND
2 - EV_STOP_WEAPON_SOUND
3 - EV_SOUND_ALIAS
4 - EV_SOUND_ALIAS_AS_MASTER
5 - EV_STOPSOUNDS
6 - EV_STANCE_FORCE_STAND
7 - EV_STANCE_FORCE_CROUCH
8 - EV_STANCE_FORCE_PRONE
9 - EV_STANCE_INVALID
10 - EV_ITEM_PICKUP
11 - EV_AMMO_PICKUP
12 - EV_NOAMMO
13 - EV_EMPTYCLIP
14 - EV_EMPTY_OFFHAND_PRIMARY
15 - EV_EMPTY_OFFHAND_SECONDARY
16 - EV_OFFHAND_END_NOTIFY
17 - EV_RESET_ADS
18 - EV_RELOAD
19 - EV_RELOAD_FROM_EMPTY
20 - EV_RELOAD_START
21 - EV_RELOAD_END
22 - EV_RELOAD_START_NOTIFY
23 - EV_RELOAD_ADDAMMO
24 - EV_RAISE_WEAPON
25 - EV_FIRST_RAISE_WEAPON
26 - EV_PUTAWAY_WEAPON
27 - EV_WEAPON_ALT
28 - EV_WEAPON_SWITCH_STARTED
29 - EV_PULLBACK_WEAPON
30 - EV_FIRE_WEAPON
31 - EV_FIRE_WEAPON_LASTSHOT
32 - EV_FIRE_RICOCHET
33 - EV_RECHAMBER_WEAPON
34 - EV_EJECT_BRASS
35 - EV_FIRE_WEAPON_LEFT
36 - EV_FIRE_WEAPON_LASTSHOT_LEFT
37 - EV_EJECT_BRASS_LEFT
38 - EV_HITCLIENT_FIRE_WEAPON
39 - EV_HITCLIENT_FIRE_WEAPON_LASTSHOT
40 - EV_HITCLIENT_FIRE_WEAPON_LEFT
41 - EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT
42 - EV_SV_FIRE_WEAPON
43 - EV_SV_FIRE_WEAPON_LASTSHOT
44 - EV_SV_FIRE_WEAPON_LEFT
45 - EV_SV_FIRE_WEAPON_LASTSHOT_LEFT
46 - EV_MELEE_SWIPE
47 - EV_FIRE_MELEE
48 - EV_PREP_OFFHAND
49 - EV_USE_OFFHAND
50 - EV_SWITCH_OFFHAND
51 - EV_MELEE_HIT
52 - EV_MELEE_MISS
53 - EV_MELEE_BLOOD
54 - EV_SV_FIRE_TURRET
55 - EV_FIRE_TURRET
56 - EV_FIRE_SENTRY
57 - EV_FIRE_QUADBARREL_1
58 - EV_FIRE_QUADBARREL_2
59 - EV_BULLET_HIT
60 - EV_BULLET_HIT_SHIELD
61 - EV_BULLET_HIT_EXPLODE
62 - EV_BULLET_HIT_CLIENT_SMALL
63 - EV_BULLET_HIT_CLIENT_LARGE
64 - EV_BULLET_HIT_CLIENT_EXPLODE
65 - EV_BULLET_HIT_CLIENT_SHIELD
66 - EV_BULLET_DESTROY_CLIENT_SHIELD
67 - EV_EXPLOSIVE_IMPACT_ON_SHIELD
68 - EV_EXPLOSIVE_SPLASH_ON_SHIELD
69 - EV_GRENADE_BOUNCE
70 - EV_GRENADE_STICK
71 - EV_GRENADE_REST
72 - EV_GRENADE_ROLL
73 - EV_GRENADE_EXPLODE
74 - EV_GRENADE_PICKUP
75 - EV_GRENADE_LETGO
76 - EV_ROCKET_EXPLODE
77 - EV_ROCKET_EXPLODE_NOMARKS
78 - EV_FLASHBANG_EXPLODE
79 - EV_CUSTOM_EXPLODE
80 - EV_CUSTOM_EXPLODE_NOMARKS
81 - EV_CHANGE_TO_DUD
82 - EV_DUD_EXPLODE
83 - EV_DUD_IMPACT
84 - EV_TROPHY_EXPLODE
85 - EV_BULLET
86 - EV_PLAY_FX
87 - EV_PLAY_FX_ON_TAG
88 - EV_STOP_FX_ON_TAG
89 - EV_PLAY_FX_ON_TAG_FOR_CLIENTS
90 - EV_PHYS_EXPLOSION_SPHERE
91 - EV_PHYS_EXPLOSION_CYLINDER
92 - EV_PHYS_EXPLOSION_JOLT
93 - EV_RADIUSDAMAGE
94 - EV_PHYS_JITTER
95 - EV_EARTHQUAKE
96 - EV_GRENADE_SUICIDE
97 - EV_DETONATE
98 - EV_NIGHTVISION_WEAR
99 - EV_NIGHTVISION_REMOVE
100 - EV_MISSILE_REMOTE_BOOST
101 - EV_PLAY_RUMBLE_ON_ENT
102 - EV_PLAY_RUMBLE_ON_POS
103 - EV_PLAY_RUMBLELOOP_ON_ENT
104 - EV_PLAY_RUMBLELOOP_ON_POS
105 - EV_STOP_RUMBLE
106 - EV_STOP_ALL_RUMBLES
107 - EV_VARIABLE_ZOOM_CHANGE
108 - EV_OBITUARY
109 - EV_NO_PRIMARY_GRENADE_HINT
110 - EV_NO_SECONDARY_GRENADE_HINT
111 - EV_TARGET_TOO_CLOSE_HINT
112 - EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT
113 - EV_LOCKON_REQUIRED_HINT
114 - EV_VEHICLE_COLLISION
115 - EV_VEHICLE_SUSPENSION_SOFT
116 - EV_VEHICLE_SUSPENSION_HARD
117 - EV_FOOTSTEP_SPRINT
118 - EV_FOOTSTEP_RUN
119 - EV_FOOTSTEP_WALK
120 - EV_FOOTSTEP_PRONE
121 - EV_JUMP
122 - EV_LANDING_DEFAULT
123 - EV_LANDING_BARK
124 - EV_LANDING_BRICK
125 - EV_LANDING_CARPET
126 - EV_LANDING_CLOTH
127 - EV_LANDING_CONCRETE
128 - EV_LANDING_DIRT
129 - EV_LANDING_FLESH
130 - EV_LANDING_FOLIAGE
131 - EV_LANDING_GLASS
132 - EV_LANDING_GRASS
133 - EV_LANDING_GRAVEL
134 - EV_LANDING_ICE
135 - EV_LANDING_METAL
136 - EV_LANDING_MUD
137 - EV_LANDING_PAPER
138 - EV_LANDING_PLASTER
139 - EV_LANDING_ROCK
140 - EV_LANDING_SAND
141 - EV_LANDING_SNOW
142 - EV_LANDING_WATER
143 - EV_LANDING_WOOD
144 - EV_LANDING_ASPHALT
145 - EV_LANDING_CERAMIC
146 - EV_LANDING_PLASTIC
147 - EV_LANDING_RUBBER
148 - EV_LANDING_CUSHION
149 - EV_LANDING_FRUIT
150 - EV_LANDING_PAINTEDMETAL
151 - EV_LANDING_RIOTSHIELD
152 - EV_LANDING_SLUSH
153 - EV_LANDING_PAIN_DEFAULT
154 - EV_LANDING_PAIN_BARK
155 - EV_LANDING_PAIN_BRICK
156 - EV_LANDING_PAIN_CARPET
157 - EV_LANDING_PAIN_CLOTH
158 - EV_LANDING_PAIN_CONCRETE
159 - EV_LANDING_PAIN_DIRT
160 - EV_LANDING_PAIN_FLESH
161 - EV_LANDING_PAIN_FOLIAGE
162 - EV_LANDING_PAIN_GLASS
163 - EV_LANDING_PAIN_GRASS
164 - EV_LANDING_PAIN_GRAVEL
165 - EV_LANDING_PAIN_ICE
166 - EV_LANDING_PAIN_METAL
167 - EV_LANDING_PAIN_MUD
168 - EV_LANDING_PAIN_PAPER
169 - EV_LANDING_PAIN_PLASTER
170 - EV_LANDING_PAIN_ROCK
171 - EV_LANDING_PAIN_SAND
172 - EV_LANDING_PAIN_SNOW
173 - EV_LANDING_PAIN_WATER
174 - EV_LANDING_PAIN_WOOD
175 - EV_LANDING_PAIN_ASPHALT
176 - EV_LANDING_PAIN_CERAMIC
177 - EV_LANDING_PAIN_PLASTIC
178 - EV_LANDING_PAIN_RUBBER
179 - EV_LANDING_PAIN_CUSHION
180 - EV_LANDING_PAIN_FRUIT
181 - EV_LANDING_PAIN_PAINTEDMETAL
182 - EV_LANDING_PAIN_RIOTSHIELD
183 - EV_LANDING_PAIN_SLUSH
184 - EV_MANTLE
public static void EV_SOUND_ALIAS(uint Client, int SoundID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 3, SoundID);
}
public static void EV_STANCE_FORCE_STAND(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 6);
}
public static void EV_STANCE_FORCE_CROUCH(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 7);
}
public static void EV_STANCE_FORCE_PRONE(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280),
;
}
public static void EV_EXPLOSIVE_IMPACT_ON_SHIELD(uint Client)
{
G_AddEvent(0xFCA280 + (Client*0x280), 67);
}
public static void EV_PLAY_FX(uint Client, int FXID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 86, FXID);
}
public static void EV_PLAY_RUMBLE_ON_ENT(uint Client, int RumbleID)
{
G_AddEvent(0xFCA280 + (Client*0x280), 101, RumbleID);
}
enum EV_EVENTS
{
EV_NONE,
EV_FOLIAGE_SOUND,
EV_STOP_WEAPON_SOUND,
EV_SOUND_ALIAS,
EV_SOUND_ALIAS_AS_MASTER,
EV_STOPSOUNDS,
EV_STANCE_FORCE_STAND,
EV_STANCE_FORCE_CROUCH,
EV_STANCE_FORCE_PRONE,
EV_STANCE_INVALID,
EV_ITEM_PICKUP,
EV_AMMO_PICKUP,
EV_NOAMMO,
EV_EMPTYCLIP,
EV_EMPTY_OFFHAND_PRIMARY,
EV_EMPTY_OFFHAND_SECONDARY,
EV_OFFHAND_END_NOTIFY,
EV_RESET_ADS,
EV_RELOAD,
EV_RELOAD_FROM_EMPTY,
EV_RELOAD_START,
EV_RELOAD_END,
EV_RELOAD_START_NOTIFY,
EV_RELOAD_ADDAMMO,
EV_RAISE_WEAPON,
EV_FIRST_RAISE_WEAPON,
EV_PUTAWAY_WEAPON,
EV_WEAPON_ALT,
EV_WEAPON_SWITCH_STARTED,
EV_PULLBACK_WEAPON,
EV_FIRE_WEAPON,
EV_FIRE_WEAPON_LASTSHOT,
EV_FIRE_RICOCHET,
EV_RECHAMBER_WEAPON,
EV_EJECT_BRASS,
EV_FIRE_WEAPON_LEFT,
EV_FIRE_WEAPON_LASTSHOT_LEFT,
EV_EJECT_BRASS_LEFT,
EV_HITCLIENT_FIRE_WEAPON,
EV_HITCLIENT_FIRE_WEAPON_LASTSHOT,
EV_HITCLIENT_FIRE_WEAPON_LEFT,
EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT,
EV_SV_FIRE_WEAPON,
EV_SV_FIRE_WEAPON_LASTSHOT,
EV_SV_FIRE_WEAPON_LEFT,
EV_SV_FIRE_WEAPON_LASTSHOT_LEFT,
EV_MELEE_SWIPE,
EV_FIRE_MELEE,
EV_PREP_OFFHAND,
EV_USE_OFFHAND,
EV_SWITCH_OFFHAND,
EV_MELEE_HIT,
EV_MELEE_MISS,
EV_MELEE_BLOOD,
EV_SV_FIRE_TURRET,
EV_FIRE_TURRET,
EV_FIRE_SENTRY,
EV_FIRE_QUADBARREL_1,
EV_FIRE_QUADBARREL_2,
EV_BULLET_HIT,
EV_BULLET_HIT_SHIELD,
EV_BULLET_HIT_EXPLODE,
EV_BULLET_HIT_CLIENT_SMALL,
EV_BULLET_HIT_CLIENT_LARGE,
EV_BULLET_HIT_CLIENT_EXPLODE,
EV_BULLET_HIT_CLIENT_SHIELD,
EV_BULLET_DESTROY_CLIENT_SHIELD,
EV_EXPLOSIVE_IMPACT_ON_SHIELD,
EV_EXPLOSIVE_SPLASH_ON_SHIELD,
EV_GRENADE_BOUNCE,
EV_GRENADE_STICK,
EV_GRENADE_REST,
EV_GRENADE_ROLL,
EV_GRENADE_EXPLODE,
EV_GRENADE_PICKUP,
EV_GRENADE_LETGO,
EV_ROCKET_EXPLODE,
EV_ROCKET_EXPLODE_NOMARKS,
EV_FLASHBANG_EXPLODE,
EV_CUSTOM_EXPLODE,
EV_CUSTOM_EXPLODE_NOMARKS,
EV_CHANGE_TO_DUD,
EV_DUD_EXPLODE,
EV_DUD_IMPACT,
EV_TROPHY_EXPLODE,
EV_BULLET,
EV_PLAY_FX,
EV_PLAY_FX_ON_TAG,
EV_STOP_FX_ON_TAG,
EV_PLAY_FX_ON_TAG_FOR_CLIENTS,
EV_PHYS_EXPLOSION_SPHERE,
EV_PHYS_EXPLOSION_CYLINDER,
EV_PHYS_EXPLOSION_JOTL,
EV_RADIUSDAMAGE,
EV_PHYS_JITTER,
EV_EARTHQUAKE,
EV_GRENADE_SUICIDE,
EV_DETONATE,
EV_NIGHTVISION_WEAR,
EV_NIGHTVISION_REMOVE,
EV_MISSILE_REMOTE_BOOST,
EV_PLAY_RUMBLE_ON_ENT,
EV_PLAY_RUMBLE_ON_POS,
EV_PLAY_RUMBLELOOP_ON_ENT,
EV_PLAY_RUMBLELOOP_ON_POS,
EV_STOP_RUMBLE,
EV_STOP_ALL_RUMBLES,
EV_VARIABLE_ZOOM_CHANGE,
EV_OBITUARY,
EV_NO_PRIMARY_GRENADE_HINT,
EV_NO_SECONDARY_GRENADE_HINT,
EV_TARGET_TOO_CLOSE_HINT,
EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT,
EV_LOCKON_REQUIRED_HINT,
EV_VEHICLE_COLLISION,
EV_VEHICLE_SUSPENSION_SOFT,
EV_VEHICLE_SUSPENSION_HARD,
EV_FOOTSTEP_SPRINT,
EV_FOOTSTEP_RUN,
EV_FOOTSTEP_WALK,
EV_FOOTSTEP_PRONE,
EV_JUMP,
EV_LANDING_DEFAULT,
EV_LANDING_BARK,
EV_LANDING_BRICK,
EV_LANDING_CARPET,
EV_LANDING_CLOTH,
EV_LANDING_CONCRETE,
EV_LANDING_DIRT,
EV_LANDING_FLESH,
EV_LANDING_FOLIAGE,
EV_LANDING_GLASS,
EV_LANDING_GRASS,
EV_LANDING_GRAVEL,
EV_LANDING_ICE,
EV_LANDING_METAL,
EV_LANDING_MUD,
EV_LANDING_PAPER,
EV_LANDING_PLASTER,
EV_LANDING_ROCK,
EV_LANDING_SAND,
EV_LANDING_SNOW,
EV_LANDING_WATER,
EV_LANDING_WOOD,
EV_LANDING_ASPHALT,
EV_LANDING_CERAMIC,
EV_LANDING_PLASTIC,
EV_LANDING_RUBBER,
EV_LANDING_CUSHION,
EV_LANDING_FRUIT,
EV_LANDING_PAINTEDMETAL,
EV_LANDING_RIOTSHIELD,
EV_LANDING_SLUSH,
EV_LANDING_PAIN_DEFAULT,
EV_LANDING_PAIN_BARK,
EV_LANDING_PAIN_BRICK,
EV_LANDING_PAIN_CARPET,
EV_LANDING_PAIN_CLOTH,
EV_LANDING_PAIN_CONCRETE,
EV_LANDING_PAIN_DIRT,
EV_LANDING_PAIN_FLESH,
EV_LANDING_PAIN_FOLIAGE,
EV_LANDING_PAIN_GLASS,
EV_LANDING_PAIN_GRASS,
EV_LANDING_PAIN_GRAVEL,
EV_LANDING_PAIN_ICE,
EV_LANDING_PAIN_METAL,
EV_LANDING_PAIN_MUD,
EV_LANDING_PAIN_PAPER,
EV_LANDING_PAIN_PLASTER,
EV_LANDING_PAIN_ROCK,
EV_LANDING_PAIN_SAND,
EV_LANDING_PAIN_SNOW,
EV_LANDING_PAIN_WATER,
EV_LANDING_PAIN_WOOD,
EV_LANDING_PAIN_ASPHALT,
EV_LANDING_PAIN_CERAMIC,
EV_LANDING_PAIN_PLASTIC,
EV_LANDING_PAIN_RUBBER,
EV_LANDING_PAIN_CUSHION,
EV_LANDING_PAIN_FRUIT,
EV_LANDING_PAIN_PAINTEDMETAL,
EV_LANDING_PAIN_RIOTSHIELD,
EV_LANDING_PAIN_SLUSH,
EV_MANTLE
};
opd_s GAE = { 0x001C0C64, TOC };
void(*G_AddEvent)(int* gent, EV_EVENTS Event, int eventParam) = (void(*)(int*, EV_EVENTS, int))&GAE;
#define G_Entity(clientIndex) ( 0x00FCA280 + ( clientIndex * 0x280 ) )
void PlayRumble(int clientIndex, int RumbleIndex)
{
G_AddEvent((int*)G_Entity(clientIndex), EV_PLAY_RUMBLE_ON_ENT, RumbleIndex);
}
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