Called when a clients movement buttons are being processed
Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel, float angles, int &weapon, int &subtype, int &cmdnum, int &tickcount, int &seed, int mouse)
Index of the client.
Copyback buffer containing the current commands (as bitflags - see entity_prop_stocks.inc).
Copyback buffer containing the current impulse command.
Players desired velocity.
Players desired view angles.
Entity index of the new weapon if player switches weapon, 0 otherwise.
Weapon subtype when selected from a menu.
Command number. Increments from the first command sent.
Tick count. A client's prediction based on the server's GetGameTickCount value.
Random seed. Used to determine weapon recoil, spread, and other predicted elements.
Mouse direction (x, y).
Plugin_Handled to block the commands from being processed, Plugin_Continue otherwise.
To see if all 11 params are available, use FeatureType_Capability and FEATURECAP_PLAYERRUNCMD_11PARAMS.