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Events

ResourceStop: (resource: string)

Called when resource stops. The first argument is the name of the resource that stopped.

PlayerDamage: (player: NetPlayer, damager: NetObject, loss: number, hitbone: number, weaponHash: number, hitposition: vec3)

This event fires when a player is damaged.

PlayerKilled: (player: NetPlayer)

This event fires when a player is killed.

ResourceStart: (resource: string)

Called when a resource is started on the server.

PlayerJoin: (player: PlayerClient)

This fires when a player client joins the server. This does not guarantee that the player has loaded their scripts yet, so do not try to send them data yet.

Event.Add("PlayerJoin", function(player)
print("Player " .. player:GetNick() .. " joined the server!")
end)

PlayerQuit: (player: PlayerClient)

This fires when a player client leaves the server.

Event.Add("PlayerQuit", function(player)
print("Player " .. player:GetNick() .. " left the server!")
end)

PreTick: ()

This fires every tick on the server before any server logic is run.

Event.Add("PreTick", function()
print("PreTick! Elapsed seconds: " .. tostring(Server.GetElapsedSeconds()))
end)

PostTick: ()

This fires every tick on the server after all server logic is run.

Event.Add("PostTick", function()
print("PostTick! Elapsed seconds: " .. tostring(Server.GetElapsedSeconds()))
end)

PlayerResourceAction: (player: PlayerClient, resource: string, action: ResourceAction)

This fires when a player's resource is started, stopped, or restarted. See ResourceAction for more information on types of actions. If you want to send data to a player when they connect, you should do it here since there resource is fully loaded (on ResourceAction.Start).

Event.Add("PlayerResourceAction", function(player, resource, action)
print("Player " .. player:GetNick() .. " " .. action .. " resource " .. resource)
end)