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GM:FinishMove

Movement</page> for an explanation on the move system. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">Player</arg> <arg name="mv" type="CMoveData">Movement data</arg> </args>

SANDBOX:CanTool

to specifically allow the attempt, false to block it.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">The player who attempted to use

GM:OnPlayerJump

<function name="OnPlayerJump" parent="GM" type="hook"> <description>Called when a player jumps.</description> <realm>Shared</realm> <predicted>Yes</predicted> <added>2023.09.13</added> <args> <arg name="player" type="Entity">Player</arg> <arg name="speed" type="number">The velocity/impulse

GM:VehicleMove

and will be called when <page>GM:PlayerTick</page> is not. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">Player who is driving the vehicle</arg>

GM:PlayerFootstep

sound. <note>This hook is called on all clients.</note> </description> <realm>Shared</realm> <predicted>yes</predicted> <args> <arg name="ply" type="Player">The stepping player</arg> <arg name="pos" type="Vector">The

WEAPON:Think

picking up and dropping an object with +use.</bug> </description> <realm>Shared</realm> <predicted>Yes</predicted> </function>

WEAPON:PrimaryAttack

the gun. To work around that, use <page>Global.IsFirstTimePredicted</page>. </description> <realm>Shared</realm> <predicted>Yes</predicted> </function> <example> <description>This is how it is defined in

TOOL:Deploy

called when switching from another tool on the server.</description> <realm>Shared</realm> <predicted>Yes</predicted> <rets> <ret name="" type="boolean">Return true to allow switching away

TOOL:Holster

as well as serverside when switching between different toolguns.</description> <realm>Shared</realm> <predicted>Yes</predicted> </function> <example> <description>Clears any objects set by <page>Tool:SetObject</page>.</description> <code>

WEAPON:SecondaryAttack

the client side, see the global function <page>Global.IsFirstTimePredicted</page>. </description> <realm>Shared</realm> <predicted>Yes</predicted> </function> <example> <description>This is how it is defined in

TOOL:Reload

user presses the reload key with the tool out.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="tr" type="table">A trace from user's eyes to

TOOL:RightClick

<description>Called when the user right clicks with the tool.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="tr" type="table">A trace from user's eyes to

TOOL:LeftClick

<description>Called when the user left clicks with the tool.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="tr" type="table">A trace from user's eyes to

WEAPON:Holster

is called, this function is only called serverside.</bug> </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="weapon" type="Entity">The weapon we are trying switch

WEAPON:Reload

when the reload key ( +reload ) is pressed.</description> <realm>Shared</realm> <predicted>Yes</predicted> </function>

SANDBOX:CanDrive

player attempts to drive a prop via Prop Drive</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">The player who attempted to use

GM:StartCommand

this hook to be called clientside even on singleplayer</note> </description> <predicted>Yes</predicted> <realm>Shared</realm> <args> <arg name="ply" type="Player">The player</arg> <arg name="ucmd" type="CUserCmd">The

GM:PlayerButtonDown

panel opened with keyboard input enabled, use <page>PANEL:OnKeyCodePressed</page> instead.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">Player who pressed the button</arg> <arg

GM:PlayerTick

inside a vehicle. <page>GM:VehicleMove</page> will be called instead.</warning> </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="player" type="Player">The player</arg> <arg name="mv" type="CMoveData">The current

GM:PlayerNoClip

<description>Called when a player tries to switch noclip mode.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">The person who entered/exited noclip</arg> <arg

GM:PhysgunPickup

variant.<br/> See <page>GM:AllowPlayerPickup</page> for the +USE pickup variant. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="player" type="Player">The player that is picking up

GM:PlayerButtonUp

opened with keyboard input enabled, use <page>PANEL:OnKeyCodeReleased</page> instead. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">Player who released the button</arg> <arg

GM:PlayerSwitchWeapon

switching. It will not be called for <page>Player:SetActiveWeapon</page>. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="player" type="Player">The player switching weapons.</arg> <arg name="oldWeapon"

GM:PlayerStepSoundTime

footsteps. <note>This hook is called on all clients.</note> </description> <realm>Shared</realm> <predicted>yes</predicted> <args> <arg name="ply" type="Player">Player who is walking</arg> <arg name="type"

GM:Move

Movement</page> for an explanation on the move system. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">Player</arg> <arg name="mv" type="CMoveData">Movement information</arg> </args>

GM:KeyRelease

that handles all kinds of input, see <page>GM:PlayerButtonUp</page>. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">The player releasing the key. If

GM:KeyPress

make sure to do that on both realms.</warning> </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">The player pressing the key. If

GM:OnPlayerHitGround

with the ground after a jump or a fall.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="player" type="Entity">Player</arg> <arg name="inWater" type="boolean">Did the player

GM:CanProperty

<description>Controls if a property can be used or not.</description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">Player, that tried to use the

GM:SetupMove

Movement</page> for an explanation on the move system. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">The player whose movement we are

WEAPON:Deploy

default weapon selection menu and when using <page>CUserCmd:SelectWeapon</page></note> </description> <realm>Shared</realm> <predicted>Yes</predicted> <rets> <ret name="" type="boolean">Return true to allow switching away

GM:ShouldCollide

cause all physics to break under certain conditions.</bug> </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ent1" type="Entity">The first entity in the collision