Searching For "<predicted>Yes"
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>
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
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: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: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: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
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:KeyRelease
still be called in singleplayer for your convenience. </description> <realm>Shared</realm> <predicted>Yes</predicted> <args> <arg name="ply" type="Player">The player releasing the key. If
GM:CanProperty
if a <page text="property">properties</page> 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:PlayerPostThink
side, it is only called for the local player.</note> </description> <predicted>Yes</predicted> <realm>Shared</realm> <args> <arg name="ply" type="Player">The player</arg> </args> </function>
WEAPON:Think
picking up and dropping an object with +use.</bug> </description> <realm>Shared</realm> <predicted>Yes</predicted> </function>
GM:PlayerFootstep
frequency. <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
GM:PlayerStepSoundTime
themselves. <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"
TOOL:Holster
the toolgun is called, 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>