3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
19 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
20 #define EV_PlayerSpawn(i, o) \
21 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
22 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
24 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
26 /** called in reset_map */
27 #define EV_reset_map_global(i, o) \
29 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
31 /** called in reset_map */
32 #define EV_reset_map_players(i, o) \
34 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
36 /** returns 1 if clearing player score shall not be allowed */
37 #define EV_ForbidPlayerScore_Clear(i, o) \
39 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
41 /** called when a player disconnects */
42 #define EV_ClientDisconnect(i, o) \
43 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
45 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
47 /** called when a player dies to e.g. remove stuff he was carrying. */
48 #define EV_PlayerDies(i, o) \
49 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
50 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
51 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
52 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
53 /** damage */ i(float, MUTATOR_ARGV_4_float) \
54 /** damage */ o(float, MUTATOR_ARGV_4_float) \
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58 /** called when a player dies to e.g. remove stuff he was carrying */
59 #define EV_PlayHitsound(i, o) \
60 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
62 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
64 /** called when a weapon sound is about to be played, allows custom paths etc. */
65 #define EV_WeaponSound(i, o) \
66 /** sound */ i(string, MUTATOR_ARGV_0_string) \
67 /** output */ i(string, MUTATOR_ARGV_1_string) \
68 /**/ o(string, MUTATOR_ARGV_1_string) \
70 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
72 /** called when an item model is about to be set, allows custom paths etc. */
73 #define EV_ItemModel(i, o) \
74 /** model */ i(string, MUTATOR_ARGV_0_string) \
75 /** output */ i(string, MUTATOR_ARGV_1_string) \
76 /**/ o(string, MUTATOR_ARGV_1_string) \
78 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
80 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
81 #define EV_GiveFragsForKill(i, o) \
82 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
83 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
84 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
85 /** */ o(float, MUTATOR_ARGV_2_float) \
87 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
89 /** called when the match ends */
90 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
92 /** should adjust number to contain the team count */
93 #define EV_GetTeamCount(i, o) \
94 /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
95 /**/ o(float, MUTATOR_ARGV_0_float) \
96 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
97 /**/ o(string, MUTATOR_ARGV_1_string) \
99 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
101 /** copies variables for spectating "spectatee" to "this" */
102 #define EV_SpectateCopy(i, o) \
103 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
104 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
106 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
108 /** called when formatting a chat message to replace fancy functions */
109 #define EV_FormatMessage(i, o) \
110 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
111 /** escape */ i(string, MUTATOR_ARGV_1_string) \
112 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
113 /**/ o(string, MUTATOR_ARGV_2_string) \
114 /** message */ i(string, MUTATOR_ARGV_3_string) \
116 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
118 /** returns true if throwing the current weapon shall not be allowed */
119 #define EV_ForbidThrowCurrentWeapon(i, o) \
120 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
122 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
124 /** returns true if dropping the current weapon shall not be allowed at any time including death */
125 #define EV_ForbidDropCurrentWeapon(i, o) \
126 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
128 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
131 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
133 /** allows changing attack rate */
134 #define EV_WeaponRateFactor(i, o) \
135 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
136 /**/ o(float, MUTATOR_ARGV_0_float) \
137 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
139 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
141 /** allows changing weapon speed (projectiles mostly) */
142 #define EV_WeaponSpeedFactor(i, o) \
143 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
144 /**/ o(float, MUTATOR_ARGV_0_float) \
145 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
147 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
149 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
150 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
152 /** called every frame. customizes the waypoint for spectators */
153 #define EV_CustomizeWaypoint(i, o) \
154 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
155 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
157 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
160 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
161 * return error to request removal
163 #define EV_FilterItem(i, o) \
164 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
166 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
168 /** return error to request removal */
169 #define EV_TurretSpawn(i, o) \
170 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
172 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
174 /** return error to not attack */
175 #define EV_TurretFire(i, o) \
176 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
178 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
180 /** return error to not attack */
181 #define EV_Turret_CheckFire(i, o) \
182 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
183 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
185 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
187 /** return error to prevent entity spawn, or modify the entity */
188 #define EV_OnEntityPreSpawn(i, o) \
189 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
191 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
193 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
194 #define EV_PlayerPreThink(i, o) \
195 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
197 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
199 /** TODO change this into a general PlayerPostThink hook? */
200 #define EV_GetPressedKeys(i, o) \
201 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
203 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
205 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
206 #define EV_GetCvars(i, o) \
207 /**/ i(float, get_cvars_f) \
208 /**/ i(string, get_cvars_s) \
212 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
214 /** can edit any "just fired" projectile */
215 #define EV_EditProjectile(i, o) \
216 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
217 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
219 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
221 /** called when a monster spawns */
222 #define EV_MonsterSpawn(i, o) \
223 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
225 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
227 /** called when a monster dies */
228 #define EV_MonsterDies(i, o) \
229 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
230 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
231 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
233 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
235 /** called when a monster dies */
236 #define EV_MonsterRemove(i, o) \
237 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
239 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
241 /** called when a monster wants to respawn */
242 #define EV_MonsterRespawn(i, o) \
243 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
245 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
247 /** called when a monster is dropping loot */
248 #define EV_MonsterDropItem(i, o) \
249 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
250 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
251 /**/ o(entity, MUTATOR_ARGV_1_entity) \
252 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
254 .void(entity this) monster_loot;
255 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
258 * called when a monster moves
259 * returning true makes the monster stop
261 #define EV_MonsterMove(i, o) \
262 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
263 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
264 /**/ o(float, MUTATOR_ARGV_1_float) \
265 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
266 /**/ o(float, MUTATOR_ARGV_2_float) \
267 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
269 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
271 /** called when a monster looks for another target */
272 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
274 /** called to change a random monster to a miniboss */
275 #define EV_MonsterCheckBossFlag(i, o) \
276 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
278 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
281 * called when a player tries to spawn a monster
282 * return 1 to prevent spawning
283 * NOTE: requires reason if disallowed
285 #define EV_AllowMobSpawning(i, o) \
286 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
287 /** reason */ o(string, MUTATOR_ARGV_1_string) \
289 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
291 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
292 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
293 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
294 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
295 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
296 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
297 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
298 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
299 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
300 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
301 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
302 /** damage */ i(float, MUTATOR_ARGV_7_float) \
304 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
307 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
308 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
310 #define EV_PlayerDamage_Calculate(i, o) \
311 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
312 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
313 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
314 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
315 /** damage */ i(float, MUTATOR_ARGV_4_float) \
316 /** damage */ o(float, MUTATOR_ARGV_4_float) \
317 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
318 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
319 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
320 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
322 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
325 * Called when a player is damaged
327 #define EV_PlayerDamaged(i, o) \
328 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
329 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
330 /** health */ i(int, MUTATOR_ARGV_2_int) \
331 /** armor */ i(int, MUTATOR_ARGV_3_int) \
332 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
333 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
335 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
338 * Called by W_DecreaseAmmo
340 #define EV_W_DecreaseAmmo(i, o) \
341 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
343 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
348 #define EV_W_Reload(i, o) \
349 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
351 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
353 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
354 #define EV_PlayerPowerups(i, o) \
355 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
356 /** old items */ i(int, MUTATOR_ARGV_1_int) \
358 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
361 * called every player think frame
362 * return 1 to disable regen
364 #define EV_PlayerRegen(i, o) \
365 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
366 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
367 /**/ o(float, MUTATOR_ARGV_1_float) \
368 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
369 /**/ o(float, MUTATOR_ARGV_2_float) \
370 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
371 /**/ o(float, MUTATOR_ARGV_3_float) \
372 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
373 /**/ o(float, MUTATOR_ARGV_4_float) \
374 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
375 /**/ o(float, MUTATOR_ARGV_5_float) \
376 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
377 /**/ o(float, MUTATOR_ARGV_6_float) \
378 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
379 /**/ o(float, MUTATOR_ARGV_7_float) \
380 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
381 /**/ o(float, MUTATOR_ARGV_8_float) \
382 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
383 /**/ o(float, MUTATOR_ARGV_9_float) \
384 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
385 /**/ o(float, MUTATOR_ARGV_10_float) \
387 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
390 * called when the use key is pressed
391 * if MUTATOR_RETURNVALUE is 1, don't do anything
392 * return 1 if the use key actually did something
394 #define EV_PlayerUseKey(i, o) \
395 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
397 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
400 * called when a client command is parsed
401 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
402 * NOTE: return true if you handled the command, return false to continue handling
403 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
405 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
407 * if (MUTATOR_RETURNVALUE) // command was already handled?
409 * if (cmd_name == "echocvar" && cmd_argc >= 2)
411 * print(cvar_string(argv(1)), "\n");
414 * if (cmd_name == "echostring" && cmd_argc >= 2)
416 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
422 #define EV_SV_ParseClientCommand(i, o) \
423 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
424 /** command name */ i(string, MUTATOR_ARGV_1_string) \
425 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
426 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
428 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
430 /** please read EV_SV_ParseClientCommand description before using */
431 #define EV_SV_ParseServerCommand(i, o) \
432 /** command name */ i(string, MUTATOR_ARGV_0_string) \
433 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
434 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
436 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
439 * called when a spawnpoint is being evaluated
440 * return 1 to make the spawnpoint unusable
442 #define EV_Spawn_Score(i, o) \
443 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
444 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
445 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
446 /**/ o(vector, MUTATOR_ARGV_2_vector) \
448 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
450 /** runs globally each server frame */
451 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
453 #define EV_SetModname(i, o) \
454 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
455 /**/ o(string, MUTATOR_ARGV_0_string) \
457 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
460 * called for each item being spawned on a map, including dropped weapons
461 * return 1 to remove an item
463 #define EV_Item_Spawn(i, o) \
464 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
466 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
468 #define EV_SetWeaponreplace(i, o) \
469 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
470 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
471 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
472 /**/ o(string, MUTATOR_ARGV_2_string) \
474 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
476 /** called when an item is about to respawn */
477 #define EV_Item_RespawnCountdown(i, o) \
478 /** item name */ i(string, MUTATOR_ARGV_0_string) \
479 /**/ o(string, MUTATOR_ARGV_0_string) \
480 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
481 /**/ o(vector, MUTATOR_ARGV_1_vector) \
483 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
485 /** called when a bot checks a target to attack */
486 #define EV_BotShouldAttack(i, o) \
487 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
488 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
490 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
493 * called whenever a player goes through a portal gun teleport
494 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
496 #define EV_PortalTeleport(i, o) \
497 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
499 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
502 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
503 * normally help me ping uses .waypointsprite_attachedforcarrier,
504 * but if your mutator uses something different then you can handle it
505 * in a special manner using this hook
507 #define EV_HelpMePing(i, o) \
508 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
510 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
513 * called when a vehicle initializes
514 * return true to remove the vehicle
516 #define EV_VehicleSpawn(i, o) \
517 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
519 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
522 * called when a player enters a vehicle
523 * allows mutators to set special settings in this event
525 #define EV_VehicleEnter(i, o) \
526 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
527 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
529 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
532 * called when a player touches a vehicle
533 * return true to stop player from entering the vehicle
535 #define EV_VehicleTouch(i, o) \
536 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
537 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
539 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
542 * called when a player exits a vehicle
543 * allows mutators to set special settings in this event
545 #define EV_VehicleExit(i, o) \
546 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
547 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
549 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
551 /** called when a speedrun is aborted and the player is teleported back to start position */
552 #define EV_AbortSpeedrun(i, o) \
553 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
555 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
557 /** called at when a item is touched. Called early, can edit item properties. */
558 #define EV_ItemTouch(i, o) \
559 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
560 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
561 /**/ o(entity, MUTATOR_ARGV_1_entity) \
563 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
566 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
567 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
568 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
571 /** called at when a player connect */
572 #define EV_ClientConnect(i, o) \
573 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
575 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
577 #define EV_HavocBot_ChooseRole(i, o) \
578 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
580 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
582 /** called when a target is checked for accuracy */
583 #define EV_AccuracyTargetValid(i, o) \
584 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
585 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
587 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
589 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
590 MUT_ACCADD_INVALID, // return this flag to make the function always continue
591 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
594 /** Called when clearing the global parameters for a model */
595 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
597 /** Called when getting the global parameters for a model */
598 #define EV_GetModelParams(i, o) \
599 /** input */ i(string, MUTATOR_ARGV_0_string) \
600 /** command */ i(string, MUTATOR_ARGV_1_string) \
602 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
604 /** called when a bullet has hit a target */
605 #define EV_FireBullet_Hit(i, o) \
606 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
607 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
608 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
609 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
610 /** damage */ i(float, MUTATOR_ARGV_4_float) \
611 /**/ o(float, MUTATOR_ARGV_4_float) \
613 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
615 #define EV_FixPlayermodel(i, o) \
616 /** model */ i(string, MUTATOR_ARGV_0_string) \
617 /**/ o(string, MUTATOR_ARGV_0_string) \
618 /** skin */ i(int, MUTATOR_ARGV_1_int) \
619 /**/ o(int, MUTATOR_ARGV_1_int) \
620 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
622 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
624 /** Return error to play frag remaining announcements */
625 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
627 #define EV_GrappleHookThink(i, o) \
628 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
629 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
630 /**/ o(int, MUTATOR_ARGV_1_int) \
631 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
632 /**/ o(entity, MUTATOR_ARGV_2_entity) \
633 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
634 /**/ o(float, MUTATOR_ARGV_3_float) \
636 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
638 #define EV_BuffModel_Customize(i, o) \
639 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
640 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
642 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
644 /** called at when a buff is touched. Called early, can edit buff properties. */
645 #define EV_BuffTouch(i, o) \
646 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
647 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
648 /**/ o(entity, MUTATOR_ARGV_1_entity) \
650 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
652 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
654 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
656 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
658 #define EV_GetRecords(i, o) \
659 /** page */ i(int, MUTATOR_ARGV_0_int) \
660 /** record list */ i(string, MUTATOR_ARGV_1_string) \
661 /**/ o(string, MUTATOR_ARGV_1_string) \
663 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
665 #define EV_Race_FinalCheckpoint(i, o) \
666 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
668 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
670 /** called when player triggered kill (or is changing teams), return error to not do anything */
671 #define EV_ClientKill(i, o) \
672 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
673 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
674 /**/ o(float, MUTATOR_ARGV_1_float) \
676 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
678 #define EV_FixClientCvars(i, o) \
679 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
681 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
683 #define EV_SpectateSet(i, o) \
684 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
685 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
686 /**/ o(entity, MUTATOR_ARGV_1_entity) \
688 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
690 #define EV_SpectateNext(i, o) \
691 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
692 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
693 /**/ o(entity, MUTATOR_ARGV_1_entity) \
695 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
697 #define EV_SpectatePrev(i, o) \
698 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
699 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
700 /**/ o(entity, MUTATOR_ARGV_1_entity) \
701 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
703 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
706 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
707 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
708 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
711 /** called when player triggered kill (or is changing teams), return error to not do anything */
712 #define EV_Bot_FixCount(i, o) \
713 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
714 /**/ o(int, MUTATOR_ARGV_0_int) \
715 /** real players */ i(int, MUTATOR_ARGV_1_int) \
716 /**/ o(int, MUTATOR_ARGV_1_int) \
718 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
720 #define EV_ClientCommand_Spectate(i, o) \
721 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
723 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
726 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
727 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
728 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
731 #define EV_CheckRules_World(i, o) \
732 /** status */ i(float, MUTATOR_ARGV_0_float) \
733 /**/ o(float, MUTATOR_ARGV_0_float) \
734 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
735 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
737 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
739 #define EV_WantWeapon(i, o) \
740 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
741 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
742 /**/ o(float, MUTATOR_ARGV_1_float) \
743 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
744 /**/ o(bool, MUTATOR_ARGV_2_bool) \
745 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
746 /**/ o(bool, MUTATOR_ARGV_3_bool) \
748 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
750 #define EV_AddPlayerScore(i, o) \
751 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
752 /** score */ i(float, MUTATOR_ARGV_1_float) \
753 /**/ o(float, MUTATOR_ARGV_1_float) \
754 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
756 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
758 #define EV_GetPlayerStatus(i, o) \
759 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
761 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
763 #define EV_SetWeaponArena(i, o) \
764 /** arena */ i(string, MUTATOR_ARGV_0_string) \
765 /**/ o(string, MUTATOR_ARGV_0_string) \
767 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
769 #define EV_DropSpecialItems(i, o) \
770 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
772 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
775 * called when an admin tries to kill all monsters
776 * return 1 to prevent spawning
778 #define EV_AllowMobButcher(i, o) \
779 /** reason */ o(string, MUTATOR_ARGV_0_string) \
781 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
783 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
785 #define EV_SendWaypoint(i, o) \
786 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
787 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
788 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
789 /**/ o(int, MUTATOR_ARGV_2_int) \
790 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
791 /**/ o(int, MUTATOR_ARGV_3_int) \
793 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
795 #define EV_TurretValidateTarget(i, o) \
796 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
797 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
798 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
799 /** target score */ o(float, MUTATOR_ARGV_3_float) \
801 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
803 #define EV_TurretThink(i, o) \
804 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
806 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
808 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
811 #define EV_PrepareExplosionByDamage(i, o) \
812 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
813 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
815 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
817 /** called when a monster model is about to be set, allows custom paths etc. */
818 #define EV_MonsterModel(i, o) \
819 /** model */ i(string, MUTATOR_ARGV_0_string) \
820 /** output */ i(string, MUTATOR_ARGV_1_string) \
821 /**/ o(string, MUTATOR_ARGV_1_string) \
823 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
826 #define EV_Player_ChangeTeam(i, o) \
827 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
828 /** current team */ i(float, MUTATOR_ARGV_1_float) \
829 /** new team */ i(float, MUTATOR_ARGV_2_float) \
831 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
834 #define EV_URI_GetCallback(i, o) \
835 /** id */ i(float, MUTATOR_ARGV_0_float) \
836 /** status */ i(float, MUTATOR_ARGV_1_float) \
837 /** data */ i(string, MUTATOR_ARGV_2_string) \
839 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);