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);
20 * return true to prevent a spectator/observer to spawn as player
22 #define EV_ForbidSpawn(i, o) \
23 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
25 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
27 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
28 #define EV_PlayerSpawn(i, o) \
29 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
30 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
32 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
34 /** called after a player's weapon is chosen so it can be overriden here */
35 #define EV_PlayerWeaponSelect(i, o) \
36 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
38 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
40 /** called in reset_map */
41 #define EV_reset_map_global(i, o) \
43 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
45 /** called in reset_map */
46 #define EV_reset_map_players(i, o) \
48 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
50 /** returns 1 if clearing player score shall not be allowed */
51 #define EV_ForbidPlayerScore_Clear(i, o) \
53 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
55 /** called when a player disconnects */
56 #define EV_ClientDisconnect(i, o) \
57 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
59 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
61 /** called when a player dies to e.g. remove stuff he was carrying. */
62 #define EV_PlayerDies(i, o) \
63 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
64 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
65 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
66 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
67 /** damage */ i(float, MUTATOR_ARGV_4_float) \
68 /** damage */ o(float, MUTATOR_ARGV_4_float) \
70 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
72 /** called after a player died. */
73 #define EV_PlayerDied(i, o) \
74 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
76 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
78 /** allows overriding the frag centerprint messages */
79 #define EV_FragCenterMessage(i, o) \
80 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
81 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
82 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
83 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
84 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
86 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
88 /** called when a player dies to e.g. remove stuff he was carrying */
89 #define EV_PlayHitsound(i, o) \
90 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
91 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
93 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
95 /** called when an item model is about to be set, allows custom paths etc. */
96 #define EV_ItemModel(i, o) \
97 /** model */ i(string, MUTATOR_ARGV_0_string) \
98 /** output */ i(string, MUTATOR_ARGV_1_string) \
99 /**/ o(string, MUTATOR_ARGV_1_string) \
101 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
103 /** called when an item sound is about to be played, allows custom paths etc. */
104 #define EV_ItemSound(i, o) \
105 /** sound */ i(string, MUTATOR_ARGV_0_string) \
106 /** output */ i(string, MUTATOR_ARGV_1_string) \
107 /**/ o(string, MUTATOR_ARGV_1_string) \
109 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
111 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
112 #define EV_GiveFragsForKill(i, o) \
113 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
114 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
115 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
116 /** */ o(float, MUTATOR_ARGV_2_float) \
118 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
120 /** called when the match ends */
121 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
123 /** allows adjusting allowed teams */
124 #define EV_CheckAllowedTeams(i, o) \
125 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
126 /**/ o(float, MUTATOR_ARGV_0_float) \
127 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
128 /**/ o(string, MUTATOR_ARGV_1_string) \
129 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
131 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
133 /** return true to manually override team counts */
134 MUTATOR_HOOKABLE(GetTeamCounts, EV_NO_ARGS);
136 /** allow overriding of team counts */
137 #define EV_GetTeamCount(i, o) \
138 /** team to count */ i(float, MUTATOR_ARGV_0_float) \
139 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
140 /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
141 /**/ o(float, MUTATOR_ARGV_2_float) \
142 /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
143 /**/ o(float, MUTATOR_ARGV_3_float) \
144 /** lowest scoring player in a team */ i(entity, MUTATOR_ARGV_4_entity) \
145 /**/ o(entity, MUTATOR_ARGV_4_entity) \
146 /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
147 /**/ o(entity, MUTATOR_ARGV_5_entity) \
149 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
151 /** allows overriding best team */
152 #define EV_JoinBestTeam(i, o) \
153 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
154 /** team number */ i(float, MUTATOR_ARGV_1_float) \
155 /**/ o(float, MUTATOR_ARGV_1_float) \
157 MUTATOR_HOOKABLE(JoinBestTeam, EV_JoinBestTeam);
159 /** copies variables for spectating "spectatee" to "this" */
160 #define EV_SpectateCopy(i, o) \
161 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
162 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
164 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
166 /** called when formatting a chat message to replace fancy functions */
167 #define EV_FormatMessage(i, o) \
168 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
169 /** escape */ i(string, MUTATOR_ARGV_1_string) \
170 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
171 /**/ o(string, MUTATOR_ARGV_2_string) \
172 /** message */ i(string, MUTATOR_ARGV_3_string) \
174 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
176 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
177 #define EV_PreFormatMessage(i, o) \
178 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
179 /** message */ i(string, MUTATOR_ARGV_1_string) \
180 /**/ o(string, MUTATOR_ARGV_1_string) \
182 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
184 /** returns true if throwing the current weapon shall not be allowed */
185 #define EV_ForbidThrowCurrentWeapon(i, o) \
186 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
187 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
189 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
191 /** returns true if dropping the current weapon shall not be allowed at any time including death */
192 #define EV_ForbidDropCurrentWeapon(i, o) \
193 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
194 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
196 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
199 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
201 /** allows changing attack rate */
202 #define EV_WeaponRateFactor(i, o) \
203 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
204 /**/ o(float, MUTATOR_ARGV_0_float) \
205 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
207 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
209 /** allows changing weapon speed (projectiles mostly) */
210 #define EV_WeaponSpeedFactor(i, o) \
211 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
212 /**/ o(float, MUTATOR_ARGV_0_float) \
213 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
215 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
217 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
218 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
220 /** called every frame. customizes the waypoint for spectators */
221 #define EV_CustomizeWaypoint(i, o) \
222 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
223 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
225 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
228 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
229 * return error to request removal
231 #define EV_FilterItem(i, o) \
232 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
234 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
236 /** return error to request removal */
237 #define EV_TurretSpawn(i, o) \
238 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
240 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
242 /** return error to not attack */
243 #define EV_TurretFire(i, o) \
244 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
246 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
248 /** return error to not attack */
249 #define EV_Turret_CheckFire(i, o) \
250 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
251 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
253 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
255 /** return error to prevent entity spawn, or modify the entity */
256 #define EV_OnEntityPreSpawn(i, o) \
257 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
259 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
261 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
262 #define EV_PlayerPreThink(i, o) \
263 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
265 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
267 /** TODO change this into a general PlayerPostThink hook? */
268 #define EV_GetPressedKeys(i, o) \
269 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
271 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
273 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
274 #define EV_GetCvars(i, o) \
275 /**/ i(float, get_cvars_f) \
276 /**/ i(string, get_cvars_s) \
280 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
282 /** can edit any "just fired" projectile */
283 #define EV_EditProjectile(i, o) \
284 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
285 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
287 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
289 /** called when a monster spawns */
290 #define EV_MonsterSpawn(i, o) \
291 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
293 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
295 /** called when a monster dies */
296 #define EV_MonsterDies(i, o) \
297 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
298 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
299 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
301 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
303 /** called when a monster dies */
304 #define EV_MonsterRemove(i, o) \
305 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
307 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
309 /** called when a monster wants to respawn */
310 #define EV_MonsterRespawn(i, o) \
311 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
313 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
315 /** called when a monster is dropping loot */
316 #define EV_MonsterDropItem(i, o) \
317 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
318 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
319 /**/ o(entity, MUTATOR_ARGV_1_entity) \
320 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
322 .entity monster_loot;
323 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
326 * called when a monster moves
327 * returning true makes the monster stop
329 #define EV_MonsterMove(i, o) \
330 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
331 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
332 /**/ o(float, MUTATOR_ARGV_1_float) \
333 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
334 /**/ o(float, MUTATOR_ARGV_2_float) \
335 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
336 /**/ o(entity, MUTATOR_ARGV_3_entity) \
338 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
340 /** called when a monster looks for another target */
341 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
344 * called when validating a monster's target
346 #define EV_MonsterValidTarget(i, o) \
347 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
348 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
350 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
352 /** called to change a random monster to a miniboss */
353 #define EV_MonsterCheckBossFlag(i, o) \
354 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
356 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
359 * called when a player tries to spawn a monster
360 * return 1 to prevent spawning
361 * NOTE: requires reason if disallowed
363 #define EV_AllowMobSpawning(i, o) \
364 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
365 /** reason */ o(string, MUTATOR_ARGV_1_string) \
367 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
369 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
370 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
371 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
372 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
373 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
374 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
375 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
376 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
377 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
378 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
379 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
380 /** damage */ i(float, MUTATOR_ARGV_7_float) \
382 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
385 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
386 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
388 #define EV_Damage_Calculate(i, o) \
389 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
390 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
391 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
392 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
393 /** damage */ i(float, MUTATOR_ARGV_4_float) \
394 /** damage */ o(float, MUTATOR_ARGV_4_float) \
395 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
396 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
397 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
398 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
400 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
403 * Called when a player is damaged
405 #define EV_PlayerDamaged(i, o) \
406 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
407 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
408 /** health */ i(float, MUTATOR_ARGV_2_float) \
409 /** armor */ i(float, MUTATOR_ARGV_3_float) \
410 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
411 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
412 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
414 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
417 * Called by W_DecreaseAmmo
419 #define EV_W_DecreaseAmmo(i, o) \
420 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
421 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
423 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
428 #define EV_W_Reload(i, o) \
429 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
431 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
433 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
434 #define EV_PlayerPowerups(i, o) \
435 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
436 /** old items */ i(int, MUTATOR_ARGV_1_int) \
438 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
441 * called every player think frame
442 * return 1 to disable regen
444 #define EV_PlayerRegen(i, o) \
445 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
446 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
447 /**/ o(float, MUTATOR_ARGV_1_float) \
448 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
449 /**/ o(float, MUTATOR_ARGV_2_float) \
450 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
451 /**/ o(float, MUTATOR_ARGV_3_float) \
452 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
453 /**/ o(float, MUTATOR_ARGV_4_float) \
454 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
455 /**/ o(float, MUTATOR_ARGV_5_float) \
456 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
457 /**/ o(float, MUTATOR_ARGV_6_float) \
458 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
459 /**/ o(float, MUTATOR_ARGV_7_float) \
460 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
461 /**/ o(float, MUTATOR_ARGV_8_float) \
462 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
463 /**/ o(float, MUTATOR_ARGV_9_float) \
464 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
465 /**/ o(float, MUTATOR_ARGV_10_float) \
467 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
470 * called when the use key is pressed
471 * if MUTATOR_RETURNVALUE is 1, don't do anything
472 * return 1 if the use key actually did something
474 #define EV_PlayerUseKey(i, o) \
475 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
477 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
480 * called when a client command is parsed
481 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
482 * NOTE: return true if you handled the command, return false to continue handling
483 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
485 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
487 * if (MUTATOR_RETURNVALUE) // command was already handled?
489 * if (cmd_name == "echocvar" && cmd_argc >= 2)
491 * print(cvar_string(argv(1)), "\n");
494 * if (cmd_name == "echostring" && cmd_argc >= 2)
496 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
502 #define EV_SV_ParseClientCommand(i, o) \
503 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
504 /** command name */ i(string, MUTATOR_ARGV_1_string) \
505 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
506 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
508 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
510 /** please read EV_SV_ParseClientCommand description before using */
511 #define EV_SV_ParseServerCommand(i, o) \
512 /** command name */ i(string, MUTATOR_ARGV_0_string) \
513 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
514 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
516 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
519 * called when a spawnpoint is being evaluated
520 * return 1 to make the spawnpoint unusable
522 #define EV_Spawn_Score(i, o) \
523 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
524 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
525 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
526 /**/ o(vector, MUTATOR_ARGV_2_vector) \
528 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
530 /** runs globally each server frame */
531 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
533 #define EV_SetModname(i, o) \
534 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
535 /**/ i(string, MUTATOR_ARGV_0_string) \
536 /**/ o(string, MUTATOR_ARGV_0_string) \
538 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
541 * called for each item being spawned on a map, including dropped weapons
542 * return 1 to remove an item
544 #define EV_Item_Spawn(i, o) \
545 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
547 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
549 #define EV_SetWeaponreplace(i, o) \
550 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
551 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
552 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
553 /**/ o(string, MUTATOR_ARGV_2_string) \
555 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
557 /** called when an item is about to respawn */
558 #define EV_Item_RespawnCountdown(i, o) \
559 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
561 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
563 /** called when a bot checks a target to attack */
564 #define EV_BotShouldAttack(i, o) \
565 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
566 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
568 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
571 * called whenever a player goes through a portal gun teleport
572 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
574 #define EV_PortalTeleport(i, o) \
575 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
577 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
580 * called whenever a player uses impulse 33 (help me) in impulse.qc
581 * normally help me ping uses .waypointsprite_attachedforcarrier,
582 * but if your mutator uses something different then you can handle it
583 * in a special manner using this hook
585 #define EV_HelpMePing(i, o) \
586 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
588 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
591 * called when a vehicle initializes
592 * return true to remove the vehicle
594 #define EV_VehicleInit(i, o) \
595 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
597 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
600 * called when a player enters a vehicle
601 * allows mutators to set special settings in this event
603 #define EV_VehicleEnter(i, o) \
604 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
605 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
607 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
610 * called when a player touches a vehicle
611 * return true to stop player from entering the vehicle
613 #define EV_VehicleTouch(i, o) \
614 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
615 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
617 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
620 * called when a player exits a vehicle
621 * allows mutators to set special settings in this event
623 #define EV_VehicleExit(i, o) \
624 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
625 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
627 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
629 /** called when a speedrun is aborted and the player is teleported back to start position */
630 #define EV_AbortSpeedrun(i, o) \
631 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
633 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
635 /** called at when a item is touched. Called early, can edit item properties. */
636 #define EV_ItemTouch(i, o) \
637 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
638 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
639 /**/ o(entity, MUTATOR_ARGV_1_entity) \
641 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
644 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
645 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
646 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
649 /** called at when a player connect */
650 #define EV_ClientConnect(i, o) \
651 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
653 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
655 #define EV_HavocBot_ChooseRole(i, o) \
656 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
658 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
660 /** called when a target is checked for accuracy */
661 #define EV_AccuracyTargetValid(i, o) \
662 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
663 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
665 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
667 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
668 MUT_ACCADD_INVALID, // return this flag to make the function always continue
669 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
672 /** Called when clearing the global parameters for a model */
673 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
675 /** Called when getting the global parameters for a model */
676 #define EV_GetModelParams(i, o) \
677 /** input */ i(string, MUTATOR_ARGV_0_string) \
678 /** command */ i(string, MUTATOR_ARGV_1_string) \
680 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
682 /** called when a bullet has hit a target */
683 #define EV_FireBullet_Hit(i, o) \
684 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
685 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
686 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
687 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
688 /** damage */ i(float, MUTATOR_ARGV_4_float) \
689 /**/ o(float, MUTATOR_ARGV_4_float) \
690 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
692 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
694 #define EV_FixPlayermodel(i, o) \
695 /** model */ i(string, MUTATOR_ARGV_0_string) \
696 /**/ o(string, MUTATOR_ARGV_0_string) \
697 /** skin */ i(int, MUTATOR_ARGV_1_int) \
698 /**/ o(int, MUTATOR_ARGV_1_int) \
699 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
701 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
703 /** Return error to play frag remaining announcements */
704 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
706 #define EV_GrappleHookThink(i, o) \
707 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
708 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
709 /**/ o(int, MUTATOR_ARGV_1_int) \
710 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
711 /**/ o(entity, MUTATOR_ARGV_2_entity) \
712 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
713 /**/ o(float, MUTATOR_ARGV_3_float) \
715 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
717 #define EV_BuffModel_Customize(i, o) \
718 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
719 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
721 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
723 /** called at when a buff is touched. Called early, can edit buff properties. */
724 #define EV_BuffTouch(i, o) \
725 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
726 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
727 /**/ o(entity, MUTATOR_ARGV_1_entity) \
729 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
731 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
733 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
735 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
737 #define EV_GetRecords(i, o) \
738 /** page */ i(int, MUTATOR_ARGV_0_int) \
739 /** record list */ i(string, MUTATOR_ARGV_1_string) \
740 /**/ o(string, MUTATOR_ARGV_1_string) \
742 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
744 #define EV_Race_FinalCheckpoint(i, o) \
745 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
747 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
749 /** called when player triggered kill (or is changing teams), return error to not do anything */
750 #define EV_ClientKill(i, o) \
751 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
752 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
753 /**/ o(float, MUTATOR_ARGV_1_float) \
755 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
757 /** called when player is about to be killed during kill command or changing teams */
758 #define EV_ClientKill_Now(i, o) \
759 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
761 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
763 #define EV_FixClientCvars(i, o) \
764 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
766 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
768 #define EV_SpectateSet(i, o) \
769 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
770 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
771 /**/ o(entity, MUTATOR_ARGV_1_entity) \
773 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
775 #define EV_SpectateNext(i, o) \
776 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
777 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
778 /**/ o(entity, MUTATOR_ARGV_1_entity) \
780 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
782 #define EV_SpectatePrev(i, o) \
783 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
784 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
785 /**/ o(entity, MUTATOR_ARGV_1_entity) \
786 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
788 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
791 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
792 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
793 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
796 /** called when player triggered kill (or is changing teams), return error to not do anything */
797 #define EV_Bot_FixCount(i, o) \
798 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
799 /**/ o(int, MUTATOR_ARGV_0_int) \
800 /** real players */ i(int, MUTATOR_ARGV_1_int) \
801 /**/ o(int, MUTATOR_ARGV_1_int) \
803 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
805 #define EV_ClientCommand_Spectate(i, o) \
806 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
808 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
811 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
812 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
813 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
816 #define EV_CheckRules_World(i, o) \
817 /** status */ i(float, MUTATOR_ARGV_0_float) \
818 /**/ o(float, MUTATOR_ARGV_0_float) \
819 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
820 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
822 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
824 #define EV_WantWeapon(i, o) \
825 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
826 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
827 /**/ o(float, MUTATOR_ARGV_1_float) \
828 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
829 /**/ o(bool, MUTATOR_ARGV_2_bool) \
830 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
831 /**/ o(bool, MUTATOR_ARGV_3_bool) \
833 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
835 #define EV_AddPlayerScore(i, o) \
836 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
837 /** score */ i(float, MUTATOR_ARGV_1_float) \
838 /**/ o(float, MUTATOR_ARGV_1_float) \
839 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
841 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
843 #define EV_GetPlayerStatus(i, o) \
844 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
846 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
848 #define EV_SetWeaponArena(i, o) \
849 /** arena */ i(string, MUTATOR_ARGV_0_string) \
850 /**/ o(string, MUTATOR_ARGV_0_string) \
852 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
854 #define EV_DropSpecialItems(i, o) \
855 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
857 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
860 * called when an admin tries to kill all monsters
861 * return 1 to prevent spawning
863 #define EV_AllowMobButcher(i, o) \
864 /** reason */ o(string, MUTATOR_ARGV_0_string) \
866 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
868 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
870 #define EV_SendWaypoint(i, o) \
871 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
872 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
873 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
874 /**/ o(int, MUTATOR_ARGV_2_int) \
875 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
876 /**/ o(int, MUTATOR_ARGV_3_int) \
878 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
880 #define EV_TurretValidateTarget(i, o) \
881 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
882 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
883 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
884 /** target score */ o(float, MUTATOR_ARGV_3_float) \
886 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
888 #define EV_TurretThink(i, o) \
889 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
891 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
893 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
896 #define EV_PrepareExplosionByDamage(i, o) \
897 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
898 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
900 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
902 /** called when a monster model is about to be set, allows custom paths etc. */
903 #define EV_MonsterModel(i, o) \
904 /** model */ i(string, MUTATOR_ARGV_0_string) \
905 /** output */ i(string, MUTATOR_ARGV_1_string) \
906 /**/ o(string, MUTATOR_ARGV_1_string) \
908 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
911 * Called before player changes their team. Return true to block team change.
913 #define EV_Player_ChangeTeam(i, o) \
914 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
915 /** current team */ i(float, MUTATOR_ARGV_1_float) \
916 /** new team */ i(float, MUTATOR_ARGV_2_float) \
918 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
921 * Called after player has changed their team.
923 #define EV_Player_ChangedTeam(i, o) \
924 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
925 /** old team */ i(float, MUTATOR_ARGV_1_float) \
926 /** current team */ i(float, MUTATOR_ARGV_2_float) \
928 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
931 * Called when player is about to be killed when changing teams. Return true to block killing.
933 #define EV_Player_ChangeTeamKill(i, o) \
934 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
936 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
939 #define EV_URI_GetCallback(i, o) \
940 /** id */ i(float, MUTATOR_ARGV_0_float) \
941 /** status */ i(float, MUTATOR_ARGV_1_float) \
942 /** data */ i(string, MUTATOR_ARGV_2_string) \
944 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
947 * return true to prevent weapon use for a player
949 #define EV_ForbidWeaponUse(i, o) \
950 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
952 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
954 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
955 #define EV_CopyBody(i, o) \
956 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
957 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
958 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
960 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
962 /** called when sending a chat message, ret argument can be changed to prevent the message */
963 #define EV_ChatMessage(i, o) \
964 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
965 /** ret */ i(int, MUTATOR_ARGV_1_int) \
966 /**/ o(int, MUTATOR_ARGV_1_int) \
968 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
970 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
971 #define EV_ChatMessageTo(i, o) \
972 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
973 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
975 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
977 /** return true to just restart the match, for modes that don't support readyrestart */
978 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
980 /** called when a fusion reactor is validating its target */
981 #define EV_FusionReactor_ValidTarget(i, o) \
982 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
983 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
985 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
988 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
989 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
990 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
993 /** return true to hide the 'teamnumbers are imbalanced' message */
994 #define EV_HideTeamNagger(i, o) \
995 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
997 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
999 /** return true to show a waypoint while the item is spawning */
1000 #define EV_Item_ScheduleRespawn(i, o) \
1001 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1002 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1004 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1006 /** called before physics stats are set on a player, allows limited early customization */
1007 #define EV_PlayerPhysics_UpdateStats(i, o) \
1008 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1010 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1012 /** return true to use your own aim target (or none at all) */
1013 #define EV_HavocBot_Aim(i, o) \
1014 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1016 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);