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 in reset_map */
35 #define EV_reset_map_global(i, o) \
37 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
39 /** called in reset_map */
40 #define EV_reset_map_players(i, o) \
42 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
44 /** returns 1 if clearing player score shall not be allowed */
45 #define EV_ForbidPlayerScore_Clear(i, o) \
47 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
49 /** called when a player disconnects */
50 #define EV_ClientDisconnect(i, o) \
51 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
53 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
55 /** called when a player dies to e.g. remove stuff he was carrying. */
56 #define EV_PlayerDies(i, o) \
57 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
58 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
59 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
60 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
61 /** damage */ i(float, MUTATOR_ARGV_4_float) \
62 /** damage */ o(float, MUTATOR_ARGV_4_float) \
64 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
66 /** allows overriding the frag centerprint messages */
67 #define EV_FragCenterMessage(i, o) \
68 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
69 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
70 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
71 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
72 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
74 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
76 /** called when a player dies to e.g. remove stuff he was carrying */
77 #define EV_PlayHitsound(i, o) \
78 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
79 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
81 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
83 /** called when a weapon sound is about to be played, allows custom paths etc. */
84 #define EV_WeaponSound(i, o) \
85 /** sound */ i(string, MUTATOR_ARGV_0_string) \
86 /** output */ i(string, MUTATOR_ARGV_1_string) \
87 /**/ o(string, MUTATOR_ARGV_1_string) \
89 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
91 /** called when an item model is about to be set, allows custom paths etc. */
92 #define EV_ItemModel(i, o) \
93 /** model */ i(string, MUTATOR_ARGV_0_string) \
94 /** output */ i(string, MUTATOR_ARGV_1_string) \
95 /**/ o(string, MUTATOR_ARGV_1_string) \
97 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
99 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
100 #define EV_GiveFragsForKill(i, o) \
101 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
102 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
103 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
104 /** */ o(float, MUTATOR_ARGV_2_float) \
106 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
108 /** called when the match ends */
109 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
111 /** allows adjusting allowed teams */
112 #define EV_CheckAllowedTeams(i, o) \
113 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
114 /**/ o(float, MUTATOR_ARGV_0_float) \
115 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
116 /**/ o(string, MUTATOR_ARGV_1_string) \
118 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
120 /** copies variables for spectating "spectatee" to "this" */
121 #define EV_SpectateCopy(i, o) \
122 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
123 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
125 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
127 /** called when formatting a chat message to replace fancy functions */
128 #define EV_FormatMessage(i, o) \
129 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
130 /** escape */ i(string, MUTATOR_ARGV_1_string) \
131 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
132 /**/ o(string, MUTATOR_ARGV_2_string) \
133 /** message */ i(string, MUTATOR_ARGV_3_string) \
135 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
137 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
138 #define EV_PreFormatMessage(i, o) \
139 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
140 /** message */ i(string, MUTATOR_ARGV_1_string) \
141 /**/ o(string, MUTATOR_ARGV_1_string) \
143 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
145 /** returns true if throwing the current weapon shall not be allowed */
146 #define EV_ForbidThrowCurrentWeapon(i, o) \
147 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
148 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
150 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
152 /** returns true if dropping the current weapon shall not be allowed at any time including death */
153 #define EV_ForbidDropCurrentWeapon(i, o) \
154 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
155 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
157 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
160 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
162 /** allows changing attack rate */
163 #define EV_WeaponRateFactor(i, o) \
164 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
165 /**/ o(float, MUTATOR_ARGV_0_float) \
166 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
168 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
170 /** allows changing weapon speed (projectiles mostly) */
171 #define EV_WeaponSpeedFactor(i, o) \
172 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
173 /**/ o(float, MUTATOR_ARGV_0_float) \
174 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
176 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
178 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
179 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
181 /** called every frame. customizes the waypoint for spectators */
182 #define EV_CustomizeWaypoint(i, o) \
183 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
184 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
186 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
189 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
190 * return error to request removal
192 #define EV_FilterItem(i, o) \
193 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
195 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
197 /** return error to request removal */
198 #define EV_TurretSpawn(i, o) \
199 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
201 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
203 /** return error to not attack */
204 #define EV_TurretFire(i, o) \
205 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
207 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
209 /** return error to not attack */
210 #define EV_Turret_CheckFire(i, o) \
211 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
212 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
214 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
216 /** return error to prevent entity spawn, or modify the entity */
217 #define EV_OnEntityPreSpawn(i, o) \
218 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
220 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
222 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
223 #define EV_PlayerPreThink(i, o) \
224 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
226 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
228 /** TODO change this into a general PlayerPostThink hook? */
229 #define EV_GetPressedKeys(i, o) \
230 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
232 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
234 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
235 #define EV_GetCvars(i, o) \
236 /**/ i(float, get_cvars_f) \
237 /**/ i(string, get_cvars_s) \
241 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
243 /** can edit any "just fired" projectile */
244 #define EV_EditProjectile(i, o) \
245 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
246 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
248 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
250 /** called when a monster spawns */
251 #define EV_MonsterSpawn(i, o) \
252 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
254 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
256 /** called when a monster dies */
257 #define EV_MonsterDies(i, o) \
258 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
259 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
260 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
262 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
264 /** called when a monster dies */
265 #define EV_MonsterRemove(i, o) \
266 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
268 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
270 /** called when a monster wants to respawn */
271 #define EV_MonsterRespawn(i, o) \
272 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
274 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
276 /** called when a monster is dropping loot */
277 #define EV_MonsterDropItem(i, o) \
278 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
279 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
280 /**/ o(entity, MUTATOR_ARGV_1_entity) \
281 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
283 .void(entity this) monster_loot;
284 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
287 * called when a monster moves
288 * returning true makes the monster stop
290 #define EV_MonsterMove(i, o) \
291 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
292 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
293 /**/ o(float, MUTATOR_ARGV_1_float) \
294 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
295 /**/ o(float, MUTATOR_ARGV_2_float) \
296 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
298 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
300 /** called when a monster looks for another target */
301 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
304 * called when validating a monster's target
306 #define EV_MonsterValidTarget(i, o) \
307 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
308 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
310 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
312 /** called to change a random monster to a miniboss */
313 #define EV_MonsterCheckBossFlag(i, o) \
314 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
316 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
319 * called when a player tries to spawn a monster
320 * return 1 to prevent spawning
321 * NOTE: requires reason if disallowed
323 #define EV_AllowMobSpawning(i, o) \
324 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
325 /** reason */ o(string, MUTATOR_ARGV_1_string) \
327 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
329 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
330 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
331 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
332 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
333 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
334 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
335 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
336 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
337 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
338 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
339 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
340 /** damage */ i(float, MUTATOR_ARGV_7_float) \
342 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
345 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
346 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
348 #define EV_PlayerDamage_Calculate(i, o) \
349 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
350 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
351 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
352 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
353 /** damage */ i(float, MUTATOR_ARGV_4_float) \
354 /** damage */ o(float, MUTATOR_ARGV_4_float) \
355 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
356 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
357 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
358 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
360 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
363 * Called when a player is damaged
365 #define EV_PlayerDamaged(i, o) \
366 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
367 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
368 /** health */ i(float, MUTATOR_ARGV_2_float) \
369 /** armor */ i(float, MUTATOR_ARGV_3_float) \
370 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
371 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
372 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
374 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
377 * Called by W_DecreaseAmmo
379 #define EV_W_DecreaseAmmo(i, o) \
380 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
381 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
383 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
388 #define EV_W_Reload(i, o) \
389 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
391 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
393 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
394 #define EV_PlayerPowerups(i, o) \
395 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
396 /** old items */ i(int, MUTATOR_ARGV_1_int) \
398 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
401 * called every player think frame
402 * return 1 to disable regen
404 #define EV_PlayerRegen(i, o) \
405 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
406 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
407 /**/ o(float, MUTATOR_ARGV_1_float) \
408 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
409 /**/ o(float, MUTATOR_ARGV_2_float) \
410 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
411 /**/ o(float, MUTATOR_ARGV_3_float) \
412 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
413 /**/ o(float, MUTATOR_ARGV_4_float) \
414 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
415 /**/ o(float, MUTATOR_ARGV_5_float) \
416 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
417 /**/ o(float, MUTATOR_ARGV_6_float) \
418 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
419 /**/ o(float, MUTATOR_ARGV_7_float) \
420 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
421 /**/ o(float, MUTATOR_ARGV_8_float) \
422 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
423 /**/ o(float, MUTATOR_ARGV_9_float) \
424 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
425 /**/ o(float, MUTATOR_ARGV_10_float) \
427 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
430 * called when the use key is pressed
431 * if MUTATOR_RETURNVALUE is 1, don't do anything
432 * return 1 if the use key actually did something
434 #define EV_PlayerUseKey(i, o) \
435 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
437 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
440 * called when a client command is parsed
441 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
442 * NOTE: return true if you handled the command, return false to continue handling
443 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
445 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
447 * if (MUTATOR_RETURNVALUE) // command was already handled?
449 * if (cmd_name == "echocvar" && cmd_argc >= 2)
451 * print(cvar_string(argv(1)), "\n");
454 * if (cmd_name == "echostring" && cmd_argc >= 2)
456 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
462 #define EV_SV_ParseClientCommand(i, o) \
463 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
464 /** command name */ i(string, MUTATOR_ARGV_1_string) \
465 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
466 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
468 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
470 /** please read EV_SV_ParseClientCommand description before using */
471 #define EV_SV_ParseServerCommand(i, o) \
472 /** command name */ i(string, MUTATOR_ARGV_0_string) \
473 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
474 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
476 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
479 * called when a spawnpoint is being evaluated
480 * return 1 to make the spawnpoint unusable
482 #define EV_Spawn_Score(i, o) \
483 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
484 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
485 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
486 /**/ o(vector, MUTATOR_ARGV_2_vector) \
488 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
490 /** runs globally each server frame */
491 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
493 #define EV_SetModname(i, o) \
494 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
495 /**/ i(string, MUTATOR_ARGV_0_string) \
496 /**/ o(string, MUTATOR_ARGV_0_string) \
498 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
501 * called for each item being spawned on a map, including dropped weapons
502 * return 1 to remove an item
504 #define EV_Item_Spawn(i, o) \
505 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
507 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
509 #define EV_SetWeaponreplace(i, o) \
510 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
511 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
512 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
513 /**/ o(string, MUTATOR_ARGV_2_string) \
515 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
517 /** called when an item is about to respawn */
518 #define EV_Item_RespawnCountdown(i, o) \
519 /** item name */ i(string, MUTATOR_ARGV_0_string) \
520 /**/ o(string, MUTATOR_ARGV_0_string) \
521 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
522 /**/ o(vector, MUTATOR_ARGV_1_vector) \
524 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
526 /** called when a bot checks a target to attack */
527 #define EV_BotShouldAttack(i, o) \
528 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
529 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
531 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
534 * called whenever a player goes through a portal gun teleport
535 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
537 #define EV_PortalTeleport(i, o) \
538 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
540 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
543 * called whenever a player uses impulse 33 (help me) in impulse.qc
544 * normally help me ping uses .waypointsprite_attachedforcarrier,
545 * but if your mutator uses something different then you can handle it
546 * in a special manner using this hook
548 #define EV_HelpMePing(i, o) \
549 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
551 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
554 * called when a vehicle initializes
555 * return true to remove the vehicle
557 #define EV_VehicleInit(i, o) \
558 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
560 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
563 * called when a player enters a vehicle
564 * allows mutators to set special settings in this event
566 #define EV_VehicleEnter(i, o) \
567 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
568 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
570 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
573 * called when a player touches a vehicle
574 * return true to stop player from entering the vehicle
576 #define EV_VehicleTouch(i, o) \
577 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
578 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
580 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
583 * called when a player exits a vehicle
584 * allows mutators to set special settings in this event
586 #define EV_VehicleExit(i, o) \
587 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
588 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
590 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
592 /** called when a speedrun is aborted and the player is teleported back to start position */
593 #define EV_AbortSpeedrun(i, o) \
594 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
596 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
598 /** called at when a item is touched. Called early, can edit item properties. */
599 #define EV_ItemTouch(i, o) \
600 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
601 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
602 /**/ o(entity, MUTATOR_ARGV_1_entity) \
604 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
607 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
608 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
609 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
612 /** called at when a player connect */
613 #define EV_ClientConnect(i, o) \
614 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
616 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
618 #define EV_HavocBot_ChooseRole(i, o) \
619 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
621 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
623 /** called when a target is checked for accuracy */
624 #define EV_AccuracyTargetValid(i, o) \
625 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
626 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
628 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
630 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
631 MUT_ACCADD_INVALID, // return this flag to make the function always continue
632 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
635 /** Called when clearing the global parameters for a model */
636 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
638 /** Called when getting the global parameters for a model */
639 #define EV_GetModelParams(i, o) \
640 /** input */ i(string, MUTATOR_ARGV_0_string) \
641 /** command */ i(string, MUTATOR_ARGV_1_string) \
643 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
645 /** called when a bullet has hit a target */
646 #define EV_FireBullet_Hit(i, o) \
647 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
648 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
649 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
650 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
651 /** damage */ i(float, MUTATOR_ARGV_4_float) \
652 /**/ o(float, MUTATOR_ARGV_4_float) \
654 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
656 #define EV_FixPlayermodel(i, o) \
657 /** model */ i(string, MUTATOR_ARGV_0_string) \
658 /**/ o(string, MUTATOR_ARGV_0_string) \
659 /** skin */ i(int, MUTATOR_ARGV_1_int) \
660 /**/ o(int, MUTATOR_ARGV_1_int) \
661 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
663 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
665 /** Return error to play frag remaining announcements */
666 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
668 #define EV_GrappleHookThink(i, o) \
669 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
670 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
671 /**/ o(int, MUTATOR_ARGV_1_int) \
672 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
673 /**/ o(entity, MUTATOR_ARGV_2_entity) \
674 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
675 /**/ o(float, MUTATOR_ARGV_3_float) \
677 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
679 #define EV_BuffModel_Customize(i, o) \
680 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
681 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
683 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
685 /** called at when a buff is touched. Called early, can edit buff properties. */
686 #define EV_BuffTouch(i, o) \
687 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
688 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
689 /**/ o(entity, MUTATOR_ARGV_1_entity) \
691 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
693 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
695 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
697 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
699 #define EV_GetRecords(i, o) \
700 /** page */ i(int, MUTATOR_ARGV_0_int) \
701 /** record list */ i(string, MUTATOR_ARGV_1_string) \
702 /**/ o(string, MUTATOR_ARGV_1_string) \
704 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
706 #define EV_Race_FinalCheckpoint(i, o) \
707 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
709 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
711 /** called when player triggered kill (or is changing teams), return error to not do anything */
712 #define EV_ClientKill(i, o) \
713 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
714 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
715 /**/ o(float, MUTATOR_ARGV_1_float) \
717 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
719 #define EV_FixClientCvars(i, o) \
720 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
722 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
724 #define EV_SpectateSet(i, o) \
725 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
726 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
727 /**/ o(entity, MUTATOR_ARGV_1_entity) \
729 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
731 #define EV_SpectateNext(i, o) \
732 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
733 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
734 /**/ o(entity, MUTATOR_ARGV_1_entity) \
736 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
738 #define EV_SpectatePrev(i, o) \
739 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
740 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
741 /**/ o(entity, MUTATOR_ARGV_1_entity) \
742 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
744 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
747 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
748 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
749 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
752 /** called when player triggered kill (or is changing teams), return error to not do anything */
753 #define EV_Bot_FixCount(i, o) \
754 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
755 /**/ o(int, MUTATOR_ARGV_0_int) \
756 /** real players */ i(int, MUTATOR_ARGV_1_int) \
757 /**/ o(int, MUTATOR_ARGV_1_int) \
759 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
761 #define EV_ClientCommand_Spectate(i, o) \
762 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
764 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
767 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
768 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
769 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
772 #define EV_CheckRules_World(i, o) \
773 /** status */ i(float, MUTATOR_ARGV_0_float) \
774 /**/ o(float, MUTATOR_ARGV_0_float) \
775 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
776 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
778 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
780 #define EV_WantWeapon(i, o) \
781 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
782 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
783 /**/ o(float, MUTATOR_ARGV_1_float) \
784 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
785 /**/ o(bool, MUTATOR_ARGV_2_bool) \
786 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
787 /**/ o(bool, MUTATOR_ARGV_3_bool) \
789 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
791 #define EV_AddPlayerScore(i, o) \
792 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
793 /** score */ i(float, MUTATOR_ARGV_1_float) \
794 /**/ o(float, MUTATOR_ARGV_1_float) \
795 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
797 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
799 #define EV_GetPlayerStatus(i, o) \
800 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
802 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
804 #define EV_SetWeaponArena(i, o) \
805 /** arena */ i(string, MUTATOR_ARGV_0_string) \
806 /**/ o(string, MUTATOR_ARGV_0_string) \
808 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
810 #define EV_DropSpecialItems(i, o) \
811 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
813 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
816 * called when an admin tries to kill all monsters
817 * return 1 to prevent spawning
819 #define EV_AllowMobButcher(i, o) \
820 /** reason */ o(string, MUTATOR_ARGV_0_string) \
822 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
824 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
826 #define EV_SendWaypoint(i, o) \
827 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
828 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
829 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
830 /**/ o(int, MUTATOR_ARGV_2_int) \
831 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
832 /**/ o(int, MUTATOR_ARGV_3_int) \
834 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
836 #define EV_TurretValidateTarget(i, o) \
837 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
838 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
839 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
840 /** target score */ o(float, MUTATOR_ARGV_3_float) \
842 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
844 #define EV_TurretThink(i, o) \
845 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
847 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
849 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
852 #define EV_PrepareExplosionByDamage(i, o) \
853 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
854 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
856 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
858 /** called when a monster model is about to be set, allows custom paths etc. */
859 #define EV_MonsterModel(i, o) \
860 /** model */ i(string, MUTATOR_ARGV_0_string) \
861 /** output */ i(string, MUTATOR_ARGV_1_string) \
862 /**/ o(string, MUTATOR_ARGV_1_string) \
864 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
867 #define EV_Player_ChangeTeam(i, o) \
868 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
869 /** current team */ i(float, MUTATOR_ARGV_1_float) \
870 /** new team */ i(float, MUTATOR_ARGV_2_float) \
872 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
875 #define EV_URI_GetCallback(i, o) \
876 /** id */ i(float, MUTATOR_ARGV_0_float) \
877 /** status */ i(float, MUTATOR_ARGV_1_float) \
878 /** data */ i(string, MUTATOR_ARGV_2_string) \
880 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
883 * return true to prevent weapon use for a player
885 #define EV_ForbidWeaponUse(i, o) \
886 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
888 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
890 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
891 #define EV_CopyBody(i, o) \
892 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
893 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
894 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
896 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
898 /** called when sending a chat message, ret argument can be changed to prevent the message */
899 #define EV_ChatMessage(i, o) \
900 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
901 /** ret */ i(int, MUTATOR_ARGV_1_int) \
902 /**/ o(int, MUTATOR_ARGV_1_int) \
904 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
906 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
907 #define EV_ChatMessageTo(i, o) \
908 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
909 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
911 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);