1 #ifndef SERVER_MUTATORS_EVENTS_H
2 #define SERVER_MUTATORS_EVENTS_H
4 #include "../../common/mutators/base.qh"
6 // register all possible hooks here
8 /** called when a player becomes observer, after shared setup */
9 #define EV_MakePlayerObserver(i, o) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, __self) \
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 /** spot that was used, or world */ i(entity, spawn_spot) \
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) \
44 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
46 /** called when a player dies to e.g. remove stuff he was carrying. */
47 #define EV_PlayerDies(i, o) \
48 /**/ i(entity, frag_inflictor) \
49 /**/ i(entity, frag_attacker) \
50 /** same as self */ i(entity, frag_target) \
51 /**/ i(int, frag_deathtype) \
53 entity frag_inflictor;
57 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
59 /** called when a player dies to e.g. remove stuff he was carrying */
60 #define EV_PlayHitsound(i, o) \
61 /**/ i(entity, frag_victim) \
64 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
66 /** called when a weapon sound is about to be played, allows custom paths etc. */
67 #define EV_WeaponSound(i, o) \
68 /**/ i(string, weapon_sound) \
69 /**/ i(string, weapon_sound_output) \
70 /**/ o(string, weapon_sound_output) \
73 string weapon_sound_output;
74 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
76 /** called when a weapon model is about to be set, allows custom paths etc. */
77 #define EV_WeaponModel(i, o) \
78 /**/ i(string, weapon_model) \
79 /**/ i(string, weapon_model_output) \
80 /**/ o(string, weapon_model_output) \
83 string weapon_model_output;
84 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
86 /** called when an item model is about to be set, allows custom paths etc. */
87 #define EV_ItemModel(i, o) \
88 /**/ i(string, item_model) \
89 /**/ i(string, item_model_output) \
90 /**/ o(string, item_model_output) \
93 string item_model_output;
94 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
96 /** called when a player presses the jump key */
97 #define EV_PlayerJump(i, o) \
98 /**/ i(float, player_multijump) \
99 /**/ i(float, player_jumpheight) \
100 /**/ o(float, player_multijump) \
101 /**/ o(float, player_jumpheight) \
103 float player_multijump;
104 float player_jumpheight;
105 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
107 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
108 #define EV_GiveFragsForKill(i, o) \
109 /**/ i(entity, __self) \
110 /** same as self */ i(entity, frag_attacker) \
111 /**/ i(entity, frag_target) \
112 /**/ i(float, frag_score) \
113 /**/ o(float, frag_score) \
116 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
118 /** called when the match ends */
119 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
121 /** should adjust ret_float to contain the team count */
122 #define EV_GetTeamCount(i, o) \
123 /**/ i(float, ret_float) \
124 /**/ o(float, ret_float) \
125 /**/ i(string, ret_string) \
126 /**/ o(string, ret_string) \
129 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
131 /** copies variables for spectating "other" to "self" */
132 #define EV_SpectateCopy(i, o) \
133 /**/ i(entity, other) \
134 /**/ i(entity, __self) \
136 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
138 /** called when formatting a chat message to replace fancy functions */
139 #define EV_FormatMessage(i, o) \
140 /**/ i(string, format_escape) \
141 /**/ i(string, format_replacement) \
142 /**/ o(string, format_replacement) \
143 /**/ i(string, format_message) \
145 string format_escape;
146 string format_replacement;
147 string format_message;
148 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
150 /** returns true if throwing the current weapon shall not be allowed */
151 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
153 /** returns true if dropping the current weapon shall not be allowed at any time including death */
154 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
157 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
159 /** allows changing attack rate */
160 #define EV_WeaponRateFactor(i, o) \
161 /**/ i(float, weapon_rate) \
162 /**/ o(float, weapon_rate) \
165 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
167 /** allows changing weapon speed (projectiles mostly) */
168 #define EV_WeaponSpeedFactor(i, o) \
169 /**/ i(float, ret_float) \
170 /**/ o(float, ret_float) \
172 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
174 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
175 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
177 /** called every frame. customizes the waypoint for spectators */
178 #define EV_CustomizeWaypoint(i, o) \
179 /** waypoint */ i(entity, __self) \
180 /** player; other.enemy = spectator */ i(entity, other) \
182 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
185 * checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
186 * return error to request removal
188 #define EV_FilterItem(i, o) \
189 /** the current item */ i(entity, __self) \
191 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
193 /** return error to request removal */
194 #define EV_TurretSpawn(i, o) \
195 /** turret */ i(entity, __self) \
197 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
199 /** return error to not attack */
200 #define EV_TurretFire(i, o) \
201 /** turret */ i(entity, __self) \
203 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
205 /** return error to not attack */
206 #define EV_Turret_CheckFire(i, o) \
207 /**/ i(bool, ret_bool) \
208 /**/ o(bool, ret_bool) \
211 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
213 /** return error to prevent entity spawn, or modify the entity */
214 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
216 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
217 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
219 /** TODO change this into a general PlayerPostThink hook? */
220 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
223 * called before any player physics, may adjust variables for movement,
224 * is run AFTER bot code and idle checking
226 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
228 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
229 #define EV_GetCvars(i, o) \
230 /**/ i(float, get_cvars_f) \
231 /**/ i(string, get_cvars_s) \
235 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
237 /** can edit any "just fired" projectile */
238 #define EV_EditProjectile(i, o) \
239 /**/ i(entity, __self) \
240 /**/ i(entity, other) \
242 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
244 /** called when a monster spawns */
245 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
247 /** called when a monster dies */
248 #define EV_MonsterDies(i, o) \
249 /**/ i(entity, frag_attacker) \
251 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
253 /** called when a monster dies */
254 #define EV_MonsterRemove(i, o) \
255 /**/ i(entity, rem_mon) \
257 entity rem_mon; // avoiding ovewriting self & other
258 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
260 /** called when a monster wants to respawn */
261 #define EV_MonsterRespawn(i, o) \
262 /**/ i(entity, other) \
264 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
266 /** called when a monster is dropping loot */
267 #define EV_MonsterDropItem(i, o) \
268 /**/ i(entity, other) \
269 /**/ o(entity, other) \
271 .void(entity this) monster_loot;
272 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
275 * called when a monster moves
276 * returning true makes the monster stop
278 #define EV_MonsterMove(i, o) \
279 /**/ i(float, monster_speed_run) \
280 /**/ o(float, monster_speed_run) \
281 /**/ i(float, monster_speed_walk) \
282 /**/ o(float, monster_speed_walk) \
283 /**/ i(entity, monster_target) \
285 float monster_speed_run;
286 float monster_speed_walk;
287 entity monster_target;
288 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
290 /** called when a monster looks for another target */
291 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
293 /** called to change a random monster to a miniboss */
294 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
297 * called when a player tries to spawn a monster
298 * return 1 to prevent spawning
300 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
302 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
303 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
304 /**/ i(entity, frag_inflictor) \
305 /**/ i(entity, frag_attacker) \
306 /** same as self */ i(entity, frag_target) \
307 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
308 /**/ i(float, damage_take) \
309 /**/ o(float, damage_take) \
310 /**/ i(float, damage_save) \
311 /**/ o(float, damage_save) \
316 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
319 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
320 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
322 #define EV_PlayerDamage_Calculate(i, o) \
323 /**/ i(entity, frag_inflictor) \
324 /**/ i(entity, frag_attacker) \
325 /**/ i(entity, frag_target) \
326 /**/ i(float, frag_deathtype) \
327 /**/ i(float, frag_damage) \
328 /**/ o(float, frag_damage) \
329 /**/ i(float, frag_mirrordamage) \
330 /**/ o(float, frag_mirrordamage) \
331 /**/ i(vector, frag_force) \
332 /**/ o(vector, frag_force) \
335 float frag_mirrordamage;
337 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
340 * Called when a player is damaged
342 #define EV_PlayerDamaged(i, o) \
343 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
344 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
345 /** health */ i(int, MUTATOR_ARGV_0_int) \
346 /** armor */ i(int, MUTATOR_ARGV_1_int) \
347 /** location */ i(vector, MUTATOR_ARGV_0_vector) \
348 /** deathtype */ i(int, MUTATOR_ARGV_2_int) \
350 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
353 * Called by W_DecreaseAmmo
355 #define EV_W_DecreaseAmmo(i, o) \
356 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
358 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
363 #define EV_W_Reload(i, o) \
364 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
366 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
368 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
369 #define EV_PlayerPowerups(i, o) \
370 /**/ i(entity, __self) \
371 /**/ i(int, olditems) \
374 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
377 * called every player think frame
378 * return 1 to disable regen
381 float regen_mod_regen;
383 float regen_mod_limit;
385 float regen_health_linear;
386 float regen_health_rot;
387 float regen_health_rotlinear;
388 float regen_health_stable;
389 float regen_health_rotstable;
390 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
393 * called when the use key is pressed
394 * if MUTATOR_RETURNVALUE is 1, don't do anything
395 * return 1 if the use key actually did something
397 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
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 /** command name */ i(string, cmd_name) \
424 /** also, argv() can be used */ i(int, cmd_argc) \
425 /** whole command, use only if you really have to */ i(string, cmd_string) \
430 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
432 /** please read EV_SV_ParseClientCommand description before using */
433 #define EV_SV_ParseServerCommand(i, o) \
434 /** command name */ i(string, cmd_name) \
435 /** also, argv() can be used */ i(int, cmd_argc) \
436 /** whole command, use only if you really have to */ i(string, cmd_string) \
441 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
444 * called when a spawnpoint is being evaluated
445 * return 1 to make the spawnpoint unusable
447 #define EV_Spawn_Score(i, o) \
448 /** player wanting to spawn */ i(entity, __self) \
449 /** spot to be evaluated */ i(entity, spawn_spot) \
450 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
451 /**/ o(vector, spawn_score) \
454 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
456 /** runs globally each server frame */
457 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
459 #define EV_SetModname(i, o) \
460 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
463 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
466 * called for each item being spawned on a map, including dropped weapons
467 * return 1 to remove an item
469 #define EV_Item_Spawn(i, o) \
470 /** the item */ i(entity, __self) \
472 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
474 #define EV_SetWeaponreplace(i, o) \
475 /** map entity */ i(entity, __self) \
476 /** weapon info */ i(entity, other) \
477 /**/ i(string, ret_string) \
478 /**/ o(string, ret_string) \
480 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
482 /** called when an item is about to respawn */
483 #define EV_Item_RespawnCountdown(i, o) \
484 /**/ i(string, item_name) \
485 /**/ o(string, item_name) \
486 /**/ i(vector, item_color) \
487 /**/ o(vector, item_color) \
491 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
493 /** called when a bot checks a target to attack */
494 #define EV_BotShouldAttack(i, o) \
495 /**/ i(entity, checkentity) \
498 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
501 * called whenever a player goes through a portal gun teleport
502 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
504 #define EV_PortalTeleport(i, o) \
505 /**/ i(entity, __self) \
507 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
510 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
511 * normally help me ping uses self.waypointsprite_attachedforcarrier,
512 * but if your mutator uses something different then you can handle it
513 * in a special manner using this hook
515 #define EV_HelpMePing(i, o) \
516 /** the player who pressed impulse 33 */ i(entity, __self) \
518 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
521 * called when a vehicle initializes
522 * return true to remove the vehicle
524 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
527 * called when a player enters a vehicle
528 * allows mutators to set special settings in this event
530 #define EV_VehicleEnter(i, o) \
531 /** player */ i(entity, vh_player) \
532 /** vehicle */ i(entity, vh_vehicle) \
536 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
539 * called when a player touches a vehicle
540 * return true to stop player from entering the vehicle
542 #define EV_VehicleTouch(i, o) \
543 /** vehicle */ i(entity, __self) \
544 /** player */ i(entity, other) \
546 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
549 * called when a player exits a vehicle
550 * allows mutators to set special settings in this event
552 #define EV_VehicleExit(i, o) \
553 /** player */ i(entity, vh_player) \
554 /** vehicle */ i(entity, vh_vehicle) \
556 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
558 /** called when a speedrun is aborted and the player is teleported back to start position */
559 #define EV_AbortSpeedrun(i, o) \
560 /** player */ i(entity, __self) \
562 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
564 /** called at when a item is touched. Called early, can edit item properties. */
565 #define EV_ItemTouch(i, o) \
566 /** item */ i(entity, __self) \
567 /** player */ i(entity, other) \
569 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
572 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
573 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
574 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
577 /** called at when a player connect */
578 #define EV_ClientConnect(i, o) \
579 /** player */ i(entity, __self) \
581 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
583 #define EV_HavocBot_ChooseRole(i, o) \
584 /**/ i(entity, __self) \
586 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
588 /** called when a target is checked for accuracy */
589 #define EV_AccuracyTargetValid(i, o) \
590 /** attacker */ i(entity, frag_attacker) \
591 /** target */ i(entity, frag_target) \
593 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
595 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
596 MUT_ACCADD_INVALID, // return this flag to make the function always continue
597 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
600 /** Called when clearing the global parameters for a model */
601 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
603 /** Called when getting the global parameters for a model */
604 #define EV_GetModelParams(i, o) \
605 /** entity id */ i(string, checkmodel_input) \
606 /** entity id */ i(string, checkmodel_command) \
608 string checkmodel_input, checkmodel_command;
609 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
611 /** called when a bullet has hit a target */
612 #define EV_FireBullet_Hit(i, o) \
613 /**/ i(entity, __self) \
614 /**/ i(entity, bullet_hit) \
615 /**/ i(vector, bullet_startpos) \
616 /**/ i(vector, bullet_endpos) \
617 /**/ i(float, frag_damage) \
618 /**/ o(float, frag_damage) \
621 //vector bullet_hitloc; // the end pos matches the hit location, apparently
622 vector bullet_startpos;
623 vector bullet_endpos;
625 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
627 #define EV_FixPlayermodel(i, o) \
628 /**/ i(string, ret_string) \
629 /**/ o(string, ret_string) \
630 /**/ i(int, ret_int) \
631 /**/ o(int, ret_int) \
634 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
636 /** Return error to play frag remaining announcements */
637 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
639 #define EV_GrappleHookThink(i, o) \
640 /**/ i(entity, __self) \
641 /**/ i(int, hook_tarzan) \
642 /**/ o(int, hook_tarzan) \
643 /**/ i(entity, hook_pullentity) \
644 /**/ o(entity, hook_pullentity) \
645 /**/ i(float, hook_velmultiplier) \
646 /**/ o(float, hook_velmultiplier) \
649 entity hook_pullentity;
650 float hook_velmultiplier;
651 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
653 #define EV_BuffModel_Customize(i, o) \
654 /**/ i(entity, __self) \
655 /**/ i(entity, buff_player) \
658 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
660 /** called at when a buff is touched. Called early, can edit buff properties. */
661 #define EV_BuffTouch(i, o) \
662 /** item */ i(entity, __self) \
663 /** player */ i(entity, other) \
665 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
667 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
669 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
671 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
673 #define EV_GetRecords(i, o) \
674 /**/ i(int, record_page) \
675 /**/ i(string, ret_string) \
676 /**/ o(string, ret_string) \
679 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
681 #define EV_Race_FinalCheckpoint(i, o) \
682 /**/ i(entity, race_player) \
685 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
687 /** called when player triggered kill (or is changing teams), return error to not do anything */
688 #define EV_ClientKill(i, o) \
689 /** player */ i(entity, __self) \
690 /* kill delay */ i(float, ret_float) \
691 /* kill delay */ o(float, ret_float) \
693 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
695 #define EV_FixClientCvars(i, o) \
696 /**/ i(entity, fix_client) \
699 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
701 #define EV_SpectateSet(i, o) \
702 /**/ i(entity, __self) \
703 /**/ i(entity, spec_player) \
706 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
708 #define EV_SpectateNext(i, o) \
709 /**/ i(entity, __self) \
710 /**/ i(entity, spec_player) \
712 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
714 #define EV_SpectatePrev(i, o) \
715 /**/ i(entity, __self) \
716 /**/ i(entity, spec_player) \
717 /**/ i(entity, spec_first) \
720 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
723 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
724 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
725 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
728 /** called when player triggered kill (or is changing teams), return error to not do anything */
729 #define EV_Bot_FixCount(i, o) \
730 /**/ i(int, bot_activerealplayers) \
731 /**/ o(int, bot_activerealplayers) \
732 /**/ i(int, bot_realplayers) \
733 /**/ o(int, bot_realplayers) \
735 int bot_activerealplayers;
737 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
739 #define EV_ClientCommand_Spectate(i, o) \
740 /**/ i(entity, __self) \
742 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
745 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
746 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
747 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
750 #define EV_CheckRules_World(i, o) \
751 /* status */ i(float, ret_float) \
752 /* status */ o(float, ret_float) \
753 /* time limit */ i(float, checkrules_timelimit) \
754 /* frag limit */ i(int, checkrules_fraglimit) \
756 float checkrules_timelimit;
757 int checkrules_fraglimit;
758 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
760 #define EV_WantWeapon(i, o) \
761 /**/ i(entity, want_weaponinfo) \
762 /**/ i(float, ret_float) \
763 /**/ o(float, ret_float) \
764 /**/ i(bool, want_allguns) \
765 /**/ o(bool, want_allguns) \
766 /**/ i(bool, want_mutatorblocked) \
767 /**/ o(bool, want_mutatorblocked) \
769 entity want_weaponinfo;
771 bool want_mutatorblocked;
772 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
774 #define EV_AddPlayerScore(i, o) \
775 /**/ i(int, score_field) \
776 /**/ i(float, ret_float) \
777 /**/ o(float, ret_float) \
780 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
782 #define EV_GetPlayerStatus(i, o) \
783 /**/ i(entity, set_player) \
784 /**/ i(string, ret_string) \
785 /**/ o(string, ret_string) \
788 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
790 #define EV_SetWeaponArena(i, o) \
791 /**/ i(string, ret_string) \
792 /**/ o(string, ret_string) \
794 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
796 #define EV_DropSpecialItems(i, o) \
797 /**/ i(entity, frag_target) \
799 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
802 * called when an admin tries to kill all monsters
803 * return 1 to prevent spawning
805 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
807 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
809 #define EV_SendWaypoint(i, o) \
810 /**/ i(entity, __self) \
811 /**/ i(entity, wp_sendto) \
812 /**/ i(int, wp_sendflags) \
813 /**/ o(int, wp_sendflags) \
814 /**/ i(int, wp_flag) \
815 /**/ o(int, wp_flag) \
820 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
822 #define EV_TurretValidateTarget(i, o) \
823 /**/ i(entity, turret_this) \
824 /**/ i(entity, turret_target) \
825 /**/ i(int, turret_vflags) \
828 entity turret_target;
830 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
832 #define EV_TurretThink(i, o) \
833 /**/ i(entity, __self) \
835 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
837 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
840 #define EV_PrepareExplosionByDamage(i, o) \
841 /**/ i(entity, __self) \
842 /**/ i(entity, frag_attacker) \
844 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
846 /** called when a monster model is about to be set, allows custom paths etc. */
847 #define EV_MonsterModel(i, o) \
848 /**/ i(string, monster_model) \
849 /**/ i(string, monster_model_output) \
850 /**/ o(string, monster_model_output) \
852 string monster_model;
853 string monster_model_output;
854 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);