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 player presses the jump key */
67 #define EV_PlayerJump(i, o) \
68 /**/ i(float, player_multijump) \
69 /**/ i(float, player_jumpheight) \
70 /**/ o(float, player_multijump) \
71 /**/ o(float, player_jumpheight) \
73 float player_multijump;
74 float player_jumpheight;
75 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
77 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
78 #define EV_GiveFragsForKill(i, o) \
79 /** same as self */ i(entity, frag_attacker) \
80 /**/ i(entity, frag_target) \
81 /**/ i(float, frag_score) \
82 /**/ o(float, frag_score) \
85 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
87 /** called when the match ends */
88 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
90 /** should adjust ret_float to contain the team count */
91 #define EV_GetTeamCount(i, o) \
92 /**/ i(float, ret_float) \
93 /**/ o(float, ret_float) \
96 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
98 /** copies variables for spectating "other" to "self" */
99 #define EV_SpectateCopy(i, o) \
100 /**/ i(entity, other) \
101 /**/ i(entity, self) \
103 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
105 /** returns 1 if throwing the current weapon shall not be allowed */
106 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
108 /** allows changing attack rate */
109 #define EV_WeaponRateFactor(i, o) \
110 /**/ i(float, weapon_rate) \
111 /**/ o(float, weapon_rate) \
114 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
116 /** allows changing weapon speed (projectiles mostly) */
117 #define EV_WeaponSpeedFactor(i, o) \
118 /**/ i(float, ret_float) \
119 /**/ o(float, ret_float) \
121 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
123 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
124 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
126 /** called every frame. customizes the waypoint for spectators */
127 #define EV_CustomizeWaypoint(i, o) \
128 /** waypoint */ i(entity, self) \
129 /** player; other.enemy = spectator */ i(entity, other) \
131 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
134 * 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)
135 * return error to request removal
137 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
139 /** return error to request removal */
140 #define EV_TurretSpawn(i, o) \
141 /** turret */ i(entity, self) \
143 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
145 /** return error to prevent entity spawn, or modify the entity */
146 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
148 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
149 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
151 /** TODO change this into a general PlayerPostThink hook? */
152 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
155 * called before any player physics, may adjust variables for movement,
156 * is run AFTER bot code and idle checking
158 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
160 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
161 #define EV_GetCvars(i, o) \
162 /**/ i(float, get_cvars_f) \
163 /**/ i(string, get_cvars_s) \
167 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
169 /** can edit any "just fired" projectile */
170 #define EV_EditProjectile(i, o) \
171 /**/ i(entity, self) \
172 /**/ i(entity, other) \
174 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
176 /** called when a monster spawns */
177 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
179 /** called when a monster dies */
180 #define EV_MonsterDies(i, o) \
181 /**/ i(entity, frag_attacker) \
183 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
185 /** called when a monster wants to respawn */
186 #define EV_MonsterRespawn(i, o) \
187 /**/ i(entity, other) \
189 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
191 /** called when a monster is dropping loot */
192 #define EV_MonsterDropItem(i, o) \
193 /**/ i(entity, other) \
194 /**/ o(entity, other) \
196 .void() monster_loot;
197 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
200 * called when a monster moves
201 * returning true makes the monster stop
203 #define EV_MonsterMove(i, o) \
204 /**/ i(float, monster_speed_run) \
205 /**/ o(float, monster_speed_run) \
206 /**/ i(float, monster_speed_walk) \
207 /**/ o(float, monster_speed_walk) \
208 /**/ i(entity, monster_target) \
210 float monster_speed_run;
211 float monster_speed_walk;
212 entity monster_target;
213 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
215 /** called when a monster looks for another target */
216 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
218 /** called to change a random monster to a miniboss */
219 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
222 * called when a player tries to spawn a monster
223 * return 1 to prevent spawning
225 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
227 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
228 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
229 /**/ i(entity, frag_inflictor) \
230 /**/ i(entity, frag_attacker) \
231 /** same as self */ i(entity, frag_target) \
232 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
233 /**/ i(float, damage_take) \
234 /**/ o(float, damage_take) \
235 /**/ i(float, damage_save) \
236 /**/ o(float, damage_save) \
241 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
244 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
245 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
247 #define EV_PlayerDamage_Calculate(i, o) \
248 /**/ i(entity, frag_attacker) \
249 /**/ i(entity, frag_target) \
250 /**/ i(float, frag_deathtype) \
251 /**/ i(float, frag_damage) \
252 /**/ o(float, frag_damage) \
253 /**/ i(float, frag_mirrordamage) \
254 /**/ o(float, frag_mirrordamage) \
255 /**/ i(vector, frag_force) \
256 /**/ o(vector, frag_force) \
259 float frag_mirrordamage;
261 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
263 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
264 #define EV_PlayerPowerups(i, o) \
265 /**/ i(entity, self) \
266 /**/ i(int, olditems) \
269 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
272 * called every player think frame
273 * return 1 to disable regen
275 #define EV_PlayerRegen(i, o) \
276 /**/ i(float, regen_mod_max) \
277 /**/ o(float, regen_mod_max) \
278 /**/ i(float, regen_mod_regen) \
279 /**/ o(float, regen_mod_regen) \
280 /**/ i(float, regen_mod_rot) \
281 /**/ o(float, regen_mod_rot) \
282 /**/ i(float, regen_mod_limit) \
283 /**/ o(float, regen_mod_limit) \
286 float regen_mod_regen;
288 float regen_mod_limit;
289 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
292 * called when the use key is pressed
293 * if MUTATOR_RETURNVALUE is 1, don't do anything
294 * return 1 if the use key actually did something
296 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
299 * called when a client command is parsed
300 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
301 * NOTE: return true if you handled the command, return false to continue handling
302 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
304 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
306 * if (MUTATOR_RETURNVALUE) // command was already handled?
308 * if (cmd_name == "echocvar" && cmd_argc >= 2)
310 * print(cvar_string(argv(1)), "\n");
313 * if (cmd_name == "echostring" && cmd_argc >= 2)
315 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
321 #define EV_SV_ParseClientCommand(i, o) \
322 /** command name */ i(string, cmd_name) \
323 /** also, argv() can be used */ i(int, cmd_argc) \
324 /** whole command, use only if you really have to */ i(string, cmd_string) \
329 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
332 * called when a spawnpoint is being evaluated
333 * return 1 to make the spawnpoint unusable
335 #define EV_Spawn_Score(i, o) \
336 /** player wanting to spawn */ i(entity, self) \
337 /** spot to be evaluated */ i(entity, spawn_spot) \
338 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
339 /**/ o(vector, spawn_score) \
342 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
344 /** runs globally each server frame */
345 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
347 #define EV_SetModname(i, o) \
348 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
351 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
354 * called for each item being spawned on a map, including dropped weapons
355 * return 1 to remove an item
357 #define EV_Item_Spawn(i, o) \
358 /** the item */ i(entity, self) \
360 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
362 #define EV_SetWeaponreplace(i, o) \
363 /** map entity */ i(entity, self) \
364 /** weapon info */ i(entity, other) \
365 /**/ i(string, ret_string) \
366 /**/ o(string, ret_string) \
368 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
370 /** called when an item is about to respawn */
371 #define EV_Item_RespawnCountdown(i, o) \
372 /**/ i(string, item_name) \
373 /**/ o(string, item_name) \
374 /**/ i(vector, item_color) \
375 /**/ o(vector, item_color) \
379 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
381 /** called when a bot checks a target to attack */
382 #define EV_BotShouldAttack(i, o) \
383 /**/ i(entity, checkentity) \
386 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
389 * called whenever a player goes through a portal gun teleport
390 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
392 #define EV_PortalTeleport(i, o) \
393 /**/ i(entity, self) \
395 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
398 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
399 * normally help me ping uses self.waypointsprite_attachedforcarrier,
400 * but if your mutator uses something different then you can handle it
401 * in a special manner using this hook
403 #define EV_HelpMePing(i, o) \
404 /** the player who pressed impulse 33 */ i(entity, self) \
406 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
409 * called when a vehicle initializes
410 * return true to remove the vehicle
412 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
415 * called when a player enters a vehicle
416 * allows mutators to set special settings in this event
418 #define EV_VehicleEnter(i, o) \
419 /** player */ i(entity, vh_player) \
420 /** vehicle */ i(entity, vh_vehicle) \
424 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
427 * called when a player touches a vehicle
428 * return true to stop player from entering the vehicle
430 #define EV_VehicleTouch(i, o) \
431 /** vehicle */ i(entity, self) \
432 /** player */ i(entity, other) \
434 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
437 * called when a player exits a vehicle
438 * allows mutators to set special settings in this event
440 #define EV_VehicleExit(i, o) \
441 /** player */ i(entity, vh_player) \
442 /** vehicle */ i(entity, vh_vehicle) \
444 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
446 /** called when a speedrun is aborted and the player is teleported back to start position */
447 #define EV_AbortSpeedrun(i, o) \
448 /** player */ i(entity, self) \
450 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
452 /** called at when a item is touched. Called early, can edit item properties. */
453 #define EV_ItemTouch(i, o) \
454 /** item */ i(entity, self) \
455 /** player */ i(entity, other) \
457 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
460 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
461 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
462 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
465 /** called at when a player connect */
466 #define EV_ClientConnect(i, o) \
467 /** player */ i(entity, self) \
469 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
471 #define EV_HavocBot_ChooseRole(i, o) \
472 /**/ i(entity, self) \
474 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
476 /** called when a target is checked for accuracy */
477 #define EV_AccuracyTargetValid(i, o) \
478 /** attacker */ i(entity, frag_attacker) \
479 /** target */ i(entity, frag_target) \
481 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
483 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
484 MUT_ACCADD_INVALID, // return this flag to make the function always continue
485 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return