3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 // to use a hook, first register your mutator using REGISTER_MUTATOR
8 // then create your function using MUTATOR_HOOKFUNCTION
10 /** called when a player becomes observer, after shared setup */
11 #define EV_MakePlayerObserver(i, o) \
12 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
14 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
17 #define EV_PutClientInServer(i, o) \
18 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
20 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
23 * return true to prevent a spectator/observer to spawn as player
25 #define EV_ForbidSpawn(i, o) \
26 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
28 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
30 /** returns true if client should be put as player on connection */
31 #define EV_AutoJoinOnConnection(i, o) \
32 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
34 MUTATOR_HOOKABLE(AutoJoinOnConnection, EV_AutoJoinOnConnection);
36 /** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
37 #define EV_ForbidRandomStartWeapons(i, o) \
38 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
40 MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
42 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
43 #define EV_PlayerSpawn(i, o) \
44 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
45 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
47 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
49 /** called after a player's weapon is chosen so it can be overriden here */
50 #define EV_PlayerWeaponSelect(i, o) \
51 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
53 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
55 /** called in reset_map */
56 #define EV_reset_map_global(i, o) \
58 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
60 /** called in reset_map */
61 #define EV_reset_map_players(i, o) \
63 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
65 /** returns 1 if clearing player score shall not be allowed */
66 #define EV_ForbidPlayerScore_Clear(i, o) \
68 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
70 /** called when a player disconnects */
71 #define EV_ClientDisconnect(i, o) \
72 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
74 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
76 /** called when a player dies to e.g. remove stuff he was carrying. */
77 #define EV_PlayerDies(i, o) \
78 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
79 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
80 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
81 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
82 /** damage */ i(float, MUTATOR_ARGV_4_float) \
83 /** damage */ o(float, MUTATOR_ARGV_4_float) \
85 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
87 /** called after a player died. */
88 #define EV_PlayerDied(i, o) \
89 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
91 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
93 /** allows overriding the frag centerprint messages */
94 #define EV_FragCenterMessage(i, o) \
95 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
96 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
97 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
98 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
99 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
101 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
103 /** called when a player dies to e.g. remove stuff he was carrying */
104 #define EV_PlayHitsound(i, o) \
105 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
106 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
108 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
110 /** called when an item model is about to be set, allows custom paths etc. */
111 #define EV_ItemModel(i, o) \
112 /** model */ i(string, MUTATOR_ARGV_0_string) \
113 /** output */ i(string, MUTATOR_ARGV_1_string) \
114 /**/ o(string, MUTATOR_ARGV_1_string) \
116 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
118 /** called when an item sound is about to be played, allows custom paths etc. */
119 #define EV_ItemSound(i, o) \
120 /** sound */ i(string, MUTATOR_ARGV_0_string) \
121 /** output */ i(string, MUTATOR_ARGV_1_string) \
122 /**/ o(string, MUTATOR_ARGV_1_string) \
124 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
126 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
127 #define EV_GiveFragsForKill(i, o) \
128 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
129 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
130 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
131 /** */ o(float, MUTATOR_ARGV_2_float) \
132 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
133 /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \
135 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
137 /** called when the match ends */
138 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
140 /** Allows adjusting allowed teams. Return true to use the bitmask value and set
141 * non-empty string to use team entity name. Both behaviors can be active at the
142 * same time and will stack allowed teams.
144 #define EV_TeamBalance_CheckAllowedTeams(i, o) \
145 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
146 /**/ o(float, MUTATOR_ARGV_0_float) \
147 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
148 /**/ o(string, MUTATOR_ARGV_1_string) \
149 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
151 MUTATOR_HOOKABLE(TeamBalance_CheckAllowedTeams,
152 EV_TeamBalance_CheckAllowedTeams);
154 /** return true to manually override team counts */
155 MUTATOR_HOOKABLE(TeamBalance_GetTeamCounts, EV_NO_ARGS);
157 /** allows overriding of team counts */
158 #define EV_TeamBalance_GetTeamCount(i, o) \
159 /** team index to count */ i(float, MUTATOR_ARGV_0_float) \
160 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
161 /** number of players in a team */ o(float, MUTATOR_ARGV_2_float) \
162 /** number of bots in a team */ o(float, MUTATOR_ARGV_3_float) \
164 MUTATOR_HOOKABLE(TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount);
166 /** allows overriding the teams that will make the game most balanced if the
167 * player joins any of them.
169 #define EV_TeamBalance_FindBestTeams(i, o) \
170 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
171 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
173 MUTATOR_HOOKABLE(TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams);
175 /** Called during autobalance. Return true to override the player that will be
177 #define EV_TeamBalance_GetPlayerForTeamSwitch(i, o) \
178 /** source team index */ i(int, MUTATOR_ARGV_0_int) \
179 /** destination team index */ i(int, MUTATOR_ARGV_1_int) \
180 /** is looking for bot */ i(bool, MUTATOR_ARGV_2_bool) \
181 /** player to switch */ o(entity, MUTATOR_ARGV_3_entity) \
183 MUTATOR_HOOKABLE(TeamBalance_GetPlayerForTeamSwitch,
184 EV_TeamBalance_GetPlayerForTeamSwitch);
186 /** copies variables for spectating "spectatee" to "this" */
187 #define EV_SpectateCopy(i, o) \
188 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
189 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
191 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
193 /** called when formatting a chat message to replace fancy functions */
194 #define EV_FormatMessage(i, o) \
195 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
196 /** escape */ i(string, MUTATOR_ARGV_1_string) \
197 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
198 /**/ o(string, MUTATOR_ARGV_2_string) \
199 /** message */ i(string, MUTATOR_ARGV_3_string) \
201 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
203 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
204 #define EV_PreFormatMessage(i, o) \
205 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
206 /** message */ i(string, MUTATOR_ARGV_1_string) \
207 /**/ o(string, MUTATOR_ARGV_1_string) \
209 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
211 /** returns true if throwing the current weapon shall not be allowed */
212 #define EV_ForbidThrowCurrentWeapon(i, o) \
213 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
214 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
216 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
218 /** returns true if dropping the current weapon shall not be allowed at any time including death */
219 #define EV_ForbidDropCurrentWeapon(i, o) \
220 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
221 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
223 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
226 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
228 /** allows changing attack rate */
229 #define EV_WeaponRateFactor(i, o) \
230 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
231 /**/ o(float, MUTATOR_ARGV_0_float) \
232 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
234 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
236 /** allows changing weapon speed (projectiles mostly) */
237 #define EV_WeaponSpeedFactor(i, o) \
238 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
239 /**/ o(float, MUTATOR_ARGV_0_float) \
240 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
242 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
244 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
245 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
247 /** called every frame. customizes the waypoint for spectators */
248 #define EV_CustomizeWaypoint(i, o) \
249 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
250 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
252 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
254 /** Check if items having the given definition are allowed to spawn.
255 * Return true to disallow spawning.
257 #define EV_FilterItemDefinition(i, o) \
258 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
260 MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
263 * checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields)
264 * return error to request removal
266 #define EV_FilterItem(i, o) \
267 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
269 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
271 /** return error to request removal */
272 #define EV_TurretSpawn(i, o) \
273 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
275 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
277 /** return error to not attack */
278 #define EV_TurretFire(i, o) \
279 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
281 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
283 /** return error to not attack */
284 #define EV_Turret_CheckFire(i, o) \
285 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
286 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
288 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
290 /** return error to prevent entity spawn, or modify the entity */
291 #define EV_OnEntityPreSpawn(i, o) \
292 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
294 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
296 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
297 #define EV_PlayerPreThink(i, o) \
298 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
300 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
302 /** TODO change this into a general PlayerPostThink hook? */
303 #define EV_GetPressedKeys(i, o) \
304 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
306 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
308 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
309 // NOTE: requesting cvar values (get_cvars_f 0) is deprecated
310 #define EV_GetCvars(i, o) \
311 /**/ i(float, get_cvars_f) \
312 /**/ i(string, get_cvars_s) \
316 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
318 /** can edit any "just fired" projectile */
319 #define EV_EditProjectile(i, o) \
320 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
321 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
323 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
325 /** called when a monster spawns */
326 #define EV_MonsterSpawn(i, o) \
327 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
329 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
331 /** called when a monster dies */
332 #define EV_MonsterDies(i, o) \
333 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
334 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
335 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
337 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
339 /** called when a monster dies */
340 #define EV_MonsterRemove(i, o) \
341 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
343 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
345 /** called when a monster wants to respawn */
346 #define EV_MonsterRespawn(i, o) \
347 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
349 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
351 /** called when a monster is dropping loot */
352 #define EV_MonsterDropItem(i, o) \
353 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
354 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
355 /**/ o(entity, MUTATOR_ARGV_1_entity) \
356 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
358 .entity monster_loot;
359 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
362 * called when a monster moves
363 * returning true makes the monster stop
365 #define EV_MonsterMove(i, o) \
366 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
367 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
368 /**/ o(float, MUTATOR_ARGV_1_float) \
369 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
370 /**/ o(float, MUTATOR_ARGV_2_float) \
371 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
372 /**/ o(entity, MUTATOR_ARGV_3_entity) \
374 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
376 /** called when a monster looks for another target */
377 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
380 * called when validating a monster's target
382 #define EV_MonsterValidTarget(i, o) \
383 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
384 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
386 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
388 /** called to change a random monster to a miniboss */
389 #define EV_MonsterCheckBossFlag(i, o) \
390 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
392 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
395 * called when a player tries to spawn a monster
396 * return 1 to prevent spawning
397 * NOTE: requires reason if disallowed
399 #define EV_AllowMobSpawning(i, o) \
400 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
401 /** reason */ o(string, MUTATOR_ARGV_1_string) \
403 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
405 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
406 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
407 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
408 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
409 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
410 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
411 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
412 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
413 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
414 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
415 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
416 /** damage */ i(float, MUTATOR_ARGV_7_float) \
418 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
421 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
422 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
424 #define EV_Damage_Calculate(i, o) \
425 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
426 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
427 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
428 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
429 /** damage */ i(float, MUTATOR_ARGV_4_float) \
430 /** damage */ o(float, MUTATOR_ARGV_4_float) \
431 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
432 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
433 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
434 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
435 /** weapon entity */ i(entity, MUTATOR_ARGV_7_entity) \
437 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
440 * Called when a player is damaged
442 #define EV_PlayerDamaged(i, o) \
443 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
444 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
445 /** health */ i(float, MUTATOR_ARGV_2_float) \
446 /** armor */ i(float, MUTATOR_ARGV_3_float) \
447 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
448 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
449 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
451 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
454 * Called by W_DecreaseAmmo
456 #define EV_W_DecreaseAmmo(i, o) \
457 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
458 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
459 /** ammo to take */ i(float, MUTATOR_ARGV_2_float) \
460 /**/ o(float, MUTATOR_ARGV_2_float) \
462 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
467 #define EV_W_Reload(i, o) \
468 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
470 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
472 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
473 #define EV_PlayerPowerups(i, o) \
474 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
475 /** old items */ i(int, MUTATOR_ARGV_1_int) \
477 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
480 * called every player think frame
481 * return 1 to disable regen
483 #define EV_PlayerRegen(i, o) \
484 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
485 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
486 /**/ o(float, MUTATOR_ARGV_1_float) \
487 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
488 /**/ o(float, MUTATOR_ARGV_2_float) \
489 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
490 /**/ o(float, MUTATOR_ARGV_3_float) \
491 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
492 /**/ o(float, MUTATOR_ARGV_4_float) \
493 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
494 /**/ o(float, MUTATOR_ARGV_5_float) \
495 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
496 /**/ o(float, MUTATOR_ARGV_6_float) \
497 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
498 /**/ o(float, MUTATOR_ARGV_7_float) \
499 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
500 /**/ o(float, MUTATOR_ARGV_8_float) \
501 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
502 /**/ o(float, MUTATOR_ARGV_9_float) \
503 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
504 /**/ o(float, MUTATOR_ARGV_10_float) \
506 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
509 * called when the use key is pressed
510 * if MUTATOR_RETURNVALUE is 1, don't do anything
511 * return 1 if the use key actually did something
513 #define EV_PlayerUseKey(i, o) \
514 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
516 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
519 * called when a client command is parsed
520 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
521 * NOTE: return true if you handled the command, return false to continue handling
522 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
524 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
526 * if (MUTATOR_RETURNVALUE) // command was already handled?
528 * if (cmd_name == "echocvar" && cmd_argc >= 2)
530 * print(cvar_string(argv(1)), "\n");
533 * if (cmd_name == "echostring" && cmd_argc >= 2)
535 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
541 #define EV_SV_ParseClientCommand(i, o) \
542 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
543 /** command name */ i(string, MUTATOR_ARGV_1_string) \
544 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
545 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
547 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
549 /** please read EV_SV_ParseClientCommand description before using */
550 #define EV_SV_ParseServerCommand(i, o) \
551 /** command name */ i(string, MUTATOR_ARGV_0_string) \
552 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
553 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
555 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
558 * called when a spawnpoint is being evaluated
559 * return 1 to make the spawnpoint unusable
561 #define EV_Spawn_Score(i, o) \
562 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
563 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
564 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
565 /**/ o(vector, MUTATOR_ARGV_2_vector) \
567 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
569 /** runs globally each server frame */
570 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
572 #define EV_SetModname(i, o) \
573 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
574 /**/ i(string, MUTATOR_ARGV_0_string) \
575 /**/ o(string, MUTATOR_ARGV_0_string) \
577 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
580 * called for each item being spawned on a map, including dropped weapons
581 * return 1 to remove an item
583 #define EV_Item_Spawn(i, o) \
584 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
586 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
588 #define EV_SetWeaponreplace(i, o) \
589 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
590 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
591 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
592 /**/ o(string, MUTATOR_ARGV_2_string) \
594 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
596 /** called when an item is about to respawn */
597 #define EV_Item_RespawnCountdown(i, o) \
598 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
600 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
602 /** called when a bot checks a target to attack */
603 #define EV_BotShouldAttack(i, o) \
604 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
605 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
607 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
610 * called whenever a player goes through a portal gun teleport
611 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
613 #define EV_PortalTeleport(i, o) \
614 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
616 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
619 * called whenever a player uses impulse 33 (help me) in impulse.qc
620 * normally help me ping uses .waypointsprite_attachedforcarrier,
621 * but if your mutator uses something different then you can handle it
622 * in a special manner using this hook
624 #define EV_HelpMePing(i, o) \
625 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
627 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
630 * called when a vehicle initializes
631 * return true to remove the vehicle
633 #define EV_VehicleInit(i, o) \
634 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
636 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
639 * called when a player enters a vehicle
640 * allows mutators to set special settings in this event
642 #define EV_VehicleEnter(i, o) \
643 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
644 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
646 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
649 * called when a player touches a vehicle
650 * return true to stop player from entering the vehicle
652 #define EV_VehicleTouch(i, o) \
653 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
654 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
656 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
659 * called when a player exits a vehicle
660 * allows mutators to set special settings in this event
662 #define EV_VehicleExit(i, o) \
663 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
664 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
666 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
668 /** called when a speedrun is aborted and the player is teleported back to start position */
669 #define EV_AbortSpeedrun(i, o) \
670 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
672 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
674 /** called at when a item is touched. Called early, can edit item properties. */
675 #define EV_ItemTouch(i, o) \
676 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
677 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
678 /**/ o(entity, MUTATOR_ARGV_1_entity) \
680 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
683 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
684 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
685 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
688 /** called after the item has been touched. */
689 #define EV_ItemTouched(i, o) \
690 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
691 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
693 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
695 /** Called when the amount of entity resources changes. Can be used to override
697 #define EV_GetResourceLimit(i, o) \
698 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
699 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
700 /** limit */ i(float, MUTATOR_ARGV_2_float) \
701 /**/ o(float, MUTATOR_ARGV_2_float) \
703 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
705 /** Called when the amount of resource of an entity changes. See RES_*
706 constants for resource types. Return true to forbid the change. */
707 #define EV_SetResource(i, o) \
708 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
709 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
710 /**/ o(int, MUTATOR_ARGV_1_int) \
711 /** amount */ i(float, MUTATOR_ARGV_2_float) \
712 /**/ o(float, MUTATOR_ARGV_2_float) \
714 MUTATOR_HOOKABLE(SetResource, EV_SetResource);
716 /** Called after the amount of resource of an entity has changed. See RES_*
717 constants for resource types. Amount wasted is the amount of resource that is
718 above resource limit so it was not given. */
719 #define EV_ResourceAmountChanged(i, o) \
720 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
721 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
722 /** amount */ i(float, MUTATOR_ARGV_2_float) \
724 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
726 /** Called when there was an attempt to set entity resources higher than their
727 limit. See RES_* constants for resource types. Amount wasted is the amount
728 of resource that is above resource limit so it was not given. */
729 #define EV_ResourceWasted(i, o) \
730 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
731 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
732 /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
734 MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
736 /** Called when entity is being given some resource. See RES_* constants
737 for resource types. Return true to forbid giving.
738 NOTE: This hook is also called by GiveResourceWithLimit */
739 #define EV_GiveResource(i, o) \
740 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
741 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
742 /**/ o(int, MUTATOR_ARGV_1_int) \
743 /** amount */ i(float, MUTATOR_ARGV_2_float) \
744 /**/ o(float, MUTATOR_ARGV_2_float) \
746 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
748 /** Called when entity is being given some resource with specified limit. See
749 RES_* constants for resource types. Return true to forbid giving. */
750 #define EV_GiveResourceWithLimit(i, o) \
751 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
752 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
753 /**/ o(int, MUTATOR_ARGV_1_int) \
754 /** amount */ i(float, MUTATOR_ARGV_2_float) \
755 /**/ o(float, MUTATOR_ARGV_2_float) \
756 /** limit */ i(float, MUTATOR_ARGV_3_float) \
757 /**/ o(float, MUTATOR_ARGV_3_float) \
759 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
761 /** Called when some resource is being taken from an entity. See RES_* constants
762 for resource types. Return true to forbid giving.
763 NOTE: This hook is also called by TakeResourceWithLimit */
764 #define EV_TakeResource(i, o) \
765 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
766 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
767 /**/ o(int, MUTATOR_ARGV_1_int) \
768 /** amount */ i(float, MUTATOR_ARGV_2_float) \
769 /**/ o(float, MUTATOR_ARGV_2_float) \
771 MUTATOR_HOOKABLE(TakeResource, EV_TakeResource);
773 /** Called when some resource is being taken from an entity, with a limit. See
774 RES_* constants for resource types. Return true to forbid giving. */
775 #define EV_TakeResourceWithLimit(i, o) \
776 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
777 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
778 /**/ o(int, MUTATOR_ARGV_1_int) \
779 /** amount */ i(float, MUTATOR_ARGV_2_float) \
780 /**/ o(float, MUTATOR_ARGV_2_float) \
781 /** limit */ i(float, MUTATOR_ARGV_3_float) \
782 /**/ o(float, MUTATOR_ARGV_3_float) \
784 MUTATOR_HOOKABLE(TakeResourceWithLimit, EV_TakeResourceWithLimit);
786 /** called at when a player connect */
787 #define EV_ClientConnect(i, o) \
788 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
790 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
792 #define EV_HavocBot_ChooseRole(i, o) \
793 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
795 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
797 /** called when a target is checked for accuracy */
798 #define EV_AccuracyTargetValid(i, o) \
799 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
800 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
802 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
804 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
805 MUT_ACCADD_INVALID, // return this flag to make the function always continue
806 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
809 /** Called when clearing the global parameters for a model */
810 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
812 /** Called when getting the global parameters for a model */
813 #define EV_GetModelParams(i, o) \
814 /** input */ i(string, MUTATOR_ARGV_0_string) \
815 /** command */ i(string, MUTATOR_ARGV_1_string) \
817 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
819 /** called when a bullet has hit a target */
820 #define EV_FireBullet_Hit(i, o) \
821 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
822 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
823 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
824 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
825 /** damage */ i(float, MUTATOR_ARGV_4_float) \
826 /**/ o(float, MUTATOR_ARGV_4_float) \
827 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
829 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
831 #define EV_FixPlayermodel(i, o) \
832 /** model */ i(string, MUTATOR_ARGV_0_string) \
833 /**/ o(string, MUTATOR_ARGV_0_string) \
834 /** skin */ i(int, MUTATOR_ARGV_1_int) \
835 /**/ o(int, MUTATOR_ARGV_1_int) \
836 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
838 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
840 /** Return error to play frag remaining announcements */
841 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
843 #define EV_GrappleHookThink(i, o) \
844 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
845 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
846 /**/ o(int, MUTATOR_ARGV_1_int) \
847 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
848 /**/ o(entity, MUTATOR_ARGV_2_entity) \
849 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
850 /**/ o(float, MUTATOR_ARGV_3_float) \
852 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
854 #define EV_BuffModel_Customize(i, o) \
855 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
856 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
858 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
860 /** called at when a buff is touched. Called early, can edit buff properties. */
861 #define EV_BuffTouch(i, o) \
862 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
863 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
864 /**/ o(entity, MUTATOR_ARGV_1_entity) \
866 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
868 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
870 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
872 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
874 #define EV_GetRecords(i, o) \
875 /** page */ i(int, MUTATOR_ARGV_0_int) \
876 /** record list */ i(string, MUTATOR_ARGV_1_string) \
877 /**/ o(string, MUTATOR_ARGV_1_string) \
879 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
881 #define EV_Race_FinalCheckpoint(i, o) \
882 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
884 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
886 /** called when player triggered kill (or is changing teams), return error to not do anything */
887 #define EV_ClientKill(i, o) \
888 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
889 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
890 /**/ o(float, MUTATOR_ARGV_1_float) \
892 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
894 /** called when player is about to be killed during kill command or changing teams */
895 #define EV_ClientKill_Now(i, o) \
896 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
898 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
900 #define EV_FixClientCvars(i, o) \
901 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
903 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
905 #define EV_SpectateSet(i, o) \
906 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
907 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
908 /**/ o(entity, MUTATOR_ARGV_1_entity) \
910 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
912 #define EV_SpectateNext(i, o) \
913 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
914 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
915 /**/ o(entity, MUTATOR_ARGV_1_entity) \
917 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
919 #define EV_SpectatePrev(i, o) \
920 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
921 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
922 /**/ o(entity, MUTATOR_ARGV_1_entity) \
923 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
925 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
928 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
929 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
930 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
933 /** called when player triggered kill (or is changing teams), return error to not do anything */
934 #define EV_Bot_FixCount(i, o) \
935 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
936 /**/ o(int, MUTATOR_ARGV_0_int) \
937 /** real players */ i(int, MUTATOR_ARGV_1_int) \
938 /**/ o(int, MUTATOR_ARGV_1_int) \
940 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
942 #define EV_ClientCommand_Spectate(i, o) \
943 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
945 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
948 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
949 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
950 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
953 #define EV_CheckRules_World(i, o) \
954 /** status */ i(float, MUTATOR_ARGV_0_float) \
955 /**/ o(float, MUTATOR_ARGV_0_float) \
956 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
957 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
959 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
961 #define EV_WantWeapon(i, o) \
962 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
963 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
964 /**/ o(float, MUTATOR_ARGV_1_float) \
965 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
966 /**/ o(bool, MUTATOR_ARGV_2_bool) \
967 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
968 /**/ o(bool, MUTATOR_ARGV_3_bool) \
970 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
972 #define EV_AddPlayerScore(i, o) \
973 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
974 /** score */ i(float, MUTATOR_ARGV_1_float) \
975 /**/ o(float, MUTATOR_ARGV_1_float) \
976 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
978 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
980 #define EV_AddedPlayerScore(i, o) \
981 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
982 /** score */ i(float, MUTATOR_ARGV_1_float) \
983 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
985 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
987 #define EV_GetPlayerStatus(i, o) \
988 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
990 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
992 #define EV_SetWeaponArena(i, o) \
993 /** arena */ i(string, MUTATOR_ARGV_0_string) \
994 /**/ o(string, MUTATOR_ARGV_0_string) \
996 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
998 #define EV_DropSpecialItems(i, o) \
999 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
1001 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
1004 * called when an admin tries to kill all monsters
1005 * return 1 to prevent spawning
1007 #define EV_AllowMobButcher(i, o) \
1008 /** reason */ o(string, MUTATOR_ARGV_0_string) \
1010 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
1012 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
1014 #define EV_SendWaypoint(i, o) \
1015 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
1016 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
1017 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
1018 /**/ o(int, MUTATOR_ARGV_2_int) \
1019 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
1020 /**/ o(int, MUTATOR_ARGV_3_int) \
1022 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
1024 #define EV_TurretValidateTarget(i, o) \
1025 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1026 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1027 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
1028 /** target score */ o(float, MUTATOR_ARGV_3_float) \
1030 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
1032 #define EV_TurretThink(i, o) \
1033 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1035 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
1037 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
1040 #define EV_PrepareExplosionByDamage(i, o) \
1041 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
1042 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
1044 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
1046 /** called when a monster model is about to be set, allows custom paths etc. */
1047 #define EV_MonsterModel(i, o) \
1048 /** model */ i(string, MUTATOR_ARGV_0_string) \
1049 /** output */ i(string, MUTATOR_ARGV_1_string) \
1050 /**/ o(string, MUTATOR_ARGV_1_string) \
1052 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
1055 * Called before player changes their team. Return true to block team change.
1057 #define EV_Player_ChangeTeam(i, o) \
1058 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1059 /** current team index */ i(float, MUTATOR_ARGV_1_float) \
1060 /** new team index */ i(float, MUTATOR_ARGV_2_float) \
1062 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
1065 * Called after player has changed their team.
1067 #define EV_Player_ChangedTeam(i, o) \
1068 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1069 /** old team index */ i(float, MUTATOR_ARGV_1_float) \
1070 /** current team index */ i(float, MUTATOR_ARGV_2_float) \
1072 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1075 * Called when player is about to be killed when changing teams. Return true to block killing.
1077 #define EV_Player_ChangeTeamKill(i, o) \
1078 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1080 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1083 #define EV_URI_GetCallback(i, o) \
1084 /** id */ i(float, MUTATOR_ARGV_0_float) \
1085 /** status */ i(float, MUTATOR_ARGV_1_float) \
1086 /** data */ i(string, MUTATOR_ARGV_2_string) \
1088 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1091 * return true to lock weapon (can't be used nor changed) for a player
1093 #define EV_LockWeapon(i, o) \
1094 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1096 MUTATOR_HOOKABLE(LockWeapon, EV_LockWeapon);
1099 * return true to prevent weapon use for a player
1101 #define EV_ForbidWeaponUse(i, o) \
1102 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1104 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1106 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1107 #define EV_CopyBody(i, o) \
1108 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1109 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1110 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1112 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1114 /** called when sending a chat message, ret argument can be changed to prevent the message */
1115 #define EV_ChatMessage(i, o) \
1116 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1117 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1118 /**/ o(int, MUTATOR_ARGV_1_int) \
1120 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1122 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1123 #define EV_ChatMessageTo(i, o) \
1124 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1125 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1127 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1129 /** return true to just restart the match, for modes that don't support readyrestart */
1130 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1132 /** called when a fusion reactor is validating its target */
1133 #define EV_FusionReactor_ValidTarget(i, o) \
1134 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1135 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1137 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1140 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1141 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1142 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1145 /** return true to hide the 'teamnumbers are imbalanced' message */
1146 #define EV_HideTeamNagger(i, o) \
1147 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1149 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1151 /** return true to show a waypoint while the item is spawning */
1152 #define EV_Item_ScheduleRespawn(i, o) \
1153 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1154 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1156 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1158 /** called before physics stats are set on a player, allows limited early customization */
1159 #define EV_PlayerPhysics_UpdateStats(i, o) \
1160 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1162 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1164 /** called after physics stats are set on a player, allows post-initialization modifications */
1165 #define EV_PlayerPhysics_PostUpdateStats(i, o) \
1166 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1167 /** maxspeed_mod */ i(float, MUTATOR_ARGV_1_float) \
1169 MUTATOR_HOOKABLE(PlayerPhysics_PostUpdateStats, EV_PlayerPhysics_PostUpdateStats);
1171 /** return true to use your own aim target (or none at all) */
1172 #define EV_HavocBot_Aim(i, o) \
1173 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1175 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1177 /** return true to skip respawn time calculations */
1178 #define EV_CalculateRespawnTime(i, o) \
1179 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1181 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);
1183 /** called when parsing a vote command. */
1184 #define EV_VoteCommand_Parse(i, o) \
1185 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
1186 /** first command */ i(string, MUTATOR_ARGV_1_string) \
1187 /** vote command */ i(string, MUTATOR_ARGV_2_string) \
1188 /** start position of vote command */ i(float, MUTATOR_ARGV_3_float) \
1189 /** argument count */ i(float, MUTATOR_ARGV_4_float) \
1191 MUTATOR_HOOKABLE(VoteCommand_Parse, EV_VoteCommand_Parse);
1194 MUT_VOTEPARSE_CONTINUE, // return this flag to make the function continue as normal
1195 MUT_VOTEPARSE_SUCCESS, // return 1 (vote parsed)
1196 MUT_VOTEPARSE_INVALID, // return -1 (vote parsed but counted as invalid, no action or vote)
1197 MUT_VOTEPARSE_UNACCEPTABLE // return 0 (vote parameter counted as unacceptable, warns caller)
1201 * Called when freezing an entity (monster or player), return true to force showing a waypoint
1203 #define EV_Freeze(i, o) \
1204 /** targ */ i(entity, MUTATOR_ARGV_0_entity) \
1205 /** revive speed */ i(float, MUTATOR_ARGV_1_float) \
1206 /** frozen type */ i(int, MUTATOR_ARGV_2_int) \
1208 MUTATOR_HOOKABLE(Freeze, EV_Freeze);
1211 * Called when an entity (monster or player) is defrosted
1213 #define EV_Unfreeze(i, o) \
1214 /** targ */ i(entity, MUTATOR_ARGV_0_entity) \
1216 MUTATOR_HOOKABLE(Unfreeze, EV_Unfreeze);
1219 * Called when a player is trying to join, argument is the number of players allowed to join the match
1221 #define EV_GetPlayerLimit(i, o) \
1222 /** g_maxplayers */ i(int, MUTATOR_ARGV_0_int) \
1223 /**/ o(int, MUTATOR_ARGV_0_int) \
1225 MUTATOR_HOOKABLE(GetPlayerLimit, EV_GetPlayerLimit);
1227 /** include special item codes for a death to the game log */
1228 #define EV_LogDeath_AppendItemCodes(i, o) \
1229 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1230 /** item codes */ i(string, MUTATOR_ARGV_1_string) \
1231 /**/ o(string, MUTATOR_ARGV_1_string) \
1233 MUTATOR_HOOKABLE(LogDeath_AppendItemCodes, EV_LogDeath_AppendItemCodes);
1235 /** Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting */
1236 #define EV_AllowRocketJumping(i, o) \
1237 /** allow_rocketjump */ i(bool, MUTATOR_ARGV_0_bool) \
1238 /**/ o(bool, MUTATOR_ARGV_0_bool) \
1240 MUTATOR_HOOKABLE(AllowRocketJumping, EV_AllowRocketJumping);