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);
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 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
22 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
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) \
43 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
45 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
47 /** called when a player dies to e.g. remove stuff he was carrying. */
48 #define EV_PlayerDies(i, o) \
49 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
50 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
51 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
52 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
53 /** damage */ i(float, MUTATOR_ARGV_4_float) \
54 /** damage */ o(float, MUTATOR_ARGV_4_float) \
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58 /** called when a player dies to e.g. remove stuff he was carrying */
59 #define EV_PlayHitsound(i, o) \
60 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
61 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
65 /** called when a weapon sound is about to be played, allows custom paths etc. */
66 #define EV_WeaponSound(i, o) \
67 /** sound */ i(string, MUTATOR_ARGV_0_string) \
68 /** output */ i(string, MUTATOR_ARGV_1_string) \
69 /**/ o(string, MUTATOR_ARGV_1_string) \
71 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
73 /** called when an item model is about to be set, allows custom paths etc. */
74 #define EV_ItemModel(i, o) \
75 /** model */ i(string, MUTATOR_ARGV_0_string) \
76 /** output */ i(string, MUTATOR_ARGV_1_string) \
77 /**/ o(string, MUTATOR_ARGV_1_string) \
79 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
81 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
82 #define EV_GiveFragsForKill(i, o) \
83 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
84 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
85 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
86 /** */ o(float, MUTATOR_ARGV_2_float) \
88 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
90 /** called when the match ends */
91 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
93 /** should adjust number to contain the team count */
94 #define EV_GetTeamCount(i, o) \
95 /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
96 /**/ o(float, MUTATOR_ARGV_0_float) \
97 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
98 /**/ o(string, MUTATOR_ARGV_1_string) \
100 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
102 /** copies variables for spectating "spectatee" to "this" */
103 #define EV_SpectateCopy(i, o) \
104 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
105 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
107 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
109 /** called when formatting a chat message to replace fancy functions */
110 #define EV_FormatMessage(i, o) \
111 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
112 /** escape */ i(string, MUTATOR_ARGV_1_string) \
113 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
114 /**/ o(string, MUTATOR_ARGV_2_string) \
115 /** message */ i(string, MUTATOR_ARGV_3_string) \
117 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
119 /** returns true if throwing the current weapon shall not be allowed */
120 #define EV_ForbidThrowCurrentWeapon(i, o) \
121 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
123 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
125 /** returns true if dropping the current weapon shall not be allowed at any time including death */
126 #define EV_ForbidDropCurrentWeapon(i, o) \
127 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
129 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
132 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
134 /** allows changing attack rate */
135 #define EV_WeaponRateFactor(i, o) \
136 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
137 /**/ o(float, MUTATOR_ARGV_0_float) \
138 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
140 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
142 /** allows changing weapon speed (projectiles mostly) */
143 #define EV_WeaponSpeedFactor(i, o) \
144 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
145 /**/ o(float, MUTATOR_ARGV_0_float) \
146 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
148 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
150 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
151 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
153 /** called every frame. customizes the waypoint for spectators */
154 #define EV_CustomizeWaypoint(i, o) \
155 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
156 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
158 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
161 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
162 * return error to request removal
164 #define EV_FilterItem(i, o) \
165 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
167 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
169 /** return error to request removal */
170 #define EV_TurretSpawn(i, o) \
171 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
173 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
175 /** return error to not attack */
176 #define EV_TurretFire(i, o) \
177 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
179 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
181 /** return error to not attack */
182 #define EV_Turret_CheckFire(i, o) \
183 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
184 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
186 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
188 /** return error to prevent entity spawn, or modify the entity */
189 #define EV_OnEntityPreSpawn(i, o) \
190 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
192 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
194 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
195 #define EV_PlayerPreThink(i, o) \
196 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
198 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
200 /** TODO change this into a general PlayerPostThink hook? */
201 #define EV_GetPressedKeys(i, o) \
202 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
204 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
206 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
207 #define EV_GetCvars(i, o) \
208 /**/ i(float, get_cvars_f) \
209 /**/ i(string, get_cvars_s) \
213 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
215 /** can edit any "just fired" projectile */
216 #define EV_EditProjectile(i, o) \
217 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
218 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
220 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
222 /** called when a monster spawns */
223 #define EV_MonsterSpawn(i, o) \
224 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
226 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
228 /** called when a monster dies */
229 #define EV_MonsterDies(i, o) \
230 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
231 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
232 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
234 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
236 /** called when a monster dies */
237 #define EV_MonsterRemove(i, o) \
238 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
240 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
242 /** called when a monster wants to respawn */
243 #define EV_MonsterRespawn(i, o) \
244 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
246 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
248 /** called when a monster is dropping loot */
249 #define EV_MonsterDropItem(i, o) \
250 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
251 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
252 /**/ o(entity, MUTATOR_ARGV_1_entity) \
253 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
255 .void(entity this) monster_loot;
256 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
259 * called when a monster moves
260 * returning true makes the monster stop
262 #define EV_MonsterMove(i, o) \
263 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
264 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
265 /**/ o(float, MUTATOR_ARGV_1_float) \
266 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
267 /**/ o(float, MUTATOR_ARGV_2_float) \
268 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
270 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
272 /** called when a monster looks for another target */
273 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
276 * called when validating a monster's target
278 #define EV_MonsterValidTarget(i, o) \
279 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
280 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
282 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
284 /** called to change a random monster to a miniboss */
285 #define EV_MonsterCheckBossFlag(i, o) \
286 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
288 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
291 * called when a player tries to spawn a monster
292 * return 1 to prevent spawning
293 * NOTE: requires reason if disallowed
295 #define EV_AllowMobSpawning(i, o) \
296 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
297 /** reason */ o(string, MUTATOR_ARGV_1_string) \
299 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
301 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
302 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
303 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
304 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
305 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
306 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
307 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
308 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
309 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
310 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
311 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
312 /** damage */ i(float, MUTATOR_ARGV_7_float) \
314 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
317 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
318 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
320 #define EV_PlayerDamage_Calculate(i, o) \
321 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
322 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
323 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
324 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
325 /** damage */ i(float, MUTATOR_ARGV_4_float) \
326 /** damage */ o(float, MUTATOR_ARGV_4_float) \
327 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
328 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
329 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
330 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
332 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
335 * Called when a player is damaged
337 #define EV_PlayerDamaged(i, o) \
338 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
339 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
340 /** health */ i(float, MUTATOR_ARGV_2_float) \
341 /** armor */ i(float, MUTATOR_ARGV_3_float) \
342 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
343 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
345 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
348 * Called by W_DecreaseAmmo
350 #define EV_W_DecreaseAmmo(i, o) \
351 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
353 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
358 #define EV_W_Reload(i, o) \
359 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
361 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
363 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
364 #define EV_PlayerPowerups(i, o) \
365 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
366 /** old items */ i(int, MUTATOR_ARGV_1_int) \
368 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
371 * called every player think frame
372 * return 1 to disable regen
374 #define EV_PlayerRegen(i, o) \
375 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
376 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
377 /**/ o(float, MUTATOR_ARGV_1_float) \
378 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
379 /**/ o(float, MUTATOR_ARGV_2_float) \
380 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
381 /**/ o(float, MUTATOR_ARGV_3_float) \
382 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
383 /**/ o(float, MUTATOR_ARGV_4_float) \
384 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
385 /**/ o(float, MUTATOR_ARGV_5_float) \
386 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
387 /**/ o(float, MUTATOR_ARGV_6_float) \
388 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
389 /**/ o(float, MUTATOR_ARGV_7_float) \
390 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
391 /**/ o(float, MUTATOR_ARGV_8_float) \
392 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
393 /**/ o(float, MUTATOR_ARGV_9_float) \
394 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
395 /**/ o(float, MUTATOR_ARGV_10_float) \
397 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
400 * called when the use key is pressed
401 * if MUTATOR_RETURNVALUE is 1, don't do anything
402 * return 1 if the use key actually did something
404 #define EV_PlayerUseKey(i, o) \
405 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
407 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
410 * called when a client command is parsed
411 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
412 * NOTE: return true if you handled the command, return false to continue handling
413 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
415 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
417 * if (MUTATOR_RETURNVALUE) // command was already handled?
419 * if (cmd_name == "echocvar" && cmd_argc >= 2)
421 * print(cvar_string(argv(1)), "\n");
424 * if (cmd_name == "echostring" && cmd_argc >= 2)
426 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
432 #define EV_SV_ParseClientCommand(i, o) \
433 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
434 /** command name */ i(string, MUTATOR_ARGV_1_string) \
435 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
436 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
438 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
440 /** please read EV_SV_ParseClientCommand description before using */
441 #define EV_SV_ParseServerCommand(i, o) \
442 /** command name */ i(string, MUTATOR_ARGV_0_string) \
443 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
444 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
446 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
449 * called when a spawnpoint is being evaluated
450 * return 1 to make the spawnpoint unusable
452 #define EV_Spawn_Score(i, o) \
453 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
454 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
455 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
456 /**/ o(vector, MUTATOR_ARGV_2_vector) \
458 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
460 /** runs globally each server frame */
461 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
463 #define EV_SetModname(i, o) \
464 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
465 /**/ o(string, MUTATOR_ARGV_0_string) \
467 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
470 * called for each item being spawned on a map, including dropped weapons
471 * return 1 to remove an item
473 #define EV_Item_Spawn(i, o) \
474 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
476 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
478 #define EV_SetWeaponreplace(i, o) \
479 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
480 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
481 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
482 /**/ o(string, MUTATOR_ARGV_2_string) \
484 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
486 /** called when an item is about to respawn */
487 #define EV_Item_RespawnCountdown(i, o) \
488 /** item name */ i(string, MUTATOR_ARGV_0_string) \
489 /**/ o(string, MUTATOR_ARGV_0_string) \
490 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
491 /**/ o(vector, MUTATOR_ARGV_1_vector) \
493 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
495 /** called when a bot checks a target to attack */
496 #define EV_BotShouldAttack(i, o) \
497 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
498 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
500 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
503 * called whenever a player goes through a portal gun teleport
504 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
506 #define EV_PortalTeleport(i, o) \
507 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
509 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
512 * called whenever a player uses impulse 33 (help me) in impulse.qc
513 * normally help me ping uses .waypointsprite_attachedforcarrier,
514 * but if your mutator uses something different then you can handle it
515 * in a special manner using this hook
517 #define EV_HelpMePing(i, o) \
518 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
520 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
523 * called when a vehicle initializes
524 * return true to remove the vehicle
526 #define EV_VehicleSpawn(i, o) \
527 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
529 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
532 * called when a player enters a vehicle
533 * allows mutators to set special settings in this event
535 #define EV_VehicleEnter(i, o) \
536 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
537 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
539 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
542 * called when a player touches a vehicle
543 * return true to stop player from entering the vehicle
545 #define EV_VehicleTouch(i, o) \
546 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
547 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
549 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
552 * called when a player exits a vehicle
553 * allows mutators to set special settings in this event
555 #define EV_VehicleExit(i, o) \
556 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
557 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
559 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
561 /** called when a speedrun is aborted and the player is teleported back to start position */
562 #define EV_AbortSpeedrun(i, o) \
563 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
565 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
567 /** called at when a item is touched. Called early, can edit item properties. */
568 #define EV_ItemTouch(i, o) \
569 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
570 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
571 /**/ o(entity, MUTATOR_ARGV_1_entity) \
573 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
576 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
577 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
578 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
581 /** called at when a player connect */
582 #define EV_ClientConnect(i, o) \
583 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
585 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
587 #define EV_HavocBot_ChooseRole(i, o) \
588 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
590 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
592 /** called when a target is checked for accuracy */
593 #define EV_AccuracyTargetValid(i, o) \
594 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
595 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
597 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
599 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
600 MUT_ACCADD_INVALID, // return this flag to make the function always continue
601 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
604 /** Called when clearing the global parameters for a model */
605 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
607 /** Called when getting the global parameters for a model */
608 #define EV_GetModelParams(i, o) \
609 /** input */ i(string, MUTATOR_ARGV_0_string) \
610 /** command */ i(string, MUTATOR_ARGV_1_string) \
612 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
614 /** called when a bullet has hit a target */
615 #define EV_FireBullet_Hit(i, o) \
616 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
617 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
618 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
619 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
620 /** damage */ i(float, MUTATOR_ARGV_4_float) \
621 /**/ o(float, MUTATOR_ARGV_4_float) \
623 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
625 #define EV_FixPlayermodel(i, o) \
626 /** model */ i(string, MUTATOR_ARGV_0_string) \
627 /**/ o(string, MUTATOR_ARGV_0_string) \
628 /** skin */ i(int, MUTATOR_ARGV_1_int) \
629 /**/ o(int, MUTATOR_ARGV_1_int) \
630 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
632 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
634 /** Return error to play frag remaining announcements */
635 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
637 #define EV_GrappleHookThink(i, o) \
638 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
639 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
640 /**/ o(int, MUTATOR_ARGV_1_int) \
641 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
642 /**/ o(entity, MUTATOR_ARGV_2_entity) \
643 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
644 /**/ o(float, MUTATOR_ARGV_3_float) \
646 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
648 #define EV_BuffModel_Customize(i, o) \
649 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
650 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
652 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
654 /** called at when a buff is touched. Called early, can edit buff properties. */
655 #define EV_BuffTouch(i, o) \
656 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
657 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
658 /**/ o(entity, MUTATOR_ARGV_1_entity) \
660 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
662 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
664 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
666 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
668 #define EV_GetRecords(i, o) \
669 /** page */ i(int, MUTATOR_ARGV_0_int) \
670 /** record list */ i(string, MUTATOR_ARGV_1_string) \
671 /**/ o(string, MUTATOR_ARGV_1_string) \
673 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
675 #define EV_Race_FinalCheckpoint(i, o) \
676 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
678 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
680 /** called when player triggered kill (or is changing teams), return error to not do anything */
681 #define EV_ClientKill(i, o) \
682 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
683 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
684 /**/ o(float, MUTATOR_ARGV_1_float) \
686 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
688 #define EV_FixClientCvars(i, o) \
689 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
691 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
693 #define EV_SpectateSet(i, o) \
694 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
695 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
696 /**/ o(entity, MUTATOR_ARGV_1_entity) \
698 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
700 #define EV_SpectateNext(i, o) \
701 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
702 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
703 /**/ o(entity, MUTATOR_ARGV_1_entity) \
705 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
707 #define EV_SpectatePrev(i, o) \
708 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
709 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
710 /**/ o(entity, MUTATOR_ARGV_1_entity) \
711 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
713 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
716 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
717 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
718 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
721 /** called when player triggered kill (or is changing teams), return error to not do anything */
722 #define EV_Bot_FixCount(i, o) \
723 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
724 /**/ o(int, MUTATOR_ARGV_0_int) \
725 /** real players */ i(int, MUTATOR_ARGV_1_int) \
726 /**/ o(int, MUTATOR_ARGV_1_int) \
728 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
730 #define EV_ClientCommand_Spectate(i, o) \
731 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
733 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
736 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
737 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
738 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
741 #define EV_CheckRules_World(i, o) \
742 /** status */ i(float, MUTATOR_ARGV_0_float) \
743 /**/ o(float, MUTATOR_ARGV_0_float) \
744 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
745 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
747 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
749 #define EV_WantWeapon(i, o) \
750 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
751 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
752 /**/ o(float, MUTATOR_ARGV_1_float) \
753 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
754 /**/ o(bool, MUTATOR_ARGV_2_bool) \
755 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
756 /**/ o(bool, MUTATOR_ARGV_3_bool) \
758 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
760 #define EV_AddPlayerScore(i, o) \
761 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
762 /** score */ i(float, MUTATOR_ARGV_1_float) \
763 /**/ o(float, MUTATOR_ARGV_1_float) \
764 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
766 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
768 #define EV_GetPlayerStatus(i, o) \
769 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
771 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
773 #define EV_SetWeaponArena(i, o) \
774 /** arena */ i(string, MUTATOR_ARGV_0_string) \
775 /**/ o(string, MUTATOR_ARGV_0_string) \
777 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
779 #define EV_DropSpecialItems(i, o) \
780 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
782 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
785 * called when an admin tries to kill all monsters
786 * return 1 to prevent spawning
788 #define EV_AllowMobButcher(i, o) \
789 /** reason */ o(string, MUTATOR_ARGV_0_string) \
791 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
793 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
795 #define EV_SendWaypoint(i, o) \
796 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
797 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
798 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
799 /**/ o(int, MUTATOR_ARGV_2_int) \
800 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
801 /**/ o(int, MUTATOR_ARGV_3_int) \
803 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
805 #define EV_TurretValidateTarget(i, o) \
806 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
807 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
808 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
809 /** target score */ o(float, MUTATOR_ARGV_3_float) \
811 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
813 #define EV_TurretThink(i, o) \
814 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
816 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
818 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
821 #define EV_PrepareExplosionByDamage(i, o) \
822 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
823 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
825 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
827 /** called when a monster model is about to be set, allows custom paths etc. */
828 #define EV_MonsterModel(i, o) \
829 /** model */ i(string, MUTATOR_ARGV_0_string) \
830 /** output */ i(string, MUTATOR_ARGV_1_string) \
831 /**/ o(string, MUTATOR_ARGV_1_string) \
833 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
836 #define EV_Player_ChangeTeam(i, o) \
837 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
838 /** current team */ i(float, MUTATOR_ARGV_1_float) \
839 /** new team */ i(float, MUTATOR_ARGV_2_float) \
841 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
844 #define EV_URI_GetCallback(i, o) \
845 /** id */ i(float, MUTATOR_ARGV_0_float) \
846 /** status */ i(float, MUTATOR_ARGV_1_float) \
847 /** data */ i(string, MUTATOR_ARGV_2_string) \
849 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
852 * return true to prevent weapon use for a player
854 #define EV_ForbidWeaponUse(i, o) \
855 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
857 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
859 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
860 #define EV_CopyBody(i, o) \
861 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
862 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
863 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
865 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);