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 world */ 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) \
62 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
64 /** called when a weapon sound is about to be played, allows custom paths etc. */
65 #define EV_WeaponSound(i, o) \
66 /** sound */ i(string, MUTATOR_ARGV_0_string) \
67 /** output */ i(string, MUTATOR_ARGV_1_string) \
68 /**/ o(string, MUTATOR_ARGV_1_string) \
70 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
72 /** called when an item model is about to be set, allows custom paths etc. */
73 #define EV_ItemModel(i, o) \
74 /** model */ i(string, MUTATOR_ARGV_0_string) \
75 /** output */ i(string, MUTATOR_ARGV_1_string) \
76 /**/ o(string, MUTATOR_ARGV_1_string) \
78 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
80 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
81 #define EV_GiveFragsForKill(i, o) \
82 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
83 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
84 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
85 /** */ o(float, MUTATOR_ARGV_2_float) \
87 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
89 /** called when the match ends */
90 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
92 /** should adjust number to contain the team count */
93 #define EV_GetTeamCount(i, o) \
94 /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
95 /**/ o(float, MUTATOR_ARGV_0_float) \
96 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
97 /**/ o(string, MUTATOR_ARGV_1_string) \
99 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
101 /** copies variables for spectating "other" to "self" */
102 #define EV_SpectateCopy(i, o) \
103 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
104 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
106 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
108 /** called when formatting a chat message to replace fancy functions */
109 #define EV_FormatMessage(i, o) \
110 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
111 /** escape */ i(string, MUTATOR_ARGV_1_string) \
112 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
113 /**/ o(string, MUTATOR_ARGV_2_string) \
114 /** message */ i(string, MUTATOR_ARGV_3_string) \
116 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
118 /** returns true if throwing the current weapon shall not be allowed */
119 #define EV_ForbidThrowCurrentWeapon(i, o) \
120 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
122 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
124 /** returns true if dropping the current weapon shall not be allowed at any time including death */
125 #define EV_ForbidDropCurrentWeapon(i, o) \
126 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
128 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
131 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
133 /** allows changing attack rate */
134 #define EV_WeaponRateFactor(i, o) \
135 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
136 /**/ o(float, MUTATOR_ARGV_0_float) \
137 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
139 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
141 /** allows changing weapon speed (projectiles mostly) */
142 #define EV_WeaponSpeedFactor(i, o) \
143 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
144 /**/ o(float, MUTATOR_ARGV_0_float) \
145 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
147 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
149 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
150 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
152 /** called every frame. customizes the waypoint for spectators */
153 #define EV_CustomizeWaypoint(i, o) \
154 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
155 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
157 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
160 * 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)
161 * return error to request removal
163 #define EV_FilterItem(i, o) \
164 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
166 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
168 /** return error to request removal */
169 #define EV_TurretSpawn(i, o) \
170 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
172 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
174 /** return error to not attack */
175 #define EV_TurretFire(i, o) \
176 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
178 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
180 /** return error to not attack */
181 #define EV_Turret_CheckFire(i, o) \
182 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
183 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
185 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
187 /** return error to prevent entity spawn, or modify the entity */
188 #define EV_OnEntityPreSpawn(i, o) \
189 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
191 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
193 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
194 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
196 /** TODO change this into a general PlayerPostThink hook? */
197 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
199 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
200 #define EV_GetCvars(i, o) \
201 /**/ i(float, get_cvars_f) \
202 /**/ i(string, get_cvars_s) \
206 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
208 /** can edit any "just fired" projectile */
209 #define EV_EditProjectile(i, o) \
210 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
211 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
213 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
215 /** called when a monster spawns */
216 #define EV_MonsterSpawn(i, o) \
217 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
219 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
221 /** called when a monster dies */
222 #define EV_MonsterDies(i, o) \
223 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
224 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
225 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
227 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
229 /** called when a monster dies */
230 #define EV_MonsterRemove(i, o) \
231 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
233 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
235 /** called when a monster wants to respawn */
236 #define EV_MonsterRespawn(i, o) \
237 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
239 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
241 /** called when a monster is dropping loot */
242 #define EV_MonsterDropItem(i, o) \
243 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
244 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
245 /**/ o(entity, MUTATOR_ARGV_1_entity) \
246 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
248 .void(entity this) monster_loot;
249 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
252 * called when a monster moves
253 * returning true makes the monster stop
255 #define EV_MonsterMove(i, o) \
256 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
257 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
258 /**/ o(float, MUTATOR_ARGV_1_float) \
259 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
260 /**/ o(float, MUTATOR_ARGV_2_float) \
261 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
263 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
265 /** called when a monster looks for another target */
266 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
268 /** called to change a random monster to a miniboss */
269 #define EV_MonsterCheckBossFlag(i, o) \
270 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
272 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
275 * called when a player tries to spawn a monster
276 * return 1 to prevent spawning
278 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
280 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
281 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
282 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
283 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
284 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
285 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
286 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
287 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
288 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
289 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
290 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
291 /** damage */ i(float, MUTATOR_ARGV_7_float) \
293 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
296 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
297 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
299 #define EV_PlayerDamage_Calculate(i, o) \
300 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
301 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
302 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
303 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
304 /** damage */ i(float, MUTATOR_ARGV_4_float) \
305 /** damage */ o(float, MUTATOR_ARGV_4_float) \
306 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
307 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
308 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
309 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
311 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
314 * Called when a player is damaged
316 #define EV_PlayerDamaged(i, o) \
317 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
318 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
319 /** health */ i(int, MUTATOR_ARGV_2_int) \
320 /** armor */ i(int, MUTATOR_ARGV_3_int) \
321 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
322 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
324 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
327 * Called by W_DecreaseAmmo
329 #define EV_W_DecreaseAmmo(i, o) \
330 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
332 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
337 #define EV_W_Reload(i, o) \
338 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
340 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
342 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
343 #define EV_PlayerPowerups(i, o) \
344 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
345 /** old items */ i(int, MUTATOR_ARGV_1_int) \
347 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
350 * called every player think frame
351 * return 1 to disable regen
354 float regen_mod_regen;
356 float regen_mod_limit;
358 float regen_health_linear;
359 float regen_health_rot;
360 float regen_health_rotlinear;
361 float regen_health_stable;
362 float regen_health_rotstable;
363 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
366 * called when the use key is pressed
367 * if MUTATOR_RETURNVALUE is 1, don't do anything
368 * return 1 if the use key actually did something
370 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
373 * called when a client command is parsed
374 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
375 * NOTE: return true if you handled the command, return false to continue handling
376 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
378 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
380 * if (MUTATOR_RETURNVALUE) // command was already handled?
382 * if (cmd_name == "echocvar" && cmd_argc >= 2)
384 * print(cvar_string(argv(1)), "\n");
387 * if (cmd_name == "echostring" && cmd_argc >= 2)
389 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
395 #define EV_SV_ParseClientCommand(i, o) \
396 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
397 /** command name */ i(string, MUTATOR_ARGV_1_string) \
398 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
399 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
401 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
403 /** please read EV_SV_ParseClientCommand description before using */
404 #define EV_SV_ParseServerCommand(i, o) \
405 /** command name */ i(string, MUTATOR_ARGV_0_string) \
406 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
407 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
409 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
412 * called when a spawnpoint is being evaluated
413 * return 1 to make the spawnpoint unusable
415 #define EV_Spawn_Score(i, o) \
416 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
417 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
418 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_0_vector) \
419 /**/ o(vector, MUTATOR_ARGV_0_vector) \
421 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
423 /** runs globally each server frame */
424 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
426 #define EV_SetModname(i, o) \
427 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
430 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
433 * called for each item being spawned on a map, including dropped weapons
434 * return 1 to remove an item
436 #define EV_Item_Spawn(i, o) \
437 /** the item */ i(entity, __self) \
439 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
441 #define EV_SetWeaponreplace(i, o) \
442 /** map entity */ i(entity, __self) \
443 /** weapon info */ i(entity, other) \
444 /**/ i(string, ret_string) \
445 /**/ o(string, ret_string) \
448 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
450 /** called when an item is about to respawn */
451 #define EV_Item_RespawnCountdown(i, o) \
452 /**/ i(string, item_name) \
453 /**/ o(string, item_name) \
454 /**/ i(vector, item_color) \
455 /**/ o(vector, item_color) \
459 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
461 /** called when a bot checks a target to attack */
462 #define EV_BotShouldAttack(i, o) \
463 /**/ i(entity, __self) \
464 /**/ i(entity, checkentity) \
467 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
470 * called whenever a player goes through a portal gun teleport
471 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
473 #define EV_PortalTeleport(i, o) \
474 /**/ i(entity, __self) \
476 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
479 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
480 * normally help me ping uses self.waypointsprite_attachedforcarrier,
481 * but if your mutator uses something different then you can handle it
482 * in a special manner using this hook
484 #define EV_HelpMePing(i, o) \
485 /** the player who pressed impulse 33 */ i(entity, __self) \
487 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
490 * called when a vehicle initializes
491 * return true to remove the vehicle
493 #define EV_VehicleSpawn(i, o) \
494 /**/ i(entity, __self) \
496 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
499 * called when a player enters a vehicle
500 * allows mutators to set special settings in this event
502 #define EV_VehicleEnter(i, o) \
503 /** player */ i(entity, vh_player) \
504 /** vehicle */ i(entity, vh_vehicle) \
508 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
511 * called when a player touches a vehicle
512 * return true to stop player from entering the vehicle
514 #define EV_VehicleTouch(i, o) \
515 /** vehicle */ i(entity, __self) \
516 /** player */ i(entity, other) \
518 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
521 * called when a player exits a vehicle
522 * allows mutators to set special settings in this event
524 #define EV_VehicleExit(i, o) \
525 /** player */ i(entity, vh_player) \
526 /** vehicle */ i(entity, vh_vehicle) \
528 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
530 /** called when a speedrun is aborted and the player is teleported back to start position */
531 #define EV_AbortSpeedrun(i, o) \
532 /** player */ i(entity, __self) \
534 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
536 /** called at when a item is touched. Called early, can edit item properties. */
537 #define EV_ItemTouch(i, o) \
538 /** item */ i(entity, __self) \
539 /** player */ i(entity, other) \
541 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
544 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
545 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
546 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
549 /** called at when a player connect */
550 #define EV_ClientConnect(i, o) \
551 /** player */ i(entity, __self) \
553 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
555 #define EV_HavocBot_ChooseRole(i, o) \
556 /**/ i(entity, __self) \
558 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
560 /** called when a target is checked for accuracy */
561 #define EV_AccuracyTargetValid(i, o) \
562 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
563 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
565 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
567 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
568 MUT_ACCADD_INVALID, // return this flag to make the function always continue
569 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
572 /** Called when clearing the global parameters for a model */
573 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
575 /** Called when getting the global parameters for a model */
576 #define EV_GetModelParams(i, o) \
577 /** entity id */ i(string, checkmodel_input) \
578 /** entity id */ i(string, checkmodel_command) \
580 string checkmodel_input, checkmodel_command;
581 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
583 /** called when a bullet has hit a target */
584 #define EV_FireBullet_Hit(i, o) \
585 /**/ i(entity, __self) \
586 /**/ i(entity, bullet_hit) \
587 /**/ i(vector, bullet_startpos) \
588 /**/ i(vector, bullet_endpos) \
589 /**/ i(float, frag_damage) \
590 /**/ o(float, frag_damage) \
593 //vector bullet_hitloc; // the end pos matches the hit location, apparently
594 vector bullet_startpos;
595 vector bullet_endpos;
597 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
599 #define EV_FixPlayermodel(i, o) \
600 /**/ i(string, ret_string) \
601 /**/ o(string, ret_string) \
602 /**/ i(int, ret_int) \
603 /**/ o(int, ret_int) \
606 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
608 /** Return error to play frag remaining announcements */
609 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
611 #define EV_GrappleHookThink(i, o) \
612 /**/ i(entity, __self) \
613 /**/ i(int, hook_tarzan) \
614 /**/ o(int, hook_tarzan) \
615 /**/ i(entity, hook_pullentity) \
616 /**/ o(entity, hook_pullentity) \
617 /**/ i(float, hook_velmultiplier) \
618 /**/ o(float, hook_velmultiplier) \
621 entity hook_pullentity;
622 float hook_velmultiplier;
623 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
625 #define EV_BuffModel_Customize(i, o) \
626 /**/ i(entity, __self) \
627 /**/ i(entity, buff_player) \
630 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
632 /** called at when a buff is touched. Called early, can edit buff properties. */
633 #define EV_BuffTouch(i, o) \
634 /** item */ i(entity, __self) \
635 /** player */ i(entity, other) \
637 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
639 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
641 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
643 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
645 #define EV_GetRecords(i, o) \
646 /**/ i(int, record_page) \
647 /**/ i(string, ret_string) \
648 /**/ o(string, ret_string) \
651 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
653 #define EV_Race_FinalCheckpoint(i, o) \
654 /**/ i(entity, race_player) \
657 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
659 /** called when player triggered kill (or is changing teams), return error to not do anything */
660 #define EV_ClientKill(i, o) \
661 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
662 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
663 /**/ o(float, MUTATOR_ARGV_1_float) \
665 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
667 #define EV_FixClientCvars(i, o) \
668 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
670 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
672 #define EV_SpectateSet(i, o) \
673 /**/ i(entity, __self) \
674 /**/ i(entity, spec_player) \
675 /**/ o(entity, spec_player) \
678 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
680 #define EV_SpectateNext(i, o) \
681 /**/ i(entity, __self) \
682 /**/ i(entity, spec_player) \
683 /**/ o(entity, spec_player) \
685 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
687 #define EV_SpectatePrev(i, o) \
688 /**/ i(entity, __self) \
689 /**/ i(entity, spec_player) \
690 /**/ o(entity, spec_player) \
691 /**/ i(entity, spec_first) \
694 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
697 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
698 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
699 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
702 /** called when player triggered kill (or is changing teams), return error to not do anything */
703 #define EV_Bot_FixCount(i, o) \
704 /**/ i(int, bot_activerealplayers) \
705 /**/ o(int, bot_activerealplayers) \
706 /**/ i(int, bot_realplayers) \
707 /**/ o(int, bot_realplayers) \
709 int bot_activerealplayers;
711 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
713 #define EV_ClientCommand_Spectate(i, o) \
714 /**/ i(entity, __self) \
716 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
719 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
720 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
721 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
724 #define EV_CheckRules_World(i, o) \
725 /** status */ i(float, MUTATOR_ARGV_0_float) \
726 /**/ o(float, MUTATOR_ARGV_0_float) \
727 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
728 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
730 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
732 #define EV_WantWeapon(i, o) \
733 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
734 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
735 /**/ o(float, MUTATOR_ARGV_1_float) \
736 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
737 /**/ o(bool, MUTATOR_ARGV_2_bool) \
738 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
739 /**/ o(bool, MUTATOR_ARGV_3_bool) \
741 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
743 #define EV_AddPlayerScore(i, o) \
744 /** score field */ i(int, MUTATOR_ARGV_0_int) \
745 /** score */ i(float, MUTATOR_ARGV_1_float) \
746 /**/ o(float, MUTATOR_ARGV_1_float) \
747 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
749 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
751 #define EV_GetPlayerStatus(i, o) \
752 /**/ i(entity, set_player) \
753 /**/ i(string, ret_string) \
754 /**/ o(string, ret_string) \
757 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
759 #define EV_SetWeaponArena(i, o) \
760 /**/ i(string, ret_string) \
761 /**/ o(string, ret_string) \
763 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
765 #define EV_DropSpecialItems(i, o) \
766 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
768 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
771 * called when an admin tries to kill all monsters
772 * return 1 to prevent spawning
774 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
776 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
778 #define EV_SendWaypoint(i, o) \
779 /**/ i(entity, __self) \
780 /**/ i(entity, wp_sendto) \
781 /**/ i(int, wp_sendflags) \
782 /**/ o(int, wp_sendflags) \
783 /**/ i(int, wp_flag) \
784 /**/ o(int, wp_flag) \
789 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
791 #define EV_TurretValidateTarget(i, o) \
792 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
793 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
794 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
795 /** target score */ o(float, MUTATOR_ARGV_3_float) \
797 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
799 #define EV_TurretThink(i, o) \
800 /**/ i(entity, __self) \
802 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
804 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
807 #define EV_PrepareExplosionByDamage(i, o) \
808 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
809 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
811 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
813 /** called when a monster model is about to be set, allows custom paths etc. */
814 #define EV_MonsterModel(i, o) \
815 /**/ i(string, monster_model) \
816 /**/ i(string, monster_model_output) \
817 /**/ o(string, monster_model_output) \
819 string monster_model;
820 string monster_model_output;
821 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
824 #define EV_Player_ChangeTeam(i, o) \
825 /**/ i(entity, __self) \
826 /**/ i(float, pct_curteam) \
827 /**/ i(float, pct_newteam) \
831 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
834 #define EV_URI_GetCallback(i, o) \
835 /**/ i(float, uricb_id) \
836 /**/ i(float, uricb_status) \
837 /**/ i(string, uricb_data) \
842 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);