1 #ifndef SERVER_MUTATORS_EVENTS_H
2 #define SERVER_MUTATORS_EVENTS_H
4 #include "../../common/mutators/base.qh"
6 // register all possible hooks here
8 /** called when a player becomes observer, after shared setup */
9 #define EV_MakePlayerObserver(i, o) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, __self) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
19 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
20 #define EV_PlayerSpawn(i, o) \
21 /** spot that was used, or world */ i(entity, spawn_spot) \
24 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
26 /** called in reset_map */
27 #define EV_reset_map_global(i, o) \
29 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
31 /** called in reset_map */
32 #define EV_reset_map_players(i, o) \
34 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
36 /** returns 1 if clearing player score shall not be allowed */
37 #define EV_ForbidPlayerScore_Clear(i, o) \
39 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
41 /** called when a player disconnects */
42 #define EV_ClientDisconnect(i, o) \
44 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
46 /** called when a player dies to e.g. remove stuff he was carrying. */
47 #define EV_PlayerDies(i, o) \
48 /**/ i(entity, frag_inflictor) \
49 /**/ i(entity, frag_attacker) \
50 /** same as self */ i(entity, frag_target) \
51 /**/ i(int, frag_deathtype) \
53 entity frag_inflictor;
57 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
59 /** called when a player dies to e.g. remove stuff he was carrying */
60 #define EV_PlayHitsound(i, o) \
61 /**/ i(entity, frag_victim) \
64 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
66 /** called when a weapon sound is about to be played, allows custom paths etc. */
67 #define EV_WeaponSound(i, o) \
68 /**/ i(string, weapon_sound) \
69 /**/ i(string, weapon_sound_output) \
70 /**/ o(string, weapon_sound_output) \
73 string weapon_sound_output;
74 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
76 /** called when a weapon model is about to be set, allows custom paths etc. */
77 #define EV_WeaponModel(i, o) \
78 /**/ i(string, weapon_model) \
79 /**/ i(string, weapon_model_output) \
80 /**/ o(string, weapon_model_output) \
83 string weapon_model_output;
84 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
86 /** called when an item model is about to be set, allows custom paths etc. */
87 #define EV_ItemModel(i, o) \
88 /**/ i(string, item_model) \
89 /**/ i(string, item_model_output) \
90 /**/ o(string, item_model_output) \
93 string item_model_output;
94 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
96 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
97 #define EV_GiveFragsForKill(i, o) \
98 /**/ i(entity, __self) \
99 /** same as self */ i(entity, frag_attacker) \
100 /**/ i(entity, frag_target) \
101 /**/ i(float, frag_score) \
102 /**/ o(float, frag_score) \
105 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
107 /** called when the match ends */
108 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
110 /** should adjust ret_float to contain the team count */
111 #define EV_GetTeamCount(i, o) \
112 /**/ i(float, ret_float) \
113 /**/ o(float, ret_float) \
114 /**/ i(string, ret_string) \
115 /**/ o(string, ret_string) \
118 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
120 /** copies variables for spectating "other" to "self" */
121 #define EV_SpectateCopy(i, o) \
122 /**/ i(entity, other) \
123 /**/ i(entity, __self) \
125 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
127 /** called when formatting a chat message to replace fancy functions */
128 #define EV_FormatMessage(i, o) \
129 /**/ i(string, format_escape) \
130 /**/ i(string, format_replacement) \
131 /**/ o(string, format_replacement) \
132 /**/ i(string, format_message) \
134 string format_escape;
135 string format_replacement;
136 string format_message;
137 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
139 /** returns true if throwing the current weapon shall not be allowed */
140 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
142 /** returns true if dropping the current weapon shall not be allowed at any time including death */
143 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
146 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
148 /** allows changing attack rate */
149 #define EV_WeaponRateFactor(i, o) \
150 /**/ i(float, weapon_rate) \
151 /**/ o(float, weapon_rate) \
154 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
156 /** allows changing weapon speed (projectiles mostly) */
157 #define EV_WeaponSpeedFactor(i, o) \
158 /**/ i(float, ret_float) \
159 /**/ o(float, ret_float) \
161 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
163 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
164 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
166 /** called every frame. customizes the waypoint for spectators */
167 #define EV_CustomizeWaypoint(i, o) \
168 /** waypoint */ i(entity, __self) \
169 /** player; other.enemy = spectator */ i(entity, other) \
171 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
174 * 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)
175 * return error to request removal
177 #define EV_FilterItem(i, o) \
178 /** the current item */ i(entity, __self) \
180 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
182 /** return error to request removal */
183 #define EV_TurretSpawn(i, o) \
184 /** turret */ i(entity, __self) \
186 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
188 /** return error to not attack */
189 #define EV_TurretFire(i, o) \
190 /** turret */ i(entity, __self) \
192 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
194 /** return error to not attack */
195 #define EV_Turret_CheckFire(i, o) \
196 /**/ i(bool, ret_bool) \
197 /**/ o(bool, ret_bool) \
200 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
202 /** return error to prevent entity spawn, or modify the entity */
203 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
205 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
206 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
208 /** TODO change this into a general PlayerPostThink hook? */
209 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
211 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
212 #define EV_GetCvars(i, o) \
213 /**/ i(float, get_cvars_f) \
214 /**/ i(string, get_cvars_s) \
218 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
220 /** can edit any "just fired" projectile */
221 #define EV_EditProjectile(i, o) \
222 /**/ i(entity, __self) \
223 /**/ i(entity, other) \
225 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
227 /** called when a monster spawns */
228 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
230 /** called when a monster dies */
231 #define EV_MonsterDies(i, o) \
232 /**/ i(entity, frag_attacker) \
234 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
236 /** called when a monster dies */
237 #define EV_MonsterRemove(i, o) \
238 /**/ i(entity, rem_mon) \
240 entity rem_mon; // avoiding ovewriting self & other
241 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
243 /** called when a monster wants to respawn */
244 #define EV_MonsterRespawn(i, o) \
245 /**/ i(entity, other) \
247 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
249 /** called when a monster is dropping loot */
250 #define EV_MonsterDropItem(i, o) \
251 /**/ i(entity, other) \
252 /**/ o(entity, other) \
254 .void(entity this) monster_loot;
255 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
258 * called when a monster moves
259 * returning true makes the monster stop
261 #define EV_MonsterMove(i, o) \
262 /**/ i(float, monster_speed_run) \
263 /**/ o(float, monster_speed_run) \
264 /**/ i(float, monster_speed_walk) \
265 /**/ o(float, monster_speed_walk) \
266 /**/ i(entity, monster_target) \
268 float monster_speed_run;
269 float monster_speed_walk;
270 entity monster_target;
271 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
273 /** called when a monster looks for another target */
274 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
276 /** called to change a random monster to a miniboss */
277 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
280 * called when a player tries to spawn a monster
281 * return 1 to prevent spawning
283 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
285 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
286 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
287 /**/ i(entity, frag_inflictor) \
288 /**/ i(entity, frag_attacker) \
289 /** same as self */ i(entity, frag_target) \
290 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
291 /**/ i(float, damage_take) \
292 /**/ o(float, damage_take) \
293 /**/ i(float, damage_save) \
294 /**/ o(float, damage_save) \
299 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
302 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
303 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
305 #define EV_PlayerDamage_Calculate(i, o) \
306 /**/ i(entity, frag_inflictor) \
307 /**/ i(entity, frag_attacker) \
308 /**/ i(entity, frag_target) \
309 /**/ i(float, frag_deathtype) \
310 /**/ i(float, frag_damage) \
311 /**/ o(float, frag_damage) \
312 /**/ i(float, frag_mirrordamage) \
313 /**/ o(float, frag_mirrordamage) \
314 /**/ i(vector, frag_force) \
315 /**/ o(vector, frag_force) \
318 float frag_mirrordamage;
320 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
323 * Called when a player is damaged
325 #define EV_PlayerDamaged(i, o) \
326 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
327 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
328 /** health */ i(int, MUTATOR_ARGV_0_int) \
329 /** armor */ i(int, MUTATOR_ARGV_1_int) \
330 /** location */ i(vector, MUTATOR_ARGV_0_vector) \
331 /** deathtype */ i(int, MUTATOR_ARGV_2_int) \
333 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
336 * Called by W_DecreaseAmmo
338 #define EV_W_DecreaseAmmo(i, o) \
339 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
341 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
346 #define EV_W_Reload(i, o) \
347 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
349 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
351 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
352 #define EV_PlayerPowerups(i, o) \
353 /**/ i(entity, __self) \
354 /**/ i(int, olditems) \
357 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
360 * called every player think frame
361 * return 1 to disable regen
364 float regen_mod_regen;
366 float regen_mod_limit;
368 float regen_health_linear;
369 float regen_health_rot;
370 float regen_health_rotlinear;
371 float regen_health_stable;
372 float regen_health_rotstable;
373 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
376 * called when the use key is pressed
377 * if MUTATOR_RETURNVALUE is 1, don't do anything
378 * return 1 if the use key actually did something
380 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
383 * called when a client command is parsed
384 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
385 * NOTE: return true if you handled the command, return false to continue handling
386 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
388 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
390 * if (MUTATOR_RETURNVALUE) // command was already handled?
392 * if (cmd_name == "echocvar" && cmd_argc >= 2)
394 * print(cvar_string(argv(1)), "\n");
397 * if (cmd_name == "echostring" && cmd_argc >= 2)
399 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
405 #define EV_SV_ParseClientCommand(i, o) \
406 /** command name */ i(string, cmd_name) \
407 /** also, argv() can be used */ i(int, cmd_argc) \
408 /** whole command, use only if you really have to */ i(string, cmd_string) \
413 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
415 /** please read EV_SV_ParseClientCommand description before using */
416 #define EV_SV_ParseServerCommand(i, o) \
417 /** command name */ i(string, cmd_name) \
418 /** also, argv() can be used */ i(int, cmd_argc) \
419 /** whole command, use only if you really have to */ i(string, cmd_string) \
424 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
427 * called when a spawnpoint is being evaluated
428 * return 1 to make the spawnpoint unusable
430 #define EV_Spawn_Score(i, o) \
431 /** player wanting to spawn */ i(entity, __self) \
432 /** spot to be evaluated */ i(entity, spawn_spot) \
433 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
434 /**/ o(vector, spawn_score) \
437 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
439 /** runs globally each server frame */
440 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
442 #define EV_SetModname(i, o) \
443 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
446 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
449 * called for each item being spawned on a map, including dropped weapons
450 * return 1 to remove an item
452 #define EV_Item_Spawn(i, o) \
453 /** the item */ i(entity, __self) \
455 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
457 #define EV_SetWeaponreplace(i, o) \
458 /** map entity */ i(entity, __self) \
459 /** weapon info */ i(entity, other) \
460 /**/ i(string, ret_string) \
461 /**/ o(string, ret_string) \
463 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
465 /** called when an item is about to respawn */
466 #define EV_Item_RespawnCountdown(i, o) \
467 /**/ i(string, item_name) \
468 /**/ o(string, item_name) \
469 /**/ i(vector, item_color) \
470 /**/ o(vector, item_color) \
474 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
476 /** called when a bot checks a target to attack */
477 #define EV_BotShouldAttack(i, o) \
478 /**/ i(entity, checkentity) \
481 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
484 * called whenever a player goes through a portal gun teleport
485 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
487 #define EV_PortalTeleport(i, o) \
488 /**/ i(entity, __self) \
490 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
493 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
494 * normally help me ping uses self.waypointsprite_attachedforcarrier,
495 * but if your mutator uses something different then you can handle it
496 * in a special manner using this hook
498 #define EV_HelpMePing(i, o) \
499 /** the player who pressed impulse 33 */ i(entity, __self) \
501 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
504 * called when a vehicle initializes
505 * return true to remove the vehicle
507 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
510 * called when a player enters a vehicle
511 * allows mutators to set special settings in this event
513 #define EV_VehicleEnter(i, o) \
514 /** player */ i(entity, vh_player) \
515 /** vehicle */ i(entity, vh_vehicle) \
519 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
522 * called when a player touches a vehicle
523 * return true to stop player from entering the vehicle
525 #define EV_VehicleTouch(i, o) \
526 /** vehicle */ i(entity, __self) \
527 /** player */ i(entity, other) \
529 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
532 * called when a player exits a vehicle
533 * allows mutators to set special settings in this event
535 #define EV_VehicleExit(i, o) \
536 /** player */ i(entity, vh_player) \
537 /** vehicle */ i(entity, vh_vehicle) \
539 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
541 /** called when a speedrun is aborted and the player is teleported back to start position */
542 #define EV_AbortSpeedrun(i, o) \
543 /** player */ i(entity, __self) \
545 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
547 /** called at when a item is touched. Called early, can edit item properties. */
548 #define EV_ItemTouch(i, o) \
549 /** item */ i(entity, __self) \
550 /** player */ i(entity, other) \
552 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
555 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
556 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
557 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
560 /** called at when a player connect */
561 #define EV_ClientConnect(i, o) \
562 /** player */ i(entity, __self) \
564 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
566 #define EV_HavocBot_ChooseRole(i, o) \
567 /**/ i(entity, __self) \
569 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
571 /** called when a target is checked for accuracy */
572 #define EV_AccuracyTargetValid(i, o) \
573 /** attacker */ i(entity, frag_attacker) \
574 /** target */ i(entity, frag_target) \
576 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
578 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
579 MUT_ACCADD_INVALID, // return this flag to make the function always continue
580 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
583 /** Called when clearing the global parameters for a model */
584 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
586 /** Called when getting the global parameters for a model */
587 #define EV_GetModelParams(i, o) \
588 /** entity id */ i(string, checkmodel_input) \
589 /** entity id */ i(string, checkmodel_command) \
591 string checkmodel_input, checkmodel_command;
592 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
594 /** called when a bullet has hit a target */
595 #define EV_FireBullet_Hit(i, o) \
596 /**/ i(entity, __self) \
597 /**/ i(entity, bullet_hit) \
598 /**/ i(vector, bullet_startpos) \
599 /**/ i(vector, bullet_endpos) \
600 /**/ i(float, frag_damage) \
601 /**/ o(float, frag_damage) \
604 //vector bullet_hitloc; // the end pos matches the hit location, apparently
605 vector bullet_startpos;
606 vector bullet_endpos;
608 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
610 #define EV_FixPlayermodel(i, o) \
611 /**/ i(string, ret_string) \
612 /**/ o(string, ret_string) \
613 /**/ i(int, ret_int) \
614 /**/ o(int, ret_int) \
617 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
619 /** Return error to play frag remaining announcements */
620 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
622 #define EV_GrappleHookThink(i, o) \
623 /**/ i(entity, __self) \
624 /**/ i(int, hook_tarzan) \
625 /**/ o(int, hook_tarzan) \
626 /**/ i(entity, hook_pullentity) \
627 /**/ o(entity, hook_pullentity) \
628 /**/ i(float, hook_velmultiplier) \
629 /**/ o(float, hook_velmultiplier) \
632 entity hook_pullentity;
633 float hook_velmultiplier;
634 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
636 #define EV_BuffModel_Customize(i, o) \
637 /**/ i(entity, __self) \
638 /**/ i(entity, buff_player) \
641 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
643 /** called at when a buff is touched. Called early, can edit buff properties. */
644 #define EV_BuffTouch(i, o) \
645 /** item */ i(entity, __self) \
646 /** player */ i(entity, other) \
648 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
650 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
652 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
654 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
656 #define EV_GetRecords(i, o) \
657 /**/ i(int, record_page) \
658 /**/ i(string, ret_string) \
659 /**/ o(string, ret_string) \
662 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
664 #define EV_Race_FinalCheckpoint(i, o) \
665 /**/ i(entity, race_player) \
668 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
670 /** called when player triggered kill (or is changing teams), return error to not do anything */
671 #define EV_ClientKill(i, o) \
672 /** player */ i(entity, __self) \
673 /* kill delay */ i(float, ret_float) \
674 /* kill delay */ o(float, ret_float) \
676 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
678 #define EV_FixClientCvars(i, o) \
679 /**/ i(entity, fix_client) \
682 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
684 #define EV_SpectateSet(i, o) \
685 /**/ i(entity, __self) \
686 /**/ i(entity, spec_player) \
687 /**/ o(entity, spec_player) \
690 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
692 #define EV_SpectateNext(i, o) \
693 /**/ i(entity, __self) \
694 /**/ i(entity, spec_player) \
695 /**/ o(entity, spec_player) \
697 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
699 #define EV_SpectatePrev(i, o) \
700 /**/ i(entity, __self) \
701 /**/ i(entity, spec_player) \
702 /**/ o(entity, spec_player) \
703 /**/ i(entity, spec_first) \
706 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
709 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
710 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
711 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
714 /** called when player triggered kill (or is changing teams), return error to not do anything */
715 #define EV_Bot_FixCount(i, o) \
716 /**/ i(int, bot_activerealplayers) \
717 /**/ o(int, bot_activerealplayers) \
718 /**/ i(int, bot_realplayers) \
719 /**/ o(int, bot_realplayers) \
721 int bot_activerealplayers;
723 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
725 #define EV_ClientCommand_Spectate(i, o) \
726 /**/ i(entity, __self) \
728 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
731 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
732 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
733 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
736 #define EV_CheckRules_World(i, o) \
737 /* status */ i(float, ret_float) \
738 /* status */ o(float, ret_float) \
739 /* time limit */ i(float, checkrules_timelimit) \
740 /* frag limit */ i(int, checkrules_fraglimit) \
742 float checkrules_timelimit;
743 int checkrules_fraglimit;
744 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
746 #define EV_WantWeapon(i, o) \
747 /**/ i(entity, want_weaponinfo) \
748 /**/ i(float, ret_float) \
749 /**/ o(float, ret_float) \
750 /**/ i(bool, want_allguns) \
751 /**/ o(bool, want_allguns) \
752 /**/ i(bool, want_mutatorblocked) \
753 /**/ o(bool, want_mutatorblocked) \
755 entity want_weaponinfo;
757 bool want_mutatorblocked;
758 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
760 #define EV_AddPlayerScore(i, o) \
761 /**/ i(int, score_field) \
762 /**/ i(float, ret_float) \
763 /**/ o(float, ret_float) \
766 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
768 #define EV_GetPlayerStatus(i, o) \
769 /**/ i(entity, set_player) \
770 /**/ i(string, ret_string) \
771 /**/ o(string, ret_string) \
774 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
776 #define EV_SetWeaponArena(i, o) \
777 /**/ i(string, ret_string) \
778 /**/ o(string, ret_string) \
780 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
782 #define EV_DropSpecialItems(i, o) \
783 /**/ i(entity, frag_target) \
785 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
788 * called when an admin tries to kill all monsters
789 * return 1 to prevent spawning
791 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
793 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
795 #define EV_SendWaypoint(i, o) \
796 /**/ i(entity, __self) \
797 /**/ i(entity, wp_sendto) \
798 /**/ i(int, wp_sendflags) \
799 /**/ o(int, wp_sendflags) \
800 /**/ i(int, wp_flag) \
801 /**/ o(int, wp_flag) \
806 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
808 #define EV_TurretValidateTarget(i, o) \
809 /**/ i(entity, turret_this) \
810 /**/ i(entity, turret_target) \
811 /**/ i(int, turret_vflags) \
814 entity turret_target;
816 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
818 #define EV_TurretThink(i, o) \
819 /**/ i(entity, __self) \
821 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
823 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
826 #define EV_PrepareExplosionByDamage(i, o) \
827 /**/ i(entity, __self) \
828 /**/ i(entity, frag_attacker) \
830 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
832 /** called when a monster model is about to be set, allows custom paths etc. */
833 #define EV_MonsterModel(i, o) \
834 /**/ i(string, monster_model) \
835 /**/ i(string, monster_model_output) \
836 /**/ o(string, monster_model_output) \
838 string monster_model;
839 string monster_model_output;
840 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);