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) \
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 "spectatee" to "this" */
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 (.items and .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 #define EV_PlayerPreThink(i, o) \
195 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
197 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
199 /** TODO change this into a general PlayerPostThink hook? */
200 #define EV_GetPressedKeys(i, o) \
201 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
203 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
205 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
206 #define EV_GetCvars(i, o) \
207 /**/ i(float, get_cvars_f) \
208 /**/ i(string, get_cvars_s) \
212 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
214 /** can edit any "just fired" projectile */
215 #define EV_EditProjectile(i, o) \
216 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
217 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
219 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
221 /** called when a monster spawns */
222 #define EV_MonsterSpawn(i, o) \
223 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
225 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
227 /** called when a monster dies */
228 #define EV_MonsterDies(i, o) \
229 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
230 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
231 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
233 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
235 /** called when a monster dies */
236 #define EV_MonsterRemove(i, o) \
237 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
239 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
241 /** called when a monster wants to respawn */
242 #define EV_MonsterRespawn(i, o) \
243 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
245 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
247 /** called when a monster is dropping loot */
248 #define EV_MonsterDropItem(i, o) \
249 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
250 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
251 /**/ o(entity, MUTATOR_ARGV_1_entity) \
252 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
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 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
263 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
264 /**/ o(float, MUTATOR_ARGV_1_float) \
265 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
266 /**/ o(float, MUTATOR_ARGV_2_float) \
267 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
269 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
271 /** called when a monster looks for another target */
272 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
275 * called when validating a monster's target
277 #define EV_MonsterValidTarget(i, o) \
278 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
279 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
281 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
283 /** called to change a random monster to a miniboss */
284 #define EV_MonsterCheckBossFlag(i, o) \
285 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
287 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
290 * called when a player tries to spawn a monster
291 * return 1 to prevent spawning
292 * NOTE: requires reason if disallowed
294 #define EV_AllowMobSpawning(i, o) \
295 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
296 /** reason */ o(string, MUTATOR_ARGV_1_string) \
298 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
300 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
301 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
302 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
303 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
304 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
305 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
306 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
307 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
308 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
309 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
310 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
311 /** damage */ i(float, MUTATOR_ARGV_7_float) \
313 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
316 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
317 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
319 #define EV_PlayerDamage_Calculate(i, o) \
320 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
321 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
322 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
323 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
324 /** damage */ i(float, MUTATOR_ARGV_4_float) \
325 /** damage */ o(float, MUTATOR_ARGV_4_float) \
326 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
327 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
328 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
329 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
331 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
334 * Called when a player is damaged
336 #define EV_PlayerDamaged(i, o) \
337 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
338 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
339 /** health */ i(int, MUTATOR_ARGV_2_int) \
340 /** armor */ i(int, MUTATOR_ARGV_3_int) \
341 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
342 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
344 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
347 * Called by W_DecreaseAmmo
349 #define EV_W_DecreaseAmmo(i, o) \
350 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
352 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
357 #define EV_W_Reload(i, o) \
358 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
360 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
362 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
363 #define EV_PlayerPowerups(i, o) \
364 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
365 /** old items */ i(int, MUTATOR_ARGV_1_int) \
367 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
370 * called every player think frame
371 * return 1 to disable regen
373 #define EV_PlayerRegen(i, o) \
374 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
375 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
376 /**/ o(float, MUTATOR_ARGV_1_float) \
377 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
378 /**/ o(float, MUTATOR_ARGV_2_float) \
379 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
380 /**/ o(float, MUTATOR_ARGV_3_float) \
381 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
382 /**/ o(float, MUTATOR_ARGV_4_float) \
383 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
384 /**/ o(float, MUTATOR_ARGV_5_float) \
385 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
386 /**/ o(float, MUTATOR_ARGV_6_float) \
387 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
388 /**/ o(float, MUTATOR_ARGV_7_float) \
389 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
390 /**/ o(float, MUTATOR_ARGV_8_float) \
391 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
392 /**/ o(float, MUTATOR_ARGV_9_float) \
393 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
394 /**/ o(float, MUTATOR_ARGV_10_float) \
396 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
399 * called when the use key is pressed
400 * if MUTATOR_RETURNVALUE is 1, don't do anything
401 * return 1 if the use key actually did something
403 #define EV_PlayerUseKey(i, o) \
404 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
406 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
409 * called when a client command is parsed
410 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
411 * NOTE: return true if you handled the command, return false to continue handling
412 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
414 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
416 * if (MUTATOR_RETURNVALUE) // command was already handled?
418 * if (cmd_name == "echocvar" && cmd_argc >= 2)
420 * print(cvar_string(argv(1)), "\n");
423 * if (cmd_name == "echostring" && cmd_argc >= 2)
425 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
431 #define EV_SV_ParseClientCommand(i, o) \
432 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
433 /** command name */ i(string, MUTATOR_ARGV_1_string) \
434 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
435 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
437 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
439 /** please read EV_SV_ParseClientCommand description before using */
440 #define EV_SV_ParseServerCommand(i, o) \
441 /** command name */ i(string, MUTATOR_ARGV_0_string) \
442 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
443 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
445 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
448 * called when a spawnpoint is being evaluated
449 * return 1 to make the spawnpoint unusable
451 #define EV_Spawn_Score(i, o) \
452 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
453 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
454 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
455 /**/ o(vector, MUTATOR_ARGV_2_vector) \
457 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
459 /** runs globally each server frame */
460 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
462 #define EV_SetModname(i, o) \
463 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
464 /**/ o(string, MUTATOR_ARGV_0_string) \
466 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
469 * called for each item being spawned on a map, including dropped weapons
470 * return 1 to remove an item
472 #define EV_Item_Spawn(i, o) \
473 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
475 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
477 #define EV_SetWeaponreplace(i, o) \
478 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
479 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
480 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
481 /**/ o(string, MUTATOR_ARGV_2_string) \
483 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
485 /** called when an item is about to respawn */
486 #define EV_Item_RespawnCountdown(i, o) \
487 /** item name */ i(string, MUTATOR_ARGV_0_string) \
488 /**/ o(string, MUTATOR_ARGV_0_string) \
489 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
490 /**/ o(vector, MUTATOR_ARGV_1_vector) \
492 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
494 /** called when a bot checks a target to attack */
495 #define EV_BotShouldAttack(i, o) \
496 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
497 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
499 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
502 * called whenever a player goes through a portal gun teleport
503 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
505 #define EV_PortalTeleport(i, o) \
506 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
508 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
511 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
512 * normally help me ping uses .waypointsprite_attachedforcarrier,
513 * but if your mutator uses something different then you can handle it
514 * in a special manner using this hook
516 #define EV_HelpMePing(i, o) \
517 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
519 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
522 * called when a vehicle initializes
523 * return true to remove the vehicle
525 #define EV_VehicleSpawn(i, o) \
526 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
528 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
531 * called when a player enters a vehicle
532 * allows mutators to set special settings in this event
534 #define EV_VehicleEnter(i, o) \
535 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
536 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
538 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
541 * called when a player touches a vehicle
542 * return true to stop player from entering the vehicle
544 #define EV_VehicleTouch(i, o) \
545 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
546 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
548 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
551 * called when a player exits a vehicle
552 * allows mutators to set special settings in this event
554 #define EV_VehicleExit(i, o) \
555 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
556 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
558 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
560 /** called when a speedrun is aborted and the player is teleported back to start position */
561 #define EV_AbortSpeedrun(i, o) \
562 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
564 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
566 /** called at when a item is touched. Called early, can edit item properties. */
567 #define EV_ItemTouch(i, o) \
568 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
569 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
570 /**/ o(entity, MUTATOR_ARGV_1_entity) \
572 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
575 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
576 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
577 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
580 /** called at when a player connect */
581 #define EV_ClientConnect(i, o) \
582 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
584 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
586 #define EV_HavocBot_ChooseRole(i, o) \
587 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
589 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
591 /** called when a target is checked for accuracy */
592 #define EV_AccuracyTargetValid(i, o) \
593 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
594 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
596 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
598 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
599 MUT_ACCADD_INVALID, // return this flag to make the function always continue
600 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
603 /** Called when clearing the global parameters for a model */
604 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
606 /** Called when getting the global parameters for a model */
607 #define EV_GetModelParams(i, o) \
608 /** input */ i(string, MUTATOR_ARGV_0_string) \
609 /** command */ i(string, MUTATOR_ARGV_1_string) \
611 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
613 /** called when a bullet has hit a target */
614 #define EV_FireBullet_Hit(i, o) \
615 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
616 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
617 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
618 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
619 /** damage */ i(float, MUTATOR_ARGV_4_float) \
620 /**/ o(float, MUTATOR_ARGV_4_float) \
622 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
624 #define EV_FixPlayermodel(i, o) \
625 /** model */ i(string, MUTATOR_ARGV_0_string) \
626 /**/ o(string, MUTATOR_ARGV_0_string) \
627 /** skin */ i(int, MUTATOR_ARGV_1_int) \
628 /**/ o(int, MUTATOR_ARGV_1_int) \
629 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
631 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
633 /** Return error to play frag remaining announcements */
634 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
636 #define EV_GrappleHookThink(i, o) \
637 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
638 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
639 /**/ o(int, MUTATOR_ARGV_1_int) \
640 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
641 /**/ o(entity, MUTATOR_ARGV_2_entity) \
642 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
643 /**/ o(float, MUTATOR_ARGV_3_float) \
645 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
647 #define EV_BuffModel_Customize(i, o) \
648 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
649 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
651 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
653 /** called at when a buff is touched. Called early, can edit buff properties. */
654 #define EV_BuffTouch(i, o) \
655 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
656 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
657 /**/ o(entity, MUTATOR_ARGV_1_entity) \
659 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
661 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
663 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
665 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
667 #define EV_GetRecords(i, o) \
668 /** page */ i(int, MUTATOR_ARGV_0_int) \
669 /** record list */ i(string, MUTATOR_ARGV_1_string) \
670 /**/ o(string, MUTATOR_ARGV_1_string) \
672 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
674 #define EV_Race_FinalCheckpoint(i, o) \
675 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
677 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
679 /** called when player triggered kill (or is changing teams), return error to not do anything */
680 #define EV_ClientKill(i, o) \
681 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
682 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
683 /**/ o(float, MUTATOR_ARGV_1_float) \
685 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
687 #define EV_FixClientCvars(i, o) \
688 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
690 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
692 #define EV_SpectateSet(i, o) \
693 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
694 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
695 /**/ o(entity, MUTATOR_ARGV_1_entity) \
697 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
699 #define EV_SpectateNext(i, o) \
700 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
701 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
702 /**/ o(entity, MUTATOR_ARGV_1_entity) \
704 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
706 #define EV_SpectatePrev(i, o) \
707 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
708 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
709 /**/ o(entity, MUTATOR_ARGV_1_entity) \
710 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
712 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
715 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
716 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
717 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
720 /** called when player triggered kill (or is changing teams), return error to not do anything */
721 #define EV_Bot_FixCount(i, o) \
722 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
723 /**/ o(int, MUTATOR_ARGV_0_int) \
724 /** real players */ i(int, MUTATOR_ARGV_1_int) \
725 /**/ o(int, MUTATOR_ARGV_1_int) \
727 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
729 #define EV_ClientCommand_Spectate(i, o) \
730 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
732 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
735 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
736 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
737 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
740 #define EV_CheckRules_World(i, o) \
741 /** status */ i(float, MUTATOR_ARGV_0_float) \
742 /**/ o(float, MUTATOR_ARGV_0_float) \
743 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
744 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
746 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
748 #define EV_WantWeapon(i, o) \
749 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
750 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
751 /**/ o(float, MUTATOR_ARGV_1_float) \
752 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
753 /**/ o(bool, MUTATOR_ARGV_2_bool) \
754 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
755 /**/ o(bool, MUTATOR_ARGV_3_bool) \
757 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
759 #define EV_AddPlayerScore(i, o) \
760 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
761 /** score */ i(float, MUTATOR_ARGV_1_float) \
762 /**/ o(float, MUTATOR_ARGV_1_float) \
763 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
765 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
767 #define EV_GetPlayerStatus(i, o) \
768 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
770 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
772 #define EV_SetWeaponArena(i, o) \
773 /** arena */ i(string, MUTATOR_ARGV_0_string) \
774 /**/ o(string, MUTATOR_ARGV_0_string) \
776 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
778 #define EV_DropSpecialItems(i, o) \
779 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
781 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
784 * called when an admin tries to kill all monsters
785 * return 1 to prevent spawning
787 #define EV_AllowMobButcher(i, o) \
788 /** reason */ o(string, MUTATOR_ARGV_0_string) \
790 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
792 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
794 #define EV_SendWaypoint(i, o) \
795 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
796 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
797 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
798 /**/ o(int, MUTATOR_ARGV_2_int) \
799 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
800 /**/ o(int, MUTATOR_ARGV_3_int) \
802 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
804 #define EV_TurretValidateTarget(i, o) \
805 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
806 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
807 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
808 /** target score */ o(float, MUTATOR_ARGV_3_float) \
810 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
812 #define EV_TurretThink(i, o) \
813 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
815 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
817 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
820 #define EV_PrepareExplosionByDamage(i, o) \
821 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
822 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
824 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
826 /** called when a monster model is about to be set, allows custom paths etc. */
827 #define EV_MonsterModel(i, o) \
828 /** model */ i(string, MUTATOR_ARGV_0_string) \
829 /** output */ i(string, MUTATOR_ARGV_1_string) \
830 /**/ o(string, MUTATOR_ARGV_1_string) \
832 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
835 #define EV_Player_ChangeTeam(i, o) \
836 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
837 /** current team */ i(float, MUTATOR_ARGV_1_float) \
838 /** new team */ i(float, MUTATOR_ARGV_2_float) \
840 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
843 #define EV_URI_GetCallback(i, o) \
844 /** id */ i(float, MUTATOR_ARGV_0_float) \
845 /** status */ i(float, MUTATOR_ARGV_1_float) \
846 /** data */ i(string, MUTATOR_ARGV_2_string) \
848 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
851 * return true to prevent weapon use for a player
853 #define EV_ForbidWeaponUse(i, o) \
854 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
856 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);