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 a player presses the jump key */
97 #define EV_PlayerJump(i, o) \
98 /**/ i(float, player_multijump) \
99 /**/ i(float, player_jumpheight) \
100 /**/ o(float, player_multijump) \
101 /**/ o(float, player_jumpheight) \
103 float player_multijump;
104 float player_jumpheight;
105 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
107 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
108 #define EV_GiveFragsForKill(i, o) \
109 /** same as self */ i(entity, frag_attacker) \
110 /**/ i(entity, frag_target) \
111 /**/ i(float, frag_score) \
112 /**/ o(float, frag_score) \
115 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
117 /** called when the match ends */
118 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
120 /** should adjust ret_float to contain the team count */
121 #define EV_GetTeamCount(i, o) \
122 /**/ i(float, ret_float) \
123 /**/ o(float, ret_float) \
126 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
128 /** copies variables for spectating "other" to "self" */
129 #define EV_SpectateCopy(i, o) \
130 /**/ i(entity, other) \
131 /**/ i(entity, self) \
133 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
135 /** called when formatting a chat message to replace fancy functions */
136 #define EV_FormatMessage(i, o) \
137 /**/ i(string, format_escape) \
138 /**/ i(string, format_replacement) \
139 /**/ o(string, format_replacement) \
140 /**/ i(string, format_message) \
142 string format_escape;
143 string format_replacement;
144 string format_message;
145 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
147 /** returns 1 if throwing the current weapon shall not be allowed */
148 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
150 /** allows changing attack rate */
151 #define EV_WeaponRateFactor(i, o) \
152 /**/ i(float, weapon_rate) \
153 /**/ o(float, weapon_rate) \
156 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
158 /** allows changing weapon speed (projectiles mostly) */
159 #define EV_WeaponSpeedFactor(i, o) \
160 /**/ i(float, ret_float) \
161 /**/ o(float, ret_float) \
163 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
165 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
166 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
168 /** called every frame. customizes the waypoint for spectators */
169 #define EV_CustomizeWaypoint(i, o) \
170 /** waypoint */ i(entity, self) \
171 /** player; other.enemy = spectator */ i(entity, other) \
173 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
176 * 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)
177 * return error to request removal
179 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
181 /** return error to request removal */
182 #define EV_TurretSpawn(i, o) \
183 /** turret */ i(entity, self) \
185 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
187 /** return error to not attack */
188 #define EV_TurretFire(i, o) \
189 /** turret */ i(entity, self) \
191 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
193 /** return error to not attack */
194 #define EV_Turret_CheckFire(i, o) \
195 /**/ i(bool, ret_bool) \
196 /**/ o(bool, ret_bool) \
199 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
201 /** return error to prevent entity spawn, or modify the entity */
202 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
204 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
205 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
207 /** TODO change this into a general PlayerPostThink hook? */
208 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
211 * called before any player physics, may adjust variables for movement,
212 * is run AFTER bot code and idle checking
214 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
216 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
217 #define EV_GetCvars(i, o) \
218 /**/ i(float, get_cvars_f) \
219 /**/ i(string, get_cvars_s) \
223 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
225 /** can edit any "just fired" projectile */
226 #define EV_EditProjectile(i, o) \
227 /**/ i(entity, self) \
228 /**/ i(entity, other) \
230 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
232 /** called when a monster spawns */
233 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
235 /** called when a monster dies */
236 #define EV_MonsterDies(i, o) \
237 /**/ i(entity, frag_attacker) \
239 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
241 /** called when a monster dies */
242 #define EV_MonsterRemove(i, o) \
243 /**/ i(entity, rem_mon) \
245 entity rem_mon; // avoiding ovewriting self & other
246 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
248 /** called when a monster wants to respawn */
249 #define EV_MonsterRespawn(i, o) \
250 /**/ i(entity, other) \
252 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
254 /** called when a monster is dropping loot */
255 #define EV_MonsterDropItem(i, o) \
256 /**/ i(entity, other) \
257 /**/ o(entity, other) \
259 .void() monster_loot;
260 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
263 * called when a monster moves
264 * returning true makes the monster stop
266 #define EV_MonsterMove(i, o) \
267 /**/ i(float, monster_speed_run) \
268 /**/ o(float, monster_speed_run) \
269 /**/ i(float, monster_speed_walk) \
270 /**/ o(float, monster_speed_walk) \
271 /**/ i(entity, monster_target) \
273 float monster_speed_run;
274 float monster_speed_walk;
275 entity monster_target;
276 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
278 /** called when a monster looks for another target */
279 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
281 /** called to change a random monster to a miniboss */
282 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
285 * called when a player tries to spawn a monster
286 * return 1 to prevent spawning
288 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
290 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
291 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
292 /**/ i(entity, frag_inflictor) \
293 /**/ i(entity, frag_attacker) \
294 /** same as self */ i(entity, frag_target) \
295 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
296 /**/ i(float, damage_take) \
297 /**/ o(float, damage_take) \
298 /**/ i(float, damage_save) \
299 /**/ o(float, damage_save) \
304 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
307 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
308 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
310 #define EV_PlayerDamage_Calculate(i, o) \
311 /**/ i(entity, frag_attacker) \
312 /**/ i(entity, frag_target) \
313 /**/ i(float, frag_deathtype) \
314 /**/ i(float, frag_damage) \
315 /**/ o(float, frag_damage) \
316 /**/ i(float, frag_mirrordamage) \
317 /**/ o(float, frag_mirrordamage) \
318 /**/ i(vector, frag_force) \
319 /**/ o(vector, frag_force) \
322 float frag_mirrordamage;
324 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
327 * Called when a player is damaged
329 #define EV_PlayerDamaged(i, o) \
330 /** attacker */ i(entity, mutator_argv_entity_0) \
331 /** target */ i(entity, mutator_argv_entity_1) \
332 /** health */ i(int, mutator_argv_int_0) \
333 /** armor */ i(int, mutator_argv_int_1) \
334 /** location */ i(vector, mutator_argv_vector_0) \
336 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
338 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
339 #define EV_PlayerPowerups(i, o) \
340 /**/ i(entity, self) \
341 /**/ i(int, olditems) \
344 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
347 * called every player think frame
348 * return 1 to disable regen
351 float regen_mod_regen;
353 float regen_mod_limit;
355 float regen_health_linear;
356 float regen_health_rot;
357 float regen_health_rotlinear;
358 float regen_health_stable;
359 float regen_health_rotstable;
360 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
363 * called when the use key is pressed
364 * if MUTATOR_RETURNVALUE is 1, don't do anything
365 * return 1 if the use key actually did something
367 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
370 * called when a client command is parsed
371 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
372 * NOTE: return true if you handled the command, return false to continue handling
373 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
375 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
377 * if (MUTATOR_RETURNVALUE) // command was already handled?
379 * if (cmd_name == "echocvar" && cmd_argc >= 2)
381 * print(cvar_string(argv(1)), "\n");
384 * if (cmd_name == "echostring" && cmd_argc >= 2)
386 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
392 #define EV_SV_ParseClientCommand(i, o) \
393 /** command name */ i(string, cmd_name) \
394 /** also, argv() can be used */ i(int, cmd_argc) \
395 /** whole command, use only if you really have to */ i(string, cmd_string) \
400 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
403 * called when a spawnpoint is being evaluated
404 * return 1 to make the spawnpoint unusable
406 #define EV_Spawn_Score(i, o) \
407 /** player wanting to spawn */ i(entity, self) \
408 /** spot to be evaluated */ i(entity, spawn_spot) \
409 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
410 /**/ o(vector, spawn_score) \
413 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
415 /** runs globally each server frame */
416 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
418 #define EV_SetModname(i, o) \
419 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
422 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
425 * called for each item being spawned on a map, including dropped weapons
426 * return 1 to remove an item
428 #define EV_Item_Spawn(i, o) \
429 /** the item */ i(entity, self) \
431 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
433 #define EV_SetWeaponreplace(i, o) \
434 /** map entity */ i(entity, self) \
435 /** weapon info */ i(entity, other) \
436 /**/ i(string, ret_string) \
437 /**/ o(string, ret_string) \
439 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
441 /** called when an item is about to respawn */
442 #define EV_Item_RespawnCountdown(i, o) \
443 /**/ i(string, item_name) \
444 /**/ o(string, item_name) \
445 /**/ i(vector, item_color) \
446 /**/ o(vector, item_color) \
450 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
452 /** called when a bot checks a target to attack */
453 #define EV_BotShouldAttack(i, o) \
454 /**/ i(entity, checkentity) \
457 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
460 * called whenever a player goes through a portal gun teleport
461 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
463 #define EV_PortalTeleport(i, o) \
464 /**/ i(entity, self) \
466 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
469 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
470 * normally help me ping uses self.waypointsprite_attachedforcarrier,
471 * but if your mutator uses something different then you can handle it
472 * in a special manner using this hook
474 #define EV_HelpMePing(i, o) \
475 /** the player who pressed impulse 33 */ i(entity, self) \
477 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
480 * called when a vehicle initializes
481 * return true to remove the vehicle
483 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
486 * called when a player enters a vehicle
487 * allows mutators to set special settings in this event
489 #define EV_VehicleEnter(i, o) \
490 /** player */ i(entity, vh_player) \
491 /** vehicle */ i(entity, vh_vehicle) \
495 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
498 * called when a player touches a vehicle
499 * return true to stop player from entering the vehicle
501 #define EV_VehicleTouch(i, o) \
502 /** vehicle */ i(entity, self) \
503 /** player */ i(entity, other) \
505 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
508 * called when a player exits a vehicle
509 * allows mutators to set special settings in this event
511 #define EV_VehicleExit(i, o) \
512 /** player */ i(entity, vh_player) \
513 /** vehicle */ i(entity, vh_vehicle) \
515 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
517 /** called when a speedrun is aborted and the player is teleported back to start position */
518 #define EV_AbortSpeedrun(i, o) \
519 /** player */ i(entity, self) \
521 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
523 /** called at when a item is touched. Called early, can edit item properties. */
524 #define EV_ItemTouch(i, o) \
525 /** item */ i(entity, self) \
526 /** player */ i(entity, other) \
528 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
531 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
532 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
533 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
536 /** called at when a player connect */
537 #define EV_ClientConnect(i, o) \
538 /** player */ i(entity, self) \
540 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
542 #define EV_HavocBot_ChooseRole(i, o) \
543 /**/ i(entity, self) \
545 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
547 /** called when a target is checked for accuracy */
548 #define EV_AccuracyTargetValid(i, o) \
549 /** attacker */ i(entity, frag_attacker) \
550 /** target */ i(entity, frag_target) \
552 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
554 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
555 MUT_ACCADD_INVALID, // return this flag to make the function always continue
556 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
559 /** Called when clearing the global parameters for a model */
560 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
562 /** Called when getting the global parameters for a model */
563 #define EV_GetModelParams(i, o) \
564 /** entity id */ i(string, checkmodel_input) \
565 /** entity id */ i(string, checkmodel_command) \
567 string checkmodel_input, checkmodel_command;
568 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
570 /** called when a bullet has hit a target */
571 #define EV_FireBullet_Hit(i, o) \
572 /**/ i(entity, self) \
573 /**/ i(entity, bullet_hit) \
574 /**/ i(vector, bullet_startpos) \
575 /**/ i(vector, bullet_endpos) \
576 /**/ i(float, frag_damage) \
577 /**/ o(float, frag_damage) \
580 //vector bullet_hitloc; // the end pos matches the hit location, apparently
581 vector bullet_startpos;
582 vector bullet_endpos;
584 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
586 #define EV_FixPlayermodel(i, o) \
587 /**/ i(string, ret_string) \
588 /**/ o(string, ret_string) \
589 /**/ i(int, ret_int) \
590 /**/ o(int, ret_int) \
593 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
595 /** Return error to play frag remaining announcements */
596 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
598 #define EV_GrappleHookThink(i, o) \
599 /**/ i(entity, self) \
600 /**/ i(int, hook_tarzan) \
601 /**/ o(int, hook_tarzan) \
602 /**/ i(entity, hook_pullentity) \
603 /**/ o(entity, hook_pullentity) \
604 /**/ i(float, hook_velmultiplier) \
605 /**/ o(float, hook_velmultiplier) \
608 entity hook_pullentity;
609 float hook_velmultiplier;
610 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);