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) \
141 string format_escape;
142 string format_replacement;
143 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
145 /** returns 1 if throwing the current weapon shall not be allowed */
146 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, 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 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
179 /** return error to request removal */
180 #define EV_TurretSpawn(i, o) \
181 /** turret */ i(entity, self) \
183 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
185 /** return error to not attack */
186 #define EV_TurretFire(i, o) \
187 /** turret */ i(entity, self) \
189 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
191 /** return error to not attack */
192 #define EV_Turret_CheckFire(i, o) \
193 /**/ i(bool, ret_bool) \
194 /**/ o(bool, ret_bool) \
197 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
199 /** return error to prevent entity spawn, or modify the entity */
200 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
202 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
203 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
205 /** TODO change this into a general PlayerPostThink hook? */
206 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
209 * called before any player physics, may adjust variables for movement,
210 * is run AFTER bot code and idle checking
212 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
214 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
215 #define EV_GetCvars(i, o) \
216 /**/ i(float, get_cvars_f) \
217 /**/ i(string, get_cvars_s) \
221 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
223 /** can edit any "just fired" projectile */
224 #define EV_EditProjectile(i, o) \
225 /**/ i(entity, self) \
226 /**/ i(entity, other) \
228 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
230 /** called when a monster spawns */
231 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
233 /** called when a monster dies */
234 #define EV_MonsterDies(i, o) \
235 /**/ i(entity, frag_attacker) \
237 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
239 /** called when a monster dies */
240 #define EV_MonsterRemove(i, o) \
241 /**/ i(entity, rem_mon) \
243 entity rem_mon; // avoiding ovewriting self & other
244 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
246 /** called when a monster wants to respawn */
247 #define EV_MonsterRespawn(i, o) \
248 /**/ i(entity, other) \
250 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
252 /** called when a monster is dropping loot */
253 #define EV_MonsterDropItem(i, o) \
254 /**/ i(entity, other) \
255 /**/ o(entity, other) \
257 .void() monster_loot;
258 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
261 * called when a monster moves
262 * returning true makes the monster stop
264 #define EV_MonsterMove(i, o) \
265 /**/ i(float, monster_speed_run) \
266 /**/ o(float, monster_speed_run) \
267 /**/ i(float, monster_speed_walk) \
268 /**/ o(float, monster_speed_walk) \
269 /**/ i(entity, monster_target) \
271 float monster_speed_run;
272 float monster_speed_walk;
273 entity monster_target;
274 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
276 /** called when a monster looks for another target */
277 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
279 /** called to change a random monster to a miniboss */
280 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
283 * called when a player tries to spawn a monster
284 * return 1 to prevent spawning
286 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
288 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
289 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
290 /**/ i(entity, frag_inflictor) \
291 /**/ i(entity, frag_attacker) \
292 /** same as self */ i(entity, frag_target) \
293 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
294 /**/ i(float, damage_take) \
295 /**/ o(float, damage_take) \
296 /**/ i(float, damage_save) \
297 /**/ o(float, damage_save) \
302 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
305 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
306 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
308 #define EV_PlayerDamage_Calculate(i, o) \
309 /**/ i(entity, frag_attacker) \
310 /**/ i(entity, frag_target) \
311 /**/ i(float, frag_deathtype) \
312 /**/ i(float, frag_damage) \
313 /**/ o(float, frag_damage) \
314 /**/ i(float, frag_mirrordamage) \
315 /**/ o(float, frag_mirrordamage) \
316 /**/ i(vector, frag_force) \
317 /**/ o(vector, frag_force) \
320 float frag_mirrordamage;
322 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
325 * Called when a player is damaged
327 #define EV_PlayerDamaged(i, o) \
328 /** attacker */ i(entity, mutator_argv_entity_0) \
329 /** target */ i(entity, mutator_argv_entity_1) \
330 /** health */ i(int, mutator_argv_int_0) \
331 /** armor */ i(int, mutator_argv_int_1) \
332 /** location */ i(vector, mutator_argv_vector_0) \
334 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
336 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
337 #define EV_PlayerPowerups(i, o) \
338 /**/ i(entity, self) \
339 /**/ i(int, olditems) \
342 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
345 * called every player think frame
346 * return 1 to disable regen
349 float regen_mod_regen;
351 float regen_mod_limit;
353 float regen_health_linear;
354 float regen_health_rot;
355 float regen_health_rotlinear;
356 float regen_health_stable;
357 float regen_health_rotstable;
358 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
361 * called when the use key is pressed
362 * if MUTATOR_RETURNVALUE is 1, don't do anything
363 * return 1 if the use key actually did something
365 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
368 * called when a client command is parsed
369 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
370 * NOTE: return true if you handled the command, return false to continue handling
371 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
373 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
375 * if (MUTATOR_RETURNVALUE) // command was already handled?
377 * if (cmd_name == "echocvar" && cmd_argc >= 2)
379 * print(cvar_string(argv(1)), "\n");
382 * if (cmd_name == "echostring" && cmd_argc >= 2)
384 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
390 #define EV_SV_ParseClientCommand(i, o) \
391 /** command name */ i(string, cmd_name) \
392 /** also, argv() can be used */ i(int, cmd_argc) \
393 /** whole command, use only if you really have to */ i(string, cmd_string) \
398 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
401 * called when a spawnpoint is being evaluated
402 * return 1 to make the spawnpoint unusable
404 #define EV_Spawn_Score(i, o) \
405 /** player wanting to spawn */ i(entity, self) \
406 /** spot to be evaluated */ i(entity, spawn_spot) \
407 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
408 /**/ o(vector, spawn_score) \
411 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
413 /** runs globally each server frame */
414 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
416 #define EV_SetModname(i, o) \
417 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
420 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
423 * called for each item being spawned on a map, including dropped weapons
424 * return 1 to remove an item
426 #define EV_Item_Spawn(i, o) \
427 /** the item */ i(entity, self) \
429 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
431 #define EV_SetWeaponreplace(i, o) \
432 /** map entity */ i(entity, self) \
433 /** weapon info */ i(entity, other) \
434 /**/ i(string, ret_string) \
435 /**/ o(string, ret_string) \
437 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
439 /** called when an item is about to respawn */
440 #define EV_Item_RespawnCountdown(i, o) \
441 /**/ i(string, item_name) \
442 /**/ o(string, item_name) \
443 /**/ i(vector, item_color) \
444 /**/ o(vector, item_color) \
448 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
450 /** called when a bot checks a target to attack */
451 #define EV_BotShouldAttack(i, o) \
452 /**/ i(entity, checkentity) \
455 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
458 * called whenever a player goes through a portal gun teleport
459 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
461 #define EV_PortalTeleport(i, o) \
462 /**/ i(entity, self) \
464 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
467 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
468 * normally help me ping uses self.waypointsprite_attachedforcarrier,
469 * but if your mutator uses something different then you can handle it
470 * in a special manner using this hook
472 #define EV_HelpMePing(i, o) \
473 /** the player who pressed impulse 33 */ i(entity, self) \
475 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
478 * called when a vehicle initializes
479 * return true to remove the vehicle
481 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
484 * called when a player enters a vehicle
485 * allows mutators to set special settings in this event
487 #define EV_VehicleEnter(i, o) \
488 /** player */ i(entity, vh_player) \
489 /** vehicle */ i(entity, vh_vehicle) \
493 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
496 * called when a player touches a vehicle
497 * return true to stop player from entering the vehicle
499 #define EV_VehicleTouch(i, o) \
500 /** vehicle */ i(entity, self) \
501 /** player */ i(entity, other) \
503 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
506 * called when a player exits a vehicle
507 * allows mutators to set special settings in this event
509 #define EV_VehicleExit(i, o) \
510 /** player */ i(entity, vh_player) \
511 /** vehicle */ i(entity, vh_vehicle) \
513 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
515 /** called when a speedrun is aborted and the player is teleported back to start position */
516 #define EV_AbortSpeedrun(i, o) \
517 /** player */ i(entity, self) \
519 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
521 /** called at when a item is touched. Called early, can edit item properties. */
522 #define EV_ItemTouch(i, o) \
523 /** item */ i(entity, self) \
524 /** player */ i(entity, other) \
526 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
529 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
530 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
531 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
534 /** called at when a player connect */
535 #define EV_ClientConnect(i, o) \
536 /** player */ i(entity, self) \
538 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
540 #define EV_HavocBot_ChooseRole(i, o) \
541 /**/ i(entity, self) \
543 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
545 /** called when a target is checked for accuracy */
546 #define EV_AccuracyTargetValid(i, o) \
547 /** attacker */ i(entity, frag_attacker) \
548 /** target */ i(entity, frag_target) \
550 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
552 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
553 MUT_ACCADD_INVALID, // return this flag to make the function always continue
554 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
557 /** Called when clearing the global parameters for a model */
558 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
560 /** Called when getting the global parameters for a model */
561 #define EV_GetModelParams(i, o) \
562 /** entity id */ i(string, checkmodel_input) \
563 /** entity id */ i(string, checkmodel_command) \
565 string checkmodel_input, checkmodel_command;
566 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
568 /** called when a bullet has hit a target */
569 #define EV_FireBullet_Hit(i, o) \
570 /**/ i(entity, self) \
571 /**/ i(entity, bullet_hit) \
572 /**/ i(vector, bullet_startpos) \
573 /**/ i(vector, bullet_endpos) \
574 /**/ i(float, frag_damage) \
575 /**/ o(float, frag_damage) \
578 //vector bullet_hitloc; // the end pos matches the hit location, apparently
579 vector bullet_startpos;
580 vector bullet_endpos;
582 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
584 #define EV_FixPlayermodel(i, o) \
585 /**/ i(string, ret_string) \
586 /**/ o(string, ret_string) \
588 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
590 /** Return error to play frag remaining announcements */
591 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);