/**/
MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
+/**
+ * return true to prevent a spectator/observer to spawn as player
+ */
+ #define EV_ForbidSpawn(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
+
/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
#define EV_PlayerSpawn(i, o) \
/** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
- /** spot that was used, or world */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
/**/
MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
+/** allows overriding the frag centerprint messages */
+#define EV_FragCenterMessage(i, o) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
+ /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
+ /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
+ /**/
+MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
+
/** called when a player dies to e.g. remove stuff he was carrying */
#define EV_PlayHitsound(i, o) \
/** victim */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
/** called when the match ends */
MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
-/** should adjust number to contain the team count */
-#define EV_GetTeamCount(i, o) \
- /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
+/** allows adjusting allowed teams */
+#define EV_CheckAllowedTeams(i, o) \
+ /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
/**/ o(float, MUTATOR_ARGV_0_float) \
/** team entity name */ i(string, MUTATOR_ARGV_1_string) \
/**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
+MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
-/** copies variables for spectating "other" to "self" */
+/** copies variables for spectating "spectatee" to "this" */
#define EV_SpectateCopy(i, o) \
/** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
/** client */ i(entity, MUTATOR_ARGV_1_entity) \
/** returns true if dropping the current weapon shall not be allowed at any time including death */
#define EV_ForbidDropCurrentWeapon(i, o) \
- /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
/**
- * 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)
+ * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
* return error to request removal
*/
#define EV_FilterItem(i, o) \
MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
/** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
-MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
+#define EV_PlayerPreThink(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
/** TODO change this into a general PlayerPostThink hook? */
-MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
+#define EV_GetPressedKeys(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
/** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
#define EV_GetCvars(i, o) \
/** called when a monster looks for another target */
MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
+/**
+ * called when validating a monster's target
+ */
+#define EV_MonsterValidTarget(i, o) \
+ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/
+MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
+
/** called to change a random monster to a miniboss */
#define EV_MonsterCheckBossFlag(i, o) \
/** monster */ i(entity, MUTATOR_ARGV_0_entity) \
* Called by W_DecreaseAmmo
*/
#define EV_W_DecreaseAmmo(i, o) \
- /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
/**/
MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
-/** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
+/** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
#define EV_PlayerPowerups(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/** old items */ i(int, MUTATOR_ARGV_1_int) \
* called every player think frame
* return 1 to disable regen
*/
-float regen_mod_max;
-float regen_mod_regen;
-float regen_mod_rot;
-float regen_mod_limit;
-float regen_health;
-float regen_health_linear;
-float regen_health_rot;
-float regen_health_rotlinear;
-float regen_health_stable;
-float regen_health_rotstable;
-MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
+ #define EV_PlayerRegen(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
+ /**/ o(float, MUTATOR_ARGV_1_float) \
+ /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
+ /**/ o(float, MUTATOR_ARGV_2_float) \
+ /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
+ /**/ o(float, MUTATOR_ARGV_3_float) \
+ /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
+ /**/ o(float, MUTATOR_ARGV_4_float) \
+ /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
+ /**/ o(float, MUTATOR_ARGV_5_float) \
+ /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
+ /**/ o(float, MUTATOR_ARGV_6_float) \
+ /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
+ /**/ o(float, MUTATOR_ARGV_7_float) \
+ /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
+ /**/ o(float, MUTATOR_ARGV_8_float) \
+ /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
+ /**/ o(float, MUTATOR_ARGV_9_float) \
+ /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
+ /**/ o(float, MUTATOR_ARGV_10_float) \
+ /**/
+MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
/**
* called when the use key is pressed
* if MUTATOR_RETURNVALUE is 1, don't do anything
* return 1 if the use key actually did something
*/
-MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
+ #define EV_PlayerUseKey(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
/**
* called when a client command is parsed
#define EV_Spawn_Score(i, o) \
/** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
/** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
- /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_0_vector) \
- /**/ o(vector, MUTATOR_ARGV_0_vector) \
+ /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
+ /**/ o(vector, MUTATOR_ARGV_2_vector) \
/**/
MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
/**
- * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
- * normally help me ping uses self.waypointsprite_attachedforcarrier,
+ * called whenever a player uses impulse 33 (help me) in impulse.qc
+ * normally help me ping uses .waypointsprite_attachedforcarrier,
* but if your mutator uses something different then you can handle it
* in a special manner using this hook
*/
/**
* called when a vehicle initializes
- * return true to remove the vehicle
+ * return false to remove the vehicle
*/
-#define EV_VehicleSpawn(i, o) \
+#define EV_VehicleInit(i, o) \
/** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
+MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
/**
* called when a player enters a vehicle
#define EV_ItemTouch(i, o) \
/** item */ i(entity, MUTATOR_ARGV_0_entity) \
/** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
/**/ o(string, MUTATOR_ARGV_0_string) \
/** skin */ i(int, MUTATOR_ARGV_1_int) \
/**/ o(int, MUTATOR_ARGV_1_int) \
+ /** player */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
#define EV_BuffTouch(i, o) \
/** buff */ i(entity, MUTATOR_ARGV_0_entity) \
/** player */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
#define EV_GetRecords(i, o) \
- /** page */ i(int, MUTATOR_ARGV_1_int) \
+ /** page */ i(int, MUTATOR_ARGV_0_int) \
/** record list */ i(string, MUTATOR_ARGV_1_string) \
/**/ o(string, MUTATOR_ARGV_1_string) \
/**/
MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
#define EV_SpectateSet(i, o) \
- /**/ i(entity, __self) \
- /**/ i(entity, spec_player) \
- /**/ o(entity, spec_player) \
+ /** client */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
/**/
-entity spec_player;
MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
#define EV_SpectateNext(i, o) \
- /**/ i(entity, __self) \
- /**/ i(entity, spec_player) \
- /**/ o(entity, spec_player) \
+ /** client */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
#define EV_SpectatePrev(i, o) \
- /**/ i(entity, __self) \
- /**/ i(entity, spec_player) \
- /**/ o(entity, spec_player) \
- /**/ i(entity, spec_first) \
+ /** client */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
+ /** first */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
-entity spec_first;
MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
enum {
/** called when player triggered kill (or is changing teams), return error to not do anything */
#define EV_Bot_FixCount(i, o) \
- /**/ i(int, bot_activerealplayers) \
- /**/ o(int, bot_activerealplayers) \
- /**/ i(int, bot_realplayers) \
- /**/ o(int, bot_realplayers) \
+ /** active real players */ i(int, MUTATOR_ARGV_0_int) \
+ /**/ o(int, MUTATOR_ARGV_0_int) \
+ /** real players */ i(int, MUTATOR_ARGV_1_int) \
+ /**/ o(int, MUTATOR_ARGV_1_int) \
/**/
-int bot_activerealplayers;
-int bot_realplayers;
MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
#define EV_ClientCommand_Spectate(i, o) \
- /**/ i(entity, __self) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
#define EV_AddPlayerScore(i, o) \
- /** score field */ i(int, MUTATOR_ARGV_0_int) \
+ /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
/** score */ i(float, MUTATOR_ARGV_1_float) \
/**/ o(float, MUTATOR_ARGV_1_float) \
/** player */ i(entity, MUTATOR_ARGV_2_entity) \
MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
#define EV_SendWaypoint(i, o) \
- /**/ i(entity, __self) \
- /**/ i(entity, wp_sendto) \
- /**/ i(int, wp_sendflags) \
- /**/ o(int, wp_sendflags) \
- /**/ i(int, wp_flag) \
- /**/ o(int, wp_flag) \
- /**/
-entity wp_sendto;
-int wp_sendflags;
-int wp_flag;
+ /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** to */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** send flags */ i(int, MUTATOR_ARGV_2_int) \
+ /**/ o(int, MUTATOR_ARGV_2_int) \
+ /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
+ /**/ o(int, MUTATOR_ARGV_3_int) \
+ /**/
MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
#define EV_TurretValidateTarget(i, o) \
MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
#define EV_TurretThink(i, o) \
- /**/ i(entity, __self) \
+ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
/** */
#define EV_PrepareExplosionByDamage(i, o) \
/** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
- /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
/** called when a monster model is about to be set, allows custom paths etc. */
#define EV_MonsterModel(i, o) \
- /**/ i(string, monster_model) \
- /**/ i(string, monster_model_output) \
- /**/ o(string, monster_model_output) \
+ /** model */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-string monster_model;
-string monster_model_output;
MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
/**/
#define EV_Player_ChangeTeam(i, o) \
- /**/ i(entity, __self) \
- /**/ i(float, pct_curteam) \
- /**/ i(float, pct_newteam) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** current team */ i(float, MUTATOR_ARGV_1_float) \
+ /** new team */ i(float, MUTATOR_ARGV_2_float) \
/**/
-float pct_curteam;
-float pct_newteam;
MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
/**/
#define EV_URI_GetCallback(i, o) \
- /**/ i(float, uricb_id) \
- /**/ i(float, uricb_status) \
- /**/ i(string, uricb_data) \
+ /** id */ i(float, MUTATOR_ARGV_0_float) \
+ /** status */ i(float, MUTATOR_ARGV_1_float) \
+ /** data */ i(string, MUTATOR_ARGV_2_string) \
/**/
-float uricb_id;
-float uricb_status;
-string uricb_data;
MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
+
+/**
+ * return true to prevent weapon use for a player
+ */
+ #define EV_ForbidWeaponUse(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
+
+/** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
+#define EV_CopyBody(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
+ /**/
+MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);