/**/ i(string, format_escape) \
/**/ i(string, format_replacement) \
/**/ o(string, format_replacement) \
+ /**/ i(string, format_message) \
/**/
string format_escape;
string format_replacement;
+string format_message;
MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
/** returns 1 if throwing the current weapon shall not be allowed */
/**/
MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
+/** return error to not attack */
+#define EV_TurretFire(i, o) \
+ /** turret */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
+
+/** return error to not attack */
+#define EV_Turret_CheckFire(i, o) \
+ /**/ i(bool, ret_bool) \
+ /**/ o(bool, ret_bool) \
+ /**/
+bool ret_bool;
+MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
+
/** return error to prevent entity spawn, or modify the entity */
MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
/**/
MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
+/** called when a monster dies */
+#define EV_MonsterRemove(i, o) \
+ /**/ i(entity, rem_mon) \
+ /**/
+entity rem_mon; // avoiding ovewriting self & other
+MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
+
/** called when a monster wants to respawn */
#define EV_MonsterRespawn(i, o) \
/**/ i(entity, other) \
* i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
*/
#define EV_PlayerDamage_Calculate(i, o) \
+ /**/ i(entity, frag_inflictor) \
/**/ i(entity, frag_attacker) \
/**/ i(entity, frag_target) \
/**/ i(float, frag_deathtype) \
* called every player think frame
* return 1 to disable regen
*/
-#define EV_PlayerRegen(i, o) \
- /**/ i(float, regen_mod_max) \
- /**/ o(float, regen_mod_max) \
- /**/ i(float, regen_mod_regen) \
- /**/ o(float, regen_mod_regen) \
- /**/ i(float, regen_mod_rot) \
- /**/ o(float, regen_mod_rot) \
- /**/ i(float, regen_mod_limit) \
- /**/ o(float, regen_mod_limit) \
- /**/
float regen_mod_max;
float regen_mod_regen;
float regen_mod_rot;
float regen_mod_limit;
-MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
+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);
/**
* called when the use key is pressed
string cmd_string;
MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
+/** please read EV_SV_ParseClientCommand description before using */
+#define EV_SV_ParseServerCommand(i, o) \
+ /** command name */ i(string, cmd_name) \
+ /** also, argv() can be used */ i(int, cmd_argc) \
+ /** whole command, use only if you really have to */ i(string, cmd_string) \
+ /**/
+//string cmd_name;
+//int cmd_argc;
+//string cmd_string;
+MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
+
/**
* called when a spawnpoint is being evaluated
* return 1 to make the spawnpoint unusable
MUT_ACCADD_INVALID, // return this flag to make the function always continue
MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
};
+
+/** Called when clearing the global parameters for a model */
+MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
+
+/** Called when getting the global parameters for a model */
+#define EV_GetModelParams(i, o) \
+ /** entity id */ i(string, checkmodel_input) \
+ /** entity id */ i(string, checkmodel_command) \
+ /**/
+string checkmodel_input, checkmodel_command;
+MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
+
+/** called when a bullet has hit a target */
+#define EV_FireBullet_Hit(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(entity, bullet_hit) \
+ /**/ i(vector, bullet_startpos) \
+ /**/ i(vector, bullet_endpos) \
+ /**/ i(float, frag_damage) \
+ /**/ o(float, frag_damage) \
+ /**/
+entity bullet_hit;
+//vector bullet_hitloc; // the end pos matches the hit location, apparently
+vector bullet_startpos;
+vector bullet_endpos;
+//float frag_damage;
+MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
+
+#define EV_FixPlayermodel(i, o) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/ i(int, ret_int) \
+ /**/ o(int, ret_int) \
+ /**/
+int ret_int;
+MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
+
+/** Return error to play frag remaining announcements */
+MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
+
+#define EV_GrappleHookThink(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(int, hook_tarzan) \
+ /**/ o(int, hook_tarzan) \
+ /**/ i(entity, hook_pullentity) \
+ /**/ o(entity, hook_pullentity) \
+ /**/ i(float, hook_velmultiplier) \
+ /**/ o(float, hook_velmultiplier) \
+ /**/
+int hook_tarzan;
+entity hook_pullentity;
+float hook_velmultiplier;
+MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
+
+#define EV_BuffModel_Customize(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(entity, buff_player) \
+ /**/
+entity buff_player;
+MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
+
+/** called at when a buff is touched. Called early, can edit buff properties. */
+#define EV_BuffTouch(i, o) \
+ /** item */ i(entity, self) \
+ /** player */ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
#endif