/**/
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) \
/**/
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);
/**/
MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
+/** called when an item sound is about to be played, allows custom paths etc. */
+#define EV_ItemSound(i, o) \
+ /** sound */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
+ /**/
+MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
+
/** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
#define EV_GiveFragsForKill(i, o) \
/** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
/** 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 "spectatee" to "this" */
#define EV_SpectateCopy(i, o) \
/**/
MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
+/** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
+#define EV_PreFormatMessage(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** message */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
+ /**/
+MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
+
/** returns true if throwing the current weapon shall not be allowed */
#define EV_ForbidThrowCurrentWeapon(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
/** 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) \
+ /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
/**/
MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
/** 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) \
#define EV_PlayerDamaged(i, o) \
/** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
/** target */ i(entity, MUTATOR_ARGV_1_entity) \
- /** health */ i(int, MUTATOR_ARGV_2_int) \
- /** armor */ i(int, MUTATOR_ARGV_3_int) \
+ /** health */ i(float, MUTATOR_ARGV_2_float) \
+ /** armor */ i(float, MUTATOR_ARGV_3_float) \
/** location */ i(vector, MUTATOR_ARGV_4_vector) \
/** deathtype */ i(int, MUTATOR_ARGV_5_int) \
+ /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
* 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) \
#define EV_SetModname(i, o) \
/** name of the mutator/mod if it warrants showing as such in the server browser */ \
+ /**/ i(string, MUTATOR_ARGV_0_string) \
/**/ o(string, MUTATOR_ARGV_0_string) \
/**/
MUTATOR_HOOKABLE(SetModname, EV_SetModname);
MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
/**
- * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
+ * 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
*/
-#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
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) \
/** data */ i(string, MUTATOR_ARGV_2_string) \
/**/
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);
+
+/** called when sending a chat message, ret argument can be changed to prevent the message */
+#define EV_ChatMessage(i, o) \
+ /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** ret */ i(int, MUTATOR_ARGV_1_int) \
+ /**/ o(int, MUTATOR_ARGV_1_int) \
+ /**/
+MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
+
+/** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
+#define EV_ChatMessageTo(i, o) \
+ /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/
+MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
+
+/** return true to just restart the match, for modes that don't support readyrestart */
+MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);