3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 // to use a hook, first register your mutator using REGISTER_MUTATOR
8 // then create your function using MUTATOR_HOOKFUNCTION
10 /** called when a player becomes observer, after shared setup */
11 #define EV_MakePlayerObserver(i, o) \
12 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
14 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
17 #define EV_PutClientInServer(i, o) \
18 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
20 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
23 * return true to prevent a spectator/observer to spawn as player
25 #define EV_ForbidSpawn(i, o) \
26 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
28 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
30 /** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
31 #define EV_ForbidRandomStartWeapons(i, o) \
32 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
34 MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
36 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
37 #define EV_PlayerSpawn(i, o) \
38 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
39 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
41 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
43 /** called after a player's weapon is chosen so it can be overriden here */
44 #define EV_PlayerWeaponSelect(i, o) \
45 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
47 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
49 /** called in reset_map */
50 #define EV_reset_map_global(i, o) \
52 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
54 /** called in reset_map */
55 #define EV_reset_map_players(i, o) \
57 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
59 /** returns 1 if clearing player score shall not be allowed */
60 #define EV_ForbidPlayerScore_Clear(i, o) \
62 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
64 /** called when a player disconnects */
65 #define EV_ClientDisconnect(i, o) \
66 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
68 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
70 /** called when a player dies to e.g. remove stuff he was carrying. */
71 #define EV_PlayerDies(i, o) \
72 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
73 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
74 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
75 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
76 /** damage */ i(float, MUTATOR_ARGV_4_float) \
77 /** damage */ o(float, MUTATOR_ARGV_4_float) \
79 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
81 /** called after a player died. */
82 #define EV_PlayerDied(i, o) \
83 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
85 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
87 /** allows overriding the frag centerprint messages */
88 #define EV_FragCenterMessage(i, o) \
89 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
90 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
91 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
92 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
93 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
95 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
97 /** called when a player dies to e.g. remove stuff he was carrying */
98 #define EV_PlayHitsound(i, o) \
99 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
100 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
102 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
104 /** called when an item model is about to be set, allows custom paths etc. */
105 #define EV_ItemModel(i, o) \
106 /** model */ i(string, MUTATOR_ARGV_0_string) \
107 /** output */ i(string, MUTATOR_ARGV_1_string) \
108 /**/ o(string, MUTATOR_ARGV_1_string) \
110 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
112 /** called when an item sound is about to be played, allows custom paths etc. */
113 #define EV_ItemSound(i, o) \
114 /** sound */ i(string, MUTATOR_ARGV_0_string) \
115 /** output */ i(string, MUTATOR_ARGV_1_string) \
116 /**/ o(string, MUTATOR_ARGV_1_string) \
118 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
120 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
121 #define EV_GiveFragsForKill(i, o) \
122 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
123 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
124 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
125 /** */ o(float, MUTATOR_ARGV_2_float) \
127 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
129 /** called when the match ends */
130 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
132 /** Allows adjusting allowed teams. Return true to use the bitmask value and set
133 * non-empty string to use team entity name. Both behaviors can be active at the
134 * same time and will stack allowed teams.
136 #define EV_TeamBalance_CheckAllowedTeams(i, o) \
137 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
138 /**/ o(float, MUTATOR_ARGV_0_float) \
139 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
140 /**/ o(string, MUTATOR_ARGV_1_string) \
141 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
143 MUTATOR_HOOKABLE(TeamBalance_CheckAllowedTeams,
144 EV_TeamBalance_CheckAllowedTeams);
146 /** return true to manually override team counts */
147 MUTATOR_HOOKABLE(TeamBalance_GetTeamCounts, EV_NO_ARGS);
149 /** allows overriding of team counts */
150 #define EV_TeamBalance_GetTeamCount(i, o) \
151 /** team index to count */ i(float, MUTATOR_ARGV_0_float) \
152 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
153 /** number of players in a team */ o(float, MUTATOR_ARGV_2_float) \
154 /** number of bots in a team */ o(float, MUTATOR_ARGV_3_float) \
156 MUTATOR_HOOKABLE(TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount);
158 /** allows overriding the teams that will make the game most balanced if the
159 * player joins any of them.
161 #define EV_TeamBalance_FindBestTeams(i, o) \
162 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
163 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
165 MUTATOR_HOOKABLE(TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams);
167 /** Called during autobalance. Return true to override the player that will be
169 #define EV_TeamBalance_GetPlayerForTeamSwitch(i, o) \
170 /** source team index */ i(int, MUTATOR_ARGV_0_int) \
171 /** destination team index */ i(int, MUTATOR_ARGV_1_int) \
172 /** is looking for bot */ i(bool, MUTATOR_ARGV_2_bool) \
173 /** player to switch */ o(entity, MUTATOR_ARGV_3_entity) \
175 MUTATOR_HOOKABLE(TeamBalance_GetPlayerForTeamSwitch,
176 EV_TeamBalance_GetPlayerForTeamSwitch);
178 /** copies variables for spectating "spectatee" to "this" */
179 #define EV_SpectateCopy(i, o) \
180 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
181 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
183 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
185 /** called when formatting a chat message to replace fancy functions */
186 #define EV_FormatMessage(i, o) \
187 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
188 /** escape */ i(string, MUTATOR_ARGV_1_string) \
189 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
190 /**/ o(string, MUTATOR_ARGV_2_string) \
191 /** message */ i(string, MUTATOR_ARGV_3_string) \
193 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
195 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
196 #define EV_PreFormatMessage(i, o) \
197 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
198 /** message */ i(string, MUTATOR_ARGV_1_string) \
199 /**/ o(string, MUTATOR_ARGV_1_string) \
201 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
203 /** returns true if throwing the current weapon shall not be allowed */
204 #define EV_ForbidThrowCurrentWeapon(i, o) \
205 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
206 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
208 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
210 /** returns true if dropping the current weapon shall not be allowed at any time including death */
211 #define EV_ForbidDropCurrentWeapon(i, o) \
212 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
213 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
215 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
218 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
220 /** allows changing attack rate */
221 #define EV_WeaponRateFactor(i, o) \
222 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
223 /**/ o(float, MUTATOR_ARGV_0_float) \
224 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
226 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
228 /** allows changing weapon speed (projectiles mostly) */
229 #define EV_WeaponSpeedFactor(i, o) \
230 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
231 /**/ o(float, MUTATOR_ARGV_0_float) \
232 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
234 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
236 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
237 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
239 /** called every frame. customizes the waypoint for spectators */
240 #define EV_CustomizeWaypoint(i, o) \
241 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
242 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
244 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
246 /** Check if items having the given definition are allowed to spawn.
247 * Return true to disallow spawning.
249 #define EV_FilterItemDefinition(i, o) \
250 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
252 MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
255 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
256 * return error to request removal
258 #define EV_FilterItem(i, o) \
259 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
261 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
263 /** return error to request removal */
264 #define EV_TurretSpawn(i, o) \
265 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
267 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
269 /** return error to not attack */
270 #define EV_TurretFire(i, o) \
271 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
273 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
275 /** return error to not attack */
276 #define EV_Turret_CheckFire(i, o) \
277 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
278 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
280 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
282 /** return error to prevent entity spawn, or modify the entity */
283 #define EV_OnEntityPreSpawn(i, o) \
284 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
286 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
288 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
289 #define EV_PlayerPreThink(i, o) \
290 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
292 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
294 /** TODO change this into a general PlayerPostThink hook? */
295 #define EV_GetPressedKeys(i, o) \
296 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
298 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
300 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
301 #define EV_GetCvars(i, o) \
302 /**/ i(float, get_cvars_f) \
303 /**/ i(string, get_cvars_s) \
307 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
309 /** can edit any "just fired" projectile */
310 #define EV_EditProjectile(i, o) \
311 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
312 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
314 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
316 /** called when a monster spawns */
317 #define EV_MonsterSpawn(i, o) \
318 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
320 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
322 /** called when a monster dies */
323 #define EV_MonsterDies(i, o) \
324 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
325 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
326 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
328 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
330 /** called when a monster dies */
331 #define EV_MonsterRemove(i, o) \
332 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
334 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
336 /** called when a monster wants to respawn */
337 #define EV_MonsterRespawn(i, o) \
338 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
340 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
342 /** called when a monster is dropping loot */
343 #define EV_MonsterDropItem(i, o) \
344 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
345 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
346 /**/ o(entity, MUTATOR_ARGV_1_entity) \
347 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
349 .entity monster_loot;
350 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
353 * called when a monster moves
354 * returning true makes the monster stop
356 #define EV_MonsterMove(i, o) \
357 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
358 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
359 /**/ o(float, MUTATOR_ARGV_1_float) \
360 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
361 /**/ o(float, MUTATOR_ARGV_2_float) \
362 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
363 /**/ o(entity, MUTATOR_ARGV_3_entity) \
365 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
367 /** called when a monster looks for another target */
368 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
371 * called when validating a monster's target
373 #define EV_MonsterValidTarget(i, o) \
374 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
375 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
377 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
379 /** called to change a random monster to a miniboss */
380 #define EV_MonsterCheckBossFlag(i, o) \
381 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
383 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
386 * called when a player tries to spawn a monster
387 * return 1 to prevent spawning
388 * NOTE: requires reason if disallowed
390 #define EV_AllowMobSpawning(i, o) \
391 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
392 /** reason */ o(string, MUTATOR_ARGV_1_string) \
394 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
396 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
397 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
398 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
399 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
400 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
401 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
402 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
403 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
404 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
405 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
406 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
407 /** damage */ i(float, MUTATOR_ARGV_7_float) \
409 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
412 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
413 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
415 #define EV_Damage_Calculate(i, o) \
416 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
417 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
418 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
419 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
420 /** damage */ i(float, MUTATOR_ARGV_4_float) \
421 /** damage */ o(float, MUTATOR_ARGV_4_float) \
422 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
423 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
424 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
425 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
427 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
430 * Called when a player is damaged
432 #define EV_PlayerDamaged(i, o) \
433 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
434 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
435 /** health */ i(float, MUTATOR_ARGV_2_float) \
436 /** armor */ i(float, MUTATOR_ARGV_3_float) \
437 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
438 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
439 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
441 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
444 * Called by W_DecreaseAmmo
446 #define EV_W_DecreaseAmmo(i, o) \
447 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
448 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
449 /** ammo to take */ i(float, MUTATOR_ARGV_2_float) \
450 /**/ o(float, MUTATOR_ARGV_2_float) \
452 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
457 #define EV_W_Reload(i, o) \
458 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
460 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
462 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
463 #define EV_PlayerPowerups(i, o) \
464 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
465 /** old items */ i(int, MUTATOR_ARGV_1_int) \
467 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
470 * called every player think frame
471 * return 1 to disable regen
473 #define EV_PlayerRegen(i, o) \
474 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
475 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
476 /**/ o(float, MUTATOR_ARGV_1_float) \
477 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
478 /**/ o(float, MUTATOR_ARGV_2_float) \
479 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
480 /**/ o(float, MUTATOR_ARGV_3_float) \
481 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
482 /**/ o(float, MUTATOR_ARGV_4_float) \
483 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
484 /**/ o(float, MUTATOR_ARGV_5_float) \
485 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
486 /**/ o(float, MUTATOR_ARGV_6_float) \
487 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
488 /**/ o(float, MUTATOR_ARGV_7_float) \
489 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
490 /**/ o(float, MUTATOR_ARGV_8_float) \
491 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
492 /**/ o(float, MUTATOR_ARGV_9_float) \
493 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
494 /**/ o(float, MUTATOR_ARGV_10_float) \
496 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
499 * called when the use key is pressed
500 * if MUTATOR_RETURNVALUE is 1, don't do anything
501 * return 1 if the use key actually did something
503 #define EV_PlayerUseKey(i, o) \
504 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
506 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
509 * called when a client command is parsed
510 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
511 * NOTE: return true if you handled the command, return false to continue handling
512 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
514 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
516 * if (MUTATOR_RETURNVALUE) // command was already handled?
518 * if (cmd_name == "echocvar" && cmd_argc >= 2)
520 * print(cvar_string(argv(1)), "\n");
523 * if (cmd_name == "echostring" && cmd_argc >= 2)
525 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
531 #define EV_SV_ParseClientCommand(i, o) \
532 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
533 /** command name */ i(string, MUTATOR_ARGV_1_string) \
534 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
535 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
537 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
539 /** please read EV_SV_ParseClientCommand description before using */
540 #define EV_SV_ParseServerCommand(i, o) \
541 /** command name */ i(string, MUTATOR_ARGV_0_string) \
542 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
543 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
545 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
548 * called when a spawnpoint is being evaluated
549 * return 1 to make the spawnpoint unusable
551 #define EV_Spawn_Score(i, o) \
552 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
553 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
554 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
555 /**/ o(vector, MUTATOR_ARGV_2_vector) \
557 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
559 /** runs globally each server frame */
560 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
562 #define EV_SetModname(i, o) \
563 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
564 /**/ i(string, MUTATOR_ARGV_0_string) \
565 /**/ o(string, MUTATOR_ARGV_0_string) \
567 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
570 * called for each item being spawned on a map, including dropped weapons
571 * return 1 to remove an item
573 #define EV_Item_Spawn(i, o) \
574 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
576 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
578 #define EV_SetWeaponreplace(i, o) \
579 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
580 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
581 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
582 /**/ o(string, MUTATOR_ARGV_2_string) \
584 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
586 /** called when an item is about to respawn */
587 #define EV_Item_RespawnCountdown(i, o) \
588 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
590 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
592 /** called when a bot checks a target to attack */
593 #define EV_BotShouldAttack(i, o) \
594 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
595 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
597 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
600 * called whenever a player goes through a portal gun teleport
601 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
603 #define EV_PortalTeleport(i, o) \
604 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
606 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
609 * called whenever a player uses impulse 33 (help me) in impulse.qc
610 * normally help me ping uses .waypointsprite_attachedforcarrier,
611 * but if your mutator uses something different then you can handle it
612 * in a special manner using this hook
614 #define EV_HelpMePing(i, o) \
615 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
617 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
620 * called when a vehicle initializes
621 * return true to remove the vehicle
623 #define EV_VehicleInit(i, o) \
624 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
626 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
629 * called when a player enters a vehicle
630 * allows mutators to set special settings in this event
632 #define EV_VehicleEnter(i, o) \
633 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
634 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
636 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
639 * called when a player touches a vehicle
640 * return true to stop player from entering the vehicle
642 #define EV_VehicleTouch(i, o) \
643 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
644 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
646 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
649 * called when a player exits a vehicle
650 * allows mutators to set special settings in this event
652 #define EV_VehicleExit(i, o) \
653 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
654 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
656 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
658 /** called when a speedrun is aborted and the player is teleported back to start position */
659 #define EV_AbortSpeedrun(i, o) \
660 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
662 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
664 /** called at when a item is touched. Called early, can edit item properties. */
665 #define EV_ItemTouch(i, o) \
666 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
667 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
668 /**/ o(entity, MUTATOR_ARGV_1_entity) \
670 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
673 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
674 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
675 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
678 /** called after the item has been touched. */
679 #define EV_ItemTouched(i, o) \
680 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
681 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
683 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
685 /** Called when the amount of entity resources changes. Can be used to override
687 #define EV_GetResourceLimit(i, o) \
688 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
689 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
690 /** limit */ i(float, MUTATOR_ARGV_2_float) \
691 /**/ o(float, MUTATOR_ARGV_2_float) \
693 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
695 /** Called when the amount of resource of an entity changes. See RESOURCE_*
696 constants for resource types. Return true to forbid the change. */
697 #define EV_SetResourceAmount(i, o) \
698 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
699 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
700 /**/ o(int, MUTATOR_ARGV_1_int) \
701 /** amount */ i(float, MUTATOR_ARGV_2_float) \
702 /**/ o(float, MUTATOR_ARGV_2_float) \
704 MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
706 /** Called after the amount of resource of an entity has changed. See RESOURCE_*
707 constants for resource types. Amount wasted is the amount of resource that is
708 above resource limit so it was not given. */
709 #define EV_ResourceAmountChanged(i, o) \
710 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
711 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
712 /** amount */ i(float, MUTATOR_ARGV_2_float) \
714 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
716 /** Called when there was an attempt to set entity resources higher than their
717 limit. See RESOURCE_* constants for resource types. Amount wasted is the amount
718 of resource that is above resource limit so it was not given. */
719 #define EV_ResourceWasted(i, o) \
720 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
721 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
722 /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
724 MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
726 /** Called when entity is being given some resource. See RESOURCE_* constants
727 for resource types. Return true to forbid giving. */
728 #define EV_GiveResource(i, o) \
729 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
730 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
731 /**/ o(int, MUTATOR_ARGV_1_int) \
732 /** amount */ i(float, MUTATOR_ARGV_2_float) \
733 /**/ o(float, MUTATOR_ARGV_2_float) \
735 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
737 /** Called when entity is being given some resource with specified limit. See
738 RESOURCE_* constants for resource types. Return true to forbid giving. */
739 #define EV_GiveResourceWithLimit(i, o) \
740 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
741 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
742 /**/ o(int, MUTATOR_ARGV_1_int) \
743 /** amount */ i(float, MUTATOR_ARGV_2_float) \
744 /**/ o(float, MUTATOR_ARGV_2_float) \
745 /** limit */ i(float, MUTATOR_ARGV_3_float) \
746 /**/ o(float, MUTATOR_ARGV_3_float) \
748 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
750 /** called at when a player connect */
751 #define EV_ClientConnect(i, o) \
752 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
754 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
756 #define EV_HavocBot_ChooseRole(i, o) \
757 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
759 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
761 /** called when a target is checked for accuracy */
762 #define EV_AccuracyTargetValid(i, o) \
763 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
764 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
766 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
768 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
769 MUT_ACCADD_INVALID, // return this flag to make the function always continue
770 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
773 /** Called when clearing the global parameters for a model */
774 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
776 /** Called when getting the global parameters for a model */
777 #define EV_GetModelParams(i, o) \
778 /** input */ i(string, MUTATOR_ARGV_0_string) \
779 /** command */ i(string, MUTATOR_ARGV_1_string) \
781 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
783 /** called when a bullet has hit a target */
784 #define EV_FireBullet_Hit(i, o) \
785 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
786 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
787 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
788 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
789 /** damage */ i(float, MUTATOR_ARGV_4_float) \
790 /**/ o(float, MUTATOR_ARGV_4_float) \
791 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
793 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
795 #define EV_FixPlayermodel(i, o) \
796 /** model */ i(string, MUTATOR_ARGV_0_string) \
797 /**/ o(string, MUTATOR_ARGV_0_string) \
798 /** skin */ i(int, MUTATOR_ARGV_1_int) \
799 /**/ o(int, MUTATOR_ARGV_1_int) \
800 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
802 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
804 /** Return error to play frag remaining announcements */
805 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
807 #define EV_GrappleHookThink(i, o) \
808 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
809 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
810 /**/ o(int, MUTATOR_ARGV_1_int) \
811 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
812 /**/ o(entity, MUTATOR_ARGV_2_entity) \
813 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
814 /**/ o(float, MUTATOR_ARGV_3_float) \
816 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
818 #define EV_BuffModel_Customize(i, o) \
819 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
820 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
822 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
824 /** called at when a buff is touched. Called early, can edit buff properties. */
825 #define EV_BuffTouch(i, o) \
826 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
827 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
828 /**/ o(entity, MUTATOR_ARGV_1_entity) \
830 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
832 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
834 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
836 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
838 #define EV_GetRecords(i, o) \
839 /** page */ i(int, MUTATOR_ARGV_0_int) \
840 /** record list */ i(string, MUTATOR_ARGV_1_string) \
841 /**/ o(string, MUTATOR_ARGV_1_string) \
843 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
845 #define EV_Race_FinalCheckpoint(i, o) \
846 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
848 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
850 /** called when player triggered kill (or is changing teams), return error to not do anything */
851 #define EV_ClientKill(i, o) \
852 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
853 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
854 /**/ o(float, MUTATOR_ARGV_1_float) \
856 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
858 /** called when player is about to be killed during kill command or changing teams */
859 #define EV_ClientKill_Now(i, o) \
860 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
862 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
864 #define EV_FixClientCvars(i, o) \
865 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
867 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
869 #define EV_SpectateSet(i, o) \
870 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
871 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
872 /**/ o(entity, MUTATOR_ARGV_1_entity) \
874 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
876 #define EV_SpectateNext(i, o) \
877 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
878 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
879 /**/ o(entity, MUTATOR_ARGV_1_entity) \
881 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
883 #define EV_SpectatePrev(i, o) \
884 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
885 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
886 /**/ o(entity, MUTATOR_ARGV_1_entity) \
887 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
889 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
892 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
893 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
894 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
897 /** called when player triggered kill (or is changing teams), return error to not do anything */
898 #define EV_Bot_FixCount(i, o) \
899 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
900 /**/ o(int, MUTATOR_ARGV_0_int) \
901 /** real players */ i(int, MUTATOR_ARGV_1_int) \
902 /**/ o(int, MUTATOR_ARGV_1_int) \
904 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
906 #define EV_ClientCommand_Spectate(i, o) \
907 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
909 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
912 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
913 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
914 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
917 #define EV_CheckRules_World(i, o) \
918 /** status */ i(float, MUTATOR_ARGV_0_float) \
919 /**/ o(float, MUTATOR_ARGV_0_float) \
920 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
921 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
923 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
925 #define EV_WantWeapon(i, o) \
926 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
927 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
928 /**/ o(float, MUTATOR_ARGV_1_float) \
929 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
930 /**/ o(bool, MUTATOR_ARGV_2_bool) \
931 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
932 /**/ o(bool, MUTATOR_ARGV_3_bool) \
934 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
936 #define EV_AddPlayerScore(i, o) \
937 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
938 /** score */ i(float, MUTATOR_ARGV_1_float) \
939 /**/ o(float, MUTATOR_ARGV_1_float) \
940 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
942 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
944 #define EV_AddedPlayerScore(i, o) \
945 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
946 /** score */ i(float, MUTATOR_ARGV_1_float) \
947 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
949 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
951 #define EV_GetPlayerStatus(i, o) \
952 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
954 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
956 #define EV_SetWeaponArena(i, o) \
957 /** arena */ i(string, MUTATOR_ARGV_0_string) \
958 /**/ o(string, MUTATOR_ARGV_0_string) \
960 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
962 #define EV_DropSpecialItems(i, o) \
963 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
965 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
968 * called when an admin tries to kill all monsters
969 * return 1 to prevent spawning
971 #define EV_AllowMobButcher(i, o) \
972 /** reason */ o(string, MUTATOR_ARGV_0_string) \
974 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
976 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
978 #define EV_SendWaypoint(i, o) \
979 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
980 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
981 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
982 /**/ o(int, MUTATOR_ARGV_2_int) \
983 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
984 /**/ o(int, MUTATOR_ARGV_3_int) \
986 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
988 #define EV_TurretValidateTarget(i, o) \
989 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
990 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
991 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
992 /** target score */ o(float, MUTATOR_ARGV_3_float) \
994 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
996 #define EV_TurretThink(i, o) \
997 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
999 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
1001 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
1004 #define EV_PrepareExplosionByDamage(i, o) \
1005 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
1006 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
1008 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
1010 /** called when a monster model is about to be set, allows custom paths etc. */
1011 #define EV_MonsterModel(i, o) \
1012 /** model */ i(string, MUTATOR_ARGV_0_string) \
1013 /** output */ i(string, MUTATOR_ARGV_1_string) \
1014 /**/ o(string, MUTATOR_ARGV_1_string) \
1016 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
1019 * Called before player changes their team. Return true to block team change.
1021 #define EV_Player_ChangeTeam(i, o) \
1022 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1023 /** current team index */ i(float, MUTATOR_ARGV_1_float) \
1024 /** new team index */ i(float, MUTATOR_ARGV_2_float) \
1026 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
1029 * Called after player has changed their team.
1031 #define EV_Player_ChangedTeam(i, o) \
1032 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1033 /** old team index */ i(float, MUTATOR_ARGV_1_float) \
1034 /** current team index */ i(float, MUTATOR_ARGV_2_float) \
1036 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1039 * Called when player is about to be killed when changing teams. Return true to block killing.
1041 #define EV_Player_ChangeTeamKill(i, o) \
1042 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1044 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1047 #define EV_URI_GetCallback(i, o) \
1048 /** id */ i(float, MUTATOR_ARGV_0_float) \
1049 /** status */ i(float, MUTATOR_ARGV_1_float) \
1050 /** data */ i(string, MUTATOR_ARGV_2_string) \
1052 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1055 * return true to prevent weapon use for a player
1057 #define EV_ForbidWeaponUse(i, o) \
1058 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1060 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1062 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1063 #define EV_CopyBody(i, o) \
1064 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1065 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1066 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1068 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1070 /** called when sending a chat message, ret argument can be changed to prevent the message */
1071 #define EV_ChatMessage(i, o) \
1072 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1073 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1074 /**/ o(int, MUTATOR_ARGV_1_int) \
1076 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1078 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1079 #define EV_ChatMessageTo(i, o) \
1080 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1081 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1083 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1085 /** return true to just restart the match, for modes that don't support readyrestart */
1086 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1088 /** called when a fusion reactor is validating its target */
1089 #define EV_FusionReactor_ValidTarget(i, o) \
1090 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1091 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1093 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1096 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1097 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1098 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1101 /** return true to hide the 'teamnumbers are imbalanced' message */
1102 #define EV_HideTeamNagger(i, o) \
1103 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1105 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1107 /** return true to show a waypoint while the item is spawning */
1108 #define EV_Item_ScheduleRespawn(i, o) \
1109 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1110 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1112 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1114 /** called before physics stats are set on a player, allows limited early customization */
1115 #define EV_PlayerPhysics_UpdateStats(i, o) \
1116 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1118 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1120 /** called after physics stats are set on a player, allows post-initialization modifications */
1121 #define EV_PlayerPhysics_PostUpdateStats(i, o) \
1122 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1123 /** maxspeed_mod */ i(float, MUTATOR_ARGV_1_float) \
1125 MUTATOR_HOOKABLE(PlayerPhysics_PostUpdateStats, EV_PlayerPhysics_PostUpdateStats);
1127 /** return true to use your own aim target (or none at all) */
1128 #define EV_HavocBot_Aim(i, o) \
1129 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1131 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1133 /** return true to skip respawn time calculations */
1134 #define EV_CalculateRespawnTime(i, o) \
1135 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1137 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);
1139 /** called when parsing a vote command. */
1140 #define EV_VoteCommand_Parse(i, o) \
1141 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
1142 /** first command */ i(string, MUTATOR_ARGV_1_string) \
1143 /** vote command */ i(string, MUTATOR_ARGV_2_string) \
1144 /** start position of vote command */ i(float, MUTATOR_ARGV_3_float) \
1145 /** argument count */ i(float, MUTATOR_ARGV_4_float) \
1147 MUTATOR_HOOKABLE(VoteCommand_Parse, EV_VoteCommand_Parse);
1150 MUT_VOTEPARSE_CONTINUE, // return this flag to make the function continue as normal
1151 MUT_VOTEPARSE_SUCCESS, // return 1 (vote parsed)
1152 MUT_VOTEPARSE_INVALID, // return -1 (vote parsed but counted as invalid, no action or vote)
1153 MUT_VOTEPARSE_UNACCEPTABLE // return 0 (vote parameter counted as unacceptable, warns caller)