3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
10 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
13 #define EV_PutClientInServer(i, o) \
14 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
16 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
18 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
19 #define EV_PlayerSpawn(i, o) \
20 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
21 /** spot that was used, or world */ i(entity, MUTATOR_ARGV_1_entity) \
23 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
25 /** called in reset_map */
26 #define EV_reset_map_global(i, o) \
28 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
30 /** called in reset_map */
31 #define EV_reset_map_players(i, o) \
33 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
35 /** returns 1 if clearing player score shall not be allowed */
36 #define EV_ForbidPlayerScore_Clear(i, o) \
38 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
40 /** called when a player disconnects */
41 #define EV_ClientDisconnect(i, o) \
43 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
45 /** called when a player dies to e.g. remove stuff he was carrying. */
46 #define EV_PlayerDies(i, o) \
47 /**/ i(entity, frag_inflictor) \
48 /**/ i(entity, frag_attacker) \
49 /** same as self */ i(entity, frag_target) \
50 /**/ i(int, frag_deathtype) \
52 entity frag_inflictor;
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58 /** called when a player dies to e.g. remove stuff he was carrying */
59 #define EV_PlayHitsound(i, o) \
60 /**/ i(entity, frag_victim) \
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
65 /** called when a weapon sound is about to be played, allows custom paths etc. */
66 #define EV_WeaponSound(i, o) \
67 /**/ i(string, weapon_sound) \
68 /**/ i(string, weapon_sound_output) \
69 /**/ o(string, weapon_sound_output) \
72 string weapon_sound_output;
73 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
75 /** called when an item model is about to be set, allows custom paths etc. */
76 #define EV_ItemModel(i, o) \
77 /**/ i(string, item_model) \
78 /**/ i(string, item_model_output) \
79 /**/ o(string, item_model_output) \
82 string item_model_output;
83 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
85 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
86 #define EV_GiveFragsForKill(i, o) \
87 /**/ i(entity, __self) \
88 /** same as self */ i(entity, frag_attacker) \
89 /**/ i(entity, frag_target) \
90 /**/ i(float, frag_score) \
91 /**/ o(float, frag_score) \
94 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
96 /** called when the match ends */
97 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
99 /** should adjust ret_float to contain the team count */
100 #define EV_GetTeamCount(i, o) \
101 /**/ i(float, ret_float) \
102 /**/ o(float, ret_float) \
103 /**/ i(string, ret_string) \
104 /**/ o(string, ret_string) \
107 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
109 /** copies variables for spectating "other" to "self" */
110 #define EV_SpectateCopy(i, o) \
111 /**/ i(entity, other) \
112 /**/ i(entity, __self) \
114 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
116 /** called when formatting a chat message to replace fancy functions */
117 #define EV_FormatMessage(i, o) \
118 /**/ i(entity, __self) \
119 /**/ i(string, format_escape) \
120 /**/ i(string, format_replacement) \
121 /**/ o(string, format_replacement) \
122 /**/ i(string, format_message) \
124 string format_escape;
125 string format_replacement;
126 string format_message;
127 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
129 /** returns true if throwing the current weapon shall not be allowed */
130 #define EV_ForbidThrowCurrentWeapon(i, o) \
131 /**/ i(entity, __self) \
133 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
135 /** returns true if dropping the current weapon shall not be allowed at any time including death */
136 #define EV_ForbidDropCurrentWeapon(i, o) \
137 /**/ i(entity, __self) \
139 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
142 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
144 /** allows changing attack rate */
145 #define EV_WeaponRateFactor(i, o) \
146 /**/ i(float, weapon_rate) \
147 /**/ o(float, weapon_rate) \
150 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
152 /** allows changing weapon speed (projectiles mostly) */
153 #define EV_WeaponSpeedFactor(i, o) \
154 /**/ i(float, ret_float) \
155 /**/ o(float, ret_float) \
157 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
159 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
160 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
162 /** called every frame. customizes the waypoint for spectators */
163 #define EV_CustomizeWaypoint(i, o) \
164 /** waypoint */ i(entity, __self) \
165 /** player; other.enemy = spectator */ i(entity, other) \
167 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
170 * 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)
171 * return error to request removal
173 #define EV_FilterItem(i, o) \
174 /** the current item */ i(entity, __self) \
176 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
178 /** return error to request removal */
179 #define EV_TurretSpawn(i, o) \
180 /** turret */ i(entity, __self) \
182 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
184 /** return error to not attack */
185 #define EV_TurretFire(i, o) \
186 /** turret */ i(entity, __self) \
188 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
190 /** return error to not attack */
191 #define EV_Turret_CheckFire(i, o) \
192 /**/ i(bool, ret_bool) \
193 /**/ o(bool, ret_bool) \
196 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
198 /** return error to prevent entity spawn, or modify the entity */
199 #define EV_OnEntityPreSpawn(i, o) \
200 /** turret */ i(entity, __self) \
202 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
204 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
205 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
207 /** TODO change this into a general PlayerPostThink hook? */
208 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
210 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
211 #define EV_GetCvars(i, o) \
212 /**/ i(float, get_cvars_f) \
213 /**/ i(string, get_cvars_s) \
217 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
219 /** can edit any "just fired" projectile */
220 #define EV_EditProjectile(i, o) \
221 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
222 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
224 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
226 /** called when a monster spawns */
227 #define EV_MonsterSpawn(i, o) \
228 /**/ i(entity, __self) \
230 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
232 /** called when a monster dies */
233 #define EV_MonsterDies(i, o) \
234 /**/ i(entity, frag_target) \
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(entity this) 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(entity, __self) \
266 /**/ i(float, monster_speed_run) \
267 /**/ o(float, monster_speed_run) \
268 /**/ i(float, monster_speed_walk) \
269 /**/ o(float, monster_speed_walk) \
270 /**/ i(entity, monster_target) \
272 float monster_speed_run;
273 float monster_speed_walk;
274 entity monster_target;
275 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
277 /** called when a monster looks for another target */
278 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
280 /** called to change a random monster to a miniboss */
281 #define EV_MonsterCheckBossFlag(i, o) \
282 /**/ i(entity, __self) \
284 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
287 * called when a player tries to spawn a monster
288 * return 1 to prevent spawning
290 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
292 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
293 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
294 /**/ i(entity, frag_inflictor) \
295 /**/ i(entity, frag_attacker) \
296 /** same as self */ i(entity, frag_target) \
297 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
298 /**/ i(float, damage_take) \
299 /**/ o(float, damage_take) \
300 /**/ i(float, damage_save) \
301 /**/ o(float, damage_save) \
306 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
309 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
310 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
312 #define EV_PlayerDamage_Calculate(i, o) \
313 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
314 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
315 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
316 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
317 /** damage */ i(float, MUTATOR_ARGV_4_float) \
318 /** damage */ o(float, MUTATOR_ARGV_4_float) \
319 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
320 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
321 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
322 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
324 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
327 * Called when a player is damaged
329 #define EV_PlayerDamaged(i, o) \
330 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
331 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
332 /** health */ i(int, MUTATOR_ARGV_2_int) \
333 /** armor */ i(int, MUTATOR_ARGV_3_int) \
334 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
335 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
337 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
340 * Called by W_DecreaseAmmo
342 #define EV_W_DecreaseAmmo(i, o) \
343 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
345 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
350 #define EV_W_Reload(i, o) \
351 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
353 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
355 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
356 #define EV_PlayerPowerups(i, o) \
357 /**/ i(entity, __self) \
358 /**/ i(int, olditems) \
361 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
364 * called every player think frame
365 * return 1 to disable regen
368 float regen_mod_regen;
370 float regen_mod_limit;
372 float regen_health_linear;
373 float regen_health_rot;
374 float regen_health_rotlinear;
375 float regen_health_stable;
376 float regen_health_rotstable;
377 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
380 * called when the use key is pressed
381 * if MUTATOR_RETURNVALUE is 1, don't do anything
382 * return 1 if the use key actually did something
384 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
387 * called when a client command is parsed
388 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
389 * NOTE: return true if you handled the command, return false to continue handling
390 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
392 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
394 * if (MUTATOR_RETURNVALUE) // command was already handled?
396 * if (cmd_name == "echocvar" && cmd_argc >= 2)
398 * print(cvar_string(argv(1)), "\n");
401 * if (cmd_name == "echostring" && cmd_argc >= 2)
403 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
409 #define EV_SV_ParseClientCommand(i, o) \
410 /** command name */ i(string, cmd_name) \
411 /** also, argv() can be used */ i(int, cmd_argc) \
412 /** whole command, use only if you really have to */ i(string, cmd_string) \
417 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
419 /** please read EV_SV_ParseClientCommand description before using */
420 #define EV_SV_ParseServerCommand(i, o) \
421 /** command name */ i(string, cmd_name) \
422 /** also, argv() can be used */ i(int, cmd_argc) \
423 /** whole command, use only if you really have to */ i(string, cmd_string) \
428 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
431 * called when a spawnpoint is being evaluated
432 * return 1 to make the spawnpoint unusable
434 #define EV_Spawn_Score(i, o) \
435 /** player wanting to spawn */ i(entity, __self) \
436 /** spot to be evaluated */ i(entity, spawn_spot) \
437 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
438 /**/ o(vector, spawn_score) \
442 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
444 /** runs globally each server frame */
445 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
447 #define EV_SetModname(i, o) \
448 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
451 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
454 * called for each item being spawned on a map, including dropped weapons
455 * return 1 to remove an item
457 #define EV_Item_Spawn(i, o) \
458 /** the item */ i(entity, __self) \
460 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
462 #define EV_SetWeaponreplace(i, o) \
463 /** map entity */ i(entity, __self) \
464 /** weapon info */ i(entity, other) \
465 /**/ i(string, ret_string) \
466 /**/ o(string, ret_string) \
468 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
470 /** called when an item is about to respawn */
471 #define EV_Item_RespawnCountdown(i, o) \
472 /**/ i(string, item_name) \
473 /**/ o(string, item_name) \
474 /**/ i(vector, item_color) \
475 /**/ o(vector, item_color) \
479 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
481 /** called when a bot checks a target to attack */
482 #define EV_BotShouldAttack(i, o) \
483 /**/ i(entity, __self) \
484 /**/ i(entity, checkentity) \
487 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
490 * called whenever a player goes through a portal gun teleport
491 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
493 #define EV_PortalTeleport(i, o) \
494 /**/ i(entity, __self) \
496 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
499 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
500 * normally help me ping uses self.waypointsprite_attachedforcarrier,
501 * but if your mutator uses something different then you can handle it
502 * in a special manner using this hook
504 #define EV_HelpMePing(i, o) \
505 /** the player who pressed impulse 33 */ i(entity, __self) \
507 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
510 * called when a vehicle initializes
511 * return true to remove the vehicle
513 #define EV_VehicleSpawn(i, o) \
514 /**/ i(entity, __self) \
516 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
519 * called when a player enters a vehicle
520 * allows mutators to set special settings in this event
522 #define EV_VehicleEnter(i, o) \
523 /** player */ i(entity, vh_player) \
524 /** vehicle */ i(entity, vh_vehicle) \
528 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
531 * called when a player touches a vehicle
532 * return true to stop player from entering the vehicle
534 #define EV_VehicleTouch(i, o) \
535 /** vehicle */ i(entity, __self) \
536 /** player */ i(entity, other) \
538 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
541 * called when a player exits a vehicle
542 * allows mutators to set special settings in this event
544 #define EV_VehicleExit(i, o) \
545 /** player */ i(entity, vh_player) \
546 /** vehicle */ i(entity, vh_vehicle) \
548 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
550 /** called when a speedrun is aborted and the player is teleported back to start position */
551 #define EV_AbortSpeedrun(i, o) \
552 /** player */ i(entity, __self) \
554 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
556 /** called at when a item is touched. Called early, can edit item properties. */
557 #define EV_ItemTouch(i, o) \
558 /** item */ i(entity, __self) \
559 /** player */ i(entity, other) \
561 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
564 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
565 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
566 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
569 /** called at when a player connect */
570 #define EV_ClientConnect(i, o) \
571 /** player */ i(entity, __self) \
573 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
575 #define EV_HavocBot_ChooseRole(i, o) \
576 /**/ i(entity, __self) \
578 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
580 /** called when a target is checked for accuracy */
581 #define EV_AccuracyTargetValid(i, o) \
582 /** attacker */ i(entity, frag_attacker) \
583 /** target */ i(entity, frag_target) \
585 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
587 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
588 MUT_ACCADD_INVALID, // return this flag to make the function always continue
589 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
592 /** Called when clearing the global parameters for a model */
593 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
595 /** Called when getting the global parameters for a model */
596 #define EV_GetModelParams(i, o) \
597 /** entity id */ i(string, checkmodel_input) \
598 /** entity id */ i(string, checkmodel_command) \
600 string checkmodel_input, checkmodel_command;
601 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
603 /** called when a bullet has hit a target */
604 #define EV_FireBullet_Hit(i, o) \
605 /**/ i(entity, __self) \
606 /**/ i(entity, bullet_hit) \
607 /**/ i(vector, bullet_startpos) \
608 /**/ i(vector, bullet_endpos) \
609 /**/ i(float, frag_damage) \
610 /**/ o(float, frag_damage) \
613 //vector bullet_hitloc; // the end pos matches the hit location, apparently
614 vector bullet_startpos;
615 vector bullet_endpos;
617 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
619 #define EV_FixPlayermodel(i, o) \
620 /**/ i(string, ret_string) \
621 /**/ o(string, ret_string) \
622 /**/ i(int, ret_int) \
623 /**/ o(int, ret_int) \
626 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
628 /** Return error to play frag remaining announcements */
629 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
631 #define EV_GrappleHookThink(i, o) \
632 /**/ i(entity, __self) \
633 /**/ i(int, hook_tarzan) \
634 /**/ o(int, hook_tarzan) \
635 /**/ i(entity, hook_pullentity) \
636 /**/ o(entity, hook_pullentity) \
637 /**/ i(float, hook_velmultiplier) \
638 /**/ o(float, hook_velmultiplier) \
641 entity hook_pullentity;
642 float hook_velmultiplier;
643 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
645 #define EV_BuffModel_Customize(i, o) \
646 /**/ i(entity, __self) \
647 /**/ i(entity, buff_player) \
650 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
652 /** called at when a buff is touched. Called early, can edit buff properties. */
653 #define EV_BuffTouch(i, o) \
654 /** item */ i(entity, __self) \
655 /** player */ i(entity, other) \
657 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
659 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
661 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
663 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
665 #define EV_GetRecords(i, o) \
666 /**/ i(int, record_page) \
667 /**/ i(string, ret_string) \
668 /**/ o(string, ret_string) \
671 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
673 #define EV_Race_FinalCheckpoint(i, o) \
674 /**/ i(entity, race_player) \
677 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
679 /** called when player triggered kill (or is changing teams), return error to not do anything */
680 #define EV_ClientKill(i, o) \
681 /** player */ i(entity, __self) \
682 /* kill delay */ i(float, ret_float) \
683 /* kill delay */ o(float, ret_float) \
685 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
687 #define EV_FixClientCvars(i, o) \
688 /**/ i(entity, fix_client) \
691 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
693 #define EV_SpectateSet(i, o) \
694 /**/ i(entity, __self) \
695 /**/ i(entity, spec_player) \
696 /**/ o(entity, spec_player) \
699 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
701 #define EV_SpectateNext(i, o) \
702 /**/ i(entity, __self) \
703 /**/ i(entity, spec_player) \
704 /**/ o(entity, spec_player) \
706 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
708 #define EV_SpectatePrev(i, o) \
709 /**/ i(entity, __self) \
710 /**/ i(entity, spec_player) \
711 /**/ o(entity, spec_player) \
712 /**/ i(entity, spec_first) \
715 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
718 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
719 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
720 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
723 /** called when player triggered kill (or is changing teams), return error to not do anything */
724 #define EV_Bot_FixCount(i, o) \
725 /**/ i(int, bot_activerealplayers) \
726 /**/ o(int, bot_activerealplayers) \
727 /**/ i(int, bot_realplayers) \
728 /**/ o(int, bot_realplayers) \
730 int bot_activerealplayers;
732 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
734 #define EV_ClientCommand_Spectate(i, o) \
735 /**/ i(entity, __self) \
737 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
740 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
741 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
742 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
745 #define EV_CheckRules_World(i, o) \
746 /* status */ i(float, ret_float) \
747 /* status */ o(float, ret_float) \
748 /* time limit */ i(float, checkrules_timelimit) \
749 /* frag limit */ i(int, checkrules_fraglimit) \
751 float checkrules_timelimit;
752 int checkrules_fraglimit;
753 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
755 #define EV_WantWeapon(i, o) \
756 /**/ i(entity, want_weaponinfo) \
757 /**/ i(float, ret_float) \
758 /**/ o(float, ret_float) \
759 /**/ i(bool, want_allguns) \
760 /**/ o(bool, want_allguns) \
761 /**/ i(bool, want_mutatorblocked) \
762 /**/ o(bool, want_mutatorblocked) \
764 entity want_weaponinfo;
766 bool want_mutatorblocked;
767 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
769 #define EV_AddPlayerScore(i, o) \
770 /**/ i(int, score_field) \
771 /**/ i(float, ret_float) \
772 /**/ o(float, ret_float) \
775 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
777 #define EV_GetPlayerStatus(i, o) \
778 /**/ i(entity, set_player) \
779 /**/ i(string, ret_string) \
780 /**/ o(string, ret_string) \
783 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
785 #define EV_SetWeaponArena(i, o) \
786 /**/ i(string, ret_string) \
787 /**/ o(string, ret_string) \
789 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
791 #define EV_DropSpecialItems(i, o) \
792 /**/ i(entity, frag_target) \
794 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
797 * called when an admin tries to kill all monsters
798 * return 1 to prevent spawning
800 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
802 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
804 #define EV_SendWaypoint(i, o) \
805 /**/ i(entity, __self) \
806 /**/ i(entity, wp_sendto) \
807 /**/ i(int, wp_sendflags) \
808 /**/ o(int, wp_sendflags) \
809 /**/ i(int, wp_flag) \
810 /**/ o(int, wp_flag) \
815 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
817 #define EV_TurretValidateTarget(i, o) \
818 /**/ i(entity, turret_this) \
819 /**/ i(entity, turret_target) \
820 /**/ i(int, turret_vflags) \
823 entity turret_target;
825 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
827 #define EV_TurretThink(i, o) \
828 /**/ i(entity, __self) \
830 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
832 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
835 #define EV_PrepareExplosionByDamage(i, o) \
836 /**/ i(entity, __self) \
837 /**/ i(entity, frag_attacker) \
839 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
841 /** called when a monster model is about to be set, allows custom paths etc. */
842 #define EV_MonsterModel(i, o) \
843 /**/ i(string, monster_model) \
844 /**/ i(string, monster_model_output) \
845 /**/ o(string, monster_model_output) \
847 string monster_model;
848 string monster_model_output;
849 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
852 #define EV_Player_ChangeTeam(i, o) \
853 /**/ i(entity, __self) \
854 /**/ i(float, pct_curteam) \
855 /**/ i(float, pct_newteam) \
859 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
862 #define EV_URI_GetCallback(i, o) \
863 /**/ i(float, uricb_id) \
864 /**/ i(float, uricb_status) \
865 /**/ i(string, uricb_data) \
870 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);