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Purify PutClientInServer and PlayerSpawn mutator hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
1 #pragma once
2
3 #include <common/mutators/base.qh>
4
5 // register all possible hooks here
6
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9     /**/
10 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
11
12 /** */
13 #define EV_PutClientInServer(i, o) \
14         /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
15     /**/
16 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
17
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) \
22     /**/
23 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
24
25 /** called in reset_map */
26 #define EV_reset_map_global(i, o) \
27     /**/
28 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
29
30 /** called in reset_map */
31 #define EV_reset_map_players(i, o) \
32     /**/
33 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
34
35 /** returns 1 if clearing player score shall not be allowed */
36 #define EV_ForbidPlayerScore_Clear(i, o) \
37     /**/
38 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
39
40 /** called when a player disconnects */
41 #define EV_ClientDisconnect(i, o) \
42     /**/
43 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
44
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) \
51     /**/
52 entity frag_inflictor;
53 entity frag_attacker;
54 entity frag_target;
55 int frag_deathtype;
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
57
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) \
61     /**/
62 entity frag_victim;
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
64
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) \
70     /**/
71 string weapon_sound;
72 string weapon_sound_output;
73 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
74
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) \
80     /**/
81 string item_model;
82 string item_model_output;
83 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
84
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) \
92     /**/
93 float frag_score;
94 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
95
96 /** called when the match ends */
97 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
98
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) \
105     /**/
106 float ret_float;
107 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
108
109 /** copies variables for spectating "other" to "self" */
110 #define EV_SpectateCopy(i, o) \
111     /**/ i(entity, other) \
112     /**/ i(entity, __self) \
113     /**/
114 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
115
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) \
123     /**/
124 string format_escape;
125 string format_replacement;
126 string format_message;
127 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
128
129 /** returns true if throwing the current weapon shall not be allowed */
130 #define EV_ForbidThrowCurrentWeapon(i, o) \
131     /**/ i(entity, __self) \
132     /**/
133 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
134
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) \
138     /**/
139 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
140
141 /**  */
142 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
143
144 /** allows changing attack rate */
145 #define EV_WeaponRateFactor(i, o) \
146     /**/ i(float, weapon_rate) \
147     /**/ o(float, weapon_rate) \
148     /**/
149 float weapon_rate;
150 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
151
152 /** allows changing weapon speed (projectiles mostly) */
153 #define EV_WeaponSpeedFactor(i, o) \
154     /**/ i(float, ret_float) \
155     /**/ o(float, ret_float) \
156     /**/
157 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
158
159 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
160 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
161
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) \
166     /**/
167 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
168
169 /**
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
172  */
173 #define EV_FilterItem(i, o) \
174     /** the current item */ i(entity, __self) \
175     /**/
176 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
177
178 /** return error to request removal */
179 #define EV_TurretSpawn(i, o) \
180     /** turret */ i(entity, __self) \
181     /**/
182 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
183
184 /** return error to not attack */
185 #define EV_TurretFire(i, o) \
186     /** turret */ i(entity, __self) \
187     /**/
188 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
189
190 /** return error to not attack */
191 #define EV_Turret_CheckFire(i, o) \
192     /**/ i(bool, ret_bool) \
193     /**/ o(bool, ret_bool) \
194     /**/
195 bool ret_bool;
196 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
197
198 /** return error to prevent entity spawn, or modify the entity */
199 #define EV_OnEntityPreSpawn(i, o) \
200     /** turret */ i(entity, __self) \
201     /**/
202 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
203
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);
206
207 /** TODO change this into a general PlayerPostThink hook? */
208 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
209
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) \
214     /**/
215 float get_cvars_f;
216 string get_cvars_s;
217 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
218
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) \
223     /**/
224 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
225
226 /** called when a monster spawns */
227 #define EV_MonsterSpawn(i, o) \
228     /**/ i(entity, __self) \
229     /**/
230 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
231
232 /** called when a monster dies */
233 #define EV_MonsterDies(i, o) \
234     /**/ i(entity, frag_target) \
235     /**/ i(entity, frag_attacker) \
236     /**/
237 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
238
239 /** called when a monster dies */
240 #define EV_MonsterRemove(i, o) \
241     /**/ i(entity, rem_mon) \
242     /**/
243 entity rem_mon; // avoiding ovewriting self & other
244 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
245
246 /** called when a monster wants to respawn */
247 #define EV_MonsterRespawn(i, o) \
248     /**/ i(entity, other) \
249     /**/
250 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
251
252 /** called when a monster is dropping loot */
253 #define EV_MonsterDropItem(i, o) \
254     /**/ i(entity, other) \
255     /**/ o(entity, other) \
256     /**/
257 .void(entity this) monster_loot;
258 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
259
260 /**
261  * called when a monster moves
262  * returning true makes the monster stop
263  */
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) \
271     /**/
272 float monster_speed_run;
273 float monster_speed_walk;
274 entity monster_target;
275 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
276
277 /** called when a monster looks for another target */
278 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
279
280 /** called to change a random monster to a miniboss */
281 #define EV_MonsterCheckBossFlag(i, o) \
282     /**/ i(entity, __self) \
283     /**/
284 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
285
286 /**
287  * called when a player tries to spawn a monster
288  * return 1 to prevent spawning
289  */
290 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
291
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) \
302     /**/
303 vector damage_force;
304 float damage_take;
305 float damage_save;
306 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
307
308 /**
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).
311  */
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) \
323     /**/
324 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
325
326 /**
327  * Called when a player is damaged
328  */
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) \
336     /**/
337 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
338
339 /**
340  * Called by W_DecreaseAmmo
341  */
342 #define EV_W_DecreaseAmmo(i, o) \
343     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
344     /**/
345 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
346
347 /**
348  * Called by W_Reload
349  */
350 #define EV_W_Reload(i, o) \
351     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
352     /**/
353 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
354
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) \
359     /**/
360 int olditems;
361 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
362
363 /**
364  * called every player think frame
365  * return 1 to disable regen
366  */
367 float regen_mod_max;
368 float regen_mod_regen;
369 float regen_mod_rot;
370 float regen_mod_limit;
371 float regen_health;
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);
378
379 /**
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
383  */
384 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
385
386 /**
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()
391  * // example:
392  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
393  * {
394  *     if (MUTATOR_RETURNVALUE) // command was already handled?
395  *         return false;
396  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
397  *     {
398  *         print(cvar_string(argv(1)), "\n");
399  *         return true;
400  *     }
401  *     if (cmd_name == "echostring" && cmd_argc >= 2)
402  *     {
403  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
404  *         return true;
405  *     }
406  *     return false;
407  * }
408  */
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) \
413     /**/
414 string cmd_name;
415 int cmd_argc;
416 string cmd_string;
417 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
418
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) \
424     /**/
425 //string cmd_name;
426 //int cmd_argc;
427 //string cmd_string;
428 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
429
430 /**
431  * called when a spawnpoint is being evaluated
432  * return 1 to make the spawnpoint unusable
433  */
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) \
439     /**/
440 entity spawn_spot;
441 vector spawn_score;
442 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
443
444 /** runs globally each server frame */
445 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
446
447 #define EV_SetModname(i, o) \
448     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
449     o(string, modname) \
450     /**/
451 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
452
453 /**
454  * called for each item being spawned on a map, including dropped weapons
455  * return 1 to remove an item
456  */
457 #define EV_Item_Spawn(i, o) \
458     /** the item */ i(entity, __self) \
459     /**/
460 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
461
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) \
467     /**/
468 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
469
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) \
476     /**/
477 string item_name;
478 vector item_color;
479 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
480
481 /** called when a bot checks a target to attack */
482 #define EV_BotShouldAttack(i, o) \
483     /**/ i(entity, __self) \
484     /**/ i(entity, checkentity) \
485     /**/
486 entity checkentity;
487 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
488
489 /**
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
492  */
493 #define EV_PortalTeleport(i, o) \
494     /**/ i(entity, __self) \
495     /**/
496 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
497
498 /**
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
503  */
504 #define EV_HelpMePing(i, o) \
505     /** the player who pressed impulse 33 */ i(entity, __self) \
506     /**/
507 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
508
509 /**
510  * called when a vehicle initializes
511  * return true to remove the vehicle
512  */
513 #define EV_VehicleSpawn(i, o) \
514     /**/ i(entity, __self) \
515     /**/
516 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
517
518 /**
519  * called when a player enters a vehicle
520  * allows mutators to set special settings in this event
521  */
522 #define EV_VehicleEnter(i, o) \
523     /** player */ i(entity, vh_player) \
524     /** vehicle */ i(entity, vh_vehicle) \
525     /**/
526 entity vh_player;
527 entity vh_vehicle;
528 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
529
530 /**
531  * called when a player touches a vehicle
532  * return true to stop player from entering the vehicle
533  */
534 #define EV_VehicleTouch(i, o) \
535     /** vehicle */ i(entity, __self) \
536     /** player */ i(entity, other) \
537     /**/
538 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
539
540 /**
541  * called when a player exits a vehicle
542  * allows mutators to set special settings in this event
543  */
544 #define EV_VehicleExit(i, o) \
545     /** player */ i(entity, vh_player) \
546     /** vehicle */ i(entity, vh_vehicle) \
547     /**/
548 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
549
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) \
553     /**/
554 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
555
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) \
560     /**/
561 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
562
563 enum {
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
567 };
568
569 /** called at when a player connect */
570 #define EV_ClientConnect(i, o) \
571     /** player */ i(entity, __self) \
572     /**/
573 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
574
575 #define EV_HavocBot_ChooseRole(i, o) \
576     /**/ i(entity, __self) \
577     /**/
578 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
579
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) \
584     /**/
585 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
586 enum {
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
590 };
591
592 /** Called when clearing the global parameters for a model */
593 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
594
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) \
599     /**/
600 string checkmodel_input, checkmodel_command;
601 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
602
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) \
611     /**/
612 entity bullet_hit;
613 //vector bullet_hitloc; // the end pos matches the hit location, apparently
614 vector bullet_startpos;
615 vector bullet_endpos;
616 float frag_damage;
617 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
618
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) \
624     /**/
625 int ret_int;
626 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
627
628 /** Return error to play frag remaining announcements */
629 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
630
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) \
639     /**/
640 int hook_tarzan;
641 entity hook_pullentity;
642 float hook_velmultiplier;
643 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
644
645 #define EV_BuffModel_Customize(i, o) \
646     /**/ i(entity, __self) \
647     /**/ i(entity, buff_player) \
648     /**/
649 entity buff_player;
650 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
651
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) \
656     /**/
657 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
658
659 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
660
661 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
662
663 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
664
665 #define EV_GetRecords(i, o) \
666     /**/ i(int, record_page) \
667     /**/ i(string, ret_string) \
668     /**/ o(string, ret_string) \
669     /**/
670 int record_page;
671 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
672
673 #define EV_Race_FinalCheckpoint(i, o) \
674     /**/ i(entity, race_player) \
675     /**/
676 entity race_player;
677 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
678
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) \
684     /**/
685 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
686
687 #define EV_FixClientCvars(i, o) \
688     /**/ i(entity, fix_client) \
689     /**/
690 entity fix_client;
691 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
692
693 #define EV_SpectateSet(i, o) \
694     /**/ i(entity, __self) \
695     /**/ i(entity, spec_player) \
696     /**/ o(entity, spec_player) \
697     /**/
698 entity spec_player;
699 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
700
701 #define EV_SpectateNext(i, o) \
702     /**/ i(entity, __self) \
703     /**/ i(entity, spec_player) \
704     /**/ o(entity, spec_player) \
705     /**/
706 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
707
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) \
713     /**/
714 entity spec_first;
715 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
716
717 enum {
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)
721 };
722
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) \
729     /**/
730 int bot_activerealplayers;
731 int bot_realplayers;
732 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
733
734 #define EV_ClientCommand_Spectate(i, o) \
735     /**/ i(entity, __self) \
736     /**/
737 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
738
739 enum {
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
743 };
744
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) \
750     /**/
751 float checkrules_timelimit;
752 int checkrules_fraglimit;
753 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
754
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) \
763     /**/
764 entity want_weaponinfo;
765 bool want_allguns;
766 bool want_mutatorblocked;
767 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
768
769 #define EV_AddPlayerScore(i, o) \
770     /**/ i(int, score_field) \
771     /**/ i(float, ret_float) \
772     /**/ o(float, ret_float) \
773     /**/
774 int score_field;
775 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
776
777 #define EV_GetPlayerStatus(i, o) \
778     /**/ i(entity, set_player) \
779     /**/ i(string, ret_string) \
780     /**/ o(string, ret_string) \
781     /**/
782 entity set_player;
783 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
784
785 #define EV_SetWeaponArena(i, o) \
786     /**/ i(string, ret_string) \
787     /**/ o(string, ret_string) \
788     /**/
789 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
790
791 #define EV_DropSpecialItems(i, o) \
792     /**/ i(entity, frag_target) \
793     /**/
794 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
795
796 /**
797  * called when an admin tries to kill all monsters
798  * return 1 to prevent spawning
799  */
800 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
801
802 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
803
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) \
811     /**/
812 entity wp_sendto;
813 int wp_sendflags;
814 int wp_flag;
815 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
816
817 #define EV_TurretValidateTarget(i, o) \
818     /**/ i(entity, turret_this) \
819     /**/ i(entity, turret_target) \
820     /**/ i(int, turret_vflags) \
821     /**/
822 entity turret_this;
823 entity turret_target;
824 int turret_vflags;
825 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
826
827 #define EV_TurretThink(i, o) \
828     /**/ i(entity, __self) \
829     /**/
830 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
831
832 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
833
834 /** */
835 #define EV_PrepareExplosionByDamage(i, o) \
836     /**/ i(entity, __self) \
837     /**/ i(entity, frag_attacker) \
838     /**/
839 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
840
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) \
846     /**/
847 string monster_model;
848 string monster_model_output;
849 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
850
851 /**/
852 #define EV_Player_ChangeTeam(i, o) \
853     /**/ i(entity, __self) \
854     /**/ i(float, pct_curteam) \
855     /**/ i(float, pct_newteam) \
856     /**/
857 float pct_curteam;
858 float pct_newteam;
859 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
860
861 /**/
862 #define EV_URI_GetCallback(i, o) \
863     /**/ i(float, uricb_id) \
864     /**/ i(float, uricb_status) \
865     /**/ i(string, uricb_data) \
866     /**/
867 float uricb_id;
868 float uricb_status;
869 string uricb_data;
870 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);