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Merge branch 'terencehill/respawn_timer_fix' into 'master'
[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, __self) \
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     /** spot that was used, or world */ i(entity, spawn_spot) \
21     /**/
22 entity spawn_spot;
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(string, format_escape) \
119     /**/ i(string, format_replacement) \
120     /**/ o(string, format_replacement) \
121     /**/ i(string, format_message) \
122     /**/
123 string format_escape;
124 string format_replacement;
125 string format_message;
126 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
127
128 /** returns true if throwing the current weapon shall not be allowed */
129 #define EV_ForbidThrowCurrentWeapon(i, o) \
130     /**/ i(entity, __self) \
131     /**/
132 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
133
134 /** returns true if dropping the current weapon shall not be allowed at any time including death */
135 #define EV_ForbidDropCurrentWeapon(i, o) \
136     /**/ i(entity, __self) \
137     /**/
138 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
139
140 /**  */
141 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
142
143 /** allows changing attack rate */
144 #define EV_WeaponRateFactor(i, o) \
145     /**/ i(float, weapon_rate) \
146     /**/ o(float, weapon_rate) \
147     /**/
148 float weapon_rate;
149 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
150
151 /** allows changing weapon speed (projectiles mostly) */
152 #define EV_WeaponSpeedFactor(i, o) \
153     /**/ i(float, ret_float) \
154     /**/ o(float, ret_float) \
155     /**/
156 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
157
158 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
159 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
160
161 /** called every frame. customizes the waypoint for spectators */
162 #define EV_CustomizeWaypoint(i, o) \
163     /** waypoint */ i(entity, __self) \
164     /** player; other.enemy = spectator */ i(entity, other) \
165     /**/
166 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
167
168 /**
169  * 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)
170  * return error to request removal
171  */
172 #define EV_FilterItem(i, o) \
173     /** the current item */ i(entity, __self) \
174     /**/
175 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
176
177 /** return error to request removal */
178 #define EV_TurretSpawn(i, o) \
179     /** turret */ i(entity, __self) \
180     /**/
181 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
182
183 /** return error to not attack */
184 #define EV_TurretFire(i, o) \
185     /** turret */ i(entity, __self) \
186     /**/
187 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
188
189 /** return error to not attack */
190 #define EV_Turret_CheckFire(i, o) \
191     /**/ i(bool, ret_bool) \
192     /**/ o(bool, ret_bool) \
193     /**/
194 bool ret_bool;
195 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
196
197 /** return error to prevent entity spawn, or modify the entity */
198 #define EV_OnEntityPreSpawn(i, o) \
199     /** turret */ i(entity, __self) \
200     /**/
201 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
202
203 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
204 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
205
206 /** TODO change this into a general PlayerPostThink hook? */
207 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
208
209 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
210 #define EV_GetCvars(i, o) \
211     /**/ i(float, get_cvars_f) \
212     /**/ i(string, get_cvars_s) \
213     /**/
214 float get_cvars_f;
215 string get_cvars_s;
216 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
217
218 /** can edit any "just fired" projectile */
219 #define EV_EditProjectile(i, o) \
220     /**/ i(entity, __self) \
221     /**/ i(entity, other) \
222     /**/
223 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
224
225 /** called when a monster spawns */
226 #define EV_MonsterSpawn(i, o) \
227     /**/ i(entity, __self) \
228     /**/
229 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
230
231 /** called when a monster dies */
232 #define EV_MonsterDies(i, o) \
233     /**/ i(entity, frag_target) \
234     /**/ i(entity, frag_attacker) \
235     /**/
236 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
237
238 /** called when a monster dies */
239 #define EV_MonsterRemove(i, o) \
240     /**/ i(entity, rem_mon) \
241     /**/
242 entity rem_mon; // avoiding ovewriting self & other
243 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
244
245 /** called when a monster wants to respawn */
246 #define EV_MonsterRespawn(i, o) \
247     /**/ i(entity, other) \
248     /**/
249 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
250
251 /** called when a monster is dropping loot */
252 #define EV_MonsterDropItem(i, o) \
253     /**/ i(entity, other) \
254     /**/ o(entity, other) \
255     /**/
256 .void(entity this) monster_loot;
257 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
258
259 /**
260  * called when a monster moves
261  * returning true makes the monster stop
262  */
263 #define EV_MonsterMove(i, o) \
264     /**/ i(entity, __self) \
265     /**/ i(float, monster_speed_run) \
266     /**/ o(float, monster_speed_run) \
267     /**/ i(float, monster_speed_walk) \
268     /**/ o(float, monster_speed_walk) \
269     /**/ i(entity, monster_target) \
270     /**/
271 float monster_speed_run;
272 float monster_speed_walk;
273 entity monster_target;
274 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
275
276 /** called when a monster looks for another target */
277 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
278
279 /** called to change a random monster to a miniboss */
280 #define EV_MonsterCheckBossFlag(i, o) \
281     /**/ i(entity, __self) \
282     /**/
283 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
284
285 /**
286  * called when a player tries to spawn a monster
287  * return 1 to prevent spawning
288  */
289 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
290
291 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
292 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
293     /**/ i(entity, frag_inflictor) \
294     /**/ i(entity, frag_attacker) \
295     /** same as self */ i(entity, frag_target) \
296     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
297     /**/ i(float, damage_take) \
298     /**/ o(float, damage_take) \
299         /**/ i(float, damage_save) \
300     /**/ o(float, damage_save) \
301     /**/
302 vector damage_force;
303 float damage_take;
304 float damage_save;
305 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
306
307 /**
308  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
309  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
310  */
311 #define EV_PlayerDamage_Calculate(i, o) \
312     /**/ i(entity, frag_inflictor) \
313     /**/ i(entity, frag_attacker) \
314     /**/ i(entity, frag_target) \
315     /**/ i(float, frag_deathtype) \
316         /**/ i(float, frag_damage) \
317     /**/ o(float, frag_damage) \
318         /**/ i(float, frag_mirrordamage) \
319     /**/ o(float, frag_mirrordamage) \
320     /**/ i(vector, frag_force) \
321     /**/ o(vector, frag_force) \
322     /**/
323 float frag_damage;
324 float frag_mirrordamage;
325 vector frag_force;
326 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
327
328 /**
329  * Called when a player is damaged
330  */
331 #define EV_PlayerDamaged(i, o) \
332     /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
333     /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
334     /** health    */ i(int,    MUTATOR_ARGV_0_int) \
335     /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
336     /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
337     /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
338     /**/
339 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
340
341 /**
342  * Called by W_DecreaseAmmo
343  */
344 #define EV_W_DecreaseAmmo(i, o) \
345     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
346     /**/
347 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
348
349 /**
350  * Called by W_Reload
351  */
352 #define EV_W_Reload(i, o) \
353     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
354     /**/
355 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
356
357 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
358 #define EV_PlayerPowerups(i, o) \
359     /**/ i(entity, __self) \
360     /**/ i(int, olditems) \
361     /**/
362 int olditems;
363 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
364
365 /**
366  * called every player think frame
367  * return 1 to disable regen
368  */
369 float regen_mod_max;
370 float regen_mod_regen;
371 float regen_mod_rot;
372 float regen_mod_limit;
373 float regen_health;
374 float regen_health_linear;
375 float regen_health_rot;
376 float regen_health_rotlinear;
377 float regen_health_stable;
378 float regen_health_rotstable;
379 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
380
381 /**
382  * called when the use key is pressed
383  * if MUTATOR_RETURNVALUE is 1, don't do anything
384  * return 1 if the use key actually did something
385  */
386 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
387
388 /**
389  * called when a client command is parsed
390  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
391  * NOTE: return true if you handled the command, return false to continue handling
392  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
393  * // example:
394  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
395  * {
396  *     if (MUTATOR_RETURNVALUE) // command was already handled?
397  *         return false;
398  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
399  *     {
400  *         print(cvar_string(argv(1)), "\n");
401  *         return true;
402  *     }
403  *     if (cmd_name == "echostring" && cmd_argc >= 2)
404  *     {
405  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
406  *         return true;
407  *     }
408  *     return false;
409  * }
410  */
411 #define EV_SV_ParseClientCommand(i, o) \
412     /** command name */ i(string, cmd_name) \
413     /** also, argv() can be used */ i(int, cmd_argc) \
414     /** whole command, use only if you really have to */ i(string, cmd_string) \
415     /**/
416 string cmd_name;
417 int cmd_argc;
418 string cmd_string;
419 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
420
421 /** please read EV_SV_ParseClientCommand description before using */
422 #define EV_SV_ParseServerCommand(i, o) \
423     /** command name */ i(string, cmd_name) \
424     /** also, argv() can be used */ i(int, cmd_argc) \
425     /** whole command, use only if you really have to */ i(string, cmd_string) \
426     /**/
427 //string cmd_name;
428 //int cmd_argc;
429 //string cmd_string;
430 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
431
432 /**
433  * called when a spawnpoint is being evaluated
434  * return 1 to make the spawnpoint unusable
435  */
436 #define EV_Spawn_Score(i, o) \
437     /** player wanting to spawn */ i(entity, __self) \
438     /** spot to be evaluated */ i(entity, spawn_spot) \
439     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
440     /**/ o(vector, spawn_score) \
441     /**/
442 vector spawn_score;
443 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
444
445 /** runs globally each server frame */
446 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
447
448 #define EV_SetModname(i, o) \
449     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
450     o(string, modname) \
451     /**/
452 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
453
454 /**
455  * called for each item being spawned on a map, including dropped weapons
456  * return 1 to remove an item
457  */
458 #define EV_Item_Spawn(i, o) \
459     /** the item */ i(entity, __self) \
460     /**/
461 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
462
463 #define EV_SetWeaponreplace(i, o) \
464     /** map entity */ i(entity, __self) \
465     /** weapon info */ i(entity, other) \
466     /**/ i(string, ret_string) \
467     /**/ o(string, ret_string) \
468     /**/
469 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
470
471 /** called when an item is about to respawn */
472 #define EV_Item_RespawnCountdown(i, o) \
473     /**/ i(string, item_name) \
474     /**/ o(string, item_name) \
475     /**/ i(vector, item_color) \
476     /**/ o(vector, item_color) \
477     /**/
478 string item_name;
479 vector item_color;
480 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
481
482 /** called when a bot checks a target to attack */
483 #define EV_BotShouldAttack(i, o) \
484     /**/ i(entity, __self) \
485     /**/ i(entity, checkentity) \
486     /**/
487 entity checkentity;
488 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
489
490 /**
491  * called whenever a player goes through a portal gun teleport
492  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
493  */
494 #define EV_PortalTeleport(i, o) \
495     /**/ i(entity, __self) \
496     /**/
497 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
498
499 /**
500  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
501  * normally help me ping uses self.waypointsprite_attachedforcarrier,
502  * but if your mutator uses something different then you can handle it
503  * in a special manner using this hook
504  */
505 #define EV_HelpMePing(i, o) \
506     /** the player who pressed impulse 33 */ i(entity, __self) \
507     /**/
508 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
509
510 /**
511  * called when a vehicle initializes
512  * return true to remove the vehicle
513  */
514 #define EV_VehicleSpawn(i, o) \
515     /**/ i(entity, __self) \
516     /**/
517 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
518
519 /**
520  * called when a player enters a vehicle
521  * allows mutators to set special settings in this event
522  */
523 #define EV_VehicleEnter(i, o) \
524     /** player */ i(entity, vh_player) \
525     /** vehicle */ i(entity, vh_vehicle) \
526     /**/
527 entity vh_player;
528 entity vh_vehicle;
529 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
530
531 /**
532  * called when a player touches a vehicle
533  * return true to stop player from entering the vehicle
534  */
535 #define EV_VehicleTouch(i, o) \
536     /** vehicle */ i(entity, __self) \
537     /** player */ i(entity, other) \
538     /**/
539 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
540
541 /**
542  * called when a player exits a vehicle
543  * allows mutators to set special settings in this event
544  */
545 #define EV_VehicleExit(i, o) \
546     /** player */ i(entity, vh_player) \
547     /** vehicle */ i(entity, vh_vehicle) \
548     /**/
549 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
550
551 /** called when a speedrun is aborted and the player is teleported back to start position */
552 #define EV_AbortSpeedrun(i, o) \
553     /** player */ i(entity, __self) \
554     /**/
555 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
556
557 /** called at when a item is touched. Called early, can edit item properties. */
558 #define EV_ItemTouch(i, o) \
559     /** item */ i(entity, __self) \
560     /** player */ i(entity, other) \
561     /**/
562 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
563
564 enum {
565         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
566         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
567         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
568 };
569
570 /** called at when a player connect */
571 #define EV_ClientConnect(i, o) \
572     /** player */ i(entity, __self) \
573     /**/
574 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
575
576 #define EV_HavocBot_ChooseRole(i, o) \
577     /**/ i(entity, __self) \
578     /**/
579 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
580
581 /** called when a target is checked for accuracy */
582 #define EV_AccuracyTargetValid(i, o) \
583     /** attacker */ i(entity, frag_attacker) \
584     /** target */ i(entity, frag_target) \
585     /**/
586 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
587 enum {
588         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
589         MUT_ACCADD_INVALID, // return this flag to make the function always continue
590         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
591 };
592
593 /** Called when clearing the global parameters for a model */
594 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
595
596 /** Called when getting the global parameters for a model */
597 #define EV_GetModelParams(i, o) \
598     /** entity id */ i(string, checkmodel_input) \
599     /** entity id */ i(string, checkmodel_command) \
600     /**/
601 string checkmodel_input, checkmodel_command;
602 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
603
604 /** called when a bullet has hit a target */
605 #define EV_FireBullet_Hit(i, o) \
606     /**/ i(entity, __self) \
607     /**/ i(entity, bullet_hit) \
608     /**/ i(vector, bullet_startpos) \
609     /**/ i(vector, bullet_endpos) \
610     /**/ i(float, frag_damage) \
611     /**/ o(float, frag_damage) \
612     /**/
613 entity bullet_hit;
614 //vector bullet_hitloc; // the end pos matches the hit location, apparently
615 vector bullet_startpos;
616 vector bullet_endpos;
617 //float frag_damage;
618 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
619
620 #define EV_FixPlayermodel(i, o) \
621     /**/ i(string, ret_string) \
622     /**/ o(string, ret_string) \
623     /**/ i(int, ret_int) \
624     /**/ o(int, ret_int) \
625     /**/
626 int ret_int;
627 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
628
629 /** Return error to play frag remaining announcements */
630 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
631
632 #define EV_GrappleHookThink(i, o) \
633     /**/ i(entity, __self) \
634     /**/ i(int, hook_tarzan) \
635     /**/ o(int, hook_tarzan) \
636     /**/ i(entity, hook_pullentity) \
637     /**/ o(entity, hook_pullentity) \
638     /**/ i(float, hook_velmultiplier) \
639     /**/ o(float, hook_velmultiplier) \
640     /**/
641 int hook_tarzan;
642 entity hook_pullentity;
643 float hook_velmultiplier;
644 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
645
646 #define EV_BuffModel_Customize(i, o) \
647     /**/ i(entity, __self) \
648     /**/ i(entity, buff_player) \
649     /**/
650 entity buff_player;
651 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
652
653 /** called at when a buff is touched. Called early, can edit buff properties. */
654 #define EV_BuffTouch(i, o) \
655     /** item */ i(entity, __self) \
656     /** player */ i(entity, other) \
657     /**/
658 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
659
660 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
661
662 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
663
664 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
665
666 #define EV_GetRecords(i, o) \
667     /**/ i(int, record_page) \
668     /**/ i(string, ret_string) \
669     /**/ o(string, ret_string) \
670     /**/
671 int record_page;
672 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
673
674 #define EV_Race_FinalCheckpoint(i, o) \
675     /**/ i(entity, race_player) \
676     /**/
677 entity race_player;
678 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
679
680 /** called when player triggered kill (or is changing teams), return error to not do anything */
681 #define EV_ClientKill(i, o) \
682     /** player */ i(entity, __self) \
683     /* kill delay */ i(float, ret_float) \
684     /* kill delay */ o(float, ret_float) \
685     /**/
686 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
687
688 #define EV_FixClientCvars(i, o) \
689     /**/ i(entity, fix_client) \
690     /**/
691 entity fix_client;
692 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
693
694 #define EV_SpectateSet(i, o) \
695     /**/ i(entity, __self) \
696     /**/ i(entity, spec_player) \
697     /**/ o(entity, spec_player) \
698     /**/
699 entity spec_player;
700 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
701
702 #define EV_SpectateNext(i, o) \
703     /**/ i(entity, __self) \
704     /**/ i(entity, spec_player) \
705     /**/ o(entity, spec_player) \
706     /**/
707 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
708
709 #define EV_SpectatePrev(i, o) \
710     /**/ i(entity, __self) \
711     /**/ i(entity, spec_player) \
712     /**/ o(entity, spec_player) \
713     /**/ i(entity, spec_first) \
714     /**/
715 entity spec_first;
716 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
717
718 enum {
719     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
720     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
721     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
722 };
723
724 /** called when player triggered kill (or is changing teams), return error to not do anything */
725 #define EV_Bot_FixCount(i, o) \
726     /**/ i(int, bot_activerealplayers) \
727     /**/ o(int, bot_activerealplayers) \
728     /**/ i(int, bot_realplayers) \
729     /**/ o(int, bot_realplayers) \
730     /**/
731 int bot_activerealplayers;
732 int bot_realplayers;
733 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
734
735 #define EV_ClientCommand_Spectate(i, o) \
736     /**/ i(entity, __self) \
737     /**/
738 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
739
740 enum {
741     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
742     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
743     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
744 };
745
746 #define EV_CheckRules_World(i, o) \
747     /* status */ i(float, ret_float) \
748     /* status */ o(float, ret_float) \
749     /* time limit */ i(float, checkrules_timelimit) \
750     /* frag limit */ i(int, checkrules_fraglimit) \
751     /**/
752 float checkrules_timelimit;
753 int checkrules_fraglimit;
754 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
755
756 #define EV_WantWeapon(i, o) \
757     /**/ i(entity, want_weaponinfo) \
758     /**/ i(float, ret_float) \
759     /**/ o(float, ret_float) \
760     /**/ i(bool, want_allguns) \
761     /**/ o(bool, want_allguns) \
762     /**/ i(bool, want_mutatorblocked) \
763     /**/ o(bool, want_mutatorblocked) \
764     /**/
765 entity want_weaponinfo;
766 bool want_allguns;
767 bool want_mutatorblocked;
768 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
769
770 #define EV_AddPlayerScore(i, o) \
771     /**/ i(int, score_field) \
772     /**/ i(float, ret_float) \
773     /**/ o(float, ret_float) \
774     /**/
775 int score_field;
776 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
777
778 #define EV_GetPlayerStatus(i, o) \
779     /**/ i(entity, set_player) \
780     /**/ i(string, ret_string) \
781     /**/ o(string, ret_string) \
782     /**/
783 entity set_player;
784 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
785
786 #define EV_SetWeaponArena(i, o) \
787     /**/ i(string, ret_string) \
788     /**/ o(string, ret_string) \
789     /**/
790 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
791
792 #define EV_DropSpecialItems(i, o) \
793     /**/ i(entity, frag_target) \
794     /**/
795 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
796
797 /**
798  * called when an admin tries to kill all monsters
799  * return 1 to prevent spawning
800  */
801 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
802
803 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
804
805 #define EV_SendWaypoint(i, o) \
806     /**/ i(entity, __self) \
807     /**/ i(entity, wp_sendto) \
808     /**/ i(int, wp_sendflags) \
809     /**/ o(int, wp_sendflags) \
810     /**/ i(int, wp_flag) \
811     /**/ o(int, wp_flag) \
812     /**/
813 entity wp_sendto;
814 int wp_sendflags;
815 int wp_flag;
816 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
817
818 #define EV_TurretValidateTarget(i, o) \
819     /**/ i(entity, turret_this) \
820     /**/ i(entity, turret_target) \
821     /**/ i(int, turret_vflags) \
822     /**/
823 entity turret_this;
824 entity turret_target;
825 int turret_vflags;
826 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
827
828 #define EV_TurretThink(i, o) \
829     /**/ i(entity, __self) \
830     /**/
831 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
832
833 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
834
835 /** */
836 #define EV_PrepareExplosionByDamage(i, o) \
837     /**/ i(entity, __self) \
838     /**/ i(entity, frag_attacker) \
839     /**/
840 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
841
842 /** called when a monster model is about to be set, allows custom paths etc. */
843 #define EV_MonsterModel(i, o) \
844     /**/ i(string, monster_model) \
845     /**/ i(string, monster_model_output) \
846     /**/ o(string, monster_model_output) \
847     /**/
848 string monster_model;
849 string monster_model_output;
850 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
851
852 /**/
853 #define EV_Player_ChangeTeam(i, o) \
854     /**/ i(entity, __self) \
855     /**/ i(float, pct_curteam) \
856     /**/ i(float, pct_newteam) \
857     /**/
858 float pct_curteam;
859 float pct_newteam;
860 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
861
862 /**/
863 #define EV_URI_GetCallback(i, o) \
864     /**/ i(float, uricb_id) \
865     /**/ i(float, uricb_status) \
866     /**/ i(string, uricb_data) \
867     /**/
868 float uricb_id;
869 float uricb_status;
870 string uricb_data;
871 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);