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Add a hook for buff model customization, use a flag instead of an IS_PLAYER check...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
1 #ifndef SERVER_MUTATORS_EVENTS_H
2 #define SERVER_MUTATORS_EVENTS_H
3
4 #include "../../common/mutators/base.qh"
5
6 // register all possible hooks here
7
8 /** called when a player becomes observer, after shared setup */
9 #define EV_MakePlayerObserver(i, o) \
10     /**/
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
12
13 /** */
14 #define EV_PutClientInServer(i, o) \
15     /** client wanting to spawn */ i(entity, self) \
16     /**/
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
18
19 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
20 #define EV_PlayerSpawn(i, o) \
21     /** spot that was used, or world */ i(entity, spawn_spot) \
22     /**/
23 entity spawn_spot;
24 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
25
26 /** called in reset_map */
27 #define EV_reset_map_global(i, o) \
28     /**/
29 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
30
31 /** called in reset_map */
32 #define EV_reset_map_players(i, o) \
33     /**/
34 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
35
36 /** returns 1 if clearing player score shall not be allowed */
37 #define EV_ForbidPlayerScore_Clear(i, o) \
38     /**/
39 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
40
41 /** called when a player disconnects */
42 #define EV_ClientDisconnect(i, o) \
43     /**/
44 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
45
46 /** called when a player dies to e.g. remove stuff he was carrying. */
47 #define EV_PlayerDies(i, o) \
48     /**/ i(entity, frag_inflictor) \
49     /**/ i(entity, frag_attacker) \
50     /** same as self */ i(entity, frag_target) \
51     /**/ i(int, frag_deathtype) \
52     /**/
53 entity frag_inflictor;
54 entity frag_attacker;
55 entity frag_target;
56 int frag_deathtype;
57 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58
59 /** called when a player dies to e.g. remove stuff he was carrying */
60 #define EV_PlayHitsound(i, o) \
61     /**/ i(entity, frag_victim) \
62     /**/
63 entity frag_victim;
64 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
65
66 /** called when a weapon sound is about to be played, allows custom paths etc. */
67 #define EV_WeaponSound(i, o) \
68     /**/ i(string, weapon_sound) \
69     /**/ i(string, weapon_sound_output) \
70     /**/ o(string, weapon_sound_output) \
71     /**/
72 string weapon_sound;
73 string weapon_sound_output;
74 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
75
76 /** called when a weapon model is about to be set, allows custom paths etc. */
77 #define EV_WeaponModel(i, o) \
78     /**/ i(string, weapon_model) \
79     /**/ i(string, weapon_model_output) \
80     /**/ o(string, weapon_model_output) \
81     /**/
82 string weapon_model;
83 string weapon_model_output;
84 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
85
86 /** called when an item model is about to be set, allows custom paths etc. */
87 #define EV_ItemModel(i, o) \
88     /**/ i(string, item_model) \
89     /**/ i(string, item_model_output) \
90     /**/ o(string, item_model_output) \
91     /**/
92 string item_model;
93 string item_model_output;
94 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
95
96 /** called when a player presses the jump key */
97 #define EV_PlayerJump(i, o) \
98     /**/ i(float, player_multijump) \
99     /**/ i(float, player_jumpheight) \
100     /**/ o(float, player_multijump) \
101     /**/ o(float, player_jumpheight) \
102     /**/
103 float player_multijump;
104 float player_jumpheight;
105 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
106
107 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
108 #define EV_GiveFragsForKill(i, o) \
109     /** same as self */ i(entity, frag_attacker) \
110     /**/ i(entity, frag_target) \
111     /**/ i(float, frag_score) \
112     /**/ o(float, frag_score) \
113     /**/
114 float frag_score;
115 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
116
117 /** called when the match ends */
118 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
119
120 /** should adjust ret_float to contain the team count */
121 #define EV_GetTeamCount(i, o) \
122     /**/ i(float, ret_float) \
123     /**/ o(float, ret_float) \
124     /**/
125 float ret_float;
126 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
127
128 /** copies variables for spectating "other" to "self" */
129 #define EV_SpectateCopy(i, o) \
130     /**/ i(entity, other) \
131     /**/ i(entity, self) \
132     /**/
133 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
134
135 /** called when formatting a chat message to replace fancy functions */
136 #define EV_FormatMessage(i, o) \
137     /**/ i(string, format_escape) \
138     /**/ i(string, format_replacement) \
139     /**/ o(string, format_replacement) \
140     /**/ i(string, format_message) \
141     /**/
142 string format_escape;
143 string format_replacement;
144 string format_message;
145 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
146
147 /** returns 1 if throwing the current weapon shall not be allowed */
148 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
149
150 /** allows changing attack rate */
151 #define EV_WeaponRateFactor(i, o) \
152     /**/ i(float, weapon_rate) \
153     /**/ o(float, weapon_rate) \
154     /**/
155 float weapon_rate;
156 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
157
158 /** allows changing weapon speed (projectiles mostly) */
159 #define EV_WeaponSpeedFactor(i, o) \
160     /**/ i(float, ret_float) \
161     /**/ o(float, ret_float) \
162     /**/
163 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
164
165 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
166 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
167
168 /** called every frame. customizes the waypoint for spectators */
169 #define EV_CustomizeWaypoint(i, o) \
170     /** waypoint */ i(entity, self) \
171     /** player; other.enemy = spectator */ i(entity, other) \
172     /**/
173 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
174
175 /**
176  * 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)
177  * return error to request removal
178  */
179 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
180
181 /** return error to request removal */
182 #define EV_TurretSpawn(i, o) \
183     /** turret */ i(entity, self) \
184     /**/
185 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
186
187 /** return error to not attack */
188 #define EV_TurretFire(i, o) \
189     /** turret */ i(entity, self) \
190     /**/
191 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
192
193 /** return error to not attack */
194 #define EV_Turret_CheckFire(i, o) \
195     /**/ i(bool, ret_bool) \
196     /**/ o(bool, ret_bool) \
197     /**/
198 bool ret_bool;
199 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
200
201 /** return error to prevent entity spawn, or modify the entity */
202 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
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 /**
211  * called before any player physics, may adjust variables for movement,
212  * is run AFTER bot code and idle checking
213  */
214 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
215
216 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
217 #define EV_GetCvars(i, o) \
218     /**/ i(float, get_cvars_f) \
219     /**/ i(string, get_cvars_s) \
220     /**/
221 float get_cvars_f;
222 string get_cvars_s;
223 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
224
225 /** can edit any "just fired" projectile */
226 #define EV_EditProjectile(i, o) \
227     /**/ i(entity, self) \
228     /**/ i(entity, other) \
229     /**/
230 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
231
232 /** called when a monster spawns */
233 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
234
235 /** called when a monster dies */
236 #define EV_MonsterDies(i, o) \
237     /**/ i(entity, frag_attacker) \
238     /**/
239 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
240
241 /** called when a monster dies */
242 #define EV_MonsterRemove(i, o) \
243     /**/ i(entity, rem_mon) \
244     /**/
245 entity rem_mon; // avoiding ovewriting self & other
246 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
247
248 /** called when a monster wants to respawn */
249 #define EV_MonsterRespawn(i, o) \
250     /**/ i(entity, other) \
251     /**/
252 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
253
254 /** called when a monster is dropping loot */
255 #define EV_MonsterDropItem(i, o) \
256     /**/ i(entity, other) \
257     /**/ o(entity, other) \
258     /**/
259 .void() monster_loot;
260 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
261
262 /**
263  * called when a monster moves
264  * returning true makes the monster stop
265  */
266 #define EV_MonsterMove(i, o) \
267     /**/ i(float, monster_speed_run) \
268     /**/ o(float, monster_speed_run) \
269     /**/ i(float, monster_speed_walk) \
270     /**/ o(float, monster_speed_walk) \
271     /**/ i(entity, monster_target) \
272     /**/
273 float monster_speed_run;
274 float monster_speed_walk;
275 entity monster_target;
276 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
277
278 /** called when a monster looks for another target */
279 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
280
281 /** called to change a random monster to a miniboss */
282 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
283
284 /**
285  * called when a player tries to spawn a monster
286  * return 1 to prevent spawning
287  */
288 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
289
290 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
291 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
292     /**/ i(entity, frag_inflictor) \
293     /**/ i(entity, frag_attacker) \
294     /** same as self */ i(entity, frag_target) \
295     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
296     /**/ i(float, damage_take) \
297     /**/ o(float, damage_take) \
298         /**/ i(float, damage_save) \
299     /**/ o(float, damage_save) \
300     /**/
301 vector damage_force;
302 float damage_take;
303 float damage_save;
304 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
305
306 /**
307  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
308  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
309  */
310 #define EV_PlayerDamage_Calculate(i, o) \
311     /**/ i(entity, frag_attacker) \
312     /**/ i(entity, frag_target) \
313     /**/ i(float, frag_deathtype) \
314         /**/ i(float, frag_damage) \
315     /**/ o(float, frag_damage) \
316         /**/ i(float, frag_mirrordamage) \
317     /**/ o(float, frag_mirrordamage) \
318     /**/ i(vector, frag_force) \
319     /**/ o(vector, frag_force) \
320     /**/
321 float frag_damage;
322 float frag_mirrordamage;
323 vector frag_force;
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_entity_0) \
331     /** target */ i(entity, mutator_argv_entity_1) \
332     /** health */ i(int, mutator_argv_int_0) \
333     /** armor */ i(int, mutator_argv_int_1) \
334     /** location */ i(vector, mutator_argv_vector_0) \
335     /**/
336 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
337
338 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
339 #define EV_PlayerPowerups(i, o) \
340     /**/ i(entity, self) \
341     /**/ i(int, olditems) \
342     /**/
343 int olditems;
344 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
345
346 /**
347  * called every player think frame
348  * return 1 to disable regen
349  */
350 float regen_mod_max;
351 float regen_mod_regen;
352 float regen_mod_rot;
353 float regen_mod_limit;
354 float regen_health;
355 float regen_health_linear;
356 float regen_health_rot;
357 float regen_health_rotlinear;
358 float regen_health_stable;
359 float regen_health_rotstable;
360 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
361
362 /**
363  * called when the use key is pressed
364  * if MUTATOR_RETURNVALUE is 1, don't do anything
365  * return 1 if the use key actually did something
366  */
367 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
368
369 /**
370  * called when a client command is parsed
371  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
372  * NOTE: return true if you handled the command, return false to continue handling
373  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
374  * // example:
375  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
376  * {
377  *     if (MUTATOR_RETURNVALUE) // command was already handled?
378  *         return false;
379  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
380  *     {
381  *         print(cvar_string(argv(1)), "\n");
382  *         return true;
383  *     }
384  *     if (cmd_name == "echostring" && cmd_argc >= 2)
385  *     {
386  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
387  *         return true;
388  *     }
389  *     return false;
390  * }
391  */
392 #define EV_SV_ParseClientCommand(i, o) \
393     /** command name */ i(string, cmd_name) \
394     /** also, argv() can be used */ i(int, cmd_argc) \
395     /** whole command, use only if you really have to */ i(string, cmd_string) \
396     /**/
397 string cmd_name;
398 int cmd_argc;
399 string cmd_string;
400 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
401
402 /**
403  * called when a spawnpoint is being evaluated
404  * return 1 to make the spawnpoint unusable
405  */
406 #define EV_Spawn_Score(i, o) \
407     /** player wanting to spawn */ i(entity, self) \
408     /** spot to be evaluated */ i(entity, spawn_spot) \
409     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
410     /**/ o(vector, spawn_score) \
411     /**/
412 vector spawn_score;
413 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
414
415 /** runs globally each server frame */
416 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
417
418 #define EV_SetModname(i, o) \
419     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
420     o(string, modname) \
421     /**/
422 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
423
424 /**
425  * called for each item being spawned on a map, including dropped weapons
426  * return 1 to remove an item
427  */
428 #define EV_Item_Spawn(i, o) \
429     /** the item */ i(entity, self) \
430     /**/
431 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
432
433 #define EV_SetWeaponreplace(i, o) \
434     /** map entity */ i(entity, self) \
435     /** weapon info */ i(entity, other) \
436     /**/ i(string, ret_string) \
437     /**/ o(string, ret_string) \
438     /**/
439 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
440
441 /** called when an item is about to respawn */
442 #define EV_Item_RespawnCountdown(i, o) \
443     /**/ i(string, item_name) \
444     /**/ o(string, item_name) \
445     /**/ i(vector, item_color) \
446     /**/ o(vector, item_color) \
447     /**/
448 string item_name;
449 vector item_color;
450 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
451
452 /** called when a bot checks a target to attack */
453 #define EV_BotShouldAttack(i, o) \
454     /**/ i(entity, checkentity) \
455     /**/
456 entity checkentity;
457 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
458
459 /**
460  * called whenever a player goes through a portal gun teleport
461  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
462  */
463 #define EV_PortalTeleport(i, o) \
464     /**/ i(entity, self) \
465     /**/
466 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
467
468 /**
469  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
470  * normally help me ping uses self.waypointsprite_attachedforcarrier,
471  * but if your mutator uses something different then you can handle it
472  * in a special manner using this hook
473  */
474 #define EV_HelpMePing(i, o) \
475     /** the player who pressed impulse 33 */ i(entity, self) \
476     /**/
477 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
478
479 /**
480  * called when a vehicle initializes
481  * return true to remove the vehicle
482  */
483 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
484
485 /**
486  * called when a player enters a vehicle
487  * allows mutators to set special settings in this event
488  */
489 #define EV_VehicleEnter(i, o) \
490     /** player */ i(entity, vh_player) \
491     /** vehicle */ i(entity, vh_vehicle) \
492     /**/
493 entity vh_player;
494 entity vh_vehicle;
495 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
496
497 /**
498  * called when a player touches a vehicle
499  * return true to stop player from entering the vehicle
500  */
501 #define EV_VehicleTouch(i, o) \
502     /** vehicle */ i(entity, self) \
503     /** player */ i(entity, other) \
504     /**/
505 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
506
507 /**
508  * called when a player exits a vehicle
509  * allows mutators to set special settings in this event
510  */
511 #define EV_VehicleExit(i, o) \
512     /** player */ i(entity, vh_player) \
513     /** vehicle */ i(entity, vh_vehicle) \
514     /**/
515 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
516
517 /** called when a speedrun is aborted and the player is teleported back to start position */
518 #define EV_AbortSpeedrun(i, o) \
519     /** player */ i(entity, self) \
520     /**/
521 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
522
523 /** called at when a item is touched. Called early, can edit item properties. */
524 #define EV_ItemTouch(i, o) \
525     /** item */ i(entity, self) \
526     /** player */ i(entity, other) \
527     /**/
528 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
529
530 enum {
531         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
532         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
533         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
534 };
535
536 /** called at when a player connect */
537 #define EV_ClientConnect(i, o) \
538     /** player */ i(entity, self) \
539     /**/
540 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
541
542 #define EV_HavocBot_ChooseRole(i, o) \
543     /**/ i(entity, self) \
544     /**/
545 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
546
547 /** called when a target is checked for accuracy */
548 #define EV_AccuracyTargetValid(i, o) \
549     /** attacker */ i(entity, frag_attacker) \
550     /** target */ i(entity, frag_target) \
551     /**/
552 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
553 enum {
554         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
555         MUT_ACCADD_INVALID, // return this flag to make the function always continue
556         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
557 };
558
559 /** Called when clearing the global parameters for a model */
560 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
561
562 /** Called when getting the global parameters for a model */
563 #define EV_GetModelParams(i, o) \
564     /** entity id */ i(string, checkmodel_input) \
565     /** entity id */ i(string, checkmodel_command) \
566     /**/
567 string checkmodel_input, checkmodel_command;
568 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
569
570 /** called when a bullet has hit a target */
571 #define EV_FireBullet_Hit(i, o) \
572     /**/ i(entity, self) \
573     /**/ i(entity, bullet_hit) \
574     /**/ i(vector, bullet_startpos) \
575     /**/ i(vector, bullet_endpos) \
576     /**/ i(float, frag_damage) \
577     /**/ o(float, frag_damage) \
578     /**/
579 entity bullet_hit;
580 //vector bullet_hitloc; // the end pos matches the hit location, apparently
581 vector bullet_startpos;
582 vector bullet_endpos;
583 //float frag_damage;
584 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
585
586 #define EV_FixPlayermodel(i, o) \
587     /**/ i(string, ret_string) \
588     /**/ o(string, ret_string) \
589     /**/ i(int, ret_int) \
590     /**/ o(int, ret_int) \
591     /**/
592 int ret_int;
593 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
594
595 /** Return error to play frag remaining announcements */
596 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
597
598 #define EV_GrappleHookThink(i, o) \
599     /**/ i(entity, self) \
600     /**/ i(int, hook_tarzan) \
601     /**/ o(int, hook_tarzan) \
602     /**/ i(entity, hook_pullentity) \
603     /**/ o(entity, hook_pullentity) \
604     /**/ i(float, hook_velmultiplier) \
605     /**/ o(float, hook_velmultiplier) \
606     /**/
607 int hook_tarzan;
608 entity hook_pullentity;
609 float hook_velmultiplier;
610 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
611
612 #define EV_BuffModel_Customize(i, o) \
613     /**/ i(entity, self) \
614     /**/ i(entity, buff_player) \
615     /**/
616 entity buff_player;
617 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
618
619 /** called at when a buff is touched. Called early, can edit buff properties. */
620 #define EV_BuffTouch(i, o) \
621     /** item */ i(entity, self) \
622     /** player */ i(entity, other) \
623     /**/
624 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
625 #endif