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[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     /**/ i(entity, __self) \
110     /** same as self */ i(entity, frag_attacker) \
111     /**/ i(entity, frag_target) \
112     /**/ i(float, frag_score) \
113     /**/ o(float, frag_score) \
114     /**/
115 float frag_score;
116 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
117
118 /** called when the match ends */
119 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
120
121 /** should adjust ret_float to contain the team count */
122 #define EV_GetTeamCount(i, o) \
123     /**/ i(float, ret_float) \
124     /**/ o(float, ret_float) \
125     /**/ i(string, ret_string) \
126     /**/ o(string, ret_string) \
127     /**/
128 float ret_float;
129 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
130
131 /** copies variables for spectating "other" to "self" */
132 #define EV_SpectateCopy(i, o) \
133     /**/ i(entity, other) \
134     /**/ i(entity, __self) \
135     /**/
136 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
137
138 /** called when formatting a chat message to replace fancy functions */
139 #define EV_FormatMessage(i, o) \
140     /**/ i(string, format_escape) \
141     /**/ i(string, format_replacement) \
142     /**/ o(string, format_replacement) \
143     /**/ i(string, format_message) \
144     /**/
145 string format_escape;
146 string format_replacement;
147 string format_message;
148 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
149
150 /** returns true if throwing the current weapon shall not be allowed */
151 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
152
153 /** returns true if dropping the current weapon shall not be allowed at any time including death */
154 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
155
156 /**  */
157 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
158
159 /** allows changing attack rate */
160 #define EV_WeaponRateFactor(i, o) \
161     /**/ i(float, weapon_rate) \
162     /**/ o(float, weapon_rate) \
163     /**/
164 float weapon_rate;
165 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
166
167 /** allows changing weapon speed (projectiles mostly) */
168 #define EV_WeaponSpeedFactor(i, o) \
169     /**/ i(float, ret_float) \
170     /**/ o(float, ret_float) \
171     /**/
172 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
173
174 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
175 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
176
177 /** called every frame. customizes the waypoint for spectators */
178 #define EV_CustomizeWaypoint(i, o) \
179     /** waypoint */ i(entity, __self) \
180     /** player; other.enemy = spectator */ i(entity, other) \
181     /**/
182 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
183
184 /**
185  * 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)
186  * return error to request removal
187  */
188 #define EV_FilterItem(i, o) \
189     /** the current item */ i(entity, __self) \
190     /**/
191 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
192
193 /** return error to request removal */
194 #define EV_TurretSpawn(i, o) \
195     /** turret */ i(entity, __self) \
196     /**/
197 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
198
199 /** return error to not attack */
200 #define EV_TurretFire(i, o) \
201     /** turret */ i(entity, __self) \
202     /**/
203 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
204
205 /** return error to not attack */
206 #define EV_Turret_CheckFire(i, o) \
207     /**/ i(bool, ret_bool) \
208     /**/ o(bool, ret_bool) \
209     /**/
210 bool ret_bool;
211 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
212
213 /** return error to prevent entity spawn, or modify the entity */
214 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
215
216 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
217 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
218
219 /** TODO change this into a general PlayerPostThink hook? */
220 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
221
222 /**
223  * called before any player physics, may adjust variables for movement,
224  * is run AFTER bot code and idle checking
225  */
226 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
227
228 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
229 #define EV_GetCvars(i, o) \
230     /**/ i(float, get_cvars_f) \
231     /**/ i(string, get_cvars_s) \
232     /**/
233 float get_cvars_f;
234 string get_cvars_s;
235 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
236
237 /** can edit any "just fired" projectile */
238 #define EV_EditProjectile(i, o) \
239     /**/ i(entity, __self) \
240     /**/ i(entity, other) \
241     /**/
242 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
243
244 /** called when a monster spawns */
245 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
246
247 /** called when a monster dies */
248 #define EV_MonsterDies(i, o) \
249     /**/ i(entity, frag_attacker) \
250     /**/
251 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
252
253 /** called when a monster dies */
254 #define EV_MonsterRemove(i, o) \
255     /**/ i(entity, rem_mon) \
256     /**/
257 entity rem_mon; // avoiding ovewriting self & other
258 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
259
260 /** called when a monster wants to respawn */
261 #define EV_MonsterRespawn(i, o) \
262     /**/ i(entity, other) \
263     /**/
264 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
265
266 /** called when a monster is dropping loot */
267 #define EV_MonsterDropItem(i, o) \
268     /**/ i(entity, other) \
269     /**/ o(entity, other) \
270     /**/
271 .void(entity this) monster_loot;
272 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
273
274 /**
275  * called when a monster moves
276  * returning true makes the monster stop
277  */
278 #define EV_MonsterMove(i, o) \
279     /**/ i(float, monster_speed_run) \
280     /**/ o(float, monster_speed_run) \
281     /**/ i(float, monster_speed_walk) \
282     /**/ o(float, monster_speed_walk) \
283     /**/ i(entity, monster_target) \
284     /**/
285 float monster_speed_run;
286 float monster_speed_walk;
287 entity monster_target;
288 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
289
290 /** called when a monster looks for another target */
291 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
292
293 /** called to change a random monster to a miniboss */
294 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
295
296 /**
297  * called when a player tries to spawn a monster
298  * return 1 to prevent spawning
299  */
300 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
301
302 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
303 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
304     /**/ i(entity, frag_inflictor) \
305     /**/ i(entity, frag_attacker) \
306     /** same as self */ i(entity, frag_target) \
307     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
308     /**/ i(float, damage_take) \
309     /**/ o(float, damage_take) \
310         /**/ i(float, damage_save) \
311     /**/ o(float, damage_save) \
312     /**/
313 vector damage_force;
314 float damage_take;
315 float damage_save;
316 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
317
318 /**
319  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
320  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
321  */
322 #define EV_PlayerDamage_Calculate(i, o) \
323     /**/ i(entity, frag_inflictor) \
324     /**/ i(entity, frag_attacker) \
325     /**/ i(entity, frag_target) \
326     /**/ i(float, frag_deathtype) \
327         /**/ i(float, frag_damage) \
328     /**/ o(float, frag_damage) \
329         /**/ i(float, frag_mirrordamage) \
330     /**/ o(float, frag_mirrordamage) \
331     /**/ i(vector, frag_force) \
332     /**/ o(vector, frag_force) \
333     /**/
334 float frag_damage;
335 float frag_mirrordamage;
336 vector frag_force;
337 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
338
339 /**
340  * Called when a player is damaged
341  */
342 #define EV_PlayerDamaged(i, o) \
343     /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
344     /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
345     /** health    */ i(int,    MUTATOR_ARGV_0_int) \
346     /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
347     /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
348     /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
349     /**/
350 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
351
352 /**
353  * Called by W_DecreaseAmmo
354  */
355 #define EV_W_DecreaseAmmo(i, o) \
356     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
357     /**/
358 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
359
360 /**
361  * Called by W_Reload
362  */
363 #define EV_W_Reload(i, o) \
364     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
365     /**/
366 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
367
368 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
369 #define EV_PlayerPowerups(i, o) \
370     /**/ i(entity, __self) \
371     /**/ i(int, olditems) \
372     /**/
373 int olditems;
374 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
375
376 /**
377  * called every player think frame
378  * return 1 to disable regen
379  */
380 float regen_mod_max;
381 float regen_mod_regen;
382 float regen_mod_rot;
383 float regen_mod_limit;
384 float regen_health;
385 float regen_health_linear;
386 float regen_health_rot;
387 float regen_health_rotlinear;
388 float regen_health_stable;
389 float regen_health_rotstable;
390 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
391
392 /**
393  * called when the use key is pressed
394  * if MUTATOR_RETURNVALUE is 1, don't do anything
395  * return 1 if the use key actually did something
396  */
397 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
398
399 /**
400  * called when a client command is parsed
401  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
402  * NOTE: return true if you handled the command, return false to continue handling
403  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
404  * // example:
405  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
406  * {
407  *     if (MUTATOR_RETURNVALUE) // command was already handled?
408  *         return false;
409  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
410  *     {
411  *         print(cvar_string(argv(1)), "\n");
412  *         return true;
413  *     }
414  *     if (cmd_name == "echostring" && cmd_argc >= 2)
415  *     {
416  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
417  *         return true;
418  *     }
419  *     return false;
420  * }
421  */
422 #define EV_SV_ParseClientCommand(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_ParseClientCommand, EV_SV_ParseClientCommand);
431
432 /** please read EV_SV_ParseClientCommand description before using */
433 #define EV_SV_ParseServerCommand(i, o) \
434     /** command name */ i(string, cmd_name) \
435     /** also, argv() can be used */ i(int, cmd_argc) \
436     /** whole command, use only if you really have to */ i(string, cmd_string) \
437     /**/
438 //string cmd_name;
439 //int cmd_argc;
440 //string cmd_string;
441 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
442
443 /**
444  * called when a spawnpoint is being evaluated
445  * return 1 to make the spawnpoint unusable
446  */
447 #define EV_Spawn_Score(i, o) \
448     /** player wanting to spawn */ i(entity, __self) \
449     /** spot to be evaluated */ i(entity, spawn_spot) \
450     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
451     /**/ o(vector, spawn_score) \
452     /**/
453 vector spawn_score;
454 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
455
456 /** runs globally each server frame */
457 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
458
459 #define EV_SetModname(i, o) \
460     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
461     o(string, modname) \
462     /**/
463 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
464
465 /**
466  * called for each item being spawned on a map, including dropped weapons
467  * return 1 to remove an item
468  */
469 #define EV_Item_Spawn(i, o) \
470     /** the item */ i(entity, __self) \
471     /**/
472 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
473
474 #define EV_SetWeaponreplace(i, o) \
475     /** map entity */ i(entity, __self) \
476     /** weapon info */ i(entity, other) \
477     /**/ i(string, ret_string) \
478     /**/ o(string, ret_string) \
479     /**/
480 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
481
482 /** called when an item is about to respawn */
483 #define EV_Item_RespawnCountdown(i, o) \
484     /**/ i(string, item_name) \
485     /**/ o(string, item_name) \
486     /**/ i(vector, item_color) \
487     /**/ o(vector, item_color) \
488     /**/
489 string item_name;
490 vector item_color;
491 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
492
493 /** called when a bot checks a target to attack */
494 #define EV_BotShouldAttack(i, o) \
495     /**/ i(entity, checkentity) \
496     /**/
497 entity checkentity;
498 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
499
500 /**
501  * called whenever a player goes through a portal gun teleport
502  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
503  */
504 #define EV_PortalTeleport(i, o) \
505     /**/ i(entity, __self) \
506     /**/
507 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
508
509 /**
510  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
511  * normally help me ping uses self.waypointsprite_attachedforcarrier,
512  * but if your mutator uses something different then you can handle it
513  * in a special manner using this hook
514  */
515 #define EV_HelpMePing(i, o) \
516     /** the player who pressed impulse 33 */ i(entity, __self) \
517     /**/
518 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
519
520 /**
521  * called when a vehicle initializes
522  * return true to remove the vehicle
523  */
524 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
525
526 /**
527  * called when a player enters a vehicle
528  * allows mutators to set special settings in this event
529  */
530 #define EV_VehicleEnter(i, o) \
531     /** player */ i(entity, vh_player) \
532     /** vehicle */ i(entity, vh_vehicle) \
533     /**/
534 entity vh_player;
535 entity vh_vehicle;
536 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
537
538 /**
539  * called when a player touches a vehicle
540  * return true to stop player from entering the vehicle
541  */
542 #define EV_VehicleTouch(i, o) \
543     /** vehicle */ i(entity, __self) \
544     /** player */ i(entity, other) \
545     /**/
546 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
547
548 /**
549  * called when a player exits a vehicle
550  * allows mutators to set special settings in this event
551  */
552 #define EV_VehicleExit(i, o) \
553     /** player */ i(entity, vh_player) \
554     /** vehicle */ i(entity, vh_vehicle) \
555     /**/
556 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
557
558 /** called when a speedrun is aborted and the player is teleported back to start position */
559 #define EV_AbortSpeedrun(i, o) \
560     /** player */ i(entity, __self) \
561     /**/
562 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
563
564 /** called at when a item is touched. Called early, can edit item properties. */
565 #define EV_ItemTouch(i, o) \
566     /** item */ i(entity, __self) \
567     /** player */ i(entity, other) \
568     /**/
569 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
570
571 enum {
572         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
573         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
574         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
575 };
576
577 /** called at when a player connect */
578 #define EV_ClientConnect(i, o) \
579     /** player */ i(entity, __self) \
580     /**/
581 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
582
583 #define EV_HavocBot_ChooseRole(i, o) \
584     /**/ i(entity, __self) \
585     /**/
586 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
587
588 /** called when a target is checked for accuracy */
589 #define EV_AccuracyTargetValid(i, o) \
590     /** attacker */ i(entity, frag_attacker) \
591     /** target */ i(entity, frag_target) \
592     /**/
593 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
594 enum {
595         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
596         MUT_ACCADD_INVALID, // return this flag to make the function always continue
597         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
598 };
599
600 /** Called when clearing the global parameters for a model */
601 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
602
603 /** Called when getting the global parameters for a model */
604 #define EV_GetModelParams(i, o) \
605     /** entity id */ i(string, checkmodel_input) \
606     /** entity id */ i(string, checkmodel_command) \
607     /**/
608 string checkmodel_input, checkmodel_command;
609 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
610
611 /** called when a bullet has hit a target */
612 #define EV_FireBullet_Hit(i, o) \
613     /**/ i(entity, __self) \
614     /**/ i(entity, bullet_hit) \
615     /**/ i(vector, bullet_startpos) \
616     /**/ i(vector, bullet_endpos) \
617     /**/ i(float, frag_damage) \
618     /**/ o(float, frag_damage) \
619     /**/
620 entity bullet_hit;
621 //vector bullet_hitloc; // the end pos matches the hit location, apparently
622 vector bullet_startpos;
623 vector bullet_endpos;
624 //float frag_damage;
625 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
626
627 #define EV_FixPlayermodel(i, o) \
628     /**/ i(string, ret_string) \
629     /**/ o(string, ret_string) \
630     /**/ i(int, ret_int) \
631     /**/ o(int, ret_int) \
632     /**/
633 int ret_int;
634 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
635
636 /** Return error to play frag remaining announcements */
637 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
638
639 #define EV_GrappleHookThink(i, o) \
640     /**/ i(entity, __self) \
641     /**/ i(int, hook_tarzan) \
642     /**/ o(int, hook_tarzan) \
643     /**/ i(entity, hook_pullentity) \
644     /**/ o(entity, hook_pullentity) \
645     /**/ i(float, hook_velmultiplier) \
646     /**/ o(float, hook_velmultiplier) \
647     /**/
648 int hook_tarzan;
649 entity hook_pullentity;
650 float hook_velmultiplier;
651 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
652
653 #define EV_BuffModel_Customize(i, o) \
654     /**/ i(entity, __self) \
655     /**/ i(entity, buff_player) \
656     /**/
657 entity buff_player;
658 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
659
660 /** called at when a buff is touched. Called early, can edit buff properties. */
661 #define EV_BuffTouch(i, o) \
662     /** item */ i(entity, __self) \
663     /** player */ i(entity, other) \
664     /**/
665 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
666
667 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
668
669 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
670
671 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
672
673 #define EV_GetRecords(i, o) \
674     /**/ i(int, record_page) \
675     /**/ i(string, ret_string) \
676     /**/ o(string, ret_string) \
677     /**/
678 int record_page;
679 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
680
681 #define EV_Race_FinalCheckpoint(i, o) \
682     /**/ i(entity, race_player) \
683     /**/
684 entity race_player;
685 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
686
687 /** called when player triggered kill (or is changing teams), return error to not do anything */
688 #define EV_ClientKill(i, o) \
689     /** player */ i(entity, __self) \
690     /* kill delay */ i(float, ret_float) \
691     /* kill delay */ o(float, ret_float) \
692     /**/
693 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
694
695 #define EV_FixClientCvars(i, o) \
696     /**/ i(entity, fix_client) \
697     /**/
698 entity fix_client;
699 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
700
701 #define EV_SpectateSet(i, o) \
702     /**/ i(entity, __self) \
703     /**/ i(entity, spec_player) \
704     /**/ o(entity, spec_player) \
705     /**/
706 entity spec_player;
707 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
708
709 #define EV_SpectateNext(i, o) \
710     /**/ i(entity, __self) \
711     /**/ i(entity, spec_player) \
712     /**/ o(entity, spec_player) \
713     /**/
714 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
715
716 #define EV_SpectatePrev(i, o) \
717     /**/ i(entity, __self) \
718     /**/ i(entity, spec_player) \
719     /**/ o(entity, spec_player) \
720     /**/ i(entity, spec_first) \
721     /**/
722 entity spec_first;
723 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
724
725 enum {
726     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
727     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
728     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
729 };
730
731 /** called when player triggered kill (or is changing teams), return error to not do anything */
732 #define EV_Bot_FixCount(i, o) \
733     /**/ i(int, bot_activerealplayers) \
734     /**/ o(int, bot_activerealplayers) \
735     /**/ i(int, bot_realplayers) \
736     /**/ o(int, bot_realplayers) \
737     /**/
738 int bot_activerealplayers;
739 int bot_realplayers;
740 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
741
742 #define EV_ClientCommand_Spectate(i, o) \
743     /**/ i(entity, __self) \
744     /**/
745 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
746
747 enum {
748     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
749     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
750     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
751 };
752
753 #define EV_CheckRules_World(i, o) \
754     /* status */ i(float, ret_float) \
755     /* status */ o(float, ret_float) \
756     /* time limit */ i(float, checkrules_timelimit) \
757     /* frag limit */ i(int, checkrules_fraglimit) \
758     /**/
759 float checkrules_timelimit;
760 int checkrules_fraglimit;
761 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
762
763 #define EV_WantWeapon(i, o) \
764     /**/ i(entity, want_weaponinfo) \
765     /**/ i(float, ret_float) \
766     /**/ o(float, ret_float) \
767     /**/ i(bool, want_allguns) \
768     /**/ o(bool, want_allguns) \
769     /**/ i(bool, want_mutatorblocked) \
770     /**/ o(bool, want_mutatorblocked) \
771     /**/
772 entity want_weaponinfo;
773 bool want_allguns;
774 bool want_mutatorblocked;
775 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
776
777 #define EV_AddPlayerScore(i, o) \
778     /**/ i(int, score_field) \
779     /**/ i(float, ret_float) \
780     /**/ o(float, ret_float) \
781     /**/
782 int score_field;
783 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
784
785 #define EV_GetPlayerStatus(i, o) \
786     /**/ i(entity, set_player) \
787     /**/ i(string, ret_string) \
788     /**/ o(string, ret_string) \
789     /**/
790 entity set_player;
791 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
792
793 #define EV_SetWeaponArena(i, o) \
794     /**/ i(string, ret_string) \
795     /**/ o(string, ret_string) \
796     /**/
797 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
798
799 #define EV_DropSpecialItems(i, o) \
800     /**/ i(entity, frag_target) \
801     /**/
802 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
803
804 /**
805  * called when an admin tries to kill all monsters
806  * return 1 to prevent spawning
807  */
808 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
809
810 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
811
812 #define EV_SendWaypoint(i, o) \
813     /**/ i(entity, __self) \
814     /**/ i(entity, wp_sendto) \
815     /**/ i(int, wp_sendflags) \
816     /**/ o(int, wp_sendflags) \
817     /**/ i(int, wp_flag) \
818     /**/ o(int, wp_flag) \
819     /**/
820 entity wp_sendto;
821 int wp_sendflags;
822 int wp_flag;
823 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
824
825 #define EV_TurretValidateTarget(i, o) \
826     /**/ i(entity, turret_this) \
827     /**/ i(entity, turret_target) \
828     /**/ i(int, turret_vflags) \
829     /**/
830 entity turret_this;
831 entity turret_target;
832 int turret_vflags;
833 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
834
835 #define EV_TurretThink(i, o) \
836     /**/ i(entity, __self) \
837     /**/
838 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
839
840 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
841
842 /** */
843 #define EV_PrepareExplosionByDamage(i, o) \
844     /**/ i(entity, __self) \
845     /**/ i(entity, frag_attacker) \
846     /**/
847 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
848
849 /** called when a monster model is about to be set, allows custom paths etc. */
850 #define EV_MonsterModel(i, o) \
851     /**/ i(string, monster_model) \
852     /**/ i(string, monster_model_output) \
853     /**/ o(string, monster_model_output) \
854     /**/
855 string monster_model;
856 string monster_model_output;
857 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
858 #endif