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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 someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
97 #define EV_GiveFragsForKill(i, o) \
98     /**/ i(entity, __self) \
99     /** same as self */ i(entity, frag_attacker) \
100     /**/ i(entity, frag_target) \
101     /**/ i(float, frag_score) \
102     /**/ o(float, frag_score) \
103     /**/
104 float frag_score;
105 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
106
107 /** called when the match ends */
108 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
109
110 /** should adjust ret_float to contain the team count */
111 #define EV_GetTeamCount(i, o) \
112     /**/ i(float, ret_float) \
113     /**/ o(float, ret_float) \
114     /**/ i(string, ret_string) \
115     /**/ o(string, ret_string) \
116     /**/
117 float ret_float;
118 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
119
120 /** copies variables for spectating "other" to "self" */
121 #define EV_SpectateCopy(i, o) \
122     /**/ i(entity, other) \
123     /**/ i(entity, __self) \
124     /**/
125 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
126
127 /** called when formatting a chat message to replace fancy functions */
128 #define EV_FormatMessage(i, o) \
129     /**/ i(string, format_escape) \
130     /**/ i(string, format_replacement) \
131     /**/ o(string, format_replacement) \
132     /**/ i(string, format_message) \
133     /**/
134 string format_escape;
135 string format_replacement;
136 string format_message;
137 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
138
139 /** returns true if throwing the current weapon shall not be allowed */
140 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
141
142 /** returns true if dropping the current weapon shall not be allowed at any time including death */
143 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
144
145 /**  */
146 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
147
148 /** allows changing attack rate */
149 #define EV_WeaponRateFactor(i, o) \
150     /**/ i(float, weapon_rate) \
151     /**/ o(float, weapon_rate) \
152     /**/
153 float weapon_rate;
154 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
155
156 /** allows changing weapon speed (projectiles mostly) */
157 #define EV_WeaponSpeedFactor(i, o) \
158     /**/ i(float, ret_float) \
159     /**/ o(float, ret_float) \
160     /**/
161 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
162
163 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
164 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
165
166 /** called every frame. customizes the waypoint for spectators */
167 #define EV_CustomizeWaypoint(i, o) \
168     /** waypoint */ i(entity, __self) \
169     /** player; other.enemy = spectator */ i(entity, other) \
170     /**/
171 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
172
173 /**
174  * 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)
175  * return error to request removal
176  */
177 #define EV_FilterItem(i, o) \
178     /** the current item */ i(entity, __self) \
179     /**/
180 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
181
182 /** return error to request removal */
183 #define EV_TurretSpawn(i, o) \
184     /** turret */ i(entity, __self) \
185     /**/
186 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
187
188 /** return error to not attack */
189 #define EV_TurretFire(i, o) \
190     /** turret */ i(entity, __self) \
191     /**/
192 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
193
194 /** return error to not attack */
195 #define EV_Turret_CheckFire(i, o) \
196     /**/ i(bool, ret_bool) \
197     /**/ o(bool, ret_bool) \
198     /**/
199 bool ret_bool;
200 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
201
202 /** return error to prevent entity spawn, or modify the entity */
203 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
204
205 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
206 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
207
208 /** TODO change this into a general PlayerPostThink hook? */
209 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
210
211 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
212 #define EV_GetCvars(i, o) \
213     /**/ i(float, get_cvars_f) \
214     /**/ i(string, get_cvars_s) \
215     /**/
216 float get_cvars_f;
217 string get_cvars_s;
218 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
219
220 /** can edit any "just fired" projectile */
221 #define EV_EditProjectile(i, o) \
222     /**/ i(entity, __self) \
223     /**/ i(entity, other) \
224     /**/
225 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
226
227 /** called when a monster spawns */
228 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
229
230 /** called when a monster dies */
231 #define EV_MonsterDies(i, o) \
232     /**/ i(entity, frag_attacker) \
233     /**/
234 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
235
236 /** called when a monster dies */
237 #define EV_MonsterRemove(i, o) \
238     /**/ i(entity, rem_mon) \
239     /**/
240 entity rem_mon; // avoiding ovewriting self & other
241 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
242
243 /** called when a monster wants to respawn */
244 #define EV_MonsterRespawn(i, o) \
245     /**/ i(entity, other) \
246     /**/
247 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
248
249 /** called when a monster is dropping loot */
250 #define EV_MonsterDropItem(i, o) \
251     /**/ i(entity, other) \
252     /**/ o(entity, other) \
253     /**/
254 .void(entity this) monster_loot;
255 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
256
257 /**
258  * called when a monster moves
259  * returning true makes the monster stop
260  */
261 #define EV_MonsterMove(i, o) \
262     /**/ i(float, monster_speed_run) \
263     /**/ o(float, monster_speed_run) \
264     /**/ i(float, monster_speed_walk) \
265     /**/ o(float, monster_speed_walk) \
266     /**/ i(entity, monster_target) \
267     /**/
268 float monster_speed_run;
269 float monster_speed_walk;
270 entity monster_target;
271 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
272
273 /** called when a monster looks for another target */
274 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
275
276 /** called to change a random monster to a miniboss */
277 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
278
279 /**
280  * called when a player tries to spawn a monster
281  * return 1 to prevent spawning
282  */
283 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
284
285 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
286 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
287     /**/ i(entity, frag_inflictor) \
288     /**/ i(entity, frag_attacker) \
289     /** same as self */ i(entity, frag_target) \
290     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
291     /**/ i(float, damage_take) \
292     /**/ o(float, damage_take) \
293         /**/ i(float, damage_save) \
294     /**/ o(float, damage_save) \
295     /**/
296 vector damage_force;
297 float damage_take;
298 float damage_save;
299 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
300
301 /**
302  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
303  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
304  */
305 #define EV_PlayerDamage_Calculate(i, o) \
306     /**/ i(entity, frag_inflictor) \
307     /**/ i(entity, frag_attacker) \
308     /**/ i(entity, frag_target) \
309     /**/ i(float, frag_deathtype) \
310         /**/ i(float, frag_damage) \
311     /**/ o(float, frag_damage) \
312         /**/ i(float, frag_mirrordamage) \
313     /**/ o(float, frag_mirrordamage) \
314     /**/ i(vector, frag_force) \
315     /**/ o(vector, frag_force) \
316     /**/
317 float frag_damage;
318 float frag_mirrordamage;
319 vector frag_force;
320 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
321
322 /**
323  * Called when a player is damaged
324  */
325 #define EV_PlayerDamaged(i, o) \
326     /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
327     /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
328     /** health    */ i(int,    MUTATOR_ARGV_0_int) \
329     /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
330     /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
331     /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
332     /**/
333 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
334
335 /**
336  * Called by W_DecreaseAmmo
337  */
338 #define EV_W_DecreaseAmmo(i, o) \
339     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
340     /**/
341 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
342
343 /**
344  * Called by W_Reload
345  */
346 #define EV_W_Reload(i, o) \
347     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
348     /**/
349 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
350
351 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
352 #define EV_PlayerPowerups(i, o) \
353     /**/ i(entity, __self) \
354     /**/ i(int, olditems) \
355     /**/
356 int olditems;
357 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
358
359 /**
360  * called every player think frame
361  * return 1 to disable regen
362  */
363 float regen_mod_max;
364 float regen_mod_regen;
365 float regen_mod_rot;
366 float regen_mod_limit;
367 float regen_health;
368 float regen_health_linear;
369 float regen_health_rot;
370 float regen_health_rotlinear;
371 float regen_health_stable;
372 float regen_health_rotstable;
373 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
374
375 /**
376  * called when the use key is pressed
377  * if MUTATOR_RETURNVALUE is 1, don't do anything
378  * return 1 if the use key actually did something
379  */
380 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
381
382 /**
383  * called when a client command is parsed
384  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
385  * NOTE: return true if you handled the command, return false to continue handling
386  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
387  * // example:
388  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
389  * {
390  *     if (MUTATOR_RETURNVALUE) // command was already handled?
391  *         return false;
392  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
393  *     {
394  *         print(cvar_string(argv(1)), "\n");
395  *         return true;
396  *     }
397  *     if (cmd_name == "echostring" && cmd_argc >= 2)
398  *     {
399  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
400  *         return true;
401  *     }
402  *     return false;
403  * }
404  */
405 #define EV_SV_ParseClientCommand(i, o) \
406     /** command name */ i(string, cmd_name) \
407     /** also, argv() can be used */ i(int, cmd_argc) \
408     /** whole command, use only if you really have to */ i(string, cmd_string) \
409     /**/
410 string cmd_name;
411 int cmd_argc;
412 string cmd_string;
413 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
414
415 /** please read EV_SV_ParseClientCommand description before using */
416 #define EV_SV_ParseServerCommand(i, o) \
417     /** command name */ i(string, cmd_name) \
418     /** also, argv() can be used */ i(int, cmd_argc) \
419     /** whole command, use only if you really have to */ i(string, cmd_string) \
420     /**/
421 //string cmd_name;
422 //int cmd_argc;
423 //string cmd_string;
424 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
425
426 /**
427  * called when a spawnpoint is being evaluated
428  * return 1 to make the spawnpoint unusable
429  */
430 #define EV_Spawn_Score(i, o) \
431     /** player wanting to spawn */ i(entity, __self) \
432     /** spot to be evaluated */ i(entity, spawn_spot) \
433     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
434     /**/ o(vector, spawn_score) \
435     /**/
436 vector spawn_score;
437 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
438
439 /** runs globally each server frame */
440 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
441
442 #define EV_SetModname(i, o) \
443     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
444     o(string, modname) \
445     /**/
446 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
447
448 /**
449  * called for each item being spawned on a map, including dropped weapons
450  * return 1 to remove an item
451  */
452 #define EV_Item_Spawn(i, o) \
453     /** the item */ i(entity, __self) \
454     /**/
455 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
456
457 #define EV_SetWeaponreplace(i, o) \
458     /** map entity */ i(entity, __self) \
459     /** weapon info */ i(entity, other) \
460     /**/ i(string, ret_string) \
461     /**/ o(string, ret_string) \
462     /**/
463 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
464
465 /** called when an item is about to respawn */
466 #define EV_Item_RespawnCountdown(i, o) \
467     /**/ i(string, item_name) \
468     /**/ o(string, item_name) \
469     /**/ i(vector, item_color) \
470     /**/ o(vector, item_color) \
471     /**/
472 string item_name;
473 vector item_color;
474 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
475
476 /** called when a bot checks a target to attack */
477 #define EV_BotShouldAttack(i, o) \
478     /**/ i(entity, checkentity) \
479     /**/
480 entity checkentity;
481 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
482
483 /**
484  * called whenever a player goes through a portal gun teleport
485  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
486  */
487 #define EV_PortalTeleport(i, o) \
488     /**/ i(entity, __self) \
489     /**/
490 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
491
492 /**
493  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
494  * normally help me ping uses self.waypointsprite_attachedforcarrier,
495  * but if your mutator uses something different then you can handle it
496  * in a special manner using this hook
497  */
498 #define EV_HelpMePing(i, o) \
499     /** the player who pressed impulse 33 */ i(entity, __self) \
500     /**/
501 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
502
503 /**
504  * called when a vehicle initializes
505  * return true to remove the vehicle
506  */
507 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
508
509 /**
510  * called when a player enters a vehicle
511  * allows mutators to set special settings in this event
512  */
513 #define EV_VehicleEnter(i, o) \
514     /** player */ i(entity, vh_player) \
515     /** vehicle */ i(entity, vh_vehicle) \
516     /**/
517 entity vh_player;
518 entity vh_vehicle;
519 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
520
521 /**
522  * called when a player touches a vehicle
523  * return true to stop player from entering the vehicle
524  */
525 #define EV_VehicleTouch(i, o) \
526     /** vehicle */ i(entity, __self) \
527     /** player */ i(entity, other) \
528     /**/
529 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
530
531 /**
532  * called when a player exits a vehicle
533  * allows mutators to set special settings in this event
534  */
535 #define EV_VehicleExit(i, o) \
536     /** player */ i(entity, vh_player) \
537     /** vehicle */ i(entity, vh_vehicle) \
538     /**/
539 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
540
541 /** called when a speedrun is aborted and the player is teleported back to start position */
542 #define EV_AbortSpeedrun(i, o) \
543     /** player */ i(entity, __self) \
544     /**/
545 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
546
547 /** called at when a item is touched. Called early, can edit item properties. */
548 #define EV_ItemTouch(i, o) \
549     /** item */ i(entity, __self) \
550     /** player */ i(entity, other) \
551     /**/
552 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
553
554 enum {
555         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
556         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
557         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
558 };
559
560 /** called at when a player connect */
561 #define EV_ClientConnect(i, o) \
562     /** player */ i(entity, __self) \
563     /**/
564 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
565
566 #define EV_HavocBot_ChooseRole(i, o) \
567     /**/ i(entity, __self) \
568     /**/
569 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
570
571 /** called when a target is checked for accuracy */
572 #define EV_AccuracyTargetValid(i, o) \
573     /** attacker */ i(entity, frag_attacker) \
574     /** target */ i(entity, frag_target) \
575     /**/
576 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
577 enum {
578         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
579         MUT_ACCADD_INVALID, // return this flag to make the function always continue
580         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
581 };
582
583 /** Called when clearing the global parameters for a model */
584 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
585
586 /** Called when getting the global parameters for a model */
587 #define EV_GetModelParams(i, o) \
588     /** entity id */ i(string, checkmodel_input) \
589     /** entity id */ i(string, checkmodel_command) \
590     /**/
591 string checkmodel_input, checkmodel_command;
592 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
593
594 /** called when a bullet has hit a target */
595 #define EV_FireBullet_Hit(i, o) \
596     /**/ i(entity, __self) \
597     /**/ i(entity, bullet_hit) \
598     /**/ i(vector, bullet_startpos) \
599     /**/ i(vector, bullet_endpos) \
600     /**/ i(float, frag_damage) \
601     /**/ o(float, frag_damage) \
602     /**/
603 entity bullet_hit;
604 //vector bullet_hitloc; // the end pos matches the hit location, apparently
605 vector bullet_startpos;
606 vector bullet_endpos;
607 //float frag_damage;
608 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
609
610 #define EV_FixPlayermodel(i, o) \
611     /**/ i(string, ret_string) \
612     /**/ o(string, ret_string) \
613     /**/ i(int, ret_int) \
614     /**/ o(int, ret_int) \
615     /**/
616 int ret_int;
617 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
618
619 /** Return error to play frag remaining announcements */
620 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
621
622 #define EV_GrappleHookThink(i, o) \
623     /**/ i(entity, __self) \
624     /**/ i(int, hook_tarzan) \
625     /**/ o(int, hook_tarzan) \
626     /**/ i(entity, hook_pullentity) \
627     /**/ o(entity, hook_pullentity) \
628     /**/ i(float, hook_velmultiplier) \
629     /**/ o(float, hook_velmultiplier) \
630     /**/
631 int hook_tarzan;
632 entity hook_pullentity;
633 float hook_velmultiplier;
634 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
635
636 #define EV_BuffModel_Customize(i, o) \
637     /**/ i(entity, __self) \
638     /**/ i(entity, buff_player) \
639     /**/
640 entity buff_player;
641 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
642
643 /** called at when a buff is touched. Called early, can edit buff properties. */
644 #define EV_BuffTouch(i, o) \
645     /** item */ i(entity, __self) \
646     /** player */ i(entity, other) \
647     /**/
648 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
649
650 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
651
652 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
653
654 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
655
656 #define EV_GetRecords(i, o) \
657     /**/ i(int, record_page) \
658     /**/ i(string, ret_string) \
659     /**/ o(string, ret_string) \
660     /**/
661 int record_page;
662 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
663
664 #define EV_Race_FinalCheckpoint(i, o) \
665     /**/ i(entity, race_player) \
666     /**/
667 entity race_player;
668 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
669
670 /** called when player triggered kill (or is changing teams), return error to not do anything */
671 #define EV_ClientKill(i, o) \
672     /** player */ i(entity, __self) \
673     /* kill delay */ i(float, ret_float) \
674     /* kill delay */ o(float, ret_float) \
675     /**/
676 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
677
678 #define EV_FixClientCvars(i, o) \
679     /**/ i(entity, fix_client) \
680     /**/
681 entity fix_client;
682 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
683
684 #define EV_SpectateSet(i, o) \
685     /**/ i(entity, __self) \
686     /**/ i(entity, spec_player) \
687     /**/ o(entity, spec_player) \
688     /**/
689 entity spec_player;
690 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
691
692 #define EV_SpectateNext(i, o) \
693     /**/ i(entity, __self) \
694     /**/ i(entity, spec_player) \
695     /**/ o(entity, spec_player) \
696     /**/
697 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
698
699 #define EV_SpectatePrev(i, o) \
700     /**/ i(entity, __self) \
701     /**/ i(entity, spec_player) \
702     /**/ o(entity, spec_player) \
703     /**/ i(entity, spec_first) \
704     /**/
705 entity spec_first;
706 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
707
708 enum {
709     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
710     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
711     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
712 };
713
714 /** called when player triggered kill (or is changing teams), return error to not do anything */
715 #define EV_Bot_FixCount(i, o) \
716     /**/ i(int, bot_activerealplayers) \
717     /**/ o(int, bot_activerealplayers) \
718     /**/ i(int, bot_realplayers) \
719     /**/ o(int, bot_realplayers) \
720     /**/
721 int bot_activerealplayers;
722 int bot_realplayers;
723 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
724
725 #define EV_ClientCommand_Spectate(i, o) \
726     /**/ i(entity, __self) \
727     /**/
728 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
729
730 enum {
731     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
732     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
733     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
734 };
735
736 #define EV_CheckRules_World(i, o) \
737     /* status */ i(float, ret_float) \
738     /* status */ o(float, ret_float) \
739     /* time limit */ i(float, checkrules_timelimit) \
740     /* frag limit */ i(int, checkrules_fraglimit) \
741     /**/
742 float checkrules_timelimit;
743 int checkrules_fraglimit;
744 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
745
746 #define EV_WantWeapon(i, o) \
747     /**/ i(entity, want_weaponinfo) \
748     /**/ i(float, ret_float) \
749     /**/ o(float, ret_float) \
750     /**/ i(bool, want_allguns) \
751     /**/ o(bool, want_allguns) \
752     /**/ i(bool, want_mutatorblocked) \
753     /**/ o(bool, want_mutatorblocked) \
754     /**/
755 entity want_weaponinfo;
756 bool want_allguns;
757 bool want_mutatorblocked;
758 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
759
760 #define EV_AddPlayerScore(i, o) \
761     /**/ i(int, score_field) \
762     /**/ i(float, ret_float) \
763     /**/ o(float, ret_float) \
764     /**/
765 int score_field;
766 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
767
768 #define EV_GetPlayerStatus(i, o) \
769     /**/ i(entity, set_player) \
770     /**/ i(string, ret_string) \
771     /**/ o(string, ret_string) \
772     /**/
773 entity set_player;
774 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
775
776 #define EV_SetWeaponArena(i, o) \
777     /**/ i(string, ret_string) \
778     /**/ o(string, ret_string) \
779     /**/
780 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
781
782 #define EV_DropSpecialItems(i, o) \
783     /**/ i(entity, frag_target) \
784     /**/
785 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
786
787 /**
788  * called when an admin tries to kill all monsters
789  * return 1 to prevent spawning
790  */
791 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
792
793 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
794
795 #define EV_SendWaypoint(i, o) \
796     /**/ i(entity, __self) \
797     /**/ i(entity, wp_sendto) \
798     /**/ i(int, wp_sendflags) \
799     /**/ o(int, wp_sendflags) \
800     /**/ i(int, wp_flag) \
801     /**/ o(int, wp_flag) \
802     /**/
803 entity wp_sendto;
804 int wp_sendflags;
805 int wp_flag;
806 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
807
808 #define EV_TurretValidateTarget(i, o) \
809     /**/ i(entity, turret_this) \
810     /**/ i(entity, turret_target) \
811     /**/ i(int, turret_vflags) \
812     /**/
813 entity turret_this;
814 entity turret_target;
815 int turret_vflags;
816 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
817
818 #define EV_TurretThink(i, o) \
819     /**/ i(entity, __self) \
820     /**/
821 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
822
823 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
824
825 /** */
826 #define EV_PrepareExplosionByDamage(i, o) \
827     /**/ i(entity, __self) \
828     /**/ i(entity, frag_attacker) \
829     /**/
830 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
831
832 /** called when a monster model is about to be set, allows custom paths etc. */
833 #define EV_MonsterModel(i, o) \
834     /**/ i(string, monster_model) \
835     /**/ i(string, monster_model_output) \
836     /**/ o(string, monster_model_output) \
837     /**/
838 string monster_model;
839 string monster_model_output;
840 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
841 #endif