]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/events.qh
Add some extra mutator hooks to change the persistently saved floats
[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     /**/
126 float ret_float;
127 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
128
129 /** copies variables for spectating "other" to "self" */
130 #define EV_SpectateCopy(i, o) \
131     /**/ i(entity, other) \
132     /**/ i(entity, __self) \
133     /**/
134 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
135
136 /** called when formatting a chat message to replace fancy functions */
137 #define EV_FormatMessage(i, o) \
138     /**/ i(string, format_escape) \
139     /**/ i(string, format_replacement) \
140     /**/ o(string, format_replacement) \
141     /**/ i(string, format_message) \
142     /**/
143 string format_escape;
144 string format_replacement;
145 string format_message;
146 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
147
148 /** returns 1 if throwing the current weapon shall not be allowed */
149 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
150
151 /** allows changing attack rate */
152 #define EV_WeaponRateFactor(i, o) \
153     /**/ i(float, weapon_rate) \
154     /**/ o(float, weapon_rate) \
155     /**/
156 float weapon_rate;
157 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
158
159 /** allows changing weapon speed (projectiles mostly) */
160 #define EV_WeaponSpeedFactor(i, o) \
161     /**/ i(float, ret_float) \
162     /**/ o(float, ret_float) \
163     /**/
164 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
165
166 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
167 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
168
169 /** called every frame. customizes the waypoint for spectators */
170 #define EV_CustomizeWaypoint(i, o) \
171     /** waypoint */ i(entity, __self) \
172     /** player; other.enemy = spectator */ i(entity, other) \
173     /**/
174 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
175
176 /**
177  * 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)
178  * return error to request removal
179  */
180 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
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 /**
212  * called before any player physics, may adjust variables for movement,
213  * is run AFTER bot code and idle checking
214  */
215 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
216
217 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
218 #define EV_GetCvars(i, o) \
219     /**/ i(float, get_cvars_f) \
220     /**/ i(string, get_cvars_s) \
221     /**/
222 float get_cvars_f;
223 string get_cvars_s;
224 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
225
226 /** can edit any "just fired" projectile */
227 #define EV_EditProjectile(i, o) \
228     /**/ i(entity, __self) \
229     /**/ i(entity, other) \
230     /**/
231 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
232
233 /** called when a monster spawns */
234 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
235
236 /** called when a monster dies */
237 #define EV_MonsterDies(i, o) \
238     /**/ i(entity, frag_attacker) \
239     /**/
240 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
241
242 /** called when a monster dies */
243 #define EV_MonsterRemove(i, o) \
244     /**/ i(entity, rem_mon) \
245     /**/
246 entity rem_mon; // avoiding ovewriting self & other
247 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
248
249 /** called when a monster wants to respawn */
250 #define EV_MonsterRespawn(i, o) \
251     /**/ i(entity, other) \
252     /**/
253 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
254
255 /** called when a monster is dropping loot */
256 #define EV_MonsterDropItem(i, o) \
257     /**/ i(entity, other) \
258     /**/ o(entity, other) \
259     /**/
260 .void(entity this) monster_loot;
261 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
262
263 /**
264  * called when a monster moves
265  * returning true makes the monster stop
266  */
267 #define EV_MonsterMove(i, o) \
268     /**/ i(float, monster_speed_run) \
269     /**/ o(float, monster_speed_run) \
270     /**/ i(float, monster_speed_walk) \
271     /**/ o(float, monster_speed_walk) \
272     /**/ i(entity, monster_target) \
273     /**/
274 float monster_speed_run;
275 float monster_speed_walk;
276 entity monster_target;
277 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
278
279 /** called when a monster looks for another target */
280 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
281
282 /** called to change a random monster to a miniboss */
283 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
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_entity_0) \
333     /** target */ i(entity, mutator_argv_entity_1) \
334     /** health */ i(int, mutator_argv_int_0) \
335     /** armor */ i(int, mutator_argv_int_1) \
336     /** location */ i(vector, mutator_argv_vector_0) \
337     /**/
338 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
339
340 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
341 #define EV_PlayerPowerups(i, o) \
342     /**/ i(entity, __self) \
343     /**/ i(int, olditems) \
344     /**/
345 int olditems;
346 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
347
348 /**
349  * called every player think frame
350  * return 1 to disable regen
351  */
352 float regen_mod_max;
353 float regen_mod_regen;
354 float regen_mod_rot;
355 float regen_mod_limit;
356 float regen_health;
357 float regen_health_linear;
358 float regen_health_rot;
359 float regen_health_rotlinear;
360 float regen_health_stable;
361 float regen_health_rotstable;
362 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
363
364 /**
365  * called when the use key is pressed
366  * if MUTATOR_RETURNVALUE is 1, don't do anything
367  * return 1 if the use key actually did something
368  */
369 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
370
371 /**
372  * called when a client command is parsed
373  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
374  * NOTE: return true if you handled the command, return false to continue handling
375  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
376  * // example:
377  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
378  * {
379  *     if (MUTATOR_RETURNVALUE) // command was already handled?
380  *         return false;
381  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
382  *     {
383  *         print(cvar_string(argv(1)), "\n");
384  *         return true;
385  *     }
386  *     if (cmd_name == "echostring" && cmd_argc >= 2)
387  *     {
388  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
389  *         return true;
390  *     }
391  *     return false;
392  * }
393  */
394 #define EV_SV_ParseClientCommand(i, o) \
395     /** command name */ i(string, cmd_name) \
396     /** also, argv() can be used */ i(int, cmd_argc) \
397     /** whole command, use only if you really have to */ i(string, cmd_string) \
398     /**/
399 string cmd_name;
400 int cmd_argc;
401 string cmd_string;
402 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
403
404 /** please read EV_SV_ParseClientCommand description before using */
405 #define EV_SV_ParseServerCommand(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_ParseServerCommand, EV_SV_ParseServerCommand);
414
415 /**
416  * called when a spawnpoint is being evaluated
417  * return 1 to make the spawnpoint unusable
418  */
419 #define EV_Spawn_Score(i, o) \
420     /** player wanting to spawn */ i(entity, __self) \
421     /** spot to be evaluated */ i(entity, spawn_spot) \
422     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
423     /**/ o(vector, spawn_score) \
424     /**/
425 vector spawn_score;
426 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
427
428 /** runs globally each server frame */
429 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
430
431 #define EV_SetModname(i, o) \
432     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
433     o(string, modname) \
434     /**/
435 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
436
437 /**
438  * called for each item being spawned on a map, including dropped weapons
439  * return 1 to remove an item
440  */
441 #define EV_Item_Spawn(i, o) \
442     /** the item */ i(entity, __self) \
443     /**/
444 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
445
446 #define EV_SetWeaponreplace(i, o) \
447     /** map entity */ i(entity, __self) \
448     /** weapon info */ i(entity, other) \
449     /**/ i(string, ret_string) \
450     /**/ o(string, ret_string) \
451     /**/
452 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
453
454 /** called when an item is about to respawn */
455 #define EV_Item_RespawnCountdown(i, o) \
456     /**/ i(string, item_name) \
457     /**/ o(string, item_name) \
458     /**/ i(vector, item_color) \
459     /**/ o(vector, item_color) \
460     /**/
461 string item_name;
462 vector item_color;
463 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
464
465 /** called when a bot checks a target to attack */
466 #define EV_BotShouldAttack(i, o) \
467     /**/ i(entity, checkentity) \
468     /**/
469 entity checkentity;
470 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
471
472 /**
473  * called whenever a player goes through a portal gun teleport
474  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
475  */
476 #define EV_PortalTeleport(i, o) \
477     /**/ i(entity, __self) \
478     /**/
479 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
480
481 /**
482  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
483  * normally help me ping uses self.waypointsprite_attachedforcarrier,
484  * but if your mutator uses something different then you can handle it
485  * in a special manner using this hook
486  */
487 #define EV_HelpMePing(i, o) \
488     /** the player who pressed impulse 33 */ i(entity, __self) \
489     /**/
490 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
491
492 /**
493  * called when a vehicle initializes
494  * return true to remove the vehicle
495  */
496 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
497
498 /**
499  * called when a player enters a vehicle
500  * allows mutators to set special settings in this event
501  */
502 #define EV_VehicleEnter(i, o) \
503     /** player */ i(entity, vh_player) \
504     /** vehicle */ i(entity, vh_vehicle) \
505     /**/
506 entity vh_player;
507 entity vh_vehicle;
508 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
509
510 /**
511  * called when a player touches a vehicle
512  * return true to stop player from entering the vehicle
513  */
514 #define EV_VehicleTouch(i, o) \
515     /** vehicle */ i(entity, __self) \
516     /** player */ i(entity, other) \
517     /**/
518 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
519
520 /**
521  * called when a player exits a vehicle
522  * allows mutators to set special settings in this event
523  */
524 #define EV_VehicleExit(i, o) \
525     /** player */ i(entity, vh_player) \
526     /** vehicle */ i(entity, vh_vehicle) \
527     /**/
528 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
529
530 /** called when a speedrun is aborted and the player is teleported back to start position */
531 #define EV_AbortSpeedrun(i, o) \
532     /** player */ i(entity, __self) \
533     /**/
534 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
535
536 /** called at when a item is touched. Called early, can edit item properties. */
537 #define EV_ItemTouch(i, o) \
538     /** item */ i(entity, __self) \
539     /** player */ i(entity, other) \
540     /**/
541 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
542
543 enum {
544         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
545         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
546         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
547 };
548
549 /** called at when a player connect */
550 #define EV_ClientConnect(i, o) \
551     /** player */ i(entity, __self) \
552     /**/
553 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
554
555 #define EV_HavocBot_ChooseRole(i, o) \
556     /**/ i(entity, __self) \
557     /**/
558 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
559
560 /** called when a target is checked for accuracy */
561 #define EV_AccuracyTargetValid(i, o) \
562     /** attacker */ i(entity, frag_attacker) \
563     /** target */ i(entity, frag_target) \
564     /**/
565 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
566 enum {
567         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
568         MUT_ACCADD_INVALID, // return this flag to make the function always continue
569         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
570 };
571
572 /** Called when clearing the global parameters for a model */
573 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
574
575 /** Called when getting the global parameters for a model */
576 #define EV_GetModelParams(i, o) \
577     /** entity id */ i(string, checkmodel_input) \
578     /** entity id */ i(string, checkmodel_command) \
579     /**/
580 string checkmodel_input, checkmodel_command;
581 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
582
583 /** called when a bullet has hit a target */
584 #define EV_FireBullet_Hit(i, o) \
585     /**/ i(entity, __self) \
586     /**/ i(entity, bullet_hit) \
587     /**/ i(vector, bullet_startpos) \
588     /**/ i(vector, bullet_endpos) \
589     /**/ i(float, frag_damage) \
590     /**/ o(float, frag_damage) \
591     /**/
592 entity bullet_hit;
593 //vector bullet_hitloc; // the end pos matches the hit location, apparently
594 vector bullet_startpos;
595 vector bullet_endpos;
596 //float frag_damage;
597 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
598
599 #define EV_FixPlayermodel(i, o) \
600     /**/ i(string, ret_string) \
601     /**/ o(string, ret_string) \
602     /**/ i(int, ret_int) \
603     /**/ o(int, ret_int) \
604     /**/
605 int ret_int;
606 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
607
608 /** Return error to play frag remaining announcements */
609 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
610
611 #define EV_GrappleHookThink(i, o) \
612     /**/ i(entity, __self) \
613     /**/ i(int, hook_tarzan) \
614     /**/ o(int, hook_tarzan) \
615     /**/ i(entity, hook_pullentity) \
616     /**/ o(entity, hook_pullentity) \
617     /**/ i(float, hook_velmultiplier) \
618     /**/ o(float, hook_velmultiplier) \
619     /**/
620 int hook_tarzan;
621 entity hook_pullentity;
622 float hook_velmultiplier;
623 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
624
625 #define EV_BuffModel_Customize(i, o) \
626     /**/ i(entity, __self) \
627     /**/ i(entity, buff_player) \
628     /**/
629 entity buff_player;
630 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
631
632 /** called at when a buff is touched. Called early, can edit buff properties. */
633 #define EV_BuffTouch(i, o) \
634     /** item */ i(entity, __self) \
635     /** player */ i(entity, other) \
636     /**/
637 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
638
639 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
640
641 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
642
643 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
644 #endif