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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 /** allows changing attack rate */
157 #define EV_WeaponRateFactor(i, o) \
158     /**/ i(float, weapon_rate) \
159     /**/ o(float, weapon_rate) \
160     /**/
161 float weapon_rate;
162 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
163
164 /** allows changing weapon speed (projectiles mostly) */
165 #define EV_WeaponSpeedFactor(i, o) \
166     /**/ i(float, ret_float) \
167     /**/ o(float, ret_float) \
168     /**/
169 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
170
171 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
172 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
173
174 /** called every frame. customizes the waypoint for spectators */
175 #define EV_CustomizeWaypoint(i, o) \
176     /** waypoint */ i(entity, __self) \
177     /** player; other.enemy = spectator */ i(entity, other) \
178     /**/
179 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
180
181 /**
182  * 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)
183  * return error to request removal
184  */
185 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
186
187 /** return error to request removal */
188 #define EV_TurretSpawn(i, o) \
189     /** turret */ i(entity, __self) \
190     /**/
191 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
192
193 /** return error to not attack */
194 #define EV_TurretFire(i, o) \
195     /** turret */ i(entity, __self) \
196     /**/
197 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
198
199 /** return error to not attack */
200 #define EV_Turret_CheckFire(i, o) \
201     /**/ i(bool, ret_bool) \
202     /**/ o(bool, ret_bool) \
203     /**/
204 bool ret_bool;
205 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
206
207 /** return error to prevent entity spawn, or modify the entity */
208 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
209
210 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
211 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
212
213 /** TODO change this into a general PlayerPostThink hook? */
214 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
215
216 /**
217  * called before any player physics, may adjust variables for movement,
218  * is run AFTER bot code and idle checking
219  */
220 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
221
222 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
223 #define EV_GetCvars(i, o) \
224     /**/ i(float, get_cvars_f) \
225     /**/ i(string, get_cvars_s) \
226     /**/
227 float get_cvars_f;
228 string get_cvars_s;
229 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
230
231 /** can edit any "just fired" projectile */
232 #define EV_EditProjectile(i, o) \
233     /**/ i(entity, __self) \
234     /**/ i(entity, other) \
235     /**/
236 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
237
238 /** called when a monster spawns */
239 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
240
241 /** called when a monster dies */
242 #define EV_MonsterDies(i, o) \
243     /**/ i(entity, frag_attacker) \
244     /**/
245 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
246
247 /** called when a monster dies */
248 #define EV_MonsterRemove(i, o) \
249     /**/ i(entity, rem_mon) \
250     /**/
251 entity rem_mon; // avoiding ovewriting self & other
252 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
253
254 /** called when a monster wants to respawn */
255 #define EV_MonsterRespawn(i, o) \
256     /**/ i(entity, other) \
257     /**/
258 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
259
260 /** called when a monster is dropping loot */
261 #define EV_MonsterDropItem(i, o) \
262     /**/ i(entity, other) \
263     /**/ o(entity, other) \
264     /**/
265 .void(entity this) monster_loot;
266 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
267
268 /**
269  * called when a monster moves
270  * returning true makes the monster stop
271  */
272 #define EV_MonsterMove(i, o) \
273     /**/ i(float, monster_speed_run) \
274     /**/ o(float, monster_speed_run) \
275     /**/ i(float, monster_speed_walk) \
276     /**/ o(float, monster_speed_walk) \
277     /**/ i(entity, monster_target) \
278     /**/
279 float monster_speed_run;
280 float monster_speed_walk;
281 entity monster_target;
282 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
283
284 /** called when a monster looks for another target */
285 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
286
287 /** called to change a random monster to a miniboss */
288 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
289
290 /**
291  * called when a player tries to spawn a monster
292  * return 1 to prevent spawning
293  */
294 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
295
296 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
297 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
298     /**/ i(entity, frag_inflictor) \
299     /**/ i(entity, frag_attacker) \
300     /** same as self */ i(entity, frag_target) \
301     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
302     /**/ i(float, damage_take) \
303     /**/ o(float, damage_take) \
304         /**/ i(float, damage_save) \
305     /**/ o(float, damage_save) \
306     /**/
307 vector damage_force;
308 float damage_take;
309 float damage_save;
310 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
311
312 /**
313  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
314  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
315  */
316 #define EV_PlayerDamage_Calculate(i, o) \
317     /**/ i(entity, frag_inflictor) \
318     /**/ i(entity, frag_attacker) \
319     /**/ i(entity, frag_target) \
320     /**/ i(float, frag_deathtype) \
321         /**/ i(float, frag_damage) \
322     /**/ o(float, frag_damage) \
323         /**/ i(float, frag_mirrordamage) \
324     /**/ o(float, frag_mirrordamage) \
325     /**/ i(vector, frag_force) \
326     /**/ o(vector, frag_force) \
327     /**/
328 float frag_damage;
329 float frag_mirrordamage;
330 vector frag_force;
331 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
332
333 /**
334  * Called when a player is damaged
335  */
336 #define EV_PlayerDamaged(i, o) \
337     /** attacker */ i(entity, mutator_argv_entity_0) \
338     /** target */ i(entity, mutator_argv_entity_1) \
339     /** health */ i(int, mutator_argv_int_0) \
340     /** armor */ i(int, mutator_argv_int_1) \
341     /** location */ i(vector, mutator_argv_vector_0) \
342     /**/
343 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
344
345 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
346 #define EV_PlayerPowerups(i, o) \
347     /**/ i(entity, __self) \
348     /**/ i(int, olditems) \
349     /**/
350 int olditems;
351 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
352
353 /**
354  * called every player think frame
355  * return 1 to disable regen
356  */
357 float regen_mod_max;
358 float regen_mod_regen;
359 float regen_mod_rot;
360 float regen_mod_limit;
361 float regen_health;
362 float regen_health_linear;
363 float regen_health_rot;
364 float regen_health_rotlinear;
365 float regen_health_stable;
366 float regen_health_rotstable;
367 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
368
369 /**
370  * called when the use key is pressed
371  * if MUTATOR_RETURNVALUE is 1, don't do anything
372  * return 1 if the use key actually did something
373  */
374 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
375
376 /**
377  * called when a client command is parsed
378  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
379  * NOTE: return true if you handled the command, return false to continue handling
380  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
381  * // example:
382  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
383  * {
384  *     if (MUTATOR_RETURNVALUE) // command was already handled?
385  *         return false;
386  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
387  *     {
388  *         print(cvar_string(argv(1)), "\n");
389  *         return true;
390  *     }
391  *     if (cmd_name == "echostring" && cmd_argc >= 2)
392  *     {
393  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
394  *         return true;
395  *     }
396  *     return false;
397  * }
398  */
399 #define EV_SV_ParseClientCommand(i, o) \
400     /** command name */ i(string, cmd_name) \
401     /** also, argv() can be used */ i(int, cmd_argc) \
402     /** whole command, use only if you really have to */ i(string, cmd_string) \
403     /**/
404 string cmd_name;
405 int cmd_argc;
406 string cmd_string;
407 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
408
409 /** please read EV_SV_ParseClientCommand description before using */
410 #define EV_SV_ParseServerCommand(i, o) \
411     /** command name */ i(string, cmd_name) \
412     /** also, argv() can be used */ i(int, cmd_argc) \
413     /** whole command, use only if you really have to */ i(string, cmd_string) \
414     /**/
415 //string cmd_name;
416 //int cmd_argc;
417 //string cmd_string;
418 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
419
420 /**
421  * called when a spawnpoint is being evaluated
422  * return 1 to make the spawnpoint unusable
423  */
424 #define EV_Spawn_Score(i, o) \
425     /** player wanting to spawn */ i(entity, __self) \
426     /** spot to be evaluated */ i(entity, spawn_spot) \
427     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
428     /**/ o(vector, spawn_score) \
429     /**/
430 vector spawn_score;
431 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
432
433 /** runs globally each server frame */
434 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
435
436 #define EV_SetModname(i, o) \
437     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
438     o(string, modname) \
439     /**/
440 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
441
442 /**
443  * called for each item being spawned on a map, including dropped weapons
444  * return 1 to remove an item
445  */
446 #define EV_Item_Spawn(i, o) \
447     /** the item */ i(entity, __self) \
448     /**/
449 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
450
451 #define EV_SetWeaponreplace(i, o) \
452     /** map entity */ i(entity, __self) \
453     /** weapon info */ i(entity, other) \
454     /**/ i(string, ret_string) \
455     /**/ o(string, ret_string) \
456     /**/
457 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
458
459 /** called when an item is about to respawn */
460 #define EV_Item_RespawnCountdown(i, o) \
461     /**/ i(string, item_name) \
462     /**/ o(string, item_name) \
463     /**/ i(vector, item_color) \
464     /**/ o(vector, item_color) \
465     /**/
466 string item_name;
467 vector item_color;
468 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
469
470 /** called when a bot checks a target to attack */
471 #define EV_BotShouldAttack(i, o) \
472     /**/ i(entity, checkentity) \
473     /**/
474 entity checkentity;
475 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
476
477 /**
478  * called whenever a player goes through a portal gun teleport
479  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
480  */
481 #define EV_PortalTeleport(i, o) \
482     /**/ i(entity, __self) \
483     /**/
484 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
485
486 /**
487  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
488  * normally help me ping uses self.waypointsprite_attachedforcarrier,
489  * but if your mutator uses something different then you can handle it
490  * in a special manner using this hook
491  */
492 #define EV_HelpMePing(i, o) \
493     /** the player who pressed impulse 33 */ i(entity, __self) \
494     /**/
495 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
496
497 /**
498  * called when a vehicle initializes
499  * return true to remove the vehicle
500  */
501 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
502
503 /**
504  * called when a player enters a vehicle
505  * allows mutators to set special settings in this event
506  */
507 #define EV_VehicleEnter(i, o) \
508     /** player */ i(entity, vh_player) \
509     /** vehicle */ i(entity, vh_vehicle) \
510     /**/
511 entity vh_player;
512 entity vh_vehicle;
513 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
514
515 /**
516  * called when a player touches a vehicle
517  * return true to stop player from entering the vehicle
518  */
519 #define EV_VehicleTouch(i, o) \
520     /** vehicle */ i(entity, __self) \
521     /** player */ i(entity, other) \
522     /**/
523 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
524
525 /**
526  * called when a player exits a vehicle
527  * allows mutators to set special settings in this event
528  */
529 #define EV_VehicleExit(i, o) \
530     /** player */ i(entity, vh_player) \
531     /** vehicle */ i(entity, vh_vehicle) \
532     /**/
533 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
534
535 /** called when a speedrun is aborted and the player is teleported back to start position */
536 #define EV_AbortSpeedrun(i, o) \
537     /** player */ i(entity, __self) \
538     /**/
539 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
540
541 /** called at when a item is touched. Called early, can edit item properties. */
542 #define EV_ItemTouch(i, o) \
543     /** item */ i(entity, __self) \
544     /** player */ i(entity, other) \
545     /**/
546 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
547
548 enum {
549         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
550         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
551         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
552 };
553
554 /** called at when a player connect */
555 #define EV_ClientConnect(i, o) \
556     /** player */ i(entity, __self) \
557     /**/
558 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
559
560 #define EV_HavocBot_ChooseRole(i, o) \
561     /**/ i(entity, __self) \
562     /**/
563 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
564
565 /** called when a target is checked for accuracy */
566 #define EV_AccuracyTargetValid(i, o) \
567     /** attacker */ i(entity, frag_attacker) \
568     /** target */ i(entity, frag_target) \
569     /**/
570 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
571 enum {
572         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
573         MUT_ACCADD_INVALID, // return this flag to make the function always continue
574         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
575 };
576
577 /** Called when clearing the global parameters for a model */
578 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
579
580 /** Called when getting the global parameters for a model */
581 #define EV_GetModelParams(i, o) \
582     /** entity id */ i(string, checkmodel_input) \
583     /** entity id */ i(string, checkmodel_command) \
584     /**/
585 string checkmodel_input, checkmodel_command;
586 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
587
588 /** called when a bullet has hit a target */
589 #define EV_FireBullet_Hit(i, o) \
590     /**/ i(entity, __self) \
591     /**/ i(entity, bullet_hit) \
592     /**/ i(vector, bullet_startpos) \
593     /**/ i(vector, bullet_endpos) \
594     /**/ i(float, frag_damage) \
595     /**/ o(float, frag_damage) \
596     /**/
597 entity bullet_hit;
598 //vector bullet_hitloc; // the end pos matches the hit location, apparently
599 vector bullet_startpos;
600 vector bullet_endpos;
601 //float frag_damage;
602 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
603
604 #define EV_FixPlayermodel(i, o) \
605     /**/ i(string, ret_string) \
606     /**/ o(string, ret_string) \
607     /**/ i(int, ret_int) \
608     /**/ o(int, ret_int) \
609     /**/
610 int ret_int;
611 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
612
613 /** Return error to play frag remaining announcements */
614 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
615
616 #define EV_GrappleHookThink(i, o) \
617     /**/ i(entity, __self) \
618     /**/ i(int, hook_tarzan) \
619     /**/ o(int, hook_tarzan) \
620     /**/ i(entity, hook_pullentity) \
621     /**/ o(entity, hook_pullentity) \
622     /**/ i(float, hook_velmultiplier) \
623     /**/ o(float, hook_velmultiplier) \
624     /**/
625 int hook_tarzan;
626 entity hook_pullentity;
627 float hook_velmultiplier;
628 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
629
630 #define EV_BuffModel_Customize(i, o) \
631     /**/ i(entity, __self) \
632     /**/ i(entity, buff_player) \
633     /**/
634 entity buff_player;
635 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
636
637 /** called at when a buff is touched. Called early, can edit buff properties. */
638 #define EV_BuffTouch(i, o) \
639     /** item */ i(entity, __self) \
640     /** player */ i(entity, other) \
641     /**/
642 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
643
644 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
645
646 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
647
648 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
649
650 #define EV_GetRecords(i, o) \
651     /**/ i(int, record_page) \
652     /**/ i(string, ret_string) \
653     /**/ o(string, ret_string) \
654     /**/
655 int record_page;
656 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
657
658 #define EV_Race_FinalCheckpoint(i, o) \
659     /**/ i(entity, race_player) \
660     /**/
661 entity race_player;
662 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
663
664 /** called when player triggered kill (or is changing teams), return error to not do anything */
665 #define EV_ClientKill(i, o) \
666     /** player */ i(entity, __self) \
667     /* kill delay */ i(float, ret_float) \
668     /* kill delay */ o(float, ret_float) \
669     /**/
670 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
671
672 #define EV_FixClientCvars(i, o) \
673     /**/ i(entity, fix_client) \
674     /**/
675 entity fix_client;
676 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
677
678 #define EV_SpectateSet(i, o) \
679     /**/ i(entity, __self) \
680     /**/ i(entity, spec_player) \
681     /**/
682 entity spec_player;
683 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
684
685 #define EV_SpectateNext(i, o) \
686     /**/ i(entity, __self) \
687     /**/ i(entity, spec_player) \
688     /**/
689 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
690
691 #define EV_SpectatePrev(i, o) \
692     /**/ i(entity, __self) \
693     /**/ i(entity, spec_player) \
694     /**/ i(entity, spec_first) \
695     /**/
696 entity spec_first;
697 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
698
699 enum {
700     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
701     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
702     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
703 };
704
705 /** called when player triggered kill (or is changing teams), return error to not do anything */
706 #define EV_Bot_FixCount(i, o) \
707     /**/ i(int, bot_activerealplayers) \
708     /**/ o(int, bot_activerealplayers) \
709     /**/ i(int, bot_realplayers) \
710     /**/ o(int, bot_realplayers) \
711     /**/
712 int bot_activerealplayers;
713 int bot_realplayers;
714 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
715
716 #define EV_ClientCommand_Spectate(i, o) \
717     /**/ i(entity, __self) \
718     /**/
719 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
720
721 enum {
722     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
723     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
724     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
725 };
726
727 #define EV_CheckRules_World(i, o) \
728     /* status */ i(float, ret_float) \
729     /* status */ o(float, ret_float) \
730     /* time limit */ i(float, checkrules_timelimit) \
731     /* frag limit */ i(int, checkrules_fraglimit) \
732     /**/
733 float checkrules_timelimit;
734 int checkrules_fraglimit;
735 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
736
737 #define EV_WantWeapon(i, o) \
738     /**/ i(entity, want_weaponinfo) \
739     /**/ i(float, ret_float) \
740     /**/ o(float, ret_float) \
741     /**/ i(bool, want_allguns) \
742     /**/ o(bool, want_allguns) \
743     /**/ i(bool, want_mutatorblocked) \
744     /**/ o(bool, want_mutatorblocked) \
745     /**/
746 entity want_weaponinfo;
747 bool want_allguns;
748 bool want_mutatorblocked;
749 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
750
751 #define EV_AddPlayerScore(i, o) \
752     /**/ i(int, score_field) \
753     /**/ i(float, ret_float) \
754     /**/ o(float, ret_float) \
755     /**/
756 int score_field;
757 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
758
759 #define EV_GetPlayerStatus(i, o) \
760     /**/ i(entity, set_player) \
761     /**/ i(string, ret_string) \
762     /**/ o(string, ret_string) \
763     /**/
764 entity set_player;
765 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
766
767 #define EV_SetWeaponArena(i, o) \
768     /**/ i(string, ret_string) \
769     /**/ o(string, ret_string) \
770     /**/
771 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
772
773 #define EV_DropSpecialItems(i, o) \
774     /**/ i(entity, frag_target) \
775     /**/
776 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
777
778 /**
779  * called when an admin tries to kill all monsters
780  * return 1 to prevent spawning
781  */
782 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
783
784 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
785
786 #define EV_SendWaypoint(i, o) \
787     /**/ i(entity, __self) \
788     /**/ i(entity, wp_sendto) \
789     /**/ i(int, wp_sendflags) \
790     /**/ o(int, wp_sendflags) \
791     /**/ i(int, wp_flag) \
792     /**/ o(int, wp_flag) \
793     /**/
794 entity wp_sendto;
795 int wp_sendflags;
796 int wp_flag;
797 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
798
799 #define EV_TurretValidateTarget(i, o) \
800     /**/ i(entity, turret_this) \
801     /**/ i(entity, turret_target) \
802     /**/ i(int, turret_vflags) \
803     /**/
804 entity turret_this;
805 entity turret_target;
806 int turret_vflags;
807 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
808
809 #define EV_TurretThink(i, o) \
810     /**/ i(entity, __self) \
811     /**/
812 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
813 #endif