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Clean up self uses in weapon dropping code, also switch EXACTTRIGGER_INIT over to...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
1 #pragma once
2
3 #include <common/mutators/base.qh>
4
5 // register all possible hooks here
6
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9     /**/
10 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
11
12 /** */
13 #define EV_PutClientInServer(i, o) \
14     /** client wanting to spawn */ i(entity, __self) \
15     /**/
16 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
17
18 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
19 #define EV_PlayerSpawn(i, o) \
20     /** spot that was used, or world */ i(entity, spawn_spot) \
21     /**/
22 entity spawn_spot;
23 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
24
25 /** called in reset_map */
26 #define EV_reset_map_global(i, o) \
27     /**/
28 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
29
30 /** called in reset_map */
31 #define EV_reset_map_players(i, o) \
32     /**/
33 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
34
35 /** returns 1 if clearing player score shall not be allowed */
36 #define EV_ForbidPlayerScore_Clear(i, o) \
37     /**/
38 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
39
40 /** called when a player disconnects */
41 #define EV_ClientDisconnect(i, o) \
42     /**/
43 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
44
45 /** called when a player dies to e.g. remove stuff he was carrying. */
46 #define EV_PlayerDies(i, o) \
47     /**/ i(entity, frag_inflictor) \
48     /**/ i(entity, frag_attacker) \
49     /** same as self */ i(entity, frag_target) \
50     /**/ i(int, frag_deathtype) \
51     /**/
52 entity frag_inflictor;
53 entity frag_attacker;
54 entity frag_target;
55 int frag_deathtype;
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
57
58 /** called when a player dies to e.g. remove stuff he was carrying */
59 #define EV_PlayHitsound(i, o) \
60     /**/ i(entity, frag_victim) \
61     /**/
62 entity frag_victim;
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
64
65 /** called when a weapon sound is about to be played, allows custom paths etc. */
66 #define EV_WeaponSound(i, o) \
67     /**/ i(string, weapon_sound) \
68     /**/ i(string, weapon_sound_output) \
69     /**/ o(string, weapon_sound_output) \
70     /**/
71 string weapon_sound;
72 string weapon_sound_output;
73 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
74
75 /** called when an item model is about to be set, allows custom paths etc. */
76 #define EV_ItemModel(i, o) \
77     /**/ i(string, item_model) \
78     /**/ i(string, item_model_output) \
79     /**/ o(string, item_model_output) \
80     /**/
81 string item_model;
82 string item_model_output;
83 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
84
85 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
86 #define EV_GiveFragsForKill(i, o) \
87     /**/ i(entity, __self) \
88     /** same as self */ i(entity, frag_attacker) \
89     /**/ i(entity, frag_target) \
90     /**/ i(float, frag_score) \
91     /**/ o(float, frag_score) \
92     /**/
93 float frag_score;
94 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
95
96 /** called when the match ends */
97 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
98
99 /** should adjust ret_float to contain the team count */
100 #define EV_GetTeamCount(i, o) \
101     /**/ i(float, ret_float) \
102     /**/ o(float, ret_float) \
103     /**/ i(string, ret_string) \
104     /**/ o(string, ret_string) \
105     /**/
106 float ret_float;
107 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
108
109 /** copies variables for spectating "other" to "self" */
110 #define EV_SpectateCopy(i, o) \
111     /**/ i(entity, other) \
112     /**/ i(entity, __self) \
113     /**/
114 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
115
116 /** called when formatting a chat message to replace fancy functions */
117 #define EV_FormatMessage(i, o) \
118     /**/ i(string, format_escape) \
119     /**/ i(string, format_replacement) \
120     /**/ o(string, format_replacement) \
121     /**/ i(string, format_message) \
122     /**/
123 string format_escape;
124 string format_replacement;
125 string format_message;
126 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
127
128 /** returns true if throwing the current weapon shall not be allowed */
129 #define EV_ForbidThrowCurrentWeapon(i, o) \
130     /**/ i(entity, __self) \
131     /**/
132 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
133
134 /** returns true if dropping the current weapon shall not be allowed at any time including death */
135 #define EV_ForbidDropCurrentWeapon(i, o) \
136     /**/ i(entity, __self) \
137     /**/
138 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
139
140 /**  */
141 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
142
143 /** allows changing attack rate */
144 #define EV_WeaponRateFactor(i, o) \
145     /**/ i(float, weapon_rate) \
146     /**/ o(float, weapon_rate) \
147     /**/
148 float weapon_rate;
149 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
150
151 /** allows changing weapon speed (projectiles mostly) */
152 #define EV_WeaponSpeedFactor(i, o) \
153     /**/ i(float, ret_float) \
154     /**/ o(float, ret_float) \
155     /**/
156 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
157
158 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
159 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
160
161 /** called every frame. customizes the waypoint for spectators */
162 #define EV_CustomizeWaypoint(i, o) \
163     /** waypoint */ i(entity, __self) \
164     /** player; other.enemy = spectator */ i(entity, other) \
165     /**/
166 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
167
168 /**
169  * 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)
170  * return error to request removal
171  */
172 #define EV_FilterItem(i, o) \
173     /** the current item */ i(entity, __self) \
174     /**/
175 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
176
177 /** return error to request removal */
178 #define EV_TurretSpawn(i, o) \
179     /** turret */ i(entity, __self) \
180     /**/
181 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
182
183 /** return error to not attack */
184 #define EV_TurretFire(i, o) \
185     /** turret */ i(entity, __self) \
186     /**/
187 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
188
189 /** return error to not attack */
190 #define EV_Turret_CheckFire(i, o) \
191     /**/ i(bool, ret_bool) \
192     /**/ o(bool, ret_bool) \
193     /**/
194 bool ret_bool;
195 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
196
197 /** return error to prevent entity spawn, or modify the entity */
198 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
199
200 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
201 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
202
203 /** TODO change this into a general PlayerPostThink hook? */
204 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
205
206 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
207 #define EV_GetCvars(i, o) \
208     /**/ i(float, get_cvars_f) \
209     /**/ i(string, get_cvars_s) \
210     /**/
211 float get_cvars_f;
212 string get_cvars_s;
213 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
214
215 /** can edit any "just fired" projectile */
216 #define EV_EditProjectile(i, o) \
217     /**/ i(entity, __self) \
218     /**/ i(entity, other) \
219     /**/
220 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
221
222 /** called when a monster spawns */
223 #define EV_MonsterSpawn(i, o) \
224     /**/ i(entity, __self) \
225     /**/
226 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
227
228 /** called when a monster dies */
229 #define EV_MonsterDies(i, o) \
230     /**/ i(entity, frag_target) \
231     /**/ i(entity, frag_attacker) \
232     /**/
233 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
234
235 /** called when a monster dies */
236 #define EV_MonsterRemove(i, o) \
237     /**/ i(entity, rem_mon) \
238     /**/
239 entity rem_mon; // avoiding ovewriting self & other
240 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
241
242 /** called when a monster wants to respawn */
243 #define EV_MonsterRespawn(i, o) \
244     /**/ i(entity, other) \
245     /**/
246 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
247
248 /** called when a monster is dropping loot */
249 #define EV_MonsterDropItem(i, o) \
250     /**/ i(entity, other) \
251     /**/ o(entity, other) \
252     /**/
253 .void(entity this) monster_loot;
254 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
255
256 /**
257  * called when a monster moves
258  * returning true makes the monster stop
259  */
260 #define EV_MonsterMove(i, o) \
261     /**/ i(entity, __self) \
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 #define EV_MonsterCheckBossFlag(i, o) \
278     /**/ i(entity, __self) \
279     /**/
280 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
281
282 /**
283  * called when a player tries to spawn a monster
284  * return 1 to prevent spawning
285  */
286 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
287
288 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
289 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
290     /**/ i(entity, frag_inflictor) \
291     /**/ i(entity, frag_attacker) \
292     /** same as self */ i(entity, frag_target) \
293     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
294     /**/ i(float, damage_take) \
295     /**/ o(float, damage_take) \
296         /**/ i(float, damage_save) \
297     /**/ o(float, damage_save) \
298     /**/
299 vector damage_force;
300 float damage_take;
301 float damage_save;
302 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
303
304 /**
305  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
306  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
307  */
308 #define EV_PlayerDamage_Calculate(i, o) \
309     /**/ i(entity, frag_inflictor) \
310     /**/ i(entity, frag_attacker) \
311     /**/ i(entity, frag_target) \
312     /**/ i(float, frag_deathtype) \
313         /**/ i(float, frag_damage) \
314     /**/ o(float, frag_damage) \
315         /**/ i(float, frag_mirrordamage) \
316     /**/ o(float, frag_mirrordamage) \
317     /**/ i(vector, frag_force) \
318     /**/ o(vector, frag_force) \
319     /**/
320 float frag_damage;
321 float frag_mirrordamage;
322 vector frag_force;
323 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
324
325 /**
326  * Called when a player is damaged
327  */
328 #define EV_PlayerDamaged(i, o) \
329     /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
330     /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
331     /** health    */ i(int,    MUTATOR_ARGV_0_int) \
332     /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
333     /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
334     /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
335     /**/
336 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
337
338 /**
339  * Called by W_DecreaseAmmo
340  */
341 #define EV_W_DecreaseAmmo(i, o) \
342     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
343     /**/
344 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
345
346 /**
347  * Called by W_Reload
348  */
349 #define EV_W_Reload(i, o) \
350     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
351     /**/
352 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
353
354 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
355 #define EV_PlayerPowerups(i, o) \
356     /**/ i(entity, __self) \
357     /**/ i(int, olditems) \
358     /**/
359 int olditems;
360 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
361
362 /**
363  * called every player think frame
364  * return 1 to disable regen
365  */
366 float regen_mod_max;
367 float regen_mod_regen;
368 float regen_mod_rot;
369 float regen_mod_limit;
370 float regen_health;
371 float regen_health_linear;
372 float regen_health_rot;
373 float regen_health_rotlinear;
374 float regen_health_stable;
375 float regen_health_rotstable;
376 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
377
378 /**
379  * called when the use key is pressed
380  * if MUTATOR_RETURNVALUE is 1, don't do anything
381  * return 1 if the use key actually did something
382  */
383 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
384
385 /**
386  * called when a client command is parsed
387  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
388  * NOTE: return true if you handled the command, return false to continue handling
389  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
390  * // example:
391  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
392  * {
393  *     if (MUTATOR_RETURNVALUE) // command was already handled?
394  *         return false;
395  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
396  *     {
397  *         print(cvar_string(argv(1)), "\n");
398  *         return true;
399  *     }
400  *     if (cmd_name == "echostring" && cmd_argc >= 2)
401  *     {
402  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
403  *         return true;
404  *     }
405  *     return false;
406  * }
407  */
408 #define EV_SV_ParseClientCommand(i, o) \
409     /** command name */ i(string, cmd_name) \
410     /** also, argv() can be used */ i(int, cmd_argc) \
411     /** whole command, use only if you really have to */ i(string, cmd_string) \
412     /**/
413 string cmd_name;
414 int cmd_argc;
415 string cmd_string;
416 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
417
418 /** please read EV_SV_ParseClientCommand description before using */
419 #define EV_SV_ParseServerCommand(i, o) \
420     /** command name */ i(string, cmd_name) \
421     /** also, argv() can be used */ i(int, cmd_argc) \
422     /** whole command, use only if you really have to */ i(string, cmd_string) \
423     /**/
424 //string cmd_name;
425 //int cmd_argc;
426 //string cmd_string;
427 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
428
429 /**
430  * called when a spawnpoint is being evaluated
431  * return 1 to make the spawnpoint unusable
432  */
433 #define EV_Spawn_Score(i, o) \
434     /** player wanting to spawn */ i(entity, __self) \
435     /** spot to be evaluated */ i(entity, spawn_spot) \
436     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
437     /**/ o(vector, spawn_score) \
438     /**/
439 vector spawn_score;
440 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
441
442 /** runs globally each server frame */
443 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
444
445 #define EV_SetModname(i, o) \
446     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
447     o(string, modname) \
448     /**/
449 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
450
451 /**
452  * called for each item being spawned on a map, including dropped weapons
453  * return 1 to remove an item
454  */
455 #define EV_Item_Spawn(i, o) \
456     /** the item */ i(entity, __self) \
457     /**/
458 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
459
460 #define EV_SetWeaponreplace(i, o) \
461     /** map entity */ i(entity, __self) \
462     /** weapon info */ i(entity, other) \
463     /**/ i(string, ret_string) \
464     /**/ o(string, ret_string) \
465     /**/
466 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
467
468 /** called when an item is about to respawn */
469 #define EV_Item_RespawnCountdown(i, o) \
470     /**/ i(string, item_name) \
471     /**/ o(string, item_name) \
472     /**/ i(vector, item_color) \
473     /**/ o(vector, item_color) \
474     /**/
475 string item_name;
476 vector item_color;
477 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
478
479 /** called when a bot checks a target to attack */
480 #define EV_BotShouldAttack(i, o) \
481     /**/ i(entity, __self) \
482     /**/ i(entity, checkentity) \
483     /**/
484 entity checkentity;
485 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
486
487 /**
488  * called whenever a player goes through a portal gun teleport
489  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
490  */
491 #define EV_PortalTeleport(i, o) \
492     /**/ i(entity, __self) \
493     /**/
494 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
495
496 /**
497  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
498  * normally help me ping uses self.waypointsprite_attachedforcarrier,
499  * but if your mutator uses something different then you can handle it
500  * in a special manner using this hook
501  */
502 #define EV_HelpMePing(i, o) \
503     /** the player who pressed impulse 33 */ i(entity, __self) \
504     /**/
505 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
506
507 /**
508  * called when a vehicle initializes
509  * return true to remove the vehicle
510  */
511 #define EV_VehicleSpawn(i, o) \
512     /**/ i(entity, __self) \
513     /**/
514 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
515
516 /**
517  * called when a player enters a vehicle
518  * allows mutators to set special settings in this event
519  */
520 #define EV_VehicleEnter(i, o) \
521     /** player */ i(entity, vh_player) \
522     /** vehicle */ i(entity, vh_vehicle) \
523     /**/
524 entity vh_player;
525 entity vh_vehicle;
526 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
527
528 /**
529  * called when a player touches a vehicle
530  * return true to stop player from entering the vehicle
531  */
532 #define EV_VehicleTouch(i, o) \
533     /** vehicle */ i(entity, __self) \
534     /** player */ i(entity, other) \
535     /**/
536 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
537
538 /**
539  * called when a player exits a vehicle
540  * allows mutators to set special settings in this event
541  */
542 #define EV_VehicleExit(i, o) \
543     /** player */ i(entity, vh_player) \
544     /** vehicle */ i(entity, vh_vehicle) \
545     /**/
546 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
547
548 /** called when a speedrun is aborted and the player is teleported back to start position */
549 #define EV_AbortSpeedrun(i, o) \
550     /** player */ i(entity, __self) \
551     /**/
552 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
553
554 /** called at when a item is touched. Called early, can edit item properties. */
555 #define EV_ItemTouch(i, o) \
556     /** item */ i(entity, __self) \
557     /** player */ i(entity, other) \
558     /**/
559 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
560
561 enum {
562         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
563         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
564         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
565 };
566
567 /** called at when a player connect */
568 #define EV_ClientConnect(i, o) \
569     /** player */ i(entity, __self) \
570     /**/
571 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
572
573 #define EV_HavocBot_ChooseRole(i, o) \
574     /**/ i(entity, __self) \
575     /**/
576 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
577
578 /** called when a target is checked for accuracy */
579 #define EV_AccuracyTargetValid(i, o) \
580     /** attacker */ i(entity, frag_attacker) \
581     /** target */ i(entity, frag_target) \
582     /**/
583 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
584 enum {
585         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
586         MUT_ACCADD_INVALID, // return this flag to make the function always continue
587         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
588 };
589
590 /** Called when clearing the global parameters for a model */
591 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
592
593 /** Called when getting the global parameters for a model */
594 #define EV_GetModelParams(i, o) \
595     /** entity id */ i(string, checkmodel_input) \
596     /** entity id */ i(string, checkmodel_command) \
597     /**/
598 string checkmodel_input, checkmodel_command;
599 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
600
601 /** called when a bullet has hit a target */
602 #define EV_FireBullet_Hit(i, o) \
603     /**/ i(entity, __self) \
604     /**/ i(entity, bullet_hit) \
605     /**/ i(vector, bullet_startpos) \
606     /**/ i(vector, bullet_endpos) \
607     /**/ i(float, frag_damage) \
608     /**/ o(float, frag_damage) \
609     /**/
610 entity bullet_hit;
611 //vector bullet_hitloc; // the end pos matches the hit location, apparently
612 vector bullet_startpos;
613 vector bullet_endpos;
614 //float frag_damage;
615 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
616
617 #define EV_FixPlayermodel(i, o) \
618     /**/ i(string, ret_string) \
619     /**/ o(string, ret_string) \
620     /**/ i(int, ret_int) \
621     /**/ o(int, ret_int) \
622     /**/
623 int ret_int;
624 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
625
626 /** Return error to play frag remaining announcements */
627 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
628
629 #define EV_GrappleHookThink(i, o) \
630     /**/ i(entity, __self) \
631     /**/ i(int, hook_tarzan) \
632     /**/ o(int, hook_tarzan) \
633     /**/ i(entity, hook_pullentity) \
634     /**/ o(entity, hook_pullentity) \
635     /**/ i(float, hook_velmultiplier) \
636     /**/ o(float, hook_velmultiplier) \
637     /**/
638 int hook_tarzan;
639 entity hook_pullentity;
640 float hook_velmultiplier;
641 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
642
643 #define EV_BuffModel_Customize(i, o) \
644     /**/ i(entity, __self) \
645     /**/ i(entity, buff_player) \
646     /**/
647 entity buff_player;
648 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
649
650 /** called at when a buff is touched. Called early, can edit buff properties. */
651 #define EV_BuffTouch(i, o) \
652     /** item */ i(entity, __self) \
653     /** player */ i(entity, other) \
654     /**/
655 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
656
657 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
658
659 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
660
661 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
662
663 #define EV_GetRecords(i, o) \
664     /**/ i(int, record_page) \
665     /**/ i(string, ret_string) \
666     /**/ o(string, ret_string) \
667     /**/
668 int record_page;
669 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
670
671 #define EV_Race_FinalCheckpoint(i, o) \
672     /**/ i(entity, race_player) \
673     /**/
674 entity race_player;
675 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
676
677 /** called when player triggered kill (or is changing teams), return error to not do anything */
678 #define EV_ClientKill(i, o) \
679     /** player */ i(entity, __self) \
680     /* kill delay */ i(float, ret_float) \
681     /* kill delay */ o(float, ret_float) \
682     /**/
683 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
684
685 #define EV_FixClientCvars(i, o) \
686     /**/ i(entity, fix_client) \
687     /**/
688 entity fix_client;
689 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
690
691 #define EV_SpectateSet(i, o) \
692     /**/ i(entity, __self) \
693     /**/ i(entity, spec_player) \
694     /**/ o(entity, spec_player) \
695     /**/
696 entity spec_player;
697 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
698
699 #define EV_SpectateNext(i, o) \
700     /**/ i(entity, __self) \
701     /**/ i(entity, spec_player) \
702     /**/ o(entity, spec_player) \
703     /**/
704 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
705
706 #define EV_SpectatePrev(i, o) \
707     /**/ i(entity, __self) \
708     /**/ i(entity, spec_player) \
709     /**/ o(entity, spec_player) \
710     /**/ i(entity, spec_first) \
711     /**/
712 entity spec_first;
713 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
714
715 enum {
716     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
717     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
718     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
719 };
720
721 /** called when player triggered kill (or is changing teams), return error to not do anything */
722 #define EV_Bot_FixCount(i, o) \
723     /**/ i(int, bot_activerealplayers) \
724     /**/ o(int, bot_activerealplayers) \
725     /**/ i(int, bot_realplayers) \
726     /**/ o(int, bot_realplayers) \
727     /**/
728 int bot_activerealplayers;
729 int bot_realplayers;
730 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
731
732 #define EV_ClientCommand_Spectate(i, o) \
733     /**/ i(entity, __self) \
734     /**/
735 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
736
737 enum {
738     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
739     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
740     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
741 };
742
743 #define EV_CheckRules_World(i, o) \
744     /* status */ i(float, ret_float) \
745     /* status */ o(float, ret_float) \
746     /* time limit */ i(float, checkrules_timelimit) \
747     /* frag limit */ i(int, checkrules_fraglimit) \
748     /**/
749 float checkrules_timelimit;
750 int checkrules_fraglimit;
751 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
752
753 #define EV_WantWeapon(i, o) \
754     /**/ i(entity, want_weaponinfo) \
755     /**/ i(float, ret_float) \
756     /**/ o(float, ret_float) \
757     /**/ i(bool, want_allguns) \
758     /**/ o(bool, want_allguns) \
759     /**/ i(bool, want_mutatorblocked) \
760     /**/ o(bool, want_mutatorblocked) \
761     /**/
762 entity want_weaponinfo;
763 bool want_allguns;
764 bool want_mutatorblocked;
765 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
766
767 #define EV_AddPlayerScore(i, o) \
768     /**/ i(int, score_field) \
769     /**/ i(float, ret_float) \
770     /**/ o(float, ret_float) \
771     /**/
772 int score_field;
773 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
774
775 #define EV_GetPlayerStatus(i, o) \
776     /**/ i(entity, set_player) \
777     /**/ i(string, ret_string) \
778     /**/ o(string, ret_string) \
779     /**/
780 entity set_player;
781 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
782
783 #define EV_SetWeaponArena(i, o) \
784     /**/ i(string, ret_string) \
785     /**/ o(string, ret_string) \
786     /**/
787 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
788
789 #define EV_DropSpecialItems(i, o) \
790     /**/ i(entity, frag_target) \
791     /**/
792 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
793
794 /**
795  * called when an admin tries to kill all monsters
796  * return 1 to prevent spawning
797  */
798 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
799
800 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
801
802 #define EV_SendWaypoint(i, o) \
803     /**/ i(entity, __self) \
804     /**/ i(entity, wp_sendto) \
805     /**/ i(int, wp_sendflags) \
806     /**/ o(int, wp_sendflags) \
807     /**/ i(int, wp_flag) \
808     /**/ o(int, wp_flag) \
809     /**/
810 entity wp_sendto;
811 int wp_sendflags;
812 int wp_flag;
813 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
814
815 #define EV_TurretValidateTarget(i, o) \
816     /**/ i(entity, turret_this) \
817     /**/ i(entity, turret_target) \
818     /**/ i(int, turret_vflags) \
819     /**/
820 entity turret_this;
821 entity turret_target;
822 int turret_vflags;
823 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
824
825 #define EV_TurretThink(i, o) \
826     /**/ i(entity, __self) \
827     /**/
828 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
829
830 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
831
832 /** */
833 #define EV_PrepareExplosionByDamage(i, o) \
834     /**/ i(entity, __self) \
835     /**/ i(entity, frag_attacker) \
836     /**/
837 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
838
839 /** called when a monster model is about to be set, allows custom paths etc. */
840 #define EV_MonsterModel(i, o) \
841     /**/ i(string, monster_model) \
842     /**/ i(string, monster_model_output) \
843     /**/ o(string, monster_model_output) \
844     /**/
845 string monster_model;
846 string monster_model_output;
847 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
848
849 /**/
850 #define EV_Player_ChangeTeam(i, o) \
851     /**/ i(entity, __self) \
852     /**/ i(float, pct_curteam) \
853     /**/ i(float, pct_newteam) \
854     /**/
855 float pct_curteam;
856 float pct_newteam;
857 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
858
859 /**/
860 #define EV_URI_GetCallback(i, o) \
861     /**/ i(float, uricb_id) \
862     /**/ i(float, uricb_status) \
863     /**/ i(string, uricb_data) \
864     /**/
865 float uricb_id;
866 float uricb_status;
867 string uricb_data;
868 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);