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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 1 if throwing the current weapon shall not be allowed */
151 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
152
153 /** allows changing attack rate */
154 #define EV_WeaponRateFactor(i, o) \
155     /**/ i(float, weapon_rate) \
156     /**/ o(float, weapon_rate) \
157     /**/
158 float weapon_rate;
159 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
160
161 /** allows changing weapon speed (projectiles mostly) */
162 #define EV_WeaponSpeedFactor(i, o) \
163     /**/ i(float, ret_float) \
164     /**/ o(float, ret_float) \
165     /**/
166 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
167
168 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
169 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
170
171 /** called every frame. customizes the waypoint for spectators */
172 #define EV_CustomizeWaypoint(i, o) \
173     /** waypoint */ i(entity, __self) \
174     /** player; other.enemy = spectator */ i(entity, other) \
175     /**/
176 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
177
178 /**
179  * 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)
180  * return error to request removal
181  */
182 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
183
184 /** return error to request removal */
185 #define EV_TurretSpawn(i, o) \
186     /** turret */ i(entity, __self) \
187     /**/
188 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
189
190 /** return error to not attack */
191 #define EV_TurretFire(i, o) \
192     /** turret */ i(entity, __self) \
193     /**/
194 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
195
196 /** return error to not attack */
197 #define EV_Turret_CheckFire(i, o) \
198     /**/ i(bool, ret_bool) \
199     /**/ o(bool, ret_bool) \
200     /**/
201 bool ret_bool;
202 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
203
204 /** return error to prevent entity spawn, or modify the entity */
205 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
206
207 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
208 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
209
210 /** TODO change this into a general PlayerPostThink hook? */
211 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
212
213 /**
214  * called before any player physics, may adjust variables for movement,
215  * is run AFTER bot code and idle checking
216  */
217 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
218
219 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
220 #define EV_GetCvars(i, o) \
221     /**/ i(float, get_cvars_f) \
222     /**/ i(string, get_cvars_s) \
223     /**/
224 float get_cvars_f;
225 string get_cvars_s;
226 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
227
228 /** can edit any "just fired" projectile */
229 #define EV_EditProjectile(i, o) \
230     /**/ i(entity, __self) \
231     /**/ i(entity, other) \
232     /**/
233 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
234
235 /** called when a monster spawns */
236 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
237
238 /** called when a monster dies */
239 #define EV_MonsterDies(i, o) \
240     /**/ i(entity, frag_attacker) \
241     /**/
242 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
243
244 /** called when a monster dies */
245 #define EV_MonsterRemove(i, o) \
246     /**/ i(entity, rem_mon) \
247     /**/
248 entity rem_mon; // avoiding ovewriting self & other
249 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
250
251 /** called when a monster wants to respawn */
252 #define EV_MonsterRespawn(i, o) \
253     /**/ i(entity, other) \
254     /**/
255 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
256
257 /** called when a monster is dropping loot */
258 #define EV_MonsterDropItem(i, o) \
259     /**/ i(entity, other) \
260     /**/ o(entity, other) \
261     /**/
262 .void(entity this) monster_loot;
263 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
264
265 /**
266  * called when a monster moves
267  * returning true makes the monster stop
268  */
269 #define EV_MonsterMove(i, o) \
270     /**/ i(float, monster_speed_run) \
271     /**/ o(float, monster_speed_run) \
272     /**/ i(float, monster_speed_walk) \
273     /**/ o(float, monster_speed_walk) \
274     /**/ i(entity, monster_target) \
275     /**/
276 float monster_speed_run;
277 float monster_speed_walk;
278 entity monster_target;
279 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
280
281 /** called when a monster looks for another target */
282 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
283
284 /** called to change a random monster to a miniboss */
285 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
286
287 /**
288  * called when a player tries to spawn a monster
289  * return 1 to prevent spawning
290  */
291 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
292
293 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
294 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
295     /**/ i(entity, frag_inflictor) \
296     /**/ i(entity, frag_attacker) \
297     /** same as self */ i(entity, frag_target) \
298     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
299     /**/ i(float, damage_take) \
300     /**/ o(float, damage_take) \
301         /**/ i(float, damage_save) \
302     /**/ o(float, damage_save) \
303     /**/
304 vector damage_force;
305 float damage_take;
306 float damage_save;
307 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
308
309 /**
310  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
311  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
312  */
313 #define EV_PlayerDamage_Calculate(i, o) \
314     /**/ i(entity, frag_inflictor) \
315     /**/ i(entity, frag_attacker) \
316     /**/ i(entity, frag_target) \
317     /**/ i(float, frag_deathtype) \
318         /**/ i(float, frag_damage) \
319     /**/ o(float, frag_damage) \
320         /**/ i(float, frag_mirrordamage) \
321     /**/ o(float, frag_mirrordamage) \
322     /**/ i(vector, frag_force) \
323     /**/ o(vector, frag_force) \
324     /**/
325 float frag_damage;
326 float frag_mirrordamage;
327 vector frag_force;
328 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
329
330 /**
331  * Called when a player is damaged
332  */
333 #define EV_PlayerDamaged(i, o) \
334     /** attacker */ i(entity, mutator_argv_entity_0) \
335     /** target */ i(entity, mutator_argv_entity_1) \
336     /** health */ i(int, mutator_argv_int_0) \
337     /** armor */ i(int, mutator_argv_int_1) \
338     /** location */ i(vector, mutator_argv_vector_0) \
339     /**/
340 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
341
342 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
343 #define EV_PlayerPowerups(i, o) \
344     /**/ i(entity, __self) \
345     /**/ i(int, olditems) \
346     /**/
347 int olditems;
348 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
349
350 /**
351  * called every player think frame
352  * return 1 to disable regen
353  */
354 float regen_mod_max;
355 float regen_mod_regen;
356 float regen_mod_rot;
357 float regen_mod_limit;
358 float regen_health;
359 float regen_health_linear;
360 float regen_health_rot;
361 float regen_health_rotlinear;
362 float regen_health_stable;
363 float regen_health_rotstable;
364 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
365
366 /**
367  * called when the use key is pressed
368  * if MUTATOR_RETURNVALUE is 1, don't do anything
369  * return 1 if the use key actually did something
370  */
371 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
372
373 /**
374  * called when a client command is parsed
375  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
376  * NOTE: return true if you handled the command, return false to continue handling
377  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
378  * // example:
379  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
380  * {
381  *     if (MUTATOR_RETURNVALUE) // command was already handled?
382  *         return false;
383  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
384  *     {
385  *         print(cvar_string(argv(1)), "\n");
386  *         return true;
387  *     }
388  *     if (cmd_name == "echostring" && cmd_argc >= 2)
389  *     {
390  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
391  *         return true;
392  *     }
393  *     return false;
394  * }
395  */
396 #define EV_SV_ParseClientCommand(i, o) \
397     /** command name */ i(string, cmd_name) \
398     /** also, argv() can be used */ i(int, cmd_argc) \
399     /** whole command, use only if you really have to */ i(string, cmd_string) \
400     /**/
401 string cmd_name;
402 int cmd_argc;
403 string cmd_string;
404 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
405
406 /** please read EV_SV_ParseClientCommand description before using */
407 #define EV_SV_ParseServerCommand(i, o) \
408     /** command name */ i(string, cmd_name) \
409     /** also, argv() can be used */ i(int, cmd_argc) \
410     /** whole command, use only if you really have to */ i(string, cmd_string) \
411     /**/
412 //string cmd_name;
413 //int cmd_argc;
414 //string cmd_string;
415 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
416
417 /**
418  * called when a spawnpoint is being evaluated
419  * return 1 to make the spawnpoint unusable
420  */
421 #define EV_Spawn_Score(i, o) \
422     /** player wanting to spawn */ i(entity, __self) \
423     /** spot to be evaluated */ i(entity, spawn_spot) \
424     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
425     /**/ o(vector, spawn_score) \
426     /**/
427 vector spawn_score;
428 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
429
430 /** runs globally each server frame */
431 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
432
433 #define EV_SetModname(i, o) \
434     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
435     o(string, modname) \
436     /**/
437 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
438
439 /**
440  * called for each item being spawned on a map, including dropped weapons
441  * return 1 to remove an item
442  */
443 #define EV_Item_Spawn(i, o) \
444     /** the item */ i(entity, __self) \
445     /**/
446 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
447
448 #define EV_SetWeaponreplace(i, o) \
449     /** map entity */ i(entity, __self) \
450     /** weapon info */ i(entity, other) \
451     /**/ i(string, ret_string) \
452     /**/ o(string, ret_string) \
453     /**/
454 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
455
456 /** called when an item is about to respawn */
457 #define EV_Item_RespawnCountdown(i, o) \
458     /**/ i(string, item_name) \
459     /**/ o(string, item_name) \
460     /**/ i(vector, item_color) \
461     /**/ o(vector, item_color) \
462     /**/
463 string item_name;
464 vector item_color;
465 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
466
467 /** called when a bot checks a target to attack */
468 #define EV_BotShouldAttack(i, o) \
469     /**/ i(entity, checkentity) \
470     /**/
471 entity checkentity;
472 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
473
474 /**
475  * called whenever a player goes through a portal gun teleport
476  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
477  */
478 #define EV_PortalTeleport(i, o) \
479     /**/ i(entity, __self) \
480     /**/
481 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
482
483 /**
484  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
485  * normally help me ping uses self.waypointsprite_attachedforcarrier,
486  * but if your mutator uses something different then you can handle it
487  * in a special manner using this hook
488  */
489 #define EV_HelpMePing(i, o) \
490     /** the player who pressed impulse 33 */ i(entity, __self) \
491     /**/
492 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
493
494 /**
495  * called when a vehicle initializes
496  * return true to remove the vehicle
497  */
498 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
499
500 /**
501  * called when a player enters a vehicle
502  * allows mutators to set special settings in this event
503  */
504 #define EV_VehicleEnter(i, o) \
505     /** player */ i(entity, vh_player) \
506     /** vehicle */ i(entity, vh_vehicle) \
507     /**/
508 entity vh_player;
509 entity vh_vehicle;
510 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
511
512 /**
513  * called when a player touches a vehicle
514  * return true to stop player from entering the vehicle
515  */
516 #define EV_VehicleTouch(i, o) \
517     /** vehicle */ i(entity, __self) \
518     /** player */ i(entity, other) \
519     /**/
520 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
521
522 /**
523  * called when a player exits a vehicle
524  * allows mutators to set special settings in this event
525  */
526 #define EV_VehicleExit(i, o) \
527     /** player */ i(entity, vh_player) \
528     /** vehicle */ i(entity, vh_vehicle) \
529     /**/
530 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
531
532 /** called when a speedrun is aborted and the player is teleported back to start position */
533 #define EV_AbortSpeedrun(i, o) \
534     /** player */ i(entity, __self) \
535     /**/
536 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
537
538 /** called at when a item is touched. Called early, can edit item properties. */
539 #define EV_ItemTouch(i, o) \
540     /** item */ i(entity, __self) \
541     /** player */ i(entity, other) \
542     /**/
543 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
544
545 enum {
546         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
547         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
548         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
549 };
550
551 /** called at when a player connect */
552 #define EV_ClientConnect(i, o) \
553     /** player */ i(entity, __self) \
554     /**/
555 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
556
557 #define EV_HavocBot_ChooseRole(i, o) \
558     /**/ i(entity, __self) \
559     /**/
560 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
561
562 /** called when a target is checked for accuracy */
563 #define EV_AccuracyTargetValid(i, o) \
564     /** attacker */ i(entity, frag_attacker) \
565     /** target */ i(entity, frag_target) \
566     /**/
567 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
568 enum {
569         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
570         MUT_ACCADD_INVALID, // return this flag to make the function always continue
571         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
572 };
573
574 /** Called when clearing the global parameters for a model */
575 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
576
577 /** Called when getting the global parameters for a model */
578 #define EV_GetModelParams(i, o) \
579     /** entity id */ i(string, checkmodel_input) \
580     /** entity id */ i(string, checkmodel_command) \
581     /**/
582 string checkmodel_input, checkmodel_command;
583 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
584
585 /** called when a bullet has hit a target */
586 #define EV_FireBullet_Hit(i, o) \
587     /**/ i(entity, __self) \
588     /**/ i(entity, bullet_hit) \
589     /**/ i(vector, bullet_startpos) \
590     /**/ i(vector, bullet_endpos) \
591     /**/ i(float, frag_damage) \
592     /**/ o(float, frag_damage) \
593     /**/
594 entity bullet_hit;
595 //vector bullet_hitloc; // the end pos matches the hit location, apparently
596 vector bullet_startpos;
597 vector bullet_endpos;
598 //float frag_damage;
599 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
600
601 #define EV_FixPlayermodel(i, o) \
602     /**/ i(string, ret_string) \
603     /**/ o(string, ret_string) \
604     /**/ i(int, ret_int) \
605     /**/ o(int, ret_int) \
606     /**/
607 int ret_int;
608 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
609
610 /** Return error to play frag remaining announcements */
611 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
612
613 #define EV_GrappleHookThink(i, o) \
614     /**/ i(entity, __self) \
615     /**/ i(int, hook_tarzan) \
616     /**/ o(int, hook_tarzan) \
617     /**/ i(entity, hook_pullentity) \
618     /**/ o(entity, hook_pullentity) \
619     /**/ i(float, hook_velmultiplier) \
620     /**/ o(float, hook_velmultiplier) \
621     /**/
622 int hook_tarzan;
623 entity hook_pullentity;
624 float hook_velmultiplier;
625 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
626
627 #define EV_BuffModel_Customize(i, o) \
628     /**/ i(entity, __self) \
629     /**/ i(entity, buff_player) \
630     /**/
631 entity buff_player;
632 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
633
634 /** called at when a buff is touched. Called early, can edit buff properties. */
635 #define EV_BuffTouch(i, o) \
636     /** item */ i(entity, __self) \
637     /** player */ i(entity, other) \
638     /**/
639 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
640
641 #define EV_GetRecords(i, o) \
642     /**/ i(int, record_page) \
643     /**/ i(string, ret_string) \
644     /**/ o(string, ret_string) \
645     /**/
646 int record_page;
647 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
648
649 #define EV_Race_FinalCheckpoint(i, o) \
650     /**/ i(entity, race_player) \
651     /**/
652 entity race_player;
653 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
654
655 /** called when player triggered kill (or is changing teams), return error to not do anything */
656 #define EV_ClientKill(i, o) \
657     /** player */ i(entity, __self) \
658     /* kill delay */ i(float, ret_float) \
659     /* kill delay */ o(float, ret_float) \
660     /**/
661 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
662
663 #define EV_FixClientCvars(i, o) \
664     /**/ i(entity, fix_client) \
665     /**/
666 entity fix_client;
667 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
668
669 #define EV_SpectateSet(i, o) \
670     /**/ i(entity, __self) \
671     /**/ i(entity, spec_player) \
672     /**/
673 entity spec_player;
674 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
675
676 #define EV_SpectateNext(i, o) \
677     /**/ i(entity, __self) \
678     /**/ i(entity, spec_player) \
679     /**/
680 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
681
682 #define EV_SpectatePrev(i, o) \
683     /**/ i(entity, __self) \
684     /**/ i(entity, spec_player) \
685     /**/ i(entity, spec_first) \
686     /**/
687 entity spec_first;
688 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
689
690 enum {
691     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
692     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
693     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
694 };
695
696 /** called when player triggered kill (or is changing teams), return error to not do anything */
697 #define EV_Bot_FixCount(i, o) \
698     /**/ i(int, bot_activerealplayers) \
699     /**/ o(int, bot_activerealplayers) \
700     /**/ i(int, bot_realplayers) \
701     /**/ o(int, bot_realplayers) \
702     /**/
703 int bot_activerealplayers;
704 int bot_realplayers;
705 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
706
707 #define EV_ClientCommand_Spectate(i, o) \
708     /**/ i(entity, __self) \
709     /**/
710 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
711
712 enum {
713     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
714     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
715     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
716 };
717
718 #define EV_CheckRules_World(i, o) \
719     /* status */ i(float, ret_float) \
720     /* status */ o(float, ret_float) \
721     /* time limit */ i(float, checkrules_timelimit) \
722     /* frag limit */ i(int, checkrules_fraglimit) \
723     /**/
724 float checkrules_timelimit;
725 int checkrules_fraglimit;
726 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
727
728 #define EV_WantWeapon(i, o) \
729     /**/ i(entity, want_weaponinfo) \
730     /**/ i(float, ret_float) \
731     /**/ o(float, ret_float) \
732     /**/ i(bool, want_allguns) \
733     /**/ o(bool, want_allguns) \
734     /**/ i(bool, want_mutatorblocked) \
735     /**/ o(bool, want_mutatorblocked) \
736     /**/
737 entity want_weaponinfo;
738 bool want_allguns;
739 bool want_mutatorblocked;
740 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
741
742 #define EV_AddPlayerScore(i, o) \
743     /**/ i(int, score_field) \
744     /**/ i(float, ret_float) \
745     /**/ o(float, ret_float) \
746     /**/
747 int score_field;
748 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
749
750 #define EV_GetPlayerStatus(i, o) \
751     /**/ i(entity, set_player) \
752     /**/ i(string, ret_string) \
753     /**/ o(string, ret_string) \
754     /**/
755 entity set_player;
756 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
757
758 #define EV_SetWeaponArena(i, o) \
759     /**/ i(string, ret_string) \
760     /**/ o(string, ret_string) \
761     /**/
762 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
763 #endif