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Add some more useful hooks
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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 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     /** deathtype */ i(int, mutator_argv_int_2) \
343     /**/
344 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
345
346 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
347 #define EV_PlayerPowerups(i, o) \
348     /**/ i(entity, __self) \
349     /**/ i(int, olditems) \
350     /**/
351 int olditems;
352 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
353
354 /**
355  * called every player think frame
356  * return 1 to disable regen
357  */
358 float regen_mod_max;
359 float regen_mod_regen;
360 float regen_mod_rot;
361 float regen_mod_limit;
362 float regen_health;
363 float regen_health_linear;
364 float regen_health_rot;
365 float regen_health_rotlinear;
366 float regen_health_stable;
367 float regen_health_rotstable;
368 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
369
370 /**
371  * called when the use key is pressed
372  * if MUTATOR_RETURNVALUE is 1, don't do anything
373  * return 1 if the use key actually did something
374  */
375 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
376
377 /**
378  * called when a client command is parsed
379  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
380  * NOTE: return true if you handled the command, return false to continue handling
381  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
382  * // example:
383  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
384  * {
385  *     if (MUTATOR_RETURNVALUE) // command was already handled?
386  *         return false;
387  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
388  *     {
389  *         print(cvar_string(argv(1)), "\n");
390  *         return true;
391  *     }
392  *     if (cmd_name == "echostring" && cmd_argc >= 2)
393  *     {
394  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
395  *         return true;
396  *     }
397  *     return false;
398  * }
399  */
400 #define EV_SV_ParseClientCommand(i, o) \
401     /** command name */ i(string, cmd_name) \
402     /** also, argv() can be used */ i(int, cmd_argc) \
403     /** whole command, use only if you really have to */ i(string, cmd_string) \
404     /**/
405 string cmd_name;
406 int cmd_argc;
407 string cmd_string;
408 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
409
410 /** please read EV_SV_ParseClientCommand description before using */
411 #define EV_SV_ParseServerCommand(i, o) \
412     /** command name */ i(string, cmd_name) \
413     /** also, argv() can be used */ i(int, cmd_argc) \
414     /** whole command, use only if you really have to */ i(string, cmd_string) \
415     /**/
416 //string cmd_name;
417 //int cmd_argc;
418 //string cmd_string;
419 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
420
421 /**
422  * called when a spawnpoint is being evaluated
423  * return 1 to make the spawnpoint unusable
424  */
425 #define EV_Spawn_Score(i, o) \
426     /** player wanting to spawn */ i(entity, __self) \
427     /** spot to be evaluated */ i(entity, spawn_spot) \
428     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
429     /**/ o(vector, spawn_score) \
430     /**/
431 vector spawn_score;
432 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
433
434 /** runs globally each server frame */
435 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
436
437 #define EV_SetModname(i, o) \
438     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
439     o(string, modname) \
440     /**/
441 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
442
443 /**
444  * called for each item being spawned on a map, including dropped weapons
445  * return 1 to remove an item
446  */
447 #define EV_Item_Spawn(i, o) \
448     /** the item */ i(entity, __self) \
449     /**/
450 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
451
452 #define EV_SetWeaponreplace(i, o) \
453     /** map entity */ i(entity, __self) \
454     /** weapon info */ i(entity, other) \
455     /**/ i(string, ret_string) \
456     /**/ o(string, ret_string) \
457     /**/
458 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
459
460 /** called when an item is about to respawn */
461 #define EV_Item_RespawnCountdown(i, o) \
462     /**/ i(string, item_name) \
463     /**/ o(string, item_name) \
464     /**/ i(vector, item_color) \
465     /**/ o(vector, item_color) \
466     /**/
467 string item_name;
468 vector item_color;
469 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
470
471 /** called when a bot checks a target to attack */
472 #define EV_BotShouldAttack(i, o) \
473     /**/ i(entity, checkentity) \
474     /**/
475 entity checkentity;
476 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
477
478 /**
479  * called whenever a player goes through a portal gun teleport
480  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
481  */
482 #define EV_PortalTeleport(i, o) \
483     /**/ i(entity, __self) \
484     /**/
485 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
486
487 /**
488  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
489  * normally help me ping uses self.waypointsprite_attachedforcarrier,
490  * but if your mutator uses something different then you can handle it
491  * in a special manner using this hook
492  */
493 #define EV_HelpMePing(i, o) \
494     /** the player who pressed impulse 33 */ i(entity, __self) \
495     /**/
496 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
497
498 /**
499  * called when a vehicle initializes
500  * return true to remove the vehicle
501  */
502 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
503
504 /**
505  * called when a player enters a vehicle
506  * allows mutators to set special settings in this event
507  */
508 #define EV_VehicleEnter(i, o) \
509     /** player */ i(entity, vh_player) \
510     /** vehicle */ i(entity, vh_vehicle) \
511     /**/
512 entity vh_player;
513 entity vh_vehicle;
514 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
515
516 /**
517  * called when a player touches a vehicle
518  * return true to stop player from entering the vehicle
519  */
520 #define EV_VehicleTouch(i, o) \
521     /** vehicle */ i(entity, __self) \
522     /** player */ i(entity, other) \
523     /**/
524 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
525
526 /**
527  * called when a player exits a vehicle
528  * allows mutators to set special settings in this event
529  */
530 #define EV_VehicleExit(i, o) \
531     /** player */ i(entity, vh_player) \
532     /** vehicle */ i(entity, vh_vehicle) \
533     /**/
534 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
535
536 /** called when a speedrun is aborted and the player is teleported back to start position */
537 #define EV_AbortSpeedrun(i, o) \
538     /** player */ i(entity, __self) \
539     /**/
540 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
541
542 /** called at when a item is touched. Called early, can edit item properties. */
543 #define EV_ItemTouch(i, o) \
544     /** item */ i(entity, __self) \
545     /** player */ i(entity, other) \
546     /**/
547 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
548
549 enum {
550         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
551         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
552         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
553 };
554
555 /** called at when a player connect */
556 #define EV_ClientConnect(i, o) \
557     /** player */ i(entity, __self) \
558     /**/
559 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
560
561 #define EV_HavocBot_ChooseRole(i, o) \
562     /**/ i(entity, __self) \
563     /**/
564 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
565
566 /** called when a target is checked for accuracy */
567 #define EV_AccuracyTargetValid(i, o) \
568     /** attacker */ i(entity, frag_attacker) \
569     /** target */ i(entity, frag_target) \
570     /**/
571 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
572 enum {
573         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
574         MUT_ACCADD_INVALID, // return this flag to make the function always continue
575         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
576 };
577
578 /** Called when clearing the global parameters for a model */
579 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
580
581 /** Called when getting the global parameters for a model */
582 #define EV_GetModelParams(i, o) \
583     /** entity id */ i(string, checkmodel_input) \
584     /** entity id */ i(string, checkmodel_command) \
585     /**/
586 string checkmodel_input, checkmodel_command;
587 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
588
589 /** called when a bullet has hit a target */
590 #define EV_FireBullet_Hit(i, o) \
591     /**/ i(entity, __self) \
592     /**/ i(entity, bullet_hit) \
593     /**/ i(vector, bullet_startpos) \
594     /**/ i(vector, bullet_endpos) \
595     /**/ i(float, frag_damage) \
596     /**/ o(float, frag_damage) \
597     /**/
598 entity bullet_hit;
599 //vector bullet_hitloc; // the end pos matches the hit location, apparently
600 vector bullet_startpos;
601 vector bullet_endpos;
602 //float frag_damage;
603 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
604
605 #define EV_FixPlayermodel(i, o) \
606     /**/ i(string, ret_string) \
607     /**/ o(string, ret_string) \
608     /**/ i(int, ret_int) \
609     /**/ o(int, ret_int) \
610     /**/
611 int ret_int;
612 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
613
614 /** Return error to play frag remaining announcements */
615 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
616
617 #define EV_GrappleHookThink(i, o) \
618     /**/ i(entity, __self) \
619     /**/ i(int, hook_tarzan) \
620     /**/ o(int, hook_tarzan) \
621     /**/ i(entity, hook_pullentity) \
622     /**/ o(entity, hook_pullentity) \
623     /**/ i(float, hook_velmultiplier) \
624     /**/ o(float, hook_velmultiplier) \
625     /**/
626 int hook_tarzan;
627 entity hook_pullentity;
628 float hook_velmultiplier;
629 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
630
631 #define EV_BuffModel_Customize(i, o) \
632     /**/ i(entity, __self) \
633     /**/ i(entity, buff_player) \
634     /**/
635 entity buff_player;
636 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
637
638 /** called at when a buff is touched. Called early, can edit buff properties. */
639 #define EV_BuffTouch(i, o) \
640     /** item */ i(entity, __self) \
641     /** player */ i(entity, other) \
642     /**/
643 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
644
645 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
646
647 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
648
649 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
650
651 #define EV_GetRecords(i, o) \
652     /**/ i(int, record_page) \
653     /**/ i(string, ret_string) \
654     /**/ o(string, ret_string) \
655     /**/
656 int record_page;
657 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
658
659 #define EV_Race_FinalCheckpoint(i, o) \
660     /**/ i(entity, race_player) \
661     /**/
662 entity race_player;
663 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
664
665 /** called when player triggered kill (or is changing teams), return error to not do anything */
666 #define EV_ClientKill(i, o) \
667     /** player */ i(entity, __self) \
668     /* kill delay */ i(float, ret_float) \
669     /* kill delay */ o(float, ret_float) \
670     /**/
671 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
672
673 #define EV_FixClientCvars(i, o) \
674     /**/ i(entity, fix_client) \
675     /**/
676 entity fix_client;
677 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
678
679 #define EV_SpectateSet(i, o) \
680     /**/ i(entity, __self) \
681     /**/ i(entity, spec_player) \
682     /**/
683 entity spec_player;
684 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
685
686 #define EV_SpectateNext(i, o) \
687     /**/ i(entity, __self) \
688     /**/ i(entity, spec_player) \
689     /**/
690 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
691
692 #define EV_SpectatePrev(i, o) \
693     /**/ i(entity, __self) \
694     /**/ i(entity, spec_player) \
695     /**/ i(entity, spec_first) \
696     /**/
697 entity spec_first;
698 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
699
700 enum {
701     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
702     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
703     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
704 };
705
706 /** called when player triggered kill (or is changing teams), return error to not do anything */
707 #define EV_Bot_FixCount(i, o) \
708     /**/ i(int, bot_activerealplayers) \
709     /**/ o(int, bot_activerealplayers) \
710     /**/ i(int, bot_realplayers) \
711     /**/ o(int, bot_realplayers) \
712     /**/
713 int bot_activerealplayers;
714 int bot_realplayers;
715 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
716
717 #define EV_ClientCommand_Spectate(i, o) \
718     /**/ i(entity, __self) \
719     /**/
720 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
721
722 enum {
723     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
724     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
725     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
726 };
727
728 #define EV_CheckRules_World(i, o) \
729     /* status */ i(float, ret_float) \
730     /* status */ o(float, ret_float) \
731     /* time limit */ i(float, checkrules_timelimit) \
732     /* frag limit */ i(int, checkrules_fraglimit) \
733     /**/
734 float checkrules_timelimit;
735 int checkrules_fraglimit;
736 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
737
738 #define EV_WantWeapon(i, o) \
739     /**/ i(entity, want_weaponinfo) \
740     /**/ i(float, ret_float) \
741     /**/ o(float, ret_float) \
742     /**/ i(bool, want_allguns) \
743     /**/ o(bool, want_allguns) \
744     /**/ i(bool, want_mutatorblocked) \
745     /**/ o(bool, want_mutatorblocked) \
746     /**/
747 entity want_weaponinfo;
748 bool want_allguns;
749 bool want_mutatorblocked;
750 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
751
752 #define EV_AddPlayerScore(i, o) \
753     /**/ i(int, score_field) \
754     /**/ i(float, ret_float) \
755     /**/ o(float, ret_float) \
756     /**/
757 int score_field;
758 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
759
760 #define EV_GetPlayerStatus(i, o) \
761     /**/ i(entity, set_player) \
762     /**/ i(string, ret_string) \
763     /**/ o(string, ret_string) \
764     /**/
765 entity set_player;
766 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
767
768 #define EV_SetWeaponArena(i, o) \
769     /**/ i(string, ret_string) \
770     /**/ o(string, ret_string) \
771     /**/
772 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
773
774 #define EV_DropSpecialItems(i, o) \
775     /**/ i(entity, frag_target) \
776     /**/
777 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
778
779 /**
780  * called when an admin tries to kill all monsters
781  * return 1 to prevent spawning
782  */
783 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
784
785 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
786
787 #define EV_SendWaypoint(i, o) \
788     /**/ i(entity, __self) \
789     /**/ i(entity, wp_sendto) \
790     /**/ i(int, wp_sendflags) \
791     /**/ o(int, wp_sendflags) \
792     /**/ i(int, wp_flag) \
793     /**/ o(int, wp_flag) \
794     /**/
795 entity wp_sendto;
796 int wp_sendflags;
797 int wp_flag;
798 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
799
800 #define EV_TurretValidateTarget(i, o) \
801     /**/ i(entity, turret_this) \
802     /**/ i(entity, turret_target) \
803     /**/ i(int, turret_vflags) \
804     /**/
805 entity turret_this;
806 entity turret_target;
807 int turret_vflags;
808 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
809
810 #define EV_TurretThink(i, o) \
811     /**/ i(entity, __self) \
812     /**/
813 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
814
815 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
816 #endif