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Some hook & nade stuff
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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     /** same as self */ i(entity, frag_attacker) \
110     /**/ i(entity, frag_target) \
111     /**/ i(float, frag_score) \
112     /**/ o(float, frag_score) \
113     /**/
114 float frag_score;
115 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
116
117 /** called when the match ends */
118 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
119
120 /** should adjust ret_float to contain the team count */
121 #define EV_GetTeamCount(i, o) \
122     /**/ i(float, ret_float) \
123     /**/ o(float, ret_float) \
124     /**/
125 float ret_float;
126 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
127
128 /** copies variables for spectating "other" to "self" */
129 #define EV_SpectateCopy(i, o) \
130     /**/ i(entity, other) \
131     /**/ i(entity, self) \
132     /**/
133 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
134
135 /** called when formatting a chat message to replace fancy functions */
136 #define EV_FormatMessage(i, o) \
137     /**/ i(string, format_escape) \
138     /**/ i(string, format_replacement) \
139     /**/ o(string, format_replacement) \
140     /**/
141 string format_escape;
142 string format_replacement;
143 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
144
145 /** returns 1 if throwing the current weapon shall not be allowed */
146 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
147
148 /** allows changing attack rate */
149 #define EV_WeaponRateFactor(i, o) \
150     /**/ i(float, weapon_rate) \
151     /**/ o(float, weapon_rate) \
152     /**/
153 float weapon_rate;
154 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
155
156 /** allows changing weapon speed (projectiles mostly) */
157 #define EV_WeaponSpeedFactor(i, o) \
158     /**/ i(float, ret_float) \
159     /**/ o(float, ret_float) \
160     /**/
161 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
162
163 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
164 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
165
166 /** called every frame. customizes the waypoint for spectators */
167 #define EV_CustomizeWaypoint(i, o) \
168     /** waypoint */ i(entity, self) \
169     /** player; other.enemy = spectator */ i(entity, other) \
170     /**/
171 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
172
173 /**
174  * 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)
175  * return error to request removal
176  */
177 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
178
179 /** return error to request removal */
180 #define EV_TurretSpawn(i, o) \
181     /** turret */ i(entity, self) \
182     /**/
183 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
184
185 /** return error to not attack */
186 #define EV_TurretFire(i, o) \
187     /** turret */ i(entity, self) \
188     /**/
189 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
190
191 /** return error to not attack */
192 #define EV_Turret_CheckFire(i, o) \
193     /**/ i(bool, ret_bool) \
194     /**/ o(bool, ret_bool) \
195     /**/
196 bool ret_bool;
197 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
198
199 /** return error to prevent entity spawn, or modify the entity */
200 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
201
202 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
203 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
204
205 /** TODO change this into a general PlayerPostThink hook? */
206 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
207
208 /**
209  * called before any player physics, may adjust variables for movement,
210  * is run AFTER bot code and idle checking
211  */
212 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
213
214 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
215 #define EV_GetCvars(i, o) \
216     /**/ i(float, get_cvars_f) \
217     /**/ i(string, get_cvars_s) \
218     /**/
219 float get_cvars_f;
220 string get_cvars_s;
221 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
222
223 /** can edit any "just fired" projectile */
224 #define EV_EditProjectile(i, o) \
225     /**/ i(entity, self) \
226     /**/ i(entity, other) \
227     /**/
228 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
229
230 /** called when a monster spawns */
231 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
232
233 /** called when a monster dies */
234 #define EV_MonsterDies(i, o) \
235     /**/ i(entity, frag_attacker) \
236     /**/
237 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
238
239 /** called when a monster dies */
240 #define EV_MonsterRemove(i, o) \
241     /**/ i(entity, rem_mon) \
242     /**/
243 entity rem_mon; // avoiding ovewriting self & other
244 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
245
246 /** called when a monster wants to respawn */
247 #define EV_MonsterRespawn(i, o) \
248     /**/ i(entity, other) \
249     /**/
250 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
251
252 /** called when a monster is dropping loot */
253 #define EV_MonsterDropItem(i, o) \
254     /**/ i(entity, other) \
255     /**/ o(entity, other) \
256     /**/
257 .void() monster_loot;
258 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
259
260 /**
261  * called when a monster moves
262  * returning true makes the monster stop
263  */
264 #define EV_MonsterMove(i, o) \
265     /**/ i(float, monster_speed_run) \
266     /**/ o(float, monster_speed_run) \
267     /**/ i(float, monster_speed_walk) \
268     /**/ o(float, monster_speed_walk) \
269     /**/ i(entity, monster_target) \
270     /**/
271 float monster_speed_run;
272 float monster_speed_walk;
273 entity monster_target;
274 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
275
276 /** called when a monster looks for another target */
277 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
278
279 /** called to change a random monster to a miniboss */
280 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
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_attacker) \
310     /**/ i(entity, frag_target) \
311     /**/ i(float, frag_deathtype) \
312         /**/ i(float, frag_damage) \
313     /**/ o(float, frag_damage) \
314         /**/ i(float, frag_mirrordamage) \
315     /**/ o(float, frag_mirrordamage) \
316     /**/ i(vector, frag_force) \
317     /**/ o(vector, frag_force) \
318     /**/
319 float frag_damage;
320 float frag_mirrordamage;
321 vector frag_force;
322 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
323
324 /**
325  * Called when a player is damaged
326  */
327 #define EV_PlayerDamaged(i, o) \
328     /** attacker */ i(entity, mutator_argv_entity_0) \
329     /** target */ i(entity, mutator_argv_entity_1) \
330     /** health */ i(int, mutator_argv_int_0) \
331     /** armor */ i(int, mutator_argv_int_1) \
332     /** location */ i(vector, mutator_argv_vector_0) \
333     /**/
334 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
335
336 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
337 #define EV_PlayerPowerups(i, o) \
338     /**/ i(entity, self) \
339     /**/ i(int, olditems) \
340     /**/
341 int olditems;
342 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
343
344 /**
345  * called every player think frame
346  * return 1 to disable regen
347  */
348 float regen_mod_max;
349 float regen_mod_regen;
350 float regen_mod_rot;
351 float regen_mod_limit;
352 float regen_health;
353 float regen_health_linear;
354 float regen_health_rot;
355 float regen_health_rotlinear;
356 float regen_health_stable;
357 float regen_health_rotstable;
358 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
359
360 /**
361  * called when the use key is pressed
362  * if MUTATOR_RETURNVALUE is 1, don't do anything
363  * return 1 if the use key actually did something
364  */
365 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
366
367 /**
368  * called when a client command is parsed
369  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
370  * NOTE: return true if you handled the command, return false to continue handling
371  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
372  * // example:
373  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
374  * {
375  *     if (MUTATOR_RETURNVALUE) // command was already handled?
376  *         return false;
377  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
378  *     {
379  *         print(cvar_string(argv(1)), "\n");
380  *         return true;
381  *     }
382  *     if (cmd_name == "echostring" && cmd_argc >= 2)
383  *     {
384  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
385  *         return true;
386  *     }
387  *     return false;
388  * }
389  */
390 #define EV_SV_ParseClientCommand(i, o) \
391     /** command name */ i(string, cmd_name) \
392     /** also, argv() can be used */ i(int, cmd_argc) \
393     /** whole command, use only if you really have to */ i(string, cmd_string) \
394     /**/
395 string cmd_name;
396 int cmd_argc;
397 string cmd_string;
398 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
399
400 /**
401  * called when a spawnpoint is being evaluated
402  * return 1 to make the spawnpoint unusable
403  */
404 #define EV_Spawn_Score(i, o) \
405     /** player wanting to spawn */ i(entity, self) \
406     /** spot to be evaluated */ i(entity, spawn_spot) \
407     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
408     /**/ o(vector, spawn_score) \
409     /**/
410 vector spawn_score;
411 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
412
413 /** runs globally each server frame */
414 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
415
416 #define EV_SetModname(i, o) \
417     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
418     o(string, modname) \
419     /**/
420 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
421
422 /**
423  * called for each item being spawned on a map, including dropped weapons
424  * return 1 to remove an item
425  */
426 #define EV_Item_Spawn(i, o) \
427     /** the item */ i(entity, self) \
428     /**/
429 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
430
431 #define EV_SetWeaponreplace(i, o) \
432     /** map entity */ i(entity, self) \
433     /** weapon info */ i(entity, other) \
434     /**/ i(string, ret_string) \
435     /**/ o(string, ret_string) \
436     /**/
437 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
438
439 /** called when an item is about to respawn */
440 #define EV_Item_RespawnCountdown(i, o) \
441     /**/ i(string, item_name) \
442     /**/ o(string, item_name) \
443     /**/ i(vector, item_color) \
444     /**/ o(vector, item_color) \
445     /**/
446 string item_name;
447 vector item_color;
448 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
449
450 /** called when a bot checks a target to attack */
451 #define EV_BotShouldAttack(i, o) \
452     /**/ i(entity, checkentity) \
453     /**/
454 entity checkentity;
455 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
456
457 /**
458  * called whenever a player goes through a portal gun teleport
459  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
460  */
461 #define EV_PortalTeleport(i, o) \
462     /**/ i(entity, self) \
463     /**/
464 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
465
466 /**
467  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
468  * normally help me ping uses self.waypointsprite_attachedforcarrier,
469  * but if your mutator uses something different then you can handle it
470  * in a special manner using this hook
471  */
472 #define EV_HelpMePing(i, o) \
473     /** the player who pressed impulse 33 */ i(entity, self) \
474     /**/
475 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
476
477 /**
478  * called when a vehicle initializes
479  * return true to remove the vehicle
480  */
481 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
482
483 /**
484  * called when a player enters a vehicle
485  * allows mutators to set special settings in this event
486  */
487 #define EV_VehicleEnter(i, o) \
488     /** player */ i(entity, vh_player) \
489     /** vehicle */ i(entity, vh_vehicle) \
490     /**/
491 entity vh_player;
492 entity vh_vehicle;
493 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
494
495 /**
496  * called when a player touches a vehicle
497  * return true to stop player from entering the vehicle
498  */
499 #define EV_VehicleTouch(i, o) \
500     /** vehicle */ i(entity, self) \
501     /** player */ i(entity, other) \
502     /**/
503 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
504
505 /**
506  * called when a player exits a vehicle
507  * allows mutators to set special settings in this event
508  */
509 #define EV_VehicleExit(i, o) \
510     /** player */ i(entity, vh_player) \
511     /** vehicle */ i(entity, vh_vehicle) \
512     /**/
513 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
514
515 /** called when a speedrun is aborted and the player is teleported back to start position */
516 #define EV_AbortSpeedrun(i, o) \
517     /** player */ i(entity, self) \
518     /**/
519 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
520
521 /** called at when a item is touched. Called early, can edit item properties. */
522 #define EV_ItemTouch(i, o) \
523     /** item */ i(entity, self) \
524     /** player */ i(entity, other) \
525     /**/
526 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
527
528 enum {
529         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
530         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
531         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
532 };
533
534 /** called at when a player connect */
535 #define EV_ClientConnect(i, o) \
536     /** player */ i(entity, self) \
537     /**/
538 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
539
540 #define EV_HavocBot_ChooseRole(i, o) \
541     /**/ i(entity, self) \
542     /**/
543 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
544
545 /** called when a target is checked for accuracy */
546 #define EV_AccuracyTargetValid(i, o) \
547     /** attacker */ i(entity, frag_attacker) \
548     /** target */ i(entity, frag_target) \
549     /**/
550 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
551 enum {
552         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
553         MUT_ACCADD_INVALID, // return this flag to make the function always continue
554         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
555 };
556
557 /** Called when clearing the global parameters for a model */
558 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
559
560 /** Called when getting the global parameters for a model */
561 #define EV_GetModelParams(i, o) \
562     /** entity id */ i(string, checkmodel_input) \
563     /** entity id */ i(string, checkmodel_command) \
564     /**/
565 string checkmodel_input, checkmodel_command;
566 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
567
568 /** called when a bullet has hit a target */
569 #define EV_FireBullet_Hit(i, o) \
570     /**/ i(entity, self) \
571     /**/ i(entity, bullet_hit) \
572     /**/ i(vector, bullet_startpos) \
573     /**/ i(vector, bullet_endpos) \
574     /**/ i(float, frag_damage) \
575     /**/ o(float, frag_damage) \
576     /**/
577 entity bullet_hit;
578 //vector bullet_hitloc; // the end pos matches the hit location, apparently
579 vector bullet_startpos;
580 vector bullet_endpos;
581 //float frag_damage;
582 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
583
584 #define EV_FixPlayermodel(i, o) \
585     /**/ i(string, ret_string) \
586     /**/ o(string, ret_string) \
587     /**/
588 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
589
590 /** Return error to play frag remaining announcements */
591 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
592
593 #define EV_GrappleHookThink(i, o) \
594     /**/ i(entity, self) \
595     /**/ i(int, hook_tarzan) \
596     /**/ o(int, hook_tarzan) \
597     /**/ i(entity, hook_pullentity) \
598     /**/ o(entity, hook_pullentity) \
599     /**/ i(float, hook_velmultiplier) \
600     /**/ o(float, hook_velmultiplier) \
601     /**/
602 int hook_tarzan;
603 entity hook_pullentity;
604 float hook_velmultiplier;
605 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
606 #endif